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    FAQ/Walkthrough by Sky Render

    Version: 1.0 | Updated: 09/18/02 | Search Guide | Bookmark Guide

    -|------         B R A V E  F E N C E R  M U S A S H I  D E N         ------|-
    -|-----                         Walkthrough/FAQ                        -----|-
    -|-----                           Version 1.0                          -----|-
    -|------                         By Sky Render                        ------|-
     | This walkthrough employs the QuickFind system!  To locate data about a   |
     | particular part of the game, simply search for the QuickFind code listed |
     | in the table of contents, found in brackets at the end of each entry!    |
    Table of Contents					QuickFind Code
     Legal Stuff						[PLEGAL]
     Introduction						[PINTRO]
     Review							[PREVIEW]
     Translation Differences				[PTRANS]
     Revision History					[PREVISION]
     Contacting the Author					[PCONTACT]
    Game Mechanics
     Controls						[GMCONTROL]
     Time Flow and it's Effects				[GMTIME]
     Limit Levels and Leveling Up				[GMLEVELUP]
     Grillin' Village Overview				[GMVILLAGE]
     Chapter I
      The Outset						[C1OUTSET]
      Spiral Tower						[C1SPTOWER]
      Rootrick and the Steam Knight
      BOSS #1: Steam Knight					[C1STEAMKN]
     Chapter II
      Humble Beginnings					[C2BEGIN]
      Getting the Dog Back					[C2DOG]
      Freeing Jon						[C2JON]
      Going up Twinpeak Mountain				[C2TWINP]
      Steamwood Reactor					[C2STEAMWD]
      The Earth Scroll					[C2ESCROLL]
      BOSS #2: Skullpion					[C2SKULLP]
     Chapter III
      Vambees in the Village!				[C3VAMBEE]
      Finding a Cure					[C3CURE]
      The Mystery of the Vambees				[C3MYSTERY]
      Restaurant's Basement					[C3BASEMNT]
       Maze of Fire Pits					[C3FIREMZ]
       Maze of Ghosts					[C3GHOSTMZ]
       Maze of Teleporters					[C3TELEMZ]
       Maze of Bowlers					[C3BOWLMZ]
      Encounter at the Church				[C3CHURCH]
      Finding the Church's Bell				[C3BELL]
      Return to the Basement				[C3RETURN]
      BOSS #3: Relic Keeper					[C3RELICK]
     Chapter IV
      Filling the Well					[C4WELL]
      Fixing the Gondola					[C4GONDOLA]
      Duel at Dragon Island					[C4DUEL]
      Search for the Thieves' Hideout			[C4SEARCH]
      The Frozen Palace					[C4FROZENP]
      BOSS #4: Frost Dragon					[C4FROSTD]
     Chapter V
      Steamwood Reactor, Part II				[C5STEAMWD]
      Getting the Wind Scroll				[C5WINDSCR]
      The Giant Ants' Lair					[C5ANTLAIR]
      BOSS #5: Queen Ant					[C5QUEEN]
     Chapter VI
      Before You Continue (Point of No Return)		[C6BEFORE]
      Getting the Sky Scroll				[C6SKYSCRL]
      Thirstquencher Empire -Soda Fountain-	
       Soda Fountain, Area 1				[C6SODA1]
        SUB-BOSS #1: Leader's Force Ben			[C6BEN]
       Soda Fountain, Area 2				[C6SODA2]
        SUB-BOSS #2: Leader's Force Ed			[C6ED]
       Soda Fountain, Area 3				[C6SODA3]
        SUB-BOSS #3: Leader's Force Topo			[C6TOPO]
       Soda Fountain, Final Area
        BOSS #6: Tower of Death				[C6TOD]
        Dark Lumina Chase					[C6DLUMINA]
        BOSS #7: Dark Lumina, Part Two			[C6DLUMIN2]
        BOSS #8: Dark Lumina, Finale			[C6DLUMIN3]
    Tips, Tricks, Secrets, etc.
     Weapons Tactics					[WEAPTACT]
     Minkus and their Locations				[MINKULOC]
     Bincho Fields						[BINCHOLOC]
     Fusion Guide						[FUSIONGD]
     Action Figures						[ACTFIGURE]
     Item List						[ITEMLIST]
     Monsters and Strategies				[MNSTSTRAT]
     GameShark Codes					[GSCODES]
     Special Thanks To					[CSPECTHNK]
     End Notes						[CENDNOTES]
     Aka. the intro section.  Here's where you find all of that boring drivel
    before the main event.  Let's get on with it!
    Legal Stuff						[PLEGAL]
     Just your average legal disclaimer, set in words that make sense to Joe
    Average.  Ahem...
     This walkthrough is the property of me (aka. Sky Render).  I did not make the
    game that it pertains to (nor could I), and give all rights in that respect to
    it's proper makers, Squaresoft et al.  I do, however, have rights claimed to
    the words printed in this guide, and as such, have set out a few basic
    guidelines to using them.  If you wish to reproduce anything within this guide
    in another guide, so long as it's not for profit, you may do so.  Note that
    you must credit this guide and myself as the source, and I would prefer that
    you contact me beforehand, but it is not necessary.
     Well, that's that.  And now for something completely different.
    Introduction						[PINTRO]
     Brave Fencer Musashi (or Brave Fencer Musashi-Den, if you notice the title
    screens) is one of those rare games that manages to both get things right and
    wrong, and hide the fact quite nicely.  The game's basic real-time Zelda-like
    combat is quite fun, but the game is plagued with annoying mini-games, all of
    which are required, and none of which are much fun.  In the end, though, BFM
    is a great game, even though it has so many annoying timing sequences in it.
    Review							[PREVIEW]
    QUICK QUIP: "Great game, but damn it, whoever thought up those mini-games is
    going to die soon..."
    GRAPHICS: 8/10
     Sure, they're not exactly the Mona Lisa, but BFM's graphics are just right
    for what they're used for.  There were a few things that disappointed me (such
    as the lack of texturing on many polygons), but overall, I can't complain.
    I have seen much worse graphics that were much higher quality.
     No complaints here.  There wasn't anything that made me say, "Wow, that's
    the most appropriate and/or cool sound effect ever!", but there weren't any
    sounds that left me cringing, either.
    VOICE ACTING: 6/10
     Quite frankly, the voice acting stinks.  The actors themselves aren't
    particularly bad (most of them, anyway), but it's fairly obvious that they
    didn't record the voices while watching the sequences that they were supposed
    to be voice-acting for.  As a result, most clips are in a tone that makes no
    sense for their scene, and sound just plain ridiculous.  Oh, and the voice
    actor for Jon speaks way too slow.  Just a personal pet peeve...
    MUSIC: 8/10
     The music is quite good, if you ask me.  The use of the eerie voice in many
    of the pieces works quite well, and the music always seems to fit the scene.
