-----------------------------------------------------------------------------
                Breath of Fire 2 Handbook
                                        written by Ben Siron

                         Maintained by James Greene
-----------------------------------------------------------------------------

    Breath of Fire 2 (henceforth BoF2) is a classic-style RPG for the SNES,
produced by Capcom.  I am in no way associated with Capcom.  This handbook is
free and not intended for sale.  All that I ask is that you do not remove
these opening paragraphs if you are providing it to others.

    Unfortunately, it is my duty to inform you that Ben Siron has ceased
writing FAQs, as well as abandoned video games.  Please do not contact him,
as he is no longer involved with this FAQ in anyway.  He has given me control
of his FAQs.  If you wish to use this FAQ, feel free to contact me.  If you
explain what you want it for, chances are that I will let you use it.  You
can contact me, James Greene, at sabin_2002@yahoo.com

    This handbook is a text file approximately 7000 lines long, designed to
be read in a fixed-width font capable of displaying at least 78 characters per
line.  This is the third edition, last updated May 12, 2001.  Now I have a
thank-you list, better character information (includes level-up gains), more
discoveries, and less errors all around.

Thanks go to:

   (irwin.51@postbox.acs.ohio-state.edu)
        Jim Irwin - for the detailed township tenant listing.  This
                speeded up my search a lot - and enabled me to make a
                slightly more comprehensive listing.

   (kerris@nucleus.com)
        Rory Mahood - for finding the elusive StarrSD and Octopus items, and
                for greatly expanding my list of battle award items.

   (arcadia@crl.com)
        Arcadia, Esq. (Rocky Kassos)

   (duchess-29@hotmail.com)

   (mattlambo@juno.com)
        Matt Lambo - for listings of items which are battle awards.

   (ragnarok@sci.fi)
        Ragnarok (Heikki Ruuska) - for the secrets file which helped me a lot
                the first time I played BoF2, and gave me lots of things to
                check while compiling this handbook.

   (asanchez@Texas.net)
        Andrew Sanchez - for finding Pechiri.

   (mokona@logicworld.com.au)
                for the info about Akky's kittens and about the
                fact that nothing happens if you clear both tolen boards with
                only 8 tolens.

   (nathanm@znet.net.au)
        Nathan McDonald - for finding the NinjaML item.

   (dm3@tca.net)
        Stephen O'Neal - for finding the use of the SkullBR item.

   (Epametheus@aol.com)
   	Ed, also 'Phoenix' - for finding the Zodiac enemy and with it, the
		9-TailWP.

No thanks go to:

        Ray Greer - and the team responsible for the carelessly inaccurate,
                incomplete, and generally clueless 'Breath of Fire II:
                Authorized Game Secrets' guide.  I can't believe that Capcom
                endorsed this.  I can only guess that it is because Capcom in
                America doesn't know a whole lot about the work that Capcom's
                programmers in Japan do, or they don't care.  Nothing in this
                handbook has been stolen from Mr.Greer's book, I am proud to
                say.


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                             Table  Of  Contents

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              section                   begins at this percent of the way
                                           through this vast document

             Notation                                 0%

               Bugs!    .   .   .   .   .   .   .     0.5%

        Welcome to the Party                          2%

              Action!                                 22%

             Conditions .   .   .   .   .   .   .     35.5%

         Damage Algorithms                            37.5%

               Skills                                 43.5%

              Shamans   .   .   .   .   .   .   .     45%

              TownShip                                49.5%

               Items                                  55%

            Home Cookin'    .   .   .   .   .   .     66.5%

              Othello                                 68%

               Gossip                                 68.5%

          Huntin' & Fishin'     .   .   .   .   .     69.5%

            Spoils of War                             74%

           Know Your Enemy                            76%

           Tips n' Tricks   .   .   .   .   .   .     96%

 Appendix 1: Percent to Binary conversions            99%

 Appendix 2: Bof2's Random Number Generator           99.5%

---------------------------------------------------------------------------








  -=-=-=========================-  Notation  -==========================-=-

throughout this handbook, I use the following mathematical notation:

[x]     the greatest integer less than or equal to x.  This arises because
        all division operations done by the game console's uP unit round down
        automatically

(a..b)  a number between a and b, including the possibility of being a or b
x = (a..b)      choose a number for x randomly from the given range

(a,b,c,d)       a number chosen as one from amongst this set of numbers
x = {a,b,c,d}   choose a number from the given set randomly and assign to x


other abbreviations:

IMHO    in my humble opinion...

FWAK    Furry Wittle Animal Kitten.

all other notation is explained in the section in which it is introduced.
Just be patient and read the full 'Welcome to the Party' section...









  -=-=-==========================-   Bugs!   -==========================-=-

BoF2 has it's own small set of bugs.  Nothing major, just minor annoyances.
I call these bugs because I can't see why the programmers would have intended
these things to be these ways:

FireBrth, ColdBrth, FireDrgn, IceDrgn, and T.Drgn do NOT deal elemental
  damage as their names would suggest.

The DmndBR does NOT prevent the Death spell from working.  The authorized
  game secrets guide for BoF2 says that it does, but I have tested this out
  thoroughly on my copy of BoF2 and found it to be false.  Only the LifeBR
  prevents Death.

The GutsBT does NOT result in any increase in the Guts rating of a character.

The Angel Shaman, Seny, gives no standard bonus.

There are plenty of equipment items giving resistance to holy damage, but
  none to give resistance to wind damage.  This is to be contrasted with the
  fact that the opposition never makes any holy attacks, but makes plenty of
  wind attacks.

When you try to 'Swch' a priceless item at an equipment shop, the game
  crashes.

The FastShoe gives no bonus to the probability of getting a lead-off attack,
  despite the description of the item (maybe this was just a translation
  error...).

The Mckrl item 'looks tasty', but has no effect when used.

Weapons are not capable of dealing wind elemental damage, despite their names.

The Agi.Up combat condition has no effect.

The Cond.Up item only raises bCond to 225, not 255.  This could be a typo by
  the developers, or it could be intentional, I'm not sure.  My guess is that
  nobody caught it because Cond. shows 'Super' either way, and the role of
  the bCond stat is an enigma.


One more thing - for those of you who want to test that my algorithms really
are accurate to the point (which I assert they are), be sure to consult
Appendix A for conversion between % factors and binary fractions.  BoF2
speeds up all of its calculations by using division by powers of 2 (shift
operations) instead of normal division whenever possible.  This is done via a
precalculated conversion table between % factors and fractions using 256 in
the denominator.  Needless to say, this conversion sacrifices precision, and
for a while it caused me a lot of frustation when I was trying to figure out
what was really going on in the calculations.  Appendix A lists the
appropriate fraction to use for a given percent factor.  All of my algorithms
use percent factors whenever possible in place of these unwieldy fractions to
make the math look as simple as it should be.








  -=-=-=================-   Welcome to the Party   -====================-=-

This section introduces the basic system that BoF2 uses for characters,
combat, items, spells, and so forth...


        - - - - - - - - - - Basic Party Mechanics - - - - - - - - - -

Your party is composed of the band of adventurers which from which you can
choose to take along with you on your quest.  Those currently being taken
along are your party members, and they form your group.  You may have between
1 and 4 party members.  At some points in the story, you are compelled to use
certain characters as party members, and in many places, characters leave
your party altogether.  But fear not - in the end they will all (except for
the child) return to help you fulfill your destiny.

by default (that is to say, except in a few special cases), you will be
compelled to use the hero as a party member.  The hero's name is whatever you
choose to call him, so I just refer to him as 'the hero'.  All other
characters' names are unalterable, so far as I know, so I call them by name.
All names are four characters or less, and in most cases the game assumes a
name to be exactly four characters.  So, if you're going to name your hero
'Ed', be prepared to see some dorky formatting of text.  To avoid this,
choose something with exactly 4 characters instead, like 'Eddy'.

There are two versions of the hero, and for all intents and purposes they
are separate characters.  One is the child who you play during the prologue,
and the other hero is the one you play throughout the rest of the quest.
They have the same name and stats that match perfectly, but otherwise they
are completely different.

I have chosen the following 1-letter abbreviation scheme for party members:

                                C - Child
                H - Hero        B - Bow         K - Katt
                R - Rand        N - Nina        T - Sten
                J - Jean        S - Spar        U - Bleu

At this point, you might be saying to yourself, "Jus' wait a cotton pickin'
minute... I thought there were only 8 characters!" (besides the child).
Refer to my HTML map - there's a location in the east you probably haven't
noticed before, and one potential TownShip citizen you haven't invited who
can help you.

Whenever a party member leaves your party, you are compelled to form a new
adventuring group.  You may also change party members by choice by using the
'Change' command at any dragon god totem.  This option is available only when
you have more than 4 characters in your party, and is also disallowed during
certain scenarios.  To help you make the choice of who to take, whenever you
change party members, you are presented with a table of mHP/mAP/level/
Off/Def/Vigor values to compare all the characters.  To toggle between
mHP/mAP and Off/Def/Vigor, just press 'L' or 'R'.  Whenever you choose to
change party members, you must take the maximum number possible.  This is
either 4 or the total number of characters in your party, whichever is less.
As you shall see from the algorithm for awarding EXP from combat, there is
really no reason you would ever want to travel with less than the maximum
number of party members possible - more is better.

After changing party members, you may also change formation and combat order.
There are two separate ordering schemes for party members: the walking order
and the combat order.  The walking order determines who is in the lead while
walking around on the map.  The combat order determines position in combat -
who is closest to the enemy and hence is taking the most risk.

These two orders can be changed independently.  The walking order can be
changed outside of combat without affecting the combat order by pressing 'L'
or 'R'.  This causes the order to cycle forward or in reverse.  The combat
order can be changed via the main command screen: use Swch, then Order.
Whenever the combat order is changed, the new combat order becomes the
walking order.  All combat order changes are done by a series of position
flips: character A and character B exchange position.  Whenever the game
requires a given character to be in the lead, that character's position is
flipped with the one currently in the lead.  The walking order is also
overwritten by the combat order whenever you load a saved game.

The combat formation is independent of both the walking order and combat
order.  It can be changed in and outside of combat with the 'Swch' option.
The role of position and formation is explained if the 'Damage algorithms'
section - it modifies damage dealt and taken from physical attacks.  For
every extra party member in your group, the number of formations you can do
increases by one:

                party members      formations available
        -------------------------------------------------------------
                      1         Normal
                      2         Normal, Scramble
                      3         Normal, Scramble
                      4         Normal, Scramble, Defense, Parallel

The dragon god also allows you to save your game's state in the slot which
you are currently using.  BoF2 does not allow cross saving (saving to
another slot).  This minimizes the chance of overwriting a different saved
game by accident, but can be a major pain when you want to try out
something new and not be stuck with the consequences.  To save to another
slot, you must copy the data in one slot to another and then you may play
each separately.  Thus, to experiment, you must save and copy often, or
know beforehand when to do so, so that you will have a fairly recent copy
with which you can experiment.  BoF2 is pretty bug-free; there doesn't
seem to be anything that can go wrong that will screw around with your
saved data (unlike the 'Relm sketch' bug in FF3).  Only you can do that....

As for items - they are held in two inventories, a 'Spcls' list, and
equipment lists which are personal to each character.  The equipment lists
exist whether the character is in your party or not, but you may only
access the equipment of party members.

The stuff in 'Spcls' can't be used, moved, dropped, destroyed, sold, bought,
consumed, worn, eaten, abused, switched, appraised, or anything else except
for being looked at.  For all practical purposes they are not really items.
'Spcls' merely symbolize that you have passed a certain point in the game.
A special item grants its powers automatically.

The two inventories are the party and the bank inventory.  The party
inventory has 48 slots, and into each slot may be placed either one single
item, or from 1 to 9 of the same type of a groupable item.  Single items are
limited to names of up to 8 characters, and groupable items may have up to 6.

The bank inventory is much bigger - it has 126 slots.  Items can be shuffled
back and forth between the party inventory and the bank inventory at no cost,
but ONLY at bank outlets (no exceptions).  Bank outlets are typically next to
item shops.

The party inventory is accessible at all times and is independent of who is
in your party.  This scheme has the potential to produce nonsensical
situations, but luckily, BoF2's plot does not have to explain a situation in
which your party members change without everyone in the party meeting up in
a common area.  So, unlike FF3(6j) (Final Fantasy III (VI), also for the SNES), 
this
is a plausible model. (You don't have a situation in which character A buys
a Herb and then the game switches to character B, who strangely enough has
the Herb available to use in his inventory even though A and B haven't met
since the time A bought the Herb).

Items may also be kept in the equipment slots personal to each character.
These slots are specialized:

                        1 weapon
                        1 armor   \
                        1 helmet   >    slot(s)
                        1 shield  /
                        2 etc.

Movement in and out of these slots is restricted (you can't wear an Herb as a
helmet - sorry, it's just not that kind of game :) ).  A slot can BEGIN by
being filled with an item that doesn't belong there, but once you remove it,
you can't ever move it back.  This turns out to be even a bigger restriction
than it first seems to be, because the white space item (the code for a slot
which is empty) is not a valid piece of equipment, except for the etc. slots.
So, once a non-etc. slot is occupied, it can never be made empty again.  In
other words, you can't unequip things in BoF2, except for the stuff in the
etc. slots.  You may only replace an item with another, and the character
must be able to equip the new item in that slot.  This is made easy outside
of combat because you are only shown the set of items which can replace the
current one.  In combat, it is a little more of a pain.  You CAN change
equipment in battle, but only the non-etc. stuff.  To do this, use Item,
and select the piece of equipment.  If the character can wear it, you will
be able to 'Use' or 'Eqp' instead of just being able to 'Use' it.

What is in these equipment slots is not affected by the process of the
character leaving and joining the party.  If character A leaves, he takes the
items in these slots with him, and when he returns, he will be wearing
exactly the same stuff that he had when he left.

This brings me to using items.  The method is different for combat vs.
non-combat situations, since in combat you are giving orders about what the
party members are going to do in the following round, without necessarily
knowing the order in which actions are going to be taken.  All items produce
the same effect in or outside of battle, except that some effects are only of
benefit in certain situations - what varies is whether the item may be used
in a given situation, not the effect that it has.

Outside of combat, if use of an item will produce no effect, BoF2 will not
let you use it.  This is as opposed to combat, where there is no such
restriction (BoF2 lets you go ahead, knowing that by the time the character
takes an action, the item's effect might be useful - or it may not - there is
no way to tell ahead of time).  When you give an order for an ally to use an
item, it is seemingly removed from the inventory.  It is still there, but
you can't see it.  The item does not actually get removed until the
character uses it, and only if it is a 'consumable' item (in this way, items
are not wasted, but in the sense that they may be used for no effect,
they are).

Finally, if your inventory is full, you will not be able to buy new items or
unequip etc. type equipment.  If you find an item but your inventory is full,
you will be told what item was found but you will not be able to take it.  It
will remain there until to try to obtain it when your inventory is no longer
full (except in the case of food placed on the carpenter's table in TownShip,
which disappears).  Also, if your inventory is full, you can't win items in
battle.

Your party has 2 money reserves - a party supply, and a bank reserve.  The
party supply can hold a maximum of 9,999,999 Z (coins).  The bank can hold up
to 16,777,215 Z.  Coins can be moved between these two reserves at no cost,
but only at bank outlets.  Only money in the party supply can be used to make
purchases or be reduced / increased as part of the plot.  The bank reserve is
secure - nothing can affect your money in the bank except for you making
withdrawals and deposits.

This brings me to the subject of losing.  when all party members are either
dead or zombies, you have lost.  When you lose, your party money is halved
(just like the old Dragon Warrior games) and you are sent back to the last
place you saved your game at.  Everything else remains the same: you keep all
the EXP, items, spells, etc., that you had just before you died.  When you
wake, all party members are restored to mHP and mAP (no restoration for the
other characters in your party).  The state of the world also remains the
same; items you removed from treasure chests remain removed (so that you
can't come by and obtain them again).  There is a point of strategy to be
noted here - if you know you're going to lose, don't waste your items in a
vain attempt to save yourself for a few more rounds (unless you're also
going to reset the game and start over from a previously saved version).
Just keep the stuff, die, get a little more pumped up, and come back to kick
some ass (hmm... just like the energizer bunny).

Another thing that stays constant when you lose is the moods of all of the
characters.  All characters have moods which scale from 0 (black) to 63
(rainbow).  The lower the mood, the more that character desires to purge the
world of your presence.  255(rainbow) means that you're their bestest buddy
in the whole world.  The hero's dragon tear is orange only because this is
how he feels about himself.  A hero should be humble, above all.

A character's mood is visible when the dragon tear is applied to the
character's profile.  The correspondence between color of the tear and
mood is:

     [Mood/16]  Dragon Tear color
------------------------------------------
          0     Black
          1     Dark red
          2     Deep red
          3     Magenta

          4     Reddish orange
          5     Orange
          6     Orangish yellow
          7     Yellow

          8     Greenish yellow
          9     Yellowish green
          10    Deep green
          11    Bluish green

          12    Light blue
          13    Blue
          14    Deep blue
          15    Rainbow

If you save, do an action which makes a character more friendly to you, die,
and repeat that action again, you can apply to bonus again to the character's
mood - which still remembers the previous bonus!  I haven't yet found a use
for this however, since I haven't been able to measure any benefit that a
perfect (rainbow color) or worst case (black) dragon tear confers.  The value
of the dragon tear seems to be only for storytelling.  Also, a character's
mood is often initialized to take a certain value during the game, which
totally erases the effects any cheesy things you have done to change it.

BoF2 will not let you create a situation in which all party members are dead
outside of combat.  This is assured because in any instance in which you
change party members composing your group, all dead characters are revived to
1 HP (although this does nothing for AP).

There are some exceptions to being sent back to the last placed you saved at:
If you lose when...             You get sent back to...

        You have not yet saved your     The totem in HomeTown
          game at all
        Fighting Barubary (in the        **
          prologue)
        You are in SkyTower             SkyTower's entrance
        In the Queen                    ?

        In the Whale                    ?
        In Torubo's                     ?
        At Highfort                     The totem at the entrance to
                                          Highfort, or the one at the base of
                                          Highfort (if you already defeated
                                          Torubo)
        In SkyCave before defeating
          the Guardian                  The statue where Nina arrives alone
        In SkyCave after defeating the
          Guardian                      The statue where the rest of the
                                          party waits for Nina
        Fighting Tiga                    **

** means that this battle is one you are expected to lose, you do not get
sent anywhere necessarily - losing is part of the plot.


To go further, I will need to explain:

        - - - - - - - - - - Basic Combat Mechanics - - - - - - - - - -

You can't win BoF2 without fighting - A LOT.  All situations in BoF2 can be
divided into combat and non-combat.  Combat can be entered in two ways:

You are walking about some place that has monsters, you take a step, and
suddenly you're face to face with a bunch of dudes you never met before.
This doesn't mean they don't want to kill you however (duh!!).  This is
called random battle.

or: Your party leader visibly interacts with an enemy figure and battle is
triggered through contact, proximity, or as part of the story.  This results
in a battle to the death.  'To the death' means that the battle must be
played out to its conclusion - you can't Run, or make the enemy Runaway.  In
battles to the death, many actions that would normally succeed will always
fail.  For example, you can't do anything that would cause lethal damage to
an enemy or deal it any fraction of its maximum hit points worth of damage,
either.  All actions which are so limited are noted on a case by case basis
with an explanation of the action.  The opposition, however, is not limited
in this way, and may use any and all actions for their normal effects (rest
assured that they won't be using their actions to Runaway!).

There are several concepts I've been talking and will talk about more that
deserve immediate explanation:

        - Combatants                    - Runaway
        - Rounds of combat              - Actions
        - Opposition                    - Enemies
        - Party members                 - Allies
        - Run                           - Lead-off round

Combatants are all of the characters participating in a combat.  Combat in
BoF2 is played in rounds.  Before each round, each combatant chooses an
action for that round, order of action is resolved, and when the time comes,
each combatant performs the action chosen.  Combat then proceeds to the next
round.  Opposition refers to the guys in the upper left of the combat screen.
Party members are in the lower right corner.  'Enemy' and 'ally' refers not
really to a classification, but a relationship between two combatants.  If
both combatants are in the same corner, they are allies.  If they are in
opposite corners, they are enemies.  Combat is cut short (action stops) if at
any time:
                0) All opposition has Runaway.
                1) All opposition has either died or Runaway, with at
                        least one of them dead.
                2) All party members are either dead or zombies.
                3) The party has successfully Run.

Case 0: They chickened out ('The monster fled.').  Combat ends immediately.

Case 1: You win.  The objective of all battles.  You receive a money and EXP
                reward, and an item if you're lucky (items can be won
                randomly in both battles to the death and random battles).

Case 2: You lose.  Sometimes this is fate, but these cases are few and far
                between, and not one such case is a random battle.

Case 3: You chickened out.  Or, you were just too bored to fight the battle.
                No guts, no glory, no penalties.  Just like case 0.

Runaway is an action used only by the opposition.  Run is not an action - it
takes the place of all action for a round.  When you Run, a roll is made to
check for success.  If so, combat ends immediately and your party is safe.
If not, the opposition gets a lead-off round on you!  Run always fails in
battles to the death - you will get the message, 'Can't run'.  In random
battles, failure to run gives the message, 'Won't Run'.

In a lead-off round, one side gets a free round of actions while the other
side sits there and looks pathetic.  Whenever random battle is triggered, a
random(?) roll is made to see if you can get a 'lead-off attack'.  If so, the
party members get a lead-off round on the opposition.  The opposition has no
such luck (except when you've failed to Run).  There are no 'lead-off
attacks' in battles to the death.

The order of action in a round of combat is totally determined by the Vigor
ratings of the combatants at the beginning of the round.  Enemies' Vigor
ratings are determined differently than party members' Vigor (since enemies
don't wear equipment).  In random battles, an enemy's Vigor is chosen at the
beginning of the generation of the enemy to be Agi + (0..7), to a maximum to
511.  For battles to the death, Vigor = Agi (no random variation).

(For your information, this special case for battles to the death was a hack
imposed so that cinematic battles like the Palo/Peach/Puti fight would be
sequenced properly.)

The order is a sorting of Vigor ratings: the combatant with highest Vigor
goes first, followed by the next highest, down to the lowest.  When two
characters have the same Vigor, the following priority scheme is used:

                1st: Party member in front
                2nd: Party member in 2nd position
                3rd: Party member in 3rd position
                4th: Party member in back
                Last: Opposition

So we see that in BoF2, order of actions is independent of what the action is
- it doesn't take any more time, so to speak, to cast Missile, than it does
to attack.  There are a few exceptions to this, such as 'Defense' and 'Dare',
which forfeit the party member's action in return for bonuses throughout the
round.  We also see that all opposition is in principle able to be preempted
if Vigor is high enough.  However, to take an action before opposition with
Agi of 511, it is necessary that you also have Vigor of 511.  And this
means, as we shall see later, that the party member's armor must have a
weight of 0.


The method by which random battle is triggered in fairly straightforward, but
first I must take yet another digression and explain:

        - - - - - - - - - - Basic Mapping Mechanics - - - - - - - - -

There are two different flavors of non-combat overhead view in BoF2: the
overworld, and the area.  Both views use the same graphics, but the
overworld is a heck of a lot bigger.  There are no battles to the death on
the overworld.  The overworld also 'wraps-around'.  If you move off the edge
of the world, you come back on the opposite side (the view conceals the fact
that there is any break.  You can take this to mean:

        1) The world of BoF2 has the topology of a doughnut.

        2) BoF2's universe has an 'above' and a 'below', and the
                surface of the world separates the two.  Some kind of
                funky spacewarp links the opposite edges of this surface
                together like an endless reflection.

or      3) Just try not to think about it too hard.

I recommend 3.  Most RPG players choose 3.  3 is a good number.  Mmmm,
doughnut...  Excuse me, what was I saying?  Ah yes, the question is, why do
you care?

The answer is, mapping determines the type of enemies you will fight in
random battles.  Both the overworld and area views are composed of tiles.
Each tile is 8x8 pixels.  4 tiles combine in square formation to make a map
spot, 16x16 pixels.  All movement in BoF2 is done on the spot level - that is
to say, each step move you a distance of one spot (as opposed to Chrono
Trigger, also for the SNES, where movement is done on the tile level in
overworlds, and on the pixel level in areas).  The main overworld of BoF2 is
the world's surface.  It is 256 spots wide by 256 spots tall.

Now apply a coordinate system to the spots - since the world wraps around, it
is difficult to say exactly where the edges are, but a good guess is that at
the edges, there's nothing but water for miles around.  Now notice that there
regions where the monsters you're fighting are fairly constant and places
where you take one step, and the monster types change.  You've just found a
map section boundary.  A map section is a region of the map where the
monsters capable of being generated for random battle does not vary.  Find
several such boundaries and note that all map sections seem to be composed of
blocks 16 spots tall by 16 spots wide.  Coincidence? (I think not.)  Redefine
'map section' to be one of these blocks.  Note that the entire overworld is
composed of these blocks.  Redefine your coordinate system to reflect this.

This is the coordinate system I have come up with:

        [letter][number](x,y).          Letter and number determines the map
                                        section, and (x,y) determines the
                                        spot within that map section

Following the computer graphics standard, X-coordinates increase as you move
down, and Y-coordinates increase as you move right.  The first map section
is A0 in the upper left, with spot A0(0,0) in the upper left of that upper
left.  The last map section is P15 in lower right, with P15(15,15) in the
lower right of that lower right section.  I have drawn an HTML format map,
accurate to the tile(!), of BoF2's main overworld.  Refer to it often - it
helps a lot, IMHO.  This map is color coded:

        Spot color...           What it is...
------------------------------------------------------------------------
        White                   Entrance to a location
        Magenta                 FishSpot
        Light Blue              Lake
        Dark Blue               Ocean
        Green                   Grass/dirt
        Black/Brown             Anything untraversable
        Dark Green              Forest
        Yellow                  Beach/bridge
        Pink(boundary)          The imaginary boundary between
                                  different types of map section

The colors in the above table also give information about terrain type.
Terrain for a spot on the overworld map is the background you see when you
fight a random battle on that spot.  This terrain is chosen from one of
several types.  For example, battles fought on grass randomly result in
either dirt plains or lakeside terrain, and battles in the forest randomly
result in either a dense or sparse forest terrain.  Terrain throughout
an area is constant.  There are several types of overworld terrain:

        name            color on map    how to recognize
-----------------------------------------------------------------------------
        Dirt plains     Green or        Area is sparsely covered in grass.
                          yellow          Where there is no grass, the ground
                                          is cracked and dry.
        Lakeside        Green or        Area is covered in grass, and is near
                          yellow          the edge of a lake.
        Sparse forest   Dark green      Open area in the midst of a forest
                                          which is lined with tall narrow
                                          trees.
        Dense forest    Dark green      Like the sparse forest, except trees
                                          are fat and rounded, and there's
                                          lots of shrubbery and flowers.
        Desert          Green           It's all sand and cactus plants.


There are also a lot of different area terrains:

        Name               How to recognize
-----------------------------------------------------------------------------
        Dense forest       Same as the overworld version

        Cave               A well-lit cave with walls of dirt

        Underground lake   A cave with a lake inside of it

        Waterfalls         A cliffside passage with a waterfall

        Mountain pass      A ledge on the side of a mountain

        ...

Terrain is important for spells that deal damage and the special action
'Ntre'.  When the description of a spell lists 'native terrains', this means
that if the spell is cast in that type of terrain, it is more likely to be
'well-cast' (refer to 'Damage algorithms' for an explanation of this).  If
the spell is well-cast in such an area, you will see extra graphics in the
casting of the spell.

Another useful map you can access while on the overworld you can get by
pressing 'Select'. This will show you all the places you have visited so far.

The map section concept doesn't apply to areas - each area is a map section
in itself, so to speak.  Monsters don't vary from one end of an area to the
other.  They, CAN vary however, between floors of a given location - this is
because a location (such as a town, for example), is not an area, but a
collection of areas linked appropriately to fit together logically to behave
like a maze, or town, or whatever.  By the way, a location refers to the
place name that the main command screen tells you you're in.  Where this
name is a blank, I have made up place names, and put the name in parenthesis.

The second thing that is constant throughout a map section is monster
activity.  See that little guy at the top of the main command screen?  That's
the monster meter.  He has the following states:

        Asleep: Figure is sleeping.

        Normal: Monster moves slowly and has sleepy eyes.

        Active: Eyes are wide open and the figure moves a wee bit faster.

        Wired:  This little guy is really agitated.

The monster level determines how many steps you will be able to take between
random battles.  A couple of pieces of etc. equipment can modify this, as can
casting Smoke.  At a given point in the game, monster level throughout a map
section may be constant, but monster level for a given section can change as
the game proceeds.  Because of this, I won't list monster level vs. map
section, just the enemies which can be found there.

This seems to be the mechanism by which BoF2 determines when you will fight a
random battle:

- Whenever you enter or return from battle to an area or the overworld map,
        generate a 'fight counter' value randomly (with minimum and maximum
        values dependent on the monster level, and modifications due to
        equipment and Smoke).

- For each step that you take, decrement the fight counter by a constant.
        This constant is also a function of the monster level of the step you
        are moving to, equipment you are wearing, and Smoke.

- If decrementing the fight counter causes it to drop below 0, a random
        battle is triggered after reaching the new spot.

This fight counter algorithm type seems to used often in RPGs, though it is
not the only method which is used.

The pieces of equipment which can affect rate of random battle generation are
the HolySF and the Collar.  When Smoke is cast, the smoke condition it
applied to the party for a short while, during which time the monster meter
is blue.  Refer to the description of the Smoke spell for more details.  With
smoke off, and neither the HolySF nor the Collar equipped by anyone in the
party, initial fight counter values are generated and decremented in the
following way:

Monster level           Fight counter           Decrement per step
----------------------------------------------------------------------
Asleep or Normal        20 + (0..255)                   5
Active                  32 + (0..255)                   7
Wired                   60 + (0..255)                   15


This results in the following statistics:

MonsterMeter            # of steps between battles              Average
--------------------------------------------------------------------------
Asleep                  Infinite                                Infinite
Normal                  (5..56)                                   30
Active                  (5..42)                                   23
Wired                   (5..22)                                   13

(Assuming that you do all your walking without leaving an area or moving
between map sections of different monster level.)

This algorithm is not exact.  Every so often, you will be able to walk an
incredibly large number of steps without fighting a random battle.  I am
at a loss to explain this.

The smoke condition significantly decreases the rate at which you fight
random battles, but I am not sure exactly how.  The HolySF also decreases
the rate significantly in regions where the monster level is normal, but
doesn't do much in more active regions.

The Collar measurably increases the rate at which you fight random battles at
all monster levels (excepting asleep, of course).  Once again, I am not sure
of the exact mechanism by which this is done.

The third thing that the map section concept is useful for is fishing.  Each
map section either one or no FishSpots in it.  To trigger a FishSpot, you
need to leave a battle (by running from it or winning it) from the same map
section that the FishSpot is in.  In one case, this makes it pretty darn
counter-intuitive as to where you need to be get the fish to show up.  More
on this in the Fishin' & Huntin section....

Note: Even though it is impossible to fight a random battle in asleep
regions, it is still possible to fight a battle to the death in an asleep
region (Huntsvil!).  I haven't found any ultra-secret FishSpots by doing this
yet, though.


        - - - - - - - - Where To Find the Opposition - - - - - - - -

The way in which random enemies are chosen as a function of map section is:

        ABCD EFGH IJKL MNOP

     0  ---- ---G ---- ----
     1  ---- -N-- ---- ----
     2  --SS SNNN wnVn F---
     3  --SS SNNN -nxc c---     (This coordinate system will make
                                more sense if you refer to the map)
     4  ---R R-E- ---- c---
     5  -RRR R-EE -M-c c---
     6  --TT ---- --HH c---
     7  --ff f-t- --HH ----

     8  --ff ffZZ ---d ----
     9  ---f --Z- IIdd dd--
     10 -BBf ---- ---- dd--
     11 -B-- ---E E-r- DD--

     12 -B-- ---E ---- D---
     13 ---- ---- ---- ----
     14 ---- ---- ---- ----
     15 ---- ---- ---- ----

Note: A very large, detailed, gridded graphic map of the Breath of Fire II
overworld can be found on my site.  Be aware though, it does not precisely
match up with the number grid above.  However, since the grid map above only
really covers regions, they will match up closely enough for you to tell what
is what.

   *** Map Address: http://www.geocities.com/sabin_2002/BoF2_Map.html  ***


?  Area Description     Monster level: What lives there
-----------------------------------------------------------------------------

-  No Man's Land        (no monsters)

H  Hometown Area        E.Sludge, Hunchbak, Gonghead(1), Leech

c  Coursair Area        Eaterman, Devilkid, Biruburu, Tsi.Fly

x  on the Path to       Sniphead, D.Fly, W.Bear, Tsi.Fly
     Windia

n  Northwest            W.Bear, Sniphead, D.Fly, Devilkid

w  Windia               K.Goblin, Kimoto, Dethpede, W.Bear, D.Fly

N  North                K.Goblin, Dethpede, Stooly, Kimoto

S  Simafort Area        H.Fly, Catfish, S.Idol, Stamen, Pollen

R  Rivers south of      H.Crab, J.Fish, Catfish
     Simafort

V  Valley east of       Bloodskr, Bugbear, Eaterman, Harpy, Trikster
     Windia Bridge

F  Far northwestern     C.Sludge, E.Sludge, D.Fly, W.Bear, Devilkid,
     Peninsula            Sniphead

t  Tunlan Island        Pollen, Beetle, Pima, S.Golem(1), DinaFung,
                          G.Lizard, C.Sludge

M  Mt.Maori Island      Meedid, Pollen, Venusfly, C.Sludge, Banbhand

T  Sea of Trees         C.Bear, Pollen, Basilisk, Venusfly

Z  Guntz Island         Cotris, Ganet, C.Sludge, S.Golem(1), DinaFung,
                          G.Lizard, Pollen, M.Golem

d  Highfort Desert      DinaFung, S.Golem(1), Basilisk, Pollen,
                          C.Sludge, G.Lizard

D  Great Desert         Cancer, G.Idol, Titong, R.Guard, RoadSlug

I  Tropical Islands     Shupri, Dinabehm, Ganet, M.Golem, G.Idol

f  Farmland Area        Tri.eye, M.Golem, Crodworm, Gallop

B  path to Bando        Cotris, Mamot, R.Guard, RoadSlug, Kiyhood,
                          Ganet

E  Final Areas          G.Idol, Kimaira, Mamot, M.Golem, Cyclops

r  N.Rider Island       D.Brnger, Cyclops, N.Rider

G  Isle of Giants       Gonghead(2), Chorking, A.Sludge, K.Sludge


While I'm on the subject I will present the monster mapping for all of the
areas of BoF2; all random enemies and those which can be fought in battles
to the death, listed by location.  There are many areas for each location,
but in most places, the monster variety is the same across all of the
areas.  In places where the variety differs across different area in the
same place, I will explain further.  Note that many places are accessible
only during certain times during the game, as are enemies fought in
battles to the death.  Where this is the case, I will note when the
location is accessible.  Locations are listed alphabetically by place
name.  Enemies which can be fought only a finite number of times (usually
once) in battles to the death have a '*'.  Enemies which can be fought an
unlimited number of times in battles to the death (Huntsvil, for example)
have a '^'.  I don't bother to list monster level - it is either active
or wired in all cases where there is activity, and it changes often
throughout a given location.

*  - The enemies in this location are all fought in random battles, but you
        may only fight a finite number of these random battles.  This
        because after 2 encounters in a 'region', the areas in this 'region'
        lose all monster activity.  A 'region' is composed of the adjacent
        heart chambers where the flow of blood is the same.  An encounter
        counts as any enemy engagement, whether they run away, you win, or
        you run away.

** - Refer to Huntin' and Fishin' section.


Place    Entrance spot          Opposition found there
---------------------------------------------------------------
Bando     C12(15,10)    Maindstr, Lyverma, D.Spirit, D.Spider, *Footman(2),
                          *Zombie, *Necroman

CapeTown  F5(14,12)     W.Tunnel: H.Crab, Cuttlecb, Fastman, G.Shaker,
                          V.Head, G.Lizard, C.Sludge, *Munmar

Capitan   G2(2,8)       DryWell: *Creon, *Villagrs, *Chiroru, *Terapin

Circus     --           *M.C.Tusk

CotLnd    E9(9,8)       *Tiga

Coursair  N4(10,2)      Coliseum: *Dir.HR, *Katt, *Augus

Dream     E6(4,7)       E.Sludge, C.Sludge, Rapider, S.Idol, Ganga, Gonghead,
                          V.Head, Sniphead, Mimic, D.Brnger

Evrai     I11(8,4)      JackDoor: Titong, Cancer, R.Guard, RoadSlug,
                          Dinabehm, M.Golem, Kimaira
                        St.EvaCh: *Soldier, *Ray, D.Crsdr, Assasin, R.Guard,
                          R.Slug, M.Knight, *Oldman, *Guardeye(1),
                          *Guardeye(2), *Guardeye(3)

FarmTown  E8(12,9)      *Stump, *Bush, *Stone, *S.Golem(2), *Paladin

FogValy   E7(10,11)     B.Ogre, V.Head, Needle, Aruban, Cyclops, M.Golem,
                          Mimic, P.Eater

Gate      I5(8,6)       *Beak(1) (fought in the prologue)
                        *Babaruku
                    Infinity:
                        Open backdrop: Humus, G.Rider, Ifeleet,
                          Dadelous, Ganet, E.Dragon
                        Rooms: Racegude, G.Rider, Humus, BigHand

                        Teleport room in Dologany: E.Sludge

                        Open backdrop below Dologany: Carm, Ganet,
                          Ifeleet, Dragoon, Skeleton, Cyclops

                        Rooms below Dologany (B1,B2): Conch,
                          Skeleton, Magicmas, Cyclops, Dragoon, Carm

                        " "(B3,B4): Magicmas, Carm, DPaladin,
                          Ganet, Skeleton

                        " "(B5): Amom, Magicmas, DPaladin
                          *Barubary(2), *Barubary(3), *Barubary(4)

                        " "(B6): Hellion, Amom, DPaladin, Magicmas
                          *Deathevn(1), *Deathevn(2)

			" "(B6, rooms at the far south and east ends):
			Zodiac, Hellion, DPaladin, Magicmas, Amom

			" "(B6, room at the far west end):
			P.Dragon, Hellion, DPaladin, Magicmas, Amom

Highfort  N9(11,3)      B2: Pharaoh, D.Brnger, Pollen, C.Sludge
                        B1: Fastman, G.Lizard, M.Mummy, H.Fly
                        (dungeon): Ralooba, Basilisk, Pharaoh, Soulflik,
                          D.Brnger
                        (dungeon): Pollen, C.Sludge, Pharaoh, Basilisk,
                                Soulflik, D.Brnger
                        Other: *Torubo(1), *Torubo(2), *Portal, *Shupukay

HomeTown  L6(5,6)       Trout: Footman(1), *Trout

Huntsvil  **            ^Beak(2), ^Grizzly

Memory    E6(4,7)       Rapider, Jacky, P.Eater, RoadSlug, *Aruhamel

Mt.Fubi   L7(14,4)      Inside: Leech, Widow, Corpse, S.Goblin
          M7(6,2)       *Outside: Gonghead(1), S.Goblin  (*monster activity
                          here disappears after 16 encounters)
                        Outside: *Palo, *Peach, *Puti

Mt.Maori  K5(9,7)       Outside: Meedid, Pollen, C.Sludge, Venusfly,
                          Banbhand
                        Inside: Ganga, Meedid, Atlas, Venusfly

Mt.Rocko  M5(10,8)      Trikster, Willowsp, Bloodskr, Ghoul, *Hood,
                          *P.Spider, *Joker

Namanda   E8(0,5)       P.Eater, Mimic, Barucuda, Tri.eye, Banbhand, Kiyhood,
                          V.Head, Needle, Aruban, Pollen, Stamen, R.Guard,
                          R.Slug, C.Sludge

OwlWoods  H2(6,9)       *Algernon, *Suiky, *Danielle

(Queen)*   --           (Right): Pepshun, Ryusight, Hemoglod
                        (Left): Fatty, Ryusight, Pepshun, Hemoglod

Ruins     L7(5,8)       *Pest, *Roach

ShowCave  H4(6,4)       Barubary(1) (fought in the prologue)
          H5(6,0)

SimaFort  E3(8,5)       *Jailer, Poltrgst, Arachnod, Mimic, *GoldFly(1),
                          *J.Worm, ^B.Roach, *G.Roach, *GoldFly(2), *Kuwadora

SkyTower  G4(7,10)      Darious, Amonica, Needle, Crodworm

TagWoods  M3(10,0)      Harpy, Bugbear, Docaden, Eaterman

ThvsTomd  O11(0,0)      Sheef, Anubis, Kiyhood, D.Spider

UpaCave   N4(6,14)      Sireen, Stinger, Aruban, *Uparupa

WildCat   D2(3,12)      ^Bouncer, *Wildcat, ^Witch

Windia    J2(12,5)      SkyCave: Gargoyle, R.Guard, RoadSlug, Crodworm,
                          Baracuda, Aruban, V.Head, *Guardian

WitchTwr  E2(11,2)      1F-4F: H.Fly, M.Mummy, Ogre, Monoped
                        5F: Seenates, Ogre, M.Mummy, Monoped
                        6F: *Nimufu



        - - - - - - - - - - - - - Statistics - - - - - - - - - - - -

With a basic understanding of mapping and combat laid down, I will now talk
about statistics - those numbers you see in the Stats window.