     Admittedly, it could be worse, but not by much.  Along with needless
    censorship of alcohol references, the script translation was so painful that
    I'm amazed that the voice actors agreed to read their lines sometimes.  The
    plot is discernable, of course, and there's nothing quite as bad as the Zero
    Wing intro in it, but the translation is nowhere near the quality of FF9 (or
    even FF8).
    STORY: 6/10
     The story is simple (which isn't a bad thing), and inconsistent (which is).
    Many characters seem to just plain vanish in the latter half of the game, and
    the last chapter of the game seems to squeeze in about as much story as the
    first five chapters did.  The distribution is unbalanced, needless to say.
    Nonetheless, it's premise and execution are handled well enough to gain it
    some recognition.
    NOTE: The basis of the game's story stems from the legendary warrior of feudal
    Japan, Musashi, who invented the two-sword-style fighting method that Musashi
    uses in this game.  There are many, many links between this game and the
    original tales of Musashi, far more than I'd care to mention here.  Enjoying
    the story and it's off-beat humor is much easier if you know at least a bit
    about the history of Musashi.
    GAMEPLAY: 9/10
     Here's where the game truly shines.  The only thing keeping me from giving
    the game a 10/10 here is those damned mini-games.  The gameplay itself rivals
    that of many of the best action RPG's out there, and is always interesting.
    The Crest Guardian bosses are some of the most original and interesting
    battles in action RPG history.
    CHALLENGE: 8/10
     The first time through, the game is quite challenging, as you have no way
    (outside of a guide) to know what to expect from enemies.  But as you adjust
    to their patterns, the challenge vanishes, and enemies become little more than
    tedium to be dealt with.  Many of the Assimilated abilities are unnecessary or
    even pointless, and you will likely never use the majority of them.  Even so,
    the challenge is definitely there for the first play-through.
    REPLAY VALUE: 7/10
     This game doesn't exactly scream replay value, but it is fun to play over
    again if you're ever bored.  Given that it takes as little as 10 hours to win
    the game, and each chapter (except #3) is fairly short, you can usually finish
    a chapter in one sitting.  And if you're ever bored, you can just load the
    game up and go wreak havoc in Somnolent Forest for an hour or so.  Believe me,
    it's quite theraputic.
    RECOMMENDED FOR: A patient, dilligent player who can put up with mini-games,
    doesn't mind sub-par voice acting, and can tolerate a simple story.
    OVERALL BALANCE: 40% gameplay, 15% story, 20% graphics/sound, 25% execution
    (The ideal game would score 25% in all categories, indicating perfect balance)
    Translation Differences					[PTRANS]
     You will inevitably notice that everybody in the game of importance is named
    after some type of food or drink (some of the villagers are excluded from this
    trend).  Indeed, almost every character's name is some sort of clever pun, if
    not a blatantly obvious reference, to food and drink.  This was true in the
    Japanese version, as well, it seems.  Alucaneet Palace (all you can eat, get
    it?) was Yakiniku Palace (yakiniku means fried meat), and the Thirstquencher
    Empire was the Liquor Empire.  As well, most of the alcohol references were
    removed (soda pop, huh?  Riiiiiight...).  Below is a list of character name
    changes and the like.
    US Version	Japanese Version
    Flatski		Tekila (Tequila)
    Bubbles		Brandy
    Gingerelle	Liquor
    Capricola	Walker
    Rootrick	Boldor
    Lumina		Legend
    Five Scrolls	Five Wheels/Rings
    Fusion		Lightning
    Revision History					[PREVISION]
    Version Beta 1 (9/23/01)
    * Unreleased
    * Chapters 1 and 6 are done, as well as most other sections
    Version 1.0 (02/25/01)
    * First release of the FAQ/walkthrough
    * Cleaned up many sections, and made unhelpful suggestions helpful
    * All sections are done
    Contacting the Author					[PCONTACT]
     If you wish to contribute to my walkthrough (I'm not sure what there is left
    to add, though), then e-mail me at torquemada_gi@hotmail.com about it.  I'll
    add you to my (currently non-existent) Special Thanks To section if I use the
    information that you provide me.
    Game Mechanics
    Controls						[GMCONTROL]
     The controls in BFM are fairly easy to adapt to, but some of them do require
    a bit of getting used to.  In most cases, the controls work as such:
    D-pad/Left Analog: Move Musashi
    Square: Use Fusion, Assimilate (when gague is full), talk to people
    Triangle: Use Lumina, use Scroll (when gague is full), cancel actions in menus
    X: Jump, select choices in menus
    Circle: Use Assimilated skills, cancel choices in most menus
    Start: Open menu
    Select: No function
    L1: Forces Musashi to walk slowly
    R1: Charges attack gague, defends
    L2/R2: Rotate or zoom camera
     There are some special things you can do in this game beyond this, too.
    Climb: Press Square and Triangle alternately (requires L-Brace).
    Backflip: Press X while charging; empties charge gague (may require L-Belt).
    Double-Jump: Press X while in mid-jump (requires L-Belt).
    Dash: Press the D-pad in a single direction for a time; with Left Analog,
    press hard in desired direction to dash
     Sometimes the controls work differently (for mini-games and playing with
    toys, for example).  In these cases, instructions are provided on-screen, for
    the most part.
     The menu is fairly easy to adapt to.  Here's how it works:
    Sword - Choose the Scroll to load Lumina up with (Norm(al), Earth, Water,
    Fire, Wind, or Sky)
    ResQ List - View the list of people that need to be rescued
    Time - Shows how long you've been playing
    Item - Use or discard items in your inventory
    Armor - See what armor you possess
    Skills - See what skills you know
    Config - Configure the game
      Vibr - Turn Vibration on or off
      VE - Enable or disable Assimilation visual effects
      BGM - Set the volume of the music
      SE - Set the volume of the sound effects
      Sound - Set the speaker output to Stereo or Mono
    Level - Shows you your overall level, title, and individual stat levels
    (Musashi) - Gives hints on what to do next, explains menu options
    Time Flow and it's Effects				[GMTIME]
     Time plays a fairly large factor in Brave Fencer Musashi.  Some events only
    occur on certain days of the week, and at certain times of the day (or night).
    Time flows in this game at a rate of roughly 2 minutes per second, and each
    day is 24 hours.  For each game hour that passes, Musashi loses 5 BP, and
    regains 5 HP.  As well, Tiredness increases 1% every 15 minutes (this can be
    reduced to 1% every 30 minutes with the L-Shoes).  Sleeping causes Tiredness
    to decrease at a rate of 1% every 15 minutes (down to 20% Tiredness max), and
    Musashi heals at the same rate as normal (can be upped to 2% every 15 minutes
    with the L-Quilt, which returns HP and BP both at a rate of 10 per hour, and
    reduces Tiredness to 0%).  Sleeping at the castle recovers all HP/BP and
    status, and takes exactly 8 hours.  The inn's three main rooms also take 8
    hours, and vary in effect.  The nap room takes 3 hours, and reduces Tiredness
    to 0%, but doesn't restore much HP or BP.
    Limit Levels and Leveling Up				[GMLEVELUP]
     Musashi has four stats that he can level up: Body, Mind, Fusion, and Lumina.
    Each stat levels up as Musashi does more relating to the stats.  Body levels
    up as Musashi's kill count gets higher, Mind raises with every step Musashi
    takes, and Fusion and Lumina level up as he uses them.  But each chapter has
    a Limit Level, a maximum level that each stat can reach until the Crest
    Guardian for the chapter is defeated.  This is mainly to prevent players from
    leveling up too much early on, but the limits are reasonable.  Once you reach
    the Level Limit, your bar will fill up to the next level, but won't roll over
    and give you the level up until the Crest Guardian for the chapter is
    Musashi's Maximum Stats:
    HP: 500
    BP: 500
    Body: 40
    Mind: 48
    Fusion: 40
    Lumina: 80
    Grillin' Village Overview				[GMVILLAGE]
     Grillin' Village is sort of your base of operations in this game.  There are
    many things you can do here, and lots of people that you can talk to.  Here's
    an overview of the important bits.
    WELL: You can get water from the well, but only if nobody is chatting in front
    of it.
    CHURCH: Open daily from 8:00-17:00.  Father White (the priest) will cure you
    of poisoning here.  You'll probably never visit, save when you need to during
    the story.
    RESTAURANT: Open daily from 18:00-2:00, closed Sunday.  The food sold here is
    over-priced, if you ask me.  You can play a game of high-low with Macho here
    (a game where the dealer draws two cards, shows you one, and you guess if the
    value of the second card is higher or lower than the first one).  You can make
    a fair amount of Drans playing him, if you're lucky.
    GROCERY: Open daily from 10:00-18:00.  This is your primary source for healing
    items involving HP and status.  You can also buy special items here, including
    Oranges, Riceballs, and Neatballs.
    BAKERY: Open 7:00-19:00, closed Thursdays.  This is your primary source for
    BP-restoring items.  It's unlikely that you'll ever need to use this shop more
    than once, though.
    CONNER'S: Open 11:00-16:00, closed Mondays.  Conner's appraises items for you,
    and will buy any junk items (all of which require appraisal).
    TOY STORE: Open 12:00-20:00, closed Wednesdays.  The toy store is the place to
    go for buying action figures.  These toys serve no real purpose, save getting
    the "PERFECT!" ending.
    INN: Open 24-7 (ie. always).  The most imporant location in the game, the Inn
    is the only place where you can save for the majority of the game.  Renting
    any of the rooms is not a very good idea, save the nap room, as you can rest
    for free at the castle.  All of these rooms reduce Tiredness to 0%.
    Room		Price		Effect
    Room 201	210 Drans	Restores 100 HP, 500 BP
    Room 202	390 Drans	Restores 250 HP, 500 BP
    Room 203	550 Drans	Restores all HP/BP, removes poisoning
    Room 204	80 Drans	Restores 10 HP and 24 BP
     Although not part of the village itself, Allucaneet Palace is important, too.
    Here's what you can do there...
    Visit - Meet with the palace staff, including those you've rescued
    Library - Read up on the history of Allucaneet and the like
    Room - Go to Musashi's room, where you can rest or play with any toys he owns
    Sub-Menu - View the regular menu
    Village - Return to the village
    Gondola - Ride the gondola down to the village (not available until chapter 5)
    Chapter I: The Journey Begins
     The intro, essentially.  Enjoy it, it's not too long.  Plus, unlike the rest
    of the game, you won't have to start over from your last save (since you have
    none yet) if you die during this chapter!
    LIMIT LEVEL FOR CHAPTER 1: 1 (can't level up)
    The Outset						[C1OUTSET]
     The game opens with the inhabitants of Allucaneet Palace gathering about a
    Bincholon (condensed Binchotite, which is a form of energy in the game), while
    Princess Fillet tries to summon a hero.  And here enters the hero, Musashi
    (that's you)!  He's a bit of a runt for a hero, though.  Despite this, Fillet
    and her retainers do what they can, since they don't have the resources to
    summon ANOTHER hero.  At this point, you'll get Fusion, a disturbingly short-
    range katana of sorts, and be told that you need to go find Lumina in some
    place called Spiral Tower.  Before you can hear all of the details, though,
    good ol' Musashi gets bored of listening, and runs off!  Kids these days...
     Now the gameplay starts.  Just keep running forward, and attack as necessary.
    Eventually, you'll come to a stream, where the logs to cross it are up.  Use
    the Assimilate ability to absorb Gunshot from a Binchotite soldier, and then
    shoot the logs.  As you continue, you'll find that you keep running into logs.
    If you push them, you can squish enemies further along the path!  Just keep
    going forward (destroying the blue statue at the gates when you reach it), and
    you'll be at Spiral Tower in short order.
    Spiral Tower						[C1SPTOWER]
     Enjoy the sights, because they're not going to be around for long...  As the
    (rather poorly translated) note suggests, you have to destroy all of the
    statues, and step onto the switches (no, you don't have to jump on them, thank
    goodness).  Once you hit all of the switches, you have quite a task ahead of
    you: climbing the damned tower.  It'd be easier if the gigantic cheese-roll
    things didn't keep trying to squish you, but anyhow...  As you head up, you'll
    see an entrance along the path.  Go ahead and step in (since continuing up
    will just lead to a dead end otherwise).
     Okay, the goal is pretty clear here.  Walk up the spiral stairs, kill and
    defend as necessary (don't bother jumping over the Sphere Bats; just defend,
    so that a stray gunshot doesn't hit you or anything).  Once you get near the
    top, Musashi will stop for a moment and ponder.  Go up a bit more, and use the
    Gunshot ability to lower the bell upon the flames.  Now, you can head up to
    the final part of Spiral Tower.
     Once up on the roof, you'll find that a near-infinite number of red soldiers
    will start wandering around.  Kill them if you like, but you won't get any
    benefit from it.  Instead, head towards the spoke on the outer edge of the
    tower, where Lumina rests.  You'll notice that when you stand on the small
    platform, the force field generated by the oversized Easter Island head goes
    away, but when you step off of it, it returns.  Assimilate one of the red
    Bincholoids, and then lure another onto the platform.  Stun them (so that they
    stay standing on it), and grab Lumina!  Now things get strange...  Before you
    know it, you're running down Spiral Tower, but down the WALLS, not the stairs!
    Jump when prompted, and get ready for another dodge-and-jump challenge...
     As you start running again, pay attention, and avoid smacking into boulders,
    tripping over logs, etc.  When Musashi yells out that you should jump, that
    would be a VERY good idea.  Don't worry if you die (you can keep doing this
    part over until you get it right), and just focus on getting to the castle.