Stats determine the effectiveness of actions and commands used in combat, and
the rewards of combat.  And that is ALL that they do (in BoF2, anyway).
Stats are only indirectly of value outside of combat, in that the better your
stats, the better your chances of winning subsequent battles and making it
back to a safe area in one piece, thus affecting your decision of whether to
proceed or turn back.

There are three types of statistics: basic, derived, and health.

Some stats a party member has contribute to determining what the character's
other stats are, and are themselves not affected by changing of any other
stat.  These are the basic stats:

        Str, Stmna, mHP, bmAP, Agi, bWis, bLuck, Guts, (Cond.?), EXP

Basic stats can only increase during the course of a game, usually only
during a leveling up (except for EXP), while derived stats are constantly
changing; they are recalculated whenever they are needed.

        mHP - maximum Hit Points.  This can be in the range of (1..999), and
                is the maximum number of HP that a player can have.

        bmAP - basic maximum Ability Points.  This is not the ability point
                number you see in the Stats window, mAP, because mAP gets a
                bonus from some shaman bondings.  Therefore, mAP would be a
                derived stat, derived from bmAP and shaman bonuses.  bmAP is
                a basic stat.  bmAP can be in the range of (0..511).

        Str - Strength.  The basis of offensive power.  This can be in the
                range of (0..255).

        Stmna - Stamina.  The basis of defensive power.  This can be in the
                range of (0..255).

        Agi - Agility.  The basis of vigor, which determine the order of
                action in a round of combat.  This can be in the range on
                (0..511).

        bWis - Basic wisdom.  The basis of defense from spells that deal
                damage and a factor in the probabilities that some spells
                will succeed.

        bLuck - Basic luck.  The luck stat you see in the Stats window is
                not bLuck, but is derived from it.  Luck's role I have not
                exactly determined, but I suppose that a lot of rolls are
                based on it.  bLuck can be in the range of (0..255).

        Guts - The basis of rolls for defying death.  this is a number from
                (0..255).  What you see in the Stats window is not this
                number, but instead anywhere from 0 to 7 fires. The number of
                fires is derived from Guts as [Guts/32].

        EXP - Total experience points collected throughout the entire game - a
                running total of all the EXP point awards a party member has
                ever gotten.  This can be in the range of (0..9,999,999).

Before I go any further, I should explain what I mean by 'a roll'.  I borrow
the terminology from pen & paper role playing games where a roll of the dice
determines the success or failure of an action.  A luck-based roll means that
the roll of the dice is compared to the Luck stat to determine success or
failure - improving that stat can improve your chances of success.  A random
roll is a roll that is compared to a constant - nothing you do can improve
your chances of success.

The Guts stat is useful in that whenever a party member takes damage that
would result in death, a roll is made to see if that party member can defy
death (as long as that party member hasn't defied death once before in the
current battle).  The roll is based on the Guts of the character:

        The character defies death if:

                (1..4) = 1  (25% chance of success)
                and (0.255) < Guts  (0 .. ~100% chance of success)

When a character defies death, restore rHP to [mHP/8], and the character's
action for that round is not interrupted.  From this, we see that the
probability of defying death can range from a minimum of 0% to a max of 25%.
This is definitely not something you should be depending on to pull you
through a battle.  The GutsBT may affect this probability somewhat, but if it
does, the effect is not something I have been able to measure.  The bonus is
probably too small to be of any use, if there is any at all.  Guts is also of
much more direct use to the hero, because it determines the effectiveness of
his special action, 'Guts'.  Note that zombies and the opposition may not
defy death.

Derived stats are stats which are completely determined by basic stats and
other bonuses.  They change whenever any of the things that contribute to
them change, because they have no permanent existence - they are calculated
on the fly whenever they are needed.  This operation is completely
transparent to the player.  Just the same, it is useful to think of derived
stats as true stats, for purposes of simplification.  The derived stats are:

        Off, Def, Vigor, Wis, Luck, LV, and mAP

The ways in which these stats are derived from the basic stats are:

        Off = [ Str + (weapon power) + (shaman offense bonus) +
                (other equipment bonuses) ],

                *2 if character has the Pwr.Up or rotting condition (combat
                only)

                Off can be in the range of (0..511), and determines
                the strength of physical attacks.

        Def = [ Stmna + (armor + shield + helmet power) + (shaman defense
                bonus) + (other equipment bonuses) ]

                /2 if character has the Def.Dn condition (combat only)

                * 120% if character has the Def.Up condition
                (combat only)

                Def can be in the range of (0..511), and determines how much
                damage is taken from physical attacks.

        Vigor = [ Agi + (shaman vigor bonus) + (other equipment bonuses) ],
                to a maximum to 511, - (armor weight),

                /2 character has Agi.Dn (combat only)

                Vigor can be in the range of (0..511).  Note that since armor
                weight is subtracted after the upper limit is imposed, in
                order to get a Vigor rating of exactly 511, the character
                will need to be wearing armor with a weight of 0.

        Wis = [bWis + (shaman wisdom bonus) + (other equipment bonuses) ],

                *2 if character has the Wis.Up condition (combat only)

                Wis can be in the range of (0..255), and helps reduce damage
                taken from spell attacks.

        Luck = [bLuck + (other equipment bonuses)]

                Luck can be in the range of (0..255), and affects the
                probabilities of many different kinds of rolls.  For example,
                Luck is a factor in determining the random component in
                normal attack damage.

        mAP = [bmAP + (shaman mAP bonus)]

                mAP can be in the range of (0..511), and is the maximum
                number of AP that the party member can have.

        LV = ...Refer to the EXP tables for each character to read off how
                level is a function of EXP.  LV can be in the range of
                (1..99).  LV is a factor in how much EXP is awarded from
                winning a battle.

I have referred to 'conditions' in battle a lot without defining what they
are, so I will digress and explain what conditions are.  A condition is
something affecting a character's abilities, either in or outside of battle.
A character either has a condition or not - there are no levels of severity
for given condition.  The conditions that apply to battle are:

        Poison          Asleep          Curse           Rotting
        Zombie          Dead            Pwr.Up          Pwr.Dn
        Def.Up          Def.Dn          Agi.Up          Agi.Dn
        Hushed          Wis.Up

A detailed analysis of conditions and how they affect combat is presented in
the 'Conditions' section....

Health stats are basically everything other than basic and derived stats -
they are basic in the sense that they are not functions of any other stat,
but they are also always changing for worse or for better.  The health stats
are:

        rHP - remaining Hit Points - how many hit points the party member
                currently has.  This is constrained at all times to be in the
                range of (0..mHP).  When a party member reaches rHP = 0, that
                party member is dead.  When a party member's rHP < [mHP/4],
                the character adopts a stooping posture in battle.  The hit
                point bars that you see in battle are roughly linear in
                (rHP/mHP), thus indicating the fraction of mHP that the
                combatant currently has remaining.

        rAP - remaining Ability Points - how many ability points the party
                member currently has.  AP is used to cast spells.  When
                rAP < (AP required to cast a spell), the spell may not be
                cast.  The dragon spells' costs are an exception - they
                always have AP cost = rAP, but may not be cast when rAP = 0.

        bCond - basic Condition.  The Cond. stat you see is derived from
                this and a penalty if you are cursed.  Basic condition can
                range from (0..255).  If [bCond/64] = x, condition is y:

                        0       Poor
                        1       OK
                        2       Good
                        3       Super

                If your character is cursed, Cond. shows 'Ill', no matter
                what bCond is.  bCond changes occasionally for no discernable
                reason.  Using Cond.Up can raise bCond to 225. (Does it also
                the curse condition?)

        Mood -  This is represented by the color of the dragon tear in the
                stats window.  Mood can range between 0 and 255.  The
                correspondence between level and color was noted in the
                opening part of the first section.  As for the characters'
                moods in your party, the only role that mood seems to play is
                one of plot.  When you do something to anger your friends,
                their mood drops, and when you make them happy, it rises.

Special case: Derived health stat:

        Cond. - This is the Cond. stat you see in the stats window.  Normally
                it equals bCond., but when you are cursed it reads 'Ill'
                instead.  Cond. also ranges between one of Ill, Poor, OK,
                Good, and Super.  Cond. is a factor in probabilities, much
                like Luck.  For example, the chances of being able to
                CtrAttck and Dodge are condition based rolls.  There may be
                other instances where condition plays a role, but I have not
                found them (nor have I been looking too hard for them...).


Note that I have defined rHP and rAP as something other than HP and AP.  When
I refer to HP and AP, I am talking about relative amounts of hit points or
ability points (such as HP lost or gained from healing or damage), as opposed
to how much a character has remaining.

The simplest way to replenish health stats to their highest number is to
rest.  This can be done at inns (for a price), or at beds or fountains (for
free).  When you rest, all party members are freed of all conditions (even
death), and are restored to rHP = mHP and rAP = mAP (there's nothing that a
good night's sleep won't cure).  Rest does not have any affect on the Cond.
stat, however.  Rest also moves forward the time of day to be 7 AM (the start
of the new day), except when you rest by using a fountain.  Time for another
digression....

Another thing about the overworld is that it goes through day/night cycles.
Time keeps on slippin' into the future.  This is important only in that
certain areas are open and certain people show up only during either daytime
nighttime.  A day/night cycle lasts 125 seconds of real time on the overworld
map - meaning each hour lasts about 5 seconds.  Time is only advanced for the
purposes day/night when you are on the overworld, not accessing the command
screen or some other window, and you not in combat.  All other real time
counters are advanced continuously no matter what you are doing.

Part of day...          Begins at...    Recognize by noticing that areas are:

Day                        7 AM                 Dright
Evening                    6 PM                 Reddish or bright
Night                      9 PM                 Dark
Morning                 4:30 AM                 Bluish or dark

Daytime is considered to be day and evening, and nighttime is considered to
be night and morning.

The opposition also has statistics to describe its combat abilities.  Most
stats are interpreted the same way, but some are different:

        mHP, rHP - All opposition, upon first being generated, begins with
                rHP = mHP.  These stats mean exactly the same thing as they
                do with party members, except that the opposition can't
                defy death, or be revived from death under any
                circumstances.

        mAP, rAP - All opposition also begins with rAP = mAP.  AP works
                exactly the same way with the opposition as with party
                members.  However, note that most special actions the
                opposition uses aren't spells, and thus have no AP cost.
                Also, the opposition may cast a spell even without
                having enough AP - and does so quite often (hah!, we
                don't need no stinking intelligence!).  This also results in
                the opposition losing all of its rAP in the effort to cast
                the spell!

        Def, Wis - Works in exactly the same way as with party members,
                but rolls based on Wis are done differently with the
                opposition.

        Ms      Magic susceptibility.  Actually, this is derived from
                Wis as Ms = 4 - [Wis/32], but I find that Ms is a
                convienent shorthand for guessing probabilities of
                success for certain Wis - based rolls, and normal
                spell damage vs. the opposition.  Plus, I can measure
                Ms directly, as compared to Wis, which I can't measure
                directly.

        Off     Similar to the offense statistic for party members, but
                damage from physical attacks from the opposition is
                computed differently than for party members.  Since I
                haven't figured this algorithm out yet, I haven't been
                able to measure this stat.

        Agi, Vigor - Since the opposition doesn't wear equipment, Vigor
                is computed differently for them, but Agi works the same
                way.  This was described 'Basic Combat Mechanics', in the
                part about how order of action is resolved for a round.

The gains in basic stats for the party members are not interrelated: although
you may notice that party members with higher Stmna tend to gain more mHP per
level up, there is no dependence of this mHP gain on Stmna.  The bonuses were
just fudged to look like that.  It is a similar situation for Wis and mAP.
In the code for BoF2, there is a huge table for all of the 9 characters
that can level up that lists the gains for each of the basic stats at each of
the 98 level ups.  These gains are additions of a number (0..15).  Here, I
present these gains, and the experience required to reach every 5th level.
Although these tables look huge, they probably take up no more than 8k of
memory altogether.

When you begin the game of BoF2, each party member has a set of initial
stats, equipment worn, and spells known.  Spells which can be learned by
leveling up are also listed.  Each character also has a 'special action'
which they can use.  These actions are usually only available in unbonded
form - the transforms have different special actions.  The effects of all
actions are described in the 'Action!' section.  Guts refers only to the
numbers of fires next to the Guts rating (equal to [Guts/32]), and not Guts
itself, since I did not have a convenient way to measure this in the early
part of the game.  Levels at which spells are gained are only approximate -
actual levels may vary by +/-1 from listed value.  This variation does not
seem to be due to any Wisdom prerequisite for learning of spells.  The 10
party members are:


                        Hero - The Dragon Child
-----------------------------------------------------------------------------
                   Weapon  TreeST          Shield  --
                   Armor   Shorts          Helm    --

                    No special action, can CtrAttck

                        Start:  mHP 24   mAP 8

                     Str  Stmna  Agi  Wis  Luck  Guts
                   -------------------------------------
                     18    16    16    8    12    (1)

   This is the Dragon as a child.  He doesn't have the opportunity to gain
   any levels, because he is only used during the prologue.




                             Hero - The Dragon
-----------------------------------------------------------------------------
                Weapon  BoyDR           Shield  RistBand
                Armor   Bum'sCL         Helmet  Bandana

                   Special action: Guts, can CtrAttck

5:      H1       -          -                  Start:   mHP 24  mAP 8
        H2      4/0     1 1 2 2 2  TimeWarp
        H3      4/0     2 0 2 3 2              Str Stmna Agi Wis Luck Guts
        H4      3/0     2 1 1 3 4            --------------------------------
143:    H5      7/0     3 2 3 1 3              18   16   16   8   12   (1)

        H6      6/0     3 1 2 3 4
        H7      7/1     4 2 4 4 2  Cure 1
        H8      6/3     3 2 1 1 4
        H9      5/2     4 1 1 4 4
2153:   H10     7/2     3 2 4 3 1             Running total: Hero LV 10

        H11     6/1     3 2 3 2 3                73/16  43  28  36  32  38
        H12     5/1     4 3 0 4 1
        H13     7/2     3 2 2 3 1
        H14     6/1     4 4 5 1 2
13948:  H15     8/2     3 3 4 4 3

        H16     6/1     2 2 3 3 4  Cure 2
        H17     5/3     5 4 2 2 4
        H18     8/1     4 3 1 4 2
        H19     7/2     1 3 4 4 1  Smoke
40919:  H20     8/1     5 4 3 3 4             Running total: Hero LV 20

        H21     6/1     3 2 4 1 2               139/31  77  60  63  62  63
        H22     6/2     3 3 2 4 1
        H23     7/3     4 2 1 3 3
        H24     7/2     2 3 2 3 4
89684:  H25     9/2     5 3 1 4 1

        H26     6/2     4 3 3 2 3
        H27     8/2     3 2 1 1 1
        H28     7/1     5 2 2 4 1
        H29     8/2     3 3 2 3 3
177542: H30     8/3     3 3 0 2 2             Running total: Hero LV 30

        H31     7/1     4 2 3 4 0               211/51  112 86  81  89  84
        H32     9/3     4 4 1 2 1
        H33     8/2     5 3 1 2 2
        H34     8/2     3 2 2 3 2
335852: H35     7/1     4 3 1 1 3

        H36     9/2     3 2 0 1 0
        H37     10/3    5 3 2 2 1
        H38     8/2     4 3 1 2 2
        H39     9/1     4 1 2 4 2
621119: H40     10/3    6 3 3 1 1             Running total: Hero LV 40

        H41     9/2     5 2 1 2 3               296/71  154 112 97  111 98
        H42     6/1     3 1 0 1 1
        H43     9/2     3 4 1 3 0
        H44     11/1    5 2 1 2 3
1130121:H45     10/2    4 3 2 3 1

        H46     6/1     5 1 2 1 2
        H47     9/2     1 3 3 1 1
        H48     5/2     4 3 1 2 2
        H49     7/1     3 2 1 1 1
1791345:H50     4/1     2 1 0 0 1             Running total: Hero LV 50

        H51     2/1     1 1 1 0 0               372/86  189 134 109 127 113
        H52     2/2     2 0 1 1 1
        H53     2/1     1 2 0 2 0
        H54     1/1     1 0 0 1 1
2474005:H55     2/0     0 1 0 0 0

        H56     2/1     1 0 0 0 1
        H57     1/1     0 0 1 0 0
        H58     1/1     1 1 0 0 0
        H59     2/1     1 0 0 1 0
3183869:H60     2/0     2 0 0 0 0

        H61     0/1     1 0 1 0 0
        H62     1/0     0 1 1 0 0
        H63     2/0     1 0 0 0 1
        H64     1/1     1 0 0 0 0
3917604:H65     0/2     1 0 1 0 0

        H66     1/2     1 0 1 0 0
        H67     1/1     1 0 0 0 0
        H68     0/1     1 0 0 0 0
        H69     2/0     0 1 0 0 0
4651339:H70     1/1     0 0 0 1 0             Running total: Hero LV 70

        H71     1/1     1 0 0 0 0               398/104 205 141 116 133 117
        H72     1/1     0 1 0 0 0
        H73     1/1     0 0 1 1 0
        H74     1/1     0 0 1 0 1
5385074:H75     1/1     1 0 0 0 0

        H76     1/1     1 0 1 0 0
        H77     1/1     0 1 0 0 0
        H78     1/1     0 1 0 1 0
        H79     1/1     1 0 0 0 0
6118809:H80     1/1     0 0 1 0 0

        H81     1/1     1 0 0 0 0
        H82     1/1     0 1 0 1 0
        H83     1/1     1 0 1 0 0
        H84     1/1     0 1 0 0 0
6852544:H85     1/1     0 0 1 0 0

        H86     1/1     1 0 0 0 1
        H87     1/1     1 0 0 0 0
        H88     1/1     0 0 0 0 1
        H89     1/1     0 1 0 0 1
7586279:H90     1/1     1 0 0 0 0

        H91     1/1     0 0 1 0 0
        H92     1/1     0 1 0 0 0
        H93     1/1     0 0 0 1 0
        H94     1/1     1 0 0 0 1
8320014:H95     1/1     0 1 0 0 0

        H96     1/1     0 0 0 1 0
        H97     1/1     1 0 0 0 0             End total: Hero LV 99
        H98     1/1     0 1 0 0 0
8907002:H99     1/1     0 0 1 0 1               427/133 216 150 124 138 123

    The Hero is above average in all stats except for AP.  This is not a
    problem, since he'll be spellcasting dragon attacks most of the time.
    The Hero has the highest guts rating, which complements his 'Guts'
    self-healing action.  His attack power is usually the strongest of all
    characters because of the weaponry he can use, and since he can CtrAttck
    he's a good candidate to put in the lead.  He is the slowest to gain
    levels, but since he's almost always a party member, he usually has the
    highest level anyway.  The Hero can't bond to shamans.  The Hero is the
    only character who can fish or equip fishing supplies.



                             Bow - Dog of War
-----------------------------------------------------------------------------
                Weapon  ShortBW         Shield  Ristband
                Armor   Bum'sCL         Helmet  Bandana

                         Special action: Shot

0:      B1       -          -                  Start:   mHP 28  mAP 16
        B2      5/1     2 0 1 3 1  Cure 1
        B3      5/2     2 0 2 2 1  CurePsn     Str Stmna Agi Wis Luck Guts
        B4      4/2     2 1 1 2 2            --------------------------------
126:    B5      7/3     3 1 3 3 1              20   18   12   10   8   (0)

        B6      6/4     2 1 3 3 3  Def-Up
        B7      3/5     1 1 2 1 2
        B8      7/2     3 1 2 1 2
        B9      3/4     2 2 2 4 2
1250:   B10     7/4     3 1 4 3 2             Running total: Bow LV 10

        B11     6/5     2 3 2 3 3                75/43  40  26  32  32  24
        B12     4/2     3 1 1 4 3
        B13     5/5     3 1 3 4 2
        B14     5/4     2 2 4 5 1
7706:   B15     8/6     3 1 1 4 1

        B16     6/4     4 2 3 6 2  Cure 2
        B17     7/6     3 1 3 3 2
        B18     5/3     2 2 4 5 2
        B19     4/4     2 3 2 4 2
26607:  B20     6/6     4 1 4 5 2  Renew      Running total: Bow LV 20

        B21     5/6     3 2 1 2 2               131/88  68  43  59  75  44
        B22     6/4     2 1 2 3 2
        B23     7/5     4 3 2 5 1  Heal
        B24     5/5     2 0 3 2 2
66374:  B25     7/4     4 2 3 4 1

        B26     7/4     4 1 2 3 0  Def-UpX
        B27     4/6     3 2 1 4 1
        B28     5/3     2 1 3 2 2
        B29     6/5     3 2 1 3 1
138650: B30     5/4     3 3 2 5 0  Cure 4     Running total: Bow LV 30

        B31     5/4     2 1 2 3 2               188/134 98  60  79  108 56
        B32     4/3     2 1 1 2 1
        B33     8/3     1 2 3 4 0  Cure 3
        B34     7/4     1 2 1 3 2
256103: B35     4/4     3 2 2 3 1

        B36     5/2     1 1 3 2 1  Renew X
        B37     6/5     2 3 1 1 2
        B38     4/2     1 1 2 3 1
        B39     6/3     2 2 1 2 0
456744: B40     4/5     2 1 2 3 2  Cure X     Running total: Bow LV 40

        B41     6/4     1 2 2 1 1               241/169 115 76  97  134 68
        B42     5/2     2 0 1 2 0
        B43     5/3     0 1 1 4 1
        B44     6/2     2 1 2 3 0
755622: B45     3/5     1 0 3 1 2

        B46     8/3     1 1 1 3 0
        B47     5/5     2 1 0 2 1
        B48     6/2     1 1 2 1 1
        B49     3/1     2 0 1 2 1
1231152:B50     3/3     1 1 1 1 0             Running total: Bow LV 50

        B51     2/1     1 0 1 0 0               291/199 128 84  111 154 75
        B52     3/2     1 1 0 2 1
        B53     1/2     1 0 0 1 1
        B54     2/1     0 0 1 0 0
1782986:B55     2/1     0 1 0 1 0

        B56     1/0     2 0 0 0 1
        B57     0/2     1 1 1 0 0
        B58     2/1     0 0 0 1 0
        B59     1/1     1 0 0 1 0
2420357:B60     1/1     0 0 1 0 1

        B61     0/2     0 1 0 1 0
        B62     0/1     1 0 0 1 0
        B63     2/0     0 0 0 1 1
        B64     1/1     0 1 1 0 0
3098842:B65     1/1     0 0 1 1 1

        B66     2/0     0 0 1 1 0
        B67     0/2     1 0 1 0 0
        B68     1/1     0 1 0 1 0
        B69     2/0     0 0 1 1 0
3777327:B70     1/1     1 1 0 0 0             Running total: Bow LV 70

        B71     1/1     0 1 1 0 0               316/220 138 91  120 167 81
        B72     1/1     0 0 1 1 0
        B73     1/1     0 1 0 0 1
        B74     1/1     1 0 0 1 0
4455812:B75     1/1     0 0 1 0 0

        B76     1/1     1 0 0 1 0
        B77     1/1     0 0 1 0 0
        B78     1/1     1 1 0 0 0
        B79     1/1     0 1 1 0 0
5134297:B80     1/1     0 0 1 1 0

        B81     1/1     1 0 0 1 0
        B82     1/1     0 0 1 0 1
        B83     1/1     0 1 0 1 0
        B84     1/1     1 0 1 0 0
5812822:B85     1/1     0 0 0 1 0

        B86     1/1     1 0 0 0 1
        B87     1/1     0 1 0 1 0
        B88     1/1     0 0 1 0 0
        B89     1/1     1 0 0 1 0
6491267:B90     1/1     0 0 1 0 1

        B91     1/1     0 1 0 0 1
        B92     1/1     1 0 0 1 0
        B93     1/1     0 0 1 0 1
        B94     1/1     0 1 0 1 0
7169752:B95     1/1     0 0 1 1 0

        B96     1/1     1 0 0 0 1
        B97     1/1     0 1 0 1 0             End total: Bow LV 99
        B98     1/1     0 1 1 0 0
7712540:B99     1/1     1 0 0 0 1               345/249 148 101 133 180 89

    Bow knows healing.  He is quick to gain levels.  He can use the AutoBW
    and TwinBW, which attack multiple enemies.  In the 'Iron Man'
    transform, he can also Spry to hit all enemies (which makes using the
    AutoBW obsolete).  His Shot attack rarely works since it is Luck
    based(?).  Bow's a good buddy to have around in prolonged battles where
    quick and massive healing between rounds and increased defense is needed.



                      Katt - A Professional Gladiator
-----------------------------------------------------------------------------
                Weapon  TreeST          Shield  RistBand
                Armor   Bum'sCL         Helmet  Bandana

                    Special action: Dare, can CtrAttck

198:    K6       -          -                  Start:   mHP 39  mAP 7
        K7      5/0     3 1 7 1 3
        K8      4/0     2 2 2 2 2              Str Stmna Agi Wis Luck Guts
        K9      3/0     3 1 3 1 5            --------------------------------
1219:   K10     4/1     2 1 4 1 2              40   21   39   15   32  (0)

        K11     3/0     3 2 6 1 2  Fireball
        K12     4/0     4 0 3 2 3
        K13     6/0     2 1 6 1 2  Hail
        K14     5/0     3 0 2 2 6
8163:   K15     5/1     3 2 3 2 3  Bolt X

        K16     4/0     5 1 5 1 3
        K17     4/0     5 1 4 1 2
        K18     7/0     2 0 4 3 4
        K19     5/1     4 3 2 2 3
29039:  K20     5/1     2 2 6 1 4             Running total: Katt LV 20

        K21     5/0     4 2 3 1 5               103/11  83  38  96  36  76
        K22     6/0     2 2 7 1 3
        K23     7/0     5 1 4 2 2
        K24     5/1     4 2 2 2 3
68886:  K25     3/1     5 2 4 1 3

        K26     5/0     3 1 6 1 4
        K27     6/1     6 2 2 1 4
        K28     6/0     2 2 5 1 2
        K29     4/1     4 3 2 1 4
140678: K30     6/0     5 1 4 2 2             Running total: Katt LV 30

        K31     5/0     6 1 3 1 6               156/15  123 56  135 49  108
        K32     6/0     4 1 5 1 2
        K33     7/0     5 2 2 2 5
        K34     7/0     3 2 2 2 1
260040: K35     4/1     5 3 3 1 2

        K36     5/0     4 2 2 1 3
        K37     4/0     6 1 4 1 3
        K38     6/0     5 1 2 2 4
        K39     6/1     5 2 1 1 4
503137: K40     3/0     3 2 3 1 2             Running total: Katt LV 40

        K41     4/0     5 0 2 2 2               209/17  169 73  162 62  140
        K42     7/0     5 1 4 1 3
        K43     4/0     4 2 1 2 1
        K44     5/0     5 1 1 1 4
923167: K45     4/0     4 1 2 1 5

        K46     6/0     6 0 3 2 3
        K47     5/0     4 1 2 0 4
        K48     3/0     3 1 3 1 2
        K49     4/0     4 0 2 0 2
1457766:K50     2/0     2 1 1 1 1             Running total: Katt LV 50

        K51     1/0     1 0 1 0 0               253/17  211 81  183 73  167
        K52     2/0     1 1 2 0 1
        K53     1/0     2 0 0 1 0
        K54     1/0     0 0 2 0 1
2030818:K55     2/0     1 1 0 0 0

        K56     1/1     0 0 1 0 2
        K57     1/0     0 0 2 0 0
        K58     1/0     2 1 0 0 0
        K59     1/1     0 0 1 0 2
2663236:K60     1/0     0 1 1 0 0

        K61     2/1     1 0 0 0 0
        K62     1/1     1 0 0 1 0
        K63     0/0     0 0 1 0 0
        K64     1/1     1 0 0 0 1
3323976:K65     1/0     0 1 1 0 0

        K66     1/1     1 0 0 0 0
        K67     2/1     0 0 1 0 0
        K68     1/0     1 0 0 1 0
        K69     0/1     0 0 1 0 1
3984716:K70     1/1     1 0 0 0 0             Running total: Katt LV 70

        K71     1/1     0 1 1 0 0               275/26  224 86  197 76  175
        K72     1/1     1 0 0 0 0
        K73     1/1     0 0 1 1 0
        K74     1/1     0 0 1 0 1
4645456:K75     1/1     0 1 0 0 0

        K76     1/1     1 0 0 0 1
        K77     1/1     0 0 1 0 0
        K78     1/1     1 1 0 0 0
        K79     1/1     0 0 1 0 1
5186196:K80     1/1     1 0 0 1 0

        K81     1/1     1 0 0 1 0
        K82     1/1     0 1 0 0 0
        K83     1/1     0 0 1 0 0
        K84     1/1     0 1 0 0 1
5846936:K85     1/1     1 0 0 1 0

        K86     1/1     0 0 1 0 0
        K87     1/1     0 1 1 0 0
        K88     1/1     1 0 0 0 1
        K89     1/1     0 0 1 0 0
6507676:K90     1/1     0 1 0 0 0

        K91     1/1     0 0 0 1 0
        K92     1/1     1 0 1 0 0
        K93     1/1     0 1 0 1 0
        K94     1/1     0 0 0 0 1
7168416:K95     1/1     0 0 1 0 0

        K96     1/1     1 0 1 0 0
        K97     1/1     1 0 0 1 0             End total: Katt LV 99
        K98     1/1     0 0 1 0 1
7697008:K99     1/1     1 1 0 0 0               304/55  235 95  210 83  182

    Katt is the quickest to gain levels, and the most agile character, not
    counting Bleu.  She has a very high Guts rating.  Considering that she
    has the worst physical and magical defense, she isn't very survivable,
    and apparently not too smart either, because she likes to 'Dare'
    opponents into hitting her.  These massive handicaps aside, she is still
    quite useful for her ability to hit hard, hit first, and CtrAttck if
    necessary.  Katt bonds well to the Devil Shaman, and in her Devil Katt
    transform, she has the capability to make the most damaging physical
    attacks of any character.




                          Rand - A Restless Farmer
-----------------------------------------------------------------------------
                Weapon  HandKN          Shield  RistBand
                Armor   SuedeAR         Helmet  Bandana

        Spells: Cure 1, CurePsn          Special action: Wake

251:    R6       -          -                  Start:   mHP 57  mAP 31
        R7      8/4     3 2 0 4 2
        R8      7/2     3 2 1 2 1              Str Stmna Agi Wis Luck Guts
        R9      8/3     4 2 2 3 1  Thunder   --------------------------------
1555:   R10     8/1     4 3 2 2 3              33   30   12   25   20  (0)

        R11     10/4    4 3 1 2 1
        R12     9/3     4 3 0 4 0
        R13     11/2    4 3 1 2 2
        R14     12/3    5 5 0 3 1
11129:  R15     15/2    4 4 3 2 2

        R16     11/4    3 4 2 1 0
        R17     9/2     5 5 1 2 3  Cure 2
        R18     14/4    6 5 0 4 1
        R19     11/2    5 4 1 2 1
41092:  R20     8/4     6 5 1 3 2             Running total: Rand LV 20

        R21     13/3    5 4 0 1 2               198/71  93  80  27  61  40
        R22     10/5    6 6 2 3 2
        R23     10/2    7 5 1 2 1
        R24     12/1    8 6 1 2 0  8.0
106649: R25     11/4    6 7 2 5 1

        R26     10/2    5 6 1 3 2
        R27     13/6    8 5 1 4 0  Renew
        R28     10/2    4 6 0 4 1
        R29     9/6     7 7 1 2 1
201030: R30     13/3    7 7 2 2 2             Running total: Rand LV 30

        R31     14/5    6 6 1 4 1  Heal         309/105 156 139 38  89  52
        R32     12/3    6 5 2 3 1
        R33     14/5    5 8 1 2 1
        R34     8/1     7 7 1 4 2
408851: R35     10/6    6 6 0 1 1  Cure 3

        R36     9/3     6 5 1 3 2
        R37     12/6    4 8 2 2 2  Cure 4
        R38     8/4     7 6 0 3 1
        R39     8/5     6 7 1 5 0
803511: R40     12/4    6 5 1 2 2             Running total: Rand LV 40

        R41     9/3     5 4 1 2 1               416/147 215 202 48  118 65
        R42     12/6    4 6 0 4 2
        R43     7/4     3 6 1 2 0
        R44     10/6    4 5 2 3 2
1354112:R45     7/3     3 4 1 4 1

        R46     7/5     3 4 1 3 2
        R47     9/3     2 3 1 3 3
        R48     5/6     2 4 2 4 1
        R49     5/3     3 3 0 3 0
2015833:R50     4/3     2 2 1 1 1             Running total: Rand LV 50

        R51     5/2     1 1 0 1 0               491/189 246 243 58  147 78
        R52     4/3     2 1 1 2 0
        R53     4/2     1 1 0 1 0
        R54     3/1     1 0 0 1 0
2682718:R55     4/1     0 1 0 0 1

        R56     3/2     1 0 0 2 0
        R57     1/1     0 0 1 1 0
        R58     2/1     2 1 0 0 0
        R59     1/2     0 1 0 2 0
3349603:R60     2/1     1 1 0 0 1

        R61     1/0     0 1 0 0 0
        R62     2/1     0 0 1 0 1
        R63     1/1     0 0 0 0 0
        R64     2/0     0 1 0 1 0
4016488:R65     3/0     0 0 1 0 1

        R66     1/2     0 1 0 0 0
        R67     2/1     0 0 0 0 1
        R68     1/1     0 0 0 1 0
        R69     2/0     0 0 0 0 0
4683373:R70     1/1     0 0 1 0 0             Running total: Rand LV 70

        R71     1/1     0 0 0 1 1               536/212 254 253 63  159 83
        R72     1/1     0 0 0 0 0
        R73     1/1     0 0 0 1 0
        R74     1/1     0 0 0 0 1
5350258:R75     1/1     0 0 1 0 0

        R76     1/1     0 0 0 1 0
        R77     1/1     0 0 0 0 1
        R78     1/1     0 0 0 1 0
        R79     1/1     0 0 0 0 0
6017143:R80     1/1     0 0 0 1 0

        R81     1/1     0 0 1 0 0
        R82     1/1     0 0 0 0 1
        R83     1/1     0 0 0 1 0
        R84     1/1     0 0 0 0 0
6684028:R85     1/1     0 0 1 0 0

        R86     1/1     0 0 0 0 1
        R87     1/1     0 0 0 1 0
        R88     1/1     0 0 0 0 0
        R89     1/1     0 0 0 0 1
7350913:R90     1/1     0 0 1 0 1

        R91     1/1     0 0 0 0 0
        R92     1/1     0 0 0 1 0
        R93     1/1     0 0 0 0 0
        R94     1/1     0 0 0 0 1
8017798:R95     1/1     0 0 0 1 0

        R96     1/1     0 0 0 0 0
        R97     1/1     0 0 0 1 1             End total: Rand LV 99
        R98     1/1     0 0 1 0 0
8431306:R99     1/1     0 0 0 0 0               565/241 254 253 68  169 92

    Rand is a tough guy.  Not counting Bleu, he has the highest strength,
    stamina, and HP.  For this reason, he is a good choice to put in the
    lead.  He is also the slowest character, and not very lucky.  The armor
    and weaponry he can use is of poor enough quality to make up for his
    impressive stats.  Rand knows a lot of healing, and can transport the
    party on the overworld map long distances (avoiding random monsters) by
    rolling.  His 'Wake' action is useful from time to time to revive
    characters, and he bonds well to the Earth Shaman.



                         Nina - The Curse of Windia
-----------------------------------------------------------------------------
                Weapon  FalseRG         Shield  RistBand
                Armor   Bum'sCL         Helmet  Bandana

        Spells: Tornado, Cold, Thunder, Spark    Special action: Will

793:    N8       -          -                  Start:   mHP 48  mAP 50
        N9      3/5     2 0 1 3 1  Ag-Down
2051:   N10     5/7     1 1 3 4 2  Pwr.Down    Str Stmna Agi Wis Luck Guts
                                             --------------------------------
        N11     3/5     1 1 2 3 4              24   22   30   48   36  (0)
        N12     5/4     2 0 2 4 2  Exit
        N13     4/4     1 1 2 3 3  S.Boom
        N14     4/6     1 2 1 2 3
12003:  N15     6/8     1 1 2 3 1  Def-Down

        N16     4/4     1 1 1 5 2
        N17     2/5     2 1 1 3 4  Drain
        N18     6/7     1 2 2 2 3
        N19     5/6     0 1 2 4 1
37939:  N20     5/8     1 0 3 4 4  Flame      Running total: Nina LV 20

        N21     5/6     2 1 2 2 5               100/119 38  33  52  88  66
        N22     6/7     0 2 1 5 3  Typhoon
        N23     5/5     1 1 3 4 2
        N24     4/4     2 1 2 3 2  Freeze
86027:  N25     5/9     1 1 2 4 3

        N26     6/7     1 2 2 5 4  Angel
        N27     3/5     2 1 2 4 1
        N28     6/8     2 1 1 2 5  Death
        N29     4/4     1 2 1 3 3
172933: N30     7/8     1 1 4 6 2             Running total: Nina LV 30

        N31     4/6     0 2 2 5 2  Hail         151/182 51  46  72  126 96
        N32     6/7     1 1 3 4 3
        N33     6/4     2 1 1 5 2
        N34     4/7     2 1 4 3 5
330055: N35     6/9     1 2 2 4 3

        N36     4/7     0 2 3 4 1  Bolt X
        N37     7/8     2 1 2 3 5
        N38     6/6     1 1 2 5 3
        N39     5/7     1 2 3 4 2
599672: N40     5/7     2 0 2 5 4             Running total: Nina LV 40

        N41     3/6     1 2 1 5 2               204/250 63  59  96  168 126
        N42     7/8     2 1 3 4 2
        N43     6/8     0 1 3 3 4
        N44     3/5     2 1 1 3 4
1092562:N45     7/9     1 1 2 4 4

        N46     4/6     2 0 3 3 2
        N47     5/4     1 2 1 4 5
        N48     2/6     2 0 2 3 2
        N49     3/4     0 1 2 2 3
1702470:N50     1/3     1 1 1 2 1             Running total: Nina LV 50

        N51     2/2     0 0 2 1 1               245/309 75  69  115 201 155
        N52     1/3     1 0 0 2 1
        N53     2/1     0 1 0 0 0
        N54     2/2     0 1 0 1 2
2323959:N55     1/1     1 0 1 0 0  Fireball

        N56     1/2     0 0 0 0 1  Bomb
        N57     2/2     0 1 0 1 0  Missile
        N58     1/1     0 0 1 2 0
        N59     1/1     1 0 0 0 0
2945510:N60     1/0     0 0 1 1 0

        N61     1/1     0 0 1 0 0
        N62     1/0     1 0 1 0 0
        N63     1/1     0 1 0 1 0
        N64     1/0     0 0 0 1 1
3569045:N65     1/1     1 0 1 0 0

        N66     0/2     0 0 0 0 1
        N67     1/1     0 0 0 1 0
        N68     1/1     0 0 1 0 0
        N69     1/1     0 0 0 1 1
4218453:N70     1/1     0 0 1 0 1             Running total: Nina LV 70

        N71     1/1     0 1 0 1 0               268/333 80  73 125 213 164
        N72     1/1     0 0 1 1 0
        N73     1/1     1 0 0 0 0
        N74     1/1     0 0 1 0 1
4908367:N75     1/1     0 1 0 1 0

        N76     1/1     0 0 1 0 0
        N77     1/1     0 1 1 0 0
        N78     1/1     0 0 0 1 1
        N79     1/1     0 0 1 0 0
5609832:N80     1/1     1 0 0 1 0

        N81     1/1     0 0 1 0 1
        N82     1/1     1 0 1 0 0
        N83     1/1     0 1 0 1 0
        N84     1/1     1 0 0 1 0
6311302:N85     1/1     0 0 1 0 1

        N86     1/1     0 0 1 0 0
        N87     1/1     0 1 0 1 0
        N88     1/1     0 0 1 0 1
        N89     1/1     0 0 1 0 0
7012780:N90     1/1     0 1 0 1 0

        N91     1/1     1 0 1 0 0
        N92     1/1     0 0 0 1 1
        N93     1/1     0 0 0 1 0
        N94     1/1     1 0 1 0 0
7714258:N95     1/1     0 0 0 1 1

        N96     1/1     0 1 1 0 0
        N97     1/1     0 0 0 1 1             End total: Nina LV 99
        N98     1/1     0 0 1 0 0
8275442:N99     1/1     0 0 0 1 1               297/362 86  80  140 227 173

    Nina uses black magic (to complement her black wings).  If you take her
    along, most of the time she won't be doing anything useful, but with her
    high agility and strong spells, she can do preemptive magic strikes when
    you need her to.  Nina is the least survivable character, with the worst
    mHP, and pretty bad defense.  With her 'Will' ability, she has
    practically limitless AP, so don't hold back on the spellcasting.  Nina
    bonds well to the Wind Shaman.