    Rootrick and the Steam Knight				[C1STEAMKN]
     After entering the castle rather ungraciously through the wall, you'll find
    yourself in a main hall of some sort, and find Fillet in the hands of some
    idiot named Rootrick.  He'll start taunting you (and showing off his terrible
    voice acting), and then surround you with flames.  Do as Fillet suggests, and
    swing out the flames with Lumina.  Rootrick vanishes, and in comes the Steam
    BOSS #1 - Steam Knight
    CORE HITS NEEDED - 3-4 per area, 3 areas
     As covered in the monster section, focus on hitting this bad boy's legs (when
    they're not spitting steam, of course), and dodge that ball-and-chain!  ...I
    think that has other connotations, doesn't it?  Well, you know what I mean...
     Once you defeat big-and-ugly, Musashi, er... falls asleep.  Jeez, he really
    IS a kid...
    Chapter II: A New Journey
     Wow, talk about a short quest.  Anyway, this is where the game REALLY begins,
    if you ask me.
    Humble Beginnings					[C2BEGIN]
     Musashi wakes up in a strange room.  You might want to pay attention to the
    next few scenes if this is your first time playing the game, as they contain
    some useful information about Bincho Fields and the main quest of the game:
    to get the Five Scrolls.  You might also want to read up on things at the
    library.  Once you're satisfied, head on down to the village.
    Minku: #1
     Despite what Musashi says, he can actually go for the entire game without
    food.  He's referring to the fact that he only has 100/150 BP left (note that
    his face looks a bit excited; that face changes as his BP changes).  Go on
    down the path to the village.  You might want to talk around with the village
    people for a while, and see what you can learn.  When you're ready (which will
    hopefully be before the evening falls), go visit the mayor's house (you can
    identify it rather quickly by the weathercock on it's roof).  He'll ask you to
    go save the town's beloved dog, but won't give you permission to enter the
    mountains.  How rude...
     Anyhow, now would be a good time to explore around the village a bit.  Go to
    the far southern end of the village, and you'll find two paths.  The path
    closer to the castle wall leads to a dead end.  Go ahead and go down there.
    Bincho Fields: #1 [Hawker Steakwood]
     Free Steakwood from the field with Lumina, and go back to the village.  Now
    would be a good time to check out Somnolent Forest (which the other southerly
    path in the village leads to).
    Monsters: Bincholoid (Green), ManEater, Hopper, Magician, Herb Plant, Sleepie
    Minku: #2
    Bincho Fields: #2 [Guard Lumpwood], #3 [Sear Bevealy]
    Treasures: OldCrown
     Head on into the forest, and make your way around the whirlpool, past the
    Hopper, and into the small loop behind the pool.  There's a Bincho Field in
    plain site there (Guard Lumpwood).  Release the poor guard, and head on back
    to the whirlpool area.  You can head to Twinpeak Mountain at this point, but
    you might want to rescue Sear Bevealy, and possibly even get the currently
    accessible Minku, as well.
     To get to Bevealy, assimilate the Hopper, and bounce your merry way over the
    thorn bushes.  When safe on the other side, hit O (to cancel Hop), and go
    across the bridge to the north.  Note that the Minku can be found down a
    hidden path near the bridge, slightly to the south of it, on the upper left
    tree line.  Anyhow, keep on going up the hill, defeat the Sleepies, and once
    you get to the upper levels, assimilate the Hopper up there.  Bounce up the
    cliff, and you'll find Bevealy's Bincho Field!  Break it, and then go across
    the pipe to get the OldCrown from the treasure chest.
     Now, on to the next part!
    Getting the Dog Back					[C2DOG]
     NOTE: You don't HAVE to rescue Guard Lumpwood to get to Twinpeak Mountain,
    but if you don't, you have to wait until late in the evening to get to the
    mountain, so I suggest you free him.
     Twinpeak Mountain's entrance is near the Gondola Station, guarded either by
    Macho (if you haven't saved Lumpwood) or Lumpwood (if you have).  Head up the
    Monsters: Magician, ManEater, King ManEater
    Bincho Feilds: #6 [Soldier Lardwick]
     It's tempting to explore the mountain proper, but for now, you should just
    focus on getting the dog back to the village.  Take the left path from the
    entrance of Twinpeak mountain, and make your way along it.  Be sure to free
    Soldier Lardwick along the way!  To defeat the nightmarishly large ManEater
    across the river, assimilate the Magician, and shrink it.  Then, you need only
    step on it, and (unlike all other monsters that you can do this to in the
    game) it will never appear again.  Once you have access to the bank that the
    King Maneater was on, jump on over to the island with the dog on it.  It's
    time for some Fido-throwing fun!  Pick up the poor animal, and hurl it back
    onto the shore.  You move incredibly slow while carrying the dog, so you'll
    probably want to throw it from time to time, and pick it up when it lands.
    Once you get back to the village entrance, the dog just runs off.
    Freeing Jon						[C2JON]
     You can re-visit the mayor if you want, but he'll just admit that he knows
    zilch, and tell you to go talk to the man in the stocks.  Jerk...  Anyway, do
    just that.  The man in the stocks won't say much to you, though, seeing as
    he's starving and thirsty.  Go grab some WellH2O and buy some RyeBread from
    the bread shop, and give them to him.  He'll send you on a quest to get the
    key to the stocks for him.  When you're ready, head back into Somnolent Forest
    again, and go past where you found Seer Bevealy (there are some brambles that
    you have to assimilate a Hopper to get over), and go into Meandering Forest!
    Enemies: Magician, Bee Plant, Red Bincholoid
     Your goal here is basically to kill the enemies, so they stop bugging Leno.
    When Leno starts barking at you, go down the fork he's closest to.  In short
    order, you'll be at the graveyard.  Push the grave nearest to where Leno stops
    to get Jon's Key.  Now, back to the stocks!  You have to free Jon between 0:00
    and about 3:00, so return at the appropriate hour.  Once he's free, he'll tell
    you to go to Twinpeak Mountain, and to chop down four logs on the way up.
    People sure do ask a lot of Musashi, don't they?  Back to the mountain...
    Going up Twinpeak Mountain				[C2TWINP]
    Monsters: Magician, ManEater, Herb Plant, Red Bincholoid, Blue Bincholoid,
    Green Bincholoid
    Bincho Fields: #7 [Mercenary Meitlofe], #8 [Carpenter Carvey],
    #9 [Knight Lardwick], #10 [Shepherd Beefalo], #32 [Doctor Tung]
    Treasures: 200 Drans, Log (x4), OldBook, Dagger, Bracelet
    Memory Box present
     Here we go!  Go back towards where you rescued the dog, and continue on to
    the land you couldn't reach before (where did those lily pads come from?).
    In the next area, you'll see three poles spanning the river.  Before jumping
    merrily across the river on them, you'd be wise to keep following the bank
    until you encounter Bincho field #7, Mercenary Meitlofe.  Free him, and THEN
    cross the river.  You'll find a chest with 200 Drans on the other side, a bit
    further to the left.  The chest on the outcropping on the far bank is a Memory
    Box (a rather useless device, but they can be handy in a pinch).  After you
    get the Drans, go up the path (be sure to get the OldBook from the chest
    behind the waterfall), and climb your way up to the first cave.