                           Sten - A Lost Soldier
-----------------------------------------------------------------------------
                Weapon  BoyDR           Shield  RistBand
                Armor   Bum'sCL         Helmet  SaladBwl

                Spells: Spark           Special action: RIP

617:    T8       -          -                  Start:   mHP 57  mAP 16
        T9      5/1     4 1 3 2 3
1454:   T10     6/1     2 1 3 1 7  Bomb        Str Stmna Agi Wis Luck Guts
                                             --------------------------------
        T11     7/2     3 2 2 1 3              35   25   42   22   45  (0)
        T12     4/2     5 1 4 2 2
        T13     5/1     1 2 4 1 4
        T14     8/2     2 3 1 3 6
9887:   T15     5/1     2 1 4 2 3  Flame

        T16     5/2     4 0 4 2 3
        T17     7/1     3 2 1 1 5
        T18     6/1     1 3 3 2 3
        T19     7/2     3 1 4 2 3
36038:  T20     5/2     2 3 3 2 4             Running total: Sten LV 20

        T21     3/0     4 1 2 1 2               127/34  67  45  63  42  91
        T22     7/1     4 0 3 3 3
        T23     5/1     2 2 4 1 3
        T24     5/2     1 3 5 1 4
86430:  T25     7/2     2 3 1 2 5

        T26     6/2     5 0 2 2 5
        T27     7/1     2 2 4 1 3
        T28     5/2     3 2 2 1 2
        T29     5/1     1 3 3 2 4
180054: T30     7/2     3 2 4 2 3             Running total: Sten LV 30

        T31     6/2     3 1 2 0 4               184/48  94  63  93  58  125
        T32     8/1     4 1 2 3 4
        T33     4/2     2 3 5 2 1  Fireball
        T34     5/3     3 1 4 3 3
347587: T35     6/2     2 3 2 1 5

        T36     7/1     4 2 3 2 3
        T37     6/3     1 3 2 2 3
        T38     6/2     4 1 3 1 4  Missile
        T39     4/2     2 3 5 1 3
649476: T40     7/1     3 2 2 2 4             Running total: Sten LV 40

        T41     8/1     3 1 4 2 2               243/67  122 83  123 75  159
        T42     6/2     1 3 2 1 4
        T43     4/3     4 0 3 3 2
        T44     7/1     2 3 5 1 5
1129065:T45     5/2     4 2 1 2 4

        T46     4/1     3 1 4 1 3
        T47     5/2     2 3 3 2 4
        T48     5/1     3 1 2 3 3
        T49     3/2     1 2 3 1 4
1709707:T50     3/2     1 2 2 1 2             Running total: Sten LV 50

        T51     2/1     2 0 1 0 1               293/84  146 101 152 92  192
        T52     2/2     0 3 2 0 1
        T53     1/1     1 0 0 1 0
        T54     2/0     1 0 1 0 1
2334002:T55     1/1     0 1 0 0 0

        T56     1/1     0 0 1 1 1
        T57     2/0     0 1 0 1 0
        T58     1/1     1 0 0 0 1
        T59     1/1     0 0 1 1 0
2989556:T60     2/0     0 0 1 0 0

        T61     1/1     1 0 1 0 0
        T62     0/2     1 1 0 0 0
        T63     1/1     0 0 1 0 1
        T64     1/0     1 0 1 0 0
3645946:T65     2/1     0 1 1 0 0

        T66     1/0     1 0 0 0 1
        T67     0/2     0 0 1 1 0
        T68     1/1     0 1 0 0 1
        T69     0/1     0 0 1 1 0
4302336:T70     1/1     1 0 1 1 0             Running total: Sten LV 70

        T71     1/1     0 0 0 1 1               316/102 156 109 165 99  200
        T72     1/1     0 1 1 0 0
        T73     1/1     1 0 0 0 0
        T74     1/1     0 0 1 0 1
4958727:T75     1/1     0 1 0 1 0

        T76     1/1     1 0 1 0 0
        T77     1/1     0 0 1 1 0
        T78     1/1     0 1 1 0 0
        T79     1/1     1 0 0 0 1
5615117:T80     1/1     0 0 1 0 0

        T81     1/1     0 1 0 1 0
        T82     1/1     1 0 1 0 0
        T83     1/1     0 0 0 1 1
        T84     1/1     1 0 0 0 0
6271507:T85     1/1     0 0 1 0 1

        T86     1/1     0 1 1 0 0
        T87     1/1     0 1 0 0 1
        T88     1/1     0 0 1 1 0
        T89     1/1     1 0 1 0 0
6927897:T90     1/1     1 0 0 1 0

        T91     1/1     0 1 1 0 0
        T92     1/1     0 0 0 1 1
        T93     1/1     1 0 1 0 0
        T94     1/1     0 1 0 0 1
7584287:T95     1/1     0 0 1 0 0

        T96     1/1     0 0 1 0 1
        T97     1/1     1 1 0 0 0             End total: Sten LV 99
        T98     1/1     0 0 0 1 1
8109399:T99     1/1     1 0 1 0 0               345/131 166 118 181 108 210

    Sten is strong and fast like Katt, but less so, and with a little more
    defense.  He is most useful for his 'Djinni' transform which can use Sweh
    to select a new batch of random  enemies, and this transform is available
    fairly early.  Unfortunately,  most of the places that require Sten will
    require him in his unbonded form, so that he can use his long arms to
    reach across gaps.  The 'Rip' action is not very useful, since if Sten
    appears dead, the character in back is likely to receive a big can o
    whoop-ass.  Fire is his major, with a minor in wind power.  As you would
    expect, he bonds well to the Fire Shaman.



                          Jean - The Frog Prince
-----------------------------------------------------------------------------
                Weapon  ShortRP         Shield  BronzeSH
                Armor   SuedeAR         Helmet  SaladBwl

                Spells: Ag-Up           Special action: Jab

1734:   J10      -          -                  Start:   mHP 63  mAP 20
        J11     5/0     3 2 1 1 2
        J12     7/1     3 2 1 2 3  Hush        Str Stmna Agi Wis Luck Guts
        J13     6/2     2 3 1 1 2            --------------------------------
        J14     6/1     4 2 1 1 4  Warp        30   23   15   20   49  (0)
11811:  J15     6/2     3 2 1 1 2

        J16     7/2     2 1 1 2 3  Pwr.Down
        J17     6/1     3 2 1 1 3
        J18     7/2     4 3 1 1 2  Cold
        J19     8/1     4 2 1 2 4
42626:  J20     7/5     3 2 2 1 5  Idle       Running total: Jean LV 20

        J21     9/2     3 2 2 1 6               128/37  61  44  26  33  79
        J22     7/4     2 3 1 1 4
        J23     8/2     2 1 1 2 3
        J24     8/3     4 3 2 3 5
105982: J25     6/2     3 3 1 2 4

        J26     7/1     2 3 2 1 4
        J27     8/4     4 3 1 3 2
        J28     8/3     3 4 2 0 5
        J29     7/4     5 3 2 1 4
219245: J30     9/4     3 5 1 3 5  Angel      Running total: Jean LV 30

        J31     8/3     4 3 2 2 3               205/66  92  74  41  50  121
        J32     8/2     3 4 2 4 6  Death
        J33     12/5    3 3 2 3 4
        J34     13/4    3 2 1 2 6  Renew
424952: J35     8/4     4 3 2 1 6

        J36     9/3     4 3 1 4 4
        J37     10/5    2 3 2 3 4
        J38     11/4    2 4 2 1 7
        J39     8/5     3 4 2 2 6
795663: J40     7/2     3 2 2 4 5             Running total: Jean LV 40

        J41     9/3     2 3 2 3 6               299/103 123 105 59  76  172
        J42     9/4     4 3 1 4 3
        J43     8/4     3 3 2 2 4
        J44     8/5     2 2 2 3 6
1334603:J45     12/4    1 1 2 3 4

        J46     9/3     3 3 2 4 2
        J47     5/2     1 2 2 3 4
        J48     9/2     1 2 1 2 5
        J49     6/1     2 1 1 3 3
1961742:J50     4/2     1 2 1 2 3             Running total: Jean LV 50

        J51     3/1     1 0 0 1 2               378/133 143 127 75  106 212
        J52     1/2     0 1 0 1 0
        J53     3/2     2 0 1 1 1
        J54     2/1     1 1 0 2 0
2629127:J55     2/1     0 2 0 0 1

        J56     1/2     0 0 1 0 2
        J57     1/1     1 0 0 2 0
        J58     2/1     0 0 0 1 1
        J59     1/2     0 0 1 0 2
3296512:J60     1/1     0 1 0 0 1

        J61     1/2     1 0 0 1 0
        J62     2/1     0 0 0 0 1
        J63     0/1     0 1 0 1 0
        J64     1/0     1 0 1 0 0
3963897:J65     1/1     0 0 0 1 1

        J66     0/1     0 0 1 0 1
        J67     1/0     0 0 1 0 1
        J68     1/1     0 0 0 1 0
        J69     2/0     0 1 0 0 0
4631282:J70     1/1     1 0 0 0 1             Running total: Jean LV 70

        J71     1/1     1 0 0 1 0               405/155 151 134 81  118 227
        J72     1/1     0 0 1 0 1
        J73     1/1     0 1 0 0 0
        J74     1/1     1 0 0 1 0
5298667:J75     1/1     0 0 0 1 1

        J76     1/1     0 1 0 0 1
        J77     1/1     1 0 0 1 0
        J78     1/1     0 0 1 0 1
        J79     1/1     1 1 0 0 0
5966052:J80     1/1     0 0 0 0 1

        J81     1/1     1 0 0 1 0
        J82     1/1     0 1 0 0 1
        J83     1/1     0 0 1 1 0
        J84     1/1     1 0 0 0 1
6633437:J85     1/1     0 1 0 0 1

        J86     1/1     0 0 0 1 0
        J87     1/1     0 0 1 0 1
        J88     1/1     1 1 0 0 0
        J89     1/1     0 0 0 1 1
7300822:J90     1/1     1 0 0 1 0

        J91     1/1     0 1 0 0 1
        J92     1/1     0 0 1 0 1
        J93     1/1     0 0 1 0 1
        J94     1/1     0 1 0 1 0
7968207:J95     1/1     1 0 0 1 0

        J96     1/1     0 1 0 0 1
        J97     1/1     0 0 0 1 0             End total: Jean LV 99
        J98     1/1     0 1 0 0 1
8502115:J99     1/1     0 0 0 1 1               434/184 160 144 87  131 243

    Jean is very lucky - and very random in character and skills.  If you
    need to throw around some holy power, he's your frog.  Other than that,
    and hopping about on the overworld map, you probably won't be using him
    too much.  Jean has good defense, but is correspondingly very slow.  If
    he were faster, his 'Chop' special action might actually be useful.




                       Spar - A Wise Tree in Training
-----------------------------------------------------------------------------
                Weapon  WacWP           Shield  Ristband
                Armor   Bum'sCL         Helmet  Bandana

                        Def-UpX(32)  Atk-Up(36)

        Spells: Cold, Cure 1, Ag-Down, Pwr.Down, Def-Down, Hush, Ag-Up
                          Special Action: Ntre

6381:   S12      -          -
        S13     8/4     3 2 2 5 3
        S14     7/6     3 0 2 5 2  Def-Up      Str Stmna Agi Wis Luck Guts
14042:  S15     11/5    2 1 3 4 1            --------------------------------
                                               28   27   25   72   36  (0)
        S16     8/4     2 1 2 3 2  Idle
        S17     8/6     3 1 1 6 2
        S18     9/5     2 2 3 4 3  Exit
        S19     7/4     2 2 1 5 2  Warp
42909:  S20     10/4    2 1 2 4 1             Running total: Spar LV 20

        S21     6/5     2 1 2 3 2  Sap          174/124 47  37  41  108 52
        S22     7/4     0 2 1 4 1  Drain
        S23     6/3     1 0 2 3 2
        S24     7/3     1 2 0 4 1
97139:  S25     8/4     1 1 1 3 0

        S26     7/2     0 2 2 3 1  Cure 2
        S27     7/3     1 1 1 4 2
        S28     7/5     2 0 1 4 1  Freeze
        S29     7/4     1 1 1 3 1
195108: S30     6/3     1 1 1 4 0  Shield     Running total: Spar LV 30

        S31     7/4     1 2 0 3 2               242/160 57  48  53  143 63
        S32     5/6     1 0 1 4 2  Def-UpX
        S33     7/4     2 1 2 3 0
        S34     5/6     2 1 1 3 1
375922: S35     8/5     1 2 2 4 1

        S36     8/6     3 3 3 3 2  Atk-Up
        S37     7/4     2 1 2 5 2
        S38     6/5     2 2 1 3 3
        S39     9/5     2 2 3 5 1
678326: S40     11/7    3 1 1 5 2             Running total: Spar LV 40

        S41     9/5     2 1 2 4 2               315/212 76  63  69  181 79
        S42     8/9     3 2 1 5 2
        S43     9/5     1 3 3 3 2
        S44     7/8     2 1 1 6 3
1147903:S45     12/5    0 2 3 4 1

        S46     8/6     3 2 2 5 3
        S47     10/5    2 3 3 4 1
        S48     8/4     1 2 2 3 2
        S49     8/6     2 0 1 4 1
1800149:S50     8/4     0 1 1 2 1             Running total: Spar LV 50

        S51     6/2     1 0 0 1 0               402/269 92  80  88  221 97
        S52     4/3     0 1 0 1 0
        S53     5/2     0 0 1 0 1
        S54     2/1     0 1 0 2 0
2503203:S55     4/1     1 0 0 0 0

        S56     3/2     0 0 2 1 1
        S57     2/1     0 0 0 0 1
        S58     4/2     0 1 0 1 0
        S59     3/1     0 0 1 2 0
3304371:S60     1/1     1 0 0 0 1

        S61     2/1     0 0 0 1 0
        S62     1/1     0 0 1 0 0
        S63     2/1     0 0 1 0 1
        S64     2/0     1 0 0 1 0
4008686:S65     1/1     0 0 0 1 1

        S66     1/2     0 1 1 0 0
        S67     1/1     0 1 0 1 0
        S68     1/0     0 0 0 0 1
        S69     1/1     0 0 0 1 0
4683001:S70     1/1     1 0 1 0 0             Running total: Spar LV 70

        S71     1/1     0 1 0 1 0               449/294 97  85  96  234 104
        S72     1/1     0 0 0 0 1
        S73     1/1     0 1 1 0 0
        S74     1/1     1 0 0 1 0
5357316:S75     1/1     0 0 0 1 1

        S76     1/1     0 1 0 0 1
        S77     1/1     1 0 1 0 0
        S78     1/1     1 0 0 1 0
        S79     1/1     0 0 0 0 1
6031631:S80     1/1     1 1 0 0 0

        S81     1/1     0 0 0 1 0
        S82     1/1     0 1 0 0 1
        S83     1/1     1 0 0 1 0
        S84     1/1     0 0 1 0 1
6705946:S85     1/1     0 0 0 0 0

        S86     1/1     1 0 1 0 0
        S87     1/1     0 0 0 1 1
        S88     1/1     0 1 0 0 0
        S89     1/1     0 0 0 0 1
7380261:S90     1/1     1 0 0 1 0

        S91     1/1     1 1 0 0 0
        S92     1/1     0 1 0 0 0
        S93     1/1     0 0 1 0 1
        S94     1/1     1 0 0 0 0
8054576:S95     1/1     0 1 0 0 1

        S96     1/1     0 0 0 0 0
        S97     1/1     1 0 1 0 0             End total: Spar LV 99
        S98     1/1     0 0 0 0 1
8594028:S99     1/1     0 0 1 0 0               478/323 107 94  103 242 115

    Spar is very wise, and has lots of HP and AP, just like a tree should.
    Other than that however, he's very unimpressive.  Kind of like Jean, he
    has a random assortment of spells, except that he has more of them and
    more useful ones.  He has the most transforms of any character, but the
    only one worth using regularly is seed, for its 'Bud' special action (but
    only if you can also cast Atk-Up on him).




                 Bleu - A Hero from Antiquity (BoF1, actually)
-----------------------------------------------------------------------------
                Weapon  WizardRG        Shield  SilkGL
                Armor   WiseRB          Helmet  SokletAR

        Spells: S.Boom, Bomb, Flame, Freeze, Death, Ag-Down, Pwr.Down,
                Def-Down, Ag-Up, Def-Up, Atk-Up, Sap, Drain, Exit, Warp

                            Special action: Shed

330055: U35       -         -                  Start:   mHP 199  mAP 182
        U36     15/15 2  6  15 15 15 Fireball
        U37      5/4  0  7  15 5  5  Hail      Str Stmna Agi Wis Luck Guts
        U38     15/15 15 15 15 12 14 Missile --------------------------------
        U39      0/0  0  7  15 15 15 Bolt X    48   50   71   143  62  (0)
599672: U40     15/15 15 15 4  2  0

        U41     15/15 15 15 15 15 15
        U42     15/15 2  4  0  1  2
        U43     15/15 15 15 15 15 15
        U44      5/4  2  7  15 15 15
1092562:U45     15/15 15 15 15 2  4

        U46      2/0  2  6  15 15 15
        U47     15/15 15 15 0  -  2
        U48     15/15 15 15 2  -  15
        U49     15/15 4  8  4  -  15
1702470:U50     15/15 6  4  4  -  15          Running total: Bleu LV 50

        U51      1/8  6  4  4  -  4             376/355 171 204 220 255 224
        U52      6/4  6  4  15 -  8
        U53      0/14 15 15 15 -  14
        U54     15/15 15 15 12 -  5
2323959:U55      0/14 15 13 14 -  -

        U56     15/15 4  -  4  -  -
        U57     15/15 3  -  15 -  -
        U58      5/4  1  -  15 -  -
        U59     15/15 15 -  15 -  -
2945510:U60      1/14 4  -  15 -  -

        U61     15/15 -  -  4  -  -
        U62     15/15 -  -  15 -  -
        U63     15/8  -  -  7  -  -
        U64     15/-  -  -  7  -  -
3569045:U65      3/-  -  -  15 -  -

        U66      4/-  -  -  15 -  -
        U67      3/-  -  -  15 -  -
        U68     15/-  -  -  4  -  -
        U69     15/-  -  -  15 -  -
4218453:U70     15/-  -  -  13 -  -           Running total: Bleu LV 70

        U71     15/-  -  -  15 -  -             564/511 255 255 454 255 255
        U72      3/-  -  -  15 -  -
        U73      0/-  -  -  15 -  -
        U74      7/-  -  -  12 -  -
4908367:U75      7/-  -  -  -  -  -

        U76     15/-  -  -  -  -  -
        U77     15/-  -  -  -  -  -
        U78     15/-  -  -  -  -  -
        U79      2/-  -  -  -  -  -
5609832:U80     15/-  -  -  -  -  -

        U81      1/-  -  -  -  -  -
        U82      1/-  -  -  -  -  -
        U83     15/-  -  -  -  -  -
        U84     15/-  -  -  -  -  -
6311302:U85     15/-  -  -  -  -  -

        U86      3/-  -  -  -  -  -
        U87      7/-  -  -  -  -  -
        U88      5/-  -  -  -  -  -
        U89      5/-  -  -  -  -  -
7012780:U90      5/-  -  -  -  -  -

        U91     15/-  -  -  -  -  -
        U92     15/-  -  -  -  -  -
        U93      2/-  -  -  -  -  -
        U94     15/-  -  -  -  -  -
7714258:U95      6/-  -  -  -  -  -

        U96     15/-  -  -  -  -  -
        U97      0/-  -  -  -  -  -           End total: Bleu LV 99
        U98     15/-  -  -  -  -  -
8275442:U99     15/-  -  -  -  -  -             828/511 255 255 511 255 255

    Bleu lives up to her legend.  Supernatural in strength, she is first in
    EVERYTHING except Guts, in which she rates dead last.  Her only flaw is
    that she cannot bond.  If you can find her, you'll never need Nina for
    her combat abilities again, since Bleu is just like Nina, except so much
    stronger.  Her 'Shed' ability and high agility means that she can last
    indefinitely, like the Hero does with his 'Guts' ability.


As we see, all of the characters pretty much reach their maximum ability at
level 50 (except Nina and Bleu).  Gains seem somewhat random up to level 70,
but are miniscule, and gains beyond level 70 are miniscule AND boring.  Bleu
is the lone exception here.  She makes incredible gains straight up to level
99, maxing out everything except mHP and Guts.  Still, it's not worth the
trouble getting to level 99 - level 50 is good enough.  If you want to raise
your characters' stats to maximum, it is far easier to do so by means of
cooking permanent attribute raising items, such as MisoSoup.  The only stats
you can't raise in this way are mHP and mAP.  So please - I have been to
level 99, and I can tell you that it isn't worth it.

All of the above characters can level up by gaining experience.  EXP is won
in battle by summing up the EXP point values of all enemies defeated.
Enemies which run away don't count, and neither do enemies defeated before
the last time you used the 'Sweh' action (refer to the description of Sweh in
'Action!' for more details).  Let this sum be the XP_award.  Each party
member not dead or a zombie at the end of the battle wins experience equal to
XP_award times a factor which is function of the difference between that
character's LV and the hero's LV.  Let Gap = (LV of the hero) - (LV of the
party member).

        Let steps = [Gap/5]

        If steps = ... , then bonus factor =

        <1              0%
        1               8%
        2               16%
        3               24%
        4,5             32%
        6,7             40%
        >7              56%

This accelerates the growth of weaker characters to balance the strength of
the party.  It can be thought of a model in which the less experienced
characters learn more from watching someone more experienced defeat monsters.
And it makes the simplification the more experienced person is assumed to be
the hero (which is correct, most of the time).  In BoF1, there was an
additional factor which was dependent on the # of rounds it took you to win.
No such multiplier exists here.

The experience point gain that you see listed in the victory window is not
XP_award, but is the sum of all the experience won by each member of your
party.  It is for this reason that this number is roughly proportional to the
number of party members and varies slightly as some of them level up.  In
practice, XP_award is limited to no more than 32730 (for defeating 3
K.Sludges at 156%), and no less than 1 (for 1 E.Sludge).

All characters can have no more than 9999999 XP.  If a character gains
experience while already at this limit, the sum of awards that is shown
remains unchanged, and we do:
        if XP > 9999999, XP = 9999999

Note that since total experience won is proportional to the number of
characters in your group, you're cheating yourself out of valuable experience
and making your trip unnecessarily difficult if you travel with anything less
than the maximum allowed number of party members.










  -=-=-========================-   Action!   -==========================-=-

This section presents the effects of all actions available to the opposition
and party members (except for item use, which is covered in 'Items'), as well
as who uses it, and in the case of spells, when the spell is learned.  I also
include spells which have strictly non-combat effects in this list.  When an
action lacks a name, I give it a name in parenthesis to show that this is
what I have named it.  First I will begin by listing the things that you can
do in combat which are NOT actions:

- Changing equipment - When you change a party member's equipment, you have
        not specified an action - the equipment change takes place between
        rounds.  You may still give that party member an action for the
        upcoming round, even backtrack to change the intended action of party
        members further towards the front, and the character's equipment will
        remain changed.

- Swch - When you use change the formation (press 'L'), the change also takes
        place between rounds, no action necessary.  Note that you may not do
        anything to change the combat order while in combat.

- Run - As noted in basic combat mechanics, this order takes the place of all
        action.  Once you issue this command, it is immediately attempted.
        Run is always successful on a lead-off attack, but otherwise its
        success is a roll based on the Vigor ratings of the opposition as
        compared to the party members' Vigor ratings (independent of the
        action they had planned for this round!).  This roll has a moderate
        chance of failure even when the Vigor ratings of the opposition are
        pitifully low.

- Auto - Like running away, this command takes the place of all action.  Once
        you select it, it is immediately executed.  Auto turns on automatic
        battle.  While this is on, all party members attack as their action,
        and do so on all subsequent rounds (you are not prompted to give any
        commands between rounds).  Automatic battle may be turned off at any
        time by pressing 'B'.  This will allow you to give commands as normal
        for the upcoming rounds.

CtrAttck - This is not an action, because it only happens in response to the
        Atc. action; commands may not be given to CtrAttck and are not
        necessary to do so.  Because of this, this ability is described as
        part of the Atc. action, although there is a separate entry to list
        who has this combat ability.

Other than these things, everything you can tell a party member to do in
combat is an action.

When the opposition or a zombie uses an action that targets a single party
member, the target is chosen in the following way (neither Collar nor DmndBR
affect this):

First determine the number of party members (dead ones and zombies count too)

Then, make a random roll to see who is the target:

2 party members:
                Target          Chance of being chosen
        -----------------------------------------------------
                  1st                  11/16
                  2nd                   5/16

3 party members:
                Target          Chance of being chosen
        -----------------------------------------------------
                  1st                   9/16
                  2nd                   5/16
                  3rd                   2/16

4 party members:
                Target          Chance of being chosen
        -----------------------------------------------------
                  1st                   8/16
                  2nd                   5/16
                  3rd                   2/16
                  4th                   1/16

These probabilities are independent of which formation you use, but they can
change drastically if some of your party members are dead.  This is because:
if the target the opposition chooses is not valid, the attack targets the
LAST party member in the combat order instead.  If that one is not valid, it
attacks the next to last party member, and so on right back up to the lead
character.  The result is that if anybody dies, the guy in the back - the one
you put there probably because he's got a pathetic Def rating - is going to
take a lot more hits than normal - maybe as many as half of them or more.
And that spells instant disaster.  Note that 'Dare' and 'RIP' can also change
how targets are chosen.

For actions which are spells that deal damage, normal spell damage refers to
damage computed using the base power of the spell.  Special damage and normal
spell damage is computed differently the normal physical attack damage in
that position is not important and the effects of Defense are different.
Because of this, these two damage types are computed using the
SpecialDamage() function.  Dragon spell damage is another type of damage
which is computed using the DragonDamage() function.  Normal physical attacks
deal damage using either the AttackByOpposition() or AttackByPartyMember()
functions.  All other kinds of damage are noted by the word 'exactly' or
'lethal' in the description of the damage dealt by the action.  These kinds
of damage are undefendable, as is dragon spell damage, and some special
damage.

All actions which are spells have the casting cost following the name, with
'Nc' indicating non-combat use only, 'Cb' for combat only, and '//' for both.
Since transforms retain the ability to cast all spells that the unbonded
character could cast, I don't list transforms in the 'Used by' part of the
description for a spell.  A '**' in the 'Used by' list means that the spell
can be taught to one party member as part of the story, and a name with a
'**' means that the spell may one be taught to one specific party member.

Note that if a character learns a spell which is already in that character's
spell list, the list is not changed.  It can be done, but there is no bonus
to teaching a character a spell twice.

-----------------------------------------------------------------------------
8.0:14 (Cb) Normal spell damage of 70 to all enemies (except flying enemies,
        which receive exactly 0 damage - neither Nina nor the queen of angels
        transform counts as a flying creature for the purposes of this
        spell).  Native terrains: dirt fields, caves.

        Used by: Rand(LV24), A.Sludge, G.Shaker, Ganga, Mamot

-----------------------------------------------------------------------------
Ag-Down:5 (Cb) Gives one enemy the Agi.Dn condition.  Probability of success
        is a roll based on the magic susceptibility of the opposition, whether
        it is the target or the caster.

        Used by: Nina(LV9), Spar, Babaruku, Bleu, Guardian, Stooly

-----------------------------------------------------------------------------
Ag-Up:4 (Cb) Gives one ally the Agi.Up condition.  However, this condition
        has no effect.

        Used by: Spar, Bleu, Pima

-----------------------------------------------------------------------------
(amnesia) - All enemies will forget (1..3) of the spells from their spell
        list, counting from the last spell they remember backwards.  For the
        rest of the battle these forgotten spells may not be cast.  This has
        no permanent effect.  This doesn't prevent spells already chosen at
        the beginning of the round from being cast successfully.

        Used by: Aruhamel

-----------------------------------------------------------------------------
Anfini:0 (Cb) There exists only one point in the game where this may be used.

        Used by: Hero (**) (learned in Infinity)

-----------------------------------------------------------------------------
Angel:12 (Cb) Attempts to deal lethal damage to all spirit and undead
        enemies ( = rHP of target).  Doesn't work in battles to the death(?)
        Success rate is a roll based on magic susceptibility of the target.

        Used by: Nina(LV26), Jean(LV30)

-----------------------------------------------------------------------------
Atc.    Makes a normal physical attack against any combatant - even an ally.
        An attack by opposition or a zombie always targets a party member.

        If attacker is opposition, roll to see if a 'Miss' has occurred.  If
        so, don't deal any damage.  Seems to be a function of real bad
        monster stats (atlas and corpse have missed me occasionally).

        If target is party member, and is not asleep, make a Cond.-based roll
        to see if the target can 'Dodge' the attack.  If so, deal no damage.

        Otherwise, compute the damage dealt to the target.

        If the attacker is opposition (or a zombie(?)),
                damage = AttackByOpposition( )
        If the attacker is a party member,
                damage = AttackByPartyMember( )

        If the target has the ability to CtrAttck, the target is still alive,
        and the attacker was an enemy, make a Cond.-based roll to see if a
CtrAttck may be done (if the target was just woken up by the
        attack).  If so, the target counterattacks the attacker for normal
        attack damage, except, this attack is NOT elemental in nature.  A
        CtrAttck may even be done when the defender is not taking any action
        for this round (such as a lead-off attack).

        Used by: All combatants, unless otherwise noted

-----------------------------------------------------------------------------
Atk-Up:6 (Cb) Gives one ally the Pwr.Up condition.

        Used by: Bleu, Spar(LV36), C.Bear, Cyclops, Dadelous, G.Lizard,
          Ganet, Kimoto, Soldier, Titong

-----------------------------------------------------------------------------
(attack all) Makes a normal physical attack to all enemies.  Enemies may not
        CtrAttck this action, and hits may not be special or toasted.

        Used by: Bow(this replaces Atc. if he's equipping the AutoBW),
          Barubary(x)

-----------------------------------------------------------------------------
Backup  Roll to see if another ally of the same type can be summoned.  These
        summoned enemies count towards the award just as the initial ones do.

        Used by: Hood

-----------------------------------------------------------------------------
Bnsh    Attempts to make all remaining enemies Runaway.  On failure, none of
        them Runaway.  On success, all of them Runaway.  This does not work
        in battles to the death.  After using Bnsh, you may still receive an
        award for the other enemies that you defeated in that battle.

        Used by: 'Queen of Angels' transform

-----------------------------------------------------------------------------
Bolt X:30 (Cb) Normal spell damage of thunder:180 to all enemies.

        Used by: Katt(LV15), Nina(LV36), Bleu(LV39), Babaruku, Barubary(x),
          Fastman

-----------------------------------------------------------------------------
Bomb:6 (Cb) Normal spell damage of wind:40 to one enemy.

        Used by: Sten(LV10), Nina(LV56), Bleu

-----------------------------------------------------------------------------
Boombada:20 (Cb) Deals exactly [rHP/2] damage to all enemies.  Boombada
        doesn't work in battles to the death.

        Used by: **  (can be learned in Namanda, if you've got rhythm)

-----------------------------------------------------------------------------
BoneLzr Deals 100 + (0..31) points of non-elemental, undefendable special
        damage to all enemies.

        Used by: Deathevn (2)

-----------------------------------------------------------------------------
Brainwav - Causes target to make a normal physical attack against one of its
        allies.  This interrupts the target's action if the target has not
        already taken its action for this round.

        Used by: Terapin

-----------------------------------------------------------------------------
Bud     Seed goes berserk!  At the cost of forfeiting one turn to charge up,
        Seed attacks uncontrollably (you can't even choose the target) for
        normal physical damage on the next 4 rounds at 2x offensive power
        (Off may even be above 511 in this way!).  Hits made while budded may
        also do special and/or toasted damage.  Truly frightening in
        combination with the Pwr.Up condition!

        Used by: 'Seed' transform

-----------------------------------------------------------------------------
BuildUp - Forfeit this turn to make an attack the next turn with Pwr doubled?

        Used by: Beetle, Darious, G.Idol, Pollen, Sniphead, Venusfly

-----------------------------------------------------------------------------
Chop    Forfeits a round and attempts to kill all enemies outright on the
        next round by dealing them all lethal damage (even though the attack
        may appear to deal only 999 damage points, the attack actually deals
        well in excess of that much).  Doesn't work in battles to the death.

        Used by: 'Sir Mackerel' transform

-----------------------------------------------------------------------------
Chopchop:0 (Cb) Deals 50 + (0..31) points of undefendable special damage to
        one enemy.

        Used by: ** (can be learned at WildCat if you're polite & have good
          manners), Wildcat

-----------------------------------------------------------------------------
Cold:4 (Cb) Normal spell damage of ice:30 to one enemy.

        Used by: Nina, Spar, M.Mummy, Pharaoh

-----------------------------------------------------------------------------
ColdBrth(X) - Deals X + (0..15) points of defendable, non-elemental special
        damage to all enemies (yes, even though it reads COLDbreath, it is
        NOT an ice attack).

        Used by: Algernon, Barubary(x), Deathevn(2), Gallop, S.Idol

-----------------------------------------------------------------------------
CtrAttck - See 'Atc.'.  Only the Eggbetr and 'Atc.' (attack) actions may be
        responded to with CtrAttck.

        Used by: Child, Hero, Katt, Devil Katt transform, B.Ogre, Baba,
          Barubary(x), Biruburu, Cotris, Footman(1), GoldFly(2), Hellion,
          J.Worm, Jailer, Kimaira, Needle, Ogre, Stinger, W.Bear

-----------------------------------------------------------------------------
Cure 1:4 (//) Restores exactly 40 HP to one ally.

        Used by: Bow (LV2), Hero (LV7), Rand, Harpy, Jacky, M.Knight, Nimufu,
          Ogre, S.Golem(1), Stinger, Witch

-----------------------------------------------------------------------------
Cure 2:7 (//) Restores exactly 100 HP to one ally.

        Used by: **, Nose(LV16), Bow(LV16), Rand(LV17), Spar(LV26), Aruhamel,
        Banbhand, Danielle, Footman(2), Ganet, Gargoyle, M.C.Tusk, V.Head

        Ray teaches this to you instead of Renew if you save less than 5
          villagers in the DryWell.

-----------------------------------------------------------------------------
Cure 3:20 (//) Restores exactly 120 HP to all allies.

        Used by: Bow(LV33), Rand(LV35), Jailer

-----------------------------------------------------------------------------
Cure 4:14 (//) Restores one ally to rHP = mHP.

        Used by: Bow(LV30), Rand(LV37), D.Crsdr, DPaladin, Gonghead(2),
          Pepshun

-----------------------------------------------------------------------------
Cure X:50 (//) Restores all allies to rHP = mHP.

        Used by: Bow(LV40)

-----------------------------------------------------------------------------
CurePsn:4 (//) Removes Poison, Rotting, and Zombie from one ally.

        Used by: Bow(LV3), Rand

-----------------------------------------------------------------------------
Curse   Gives one enemy the curse condition, and it always works (unless the
        enemy is immune to curse).

        Used by: E.Dragon, H.Fly, Hellion, Lyverma

-----------------------------------------------------------------------------
Dare    Forfeits Katt's action for this round.  All opposition doing actions
        targeted at single party members this round make a Wis - based roll.
        For each enemy that fails this roll, Katt becomes the target of their
        action instead.  All damage Katt takes this round is multiplied by a
        factor of 226/256.  Katt can CtrAttck as normal, but gets no
        bonuses for doing so.

        Used by: Katt

-----------------------------------------------------------------------------
Death:8 (Cb) Attempts to deal lethal damage (= rHP of target) to one enemy.
        Doesn't work on spirit or undead enemies or in battles to the death.
        When cast by a party member, success is determined by a roll based on
        the Wis of the target.  When cast by the opposition, success rate is
        a roll based on the Wis of the caster.  As a rule of thumb, Death
        always works on enemies with Ms +3 or +4, occasionally works on
        enemies with Ms -2, and doesn't work at all on Ms -3 enemies.  When
        cast by Ms -3 enemies, it always works - except where the target is
        immune to Death.

        Used by: Nina(LV28), Jean(LV32), Bleu, D.Brnger, Deathevn(2),
          G.Rider, Humus, K.Sludge, Necroman

-----------------------------------------------------------------------------
Def.    See Defense

-----------------------------------------------------------------------------
Def-Down:5 (Cb) Gives one enemy the Def.Dn condition.  Probability of success
        is a roll based on magic susceptibility of the opposition, whether it
        is the caster of the target.

        Used by: Nina (LV15), Spar, Bleu, Assasin, Babaruku, Basilisk,
          BigHand, Guardian, K.Goblin, Stooly,

-----------------------------------------------------------------------------
Def-Up:5 (Cb) Gives one ally the Def.Up condition.

        Used by: Bow (LV6), Spar(LV14), Bleu, Catfish, Kimoto, Trout

-----------------------------------------------------------------------------
Def-UpX:10 (Cb) Gives all allies the Def.Up condition, and doesn't register
        as failure unless all allies already have Def.Up.

        Used by: Bow(LV26), Spar(LV32), Atlas, D.Crsdr, Needle, Paladin

-----------------------------------------------------------------------------
Defense - Forfeits action for this round in exchange for taking reduced
        damage from defendable attacks.  The exact effect of this action is
        described in the 'Combat algorithms' section.  While Defense is valid
        for party members throughout the entire round, it is only valid for
        the opposition after it is used in a given round.

        Used by: All combatants(?), unless otherwise noted

-----------------------------------------------------------------------------
Dice    Deals 80 + (0..31) points of undefendable(?) special damage to one
        target.

        Used by: Wildcat

-----------------------------------------------------------------------------
(disappear) - All conditions (except death) on all combatants are removed at
        the end of this combat round.

        Used by: Deathevn(2)

-----------------------------------------------------------------------------
Drain:0 (Cb) Steals AP from one enemy and adds it to the caster's total.  AP
        stolen is exactly 30% of enemy's rAP, to a maximum limit of 30 AP.
        Probability of success is a roll based on magic susceptibility of the
        opposition, whether it is the target or the caster.

        Used by: Nina(LV17), Spar(LV22), Bleu, Babaruku, D.Spirit, Soulflik,
          Zombie

-----------------------------------------------------------------------------
Eggbetr - Makes two consecutive normal physical attacks against a target:
        make the first attack.  If attacker dies from a CtrAttck from the
        defender, stop.  Otherwise, check to see if the target is still
        alive.  If not, choose a new target.  Make the second attack.

        Used by: Bow(this replaces Atc. if he's equipping the TwinBW), Amom,
          Aruban, Barucuda, Basilisk, BigHand, E.Dragon, GoldFly(1),
          GoldFly(2), Mamot, Seenates, Torubo(1), Torubo(2), Trout

-----------------------------------------------------------------------------
(etherstorm) - Deals 100 + (0..63) points of undefendable, non-elemental
        special damage to all enemies.

        Used by: Ray

-----------------------------------------------------------------------------
Exit:8  Teleports the group outside of the location they are currently in,
        back to the location's entrance on the overworld.  Actually, for each
        location there exists an 'exit point' which may or may not be the
        entrance, but usually is.  Beware: some locations do not have an 'exit
        point'.  In these locations, you will not be able to cast Exit, so
        prepare yourself by checking this ahead of time!

        Used by: Nina(LV12), Spar(LV18), Bleu

-----------------------------------------------------------------------------
Explode - Deals all enemies exactly [(target's rHP)/2] points of damage, to a
        minimum of 1 HP of damage.

        Used by: Deathevn(1)

-----------------------------------------------------------------------------
Fireball:20 (Cb) Normal spell damage of fire:120 to all enemies.  Native
        terrains: dense and sparse forest.

        Used by: Katt(LV11), Sten(LV33), Bleu(LV36), Nina(LV55), Babaruku,
          Fastman, G.Idol, Ifeleet, Magicmas, N.Rider, S.Golem(2)

-----------------------------------------------------------------------------
FireBrth(X) - Deals X + (0..15) points of defendable, non-elemental special
        damage to all enemies (yes, even though it reads FIREbreath, it is
        NOT a fire attack).

        Used by: B.Ogre, Barubary(x), Dragoon, E.Dragon, Gallop, Gargoyle,
          Hellion, Ifeleet, Kimaira, Pepshun, Rapider, Venusfly

-----------------------------------------------------------------------------
FireDrgn:rAP (Cb) This spell may not be cast if rAP = 0.  Dragon spell damage
        of 512 to all enemies.  Note: This is NOT a fire attack - it has
        exactly the same effect as IceDrgn and T.Drgn.

        Used by: Hero(**)

        Taught by the wise dragon man in WaterFal

-----------------------------------------------------------------------------
FirPuppy:rAP (Cb) This spell may not be cast if rAP = 0.  Dragon spell damage
        of fire:256 to one enemy.

        Used by: Hero(**)

        Learned when you first meet the Fire Shaman in Capitan

-----------------------------------------------------------------------------
Flame:12 (Cb) Normal spell damage of fire:60 to all enemies.

        Used by: **, **, **, **, Sten(LV15), Nina(LV20), Bleu, Pollen

        (Barose can teach this spell 4 times.  Refer to the 'TownShip'
        section for details.)

-----------------------------------------------------------------------------
Freeze:10 (Cb) Normal spell damage of ice:100 to one enemy.

        Used by: **, **, **, **, Nina(LV24), Spar(LV28), Bleu, Amonica,
          Anubus, Cancer, Carm, Gonghead(2), H.Crab, Maindstr, Pharaoh

        (Barose can teach this spell 4 times.  Refer to the 'TownShip'
        section for details.)

-----------------------------------------------------------------------------
G.Drgn:rAP (Cb) This spell may not be cast if rAP = 0.  Dragon spell damage
        of 999 to all enemies.

        Used by: Hero(**)

This spell is learned the Hero is exposed to the (etherstorm)
          attack.

-----------------------------------------------------------------------------
(get up:X) - Similar to defying death, but not exactly.  Whenever this enemy
        takes lethal damage, it makes a random roll with a success of (X)% to
        see if it can resist death and be restored to a random fraction of
        its mHP between 1/4 and 1/2 (?).  So, this action may be done a
        potentially unlimited number of times, while defying death is limited
        to once per battle only.

        Used by: Roach

-----------------------------------------------------------------------------
(god's power) - Steals HP equal to exactly [rHP*3/8] from each enemy (to a
        maximum of 60 HP), and AP equal to exactly [rAP/4] (to a maximum of
        20 AP) from each living enemy.  All HP stolen is added to Deathevn's
        rHP.

        Used by: Deathevn(2)

-----------------------------------------------------------------------------
Guts    A self-healing action available to the hero.  HP restored is an
        exact fraction of mHP, and a function of rHP and the number of fires
        from your Guts rating:

        Table of fractions of mHP that Guts will restore:

        rHP:    > [mHP/2]       > [mHP/4]       > [mHP/8]       =< [mHP/8]
        -------------------------------------------------------------------
     Fires:
        1       8%              15%             30%             <50%
        2       10%             20%             40%             60%
        3       12%             25%             <50%            70%
        4       14%             30%             55%             <75%

        5       16%             35%             60%             80%
        6       18%             40%             65%             85%
        7       20%             45%             70%             90%

        Guts may be used an unlimited number of times during a battle, but
        for each use, there is a random probability of failure of 1/8.

        Used by: Hero

-----------------------------------------------------------------------------
Hail:17 (Cb) Normal spell damage of ice:100 to all enemies.  When Hail is
        well-cast, little dogs will follow the big one.

        Used by: Katt(LV13), Nina(LV31), Babaruku, Bleu(LV37), Carm, Fastman,
          Magicmas, N.Rider

-----------------------------------------------------------------------------
Heal:8 (//) Removes the conditions of curse, poison, sleep, rotting, and
        zombie from one ally.

        Used by: Bow(LV23), Rand(LV31)

-----------------------------------------------------------------------------
Horror  Same as SwtBrth.

        Used by: Munmar

-----------------------------------------------------------------------------
Hush:5 (Cb) Attempts to give one enemy the hushed condition.  Success is a
        roll based on magic susceptibility of the opposition, whether it is
        the caster or the target.

        Used by: Jean(LV12), Spar, Aruban, Babaruku, Cotris, DPaladin,
          Footman(2), Ganet, Guardian, Maindstr

-----------------------------------------------------------------------------
IcePuppy:rAP (Cb) This spell may not be cast if rAP = 0.  Dragon spell damage
        of ice:256 to one enemy.

        Used by: Hero(**)

        Learned when you first meet the Fire Shaman in Capitan.

-----------------------------------------------------------------------------
IceDrgn:rAP (Cb) This spell may not be cast if rAP = 0.  Dragon spell damage
        of 512 to all enemies.  Note: This is NOT an ice attack - it has
        exactly the same effect as FireDrgn and T.Drgn.

        Used by: Hero(**)

        Taught by the wise dragon man in WaterFal.

-----------------------------------------------------------------------------
Idle:6 (Cb) Attempts to put one enemy to sleep.  Probability of success is a
        roll based on the magic susceptibility of the target.

        Used by: Spar(LV16), Jean(LV20)

-----------------------------------------------------------------------------
(insult) - Attempts to reduce target's offensive power to 0 for this round.

        Used by: Katt (the one fought in Coliseum)

-----------------------------------------------------------------------------
(interrupt: ...) - If this enemy's rHP drops below the specified fraction(s)
        of mHP, immediately end this round of combat and move to the next
        round.

        Used by: GoldFly(2), Kuwadora

-----------------------------------------------------------------------------
Jab     Attacks all enemies for normal physical damage at a penalty of 30 to
        Off per enemy beyond the first.  Damage for each enemy is computed
        separately.  A Jab is non-elemental, and may not be a special or a
        toasted hit, even if the weapon Jean is using allows it.  Putting
        aside these limitations, 'Jab' to one enemy is equivalent to 'Atc.'

        Used by: Jean

-----------------------------------------------------------------------------
Keep    Forfeit a turn to attack an enemy next turn with a substantially
        increased Off value.  When you give the command to 'Keep', you select
        the target on the first turn.  On the next turn, Devil Katt makes a
        normal physical attack against that enemy (or a new one if that one
        is now dead) with attacker's offense multiplied by one of:

                        {200%, 237%, 274%, 300%}

        The offense value computed in this way may be greater than 511,
        unlike all other attacks! (except Bud)  Keep attacks may not be
        special or toasted hits.  This algorithm explains NEARLY all of the
        damage values I have seen, but not ALL of them - there exist perhaps
        other multipliers which can be chosen, though they are not chosen
        often.

        Used by: 'Devil Katt' transform

-----------------------------------------------------------------------------
Miss    This action starts off by looking like an attack, but does not hit
        any target.

        Used by: Atlas, Bugbear, Corpse, Ghoul

-----------------------------------------------------------------------------
Missile:26 (Cb) Normal spell damage of wind:150 to all enemies.

        Used by: **, **, **, **, Sten(LV38), Bleu(LV38), Nina(LV57), Babaruku

        (Barose can teach this spell 4 times.  Refer to the 'TownShip'
        section for details.)

-----------------------------------------------------------------------------
Normal physical attack - see 'Atc.'

-----------------------------------------------------------------------------
Ntre    This produces a different effect for each type of terrain, but the
        effect is independent of time of day.  Ntre may be used an unlimited
        number of times in all terrains, though there is a small chance that
        each use might fail and do nothing instead.

        Terrain         Effect
        -------------------------------------------------------------------
        Lakeside        Flowers bloom - once used successfully in a given
                        battle, all subsequent uses will fail.  This results
                        in the Def values of all opposition being halved.
                        This effect may be compounded with the Def.Dn
                        condition, but unlike Def.Dn, the probability of
                        success of this action isn't dependent of the magic
                        susceptibility of the opposition!

        Dense forest    A tree tumbles over all enemies, dealing them
                        all 176 + (0..15) points of undefendable,
                        non-elemental special damage.

        Desert          Cacti explode, dealing 88 + (0..7) points of
                        undefendable, non-elemental special damage to all
                        enemies.  Despite the seeming absence of cactus
                        plants after using this, this can also be used an
                        unlimited number of times.

        All other outside terrains - All allies are healed by exactly 32 HP.
                        Is this dependent on Spar's stats?

        Any terrain not out in the open - Failure

        Used by: Spar, 'Spindragon' transform

-----------------------------------------------------------------------------
Psn.Atck - Hit one target for normal physical attack damage, and attempts to
        Poison that target at the same time.

        Used by: Banbhand, H.Fly, Skeleton, Tsi.Fly, Widow

-----------------------------------------------------------------------------
Psn.Brth - Attempts individually to Poison all enemies.

        Used by: Arachnod, Aruhamel, Chorking, Dethpede, J.Worm, Kiyhood,
          Ralooba

-----------------------------------------------------------------------------
Psn.Chop - Attack all enemies for normal physical damage and attempt to
        Poison each enemy as well.

        Used by: Joker

-----------------------------------------------------------------------------
Pwr.Down:5 (Cb) Gives one enemy the Pwr.Dn condition.  Probability of success
        is a roll based on the magic susceptibility of the opposition,
        whether the opposition is the caster or the target.

        Used by: Nina(LV10), Jean(LV16), Spar, Bleu, Babaruku, Conch,
          Guardian, Stooly, Willowsp

-----------------------------------------------------------------------------
Renew:10 (//) Works only 70% of the time, and only revives one dead ally to
        HP = [MHP/4], with no effect on a living or zombie character.

        Used by: **, Bow(LV20), Rand(LV27), Jean(LV34)

        Ray teaches this to you instead of Cure 2 if you save more than 4
          villagers in the DryWell

-----------------------------------------------------------------------------
Renew X:20 (//) Returns one ally to life with rHP = mHP.  Only works on dead
        party members (not zombies).

        Used by: Bow(LV36)

-----------------------------------------------------------------------------
RIP     Sten makes a regular attack, but plays dead for the rest of the
        round.  His Def is lowered to 5/8 (62.5%) during this round, but
        each member of the opposition must pass a Wis-based roll or be fooled
        into thinking Sten is already dead.  On failure, if Sten is not the
        only surviving party member, a target will be chosen based on the
        assumption that Sten is dead.  But beware! - as stated before, this
        usually means that the guy in back is going to be taking a lot more
        hits! (Is this really what you want?)

        Used by: Sten

-----------------------------------------------------------------------------
RotBrth - Attempts individually to make all enemies begin Rotting.

        Used by: Anubus, Chorking, Kiyhood, Necroman, Pharaoh

-----------------------------------------------------------------------------
(rumble) - Deals exactly 48 points of damage to all enemies.

        Used by: M.C.Tusk

-----------------------------------------------------------------------------
Runaway - The combatant flees from battle, thus preventing you from winning
        an award from defeating it.  This always works, unlike the command
        'Run'.

        Used by: C.Sludge, D.Spider, J.Fish, K.Goblin, P.Eater, R.Guard,
          Trikster

-----------------------------------------------------------------------------
S.Boom:11 (Cb) Normal spell damage of thunder:50 to all enemies.

        Used by: Nina(LV13), Bleu, Dinabehm, Fastman, RoadSlug

-----------------------------------------------------------------------------
Sap:5 (Cb) Steals HP from one enemy and adds it to the caster's total.  HP
        stolen is exactly 30% of enemy's rHP, to a maximum limit of 30 HP.
        Probability of success is a roll based on magic susceptibility of the
        opposition, whether it is the caster or target.

        Used by: Spar(LV21), Bleu, Bloodskr, D.Spirit, Lyverma, Necroman,
          Racegude, Tri.eye, Zombie

-----------------------------------------------------------------------------
(save strength) - During the next action, offense power is doubled.  Augus
        doesn't have to use the next action to attack, but if he doesn't, the
        effect of this action is wasted.

        Used by: Augus

-----------------------------------------------------------------------------
(shake) - Same as (attack all).

        Used by: Terapin

-----------------------------------------------------------------------------
Shed    You don't get to be 2000 years old without taking REALLY good care
        of yourself.  Bleu can use 'Shed' to cast Cure 4, followed by Heal
        on herself an unlimited number of times.  And unlike Guts, it
        always works (at least it does when Wis = 255... check for failure
        at lower Wis...).  But there is one catch - when Bleu sheds, she
        acquires the Def.Dn condition.

        Used by: Bleu

-----------------------------------------------------------------------------
Shield:6 (Cb) Gives one ally the Wis.Up condition.  May be cast multiple
        times without notice of failure, but extra use confers no extra
        benefit.

        Used by: Spar(LV30), D.Crsdr, Needle, Paladin

-----------------------------------------------------------------------------
Shimmy  Same as (attack all).

        Used by: Kuwadora

-----------------------------------------------------------------------------
Shot    Attempts to deal an enemy lethal damage (= rHP of the target).  This
        does not work in battles to the death.  It can deal lethal damage to
        enemies with more than 999 HP, but only 999 points of damage will be
        shown.  On a failure, Shot merely deals 1 point of damage.

        Used by: Bow

-----------------------------------------------------------------------------
Smoke:6 (Nc) Gives you a little extra breathing space between random
        battles, by changing the way in which the fight counter is generated
        and how it is decremented.  Turning smoke on does not reset the fight
        counter.  Smoke may only be cast in a place where the monster level
        is not asleep.  To indicate that smoke is on, your monster meter
        figure will turn blue.  Smoke is not turned off until you take 64
        steps in an area or on a map section where the monster level is not
        asleep, regardless of how many times you enter battle, or whether you
        move between areas.  You may not cast smoke while it is already on.
        When rolling, each step you roll counts as a step for the smoke
        count, as does each spot you swim, and each hop you make while on the
        frog.  What about flying on the great bird? (Check this.)

        Used by: Hero(LV19)

-----------------------------------------------------------------------------
Spark:4 (Cb) Normal spell damage of fire:25 to one enemy.

        Used by: Nina, Sten, Docaden, Jailer, M.Golem, M.Mummy, Nimufu,
          Pollen, R.Slug, Sniphead, Witch

-----------------------------------------------------------------------------
Spor    Makes a random roll to see it there is a headwind.  If not, SwtBrth
        is used on the opposition.  But if there is a headwind, SwtBrth is
        used instead on the party members.

        Used by: 'Lil Mushroom' transform

-----------------------------------------------------------------------------
Spry    Iron Man attacks all enemies for normal physical attack damage.
        Damage is computed independently for each enemy hit.  Unlike 'Jab',
        there is no penalty for enemies hit beyond the first one.  Spry would
        be in all cases superior to Iron Man's normal physical attack, except
        that it can't do special or toasted hits (elemental damage?).

        Used by: 'Iron Man' transform

-----------------------------------------------------------------------------
(steal) Make a normal physical attack and also steal the same of number coins
        from the party's money supply as number of points dealt in damage.
        CtrAttck may not be used in response to this, and hits from this
        attack may not be special.

        Used by: Trout

-----------------------------------------------------------------------------
Sweh    Advances combat to the next round, interrupting all further action
        planned for that round.  All conditions placed on party members
        remain in effect - characters rotting from the start of the round
        will become zombies.  This action does not work in battles to the
        death.  In random battles, a new set of enemies with full health
        are chosen to replace the current enemies, using the standard
        algorithm to generate random enemies.  Enemies defeated before
        Sweh was used will not count towards the experience and money award
        for the battle.

        Used by: 'Djinni' transform

-----------------------------------------------------------------------------
SwtBrth - Attempts individually to put each enemy to Sleep.  Success rate
        seems to be a random roll(?).

        Used by: Aruhamel, Eaterman, Humus, J.Worm, Kiyhood, Meedid, Nimufu,
          Shupri, Sireen, Stamen, Witch

-----------------------------------------------------------------------------
T.Drgn:rAP (Cb) This spell may not be cast if rAP = 0.  Dragon spell damage
        of 512 to all enemies.  Note: This is NOT a thunder attack - it has
        exactly the same effect as IceDrgn and FireDrgn.

        Used by: Hero(**)

        Taught by the wise dragon man in WaterFal.

-----------------------------------------------------------------------------
T.Puppy:rAP (Cb) This spell may not be cast if rAP = 0.  Dragon spell damage
        of thunder:256 to one enemy.

        Used by: Hero(**)

        Learned when you first meet the Fire Shaman in Capitan.

-----------------------------------------------------------------------------
Thunder:6 (Cb) Normal spell damage of thunder:25 to all enemies.

        Used by: **, **, **, **, Nina, Rand(LV9), DinaFung, Nimufu, RoadSlug,
          Suiky, Witch

        (Barose can teach this spell 4 times.  Refer to the 'TownShip'
        section for details.)

-----------------------------------------------------------------------------
TimeWarp:0 (Nc) This spell may only be cast on the overworld.  It advances
        the day/night cycle to either daytime or nighttime.

                If it is currently:     Advance the time to:
        -----------------------------------------------------------
                    6AM - 9PM                 Midnight
                    9PM - 6AM                 10:30AM

        Used by: Hero(LV2)

-----------------------------------------------------------------------------
Tornado:5 (Cb) Normal spell damage of wind:30 to one enemy.

        Used by: Nina, Crodworm, Sireen

-----------------------------------------------------------------------------
Typhoon:14 (Cb) Normal spell damage of wind:80 to all enemies.  Native
        terrains: underwater.

        Used by: Nina(LV22), Amom, Barucuda, Crodworm, Magicmas, N.Rider

-----------------------------------------------------------------------------
Wake    Attacks one party member for normal physical damage, thus having the
        side-effect of waking that character up if they were asleep.  This
        is not the main use of this action, however.  If you target a dead
        party member with Wake, there is a chance that that character will be
        revived to 1 HP.  On a failure, nothing will happen.  Wake attacks
        cannot be special or toasted hits.

        Used by: Rand, 'Mighty Armadillo' transform

-----------------------------------------------------------------------------
Warp:8 (Nc) Teleports the group to one of your choice of 'warp points'.  The
        list of warp points is all of the towns on the overworld that you
        have visited, with a few exceptions (such as St.EvaCh, Inheart, and
        Dologany).  Warp may only be cast on the overworld.

        Used by: Jean(LV14), Spar(LV19), Bleu

-----------------------------------------------------------------------------
Will    Restores 16 AP (24 AP if rAP = 0), with a random success rate of 70%.
        On a failure, no AP is restored.

        Used by: Nina

-----------------------------------------------------------------------------
Zombie  Attempts to make one enemy begin rotting and attacks that enemy at
        the same time for normal physical damage.

        Used by: Banbhand, Mimic, Necroman, Sheef, Skeleton

-----------------------------------------------------------------------------









  -=-=-======================-    Conditions    -=======================-=-

This section describes the effects of all conditions that can be applied to
party members and opposition, in and out of combat.  As stated earlier, the
combat conditions are:

        Poison          Asleep          Curse           Rotting
        Zombie          Dead            Pwr.Up          Pwr.Dn
        Def.Up          Def.Dn          Agi.Up          Agi.Dn
        Hushed          Wis.Up

Of all these conditions, only Poison, Death, and Curse persist outside of
combat.  A party member with zombie at the end of a combat becomes dead.  All
other conditions completely disappear with no ill effects after a battle.
For the opposition, the poison, zombie, rotting, and curse conditions have no
meaning.  Death is different in that dead opposition can't be revived under
any circumstances.  Being asleep is also slightly different in that the
opposition can break out of sleep spontaneously, while party members cannot.
All other conditions work exactly the same way.

In combat, a few conditions afflicting party members are visible in the
status area of the combat menu.  When healthy, this shows a party member's
LV.  Otherwise it can show Sleep, Curse, Poison, and zombie.

Any number of conditions may be combined at once, except zombie and death,
which exclude all other conditions.  When a party member dies or becomes a
zombie, all other conditions are removed.

Agi.Dn - The target's Vigor is halved for the remainder of the combat.  This
        affects the order in which action is resolved on rounds where the
        target had Agi.Dn from the beginning of the round.

Agi.Up - If this is supposed to give a bonus to Vigor, it doesn't work.  As
        far as I can tell, this condition has absolutely no effect.

Asleep - When a target falls asleep, its current action is interrupted and
        the combatant may not take any further actions while asleep.
        Sleeping opposition does not move.  Sleeping party members have z's
        drifting overhead, and a z's in the status area.  Sleep in opposition
        has a small chance of dissipating each round (seems to be based on
        Wis), and is not removed by being the target of an attack.  Sleep in
        party members does not dissipate of its own accord, and is only
        removed when the party member takes damage from a normal physical
        attack (spell damage doesn't count!).  A sleeping party member
        may not 'Dodge' an attack.  The easiest way to remove sleep is to
        attack yourself with a party member that has a low offense stat.  The
        D.Earing and ShinyBR items can prevent sleep.

Curse - This is recognizable as a ghostly demon vibrating over the part
        member's head, and a skull in the status area.  Curse forces Cond. to
        its worst possible level: Ill.  This has the effect of reducing the
        probability of being able to CtrAttck (other effects?).  The easiest
        way to remove curse is to rest.  Vtmn works, but it is expensive, and
        Heal works too, but you don't have the luxury of casting this until
        late in the game.  Charm and ShinyBR can prevent curse.

Dead - Any target taken to 0 HP which does not defy death becomes dead (this
        applies to zombies as well).  Death removes all other conditions,
        shaman bonding, and interrupts the combatant's action.  Dead
        combatants do not take actions, and receive no award if they are dead
        at the end of a battle.  As stated in basic combat mechanics, if all
        party members are dead or zombie, you lose.  If all opposition is
        dead, you win.  Outside of combat, dead characters may not cast
        spells, but items may still be used, and the character may even
        change equipment and be put in the lead to use skills!  The easiest
        way to revive from the dead is to use LifePl or Renew.  Resting also
        removes death at a much lesser cost.  Death as caused by the Death
        spell can be prevented with the LifeBR item.

Def.Dn - The target's Def is halved for the remainder of the combat.

Def.Up - The target's Def is multiplied by 307/256 (120%) for the remainder
        of the combat.

Hushed - All spells cast by the target will be blocked.  This does not stop
        item use or other special actions.  Blocked spells do not waste AP.
        Hushed has a chance of dissipating each round, if the combatant
        passes a Wis-based (?) roll.  The hushed condition is not visible -
        the only way to tell if it is there is when you notice that your
        attempt to cast a spell fails.

Poison - Only produces ill effects outside of combat.  For each step that the
        party member takes on the overworld or in an area with monsters, HP
        is decremented by 1.  rHP cannot drop below 1 in this way.  This
        condition may be in effect side by side with regeneration (in this
        case, the two effects would cancel out).  Poison is visible as a
        skull & crossbones vibrating overhead, with a beaker in the status
        area.  The simplest way to remove poison is to use CurePsn or an
        Antdt.  ShinyBR can prevent poison.

Pwr.Dn - All damage from normal physical attacks made by the target is
        multiplied by 7/8.  This condition persists until the end of battle.

Pwr.Up - the target's Off stat is doubled, to a maximum offense of 511.  This
        condition persists until the end of a battle.

Rotting - An intermediate stage before becoming a zombie.  Rotting party
        members have purple skin and adopt a stooping posture.  A party
        member which has been rotting for one full round will become a zombie
        on the next round.  If a party member was rotting at the beginning of
        the round, they get a bonus to offense just as if they had the Pwr.Up
        condition.  The simplest way to remove rotting is to use TearDr or
        CurePsn.  KramerBR and ShinyBR can prevent rotting.

Wis.Up - The target's Wis is doubled, to a limit of Wis = 255.  This has the
        effect of changing magic susceptibility and reducing slightly the
        vulnerability to normal spell damage.  This persists until the end of
        a battle.

Zombie - A truly nasty affliction.  A zombie looks like an undead figure
        which faces towards the party.  Upon becoming a zombie, all other
        conditions are removed, shaman bonding is lost, and a grey face
        appears in the status area.  The target can no longer be controlled,
        and will use its actions to make normal physical attacks vs. party
        members.  This doesn't mean that the zombie is not still a valid
        target for the opposition.  The damage from these attacks is not the
        standard party member attack algorithm, and I haven't figured it out
        yet.  All HP which would be healed to a zombie is subtracted as
        damage instead.  A zombie retains the Def, Vigor, and Wis ratings of
        the character which produced it.  The easiest way to remove zombie is
        to use TearDr or CurePsn.  If all else fails, you can attack it until
        it dies.  Characters which are zombies at the end of a battle receive
        no awards, and become dead after the battle is over.  Zombie can't be
        prevented because it isn't applied directly, but rotting can be.

Besides the combat conditions, there are also the following non-combat
'conditions':
                Regeneration    Smoke

Smoke - This was mentioned earlier.  It can be applied to the entire group by
        casting Smoke.

Regeneration - This condition is granted by equipment that a party member is
        wearing.  A party member with regeneration gains 1 HP per step taken
        ANYWHERE, not just the places where poison would normally affect a
        character.







  -=-=-=====================- Damage Algorithms -=======================-=-

There are several different types of attack that deal damage:  the normal
physical attack, normal spell damage, special damage, and Dragon damage.

For all damage algorithms, the following functions are used to handle
elemental damage:


----------------------------------------------------------------------------
ResistElements( damage ):

        This function is used in calculation of damage done to party members
        from elemental attacks (spells and actions where a party member hits
        an ally with an elemental weapon):

        If the attack has an element associated with it, apply the
        character's elemental resist level granted by the armor, helmet, and
        shield that the character is equipping.

        There is such a thing as resistance to holy damage, and it is
        conferred by a great many items.  But it is of only academic
        interest, since the only holy attacks in BoF2 are the ones made by
        your side!  Unfortunately, nothing grants resistance to wind.

        The elemental resist level is just the number of pieces of equipment
        that the character is wearing that grant resistance to the element
        associated with the attack.  Thus, resist level can vary between 0
        and 3 (although it is usually only 0 or 1).

        Now, multiply damage by...

             Resist level       Factor
                0                 1       (No resist)
                1               13/16    ~81.25% damage
                2               11/16    ~68.75% damage
                3                9/16    ~56.25% damage

-----------------------------------------------------------------------------
ElementMultiplier( damage ):

        This function is used in calculation of damage done to opposition
        from elemental attacks (spells and hits from elemental weapons).

        Depending on the enemy type, the following multipliers are applied:

        If the monster is ...

                Spirit:   damage * 2   from holy
                                 * 1/2 from all other DEFENDABLE attacks

                Undead:   damage * 2   from holy and fire

                Flying:   damage * 2   from wind

                Fiery:    damage * 2   from ice
                                 * 1/2 from fire

                Icy:      damage * 2   from fire
                                 * 1/2 from ice

                Aquatic:  damage * 2   from thunder
                                 * 1/2 from fire

        All opposition has either one or none of the above types.  If none of
        the above types apply, damage is unaffected.

-----------------------------------------------------------------------------
And, the following functions handle the effect that 'Defense' has on damage:
-----------------------------------------------------------------------------
DefendSpecial( damage )

        This function applies to normal spell damage and special defendable
        damage dealt to any target using 'Defense'.

        Defense multiplies damage by one of the following factors, chosen
        randomly(?):

                {95%, 85%, 75%, 65%}

        Higher Wis (not Luck!) seems to result in choosing a more favorable
        multiplier....

-----------------------------------------------------------------------------
DefendPhysical( damage )

        This function applies to normal physical damage from party member's
        or opposition's attacks to any target using 'Defense'.

        Defense multiplies damage by one of the following factors, chosen
        randomly(?):

                {85%, <75%, 65%, <50%}

-----------------------------------------------------------------------------
Things to note are that 'Defense' does not have an effect against
undefendable damage, and is more effective against physical attacks than
spells or special damage.  There is also moderate random variation is the
effectiveness of using 'Defense'.

The algorithm for determining damage done by a normal physical attack made by
a party member is (I do not know what the algorithm is for attacks by
the opposition):

-----------------------------------------------------------------------------
AttackByPartyMember():

Pwr = (offense of attacker) - (defense of target)

(if Pwr < 0, Pwr = 0)

Now, if...              We are in the ... damage range
-----------------------------------------------------------------
        Pwr < 63                      Low
  63 <= Pwr < 99                      Mid
  99 <= Pwr                           High

For the high range,

        Damage = Pwr * one of {58%,64%,70%,76%},
                                chosen by a roll based on Luck

For the mid range,

        Damage = Pwr * one of {85%,90%,97%,103%},
                                also chosen by a roll based on Luck

For the low range, the exact algorithm is quite complex - it would take more
effort to explain than would a simple listing of damage values vs. Pwr, so...
I will supply the list instead:

Pwr:Damage          Pwr:Damage          Pwr:Damage          Pwr:Damage
-----------------------------------------------------------------------------
0  {1,2}            16 {17,18,19,20}    32 {41,43,45,47}    48 {50,53,56,59}
1  {1,2}            17 {18,20,21,22}    33 {42,44,46,48}    49 {51,54,57,60}
2  {2,3}            18 {20,21,22,23}    34 {43,45,47,49}    50 {51,54,57,60}
3  {3,4}            19 {21,22,24,25}    35 {44,46,48,50}    51 {52,55,58,61}

4  {4,5}            20 {23,24,25,27}    36 {44,46,48,51}    52 {52,55,58,61}
5  {5,6,7}          21 {24,26,27,28}    37 {45,47,50,52}    53 {53,56,59,62}
6  {6,7,8}          22 {26,27,29,30}    38 {45,48,50,52}    54 {55,57,58,62}
7  {7,8,9,10}       23 {27,29,30,31}    39 {47,49,51,54}    55 {56,58,63}

8  {8,9}            24 {29,31,32,34}    40 {47,49,51,54}    56 {56,58,59,62}
9  {9,10}           25 {30,32,33,35}    41 {48,50,53,55}    57 {57,59,60,63}
10 {10,11,12}       26 {33,34,36,37}    42 {48,50,53,55}    58 {54,58,61,64}
11 {11,12,13}       27 {34,35,37,39}    43 {49,51,54,57}    59 {55,59,62,66}

12 {12,13,14}       28 {36,38,39,41}    44 {49,51,54,57}    60 {54,58,61,65}
13 {13,14,15,16}    29 {37,39,41,42}    45 {50,53,55,58}    61 {55,59,62,65}
14 {15,16,17}       30 {40,41,43,45}    46 {50,52,55,58}    62 {54,58,62,65}
15 {16,17,18,19}    31 {41,42,44,46}    47 {51,53,56,59}

Again, more favorable damages are likely if the Luck of the attacker is high.

Things to note about the data in the table is that it is fairly well behaved:
damage is usually between Pwr and (3/2)*Pwr, except near the high end, where
the damage is curbed down to match up seamlessly to the mid range algorithm.
Also, remember that Pwr = 0 applies whenever the target has a much higher
defense than your offense.

Finally, note that the mid range algorithm does not match to the high range
damages - there is a sharp drop in damage done above Pwr = 98 (a drop of
about 25 points...).

That concludes the differences for the 3 ranges.  Next, roll to see if
the attack can do Special damage (not available for certain attacks).  If so,
damage *= 2.  The roll for this seems to be completely random.

If target is using 'Defense', apply the DefendPhysical() function to damage.

Now apply the attacker's position bonus (determined by formation and combat
order):
        Damage *= attack_modifier( risk of position attacker is in )

And apply the defender's position bonus to the damage:
        Damage *= defend_modifier( risk of position defender is in )

If the target is a party member, apply ResistElements() to the damage.

If target is opposition, apply ElementalMultiplier() to the damage.

If attacker has Pwr.Dn, damage *= 7/8   (Pwr.Up, Def.Up, and Def.Dn are
                                        all handled as modifiers to Def
                                        and Off, and are thus taken care of
                                        already).
If damage < 1, damage = 1.

If damage > 999, damage = 999.

Finally, if the attack was from a party member equipping a weapon that
allows toasted hits, make a random roll to see if the attacker toasts the
opposition.  If so,
                Damage = mHP of the target

Damage shown will be no greater than 999, even though toasted hits can
deal more than that amount of damage.

        The damage values from this algorithm should be exact.

Note: Feel free to use the damage calculator made by Ben Siron to make
figuring these numbers out much easier. It can be found on my site at:

   *** Address: http://www.geocities.com/sabin_2002/BoF2DmgCalc.html ***

---------------------------------------------------------------------------


The attack_modifier() and defend_modifier() fractions used in the above
algorithm are determined in the following way:

Risk Tables:
------------------------------
With only one party member:

                Leader

Normal            0

----------------------------------
With two:

                Leader  Last

Normal            0       0

Scramble          2+      2-

--------------------------------------------
With three:

                Leader   2nd    Last

Normal             +      -      -

Scramble           2+     2+     2-

------------------------------------------------------
With 4 party members:

                Leader  2nd     3rd     Last

Scramble        +       +       0       -

Normal          2+      -       2-      4-

Defense         0       3-      3-      4-

Parallel        +       0       2-      3-

------------------------------------------------------

As for the opposition, they are always at risk level 0, regardless of
screen position.


The attack and defense modifiers are determined from risk as:

Risk    attack_modifier(risk)   defense_modifier(risk)
---------------------------------------------------

2+          130%                    130%
+           120%                    120%

0           100%                    100%

-           95%                     90%
2-          90%                     85%
3-          83%                     80%
4-          <75%                    <75%

(This gives the interesting result that the lead character deals himself
about 3 times more damage (in the lead of the Normal formation), than he
would if he were at the back.)

-----------------------------------------------------------------------------
AttackByOpposition():

This represents my best guess about what some of the steps involved in this
algorithm are.  As to order of steps, and the complete algorithm, I have
no idea as yet....

Compute damage as a function of attacker's Off and defender's Def.  Depending
on the attacker's Off, this may result in non-trivial damage even when
(Off-Def) is reduced far below zero, but I expect that it reaches its minimum
and stays there as soon as Off = Def, and for higher Def ratings.

For attacks which may do special hits, damage *= 2, and register this as
being a 'Slammed' attack.

Damage *= defense_modifier(risk of target)

(Remember that all opposition is at risk level 0, so the attack modifier
step is skipped.)

As far as I know, normal physical attacks from opposition doesn't do
elemental damage.

If damage < 1, damage = 1

-----------------------------------------------------------------------------

For normal spell damage and special damage, whether from an attack by a
party member or the opposition, the following algorithm is used:
-----------------------------------------------------------------------------
SpecialDamage():

For normal spell damage,

        Damage = SpellDamage( base spell power )

For all other special attacks and spells, refer to the description of the
action for damage done.

If attack is defendable,

        If the target is a party member,
                apply the ResistElements() function to the damage

        If the target is using 'Defense',
                apply the DefendSpecial() function to the damage

If the target is opposition,
        apply the ElementMultiplier() function to the damage
         (even if the attack is non-elemental in nature)

-----------------------------------------------------------------------------
The SpellDamage() function is:

        Damage = base power + (0..7)

   For damage to a party member:
        x = [(Wis +1)/16].  If x = ...

                0,1             116 %
                2               108 %
                3,4             104 %
                5,6             96 %
                7,8,9           92 %
                10,11,12        84 %
                13,14,15,16     76 %

        Damage *= f             (This formula is EXACT)

        For partial immunity, a roll is made during the casting of the spell
        to see if party members with partial immunity can ignore the damage.
        If so, damage is reduced to 0 for all party members targeted by this
        spell (if one party member ignores damage, all of them with partial
        immunity do - this makes for a good way to test if a piece of
        equipment grants partial immunity).

   For damage to opposition:
        Damage *=  100% + (Ms * 4%)

        If opposition has full immunity, always reduce damage to zero, unless
        the spell is being cast due to item use.

        (Ms is the magic susceptibility of the target, an integer in
        (-3..4).  The lower the magic susceptibility number, the lower the
        fraction of damage that the enemy takes from spells.  Magic
        susceptibility is not a large factor in damage, as there is only
        a 4% difference per point of susceptibility....)

    If the caster of the spell is a party member, make a roll to see if
        the spell is well-cast.  All damage spells will, if 'well-cast',
        cause 50% more damage.  A spell is well cast if a random number
        (0..255) > func( wis, bCond, Guts ) + other_bonuses?.  func is some
        linear additive function I haven't yet determined, which maxes out at
        128.  I do know that if any one of bCond, Guts, or Wis is nonzero,
        you have a chance of well-casting the spell.  This roll is not made
        if casting the spell using an item.  Certain items always well-cast
        a spell, and others never do.  Additionally, if the caster is wearing
        the SkullBR, func always returns 128 (50% chance of well-casting the
        spell).  Depending on the spell and terrain, being well-cast may be
        visible with extra graphics in the casting on the spell or things
        being done to the terrain picture.  The 'other_bonuses' part include
        things that may further boost probability.  I've noticed that if some
        of the targets are weak vs. the element you're casting, probability
        seems to increase.  Also, terrain type may have an effect.

-----------------------------------------------------------------------------
Notes: Note what spell damage and special damage is NOT a function of:

1) Position.  No matter where the attacker is and where the target is, the
damage is the same.

2) Level of caster or target, luck of caster or target.


Finally, there is a third commonly occurring type of damage - the kind dealt
by the Dragon spells that the hero uses:

-----------------------------------------------------------------------------
DragonDamage():

        This function deals damage in the following way:

                Fract = [ ([rAP/2]*256) / [mAP/2] ]

                Squared = [ fract^2 / 256 ]

                If squared < 1, squared = 1

                Damage = [ squared * (base power) / 256 ]

        This exact algorithm can be approximated (to +/-3 HP of damage) with
        the simpler formula:

                Damage = (base power) * ( [rAP/2] / [mAP/2] )^2

        Now apply the ElementMultiplier() function to the damage
         (even if the attack is non-elemental in nature).

    Things to note are that:

        1) At maximum AP, damage dealt is the base power of the spell *
                elemental modifiers.

        2) You're getting gypped if your casting a dragon spell at anything
                less than maximum AP, because the cost-effectiveness (or
                damage dealt per AP spent) is proportional to the amount
                of AP used.  This is because damage is not proportional
                to the fraction of maximum AP remaining (rAP/mAP), but its
                square.


-----------------------------------------------------------------------------









  -=-=-========================-   Skills   -==========================-=-

Skills are what I call the special abilities peculiar to each party member
that can be used outside of combat.  Each party member has a unique set of
skills, and in some cases, the transformations you get out of shaman bondings
have their own sets of skills which may be different that the character's
skills in the unbonded form.  To use a skill, the character with the skill
must be in the lead of the walking order.  Some skills are automatic
benefits.  For others, you must press 'Y' to use the skill.

In the explanations of these skills, 'normal walking speed' refers to the
fundamental scrolling rate of 1 pixel per refresh of your television set
picture.  This works out to be:

(60 refreshes/sec) * (1 pixel/refresh) * (1 spot/16 pixels) = 3.75 spots/sec

        double speed is 2 pixels/refresh, or 7.5 spots/sec

        4x speed is 4 pixels/refresh, or 15 spots/sec

        (Scrolling quality begins to noticeably degrade beyond this
        speed, because fractions of the normal walking speed with
        large numerators or denominators tend to result in jerkiness
        of the shifting of the picture....)

I call this rate the normal walking speed because this is the speed at which
your party moves about all maps and areas.  Since it is a fundamental
constant of all NTSC television displays, this rate appears in nearly every
home video game that uses scrolling....

Each skill I have given a name because in BoF2, the abilities have no name.
Hence, I have put the names in parentheses.  Listed in no particular order,
the skills are:

-----------------------------------------------------------------------------
Spar, all of Spar's transforms:
        (Forestry)  On the overworld map, Spar can guide the party through
                pine trees as if it was grassland.  Spar can also enter the
                lairs of the great wise trees, and talk to them, whereas the
                other party members cannot.

-----------------------------------------------------------------------------
Hero:   (Fish)  Refer to the Huntin' and Fishin' section.

-----------------------------------------------------------------------------
Katt, Bow, Bleu, 'Iron Man' transform:
        (Hunt)  Refer to the Huntin' and Fishin' section.

-----------------------------------------------------------------------------
Rand:
        (Roll)  On the overworld map, Rand can roll up into a ball.  Your
                party rolls along with Rand at 2 times the normal walking
                speed.  You must control his direction in real time, because
                Rand does not stop, and you can't get him to unroll unless
                you crash into some piece of the landscape.  When you do
                crash, there is a 50% chance a random battle will be
                triggered if the monster level is normal or active.  If the
                monster level is asleep, a random battle will not be
                triggered (note that these probabilities are independent of
                distance rolled).  While rolling, the fight counter is not
                decremented.  Note that this skill is not available to the
                'mighty Armadillo' transform.

-----------------------------------------------------------------------------
Rand:
        (Bulldoze)  In one location, Rand can roll into a ball like he does
                on the overworld map to break down heavy barriers.  Note that
                this skill is not available to the 'Mighty Armadillo'
                transform.

-----------------------------------------------------------------------------
Jean, 'Sir Mackerel' transform:
        (Leap, Swim)  On the overworld map, Jean can change into a giant frog.
                The whole party rides on his back as he leaps about at normal
                walking speed.  The frog will leap 2 squares in any
                direction, jumping over whatever is inbetween.  Each leap
                counts as a step for the purposes of generating random
                battles.  In this way, you can leap over ocean, ledges, and
                lakes.  While in this form, Jean can also swim in the lakes.
                Each step you swim does nothing to the fight counter.

-----------------------------------------------------------------------------
Katt:
        (Swing staff)  In certain areas, Katt can swing her staff, usually
                with the intent of breaking some type of object.  This skill
                is only used in a few places in the game.  Note that the
                'Devil Katt' transform cannot use this skill.

-----------------------------------------------------------------------------
Sten:
        (Reach) In many instances on the overworld and in areas, if you
                encounter two poles sticking out of the ground with a gap
                between them, Sten can stand at one pole and reach to the
                other one.  The party is then pulled across the gap to the
                other side with Sten.  Moving in this way does nothing to the
                fight counter.  There is one pole at the entrance to Highfort
                which Sten refuses to cross except during the Highfort
                scenario.  Note that the 'Djinni' transform cannot use this
                skill.