     The first cave is simple enough, so don't worry too much yet.  On the other
    side of the cave is the bridge, which is a bit of a hassle to cross.  Climb
    down the vines on the side of the bridge to reach the chest with the Dagger,
    and a few rocks that lead to Shepherd Beefalo's Bincho field further down.
    Once you've finished your business down there, climb back up, and cross the
    bridge to the next cave.  This cave is a tad bit trickier, but not by much.
    Just don't jump when the waterfalls are pouring down.  You can actually edge
    past the second waterfall, if you jump close enough to the wall.  On to the
    other side of Twinpeak Mountain!
     There's a tree that you could see from the far bank here.  Go do a rotating
    attack on it with Lumina, and pick it up when it lands.  Head up the skeleton
    (yes, that's a skeleton), and continue on to the rotating machines.  Climb
    down the pole before aforementioned machines first, and free Knight Lardwick
    from his Bincho field.  Then, go ahead and ride the funky machines.  Once you
    ride them over far enough, you'll find yourself on yet another ledge, with a
    pole sticking out in the middle of nowhere nearby.  Slide down it, and break
    the Bincho field there to free Carpenter Carvey.  Since there's yet another
    tree here, go ahead and give it the spin-cut treatment you gave the other
    tree, and grab it.  Two to go!  Go back up the pole, and continue onwards.
    You'll see several protruding horizontal spikes here.  Jump on them, and swing
    over to the other side (it may take a bit of practice, but the timing on the
    poles is actually easy once you get it down).  Climb up the pole on the far
    side, and cut down the tree up top on the cliff.  Only one to go!
     Follow the path left until you reach the last tree (that sure was easy, huh?)
    and cut it down.  Now all you have to do is continue left until you reach the
    rocks that let you climb onto the ribcage bones, and jump across to the small
    area that Jon is waiting for you at.  He'll build a raft for you, and tell you
    about the Legendary Armor (which you'll need to win the game, and which will
    come in very handy).  Now, on to the first (and second-most annoying) mini-
    game sequence!
    MINI-GAME: Rafting
    GOAL: Reach the end of the river!
    RULES: You can get hit three times and still make it to the other end, but if
    you take a fourth hit, you have to start the rafting sequence over.  You can
    jump with the raft, and actually have more control when doing so.
    STRATEGY: Jump a lot!  If you die, don't worry, you won't lose.  Eventually,
    you should get the hang of the controls, and then you should be able to make
    it to the end with at least one log intact.
    SPECIAL: You can reach Doctor Tung's Bincho field from the rafting sequence!
    In the area just after the closed falls with many 10 Dran coins, steer to the
    left, and you'll make your way to the other side of the river.  Once you're
    here, though, you have to basically go all the way back through Twinpeak
    Mountain to get back to the raft (which you have to keep doing until you get
    the Bracelet).  Still, it's worth the effort.
     Once you reach the proper end of the raft ride, you'll find yourself near a
    chest on the cliffs fronting the entrance to Twinpeak Mountain.  Go ahead and
    open it.  A Bracelet, eh?  Go back to the village, and get it appraised by
    Conner's.  Neat, now you can climb walls.  As soon as you leave the pawn shop,
    though, you'll see that things are amiss...
    Steamwood Reactor					[C2STEAMWD]
    Minku: #3
     As the mayor suggested, you should head to the gondola station area (but not
    before saving and resting up!).  Climb the cliff with your new L-Brace, and
    talk to Fores.  He'll beg you to save Steamwood, so you should be off to do
    just that.  Go back to the village, and follow the roadway past the windmill
    into Steamwood Forest.
    Bincho Fields: #5 [Musician Pianissimeat], #18 [Acrobat Sausages]
    Treasures: 500 Drans, AgedCoin
     Now is NOT the time to be getting the treasures or breaking the Bincho fields
    in the area, so focus instead on proceeding forward towards the reactor.  The
    steam-leaking pipes are quite pesky, but you can get past them with little to
    no trouble.  Soon enough, you'll be looking at the aptly named Steamwood
    reactor!  Not quite what you were expecting, is it?  Go up to the door, and
    follow the instructions (which basically tell you to press X when the gague is
    in the green area).  Once inside, it's show time!
    MINI-GAME: Steamwood Reactor
    GOAL: Stop Steamwood from blowing up!
    RULES: You need to activate all gagues in order.  Each one requires you to
    turn them a set number of times when the pressure gague is in the green.  A
    valve timer adds another level of challenge, so that if you can't reach the
    next valve in time, you have to start over.
    STRATEGY: Fortunately, it's not too tough to solve Steamwood the first time
    around.  Ride the elevator up, and turn valve #1, then move on to #2 and #3.
    Go up to the next floor, and turn #4, #5, and #6 (you'll have to do some jump
    work with a few of these, but nothing too tough).  Finally, go up to the top
    floor, and turn #7 and #8.  It sounds simple, right?  Trust me, the first time
    you attempt it, it's not.  If you mess up, you should have enough time to try
    again at least once (possibly twice, if you're really fast, or mess up really
    early on).  Don't worry, you'll succeed eventually.  After all, if you don't,
    you can't continue the game.
     Once the reactor is under control, Fores will thank you, tell you about a
    caped man heading for Twinpeak Mountain (aka. Rootrick), and show you the
    shortcut between his house and Steamwood.  Make use of it now, and then go
    back to the village.  Talk to the mayor, and he'll give you a Longevity Berry
    for your trouble.  Yummy!  Now would be a good time to take a quick side-trip
    to Somnolent Forest.
    Bincho Field: #4 [Maid Loinette]
    Treasures: 500 Drans
     Go to the small path to the left and down from the town entrance to Somnolent
    Forest.  There's a Bincho field there (and a chest with 500 Drans in it).
    Free the maid, and get the Drans.  Now, go back to the castle, and learn your
    first technique from the maid!  Head for Twinpeak Mountain when you're
    The Earth Scroll					[C2ESCROLL]
    Monsters: same as before
    Minku: #4
     Go over to where you found the 200 Dran treasure chest earlier, and you'll
    see Rootrick trying (and failing miserably) to climb the cliff.  He and
    Musashi will exchange insults, and you'll start yet another mini-game.
    MINI-GAME: Climbing Contest
    GOAL: Reach the top before Rootrick does!
    RULES: You have to press S and T alternately to climb, and you have to time
    your presses properly, or Musashi won't climb very fast.  As well, you can get
    knocked back to the bottom if you try to climb over a moving platform while
    it's shooting out of the cliff.
    STRATEGY: Not too tough, actually.  Go up as fast as your fingers can move,
    and avoid falling off by carelessly climbing over a moving platform as it's
    shooting out.  You should be able to make it to the top without too much
    trouble.  I have yet to lose the climbing contest, in fact, so that says a lot
    about how easy it is (given that I suck at most mini-games).
     Once at the top, you'll see a rather large pit with a strange block in it.
    Take note of the shape over the block; it looks almost like a skull, doesn't
    it?  Keep this in mind, and break the block with Lumina.  Tada!  It's the
    Earth Scroll, the second-most useless scroll in the game!  After the rather
    disturbing (but educational) conversation with Lumina, go and use the Earth
    Scroll to dislodge the boulder blocking your exit from the pit.  Go down the
    mountain, and back to the Gondola Station area.  There, Jon will greet you,
    and tell you to go get permission from the castle staff to get entry to Hell's
     Before you do this, though, you should go get Minku #4 (you HAVE been getting
    the Minku, right?).  It's running around on a ledge near where you have the
    climbing contest with Rootrick.  Jump from the area near the Earth Scroll off
    the cliff, and veer as far left as possible.  You should land on (or at least
    see) a small ledge on which the Minku is running around.
     Go to the castle and request access.  Ribson will have a (potentially non-
    sensical) conversation with you in which he'll tell you that you need to free
    Soldier Lardwick, Knight Lardwick, Carpenter Carvey, and Mercenary Meitlofe
    first.  If you've already done this, then he'll tell you that preperations are
    complete, and you should head to Hell's Valley.  If you haven't saved those
    four, then damn it, go save them! :P  Hell's Valley is off to the right of the
    entrance to Twinpeak Mountain.
    Bincho Fields: #24 [Knitter Lunchetta]
    Treasures: 200 Drans
     You can't reach the treasure chest with the Drans from here.  If you REALLY
    want it, though, you can take the raft ride again.  Still so keen on getting
    it?  I didn't think so.  Anyway, load up the Earth Scroll, and knock the
    boulders up on the cliffs to form a bridge across the first pit.  You'll see
    the knitter's Bincho field not far ahead.  Free her, fer gossake!  Then, make
    a second bridge (same method) to get to the next area.  Use the Earth Scroll
    once more to lower the stone slab that leads to the entrance of Hell's Valley
    (but don't stand under where the slab will land when you use the scroll; that
    HURTS!).  The four fools... er, retainers, will be waiting for you.  Into the
    valley you go!  Now, it's time for the first Crest Guardian boss of the
    game, Skullpion!
    BOSS #2: Skullpion					[C2SKULLP]
     I've covered this fight rather well in the monsters section.  To sum it up:
    Jump out of the way of it's tail when it spins it, run away from the sand it
    belches, jump around a lot when it's tail is digging around for you, keep out
    of it's way when it charges at you, knock it down if it starts climbing the
    cliffs with the Earth Scroll, don't let it land on you when it jumps, and use
    the Earth Scroll to drop the bombs and rocks in the bucket above onto the
    nasty bastard.  When it's unconcious, whack it's core with a regular attack
    from Lumina.
     Musashi will grab Skullpion's core, gain 25 BP, up his limit level to 16, and
    the chapter will end!
    Chapter III: Project Vambee
     This is, by far, the longest and most annoying chapter in Brave Fencer
    Musashi.  Fortunately, there are far less mini-games.  Best to get started.
    Vambees in the Village!					[C3VAMBEE]
     You'll probably notice the eerie music as you step into the Gondola Station
    Area.  Get used to it, you're going to be hearing it a lot...  You should head
    back to Hell's Valley really quick before you go into town, though, and get
    Minku #5.  Hey, having more HP never hurts.  Go to the area in front of the
    market around 10:00, and you'll see the mayor and Hotelo standing there.  Talk
    to them, and you'll find out that the local brat-rat, Tim, was bitten by a
    Vambee (Vampire/Zombie mix; not pretty).  The mayor will ask you to go find
    Misteria, while Hotelo goes and gets Aqualin.  Since you need the mine key
    first, hurry on over to the windmill.  If you're quick enough, you should be
    able to reach it before Wid goes to bed.  Get the key from him, and open the
    Finding a Cure						[C3CURE]
    Monsters: Toad Stool, Rockfalls, B-Eater, Sphere Bat, Water Worm
    Bincho Fields: #22 [Carpenter Dicey], #16 [Knight Brisket], #27 [Chief Gravy],
    #17 [Cook Mary-Nade]
    Minku: #6
    Treasure: OldGlove
    Memory Box present
     The mines are deceptively easy, despite their size.  As the sign near the
    entrance to the mines says, you should go to the right (as the left path leads
    to the reservoir).  Avoid the Toadstool there, and climb up the pole and into
    the mines.  The first area of the mines isn't too tough.  Avoid being crushed
    brutally by falling rocks, jump across the gaps with the help of the large
    ferris wheels (I kid you not), and generally make your way to the far side of
    the cavern.  The next room has a neat super-sized fan that turns off and on
    every few seconds.  Wait for it to turn off, and fall down below.  To the left
    is the lake, and to the right, the scrap depository.  We're looking for the
    lake, so head to the left.  The area you'll find yourself in has a lot of
    conveyor belts, and can be a bit tricky to maneuver in.  The lake is straight
    ahead, so don't forget to take the side-paths and free both Dicey and Brisket
    from their Bincho Fields.
     The lake is a neat place.  Not only are there two MORE Bincho Fields here
    (Gravy and Mary-Nade), but there's also a treasure chest AND a Minku!  If you
    went fast enough, you should have arrived some time around about 16:00-22:00
    (assuming you entered the mines around about 11:30).  Get the Minku, free the
    two trapped people (the chief is on an outer island, the cook on the inner
    island), and make your way up to the flower.  You should probably have some
    time to kill, so take a quick nap until it's 3:00, then snatch the Misteria.
    Time to make your way back out of the mines!  I suggest you make a quick stop
    at the scrap depository area, and Assimilate a Cure Worm.  You won't regret
    doing so.  Once you're ready, climb up the walls of the mine and go to the
    opposite side of where you originally entered the fan room.
     The path to the exit is a bit convoluted (you have to ride up and down a few
    lifts, dodge more falling rocks, ride yet more ferris wheels (these ones with
    spikes on some of them), and make your way to the exit), but it shouldn't take
    too long.  If you fall into the Bincho, you get poisoned.  See why I suggested
    you Assimilate a Cure Worm?  It saves money on Antidotes, for one thing.
    Anyway, once you're out of the mine, give the Misteria to the mayor.  It seems
    that Hotelo has still not returned, though.  Uh, oh...  Time to go to the
    mountain again.
     Make your way up as you did the first time, and across the bridge.  You'll
    find Hotelo sitting on his rear, complaining about how much he sucks.  Tell
    him what a let-down he is, and you'll be given the task of getting the Aqualin
    instead.  You have a 6 minute limit, too (the timer counts off 2 seconds per
    second, oddly enough), so get moving!  It's not that hard to get to it, to be
    honest.  Climb up the cliff via the skeleton, use your handy L-Brace to scale
    the scalable cliff, climb up to where Jon built the raft for you, and go
    further over.  Switch to the Earth Scroll, and knock the offending boulder
    down.  You'll have to do some horizontal swinging here, but it's not too
    tough.  Climb up the pole, and get the Aqualin.  Now, back to Hotelo!  I do
    suggest you let gravity do the hard part, and just sort of jump your way back
    down to Hotelo (instead of following the path).