-----------------------------------------------------------------------------
Nina, 'Queen of Angels' transform:
        (Fly)   After you have the Great Bird, you can call it from any
                place on the overworld map.  The great bird can cross any
                terrain, moves at 4 times the normal walking speed, and can
                land on any spot that can be walked on.  This skill doesn't
                work once the gates to Infinity are opened.

-----------------------------------------------------------------------------
Nina, 'Queen of Angels' transform(?):
        (Avoid traps) If Nina steps onto a pit trap, she will fly back out of
                it and the party will land safely on the spot they were on
                before walking onto the trap.  This ability is automatic if
                Nina is in the lead.  It does not work, however, for the pit
                traps in ThvsTomd, where the traps move.

-----------------------------------------------------------------------------






  -=-=-=========================-   Shamans   -=========================-=-

A shaman is an elemental spirit in human female form.  There are six shamans
in BoF2.  When you find a shaman, she will move in with granny in the shack
next to the hideout in TownShip.  From then on, she can bond with a party
member to give that character bonuses to Vig, Wis, mAP, Off, and Def.

A maximum of two shamans can be bonded to a single character, and no shaman
may be bonded to two characters at once.  Bleu and the hero may not bond with
shamans.  The bonus from bonding two shamans is usually not just the sum of
the parts from each shaman - some combos result in some really striking
changes....

she shamans are:

        Sana:Fire       F               Seso:Water      A

        Spoo:Wind       W               Solo:Earth      E

        Seny:Holy       H               Shin:Devil      D


These shamans can be found in the following places:

        Fire: After you receive Ray's blessing in TownShip, return to
                Capitan.  Finding this shaman is necessary to progress
                beyond Capitan.

        Water: Immediately after defeating the witch Nimufu at WitchTwr
                (while you're already up there, so you don't have to make the
                trek again), check area that the stairway on the left side of
                3F leads to....

        Wind: Found in SkyTower.  Finding this shaman is necessary to
                progress beyond the SkyTower scenario.

        Earth: Difficult to obtain - Donate at least 20 times at the
                shrine in Namanda, and do this BEFORE you level St.EvaCh (the
                donations need not be done in the style of one immediately
                following the last).  After leveling St.EvaCh, return to
                Rand's yard in FarmTown.  There is a rumor floating about
                that the Earth shaman can only be obtained if you refrain
                from using magic while clearing Rand's yard. This is hogwash.

        Holy: After leveling St.EvaCh, return to Bando and visit the
                first cell in the extending corridor.

        Devil: Found inside of the left entrance to Infinity.

Unfortunately, we see the most of the shamans can't be found until
practically the end of the game, and bonding for the trip down through
Infinity is impractical because of the length of the trip, and the fact that
you are automatically unbonded when you attempt to learn Anfini.  Thus, the
number of parts of the story where you can make effective use of these
shamans is vanishingly small  Also, note that bonding may not be done until
phase 2 of TownShip begins (see TownShip section).

The results of a bond can be divided into 4 classes: failure, augmentation,
fusion, and transformation.

Failures are bond combos that won't work.  Most combos are failures, so I
won't list them.

Augmentation doesn't change the character's appearance, but nonetheless
results in a bonus to the character's stats which is standard for that
shaman.  An augmentation of two shamans results in a bonus which is merely
the sum of the standard bonuses for each shaman.  Nothing else changes.

Fusion changes the shade of the character's appearance and results in better
bonuses than augmentation, but everything else about the character is
unchanged (such as the character's skill and special combat action).

Transformation is a unique change in personality.  The character's portrait
morphs into something completely different, and the character gets a unique
set of shaman bonuses (much better than either augmentation or fusion) to all
five stats.  Transformation also changes the character's special combat
action, and may interfere with the character's skill.  And, last but not
least, the dialogue you get when you talk to other characters may be
different (in some rare cases), depending on how you're morphed.

Once you find a combination which works and you want to do the bond again
without having to go through the lengthy bonding animation sequence, you can
ask granny for a 'List' of the combinations which you have already had
success with (a nice time saving feature which also helps you out when you
can't remember exactly what the combo was).  This list contains every
combination you ever tried in your current game which worked.  The combos are
listed lexicographically by shaman names, with the names color coded:
augmentations in white, fusions in green, and transformations in red.

Shaman bonuses are calculated as percent factors multiplied by the character's
basic stats at the time of bonding.  Bonding and unbonding are the only times
when shaman bonuses are recalculated, even though basic stats may change in
the meantime.  Because of this, it is a good idea to re-bond with a shaman
from time to time to get the latest bonuses.

        sOff = shaman offense bonus, a percent fraction of Str.

        sDef = shaman defense bonus, a percent fraction of Stmna

        sVigor = shaman vigor bonus, a percent fraction of Agi.

        sWis = shaman wisdom bonus, a percent fraction of bWis

        smAP = shaman max AP bonus, a percent fraction of bmAP

Example shaman bonus calculation:

        Jean bonds with Seny to become Sir Mackerel.  Before the
        transformation, Jean had the following stats:

        Str   = 152
        Stnma = 120
        Agil  = 125
        bmAP  = 126
        bWis  = 101

        But then he got the following bonuses:

        Off 50    152 * 50% = 76                result: Off + 76
        Def 40    120 * 40% = 47                        Def + 47
        Vig 40 -> 125 * 40% = 49                        Vig + 49
        mAP 30    126 * 30% = 37                        mAP + 37
        Wis 50    101 * 50% = 50                        Wis + 50

The standard bonuses for the six shamans are:

Fire   Off +25%         Water  Wis +25%

        Wind   Vig +25%         Earth  Def +25%

        Holy   No bonus         Devil  mAP +25%

Unbonding can occur for three reasons:

        1) The bonded party member's HP equaled or dropped below [mHP/4],
                during or outside of combat.  The character is this weakened
                state could not hold the shaman bond (augmentation, fusion,
                or transformation) and thus reverted to normal form.  Instant
                death and zombie will also break a bond, but mere sleep,
                poison, and rotting will not.

        2) You bonded a different character to the same shaman (resulting in
                loss of all bonding to the first character), or you bonded
                the same character to a different set of shamans.

        3) You used DivideBL to cancel the uniting (bonding), and thus lost
                the bond.  Sometimes this is necessary to allow use of the
                character's special skill.

Unbonding results in all shaman bonuses being immediately reduced to 0, and
in the character reverting to normal form.  To re-bond it is necessary to go
all the way back to granny's house in TownShip... (yes, this sucks. a lot.)
Because BoF2 tries to avoid a situation in which you bonded and weakened at
the same time, Granny gives everyone the benefit of rest whenever you talk to
her (thus you will always be at full health at the time of bonding).


The combos, listed by character, and using the shaman symbols defined above
follow:         (+) means augmentation,
                (!) means fusion,
                (?) means transformation

        (The names I give for fusions and transformations are purely figments
        of my own imagination (except for 'Djinni' which I borrowed from
        Gleeman's FAQ on BoF2) - the actual names of the party members remain
        the same.)

-----------------------------------------------------------------------------
Bow:       (+): F               (?): HD         'Iron Man'
                A
                W                       Off 50          Action: Spry
                E                       Def 70
                H                       Vig 30          Skills: Hunt
                                        mAP 40
                                        Wis 40

-----------------------------------------------------------------------------
Katt:      (+): none            (?):            'Devil Katt'

                                             D DF DA DW
                                        ----------------
                                        Off 50 60 50 50   Action: Keep
                                        Def 30 40 30 40
                                        Vig 50 50 50 60   Skills: none
                                        mAP 50 50 60 50
                                        Wis 30 30 40 30

-----------------------------------------------------------------------------
Rand:      (+): F  HF           (!): E          'Stone Man'
                A  HA
                W  HW                   Def 50
                FW AW
                H
                                (?):            'Mighty Armadillo'

                                            EF EA EH
                                        -------------
                                        Off 30 35 30    Action: Wake
                                        Def 40 30 30
                                        Vig 60 60 50    Skills: none
                                        mAP 30 35 30
                                        Wis 30 40 30

-----------------------------------------------------------------------------
Nina:      (+): F  HF           (!):            'Goldilocks'
                A  HA
                E  HE                        W WF WA
                H  FE                   -------------
                D  AE                   Off -- 25 --
                DF DA                   Vig 50 50 50
                DE                      Wis -- -- 25


                                (?): WH         'Queen of Angels'

                                        Off 30          Action: Bnsh
                                        Def 40
                                        Vig 30          Skills: fly
                                        mAP 50
                                        Wis 50

-----------------------------------------------------------------------------
Sten:      (+): A  HA           (!):            'Red'
                W  HW
                WA H                         F FE FH
                E  HE                   -------------
                EA                      Off 50 50 50
                                        Def -- 50 --


                                (?): FW         'Djinni'

                                        Off 70          Action: Sweh
                                        Def 30
                                        Vig 50          Skills: none
                                        mAP 50
                                        Wis 30

-----------------------------------------------------------------------------
Jean:      (+): A               (?):            'Sir Mackerel'
                WA
                W                            H HA HW
                                        -------------
                                        Off 50 50 50    Action: Chop
                                        Def 40 30 40
                                        Vig 40 40 55    Skills: Leap
                                        mAP 30 40 30
                                        Wis 50 60 50

-----------------------------------------------------------------------------
Spar:      (+): none            (!):            'Nightshade'

                                             D DW
                                        ----------
                                        mAP 50 50
                                        Vig -- 25


                                (?):            'Lil Mushroom'

                                             A AW AH AD
                                        ----------------
                                        Off 30 30 30 30   Action: Spor
                                        Def 30 30 35 30
                                        Vig 30 45 35 30   Skills: Forestry
                                        mAP 30 30 30 55
                                        Wis 40 40 40 40


                                (?):            'Seed'

                                             E EA EH
                                        -------------
                                        Off 30 30 30    Action: Bud
                                        Def 60 60 60
                                        Vig 55 50 55    Skills: Forestry
                                        mAP 20 30 20
                                        Wis 30 45 30


                                (?): FD         'Spindragon'

                                        Off 65          Action: Ntre
                                        Def 30
                                        Vig 30          Skills: Forestry
                                        mAP 45
                                        Wis 55

-----------------------------------------------------------------------------









  -=-=-=========================-  TownShip   -=========================-=-

What?  A town with no people to live in it?  I don't think so.

As founder of Township, it is your duty to populate it in your own image.  You
must scour the world to find those worthy of citizenship and invite them.
Perhaps they will honor your generous offer and move in, providing you with
valuable services... (...and perhaps they may just move in.)  Choose wisely,
for once you invite them, you can't make them leave.

Township is built in three phases.  In the first phase, Bow and Rand build
the hangout for the party.  They will finish this as soon as you complete the
DryWell location.

By phase 2, the shaman bonding area and the first set of 3 houses is
complete.  To get to this point, you will need to invite a carpenter to live
in TownShip and to construct the rest of the town.  There are 3 carpenters
from which you may choose to extend an invitation (must you choose one???),
are there others?.  All live in Capitan.

The three carpenters are:

        A - He lives in the upper right hand Victorian style house.
                He wears blue jeans, white shirt, orange jacket, and has
                blonde hair

        B - He lives in the left hand treehouse.  He wears blue jeans, a
                white shirt, a red jacket, and has red hair

        C - He lives in the Arabian house.  He wears red pants,
                a black shirt, a light blue jacket, and has light blue hair

You might be saying now, 'so where are B and C?'.  In the DryWell, if you
kill the enemy Villagrs instead of Chiroru, you have killed a villager
instead of rescuing the villager.  There are 6 villagers to rescue in the
DryWell, and not all are controlled by Chiroru.  Depending on how many you
rescue....

        If you rescue...        You may recruit...
-----------------------------------------------------------------------------
             0..2       Only carpenter A, and Ray teaches you Cure 2

             3..4       A or C, and Ray teaches you Cure 2

             5..6       A, B, or C, and Ray teaches you Renew


Each carpenter, if invited, will construct houses that look much like the
ones they used to live in.  Choosing a carpenter is strictly necessary to
progress beyond Capitan.  The carpenter you choose will immediately begin
work on the first 3 houses and will not finish until you rescue Jean from the
Woods location and return to the overworld map.  TownShip is now in phase 2.

To get to phase 3, you must now fill houses 1 through 3 with tenants (yes,
they must be full!).  Now make sure you visit all your new tenants at least
once, and then talk to your carpenter.  He will ask you for 1000Z to begin
construction on the last 3 houses.  Pay him and he begins on the last
set.  If you do not have the money, merely talk to him again when you do have
it.

Now to get the carpenter to finish these three houses right away, exit and
enter TownShip 8 times.  Voila! - town is finished.  Wasn't that quick?  You
are now in the last phase (sort of).

There are five other shamans besides Sana that may be invited to TownShip.
Their locations and powers are described in the Shamans section.  When
invited, they will move in with Granny.

And, there are 2 final characters that may be invited that don't live in the
6 houses (not counting shamans), and they will make it possible to see the
secret ending to BoF2.  The first character is Eichichi.  The second, well,
I'm not telling....

Eichichi can be a bit hard to find.  She can be invited to work in the town's
well shaft as soon as you have the whale.  First, enter the room in the well
shaft that has the machine.  Now, go to the basement of the Guntz library
(look for a hidden staircase).  Finally, check for someone who is hiding next
to the wall of this room.

The second character appears to be an enemy, much like the Villagrs/Chiroru
combo, except that this battle actually is a bit difficult.  Don't worry
about missing this battle - it's the fight with the Guardeyes and the Oldman,
and fighting it is an integral part of the plot.

In all, there are 6 houses, not including Granny's house, the carpenter's
house, and the well shaft.  Number these houses 1 through 6.  Each possible
tenant of TownShip has a house number corresponding to the house they would
move into if you invited them.  For each of the houses, there exists more
than one tenant which wants move into that house.  Inviting one of them into
that house means that the rest of those tenants can't be invited.  They
either disappear, or merely do not ask to be invited....

-----------------------------------------------------------------------------
The numbering scheme for these houses in carpenter A's town is:

          |-----|
          |=====|-|
         x| h   |g|  |---|  w
          |-----|-|  | c |
                     |---|
                                x  Dragon god
                 /-\ /-\        w  Well shaft
         /-\     | |-| |        h  Hangout
         |1|     |2|-|3|        g  Granny's house
         |-|     |-| |-|        c  Carpenter's house

        /-\       /-\
        | |       | |/-\
        |4|       |5||6|
        |-|       |-||-|


-----------------------------------------------------------------------------
In carpenter B's town, it is:

                                        - Drawing not to scale
             /=\ /=\     oooo           - Bucket ride is just like the
             |4| |5|    ooo        /=\      one in TagWoods
             === ===   oo  /=\     |6|
             | | | |   o  U| |     ===
                      oo  |===     | |
                ooooooo   || |
x Dragon god              |             oooooooo
w Well shaft              |oooooooooooooooooooooo
h Hangout                 |ooo
g Granny's house          |o      |-----|
c Carpenter's house       |       |=====|-|
U Bucket ride             |      x| h   |g|  |---|  w
o Trees blocking your way |       |-----|-|  | c |
                          |                  |---|
                          |
                          |                 /=\
                          |/=\          /=\ |2|    /=\
                          U| |          |1| ===    |3|
                           ===          === | |    ===
                           | |          | |        | |

-----------------------------------------------------------------------------
In carpenter C's town, the layout is:

          |-----|
          |=====|-|
         x| h   |g|  |---|  w
          |-----|-|  | c |
                     |---|

          /---\   /---\         x  Dragon god
          | 1 |   | 2 |         w  Well shaft
          \===/   \===/         h  Hangout
                                g  Granny's house
         /----\   /----\        c  Carpenter's house
         |  4 |   | 3  |
         \====/   \====/

          /---\   /---\
          | 5 |   | 6 |
          \===/   \===/



-----------------------------------------------------------------------------

The possible tenants of the houses, where and when to find them, and what
they do for you is listed here.  'Transient' means that the character
disappears if the house they like is filled up by another citizen, and can
not found except during the time TownShip is in the proper phase of
construction.  I believe this list is complete (27 tenants in all), but I
could be mistaken.


House #1
----------------------------------------------------------------------------
Back       Hidden in the lower right corner of the Guntz armory - Back will
                increase the Def rating of the character who talks to him by
                4 points.  This bonus lasts only until you try to change any
                of your equipped items on that character.  This bonus cannot
                be applied again while it is already in effect, and the
                effect is also removed after the first battle that you win.
                (Doesn't last very long, does it?)

Hekeller   Front room of the house next to your old lodgings in HomeTown
                (transient) - Hekeller opens up an armory which sells the
                following items:

                        FlameSD         BurnKN          FireRG
                        FireBW          HeatST          MagmaAR
                        FlameSH

Kay        Upstairs in the Coursair church - Kay gives all characters in
                your party (not just party members) immunity to poison, until
                after you fight your first battle in an area with monster
                activity.  Kay will give this gift even if you already have
                it, but there is no benefit to receiving it while it is still
                in effect.

Poo        Upstairs in the Coursair pub (transient) - Poo leaves town
                occasionally for an amount of real time?, when he returns
                he will sell you an item he 'picked up' on his journey,
                probably a MoonDrop.

Watts      At the Circus, but only while it is at Tunlan and before you get
                Spar - Watts can help you find the secret character, but
                getting Watts is not necessary to find this character; Watts
                only gives hints to help you if you don't already know.  You
                may try to answer Watts' riddles as many times as you like -
                just exit his house and reenter to try again.


House #2
----------------------------------------------------------------------------
Brockden   In Showcave - Brockden opens up a dojo, which seems to be of no
                use to the party whatsoever.  There is a FWAK floating about
                which says that if you talk to Brockden 200-300 times, he'll
                raise the mAP of the character which talks to him.  This
                is FALSE.

Leminton   Upstairs in the Capitan inn (transient) - Leminton opens up an
                armory which sells the following items:

                        KingSD          WonderRP        MightyAR
                        DemonSH

MacClean   At the W.Beach west of W.Cape (transient) - MacClean can take you
                to a secret fishing spot NW of TownShip at L7(1,5) which is
                stocked with 7 Snper and 6 PileWm.  Upon requesting to be
                taken to this spot, you are immediately transported to the
                spot under this one.  The location you are sent to does not
                depend in any way on the present location of TownShip.

Pechiri    Top floor of ThvsTomd, as soon as you are put on the mission to go
                here - Pechiri tells you he's giving up stealing and thanks
                you for the house.  After you find the 'evidence' in
                ThvsTomd, if you talk to him when you have any money
                in the bank, your bank funds will mysteriously disappear.
                The next time you talk to him, he will ask you if you truly
                believe he's given up stealing.  Give him the benefit of the
                doubt, and he'll give you a clue as to how to get your money
                back.  Hearing this clue is not strictly necessary to recover
                your money.

Win        In the upper left area of Mt.Rocko - Win allows you to change the
                color of all text windows in BoF2, from among one of 8 color
                schemes.  Unfortunately not all colors are adjusted, so
                nearly all of the other schemes look like they've been
                whooped up with the ugly stick.


House #3
----------------------------------------------------------------------------
Akky       In the Hut west of the sea of trees - only the Devil Katt
                transform can understand what Akky says.  Everybody else just
                hears 'Meow'.  Akky sleeps all day and doesn't seem to help
                you one bit.  When TownShip reaches phase 3, Nisa moves in.
                Nisa likes chicken, but doesn't do anything even if you do
                have the Chkn item.  Nisa doesn't seem to do anything useful
                for you either.  I've heard that if you get Nisa early
                enough, the two will raise a family of kittens, which also
                do nothing for you.  The kittens names are Nimosa, Suzu,
                Mano, Kitashi, Ayuka, Raia, Yoshika, Shimissa, Shoe, and
                Senchi.

Azusa      In a cave at Mt.Fubi - Azusa can take you to a secret hunting
                spot at L7(13,1) which is maxed-out with 3 pigs, 2 deer, a
                Grizzly, a Beak, and a guarantee of seeing a bird with every
                recently slain animal.  After requesting to see the secret
                Huntsvil, you are immediately transported to L7(12,2).  This
                location does not depend on the present location of TownShip.

Baretta    In the Windia armory (transient) - Baretta opens up an armory
                which at first sells the following trash:

                        LongSD          BronzeST        WoodenDR
                        SuedeAR         SaladBwl        SteelAR
                        Ristband

                However, her wares do get better as you pass certain points
                in the game.  After returning from HighFort with the famous
                flute, she sells:

                        BurnKN          FireRG          QuartrST
                        BreathAR        NationHT

                After Rand's mom is taken, she sells:

                        ThndrST         ChuckDR         PierceRP
                        EarthAR         SokletAR        GuardSH

                Finally, after St.EvaCh is leveled, she sells this:

                        BreakSD         DeathBW         KaiserKN
                        AmberRG         MotherRB        HeroAR
                        ShinyHT         HolySH

                So, if you're going to get Baretta, do it before you level
                the church, or else you'll never get to see the most
                studliest assortment of equipment ever to be sold in a BoF2
                shop.

Macotti    In the bathroom(!) of the Coursair pub - Macotti thanks you for
                the free house and doesn't seem to do anything whatsoever to
                help the party.

Wooppi     Upstairs in the HomeTown church - Wooppi gives you hints about
                what is to come in the scenario you are currently in.  Her
                fortunes are not dependent on the phase of TownShip.



House #4
----------------------------------------------------------------------------
Barose     The inn of southern Inheart (you will not be able to return here
                after clearing Memory!) (transient) - Barose can teach 4
                spells, each one to any party member in the lead of the
                walking order when you talk to him - but only if the party
                member has rHP > 2, and rAP > 2.  There are three easy ways
                you can go about reducing rHP to 1:

                1) Easiest: Have the character consume Bait

                2) Next easiest: Kill the character off in battle and then
                        revive that character to 1 HP by using 'Change' at a
                        dragon god totem

                3) Still somewhat easy: Kill the character off in battle,
                        have Rand use Wake on the character, and then run
                        from battle

                Which spell he teaches you depends on his mood.  And his mood
                changes based on how you answer his questions:

                If you answer 'No', nothing happens - he will stop talking to
                you

                If you answer 'Yes' when...     His mood changes by...

                        rAP > 1                         -96
                        rAP = 1                         +16
                        rAP = 0                         +32

                        rHP > 1                         -96
                        rHP = 1                         +32
                        rHP = 0                         +16

                If you answered 'Yes' twice and had rAP < 2, and rHP = 1, he
                will teach you a spell based on his mood:

                        [Mood/64] is...         Spell taught...

                            0                      Thunder
                            1                      Freeze
                            2                      Flame
                            3                      Missile

                If you want to better Barose's mood before learning a spell,
                just answer the questions without choosing to learn a spell.
                Barose's mood does not reset between conversations.  Remember
                that whenever a character learns a spell she already knows,
                nothing changes to the spell list.  Barose will only teach 4
                spells even if you wasted some of your picks in this way, so
                don't waste 'em.

Garber     Upstairs in the FarmTown inn - Garber can increase your offensive
                power for a short while by giving a bonus of 8 to the weapon
                power of whomever talks to him.  Offense is still limited to
                a maximum of 511.  This bonus cannot be applied again while
                it is still in effect on a given party member, and this bonus
                is removed as soon as you change any piece of equipment that
                the character is equipping, or win a battle (doesn't last
                very long, does it!).  If you were hoping that Garber might
                have been useful to fix up the SoleSD, sorry - no dice.

Karashinikofu - Inventor's house in Guntz - Karashinikofu opens an armory in
                TownShip which sells the following items:

                        KingOfDR        BirchST         GradeDR
                        PierceRP        SilverAR        SlashGL
                        WhiteSH

Locker     Back room of the Capitan inn - Locker can change the color of the
                houses in TownShip between one of 4 color schemes



House #5
----------------------------------------------------------------------------
El         In front of the Tunlan treasure room - El is a guard, and will
                'protect' your town (from what, I have no idea).  Talking to
                El with Sten has no special effects.

Hanz       Rear room of the house next to your old lodgings in HomeTown
                (transient) - Hanz opens up an item shop which sells the
                following items:

                        Charm           IronBR          D.Earing
                        WiseHoop        GutsBT          Cond.Up
                        Medicate

Martin     Hidden in the Tunlan inn - Martin will ask you for 3000 Z, in
                order to defeat 'that man', if you give him the money,
                he leaves a note not to look for him and never returns

Yozo       Upper left corner of WindiaFt - If you talk to Yozo 57 times, he
                will offer to increase one party member's bmAP (basic maximum
                AP) by 16 points.  This is the only opportunity in BoF2 to
                increase this stat other than by leveling up.  When Yozo is
                invited, he begins with a mood of 32.  Every time you talk to
                him, his mood increases by four.  Talk to him once more after
                his mood is maxed-out, and Yozo makes you the offer.  You may
                refuse as many times as you like, but you may only accept the
                offer once. IMHO, the bonus is most useful for Katt.


House #6
----------------------------------------------------------------------------
Daiye      Upstairs in the Windia inn (transient) - Daiye will open up a
                fish store in TownShip which sells the following items:

                        Srdine          Mckrl           Bait
                        Unagi           Tuna            Minnow

Salvador   In a SimaFort jail cell, during phase 3 of TownShip - Salvador
                decorates your town with statues, one for each party member.
                Upon being invited to TownShip, he immediately builds a
                statue of the hero.  To have him build the other statues, put
                the party member you want to use as a model in the lead and
                talk to Salvador.  Salvador will 'borrow' that character for
                a somewhat random interval of real time no longer than 14
                minutes.  This amount of time begins the moment you are sent
                to the party member change menu.  During that time, the
                character being used as a model is not in your party.  After
                the following times have elapsed, and you revisit TownShip
                (leave and reenter), this interval ends, and the statue is
                completed.  Note that Salvador will not sculpt any of the
                shaman transforms.  These statues all have something in
                common - see if you can guess what it is.  Other than
                curiosity value, the statues have no known use.

Sumner     In a Tunlan home - Sumner can play for you most of the background
                music in BoF2, but there are some tracks he doesn't know
                (hearing tracks through the regular course of the game is not
                a prerequisite for Sumner being able to play them for you).

Surfy      In the Hut on the peninsula northwest of TagWoods - Surfy opens up
                a bank outlet in TownShip.










  -=-=-==========================-   Items   -==========================-=-

There are 243 distinct proper items that I know of or have heard about in
BoF2.  This section explains the uses, properties, and the methods of
obtaining each one of them.

Each item has a price, or is priceless.  Priceless items can't be trashed,
sold, or bought.  Once you find them, they're in your possession for keeps.
The price of an item is the price you would pay at a store to buy the item.
Resale value of a non priceless item is always [price/2].  In cases where a
non-priceless item can't be bought anywhere, I list its price as what it
would be in order to account for its resale value.  Prices can be in the
range of (0..65k).

Other properties items may have are:
        Consumable
        Equipment - One of weapon, armor, shield, helm, or etc.
        Food
        Rods (subtype of etc. equipment)
        Bait (subtype of etc. equipment)
        Groupable

To each piece of equipment there is a set of switches to indicate who can
equip them.  The party members who can wear a piece of equipment are listed
by their 1-letter character code.

In BoF2, except for the etc. type, recall that it is impossible to unequip
items.  You may only replace a piece of equipment with another of the same
type.  Most of the time this is not a restriction, since you may use 'Swch'
at equipment shops to do a simultaneous selling of your currently equipped
item, while buying a new item to take its place.  You are charged the
difference between price and resale value, which may leave you richer than
before (although probably much worse off in the equipment department).
But beware:

!!BUG: Do not 'Swch' priceless items - the game will crash.  The designers
        forgot to put in a clause to deny you the ability to 'Swch' priceless
        items.  So, even though the value of a priceless item is listed as
        zero, if you agree to the switch, the video blinks out and the game
        halts (luckily, there are no ill effects to saved game data - and
        this seems to be the most vicious bug in BoF2).

All equipment besides the etc. type may be used, but only in combat, and only
a few of these items produce any effect.  Where the piece of equipment does
produce an effect when used, I list the effect by the spell which the action
is equivalent to.

For items which cast spells dealing normal spell damage, whether or not the
spell will be well-cast CAN be known for certain beforehand.  Certain items
always well-cast a spell, while others never do.  If the item well-casts a
spell, it is noted in the description.  Otherwise, it is not noted.  The
other thing about items that cast spells is that full immunity does not apply
to damage from item use, unlike casting the spell directly!

Consumables are items which may be used, but once used they are destroyed.

Foods are items which may be cooked by the carpenter.  The product of
a baking of a set of food items is not always food, but it is never
equipment.  Cooking in BoF2 is explained in the 'Home Cookin'' section.

Bait and Rods are equipment of the etc. type which allow your hero to fish at
FishSpots if he has one of each equipped.  Neither type is usable, but bait
is destroyed when it is cast out and not brought back without something on
the fishing line.  All Bait is groupable.

Equipment and Consumable classifications are mutually exclusive, as are Food
and Equipment (except for Bait).  All items which fit into none of the above
categories are listed in the Misc. section.

For all items for which the location where it can be found (found only once)
is listed, places in parenthesis denote that the item is found there, not
bought.  The 'Maniro:X' location means that the item can be bought by
catching Maniro at the correct Fishspot.  'Tsr.Box:X' likewise refers to
fishing.  'S:X' indicates (for equipment) that character X starts out with
that item equipped.  'Battle'  indicates that on rare occasions, you will win
this item from defeating particular monsters in battle.  Refer to the 'Spoils
of War' section for more information.

The location 'oven' means that if you have the carpenter who cooks items,
you may produce this item by cooking other items.  The location 'shop' refers
to one of the three standard item shop types, described in the 'Goods &
Services' section.  Since type 1 & 2 item shops are so plentiful, if an item
can be bought there, I will not bother to list any other locations where it
may be found.

The location 'Othello' means that this item can be won from the carpenter who
builds the treehouses.  Refer to the 'Othello' section for more details.

There are a few items you may be able to put into your item list which do not
appear here.  This is because the are not proper items.   These are items
such as '1C', '100C', '1000C', '10000C', and whitespace items.  The '..C'
items are money you find in treasure boxes.  When you obtain one of these
items, it is credited to your party's money supply instead of put in your
inventory.  The white space items are merely blanks for inventory and the
many different kinds of equip slots (that is why there exist 9 different
kinds of them, I am guessing).

Altogether:  (4 coin items) + (9 whitespace items) + (243 proper items) = 256

        (In other words, this list is complete.)


----------------------------------------------------------------------------
                        Index of All Proper Items

This is an alphabetical listing of all items, and what I have classified the
item as.  Refer to the appropriate section for more information:

        Type            Section
     --------------------------------------
        swd             'Weapons-Swords'
        bow             'Weapons-Bows'
        stf             'Weapons-Staffs'
        dgr             'Weapons-Daggers'
        rpr             'Weapons-Rapiers'
        rng             'Weapons-Rings'
        knf             'Weapons-Knives'
        whip            'Weapons-Whips'
        arm             'Armor'
        shd             'Shields'
        helm            'Helmets'
        etc             'Etc'
        con             'Consumables'
        misc            'Miscellaneous'
        ??              undiscovered as yet

Item    Type    Item    Type    Item    Type    Item    Type
---------------------------------------------------------------------

9-TailWP whip   ElemntAR shd    Liver    con    SlashGL  shd
AmberRG  rng    ElmoreSD swd    LongRP   rpr    SlicerDR dgr
Antdt    con    EmblemRP rpr    LongSD   swd    SkullBR  etc
ArmyGL   shd    EmpireSD swd    LopOffWP whip   Smoke    con

AutoBW   bow    Extract  con    LoveBR   etc    SnakeST  stf
Backlaw  shd    F.Spice  con    LuckCndy con    Snper    con
Bait     con    FalseBW  bow    MagmaAR  arm    SoleSD   swd
BananaDR dgr    FalseRG  rng    MagicRG  rng    SokletAR helm

Bandana  helm   FastShoe etc    MamothCL arm    SpiritRB arm
Beef     con    FinalKN  knf    Mckrl    con    SprRib   con
BirchST  stf    FireBW   bow    Meat     con    Srdine   con
Biscuit  con    FireRG   rng    Medicate con    Stamina  con

BlastKN  knf    FireRock con    MedusaSH shd    StarrSD  swd
BlndedAR arm    FlameSD  swd    MeowST   stf    StarSH   shd
BlndedML shd    FlameSH  shd    MightyAR arm    SteelAR  shd
BlndedSH shd    Fork     misc   Minnow   con    StickRod etc

BoyDR    dgr    Frizbee  con    Mirror   misc   StockRP  rpr
BrassSD  swd    FrozenAR arm    MisoSoup con    StoneAR  arm
BrassST  stf    G8Bait   etc    MoonDrop con    StormRG  rng
BraveAR  arm    GiantSH  shd    MoonMask helm   SuedeAR  arm

BreakSD  swd    GlassDR  dgr    MothDR   dgr    SunMask  helm
BreathAR arm    GlassRG  helm   MotherRB arm    TearDr   con
BronzeHT helm   GoblinSD swd    MystryHT helm   Tendon   con
BronzeSD swd    Gold     etc    Napkin   arm    ThndrGL  shd

BronzeSH shd    GoldAR   arm    NationHT helm   ThndrRP  rpr
BronzeST stf    GoldBar  misc   NatureWP whip   ThndrST  stf
Bum'sCL  arm    GradeDR  dgr    NinjaDR  dgr    ThornWP  whip
BurnKN   knf    GuardSH  shd    NinjaML  arm    TigerSD  swd

BusterBW bow    GutsBL   con    Noe'sRB  arm    Tolen    misc
BusterSD swd    GutsBT   etc    NorthDR  dgr    Treepole etc
Cake     con    HandKN   knf    NoTwinRP rpr    TreeST   stf
ChainML  arm    HeatST   stf    OceanRB  arm    Tuna     con

Charcoal misc   Herb     con    Octopus  con    TwinBW   bow
Charm    etc    HelpBL   con    OwlFruit misc   Unagi    con
CharmRod etc    HeroAR   arm    P.Pourri con    Urchin   etc
CharmSH  shd    HeroBT   etc    PanPizza con    Van.Ext  con

Chkn     con    HexadST  stf    PierceRP rpr    Vtmn     con
ChuckDR  dgr    HolyRB   arm    PileWm   con    WacWP    whip
CloakKN  knf    HolyRP   rpr    Plate    shd    WFruit   con
Collar   etc    HolySF   etc    PwrFood  con    WhiteSH  shd

Cond.Up  con    HolySH   shd    QuartrST stf    WindBR   etc
CrmsnCL  arm    HushRG   rng    QuickCL  arm    WindRB   arm
CrmsnRB  helm   IceBW    bow    RainbwRB arm    WisdomRB arm
CrossBW  bow    IceChunk con    RangerCL arm    WiseBL   con

CrsntSD  swd    IceSH    shd    RevetKN  knf    WiseHoop etc
CureAl   con    ImortlRG rng    RiotST   stf    WiseRB   arm
D.Earing etc    IronAR   arm    Ristband shd    WizardRG rng
DamageSD swd    IronBR   etc    Roast    con    WonderRP rpr

DeadSoup con    IronKN   knf    RoyalHT  helm   WoodenDR dgr
DeathBW  bow    IronML   arm    SacredSH arm    Worm     etc
DemonDR  dgr    IronSH   shd    SaladBwl helm   WorthRG  rng
DemonSH  shd    IvyWP    whip   ShadowDR dgr

Dinker   con    JahAR    arm    Shaker   con
DivideBL misc   KaiserKN knf    ShaveIce con
DluxPole etc    KingOfDR dgr    ShinyBR  etc
DmndBR   etc    KingHT   helm   ShinyHT  helm

DoubleWP whip   KingSD   swd    Shrimp   etc
DragonAR arm    KmikzeBL con    ShortBW  bow
DragonHT helm   KnightHT helm   ShortRP  rpr
DragonSD swd    KramerBR etc    Shorts   arm

DragonSH shd    LeotrdCL arm    SilkGL   shd
DreamBR  etc    LifeAR   arm    SilverAR arm
EarthAR  arm    LifeBR   etc    SilverDR dgr
Egg      con    LifePl   con    SilverHT helm








-----------------------------------------------------------------------------
                                   Equipment

For each item of equipment is listed where you can find it, its price, who
can equip it, its powers, and other special attributes.  Power gained from
equipment is the default set of statistics which an equipment type can
modify.  Special attributes include everything else interesting about the
item.

        - - - - - - - - - - - - - - Weapons - - - - - - - - - - - -

Weapons give bonuses to Str.  In BoF2, there is no such thing as a two-handed
weapon, i.e. something which denies you the ability to equip a shield.
Weapons may have item uses, and a single element associated with them.  If
the weapon does have an element association, all attacks with that weapon are
of that element, and this may modify how much damage the target takes from
the attack.  Element associations are listed in the power category with the
elemental symbol before the power bonus.  The 'toasty' classifier in the
special column means that the weapon sometimes makes 'Toasted' attacks.


Swords   Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
BrassSD   72    8.5k    H       Guntz
BreakSD   91    16k     H       C:Baretta
BronzeSD  8     250     H       Coursair, HomeTown,
                                  Battle
BusterSD  50    2.2k    H       (UpaCave), Maniro:B

CrsntSD   84    14.5k   HJ      (Infinity), Battle
DamageSD  92    12k     H       Hut:island, Maniro:H
DragonSD  F:125  -      H       (Infinity)              Def,Agil,Wis,Luck +5,
                                                          casts Flame
ElmoreSD  H:52  2.5k    HJ      Battle                  Def,Agil,Wis,Luck +2

EmpireSD  T:160 65k     H       (Tsr.Box:B)             casts S.Boom
FlameSD   F:37  3.2k    H       C:Hekeller, (Mt.Maori)
GoblinSD  78    7.7k    H       (SkyTower)
KingSD    I:28  1980    H       TownShip

LongSD    16    620     H       Windia, C:Baretta
SoleSD    H:28  6k      HJ      (SimaFort)              Wis +20, Toasty
StarrSD   H:68  10k     H       (ThvsTomd)*
TigerSD   63    14k     H       (Othello), Battle       Def +5, casts Cure 2

* The StarrSD can be found on rare occasions when you leave a battle while
        standing on a blue square




Bows     Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
AutoBW    38    12k     B       (Memory)                attacks all enemies
BusterBW  86    17k     B       (Infinity)              casts Bomb
CrossBW   22    780     B       SimaFort
DeathBW   90    23k     B       C:Baretta

FalseBW   6     300     B       HomeTown
FireBW    F:42  3.6k    B       C:Hekeller
IceBW     I:70  9.8k    B       SkyTower, (Othello)
ShortBW   3     150     B       S:B

TwinBW    30    3k      B       Tunlan                  attacks twice




Staffs   Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
BirchST   I:58  5.5k    K       C:Karashnikofu
BrassST   56    8.2k    K       Maniro:D                casts Cure 1
BronzeST  25    940     K       SimaFort, C:Baretta
HeatST    F:43  3k      K       C:Hekeller

HexadST   8     250     K       Coursair
MeowST    135   65k     K       Battle
QuartrST  33    2.1k    K       (UpaCave), C:Baretta
RiotST    90    30k     K       (Infinity)

SnakeST   75    6.8k    K       (Bando)
ThndrST   T:62  7.8k    K       (Othello), C:Baretta    casts S.Boom
TreeST    4     50      KC      S:KC, (Windia)




Daggers  Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
BananaDR  F:70  10k     T       (ThvsTomd)
BoyDR     4     100     TH      S:HT
ChuckDR   66    5.8k    T       Inheart, C:Baretta
DemonDR   110   0       T       Battle

GlassDR   76    10      HK      Battle                  Toasty
GradeDR   68    5.1k    TH      C:Karashnikofu
KingOfDR  66    6.2k    TH      C:Karashnikofu,
                                  (Othello)             Def +3, casts Def-Up
MothDR    32    1.9k    TH      Tunlan, (Highfort)

NinjaDR   42    2.5k    T       (Highfort)              Luck +5
NorthDR   I:63  8.2k    T       (SkyTower)
ShadowDR  86    16k     T       (Infinity)              casts Idle
SilverDR  H:14  1.2k    TH      (Mt.Rocko), Maniro:A,
                                  Battle

SlicerDR  90    20k     T       Maniro:H, Battle
WoodenDR  10    290     T       Windia, C:Baretta




Rapiers  Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
EmblemRP  79    12k     J       Hut:island, Maniro:H
HolyRP    H:95  22k     J       (Infinity)
LongRP    26    1.2k    JH      SimaFort
NoTwinRP  H:122 33k     JH      Battle                  Def,Wis,Agil,Luck +5,
                                                          casts Angel

PierceRP  50    4.6k    J       C:Karashnikofu, Baretta
ShortRP   16    950     J       S:J
StockRP   38    2.4k    J       Tunlan
ThndrRP   T:65  8.4k    J       SkyTower, Maniro:B

WonderRP  H:32  1980    J       TownShip




Rings    Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
AmberRG   74    11k     NU      Hut:island, C:Baretta,
                                  Battle
FalseRG   5     10      NU      S:N
FireRG    F:35  2.6k    NU      C:Hekeller, Baretta,
                                  Battle                casts Spark
HushRG    43    6.7k    NU      (Mt.Maori)              casts Hush

ImortlRG  83    20k     NU      (Infinity)              Wis +5, casts Renew
MagicRG   17    530     NU      Windia
StormRG   T:68  6.7k    NU      (WindiaFt)              casts Thunder
WizardRG  26    1.2k    NU      S:U, (WitchTwr), Battle

WorthRG   52    9.5k    NU      Maniro:H, Battle        casts Death




Knuckles Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
BlastKN   32    12k     R       (St.EvaCh)              casts Bomb
BurnKN    F:18  2.5k    R       C:Hekeller, Baretta
CloakKN   25    6.7k    R       (Highfort), Battle
HandKN    5     50      R       S:R

IronKN    18    1k      R       SimaFort
FinalKN   48    25k     R       (Infinity)              Toasty
KaiserKN  56    25k     R       C:Baretta
RevetKN   10    460     R       Windia




Whips    Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
9-TailWP  81	22k	S	Battle			Toasty
DoubleWP  61    8k      S       Inheart, (ThvsTomd)
IvyWP     30    1.3k    S       Tunlan
LopOffWP  10    2k      S       Maniro:D, (Othello),
                                  Battle                Toasty

NatureWP  76    15k     S       (Infinity)
ThornWP   41    4.2k    S       (Mt.Maori), Battle
WacWP     10    50      S       S:S




        - - - - - - - - - - - - - - Armor - - - - - - - - - - - - - -

Armor gives a bonus to Def, but also subtracts from Agil.  This is because
each armor has a weight, and equipping an armor decrements Agil by the weight
of the armor, to a limit of Agil = 0.  So in the power column, the form X/Y
means power of X, weight to Y.  Some armors grant a level of resistance to
certain elements.  If this is the case, the R:X denotes that the armor grants
resistance to element X.  To do: catalogue all armor, shields, and helmets
which grant resistance to holy damage....