     If you made it in time, Hotelo will wander off with the Aqualin, and Tim will
    be saved.  If you somehow failed, though, well...  Let's just say, life's
    gonna suck for you for a bit.  The grocery store will be closed if you failed,
    and Hotelo will have run off in shame.  Save the kid.  He's annoying, but at
    least you can keep the shop open for this chapter if you do (it re-opens
    automatically in chapter 4, if you do fail).  Anyway, make your way back to
    the village, and (I'm assuming you succeeded) you'll see that Tim is cured!
    He'll insult you, and you can take that however you like.  There will be a
    brief scene in Hilda's Grocery, and you'll get an Orange.  Head to the castle,
    and have the clown and the acrobat show off their stunt, so you can learn
    Shish-Kebab.  Also, talk to Knight Lardwick to learn Crosswise Cut, and Knight
    Brisket to learn Tenderize.  Now, to find the source of the Vambees!
    The Mystery of the Vambees				[C3MYSTERY]
     It's not hard to figure out where the Vambees are coming from, particularly
    not if you happen to hang around the village around midnight.  They come out
    of the restaurant.  Wait for about 18:00, and you'll see Baker Towst (the
    father of the bread shop clerk) demanding to be let into the restaurant, and
    looking decidedly drunk.  He'll trigger the next part of this quest, by
    suggesting you go see the regulars of the bar at the inn.  Talk to both Wanda
    and Macho, and then head for the restaurant.  According to them, the entrance
    is behind the counter.  As soon as you enter (you can by entering when a
    Vambee comes out), sure enough, you'll find an entrance.  Head on down.  It
    looks like the owner, Mannick, is a closet drunk (nono, he's drinking soda
    pop, excuse me; damned censorship).  He'll tell you that the boss of the
    Vambees is behind a door with four eyes, and you'll be left with four doors to
    choose from.  Coincidence?  I think not.
    Restaurant's Basement					[C3BASEMNT]
    Treasures: OldSword, Cloth, 500 Drans, UglyBelt
    Memory Box present
     There are four possible paths to take from here: the Fire, Ghost, Teleporter,
    and Bowler Mazes (as they're commonly known).  Also, note that Mannick will
    heal your HP and BP to max if you talk to him, so be sure to do just that
    after each area.  You can start with any area you want, but I suggest you
    save the Fire Maze for last (it's in the area opposite the eye-doors, on the
    left from when you enter the area), and start with either the Teleporter or
    Bowler Maze (both in the area of the eye-doors).
    Maze of Teleporters					[C3TELEMZ]
    Monsters: Vambee, Will'o'Whisp, Lamp Bat, Slime, Guard Post, Arrow Shooter
    Bincho Field: #11 [Bailiff Jerky]
    Treasures: Powder
     This maze starts out fairly simply, with a few moving platforms leading to
    an entrance that is most definitely a dead end.  However, you can jump up the
    sides of the walls to the areas above here, so do just that on the right side.
    Pick up the hapless Vambee staring out over the spikes, and throw him on the
    switch.  Then, just walk across and enter the doorway to the next area.  It's
    pitch black here, save for where the Will'o'Whisp happens to be floating, but
    you want to go northwards and to the right.  In the next area, there are some
    poles sticking up out of a bed of spikes.  Make your way up each one and jump
    to the next one until you've made it to the other side, and enter the area
    beyond the spike pit.  Here you'll find the Bailiff, a horrid punster.  Now,
    go back to the main entrance, and do the Vambee-hurl on the OTHER side.
    Follow the dark paths until you reach the first teleporter room (note: to make
    life easier, assimilate a Lamp Bat along the way).
     Take the right teleporter (the left one leads back to the entrance), and keep
    going northwards until you reach the next teleporter room.  Here, you should
    take the left 'porter.  In the next area, the Powder should be in a treasure
    chest on a platform surrounded by spikes.  Make your way forward to the final
    teleporter room, and hop in the left circle.  Head forward, and shatter the
    eye-gem.  This maze is now complete!
    Maze of Bowlers						[C3BOWLMZ]
    Monsters: Slime, Bowler, Vambee, Fire Vambee, Arrow Shooter
    Bincho Fields: #19 [Mercenary Stue], #26 [Mercenary Potrowst]
    Treasures: Shield, OddHat
     This maze is fast-paced, compared to the Teleporter Maze, and quite a bit
    longer, as well.  Avoid the dropping Slimes as you climb up the stairway, and
    deal with the Bowlers along the way with your swords.  Be sure to assimilate
    at least one of them, as there are a lot of areas here where Bowl is required
    if you wish to continue.  At the end of the first path, you'll see a cracked
    wall, guarded by a Bowler.  Defeat the foolish seed-spitter, and then break
    the wall down with the Bowl skill to get the Shield.  Return to the path, and
    climb up the wall.  You can avoid the seeds from the Bowler plant here by
    jumping into the small pits.  Once you get up to the Bowler, be sure to give
    it a good beating.  Follow the narrow path across, and jump over to the exit
    into the next area.
     The Fire Vambees here are easily beaten with Bowl, but the fire arrows being
    shot really hurt.  If you time it just right, you can jump through them with
    no damage taken, but that is not easy.  Once you reach the next area, you'll
    find yourself facing a Bowler, a cracked wall, and an otherwise empty room.
    Kill the Bowler, break the wall down, free the mercenary, and then take the
    other path.  Now, for a rather silly would-be mini-game, Bowling for Vambees!
    Step on the switch, and use Bowl to knock down all of the Vambees.  If you get
    a split (knock them all down with one ball), you get a message on the screen
    congratulating you.  Walk to the back room, break the wall there, and get the
    OddHat.  Then, ride the lift up.
     In this next room, you'll find yourself at odds with a strange post that
    shoots at you only if you're facing it.  Charge up Lumina with your back to
    it, and do a rotating attack to shatter the damned thing.  On to the next part
    of the maze.  Here, you'll find yourself in a room that's decidedly not safe.
    The walls are closing in!  Quickly run forward, and take the small hole on the
    side of the non-moving wall at the far end of the chamber.  Run down it and
    then jump off the floor.  Now you get to play Mario, and avoid getting crushed
    by the pillars shooting out of the wall while climbing up them to reach the
    safety of the top floor.  From here, walk through the entrance, kill the
    Bowler, break the wall, and get ready to play Bowling for Vambees yet again.
    Once you've won, cross the bridge and free the mercenary from his Bincho field
    entrapment.  Then, ride the lift up, and enter the doorway.  Shatter the eye,
    and this maze is complete!
    NOTE: At this point, you should break the cracked wall on the far end of the
    basement, and get the OldSword, 500 Drans, and Cloth.