Armor    Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
BlndedAR 52/26   12k    HJ      Guntz, Battle
BraveAR  60/6    10k    HBKTJ   Hut:island, Maniro:G    Off +5
BreathAR 25/3    2.5k   all-R   (SimaFort), Tunlan,
                                  C:Baretta, Battle     R:H
Bum'sCL  2/2     50     all     S:HBKNTS, (Coursair),
                                  (WindiaFt)

ChainML  12/6    720    HBKTJ   Windia
CrmsnCL  64/6    13.3k  all-R   (St.EvaCh), Battle      R:F, casts Sap
DragonAR 78/0     -     H       (Infinity)              R:F
EarthAR  44/15   6.1k   HTJ     (Memory), SkyTower,
                                  Battle, C:Baretta     R:T

FrozenAR 43/15   6.5k   HTJ     (SkyTower), Battle      R:I
GoldAR   31/42   6.2k   HJ      (W.Tunnel)
HeroAR   71/16   25k    HTJ     (Infinity), C:Baretta,
                                  Battle                Off +5
HolyRB    8/4    530    all-R   Windia                  R:H

IronAR   22/9    1350   HTJ     SimaFort
IronML   20/6    1.4k   HBKTJ   SimaFort, Maniro:A,
                                  Battle
JahAR    17/9    600    HBKTJ   (Tsr.Box:C), Battle     R:F
LeotrdCL  6/3    320    KNU     Coursair

LifeAR   80/25   35k    HTJ     (Tsr.Box:E)          R:H, grants regeneration
MagmaAR  35/15   4.7k   HTJ     C:Hekeller, (Mt.Maori)  R:F
MamothCL 69/18   1.2k   KR      Battle                  R:I
MightyAR 30/10   2980   HBTJ    TownShip

MotherRB 66/8    28k    all-R   Hut:island, (Infinity),
                                  C:Baretta             R:H, casts Cure 1
Napkin    1/1    0      all     (WildCat)
NinjaML  70/1    15.5k  T       Battle                  R:FI
Noe'sRB  70/4    18k    KNU     (Infinity)              R:FH

OceanRB  27/4    3.9k   NSU     (UpaCave)               R:I, Wis +3
QuickCL  27/0    1.6k   BT      Tunlan, (Highfort)
RainbwRB 61/4    9.1k   KNSU    (St.EvaCh), (Othello)   R:FI
RangerCL  8/2    510    HBT     Coursair

SacredSH 74/12   12k    HBTJ    Battle           R:H, grants partial immunity
Shorts    2/1           C?      S:C
SilverAR 40/12   5.8k   HBTJ    Inheart, Battle
                                  C:Karashnikofu
SpiritRB 12/0    7.5k   all     (SkyTower), Maniro:G    R:FTH

StoneAR  28/50   0      R       Battle
SuedeAR   6/5    300    HBRTJ   S:RJ, (Capitan),
                                  Coursair, HomeTown,
                                  C:Baretta
WindRB   47/2    5.2k   KNU     (SkyTower)              R:T, Vig +10
WisdomRB 42/2    8.2k   all-R   Hut:island, Battle      R:H, Wis +5

WiseRB   18/4    3k     NSU     S:U, (WitchTwr),        R:T
                                  Maniro:B




       - - - - - - - - - - - - - - Shields - - - - - - - - - - - - - -

Shields give a bonus to Def, and may grant elemental resistances, like Armor.

Shield   Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
ArmyGL    41    12k     HBKTJ   Battle                  Off +8
Backlaw   8     990     all     SimaFort
BlndedML  28    6.8k    all     Guntz, (Memory)
BlndedSH  33    8k      HRJ     Guntz

BronzeSH  6     510     HTJ     S:J, Windia,
CharmSH   14    1350    HRTJ    Tunlan, (UpaCave),
                                  Battle
DemonSH   10    980     HRTJ    TownShip                R:H, casts Drain
DragonSH  52     -      H       (Infinity)              R:F

ElemntAR  1     500     all     (St.EvaCh), Battle      R:FIT
FlameSH   18    3.7k    HTJ     C:Hekeller, (Mt.Maori)  R:F
GiantSH   27    8.8k    R       (Othello)               casts Def-Up
GuardSH   26    5.3k    all     SkyTower, Battle,
                                  C:Baretta

HolySH    43    18k     all-R   Hut:island, (x2:Infinity),
                                  Battle, C:Baretta     casts Shield
IceSH     26    5k      HTJ     (SkyTower)              R:I
IronSH    10    1.2k    HRTJ    (SimaFort), Battle,
                                  Cyclops, Maniro:A
MedusaSH  55    50k     HBRTJ   Maniro:G, Battle        casts Atk-Up

Plate     1     0       all     (FarmTown)
Ristband  1     10      all-S   S:HBKRNTS, Inheart,
                                  C:Baretta
SilkGL    7     1.2k    KNSU    S:U, Maniro:A
SlashGL   15    4.1k    HBKTJ   Maniro:D, Battle
                                  C:Karashnikofu        Off +5

StarSH    36    5.5k    HRTJ    Battle
SteelAR   3     120     all     HomeTown, Coursair,
                                  (W.Tunnel), C:Baretta,
                                  Battle
ThndrGL   27    9k      HBKTJ   Maniro:G, (ThvsTomd)    R:T
WhiteSH   26    4.3k    HBTJ    Inheart, C:Karashnikofu,
                                  Battle




       - - - - - - - - - - - - - - Helmets - - - - - - - - - - - - - -

Helmets give a bonus to Def, and may grant elemental resistances, like Armor.


Helmet   Power  Price   Who     Where                   Special
-----------------------------------------------------------------------------
Bandana   1     10      all     S:HBKRNS, Battle
BronzeHT  5     390     HBRTJ   Battle, Coursair
CrmsnRB   10    950     all-R   Tunlan
DragonHT  32     -      H       (Infinity)              R:F

GlassRG   4     380     all-R   Windia
KingHT    30    30k     HJ      (Infinity)
KnightHT  8     790     HTJ     SimaFort, Maniro:A
MoonMask  18    0       T       (Highfort)              R:IF

MystryHT  20    3.1k    HBKTJ   Maniro:D, Battle
NationHT  15    1.8k    HBTJ    Maniro:B, C:Baretta     R:F
RoyalHT   12    2.5k    NJU     (SimaFort)              R:H
SaladBwl  2     60      all     S:TJ, HomeTown, Coursair,
                                  C:Baretta, (Mt.Fubi)

ShinyHT   30    16k     HBTJ    (Infinity), (Othello),
                                  C:Baretta             R:H
SilverHT  22    12k     KNSU    (WindiaFt), Battle,     R:T, grants
                                  Magicmas                partial immunity
SokletAR  16    3.6k    all-R   (WaterFal), S:U,
                                  SkyTower, C:Baretta,
                                  Battle                Wis +5
SunMask   25    6.8k    all-R   Hut:island, (ThvsTomd),
                                  (Infinity)            R:F



       - - - - - - - - - - - - - -   Etc   - - - - - - - - - - - - - -

This equipment type gives no standard bonus, and no elemental resistances.

Item     Price  Who     Where                   Powers
-----------------------------------------------------------------------------
Charm     1k    all     (DryWell), Battle,      prevents curse
                          Maniro:F, C:Hanz
CharmRod  2k    H       (Shrine)                a fishing rod
Collar    1k    BK      (Highfort)              increases the rate at which
                                                  you encounter enemies
                                                  randomly...
D.Earing  1k    all     (Highfort), Maniro:F,
                          Battle, C:Hanz        prevents sleep

DluxPole  1k    H       (SimaFort)              a fishing rod
DmndBR    2k    all     (St.EvaCh)               --
DreamBR   5k    all     (Infinity), Battle      grants partial immunity
FastShoe  10k   all     Maniro:E                Vig +10 - a first class case
                                                  of false advertising.  This
                                                  has no measurable effect
                                                  on the probability of
                                                  getting lead-off attacks.
                                                  You will only lead off more
                                                  often by wearing this in
                                                  the sense that your higher
                                                  Vigor allows you to take
                                                  actions before the
                                                  opposition

G8Bait    50    H       oven                    fishing bait
Gold      -     H       Battle, (TagWoods),     fishing bait
                          (UpaCave), (FarmTown)
GutsBT    1k    all     (SimaFort), Maniro:F,   another first-class case of
                          C:Hanz, Battle          false advertising - this
                                                  gives no bonus to Guts
HeroBT    2k    all     (Memory), Maniro:E,     Off +10
                          Battle

HolySF    5k    all     Maniro:E                reduces the rate of random
                                                  encounters
IronBR    1k    all     (Tsr.Box), Maniro:F,    Def +10
                          C:Hanz
KramerBR  2k    all     (ThvsTomd), Maniro:E    prevents rotting
LifeBR    1k    all     (Infinity), Battle  grants regeneration, and immunity
                                                  to the Death spell

LoveBR    1k    all     (Tsr.Box), Battle,      grants regeneration
ShinyBR   5k    all     (Infinity), Battle      prevents sleep, curse,
                                                  poison, and rotting
Shrimp    20    H       item                    fishing bait, cookable
SkullBR   2k    all     Battle, (St.EvaCh)      maximizes the wearer's chance
                                                  of well-casting a spell
                                                  based on stats to 50%.
                                                  Multiple SkullBR's have
                                                  no extra effect.

StickRod  300   H       HomeTown                a fishing rod
Treepole  100   H       (Gate)                  a fishing rod
Urchin    10    H       item                    fishing bait, cookable
WindBR    1k    all     (SkyCave)               Vig +10

WiseHoop  1k    all     (WitchTwr), Maniro:F,   Wis +10
                          C:Hanz
Worm      4     H       item                    fishing bait, cookable



       - - - - - - - - - - - - - Consumables - - - - - - - - - - - - -

Consumable items have equal effects when used in combat vs. outside of
combat, except where certain effects do not apply because a condition cannot
exist outside of battle, of the effect is a spell that does damage.  If the
item can be used in non-combat situations it is listed as 'Nc'.  Combat use
is 'Cb'.  Either combat or non-combat is '//'.  Also included in the table is
whether the item is groupable (G) and if it is cookable (C), as well as the
price of the item.  There are no restraints on who may use consumable items.

For items which cast spells dealing normal spell damage, whether or not the
spell will be well-cast CAN be known for certain beforehand.  Certain items
always well-cast a spell, while others never do.  If the item well-cast a
spell, it is noted in the description.  Otherwise, it is not noted.

The other thing which differs is that full immunity does not apply to damage
from items which cast spells!

Items which have the listed effect of [+](basic stat) will raise that basic
stat permanently by one point, but have no effect if used while the stat is
already maxed-out.


Item    Price   Type    Effect                  Where found
-----------------------------------------------------------------------------
Antdt    12     CG      //: removes poison
                            from one ally       item
Bait     60     CG      //: damages one ally
                            to rHP = 1          FishSpot, C:Daiye
Beef     200    CG      //: casts Cure 1        Huntsvil
Biscuit  1k             Cb: casts Def-UpX,      oven, Battle
                            followed by Cure X!

Cake     100            --                      CapeTown (only before you
                                                  have the whale), (Trout)
Chkn     200    CG      //: casts Cure 2        Huntsvil
Cond.Up  1k     C       ??: raises one ally's   Maniro:C, C:Hanz, (BlueRm),
                            bCond to 225(Super),
                            if less than 225.
CureAl   400    CG      //: casts Heal          item

DeadSoup 800            Cb: casts Death         oven
Dinker   100    C       Nc: [+]Agil             Battle, oven
Egg      200    CG      //: casts Renew X       Huntsvil
Extract  200    C       //: casts Cure 4        oven, Battle

F.Spice  100    C       Cb: casts Flame         item, Maniro:C
FireRock 800            Cb: well-casts Fireball Maniro:C, Battle, (Mt.Fubi)
Frizbee  100    C       Cb: casts S.Boom        item, Maniro:C, Battle, oven
GutsBL   1k     C       Nc: [+]Guts             oven, Battle, (Capitan)

HelpBL   50     CG      //: casts Cure 2        item
Herb     8      CG      //: casts Cure 1        item
IceChunk 800            Cb: well-casts Hail     Maniro:C, Battle
KmikzeBL 800            Cb: well-casts Typhoon  (WaterFal), Maniro:C,
                                                  Battle

LifePl   500    CG      //: casts Renew X       item
Liver    200    CG      //: same as Antdt       Huntsvil
LuckCndy 100    C       Nc: [+]bLuck            Battle, (Mt.Rocko), oven
Mckrl    60     CG      --                      FishSpot, C:Daiye

Meat     200    CG      //: casts Cure 2        Huntsvil
Medicate 500    C       Cb: casts Atk-Up        Maniro:C, C:Hanz, Battle,
                                                  oven
Minnow   300    CG      //: same as WFruit      FishSpot, C:Daiye
MisoSoup 100    C       Nc: [+]bWis             oven, (Memory), Battle

MoonDrop 200            //: casts Renew X and   (Mt.Maori),(WindiaFt),
                            Heal to all allies,   (Tsr.Box:D), Battle,
                            followed by Cure X!   C:Poo
Octopus  900            Cb: casts Atk-Up on
                            all allies!         oven
P.Pourri 1.2k           Cb: casts Angel         oven
PanPizza 1k             Cb: casts Pwr.Down      oven

PileWm   1k     CG      //: casts Cure 4        FishSpot
PwrFood  100    C       Nc: [+]Str              oven, (W.Tunnel), (Infinity),
                                                  Battle
Roast    400    CG      //: casts Cure 4        Huntsvil
Shaker   800            Cb: well-casts 8.0      Battle

ShaveIce 100    C       Cb: casts Freeze        item, Maniro:C, oven
Smoke    100     G      Nc: casts Smoke         item
Snper    3k     CG      //: casts Heal          FishSpot
SprRib   800    CG      //: casts Cure 4        Huntsvil

Srdine   60     CG      //: casts Cure 1        FishSpot, C:Daiye
Stamina  100    C       Nc: [+]Stmna            (SimaFort), (Infinity),
                                                  Battle, oven
TearDr   100    CG      Cb: removes rotting and zombie
                            from one ally       item
Tendon   200    CG      //: same as WFruit      Huntsvil

Tuna     300    CG      //: same as Antdt       FishSpot, C:Daiye
Unagi    60     CG      //: casts Cure 2        FishSpot, C:Daiye
Van.Ext  1k             //: casts Cure 3        Battle, (DryWell), (WindiaFt)
Vtmn     200    CG      //: removes curse       item
                            from one ally

WFruit   200    CG      //: one ally gains 20 AP
                            and loses 20 HP, to a
                            limit of rHP = 1    item
WiseBL   1k     CG      //: restore 100 AP to one ally
                                                (WitchTwr),(Evrai), oven,
                                                  (Bockden), Battle


        - - - - - - - - - - - - Miscellaneous - - - - - - - - - - -

These are the items which don't fit into the other categories.  These don't
include the special items.  On a case by case basis, I will explain what they
do, where they are found, and all other relevant information:

Item    Price   Where           What
-----------------------------------------------------------------------------
Charcoal  0     Huntsvil, SimaFort, oven
                                burnt food - you can cook this, but otherwise
                                it has no known use

DivideBL  -     (UnityRm)       use outside of combat to remove all bonding
                                from one ally - may be used an infinite
                                number of times

Fork      0     (WildCat)       this is a general purpose weapon with a power
                                of 1

GoldBar   12k   oven            sell it - it has no other known use

Mirror    -     (Mt.Maori)      this is necessary to assist the queen of
                                Tunlan.  You may also use it an unlimited
                                number of times while inside her
                                circulation system to return to the real
                                world.  You lose the Mirror after this
                                scenario

OwlFruit  20    (OwlWoods)      this is used to lure out the Uparupa from its
                                hiding spot.  You may only obtain this item
                                after fighting Algernon and before dealing
                                with the Uparupa, but during this time you
                                may pick up as many of these as you want

Tolen     -     (Capitan), (Tunlan), (Guntz), (BlueRm), (Tsr.Box x2),
                  (Highfortx2), (Namanda), (WindiaFt), (Evrai), (Shrine -
                  behind the desk)
                                these may be used to gamble in the house of
                                the redheaded carpenter.  As you see, I have
                                listed 12 Tolens.  Only 8 are strictly
                                necessary, unless there is a third, secret
                                Othello board which I don't know about.
                                Refer to the Othello section for more details







  -=-=-====================-  Services & Goods  -======================-=-

This section is a listing by location of what each shop sells, and what
services are available in each town.

These services are:

'Dragon'        A Dragon god totem.  You can save your game here and change
                party members (but only if you have more than 4).

'Inn:cost'      An inn with the specified cost for a night's stay.  After a
                night's stay at an inn, all party members are revived, healed
                to mHP, cured of curse and poison, and restored to mAP.

'Bed'           A place you can rest for the same effects as an inn (free).

'Church'        A church of St. Eva.  You may Save your game here, get hints
                about your quest, and make donations.  When you have made a
                total of 20 donations since the start of the game, you'll
                receive a gift.

'Bank'          A bank outlet. Refer to the opening section for more details.

'Armory'        A shop that sells equipment.

'Item'           shop that sells consumables and etc. type equipment.


As for item shops, there are several standard types:
-----------------------------------------------------------------------------
Type 1: Herb, HelpBL, WFruit, Antdt, TearDr, LifePl, Smoke, Vtmn

Type 2: HelpBL, WFruit, CureAl, LifePl, Smoke, Worm, Shrimp, Urchin

Type 3: HelpBL, WFruit, CureAl, LifePl, Smoke, F.Spice, ShaveIce, Frizbee

Item shops that sell other sets of items are handled on a case by case basis.


HomeTown                                TownShip
--------------------------------        -----------------------------
Armory: BronzeSD  FalseBW               Refer to the 'TownShip'
        SuedeAR   SaladBwl              section for all info
        SteelAR                         pertaining to this
Inn:10
Bed (Bow & the Hero's lodging)
Item: Herb      Antdt
      LifePl    Smoke
      Worm      Shrimp
      Urchin    StickRod
Bank
Dragon
Church
--------------------------------


Coursair                                Windia
--------------------------------        ------------------------------
Armory: HexadST   BronzeSD              Armory: MagicRG   LongSD
        LeotrdCL  SuedeAR                       RevetKN   WoodenDR
        RangerCL  SaladBwl                      ChainML   HolyRB
        BronzeHT  SteelAR                       GlassRG   BronzeSH
Inn:20                                  Inn:30
Item: type 1                            Item: type 1
Bank                                    Bank
Church                                  Dragon
--------------------------------        Church
                                        ------------------------------

Capitan
-----------------------                 (campground SW of SimaFort:D3)
Inn:40                                  ------------------------------
Item: type 1                            Bed
Bank                                    Dragon
Dragon                                  ------------------------------
-----------------------

                                        Tunlan
SimaFort (closed during nighttime)      -----------------------------------
-----------------------------------     Armory: MothDR    IvyWP
Armory: LongRP    BronzeST                      TwinBW    StockRP
        IronKN    CrossBW                       QUickCL   BreathAR
        IronAR    IronML                        CrmsnRB   CHarmSH
        KnightHT  Backlaw               Inn:50
Inn:50                                  Item: type 2
Bed (nighttime only)                     Bank
Item: type 2                            Dragon (hidden at the bottom right)
-----------------------------------     Church
                                        -----------------------------------

Highfort*
-----------------------
Inn:10                                  Inheart(west)*
Item: type 1                            --------------------------------
Bank                                    Armory: BronzeSD  LongRP
-----------------------                         DoubleWP  ChuckDR
                                                SuedeAR   SilverAR
                                                Ristband  WhiteSH
Inheart(south)*                         Dragon
-----------------------                 --------------------------------
Bed
Dragon
-----------------------                 Inheart(north)*
                                        -----------------------------------
                                        Item: type 3
                                        Dragon
SkyTower                                Leave (leave the Dream world)
-------------------------------         -----------------------------------
Armory: IceBW     ThndrRP
        EarthAR   SokletAR
        GuardSH                         Guntz
-------------------------------         --------------------------------
                                        Armory: BrassSD   BlndedAR
                                                BlndedSH  BlndedML
FarmTown                                Inn:50
-----------------------                 Item: type 3
Inn:50                                  Bank
Item: type 2                            Dragon
Bank                                    --------------------------------
Dragon
-----------------------                 CotLnd
                                        --------------------
                                        nothing!
(tropical island shop:L11)              --------------------
--------------------------------
Armory: DamageSD  EmblemRP
        AmberRG   WisdomRB              Evrai*
        BraveAR   MotherRB              --------------------
        SunMask   HolySH                Item: type 3
--------------------------------        --------------------


Shrine                                  Dologany
---------------                         --------------------
Inn:10                                  Bed
Dragon                                  Item: type 2
---------------                         Dragon
                                        --------------------

Gate
---------------
Dragon
Church*
---------------


Note: Starred locations are not available beyond a certain point in the game.
Make sure you do everything you want to do with them while they remain open:

Highfort: Cannot be entered before you need the Famous Flute, or after you
        already have it.

Inheart(west): Transforms into Memory after you talk to the child in the
        bottom right corner of Inheart(north).  This is the child who says,
        'Did you find the tower?  I believe you can see it from the lake in
        the west'.  Do not talk to this child if you still have things to do
        in Inheart(west)!

All of Inheart and the Dream location: Closed after you defeat Aruhamel and
        leave the land of dreams.

St.EvaCh: This is destroyed after the battle with the Guardeyes and Oldman.

Gate: The Church here cannot be used after the gates to Infinity are opened.








  -=-=-======================-  Home Cookin'  -=========================-=-

Nothing beats home cookin'.  Do you want to max out all your stats (except mHP
and mAP), get rich quick, and have unlimited supplies of WiseBLs and
Biscuits?  This is not a scam - this method ACTUALLY works! - no kidding!
Hey - would I lie to you?

If you chose the carpenter wearing blue jeans, white shirt, orange jacket,
and having blonde hair to build your town, you can have all this stuff and
more.  Cooking items is a process where you take (1..4) food items from your
inventory, give them to the carpenter, his wife puts em' in the oven, and
then takes out the result.  The result is placed on the bar in front of you
for pick up, if you want it.

There are 41 food items that I know about.  All are either consumables or
bait.  The product of a cooking session is either:

           A product of the inputs      or      Charcoal

                                and

        There will be either 1 or 2 of this product - usually one,
        but sometimes two.

Most inputs result in Charcoal, but sometimes not.  But even in these cases,
you will sometimes waste your ingredients and get Charcoal anyway.  This
says nothing about the quality of the inputs you gave to the carpenter -
whether or not you get Charcoal by mistake is random with a failure rate of
about 1/8.

You must eat(!) all of the products of a previous cooking session before you
can do a new one.  ...well, maybe not eat - perhaps just politely take it off
the counter and throw it out of your inventory while the carpenter's not
looking....

As far as I can tell, each of the items can be represented as a vector in
'food group' space.  The dimensionality of this space and the representations
of each item in this space I am not sure of, but I believe that what you get
out of the oven is determined merely by summing vectors, and then searching
for the nearest item vector which this sum is greater than or equal to.  The
maximum vector seems to be GoldBar.  Not all end products are cookable - and
cookability says nothing about the magnitude of the vector.  There are some
other things that go on in the cooking algorithm as well, since cooking an
item by itself always results in Charcoal, and many other combination I have
expected to work also result in Charcoal.

Anyway, you must be able to tell that this is a hand-waving argument - I
don't know how it's really done.  But I did find some neat-o formulae which
as far as I know, nobody has ever found before (such as how to cook Cond.Up,
Stamina, and WiseBL).  Since there a dozens of ways to produce most items,
I only list the easiest ways (in terms of obtainability of ingredients and
numbers of cooking steps required).  Also, items which are easily obtainable
from a type 1 or 2 shop I will not bother to give formulae for.  Remember
that F.Spice, ShaveIce, and Frizbee can be bought in Guntz as soon as you
have the whale.

Product    Inputs
-----------------------------------------------------------------------------
Biscuit    2 Dinker

Cond.Up    2 Snper + 2 Tuna  (not necessary if you have citizen Hanz)

DeadSoup   4 Roast

Dinker     2 Frizbee
        or 4 CureAl     (before you have the whale)

Extract    2 HelpBL

Frizbee    2 CureAl     (not necessary after you have the whale)

G8Bait     2 Tuna       (easy if you have citizen Daiye, but then, if you can
                        buy fish directly, why do you need to go fishing?)

GoldBar    2 Frizbee + 2 Dinker
        or 2 ShaveIce + 2 GutsBL
        or 2 F.Spice + 2 MisoSoup
        or 3 Cond.Up    (use this one if you have citizen Hanz - the other
                        formulae require 3 steps, any one of which could go
                        wrong)

GutsBL     2 ShaveIce
        or 4 Unagi      (before you have the whale)

LuckCndy   F.Spice + ShaveIce
        or ShaveIce + Frizbee
        or Frizbee + F.Spice
        or 4 Minnow     (before you have the whale)

Medicate   Roast + Unagi        (not necessary if you have citizen Hanz)

MisoSoup   2 F.Spice

Octopus    2 PileWm + 2 Roast   (a little easier to produce if you have
                                citizen MacClean)

P.Pourri   LuckCndy + ShaveIce + F.Spice + Frizbee

PanPizza   4 SprRib

PwrFood    3 ShaveIce
        or 2 Medicate   (use this one if you have citizen Hanz)

ShaveIce   2 Unagi      (not necessary after you have the whale)

Stamina    F.Spice + 2 Tuna     (easy if you have citizen Daiye)

WiseBL     Stamina + 2 Tuna     (easy if you have citizen Daiye)








 -=-=-==========================-  Othello  -============================-=-

If you invite the carpenter that builds treehouses into your town, you can
use all those Tolens you're finding (there are 12 that I know about).  The
Tolens have no other use.  Mr. B likes to collect equipment, and sitting on
two 4x4 othello boards are pieces of equipment.  Open squares in which to
place Tolens ring the outside, and on 4 center squares are the equipment
items.  Whatever sits inbetween 2 Tolens, you have won, and can ask for it at
the front desk.  To place a Tolen, talk to the person next to the board, and
a Tolen will be dropped randomly on one of the remaining empty outside
squares for that board.

The boards look like this:      ....
                                .12.
                                .34.    . = Empty square
                                ....

The number labels the item that sits on that square.  Denote the board in the
back room as B, and the front one as A.  The items that you can win are:

        Spot    Item                    Spot    Item
------------------------------------------------------------------
        1A      TigerSD                 1B      KingOfDR
        2A      LopOffWP                2B      ThndrST
        3A      IceBW                   3B      RainbwRB
        4A      ShinyHT                 4B      GiantSH

Although you only strictly require 8 Tolens to clear both boards, and can
find 12, I hear that there is no secret third board of goodies.









  -=-=-==========================-  Gossip  -============================-=-

If you invite carpenter C to your town (the one who builds Arabian style
houses), he will set up a bar where old men gather to talk about the records
you've set.  Specifically, they can tell you:

- How many times you've been through other people's dressers (only counting
    the ones which read, 'Isn't there anything here?......').  The same
    dresser may be counted multiple times for each time you rummage through
    it.

- Who it would be a good idea to take with you as a party member in future
    scenarios.  This advice seems to be completely random.

- How many times you've gone fishing and hunting.

- How many Herbs (medicine) you've purchased.

- How much time you've been playing the game, precise to the minute.

- How many battles you triggered, regardless of the battle's outcome.  Using
    Sweh does not add a multiple count to a single battle.

- How many treasures you've obtained.

- How many times you have lost a battle.


My own personal records are (maxima and minima):

        (41..1200) Times through other people's dressers

        (5..30) Fishing sessions, (30..105) Hunting sessions

        (382..5566) Herbs purchased

        (28:40 .. 51:42) Hours playing time

        (440..1325) Encounters

        (45..117) Treasures

        (5..6) Times totally defeated

None of these statistics ever won me anything.  If anybody out there has done
better (or worse), let me know about it and also tell me if you ever won
anything because of it.  As it looks now, these statistics are completely
useless.

All of the counts pertain to the entire time you've been playing the game, up
to the present.  As a bragging tool, this information would be a lot more
useful if it was also given to you when you beat the game.  Alas, it is not
that way.  As such, this carpenter would be of infinitesimal practical use,
except that he also becomes a bartender.  He can sell you a drink which will
raise the Cond. of all party members to Super.  This service costs 600Z times
the number of party members in your group.








  -=-=-=====================-  Fishin' & Huntin'  -======================-=-

Scattered about the overworld map are spots where you may occasionally see
a fish jumping out of water.  Rustling bushes also pop up occasionally.  If
you activate one of these fish/game spots, you will engage yourself in a
fishing or hunting session.

Fishing spots are always at predesignated shore locations, while hunting
spots seem to be assigned random forest/grass locations.  To each map section
there are (0..1) fish spots.  Activity for all spots is reset to off when you
enter the overworld.  Activity is reevaluated only after leaving combat.  In
such a reevaluation, activity of all other map sections (ones other than
where you are now) is reset, and there is a moderate probability that the
local fish spot will be made active, if your Hero is in the lead of the
walking order.

The only exceptions to the above generation rules are the secret spots which
can be reached only through TownShip citizens.

The probability that a game spot will be made active is independent of the
fish spot calculation, and results is a random grass/forest square on screen
being made an active game spot (not necessarily within the current map
section).  This is done by choosing a random location for the game spot on
the overworld (in your vicinity) when you return from battle.  If that spot
can support game (i.e. it is not ocean, lake, mtns., etc..) then we have a
game spot.  Otherwise, no game spot appears on the map.  From this, we see
that in order to go hunting, it is a good idea to pick an area with a lot of
grassland/forest about you.  Contents of the game spot is INDEPENDENT of map
section, but it does seem to be dependent on the LV of the hero (only a few
species show up at very low level.  When you activate a game spot, you go to
Huntsvil.


After using a fish/game spot, you return to the overworld and the
activity of all spots is once again turned off, unless you returned from a
battle that was triggered in Huntsvil.  In this case, repeat the fish/game
spot generation algorithm.


        - - - - - - - - - - - - - Fishing - - - - - - - - - - - -

Only the hero can activate a fish spot, and then may only fish if he is
equipping a rod in one Etc. slot and a bait item in the other.  You must
also have a free slot in your inventory.  In a fish spot you might find some
of the following species:

Lure refers to the item of bait that can be used to grab the attention of a
particular species of fish.

Note: Although G8Bait is not listed, as a lure it will elicit an immediate
response from all species of fish.  It would be the ultimate lure, except
that Maniro cares only for Gold, and the Tsr.Box couldn't care less.


Name    Lures           How to recognize
----------------------------------------------------------------------------

Tiny, thin fish which swim quickly near the surface:
-----------------------------------------------------
Srdine  Worm            Light blue
Unagi   Worm            Lavender

Medium-sized and thin, they swim quickly and start at medium depth:
--------------------------------------------------------------------
Bait    Worm            Lavender
Makrl   Worm            Light blue

Medium-sized and wide, they move slowly and start at medium depth:
-------------------------------------------------------------------
Minnow  Urchin          Striped, bright orange
Tuna    Urchin          Striped, dull orange

Large fish which swim slowly near the seabed:
-----------------------------------------------
PileWm  Urchin          Gray
Snper   Urchin,Shrimp   Pink

Maniro  Gold            Fishman creature, swims very quickly directly
                        from the right to the left side of the screen at
                        medium depth

Tsr.Box Urchin          Treasure chest, sits immobile on the seabed


To fish, cast out an item of bait.  A casting either results in the line
getting away (you lose the bait), a catch (you drag something back to where
you are sitting, it is added to your inventory, and you lose the bait), or a
recall (you bring back the bait with nothing on the line by pressing 'B').
It is not possible to break the pole, only waste bait.

While nothing is on the line, you may also jerk back the bait with the 'A'
button.  This may be done ad infinitum.  This moves the bait back along a
straight line towards the tip of the pole.  If you hold 'A' for more than 1/2
a second, you stop pulling and you must pull again.   If you let the bait sit
on the seabed for more than about a second, the line gets away.

To get something on the line, you must either snag the intended object if it
is immobile, or grab its attention with the bait you're casting.  What the
condition is for grabbing the fish's attention is, I don't know.

When you get something on the line, you will see two HP meters, one for the
HP of your pole, and one for the object.  Your pole will always start at mHP
at the beginning of every tug of war, and the objects in the water all begin
with mHP when you enter the FishSpot, but HPs lost from previous reelings are
not replenished.  Neither meter decreases unless you pull, but the object
will generally move away from you if you don't pull, and if the object
reaches the seabed, you will lose your bait just as if you had nothing
on the line.

For each pull, your pole loses a random number of HP, as does the object,
Unless the object has 0 HP left.  The random number your pole loses is
reduced somewhat if the object has no HP left.  When your pole has 0 HP left,
the line snaps.  You can pull for a maximum of half a second before you must
pull again.  While you pull, the object on the line either moves towards you
or does not move, but cannot move away from you.  Because of this, you want
to reel in the item using the fewest number of pulls, which requires good
timing.  If you pull while the object is on the surface and the object is
mobile, there is a chance it may leap out of the water away from you (try to
avoid this).



        - - - - - - - - - - Location of Fish Spots - - - - - - - - - -

Following is a listing of all map sections where you can fish, and the
contents of each location.  There are 31 FishSpots that I know of.  To find
the exact spots where the fish are in a given map section, look for the
magenta spots on the overworld map picture I have drawn


Type name       contents
----------------------------------------------------------------------
Tiny            Srdine x8, Unagi x5
Mix             Srdine, Unagi, Minnow, Tuna, Bait, Makrl, PileWm
Bigmix          Makrl x2, Tuna x2, PileWm, Snper, Bait x2, Unagi x2
Full            Unagi x4, Srdine x4, Makrl x2, Snper, Tuna x2, Minnow

Bait            Bait x13
Sardine         Srdine x1
Snapper         Snper x1
Nothing         No fish


Map section                     assortment type / special contents
-----------------------------------------------------------------------------
I0  (Isle of Giants)            Bigmix          Tsr.Box(F)
D2  (SW of WildCat)             Full            Maniro(B)
G2  (N of Capitan)              Mix
J2  (NW of Windia)              Mix

N2  (W of Surfy's Hut)          Bigmix          Tsr.Box(C)
F3  (E of SimaFort)             Snapper
N3  (NE of Coursair)            Tiny            Maniro(A)
E4  (S of SimaFort)             Bait

F4  (W of SkyTower)             Snapper
H4  (NE of SkyTower)            Sardine         Tsr.Box(G)
C5  (W of Sea of Trees)         Full            Maniro(E)
F5  (NW of W.Cape)              Sardine         Maniro(C)

H5 (E of Showcave's south exit) Nothing         Tsr.Box(E)
K5  (Mt.Maori Island)           Bigmix
L6  (W of HomeTown)             Tiny
E7  (bridge to FogValy)         Full

H7  (W of Tunlan)               Full            Maniro(F)
L7  (N of TownShip)             Mix             Tsr.Box(A)
M7  (E of TownShip)             Bait            Tsr.Box(B)
F8  (NE of FarmTown)            Mix

G8  (SW of Tunlan)              Bait
H8  (NW of Guntz)               Snapper         Maniro(H)
H9  (SW of Guntz)               Tiny
J9  (SE of Guntz)               Bait

L9  (1st Island W of Highfort)  Bigmix          Tsr.Box(H)
O9  (SE of Highfort)            Sardine
E10 (SW of Cotlnd)              Tiny            Maniro(G)
O10 (NE of BlueRm)              Nothing

L11 (E of St.EvaCh Island)      Mix
N11 (W of ThvsTomd)             Bait            Maniro(D)
C12 (NW of Bando)               Full            Tsr.Box(D)

L7 (MacClean's secret FishSpot)  7xSnper, 6xPileWm
        (refer to TownShip section)



Tsr.Box contents (treasure chests)
--------------------------------------
A = IronBR
B = EmpireSD  (be sure to get this treasure BEFORE the demons escape from
        Gate; TownShip doesn't have enough space to land in this area)
C = JahAR
D = MoonDrop
E = LifeAR
F = LoveBR
G = Tolen
H = Tolen


Maniro's Goods (what Maniro will sell to you when you catch him)
------------------------------------------------------------------

Reachable as soon as you get to Coursair:
------------------------------------------------
A:SilverDR, IronML, KnightHT, SilkGL, IronSH


Reachable when you get to western continent:
----------------------------------------------
B:BusterSD, WiseRB, NationHT


Reachable by leapfrogging after WitchTwr:
------------------------------------------------------
C:Cond.Up, F.Spice, ShaveIce, Frizbee, Medicate, Firerock, KmikzeBL, Icechunk


Sea travel required:
----------------------------------
D:BrassST, ThundrRP, LopOffWP, MystryHT, SlashGL

E:FastShoe, HolfSF, HeroBT, KramerBR

F:Charm, IronBR, D.Earing, WiseHoop, GutsBT


Reachable by leapfrogging after SkyTower:
---------------------------------------------
G:BraveAR, SpiritRB, MedusaSH, ThndrGL


Flight required:
--------------------------
H:DamageSD, EmblemRP, WorthRG, SlicerDR





        - - - - - - - - - - - - - Hunting - - - - - - - - - - - -

There are 5 species of animal that live in Huntsvil: the bird, pig, deer,
Grizzly, and Beak.  All but the Beak leave behind an item when you kill them.
Not all of these species are immediately discoverable.  Your Hero must reach
a threshold level before each species begins to appear:

Immediate: Pig,Deer     LV 11: Bird     LV 15: Grizzly    LV 33: Beak

These thresholds have not been very accurately determined, since the
probability of finding a new species rises from zero gradually near the
threshold.  The one exception to this scheme is Azusa's secret hunting
grounds, which are always fully stocked with wildlife.

All party members can enter Huntsvil, but only Katt, Bow, Bleu, and the Iron
Man can hunt.  Their methods differ somewhat.  Katt swings her staff to hit
an animal in an adjacent spot.  Bow and the Iron Man can shoot up, down, left
or right.  Bow has a range of 4, and the Iron Man has a range of 5.  Bleu's
method leaves much to be desired however (unless you're hunting for
Charcoal).  Katt's range is a definite disadvantage, but once you get luck
and hit something, killing it is a snap - just keep swinging as fast as you
can.  To kill an animal, you need to hit it a certain number of times, which
is the same regardless of who is hunting (other than Bleu):

        Bird    1
        Pig     2
        Deer    2
        Beak    6
        Grizzly 8

Hunting is difficult because all animals except the Beak have at least a
speck of intelligence.  They will (understandably) try to run from you if you
get too close.  The Beak will charge at you.  The Grizzly also charge at
you, but only if you hit it - otherwise it will run.  If you touch the Beak
or the Grizzly, you will engage it in combat.  When an animal moves off the
edge of the screen in Huntsvil, it is gone forever (don't wait for it to come
back).

The bird does not immediately make an appearance, but if you slay an animal
there is a small chance it may fly onto the screen while the item from the
recently slain animal's remains still rest on the ground.  The bird may
appear more than once, but at most once for each animal you kill.  The
Beak, on the other hand, keeps coming back for more - regardless of what
you do (damn thing won't stay dead!).  If you kill it, another will enter
Huntsvil after a little while.  The Beak is also an annoyance in that it
will steal any items sitting on the ground by charging at them.

When an animal dies, it leaves behind an item.  This item will stick around
a little while, flicker, and then disappear.  The contents change depending
on how early you pick it up:

           Right away   ...     ...     Flickering      (Gone)
-----------------------------------------------------------------------
Pig             Roast   Meat    Liver   Beef

Deer            Roast   Meat    Tendon  Beef

Grizzly         SprRib  Roast   Liver   Beef

bird            Egg     Chkn    Tendon  Beef

If you try picking an item up and see that you don't want it yet, just refuse
to pick it up, and try again a short while later.







  -=-=-======================-  Spoils of War  -=======================-=-=-

Each enemy type has treasure class and a treasure set associated with it.
Treasure class is a number in (0..7) which sets the probability that the
enemy will carry treasure.  The treasure set is the possible set of treasures
that the enemy can carry.  A set consists of a common and a rare item.
Sometimes, the rare item is the same as the common one.  For example,
Biruburu has the following treasure set and class:

3:(Herb,HelpBL)

This means that Biruburu is class 3, usually awards an Herb, and on rare
occasions will award a HelpBL.  As listed below, class 3 implies that there
is a 3/128 chance of winning the common item, and a 1/128 chance of getting the
rare item.

There are about 200 unique enemy types in BoF2, but there are only 64
distinct treasure sets.  Many enemies award the (Herb,HelpBL) set, but most
sets are much less common and are carried by one a particular enemy type.
For example, only N.Rider has the (MedusaSH,NoTwinRP) set, and this is the
only known way you can obtain the NoTwinRP item (the MedusaSH ain't bad
either, but you can _buy_ that).

The exact mechanics of treasure awards are as follows:
--------------------------------------------

Before a battle, for each enemy:

Make a roll (0..255).  Check to see If that roll is less than the enemy's
treasure threshold.  Every enemy has a treasure class:

Class   Threshold
0       1
1       2
2       4
3       8
4       16
5       32
6       64
7       255

If the roll is also 0 mod 4, then the enemy has a rare treasure.  Otherwise,
the treasure is common.  This means that for each treasure class, we have the
following probabilities:

Class   P(treasure)     P(common)       P(rare)
---------------------------------------------------------
0       1/256           0               1/256
1       1/128           1/256           1/256
2       1/64            3/256           1/256
3       1/32            3/128           1/128
4       1/16            3/64            1/64
5       1/8             3/32            1/32
6       1/4             3/16            1/16
7       255/256         191/256         1/4

During the battle, every time you kill an enemy, we check to see if that
enemy had treasure.  If so, the treasure for the battle is set to what that
enemy had, regardless of what the treasure for the battle had been
previously.  If two enemies have treasure (very unlikely), only the last one
with treasure to die will count for the battle.

What does this mean to you?  If you're looking to win a specific treasure:

1) Fight the enemy with the highest treasure class that awards that item, and
        fight an enemy which awards that item as a common treasure, if
        possible.  In practice, most enemies are class 2 or 3, with 6 being
        the highest - A.Sludge awards a treasure once in every 4 battles.
        I think class 7 was defined in the code only for internal testing
        purposes.

2) Use Sten's Djinni transform to 'Sweh' until you find the enemy you're
	looking for.

3) It's always possible to win a rare treasure from an enemy, just incredibly
        unlikely.  If you're looking for a treasure which is only available
        as a rare, it's the same to you whether the enemy's class is 0, 1,
        or 2.  Dig in - it's going to be awhile.

4) You can win at most one treasure per battle.  Enemies which run away don't
        count, so kill the sought after enemies right away if you think
        they're going to run.  If you run away, you don't get anything.
        This much is obvious just from playing BoF2.

5) You're more likely to win a treasure when you fight multiple instances of
        the enemy, since the roll for each enemy is made independently of
        the others.  So, look for battles where there are many enemies of
        the type you're looking for.  A battle with 2 or 3 of that enemy
        means you're roughly 2 or 3 times more likely to win treasure.  The
        probability is slightly less than directly proportional, because a
        rare treasure may be overwritten with a common one from that same
        enemy type, but if you work it out, it's always still to your
        advantage to fight the bigger groups.

6) Always kill the enemies of the type you're looking for last, to avoid the
        possible overwriting of the desired treasure with something else from
        a different enemy type.


            - - - - - - - - - - Treasure Sets - - - - - - - - - -

As mentioned above, there are only 64 distinct treasure sets among all the
enemies in BoF2.  One of these is empty.  The remaining 63 are:

Item set        Enemies awarded by
------------------------------------------------
(Herb)
        Numerous enemies...

(Antdt)
        Numerous enemies...

(Herb,HelpBL)
        Numerous enemies...

(CureAl)
        Eaterman, Meedid, Tri.eye, Venusfly, Basilisk, Warrior, Goldfly

(LifePl)
        M.Mummy(1), Archer, Stamen, W.Bear, D.Spider, Zombie, Algernon

(Stamina)
        Cuttlecb, H.Crab, Fatty, Baba(1)

(LuckCndy)
        Seenates(1), Ryusight

(PwrFood)
        D.Fly, Pepshun

(Dinker,MisoSoup)
        Pima, Gallop, Hemoglod

(EarthAR,LoveBR)
        Cancer, E.Dragon, Conch

(Shaker)
        Catfish, G.Shaker

(LopOffWP,ElmoreSD)
        Aruhamel

(IceChunk)
        Needle, Headhutr

(Charm,ShinyBR)
        Banbhand, Gargoyle, Chorking

(LoveBR,LifeBR)
        P.Dragon

(GutsBT,HeroBT)
        Atlas, Villagrs

(MoonDrop)
        Dinabehm, Maindstr, Kiyhood, Ganet

(WFruit,WiseBL)
        Poltrgst, Arachnod, Cotris, Paladin

(StoneAR,HeroAR)
        M.Golem, Dadelous

(GutsBT)
        Docaden

(DreamBR)
        Soulflik, Necroman

(D.Earing,WorthRG)
        Humus, Munmar

(SkullBR)
        Pharaoh, Ralooba

(CloakKN,LopOffWP)
        C.Bear

(FireRock,BraveAR)
        G.Idol

(Frizbee)
        Dinafung

(IronSH,StarSH)
        C.Kameo, Cyclops

(SkullBR,CrsntSD)
        Lyverma

(MystryHT)
        Aruban, Footman(2)

(SteelAR)
        Corpse

(Herb,SilverDR)
        Trikster

(CharmSH,SilverAR)
        Beetle, M.C.Tusk

(Biscuit,SlicerDR)
        Rapider, Assasin

(MeowST)
        Carm

(Medicate,FireRG)
        Fastman, Monoped

(DemonDR,ElmoreSD)
        Kimaira, D.Spirit, Sheef, Skeleton

(MedusaSH,NoTwinRP)
        N.Rider

(Extract,TigerSD)
        Barucuda

(WiseBL,LopOffWP)
        Jacky

(SacredSH,ArmyGL)
        K.Sludge, Barubary

(IceChunk,FrozenAR)
        Amonica

(Bandana)
        Roadslug, R.Slug

(AmberRG,SacredSH)
        Ifeleet(1)

(PwrFood,MamothCL)
        Bighand, Mamot

(GuardSH,NinjaML)
        Dragoon

(BronzeSD,JahAR)
        Kimoto

(SilverHT,WisdomRB)
        Magicmas, Babaruku

(StoneAR,EarthAR)
        S.Golem(1), S.Idol, Ganga

(Stamina,ArmyGL)
        G.Rider, Racegude

(KmikzeBL,DemonDR)
        Amom

(IronML,SlashGL)
        G.Lizard, Kuwadora

(Gold)
        Devilkid, Mimic, P.Eater, K.Goblin

(ArmyGL,9-TailWP)
        Zodiac

(BreathAR,BlndedAR)
        Darious

(ThornWP,GlassDR)
        M.Knight, B.Ogre, Titong

(WhiteSH,SilverAR)
        D.Brnger

(HolySH)
        Hellion, Anubus

(LifePl,ElemntAR)
        E.Sludge

(BronzeHT,IronSH)
        Ogre, R.Guard, Footman(1)

(WizardRG,FireRG)
        Sireen, Nimufu

(SokletAR,CrmsnCL)
        D.Crsdr, DPaladin, Soldier

(Extract,Van.Ext)
        Stinger, Trout, Crodworm, Sniphead, Gonghead(2), A.Sludge, J.Worm

(Charm)
        Stooly, S.Goblin










  -=-=-======================-  Know Your Enemy  -=======================-=-

This section is a complete listing of all the enemies in BoF2, including
their stats, actions they use, prizes for defeating them, and where to find
them.  A few enemies listed here remain to be found anywhere - I only know
about them through examination of BoF2's source code.


The enemy stats which I have been able to measure are:

HP - maximum Hit Points of the enemy.  All enemies start out with a full
        hit point bar, and may not have more HP than their mHP (just like
        party members).  These values are exact.

AP - maximum Ability Points.  For all enemies which can cast spells, mAP
        tells how much AP they start out with (works the same way as with
        party members).  Being low on AP does not prevent the enemy from
        attempting to cast a spell (sometimes they try to cast spell which
        costs more than their mAP - several times!  These enemies give new
        meaning to the term artificial intelligence)  These mAP values are
        exact.

Ms  - Magic susceptibility.  Actually this is a derived stat, calculated from
        the enemies Wis stat as 4-[Wis/32], but I can measure Ms directly,
        whereas I can't measure Wis directly.  Anyway, Ms gives an
        approximate measure of the enemy's Wis stat (+/-16 points).  The
        lower Ms is, the less damage the enemy takes from spells (refer to
        the spell damage algorithm), and the higher the probability that
        spells cast on the enemy will fail if they _can_ fail.  Most Ms -3
        enemies are completely immune to a lot of useful spells, such as
        Death, Drain, and Def.Down.  Ms is also an approximate measure that
        spells cast by the enemy will succeed.  (Death cast by an enemy of Ms
        -3 always succeeds, unless the target is immune to death).  These
        values are exact.

Atk  - Attack rating.  This can range from (0..511) and works slightly
        differently than it does for your allies, but the gist is the same.
        (TODO).  These values are exact.

Def  - Defense rating.  This can range from (0..511) and works exactly the
        same way as it does for party members (as it pertains to attacks FROM
        party members, anyway).  Refer to the algorithm for damage from
        attacks by party members for more details.  The values are exact.

Type - Enemy type.  This determines the elemental multipliers which apply
        to the enemy:

        Spirit          2x damage from holy attacks, 1/2 damage from all
                        other attacks which aren't undefendable

        Aquatic         2x damage from thunder, 1/2 damage from fire

        Icy             2x damage from fire, 1/2 damage from ice

        Undead          2x damage from holy and fire

        Flying          2x damage from vacuum

        Fiery           2x damage from ice, 1/2 damage from fire

        Refer to the 'Damage Algorithms' section for more details

Agi - Agility rating of the enemy, from (0..511).  Determines the order in
        which combatants will take action is a round of combat.  Refer to the
        'Stats' section for more details.  These values are exact.

Luck - Luck rating of the enemy, from (0..255).  Used for various probability
        functions, such as the chance of making a 'Slammed' attack.
        These values are exact.

Actions - A listing of the actions which the enemy can do, plus the
        conditions which must be met for the action to be used, if there are
        any.  All enemies have the option to attack unless otherwise noted.
        The effects of these actions is described in the 'Spells' and
        'Actions' section.  If the enemy only attacks and uses Defense, I
        write '...' here.  There exists a very small chance that these lists
        are not complete yet.

XP - The experience point award for defeating that enemy.  You do not win
        this is if the enemy runs away.  The exact amount won by a party
        member is slightly different and is dependent on the relation between
        the Hero's level and the party member's level.  Refer to the
        'Experience and Levels' section for more details.  These values are
        exact.

Z - The number of coins won from defeating that enemy in battle.  Unlike
        experience points, there is nothing strange in how this is handled:
        the amount added to the party's gold supply is just the sum of the
        coin values of the enemies defeated.  These values are exact.

Location - Where you can fight this monster.  Locations on the overworld map
        are all listed together by map section codes as 'Outside:...'.  These
        map section codes are defined in the 'Mapping' section, but I will
        repeat them here for convenience:

                H  Hometown Area
                c  Coursair Area
                x  on the Path to Windia
                n  Northwest

                w  Windia
                N  North
                S  Simafort Area
                R  Rivers south of Simafort

                V  Valley east of Windia Bridge
                F  Far northwestern Peninsula
                t  Tunlan island
                M  Mt.Maori island

                T  Sea of Trees
                Z  Guntz island
                d  Highfort Desert
                D  Great Desert

                I  Tropical Islands
                f  Farmland Area
                B  path to Bando
                E  Final Areas

                r  N.Rider Island
                G  Isle of Giants

        All other locations are by place name as shown on the main command
        screen.  I put a star before the location name if the battle is 'to
        the death', and one which can only be fought a finitely predetermined
        number of times (as with bosses).  A caret refers to a battle to the
        death which you can fight as many times as you wish (Huntsvil, for
        example).  The special location 'Demo' means that you see the enemy
        in the Demo sequence which runs automatically from the title screen
        if you just let the game sit for a while.

Full Immunity - A property which makes the enemy immune to most spell damage.
        Refer to the 'Damage Algorithms' section for more details.

Item  - The explanation of this is a section unto itself.  Refer to the
        'Spoils of War' section above.  The format of this field is
        treasure class:(Common,Rare).








The standard presentation format of this data for each enemy is:

-----------------------------------------------------------------------------
[.Name.] {type}         [HP]    [atk]   [Agi]           [Z]     [XP]
                        {AP}    [def]   [ms]            [items...]
                                        [luck]
                        {full immunity}

  [Actions...]
  [Locations...]

-----------------------------------------------------------------------------

Example:

-----------------------------------------------------------------------------
Devilkid (fiery)        HP 32   Att 38  Agi 29          XP 6    Z 20
                        AP 20   Def 22  Ms 0            2:(Gold)
                                        Luck 8
                        full immunity

        ...
        Outside:cnF

-----------------------------------------------------------------------------

(Devilkid is an fiery type enemy: takes 2x damage from ice and 1/2 damage
from fire, but has full immunity, so most spells will deal 0 damage to it.
Devilkid can only attack, and has 22 mHP, 29 Agil, and 22 Def.  This enemy
occasionally gives up Gold when defeated.  You find it outside in the
Coursair area, northwest, and far northwest peninsula.)




-----------------------------------------------------------------------------
A.Sludge                HP 900  Atk 270  Agi 190        XP 3000  Z 950
                        AP 100  Def 55   Ms +4          6:(Extract,Van.Ext)
                                         Luck 40

        8.0
        Outside:G

-----------------------------------------------------------------------------
Algernon                HP 1549  Atk 115  Agi 51        XP 1980  Z 1200
                                 Def 51   Ms 0          4:(LifePl)
                                          Luck 30

        ColdBrth(24)
        *OwlWoods       (The award listed here is for defeating Algernon,
                        Suiky, and Danielle.  This battle is unique in that
                        it is the only one in which the opposition may be
                        revived.  Defeating an enemy more than once adds
                        nothing to your award.)

        (While Algernon lives, if either Suiky or Danielle dies, make a
        random roll to see if that character can be revived to mHP.  Also
        make a roll after every action by the opposition to first see if
        either can be revived, then determine randomly whether it will be
        Suiky or Danielle.  If the intended target still lives, this roll is
        wasted.  Also make such a roll after all combatants have taken
        actions for each round.)

-----------------------------------------------------------------------------
Amom                    HP 531  Atk 281  Agi 132        XP 2322  Z 897
                        AP 172  Def 138  Ms -2          2:(KmikzeBL,DemonDR)
                                         Luck 45

        Eggbetr, Typhoon
        Infinity

-----------------------------------------------------------------------------
Amonica                 HP 110  Atk 151  Agi 43         XP 194  Z 147
                        AP 14   Def 125  Ms +4          2:(IceChunk,FrozenAR)
                                         Luck 33
                        full immunity

        Freeze
        SkyTower

-----------------------------------------------------------------------------
Anubus (undead)         HP 137  Atk 186  Agi 138        XP 555  Z 279
                        AP 34   Def 63   Ms +1          1:(HolySH)
                                         Luck 36

        RotBrth, Freeze
        ThvsTomd

-----------------------------------------------------------------------------
Arachnod (icy)          HP 81   Atk 73  Agi 54          XP 56   Z 32
                        AP 10   Def 35  Ms +4           2:(WFruit,WiseBL)
                                        Luck 16

        Psn.Brth
        SimaFort

-----------------------------------------------------------------------------
Archer                  HP 300  Atk 250  Agi 130        XP 300  Z 100
                                Def 130  Ms -1          1:(LifePl)
                                         Luck 40

        Eggbetr
        *St.EvaCh

-----------------------------------------------------------------------------
Aruban (icy)            HP 119  Atk 99  Agi 63          XP 117  Z 88
                        AP 10   Def 55  Ms -2           1:(MystryHT)
                                        Luck 25

        Eggbetr, Hush
        UpaCave, FogValy, Namanda, SkyCave

-----------------------------------------------------------------------------
Aruhamel                HP 1600  Atk 175  Agi 100       XP 3200  Z 1000
                        AP 1000  Def 75   Ms -3         2:(LopOffWP,ElmoreSD)
                                          Luck 80

        (amnesia), Cure 2, SwtBrth, Psn.Brth
        *Memory

-----------------------------------------------------------------------------
Assasin                 HP 152  Atk 207  Agi 100        XP 794  Z 415
                        AP 30   Def 88   Ms -1          2:(Biscuit,SlicerDR)
                                         Luck 39

        Def-Down
        St.EvaCh

-----------------------------------------------------------------------------
Atlas                   HP 189  Atk 134  Agi 67         XP 260  Z 96
                        AP 20   Def 55   Ms +4          2:(GutsBT,HeroBT)
                                         Luck 35

        Def-UpX, Miss
        Mt.Maori

-----------------------------------------------------------------------------
Augus                   HP 680  Atk 43  Agi 12          XP 150  Z 300
                        AP 16   Def 18  Ms -1           0:(Herb)
                                        Luck 28

        (save strength), Cure 1
        *Coliseum
                                (Augus takes 2 actions each turn.)

-----------------------------------------------------------------------------
B.Ogre (fiery)          HP 342  Atk 187  Agi 87         XP 483  Z 224
                        AP 10   Def 30   Ms -1          2:(ThornWP,GlassDR)
                                         Luck 35

        CtrAttck, FireBrth(40)
        FogValy

-----------------------------------------------------------------------------
B.Roach                 HP 165  Atk 78  Agi 62          XP 60   Z 33
                        AP 20   Def 44  Ms +4           4:(Herb,HelpBL)
                                        Luck 20

        ...
        ^SimaFort

-----------------------------------------------------------------------------
Baba(1)                 HP 169  Atk 39  Agi 20          XP 150  Z 100
                                Def 20  Ms +2           5:(Stamina)
                                        Luck 21

        CtrAttck
        *TagWoods

-----------------------------------------------------------------------------
Baba(2)                 HP 96   Atk 88  Agi 28          XP 20   Z 20
                                Def 82  Ms +4           0:(Herb)
                                        Luck 12

        ...
        Demo    (Katt fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------
Babaruku                HP 2500  Atk 300  Agi 100       XP 3800  Z 5000
                        AP 256   Def 131  Ms -3         5:(SilverHT,WisdomRB)
                                          Luck 42

        Drain, Bolt-X, Def-Down, Missile, Hush, Fireball, Hail, Pwr.Down,
          Ag-Down
        *Gate

-----------------------------------------------------------------------------
Banbhand (icy)          HP 154  Atk 115  Agi 77         XP 181  Z 106
                        AP 25   Def 50   Ms -2          2:(Charm,ShinyBR)
                                         Luck 30

        Zombie, Psn.Atck, Cure 2
        Outside:M, Namanda      (Cure 2 is used if an ally has lost at least
                                [mHP/4] HP.)

-----------------------------------------------------------------------------
Barubary                HP 5000  Atk 380  Agi 90        XP 4000  Z 5000
                        AP 65535 Def 140  Ms -1         4:(SacredSH,ArmyGL)
                                          Luck 80

        CtrAttck, attack all, ColdBrth(88), FireBrth(88), Bolt X
        *ShowCave, *Infinity

                (Explaining Barubary is a bit complicated.)

                (The first time you fight, you are expected to lose.)

                (The second time, the battle ends automatically when
                Barubary takes more that 1250 points of damage.)

                (Barubary heals himself between the second and third times
                if you choose not to fight him alone the third time.
                Otherwise, he does not heal.)

                (Barubary's attack power increases(?) when rHP drops
                below 1000.)

-----------------------------------------------------------------------------
Barucuda (flying)       HP 153  Atk 153  Agi 134        XP 392  Z 306
                        AP 14   Def 44   Ms +1          2:(Extract,TigerSD)
                                         Luck 28

        Eggbetr, Typhoon
        Namanda, SkyCave

-----------------------------------------------------------------------------
Basilisk                HP 170  Atk 111  Agi 83         XP 262  Z 84
                        AP 12   Def 59   Ms +2          1:(CureAl)
                                         Luck 25

        Eggbetr, Def-Down
        Outside:Td

-----------------------------------------------------------------------------
Beak(1)                 HP 50   Atk 22  Agi 15          XP 5    Z 5
                        AP 10   Def 40  Ms +2           0:(Herb)
                                        Luck 1

        ...
        *Gate (This enemy is fought in the prologue - you can't kill this
        creature - any damage you do to it beyond 50HP is reduced to 0.
        Any damage it does to you is curbed down so that you
        always have at least 1 HP left.  This enemy dies automatically when
        you begin to stoop.)

-----------------------------------------------------------------------------
Beak(2)                 HP 20   Atk 22  Agi 10          XP 4    Z 4
                                Def 20  Ms +4           0:(Herb)
                                        Luck 2

        ...
        ^Huntsvil

-----------------------------------------------------------------------------
Beetle                  HP 102  Att 90  Agi 56          XP 10   Z 192
                                Def 73  Ms +4           2:(CharmSH,SilverAR)
                                        Luck 22

        BuildUp
        Outside:t

-----------------------------------------------------------------------------
BigHand (icy)           HP 953  Att 291  Agi 111        XP 2650  Z 424
                        AP 30   Def 152  Ms +2          1:(PwrFood,MamothCL)
                                         Luck 46

        Eggbetr, Def-Down
        Infinity

-----------------------------------------------------------------------------
Biruburu                HP 34   Att 37  Agi 23          XP 9    Z 5
                                Def 23  Ms +4           3:(Herb,HelpBL)
                                        Luck 5

        CtrAttck
        Outside:c

-----------------------------------------------------------------------------
Bloodskr (icy)          HP 38   Atk 39  Agi 30          XP 12   Z 8
                        AP 10   Def 23  Ms +4           2:(Herb,HelpBL)
                                        Luck 8

        Sap
        Outside:V, Mt.Rocko

-----------------------------------------------------------------------------
Bouncer                 HP 250  Atk 72  Agi 39          XP 50   Z 40
                                Def 40  Ms +1           -
                                        Luck 28

        ...
        ^WildCat        (If you leave WildCat and revisit, you may fight
                        this enemy again)

-----------------------------------------------------------------------------
Bugbear                 HP 38   Atk 38  Agi 27          XP 12   Z 10
                                Def 22  Ms +4           1:(Antdt)
                                        Luck 16

        Miss
        Outside:V, TagWoods

-----------------------------------------------------------------------------
Bush                    HP 500  Atk 1   Agi 255         XP 200  Z 0
                        AP 255  Def 10  Ms +4           0:(Herb)
                                        Luck 5

          --
        *FarmTown       (This enemy does not take any actions, and takes
                        only 33% damage from normal spell damage.  (33% =
                        84/256).)

-----------------------------------------------------------------------------
C.Bear                  HP 253  Atk 115  Agi 78         XP 203  Z 128
                        AP 6    Def 60   Ms +4          2:(CloakKN,LopOffWP)
                                         Luck 28

        Atk-Up
        Outside:T

-----------------------------------------------------------------------------
C.Kameo (aquatic)       HP 219  Atk 246  Agi 70         XP 776   Z 205
                        AP 30   Def 164  Ms 0           2:(IronSH,StarSH)
                                         Luck 39

        ???
        ???     (The source code indicates that this enemy exists, but I
                haven't ever found one.  Have you? - it would look like the
                Conch enemy if it existed.)

-----------------------------------------------------------------------------
C.Sludge                HP 7    Atk 4    Agi 300        XP 1502  Z 51
                        AP 10   Def 500  Ms -1          2:(LifePl,ElemntAR)
                                         Luck 21

        Runaway
        Outside:FMZdt, W.Tunnel, Highfort, Dream, Namanda

-----------------------------------------------------------------------------
Cancer (fiery)          HP 186  Atk 219  Agi 81         XP 595  Z 193
                        AP 50   Def 132  Ms +4          1:(EarthAR,LoveBR)
                                         Luck 36

        Freeze
        Outside:D, JackDoor

-----------------------------------------------------------------------------
Carm (spirit)           HP 190  Atk 254  Agi 139        XP 1260  Z 590
                        AP 175  Def 133  Ms -1          2:(MeowST)
                                         Luck 44

        Freeze, Hail
        Infinity

-----------------------------------------------------------------------------
Catfish (aquatic)       HP 105  Att 62   Agi 51         XP 102  Z 54
                        AP 12   Def 30   Ms +2          1:(Shaker)
                                         Luck 24

        Def-Up
        Outside:SR

-----------------------------------------------------------------------------
Chairman                HP 1000  Atk 20  Agi 200        XP 200  Z 9
                                 Def 1   Ms -1          0:(Herb)
                                         Luck 5

        ???
        ???     (The source code indicates that this enemy exists, but I
                haven't ever found one.  Have you? - I'm not sure exactly
                what this enemy would look like if it existed.)

-----------------------------------------------------------------------------
Chiroru                 HP 60   Atk 58  Agi 55          XP 40   Z 40
                                Def 38  Ms 1            0:(Herb)
                                        Luck 5

        ...
        *DryWell        (This battle ends when either the Chiroru or Villagrs
                        dies.)

-----------------------------------------------------------------------------
Chorking (flying)       HP 25   Atk 265  Agi 500        XP 3200  Z 1613
                        AP 10   Def 500  Ms -3          3:(Charm,ShinyBR)
                                         Luck 40

        Psn.Brth, RotBrth
        Outside:G

-----------------------------------------------------------------------------
Conch (aquatic)         HP 284  Atk 265  Agi 73         XP 1350  Z 316
                        AP 50   Def 195  Ms -1          1:(EarthAR,LoveBR)
                                         Luck 44
                        full immunity

        Pwr.Down
        Infinity

-----------------------------------------------------------------------------
Corpse (undead)         HP 25   Atk 25  Agi 14          XP 5    Z 7
                                Def 15  Ms +4           1:(SteelAR)
                                        Luck 4

        Miss
        Mt.Fubi

-----------------------------------------------------------------------------
Cotris (icy)            HP 234  Atk 203  Agi 95         XP 570  Z 223
                        AP 42   Def 89   Ms +1          2:(WFruit,WiseBL)
                                         Luck 37

        CtrAttck, Hush
        Outside:ZB

-----------------------------------------------------------------------------
Creon                   HP 280  Atk 58  Agi 33          XP 60   Z 50
                                Def 34  Ms +2           0:(Herb)
                                        Luck 12

        Eggbetr
        *DryWell

-----------------------------------------------------------------------------
Crodworm (icy)          HP 151  Att 164 Agi 81          XP 715  Z 208
                        AP 35   Def 66  Ms +1           1:(Extract,Van.Ext)
                                        Luck 34

        Tornado, Typhoon
        Outside:f, SkyTower, SkyCave

-----------------------------------------------------------------------------
Cuttlecb (icy)          HP 74   Att 86   Agi 47         XP 93   Z 30
                        AP 12   Def 45   Ms +2          1:(Stamina)
                                         Luck 26

        Def-Up
        W.Tunnel

-----------------------------------------------------------------------------
Cyclops                 HP 950  Atk 280  Agi 63         XP 2880  Z 100
                        AP 50   Def 130  Ms +3          2:(IronSH,StarSH)
                                         Luck 48

        Atk-Up
        Outside:Er, ForValy, Infinity

-----------------------------------------------------------------------------
D.Brnger (undead)       HP 207  Att 110  Agi 62         XP 353  Z 135
                        AP 12   Def 70   Ms +1          2:(WhiteSH,SilverAR)
                                         Luck 35

        Death
        Outside:r, Highfort, Dream

-----------------------------------------------------------------------------
D.Crsdr                 HP 264  Atk 213  Agi 77         XP 762  Z 512
                        AP 50   Def 124  Ms 0           1:(SokletAR,CrmsnCL)
                                         Luck 39

        Def-UpX, Cure 4, Shield
        St.EvaCh        (Cure 4 is used if an ally has lost at least [mHP/4]
                        HP)

-----------------------------------------------------------------------------
D.Fly (flying)          HP 65   Atk 42  Agi 44          XP 20   Z 14
                        AP 10   Def 26  Ms +2           1:(PwrFood)
                                        Luck 12

        ...
        Outside:xnwF

-----------------------------------------------------------------------------
D.Spider (undead)       HP 186  Atk 211  Agi 84         XP 451  Z 187
                        AP 21   Def 93   Ms +2          2:(LifePl)
                                         Luck 37

        Runaway
        Bando, ThvsTomd

-----------------------------------------------------------------------------
D.Spirit (spirit)       HP 164  Atk 214  Agi 89         XP 625  Z 312
                        AP 10   Def 83   Ms -3          1:(DemonDR,ElmoreSD)
                                         Luck 38

        Sap, Drain
        Bando

-----------------------------------------------------------------------------
Dadelous                HP 513  Atk 350  Agi 1          XP 2024  Z 700
                        AP 26   Def 158  Ms -3          2:(StoneAR,HeroAR)
                                         Luck 48

        Atk-Up
        Infinity

-----------------------------------------------------------------------------
Danielle                HP 100   Atk 100  Agi 200       see Algernon
                        AP 65535 Def 5    Ms +3         0:(Herb)
                                          Luck 9

        Cure 2
        *OwlWoods

-----------------------------------------------------------------------------
Darious (aquatic)       HP 254  Atk 181  Agi 87         XP 772  Z 210
                        AP 15   Def 73   Ms +4          2:(BreathAR,BlndedAR)
                                         Luck 34

        BuildUp
        SkyTower

-----------------------------------------------------------------------------
Deathevn                HP 10000  Atk 400  Agi 138      XP 0    Z 0
                        AP 1000   Def 140  Ms -2        0:(Herb)
                                           Luck 80

        Explode/ColdBrth(88), Death, (disappear), (god's power), BoneLzr
        *Infinity

        The first time you fight this battle, the enemy does nothing but
        Explode.  The first battle doesn't end until you cast Anfini.
        Explode is not used thereafter.

        (god's power is used only if Deathevn's rHP != mHP, and BoneLzr may
        only be used if rHP < 4000.  At the start of this battle, all party
        members get the benefit of rest, formation is set to Normal, and
        the Hero is moved to the lead position, if necessary.)

-----------------------------------------------------------------------------
Dethpede                HP 136  Att 55  Agi 37          XP 26   Z 16
                        AP 10   Def 30  Ms +4           3:(Antdt)
                                        Luck 11

        Psn.Brth
        Outside:wN

-----------------------------------------------------------------------------
Devilkid (fiery)        HP 32   Att 38  Agi 29          XP 6    Z 20
                        AP 20   Def 22  Ms 0            2:(Gold)
                                        Luck 8
                        full immunity

        ...
        Outside:cnF

-----------------------------------------------------------------------------
Dinabehm                HP 299  Atk 200  Agi 86         XP 1270  Z 220
                        AP 30   Def 78   Ms 0           1:(MoonDrop)
                                         Luck 36

        S.Boom
        Outside:I, JackDoor

-----------------------------------------------------------------------------
DinaFung                HP 289  Att 76  Agi 72          XP 284  Z 76
                        AP 6    Def 44  Ms +2           2:(Frizbee)
                                        Luck 23

        Thunder
        Outside:tdZ

-----------------------------------------------------------------------------
Dir.HR                  HP 160  Atk 42  Agi 255         XP 169  Z 1
                        AP 20   Def 10  Ms +4           0:(Herb)
                                        Luck 18

        ...
        *Coliseum

-----------------------------------------------------------------------------
Docaden (icy)           HP 31   Atk 40  Agi 6           XP 9    Z 8
                        AP 5    Def 28  Ms +4           2:(GutsBL)
                                        Luck 9

        Spark
        TagWoods

-----------------------------------------------------------------------------
DPaladin                HP 309  Atk 266  Agi 83         XP 1414  Z 642
                        AP 36   Def 144  Ms 0           2:(SokletAR,CrmsnCL)
                                         Luck 44

        Cure 4, Hush
        Infinity
                        (If there is an ally who has lost more than
                        [mHP/4] HP, Cure 4 is used on that ally.)

-----------------------------------------------------------------------------
Dragoon (fiery)         HP 234  Atk 245  Agi 109        XP 1260  Z 685
                        AP 15   Def 119  Ms +1          2:(GuardSH,NinjaML)
                                         Luck 43

        FireBrth(40)
        Infinity

-----------------------------------------------------------------------------
E.Dragon (flying)       HP 680  Atk 321  Agi 99         XP 3920  Z 685
                        AP 100  Def 138  Ms -2          2:(EarthAR,LoveBR)
                                         Luck 45

        Eggbetr, FireBrth(40), Curse
        Infinity

-----------------------------------------------------------------------------
E.Sludge                HP 13   Att 21  Agi 8           XP 1    Z 2
                                Def 13  Ms +4           2:(Herb)
                                        Luck 1
        ...
        Outside:HF, Dream, Infinity

-----------------------------------------------------------------------------
Eaterman (icy)          HP 32   Atk 36  Agi 28          XP 7    Z 6
                        AP 10   Def 21  Ms +2           1:(CureAl)
                                        Luck 6

        SwtBrth
        Outside:cV, TagWoods

-----------------------------------------------------------------------------
Fastman                 HP 145  Att 1   Agi 80          XP 65   Z 3
                        AP 12   Def 33  Ms +4           2:(Medicate,FireRG)
                                        Luck 1

        S.Boom, Fireball, Bolt X, Hail
        W.Tunnel, Highfort      (This enemy has a lot a high powered spells,
                                but can't use most of them.)

-----------------------------------------------------------------------------
Fatty                   HP 492  Atk 130  Agi 92         XP 1600  Z 0
                        AP 30   Def 0    Ms -3          3:(Stamina)
                                         Luck 33

        Runaway
        (queen)

-----------------------------------------------------------------------------
Footman(1)              HP 100  Atk 30  Agi 16          XP 50   Z 100
                                Def 10  Ms +1           2:(BronzeHT,IronSH)
                                        Luck 22

        CtrAttck
        Trout

-----------------------------------------------------------------------------
Footman(2)              HP 954  Atk 220  Agi 92         XP 1500  Z 600
                        AP 164  Def 135  Ms 0           3:(MystryHT)
                                         Luck 35

        Cure 2, Hush
        *Bando          (Cure 2 is used if at least [mHP/4] HP has been lost)

-----------------------------------------------------------------------------
G.Idol (fiery)          HP 369  Atk 269  Agi 1          XP 1220  Z 480
                        AP 43   Def 126  Ms -3          2:(FireRock,BraveAR)
                                         Luck 38

        BuildUp, Fireball
        Outside:IDE

-----------------------------------------------------------------------------
G.Lizard                HP 118  Atk 96  Agi 63          XP 112  Z 83
                        AP 12   Def 45  Ms +4           2:(IronML,SlashGL)
                                        Luck 23

        Atk-Up
        Outside:tdZ, W.Tunnel, Highfort

-----------------------------------------------------------------------------
G.Rider (undead)        HP 325  Atk 220  Agi 102        XP 1650  Z 515
                        AP 12   Def 118  Ms 0           2:(Stamina,ArmyGL)
                                         Luck 41

        Death
        Infinity

-----------------------------------------------------------------------------
G.Roach (icy)           HP 1990  Atk 80  Agi 49         XP 500  Z 0
                                 Def 12  Ms -2          1:(Herb)
                                         Luck 25

        ...
        *SimaFort

-----------------------------------------------------------------------------
G.Shaker (icy)          HP 209  Atk 95  Agi 50          XP 321  Z 63
                        AP 15   Def 45  Ms +4           1:(Shaker)
                                        Luck 24

        8.0
        W.Tunnel

-----------------------------------------------------------------------------
Gallop                  HP 202  Atk 178  Agi 170        XP 398  Z 138
                        AP 32   Def 64   Ms +2          2:(Dinker,Misosoup)
                                         Luck 34

        ColdBrth(40), FireBrth(40)
        Outside:f

-----------------------------------------------------------------------------
Ganet                   HP 5    Atk 1    Agi 511        XP 500  Z 2
                        AP 50   Def 511  Ms -3          0:(MoonDrop)

                        full immunity

        Cure 2, Atk-Up, Hush
        Outside:ZB, Infinity

-----------------------------------------------------------------------------
Ganga                   HP 258  Atk 154  Agi 1          XP 500  Z 120
                        AP 15   Def 80   Ms +4          2:(StoneAR,EarthAR)
                                         Luck 28

        8.0
        Mt.Maori, Dream

-----------------------------------------------------------------------------
Gargoyle (flying)       HP 165  Atk 158  Agi 117        XP 603  Z 305
                        AP 14   Def 53   Ms +1          2:(Charm,ShinyBR)
                                         Luck 30

        Cure 2, FireBrth(24)
        SkyCave         (Cure 2 is used if an ally has lost more than [mHP/4]
                        HP.)

-----------------------------------------------------------------------------
Ghoul (undead)          HP 48   Atk 40  Agi 22          XP 16   Z 11
                        AP 10   Def 24  Ms +4           2:(Antdt)
                                        Luck 11
        Miss
        Mt.Rocko

-----------------------------------------------------------------------------
GoldFly(1) (flying)     HP 65535 Atk 75  Agi 511        XP 0    Z 0
                                 Def 40  Ms -3
                                         Luck 20

        Eggbetr
        *SimaFort       (This battle ends automatically after 4 rounds, and
                        and a single parting attack by GoldFly.)

-----------------------------------------------------------------------------
GoldFly(2) (flying)     HP 580  Atk 82  Agi 90          XP 520  Z 400
                                Def 65  Ms -3           6:(CureAl)
                                        Luck 26

        CtrAttck, Eggbetr, (interrupt: 1/4)
        *SimaFort

-----------------------------------------------------------------------------
Gonghead(1)             HP 21   Att 22  Agi 18          XP 3    Z 3
                                Def 18  Ms +4           2:(Herb)
                                        Luck 2

        ...
        Outside:H, Dream

-----------------------------------------------------------------------------
Gonghead(2)             HP 1000  Atk 172  Agi 172       XP 2600  Z 1211
                        AP 32    Def 0    Ms -3         5:(Extract,Van.Ext)
                                          Luck 40

        Cure 4, Freeze
        Outside:G       (Cure 4 is used if HP is less than or equal to
                        [mHP/4].)

-----------------------------------------------------------------------------
Guardeye(1) (fiery)     HP 538  Atk 208  Agi 170        XP 1600  Z 1000
                        AP 64   Def 169  Ms -2          0:(Herb)
                                         Luck 70

        Cure 3/Flame
        *St.EvaCh       (This enemy in the front casts Cure 3 only.  The one
                        at the bottom does nothing but Flame.)

-----------------------------------------------------------------------------
Guardeye(2) (icy)       HP 538  Atk 208  Agi 102        XP 1600  Z 1000
                        AP 504  Def 169  Ms -2          0:(Herb)
                                         Luck 70

        Freeze
        *St.EvaCh       (This is the enemy in the back.)

-----------------------------------------------------------------------------
Grizzly                 HP 25   Atk 20  Agi 200         XP 200  Z 9
                                Def 1   Ms -1           0:(Herb)
                                        Luck 5

        ...
        ^Huntsvil

-----------------------------------------------------------------------------
Guardian                HP 468  Atk 175  Agi 70         XP 2400  Z 700
                        AP 128  Def 60   Ms -1          0:(Herb)
                                         Luck 35

        Ag-Down, Hush, Def-Down, Pwr.Down
        *SkyCave

-----------------------------------------------------------------------------
H.Crab (aquatic)        HP 102  Att 86  Agi 17          XP 120  Z 42
                        AP 20   Def 70  Ms +4           2:(Stamina)
                                        Luck 26

        Freeze
        Outside:R, W.Tunnel

-----------------------------------------------------------------------------
H.Fly (flying)          HP 30   Atk 51  Agi 55          XP 20   Z 8
                        AP 10   Def 13  Ms +4           2:(Herb,HelpBL)
                                        Luck 12

        Psn.Atck, Curse
        Outside:S, WitchTwr, Highfort

-----------------------------------------------------------------------------
Harpy(1) (flying)       HP 27   Att 37  Agi 29          XP 9    Z 14
                        AP 8    Def 21  Ms +4           2:(Herb,HelpBL)
                                        Luck 7

        Cure 1
        Outside:V, TagWoods

-----------------------------------------------------------------------------
Harpy(2) (flying)       HP 140  Att 48  Agi 0           XP 64   Z 80
                                Def 0   Ms -3           0:(Herb)
                                        Luck 9

        ...
        Demo            (Bow fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------
Headhutr                HP 251  Att 214  Agi 101        XP 922  Z 295
                        AP 16   Def 122  Ms -1          2:(IceChunk)
                                         Luck 40

        ???
        ???     (The source code indicates that this enemy exists, but I
                haven't ever found one.  Have you? - it would look like the
                Nimufu enemy if it existed.)

-----------------------------------------------------------------------------
Hellion                 HP 920  Atk 389  Agi 103        XP 4020  Z 1355
                        AP 50   Def 159  Ms -1          2:(HolySH)
                                         Luck 55

        CtrAttck, Curse, FireBrth(55)
        Infinity

-----------------------------------------------------------------------------
Hemoglod                HP 40   Atk 41  Agi 51          XP 180  Z 0
                        AP 40   Def 24  Ms +4           2:(Dinker,MisoSoup)
                                        Luck 12

        Runaway
        (queen)

-----------------------------------------------------------------------------
Hood(1)                 HP 82   Atk 45  Agi 35          XP 45   Z 50
                                Def 24  Ms +3           0:(Herb)
                                        Luck 8

        Backup
        *Mt.Rocko       (Backup is used upon dying.)

-----------------------------------------------------------------------------
Hood(2)                 HP 44   Atk 60  Agi 22          XP 0    Z 5656
                                Def 34  Ms +4           0:(Antdt)
                                        Luck 10

        ...
        Demo            (Nina fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------
Humus (spirit)          HP 237  Atk 229  Agi 108        XP 915  Z 422
                        AP 7    Def 102  Ms -1          2:(D.Earing,WorthRG)
                                         Luck 41

        SwtBrth, Death
        Infinity        (Relax, Humus doesn't have enough AP to cast Death.)

-----------------------------------------------------------------------------
Hunchbak                HP 16   Atk 23  Agi 18          XP 2    Z 3
                                Def 14  Ms +2           2:(Herb)
                                        Luck 1

        ...
        Outside:H

-----------------------------------------------------------------------------
Ifeleet(1) (fiery)      HP 714  Att 350  Agi 102        XP 3460  Z 620
                        AP 80   Def 156  Ms -2          2:(AmberRG,SacredSH)
                                         Luck 45

        FireBrth(40), Fireball
        Infinity

-----------------------------------------------------------------------------
Ifeleet(2)              HP 160  Att 180  Agi 110        XP 12000  Z 5656
                        AP 200  Def 0    Ms 0           3:(Antdt)
                                         Luck 35

        Fireball
        Demo            (The Hero fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------
J.Fish (aquatic)        HP 63   Att 78   Agi 120        XP 52   Z 24
                        AP 5    Def 28   Ms +4          3:(Antdt)
                                         Luck 17

        Runaway
        Outside:R

-----------------------------------------------------------------------------
J.Worm                  HP 1103  Atk 75  Agi 52         XP 440  Z 200
                        AP 10    Def 48  Ms 0           2:(Extract,Van.Ext)
                                         Luck 29

        CtrAttck, SwtBrth, Psn.Brth
        *SimaFort

-----------------------------------------------------------------------------
Jacky                   HP 4    Atk 159  Agi 100        XP 111  Z 333
                        AP 10   Def 500  Ms -3          2:(WiseBL,LopOffWP)
                                         Luck 31
                        full immunity

        Cure 1
        Memory

-----------------------------------------------------------------------------
Jailer                  HP 460  Atk 78  Agi 44          XP 288  Z 200
                        AP 50   Def 45  Ms +1           0:(Herb)
                                        Luck 30

        Cure 3, Spark, CtrAttck
        *SimaFort

-----------------------------------------------------------------------------
Joker (fiery)           HP 580  Atk 43  Agi 24          XP 300  Z 200
                                Def 38  Ms +1           0:(Herb)
                                        Luck 30

        Psn.Chop
        *Mt.Rocko       (All party members get the benefit of rest before
                        this battle.)

-----------------------------------------------------------------------------
K.Goblin                HP 46   Atk 50  Agi 38          XP 19   Z 17
                        AP 12   Def 24  Ms +1           1:(Gold)
                                        Luck 11

        Def-Down, Runaway
        Outside:wN

-----------------------------------------------------------------------------
K.Sludge                HP 1000  Atk 300  Agi 500       XP 7000  Z 5000
                        AP 500   Def 150  Ms -3         3:(SacredSH,ArmyGL)
                                          Luck 50

        Death
        Outside:G

-----------------------------------------------------------------------------
KARI                    HP 1000  Atk 20  Agi 200        XP 200  Z 9
                                 Def 1   Ms -1          0:(Herb)
                                         Luck 5

        ???
        ???     (The source code indicates that this enemy exists, but I
                haven't ever found one.  Have you? - I'm not exactly sure
                what this enemy would look like if it existed.)

-----------------------------------------------------------------------------
Katt                    HP 220  Atk 42  Agi 511         XP 200  Z 80
                                Def 26  Ms +4           0:(Herb)
                                        Luck 20

        (insult)
        *Coliseum       (I wonder where she got all that HP and Agi from?)

-----------------------------------------------------------------------------
Kimaira (fiery)         HP 989  Att 306  Agi 129        XP 3725  Z 552
                        AP 30   Def 140  Ms -1          2:(DemonDR,ElmoreSD)
                                         Luck 42

        CtrAttck, FireBrth(40)
        Outside:E, JackDoor

-----------------------------------------------------------------------------
Kimoto (aquatic)        HP 75   Att 49  Agi 41          XP 27   Z 18
                        AP 20   Def 36  Ms +4           2:(BronzeSD,JahAR)
                                        Luck 28

        Def-Up, Atk-Up
        Outside:wN

-----------------------------------------------------------------------------
Kiyhood (aquatic)       HP 188  Atk 189  Agi 85         XP 469  Z 232
                        AP 13   Def 97   Ms +2          1:(MoonDrop)
                                         Luck 37

        Psn.Brth, RotBrth, SwtBrth
        Outside:B, Namanda, ThvsTomd

-----------------------------------------------------------------------------
Kuwadora (fiery)        HP 1650  Atk 81  Agi 53         XP 1600  Z 800
                        AP 500   Def 48  Ms 0           4:(IronML,SlashGL)
                                         Luck 43

        Shimmy, (interrupt: 1/2, 1/4)
        *SimaFort

-----------------------------------------------------------------------------
Leech (icy)             HP 19   Atk 24  Agi 16          XP 2    Z 2
                        AP 10   Def 10  Ms +4           1:(Herb)
                                        Luck 2

        ...
        Outside:H, Mt.Fubi

-----------------------------------------------------------------------------
Lyverma (spirit)        HP 289  Atk 221  Agi 100        XP 1172  Z 201
                        AP 40   Def 105  Ms -3          3:(SkullBR,CrsntSD)
                                         Luck 39

        Curse, Sap
        Bando

-----------------------------------------------------------------------------
M.C.Tusk (icy)          HP 1520  Atk 168  Agi 66        XP 2700  Z 1300
                        AP 500   Def 70   Ms -1         4:(CharmSH,SilverAR)
                                          Luck 35

        (rumble), Cure 2
        *Circus

-----------------------------------------------------------------------------
M.Golem                 HP 307  Atk 269  Agi 1          XP 790  Z 300
                        AP 0    Def 112  Ms -3          1:(StoneAR,HeroAR)
                                         Luck 37

        Spark
        Outside:ZIfE, FogValy, JackDoor

-----------------------------------------------------------------------------
M.Knight                HP 6    Atk 211  Agi 160        XP 666  Z 666
                        AP 10   Def 511  Ms -3          1:(ThornWP,GlassDR)
                                         Luck 39
                        full immunity

        Cure 1
        St.EvaCh

-----------------------------------------------------------------------------
M.Mummy(1) (undead)     HP 47   Att 52  Agi 57          XP 30   Z 23
                        AP 5    Def 31  Ms +1           2:(LifePl)
                                        Luck 13

        Cold, Spark
        WitchTwr, Highfort

-----------------------------------------------------------------------------
M.Mummy(2) (undead)     HP 70   Att 37  Agi 0           XP 12000  Z 5656
                        AP 70   Def 45  Ms +2           0:(Antdt)
                                        Luck 28

        Cold, Spark
        Demo            (Jean fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------
Maindstr (spirit)       HP 220  Atk 228  Agi 100        XP 832  Z 270
                        AP 33   Def 88   Ms -3          1:(MoonDrop)
                                         Luck 38

        Hush, Freeze
        Bando

-----------------------------------------------------------------------------
Magicmas (flying)       HP 228  Def 202  Agi 62         XP 1652  Z 557
                        AP 20   Def 98   Ms 0           2:(SilverHT,WisdomRB)
                                         Luck 43

        Fireball, Hail, Typhoon
        Infinity

-----------------------------------------------------------------------------
Mamot (icy)             HP 736  Atk 257  Agi 92         XP 1724  Z 302
                        AP 15   Def 69   Ms +2          1:(PwrFood,MamothCL)
                                         Luck 41

        Eggbetr, 8.0
        Outside:EB

-----------------------------------------------------------------------------
Meedid (icy)            HP 175  Atk 127  Agi 69         XP 332  Z 167
                        AP 20   Def 63   Ms +2          2:(CureAl)
                                         Luck 27

        SwtBrth
        Outside:M, Mt.Maori

-----------------------------------------------------------------------------
Mimic                   HP 69   Atk 69  Agi 42          XP 38   Z 46
                        AP 20   Def 38  Ms -3           3:(Gold)
                                        Luck 18
                        full immunity

        Zombie
        SimaFort, Dream, Namanda, FogValy

-----------------------------------------------------------------------------
Monoped (fiery)         HP 68   Atk 57  Agi 35          XP 38   Z 21
                                Def 39  Ms +4           2:(Medicate,FireRG)
                                        Luck 14

        ...
        WitchTwr

-----------------------------------------------------------------------------
Munmar (spirit)         HP 800  Atk 105  Agi 73         XP 1150  Z 2000
                        AP 10   Def 50   Ms -3          2:(D.Earing,WorthRG)
                                         Luck 31

        Horror
        *W.Tunnel

-----------------------------------------------------------------------------
N.Rider                 HP 1000  Atk 400  Agi 230       XP 5000  Z 3000
                        AP 500   Def 208  Ms -3         3:(MedusaSH,NoTwinRP)
                                          Luck 80

        Typhoon, Hail, Fireball
        Outside:r

-----------------------------------------------------------------------------
Necroman (undead)       HP 2400  Atk 260  Agi 100       XP 3800  Z 2000
                        AP 96    Def 132  Ms -2         4:(DreamBR)
                                          Luck 68

        Zombie, Death, Sap, RotBrth
        *Bando

-----------------------------------------------------------------------------
Needle (icy)            HP 181  Atk 175  Agi 79         XP 394  Z 192
                        AP 30   Def 67   Ms +1          2:(IceChunk)
                                         Luck 33

        CtrAttck, Shield, Def-UpX
        SkyTower, FogValy, Namanda

-----------------------------------------------------------------------------
Nimufu                  HP 550  Ack 62  Agi 45          XP 400  Z 400
                        AP 128  Def 40  Ms +4           5:(WizardRG,FireRG)
                                        Luck 20

        Thunder, Spark, SwtBrth, Cure 1
        *WitchTwr

-----------------------------------------------------------------------------
Ogre                    HP 80   Att 57   Agi 40         XP 50   Z 33
                        AP 10   Def 43   Ms +2          2:(BronzeHT,IronSH)
                                         Luck 15

        Cure 1, CtrAttck
        WitchTwr

-----------------------------------------------------------------------------
Oldman                  HP 312   Atk 0    Agi 120       XP 200  Z 9
                        AP 65535 Def 160  Ms -2         0:(Herb)
                                          Luck 1

          --
        *StEvaCh        (this enemy doesn't take any actions)

-----------------------------------------------------------------------------
P.Dragon (spirit)       HP 999  Atk 478  Agi 133        XP 6630  Z 3000
                        AP 200  Def 162  Ms -3          2:(LoveBR,LifeBR)
                                         Luck 62

        CtrAttck, Fireball, RotBrth
        Infinity

-----------------------------------------------------------------------------
P.Eater (undead)        HP 128  Atk 156  Agi 72         XP 152  Z 220
                        AP 5    Def 107  Ms -2          3:(Gold)
                                         Luck 33

        Runaway
        Memory, FogValy, Namanda

-----------------------------------------------------------------------------
P.Spider                HP 200  Atk 42  Agi 30          XP 30   Z 30
                        AP 10   Def 20  Ms +3           0:(Herb)
                                        Luck 12

        Psn.Atck
        *Mt.Rocko       (The character in the lead of the walking order will
                        become posioned just before fighing this enemy.)

-----------------------------------------------------------------------------
Paladin                 HP 496  Atk 252  Agi 77         XP 1000  Z 800
                        AP 300  Def 70   Ms -2          2:(WFruit,WiseBL)
                                         Luck 30

        Shield, Def-UpX
        *FarmTown

-----------------------------------------------------------------------------
Palo                    HP 90   Atk 28  Agi 511         XP 50   Z 9
                        AP 100  Def 20  Ms -1           0:(Herb)
                                        Luck 5

        ...
        *Mt.Fubi

-----------------------------------------------------------------------------
Peach                   HP 40   Atk 28  Agi 510         XP 50   Z 9
                                Def 20  Ms -3           0:(Herb)
                                        Luck 5

        ...
        *Mt.Fubi

-----------------------------------------------------------------------------
Pepshun (icy)           HP 133  Atk 120  Agi 70         XP 720  Z 0
                        AP 20   Def 67   Ms +4          3:(PwrFood)
                                         Luck 28

        Cure 4, FireBrth(24)
        (queen)

-----------------------------------------------------------------------------
Pest                    HP 10   Atk 27  Agi 30          XP 7    Z 10
                                Def 10  Ms +4           0:(Herb)
                                        Luck 5

        ...
        *Ruins

-----------------------------------------------------------------------------
Pharaoh (undead)        HP 150  Att 31  Agi 68          XP 263  Z 164
                        AP 30   Def 52  Ms -1           2:(SkullBR)
                                        Luck 27

        Freeze, Cold, RotBrth
        Highfort

-----------------------------------------------------------------------------
Pima                    HP 161  Atk 109  Agi 121        XP 158  Z 62
                        AP 20   Def 42   Ms +1          2:(Dinker,MisoSoup)
                                         Luck 23

        Ag-Up
        Outside:t

-----------------------------------------------------------------------------
Pollen (fiery)          HP 69   Atk 50  Agi 63          XP 97   Z 18
                        AP 30   Def 25  Ms +4           1:(LifePl)
                                        Luck 25

        BuildUp, Spark, Flame
        Outside:StMTdZ, Highfort, Mt.Maori, Namanda

-----------------------------------------------------------------------------
Poltrgst (spirit)       HP 57   Atk 80  Agi 60          XP 89   Z 30
                        AP 26   Def 51  Ms +1           1:(WFruit,WiseBL)
                                        Luck 18

        ...
        SimaFort

-----------------------------------------------------------------------------
Portal                  HP 1530  Atk 160  Agi 70        XP 2400  Z 1250
                        AP 500   Def 65   Ms -3         0:(Herb)
                                          Luck 46

        Typhoon, Tornado, FireBrth(40)
        Highfort        (All normal spell damage heals this enemy instead
                        of damaging it.)

-----------------------------------------------------------------------------
Puti                    HP 40   Atk 28  Agi 509         XP 50   Z 9
                                Def 20  Ms -3           0:(Herb)
                                        Luck 5

        ...
        *Mt.Fubi

-----------------------------------------------------------------------------
R.Guard                 HP 189  Atk 216  Agi 172        XP 832  Z 251
                        AP 40   Def 71   Ms -3          2:(BronzeHT,IronSH)
                                         Luck 34

        Runaway
        Outside:B, Namanda, SkyCave, JackDoor, St.EvaCh

-----------------------------------------------------------------------------
R.Slug (icy)            HP 241  Atk 201  Agi 102        XP 206  Z 521
                        AP 100  Def 76   Ms +2          2:(Bandana)
                                         Luck 40

        Spark
        Namanda, St.EvaCh

-----------------------------------------------------------------------------
Racegude (spirit)       HP 281  Atk 253  Agi 113        XP 1626  Z 515
                        AP 50   Def 124  Ms -3          2:(Stamina,ArmyGL)
                                         Luck 42

        Sap
        Infinity

-----------------------------------------------------------------------------
Ralooba (undead)        HP 273  Atk 123  Agi 78         XP 296  Z 159
                        AP 41   Def 61   Ms +4          2:(SkullBR)
                                         Luck 26

        Psn.Brth
        Highfort

-----------------------------------------------------------------------------
Rapider (flying)        HP 148  Atk 150  Agi 102        XP 349  Z 163
                        AP 16   Def 64   Ms -1          1:(Biscuit,SlicerDR)
                                         Luck 31

        FireBrth(24)
        Dream, Memory

-----------------------------------------------------------------------------
Ray                     HP 65535 Atk 120  Agi 76        XP 0    Z 0
                        AP 100   Def 200  Ms -2         0:(Herb)
                                          Luck 80

        (etherstorm)
        *St.EvaCh       (This battle ends only when the Hero casts G.Drgn.)

-----------------------------------------------------------------------------
Roach                   HP 100  Atk 30  Agi 12          XP 32   Z 15
                                Def 18  Ms +4           0:(Herb)
                                        Luck 15

        (get up:60%)
        *Ruins

-----------------------------------------------------------------------------
RoadSlug (icy)          HP 176  Atk 132  Agi 79         XP 383  Z 175
                        AP 33   Def 48   Ms -2          1:(Bandana)
                                         Luck 32

        S.Boom, Thunder
        Outside:DB, Memory, SkyCave, JackDoor

-----------------------------------------------------------------------------
Ryusight                HP 1    Atk 123  Agi 83         XP 280  Z 0
                        AP 15   Def 0    Ms +4          2:(LuckCndy)
                                         Luck 30

        ...
        (queen)

-----------------------------------------------------------------------------
S.Goblin                HP 16   Atk 27  Agi 23          XP 2    Z 6
                                Def 14  Ms +1           0:(Charm)
                                        Luck 3

        Runaway
        Mt.Fubi         (Runaway is used only if any allies have died.)

-----------------------------------------------------------------------------
S.Golem(1)              HP 452  Att 165  Agi 1          XP 489  Z 492
                        AP 20   Def 72   Ms -2          2:(StoneAR,EarthAR)
                                         Luck 28

        Cure 1
        Outside:tdZ

-----------------------------------------------------------------------------
S.Golem(2) (fiery)      HP 1600  Atk 282  Agi 1         XP 1624  Z 415
                        AP 500   Def 122  Ms -3         3:(Antdt)
                                          Luck 5

        Fireball
        *FarmTown

-----------------------------------------------------------------------------
S.Idol (icy)            HP 218  Atk 62  Agi 1           XP 89   Z 41
                        AP 10   Def 39  Ms +4           1:(StoneAR,EarthAR)
                                        Luck 32

        ColdBrth(40)
        Outside:S, Dream

-----------------------------------------------------------------------------
Seenates(1)             HP 145  Att 61  Agi 49          XP 66   Z 33
                                Def 45  Ms -2           3:(LuckCndy)
                                        Luck 17

        Eggbetr
        WitchTwr

-----------------------------------------------------------------------------
Seenates(2)             HP 42   Att 70  Agi 127         XP 0    Z 5656
                                Def 44  Ms +4           0:(Antdt)
                                        Luck 18

        ...
        Demo            (Sten fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------
Sheef (undead)          HP 154  Atk 193  Agi 92         XP 358  Z 314
                        AP 15   Def 74   Ms +4          1:(DemonDR,ElmoreSD)
                                         Luck 36

        Zombie
        ThvsTomd

-----------------------------------------------------------------------------
Shupukay (spirit)       HP 980  Atk 160  Agi 80         XP 2350  Z 1250
                        AP 511  Def 75   Ms -1          0:(Herb)
                                         Luck 40

        Hush, S.Boom, Drain, Death, Thunder
        *HighFort

-----------------------------------------------------------------------------
Shupri (icy)            HP 174  Atk 199  Agi 86         XP 331  Z 229
                        AP 20   Def 91   Ms +4          2:(Herb,HelpBL)
                                         Luck 35

        Swt.Brth
        Outside:I

-----------------------------------------------------------------------------
Sireen (flying)         HP 121  Atk 111  Agi 67         XP 159  Z 95
                        AP 15   Def 40   Ms 0           2:(WizardRG,FireRG)
                                         Luck 22

        ...
        UpaCave

-----------------------------------------------------------------------------
Skeleton (undead)       HP 271  Atk 258  Agi 105        XP 920  Z 521
                        AP 10   Def 125  Ms -3          2:(DemonDR,ElmoreSD)
                                         Luck 43
                        full immunity

        Psn.Atck, Zombie
        Infinity

-----------------------------------------------------------------------------
Sniphead                HP 68   Atk 44  Agi 37          XP 16   Z 16
                        AP 5    Def 36  Ms +1           1:(Extract,Van.Ext)
                                        Luck 15

        BuildUp, Spark
        Outside:xnF, Dream

-----------------------------------------------------------------------------
Soldier                 HP 1250  Atk 235  Agi 70        XP 2000  XP 1200
                        AP 100   Def 130  Ms -1         3:(SokletAR,CrmsnCL)
                                          Luck 42

        Atk-Up
        *Evrai

-----------------------------------------------------------------------------
Soulflik (spirit)       HP 83   Atk 119  Agi 65         XP 269  Z 35
                        AP 29   Def 62   Ms 0           2:(DreamBR)
                                         Luck 30

        Drain, Sap
        Highfort

-----------------------------------------------------------------------------
Stamen (icy)            HP 183  Atk 62  Agi 48          XP 64   Z 32
                        AP 10   Def 27  Ms +2           2:(LifePl)
                                        Luck 16

        SwtBrth
        Outside:S, Namanda

-----------------------------------------------------------------------------
Stinger (icy)           HP 105  Att 123 Agi 59          XP 140  Z 57
                        AP 30   Def 62  Ms +4           1:(Extract,Van.Ext)
                                        Luck 24

        Cure 1, CtrAttck
        UpaCave

-----------------------------------------------------------------------------
Stone                   HP 9    Atk 20   Agi 1          XP 200  Z 0
                                Def 255  Ms -1          0:(Herb)
                                         Luck 5

          --
        *FarmTown       (This enemy does not take any actions.)

-----------------------------------------------------------------------------
Stooly (icy)            HP 70   Atk 49  Agi 51          XP 24   Z 16
                        AP 30   Def 35  Ms -1           1:(Charm)
                                        Luck 13

        Ag-Down, Pwr.Down, Def-Down
        Outside:N

-----------------------------------------------------------------------------
Stump(1)                HP 1000  Atk 30  Agi 100        XP 300  Z 0
                        AP 100   Def 1   Ms -1          0:(Herb)
                                         Luck 5

          --
        *FarmTown       (This enemy does not take any actions.)

-----------------------------------------------------------------------------
Stump(2)                HP 180  Atk 0   Agi 0           XP 20   Z 20
                                Def 20  Ms +4           0:(Herb)
                                        Luck 15

          --
        Demo            (Rand fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------
Suiky                   HP 100   Atk 100  Agi 200       see Algernon
                        AP 65535 Def 5    Ms +3         0:(Herb)
                                          Luck 9

        Thunder
        *OwlWoods

-----------------------------------------------------------------------------
Terapin                 HP 1300  Atk 66  Agi 32         XP 300  Z 500
                        AP 100   Def 33  Ms -1          0:(Herb)
                                         Luck 20

        Brainwav, FireBrth(24), (shake)
        *DryWell

-----------------------------------------------------------------------------
Tiga                    HP 65535 Atk 310  Agi 200       XP 1    Z 1
                                 Def 120  Ms -1         0:(Herb)
                                          Luck 50
        ...
        *CotLnd         (You are expected to lose this battle, but what
                        happens if you win?)

-----------------------------------------------------------------------------
Titong                  HP 260  Atk 192  Agi 84         XP 590  Z 289
                        AP 20   Def 89   Ms +4          1:(ThornWP,GlassDR)
                                         Luck 36

        Atk-Up, Def-Up
        Outside:D, JackDoor

-----------------------------------------------------------------------------
Torubo                  HP 110   Atk 85  Agi 72         XP 1750  XP 1000
                        AP 1000  Def 65  Ms -1          0:(Herb)
                                         Luck 34

        Eggbetr
        *Highfort       (The first time you fight, this battle automatically
                        ends after 3 rounds and a parting action by Sten.
                        The second time, you automatically lose this battle
                        if you do not win after 4 full rounds and a parting
                        action by Sten. This enemy uses nothing but Eggbetr.)

-----------------------------------------------------------------------------
Tri.eye (icy)           HP 205  Atk 183  Agi 66         XP 402  Z 176
                        AP 20   Def 75   Ms +4          2:(CureAl)
                                         Luck 36

        Sap
        Outside:f, Namanda

-----------------------------------------------------------------------------
Trikster                HP 32   Att 37  Agi 30          XP 11   Z 26
                                Def 26  Ms +4           2:(Herb,SilverDR)
                                        Luck 10

        Runaway
        Mt.Rocko, Outside:V

-----------------------------------------------------------------------------
Trout                   HP 550  Atk 35  Agi 30          XP 1600  Z 1000
                        AP 100  Def 10  Ms -1           5:(Extract,Van.Ext)
                                        Luck 25

        (steal), Def-Up, Eggbetr
        *Trout
                        (Eggbetr is used only when the party runs out of
                        money from Trout's 'steal' attack.)

-----------------------------------------------------------------------------
Tsi.Fly (flying)        HP 22   Atk 34  Agi 24          XP 4    Z 3
                        AP 10   Def 15  Ms +4           2:(Antdt)
                                        Luck 5

        Psn.Atck
        Outside:cx

-----------------------------------------------------------------------------
Uparupa (aquatic)       HP 520  Atk 140  Agi 68         XP 1200  Z 800
                                Def 65   Ms -3          0:(Herb)
                                         Luck 30

        CtrAttck
        *UpaCave        (This enemy does not take any actions, but will
                        never fail a roll to CtrAttck.)

-----------------------------------------------------------------------------
V.Head                  HP 122  Atk 89  Agi 41          XP 112  Z 44
                        AP 14   Def 68  Ms +4           2:(Herb,HelpBL)
                                        Luck 20

        Cure 2
        W.Tunnel, Dream, FogValy, Namanda, SkyCave

-----------------------------------------------------------------------------
Venusfly (icy)          HP 161  Atk 112  Agi 51         XP 214  Z 61
                        AP 18   Def 55   Ms +4          3:(CureAl)
                                         Luck 28

        FireBrth(24), BuildUp
        Outside:MT, Mt.Maori

-----------------------------------------------------------------------------
Villagrs                HP 5    Atk 20  Agi 100         XP 200  Z 200
                                Def 5   Ms -1           4:(GutsBT,HeroBT)
                                        Luck 5


        *DryWell        (This battle ends when either the Villagrs or Chiroru
                        dies.  This enemy does not take any actions.)

-----------------------------------------------------------------------------
W.Bear                  HP 73   Atk 48  Agi 35          XP 20   Z 23
                        AP 0    Def 35  Ms +4           1:(LifePl)
                                        Luck 12

        CtrAttck
        Outside:xnwF

-----------------------------------------------------------------------------
Warrior                 HP 416  Att 216  Agi 86         XP 700  Z 1000
                        AP 128  Def 90   Ms -1          2:(CureAl)
                                         Luck 30

        ???
        ???     (The source code indicates that this enemy exists, but I
                haven't ever found one.  Have you? - it would look like the
                Footman enemy if it existed.)

-----------------------------------------------------------------------------
Widow(1)                HP 22   Att 26  Agi 18          XP 5    Z 4
                        AP 10   Def 18  Ms +2           3:(Antdt)
                                        Luck 4

        Psn.Atck
        Mt.Fubi

-----------------------------------------------------------------------------
Widow(2)                HP 54    Att 60  Agi 22         XP 12000  Z 5656
                        AP 1000  Def 27  Ms +4          0:(Antdt)
                                         Luck 10

        ...
        Demo            (Spar fights this enemy in the Title Demo.)

-----------------------------------------------------------------------------
Wildcat                 HP 610  Atk 60  Agi 64          XP 700  Z 400
                        AP 300  Def 42  Ms -1           -
                                        Luck 25

        Dice, Chopchop
        *WildCat

-----------------------------------------------------------------------------
Willowsp (spirit)       HP 44   Atk 41  Agi 39          XP 20   Z 11
                                Def 32  Ms +1           2:(Herb, HelpBL)
                                        Luck 9

        Pwr.Down
        Mt.Rocko

-----------------------------------------------------------------------------
Witch                   HP 250  Atk 62  Agi 35          XP 50   Z 0
                        AP 128  Def 30  Ms +4           -
                                        Luck 20

        Spark, Cure 1, SwtBrth, Thunder
        ^WildCat

-----------------------------------------------------------------------------
Zodiac (aquatic)        HP 890  Atk 441  Agi 142        XP 5290  Z 1220
                        AP 100  Def 151  Ms -2          2:(ArmyGL,9-TailWP)
                                         Luck 60

        Firebrth(56), Coldbrth(56), Eggbetr
        Infinity

-----------------------------------------------------------------------------
Zombie (undead)         HP 682  Atk 220  Agi 92         XP 1000  Z 500
                        AP 64   Def 93   Ms 0           2:(LifePl)
                                         Luck 30

        Drain, Sap
        *Bando

-----------------------------------------------------------------------------









  -=-=-======================-  Tips and Tricks  -======================-=-

To gain money quickly right after the prologue and while Bow is still in your
party, go hunting.  A Roast sells for 200 Z, which is about 30 times what you
can expect to win in a typical battle.  You can also get 350 Z right off the
bat by searching your room for 100C and taking the LifePl at the Ranger's
Guild.



To save yourself hardship, wander around to the East of Hometown and build
up your levels before returning Suzy to her master.  Use this opportunity to
hunt for Roasts as well.  Level 10 is a good stopping point.



When you find the Gold in TagWoods, there's a nice FishSpot northeast of
Coursair where you can catch Maniro and get lots of bitchin' equipment.  But
be sure to bring a lot of money!  (about 4000 Z is as much as you'll probably
need - see above paragraph for how to obtain this much money quickly).



In the Coliseum, the treasure chest in Katt's room CAN be reached (Open the
door to Katt's locker room before entering your own locker room, don't
try to take the treasure, then come back for it later.), but since this
treasure chest is a fake, don't bother....



Also while you're in the coliseum, if you want to be able to keep that 1000 Z
payment without giving it to Rand, remember that Rand only enters the room
when you try to open the door to the arena.  So, try to open the door first
and then open the chest.  You may also want to put your party money supply in
the bank if you don't want Rand to take that either.



At the WildCat restaurant to can either learn Chopchop or get your mHP
raised.  Before entering this place, all inventories and equipment lists
are saved, and restored upon exit or death.  In WildCat, you must pass
through a series of checkpoints.  At each checkpoint, you may choose to
either obeys the rules posted there, or disobey and fight your way past a
Bouncer.  At the end of the trip, you'll meet Mr.Wildcat himself.  Just
before this you will be asked how you want your food prepared:

        Rare - all party members take [rHP/4] pts of damage

        Medium - [rHP/2] points of damage to all

        Well Done - [3/4*rHP] points of damage to all

        If you do not choose, all party members are reduced to 1 HP (!)

The following things affect Wildcat's mood:

He begins with a mood of 120

For each rule:  Disobeyed  -8
                Obeyed      0

After battling Wildcat, he asks you the following questions:

                                        Answer / Effect
                        ---------------------------------------------
1: 'Are you mad...?'                    Yes -8  goto 2
                                        No  +4  goto 3

2: 'Will you forgive me'                Yes  0  goto 5
                                        No  -4  goto 4

3: 'You are soft-hearted aren't you?'   Yes +4  end
                                        No  -4  goto 4

4: 'Please forgive me, will you?'       Yes  0  goto 5
                                        No  -2  goto 6

5: 'You won't take that back...?'       Yes +4  end
                                        No  -2  goto 6

6: 'Do you forgive me?'                 Yes +4  end
                                        No  -2  goto 6

At the end of it all, you will receive an award depending of Wildcat's mood:

Mood  >= 112 (yellow or better)
        He will teach one party member Chopchop.

Mood <112 (orangish-yellow or worse)
        He instead raises the mHP of all party members by 16 points.

Either bonus is pretty good, but if you're going with the mHP bonus, be sure
to bring along Sten, Katt, and Nina.  They'll need it the most.  Note that
you cannot win either of these things after Jean requires the royal seal to
prove his lineage, but you must still fight to get in.  So be sure to take
time out to do this before visiting SimaFort.



After Jean leaves the party in SimaFort by getting jailed, I highly recommend
going back to a dragon totem to restore your group to a full complement of 4
party members.  As a general point of strategy, restore your party to its
maximum size whenever someone leaves.



In the room next to the SimaFort kitchen, there seems to be a secret little
nook in the lower right corner.  This is merely a bug in character mapping,
and contains nothing useful.



In the top room of the bucket rides at SimaFort, there's a lot of hidden
cash: 3000 Z.  From the spot where the filled buckets rise through, search
(0,-3), (-1,-3), and (-2,-3) from this spot (these spots are along the
embankment).



At the carnival when you are asked to either supply 900k Z, or an Uparupa,
you CAN pay the 900kZ, if you have it, but to collect this much money is a
colossal waste of effort.  You will end up fighting the ringleader anyway,
and you will be out 900,000 coins.



To gain experience and gold quickly after you have the whale, I recommend
visiting the island of giants (northwest of Windia).  There are three enemies
you are likely to encounter: Gonghead(2), A.Sludge, and Chorking.  Chorking
is easy is you use items which cast damage-dealing spells, since full
immunity does not apply in this case.  These items can be bought in Guntz.
Or, if you have the Chopchop attack, use that instead.  The other two can be
defeated after a lot of hacking and slashing.  Heavy magic-users might want
to Hush or cast damage dealing spells on A.Sludge to speed up the process.
A.Sludges are nice in that they can be Drained for lots of AP when your magic
users are running low.

In the unlikely event that you encounter K.Sludges, you're probably toast,
unless you have the G.Drgn spell.  They have armor and mHP like a tank, are
faster than a speeding bullet, and like to cast Death (and when they cast
Death, it always works).  In such a battle, running is probably not going to
be effective.  Your best bet is to pile all the spell damage you can into
them - if you win you'll obtain an astronomical reward.

With all that money you'll be winning, you'll be able to buy things at the
armory in Guntz immediately.  This stuff is the best that can be found until
about the FarmTown scenario.  And after you reach FarmTown, you'll be able to
buy some MedusaSHs with all that money you saved up!



The MedusaSH is probably the most useful shield there is: It casts Atk-Up
(very nice), and is the strongest in terms of power.  The MedusaSH can be
bought from Maniro on an island Fishspot.  Getting to this island does not
require the ability to fly - as soon as you can get to Farmtown, you can
reach it - just bring along Jean and hop across the islands.  If you're
having trouble triggering this Fishspot, remember that you need to enter a
battle from the same map section where the Fishspot is - refer to the map for
details.  And, of course, you'll need to bring along a LOT of coins.  A
MedusaSH costs 50k, and you'll probably want as many of them as there are
party members who can equip them. These can also be dropped on rare occasion
by N.Riders.



Boombada can be very difficult to obtain.  You will be asked to play
accompaniment to a bell melody with a drum (button A), and a tuning fork
(button B).  The melody is 8 beats to a measure, 4 measures long:

        - - --          _ _ __          ___ _-          _-_-
        ........        ........        ........        ........

The accompaniment you must play to this is:

        -A-B-- A        _B_A__ B        ___B_-AB        _-_-A  A
        ........        ........        ........        ........

If you manage to hit all the notes somewhere close to where they should be,
and don't play any extraneous notes, then you got it.



Holy weaponry can be a very useful thing to carry around in your inventory as
a backup plan, since there are a few locations which are populated mostly
with those pesky spirit creatures.  Spirits take 1/2 damage from just about
anything that isn't holy, while holy damage counts double (a factor of 4
difference in effectiveness!).  The SilverDR, SoleSD, WonderRP, ElmoreSD,
StarrSD, HolyRP, and NoTwinRP are all holy weapons, but most of them are
hard to come by.



The EmpireSD is by far the strongest weapon in BoF2.  You can reach it as
soon as you can fly, but you'll need the CharmRod to have any luck fishing it
out.  Don't forget to get it, because when you no longer have the ability to
fly the great bird, this Fishspot is off limits - TownShip can't get there
(by the way, this is the only location that the great bird can get to which
TownShip can't).



There is a treasure room in WindiaFt that can be difficult to get to.  After
you have the great bird, return and the door will be unlocked.

The SkullBR can also be hard to find.  I still don't know what it does, but
you can find if you jump off the left side of the top floor of St.EvaCh
instead of the right side where Habaruku jumps off.



Death is a wonderful spell.  For creatures of magic susceptibility of 3 or 4,
it's a guaranteed kill.  For 0 or higher, it still has a pretty good chance
of success.  The WorthRG casts Death, and you may buy as many of these as you
like from Maniro, as soon as you can fly.  Since anyone can use items which
cast spells, I suggest buying 2 or 3 of them and having them readily
available for use when fighting magic susceptible creatures.  Just remember
that Death does not work at all in battles to the death, or against spirit
and undead creatures.



If you find the Ganet creature annoying, there's a simple way to defeat it.
Even though it has full immunity, this ability is not effective against
damage from items that cast spells, such as F.Spice, EmpireSD, StormRG,
Shaker, etc...  And, any spell damage is more than enough to kill a Ganet.



When getting Anfini, all characters are automatically unbonded to all
shamans.  Thus, when travelling down the tower of Infinity (the first time,
at least), you need not go to great lengths to keep your characters strong,
because it will all be for nought anyway.



The LifeBR seems to be the biggest secret in BoF2.  You can only get it after
defeating Barubary, but even so it is worth the effort.  Barubary will
challenge the hero to fight alone.  If you accept and win, you will get a
hint as to where it is, but not how to reach it.  You'll need to bring along
Katt and Sten for their special skills - it is in the same room in which you
defeat Barubary.  The LifeBR is the only item in BoF2 which prevents Death.
As an added bonus, it also gives the wearer regeneration.  Defeating Barubary
alone is not necessary to find this treasure, as Barubary only gives a hint
as to its location.



My last piece of advice is that there are 3 endings to BoF2.  The ending you
see is not dependent on the carpenter you choose.  The paths you can take
are:
        1) You deny your destiny.

        2) You fulfill your destiny.

        3) You discover what the machine in the well in TownShip does, and
                you fulfill your destiny.









================== Appendix 1: Percent to Binary conversion =================

Whenever you encounter a percent in a formula I have given, to get the exact
answer, do not multiply by (x/100), but instead by [x*256/100]/256.  This is
used because the [x*256/100] value can be calculated beforehand and put into a
table, so that at runtime no division is necessary - it's all shift
operations.  For percents above 100%, subtract multiples of 100% until it is
lower than 100% to find the binary fraction.

The fraction to use, n/256, is calculated in one of two ways:

        1) if listed as (x)%, n = [x*256/100]

        2) if listed as <(x)%, n = [x*256/100]-1

For example, 323% = 3 + 23% = 3 + [58.88]/256 = 3 + 58/256
           and <75% = ([192]-1)/256 = 191/256










================ Appendix 2: Bof2's Random Number Generator =================

The random number generator that Bof2 uses is an 8-bit number computed
iteratively using a 16-bit seed number:

This is the iterative function:

WORD seed = 0xbbd1;

BYTE rand( )
{
    WORD a = seed * 5;
    a = (a << 8) + (a >> 8);

    seed = (((seed + a) & 0xff)<<8) + (a & 0xff);

    return a & 0xff;
}

This function produces an even, if not perfect distribution of random numbers.
It has a period of 41824 out of a possible 65536, before the sequence starts
repeating.

All slots are hit at least 143 times, but not more than 179 times during this
period, and the standard deviation from the average of 163 is about 1 part in
16.  It's not bad.  A a CRC-16 algorithm would have been better - the period
would be 65536, and the deviation from a perfect distribution would be 0, but
it computationally more expensive and takes a lot of tweaking to make the
output sequence look random.

Also, the seed number is updated by this function at least once per 1/60 sec.

For those not technically inclined, the gist of the above is that there is
little likelihood that changing your timing will affect your luck in any
reasonable way.  The random number generator is solidly built and there's
nothing you can do to exploit it.  If your not getting lucky, there's nothing
I advise you can do about it, it's just your lot in life.