    Maze of Ghosts						[C3GHOSTMZ]
    Monsters: Vambee, Sphere Bat, Ghost
    Bincho Fields: #13 [Carpenter Cubey], #31 [Knight Chucks]
    Treasures: Helmet
     This is quite possibly the easiest maze of them all, and requires very
    little fighting.  As you enter this maze, you'll be presented with a series of
    moving platforms that you have to ride to reach the exit.  Indeed, the greater
    majority of this dungeon has you riding said platforms to reach the other
    side of rooms.  Everything is very straightforward and easy to follow until
    you reach the puzzle block rooms.  The first one is easy (just push the red
    cube onto the red eye), but the second one requires a bit more pondering.
    Push the uppermost red cube onto the lower left eye, then push the other two
    cubes up, placing them first on the far right eye, then on the final eye.  A
    room or two more of moving platform "puzzles", and you'll find yourself in the
    first invisible path room.
     You might want to absorb the LoneMist floating around while the maze path is
    still visible, so you can view where you're supposed to go.  The first maze
    has nothing of note in it, so just make your way to the far end.  After yet
    another simple and easy to pass through room, you'll find yourself in the
    second invisible path maze.  Again, absorb the LoneMist and see what path you
    should take.  Be sure to free the carpenter in this maze, and then make your
    way to the far side.  The next area doesn't really need Sublime, particularly
    not if you fall through it right.  Fall down to the first platform, walk over
    and fall off the right side, then the left side, then hook on down from right
    to left and you'll be at the exit to the next area.
     This next invisible path maze is much bigger, and there's actually a dead
    end or two.  Figure out the path from the LoneMist, and be sure to get the
    Helmet treasure.  As you approach the end of the maze, you'll see a path down
    below the main one, sort of jutting out.  Fall down onto it, and follow it
    north to find Knight Chucks.  Free the cowardly soldier, then teleport back
    up, and make your way through the exit.  Shatter the eye crystal, and walk
    out of this maze for good.
    Maze of Fire Pits					[C3FIREMZ]
    Monsters: CurseFire, Scythes, Vambee, Flying Vambee, Fire Vambee, Sphere Bat,
    Spike Wall
    Bincho Fields: #15 [Soldier Hanky-Flanky], #35 [Librarian Brisketta]
    Treasures: OldPipe
     I'd call this the most annoying of the four mazes.  The first area has
    nothing of note, so race on through to the second one.  Here, you'll find the
    librarian trapped in her field on the upper left side of the room.  Free her,
    and continue onwards.  The next area is laden with tons of those annoying
    spinning blocks that you have to maneuver over, and it's quite likely that you
    will find yourself assaulted at every turn by Sphere Bats.  Jump across as
    best you can, and make your way to the next area, ignoring those pesky Vambees
    along the way.  The next room has rotating blocks, and lots of Sphere Bats (as
    well as one of the game's only Flying Vambees).  Ride the blocks up (this can
    be quite tricky to do), and make your way to the exit.  The next area has a
    few scythes, but they're not too hard to dodge.  Indeed, the rest of the maze
    is entirely consisting of simple rotating blocks, lava, scythes, and a few
    spike-walls (which can be maneuvered very easily by guarding while walking
    between two of the walls.
     Eventually, you'll find yourself in a room with wooden walkways.  The OldPipe
    and Hanky-Flanky are both on these walkways, so be sure to get and free them,
    respectively.  Make your way to the exit (there's another room or two left,
    but nothing too hard; just more scythes), and shatter the eye crystal.  This
    concludes the fire maze.
     Now that all of that is done, head back to the eye-doors.  Mannick is nowhere
    to be seen...  Head in, and you'll see a brief scene where Mannick proves that
    he's not only a drunkard, but a total idiot, as well.  Take the UglyBelt and
    get it appraised.  Well, since there's nothing you can do in the basement for
    a while, let's do something else, shall we?
    Encounter at the Church					[C3CHURCH]
     Now would be a good time to return to Twinpeak Mountain, laden as you are
    with your L-Belt, and free the last imprisoned castle inhabitant there.
    Twinpeak Mountain
    Bincho Fields: #14 [Weaver Dinneretta]
     Climb to the top of the pole on the far right side of the mountain (where you
    can see the sensor watch going nuts), and double jump across to where the
    weaver is being held.  Go back to the palace, and show her the L-Cloth (you
    DID appraise the Cloth, didn't you?).  She'll offer to make you a quilt, but
    you can have her make either that or some gloves.  Which you want is up to
    you, of course.  The L-Quilt removes the need for sleeping at the castle, but
    the L-Gloves up your critical hit rate.  I suggest you get the quilt if it's
    your first time around.
     Anyway, on with the plot!  Double-jump into the church yard, and talk to the
    pastor there.  He'll tell you to come back at 2AM, so do so (after saving, of
    course!).  Sounds like Vambees in the church...  After a brief scene with the
    psychotic Bubbles, you'll find yourself fighting a small army of super-Vambee
    soldiers.  These guys are deadly, don't let them grab you!  At first, they're
    not too tough, as only one jumps into the ring at a time.  Just swing Lumina
    at them a bit, and they'll keep their distance.  Then, they'll start jumping
    in two at a time, and then the spectator Vambees will start throwing things at
    Musashi (which will stun him; quite deadly, avoid the steaming body parts!).
    Once 7:00 rolls around, they all mercifully die, and you'll be given the Rope
    for your hard work.  The pastor will also ask you to find and return the bell
    for the church.  Well, don't worry about that just yet.  Just go on down into
    the well for now.
    Finding the Church's Bell				[C3BELL]
    Minku: #8, #9
     Hey look, there's the bell!  But you can't reach it, with it so far out in
    the lake...  Keep following the path, past the Water Crest, and you'll find
    yourself face-to-face with the next Scroll, the Water Scroll.  See that odd
    statue it's resting on?  Remember how the Earth Scroll had a statue of the
    head of Skullpion around it?  Well, the trend is followed here, too.  Anyway,
    get the Scroll, and charge it up.  Water-walking time!  Go and grab the bell,
    and toss your way with it back to the entrance of the mine.  The priest will
    reward you with a statue of an angel.  Now would be an excellent time to level
    up and get some more Minku.  Two more are accessible now (one on Twinpeak
    Mountain, the other in Somnolent Forest), so be sure to grab them.  More HP is
    a good thing, especially at this point.  Once you're leveled up and ready,
    save and return to the restaurant basement.
    Return to the Basement					[C3RETURN]
     Go straight ahead, and double-jump the gap to reach the large doors.  The
    angel statue you got is, not too shockingly, the key to the door.  Welcome to
    the domain of the Relic Keeper.
    Relic Keeper's Domain
    Monsters: Vambee, CurseFire, Spike Wall, Fire Demon
    Bincho Fields: #12 [Taster Salmonelli]
     The first thing you have to do here is use your newly acquired Water Scroll
    to cross a water pit.  Load it up and do so.  Throughout this area, you'll
    definitely want to keep the Water Scroll charged up at all times, to prevent
    taking damage from falling in the lava pits.  Make your way through the domain
    (it's not convoluted at all, really), and once you reach the sinking platforms
    in the lava, jump over across the side-path to reach Taster Salmonelli.  Free
    him, and continue onwards to the anteroom of the Relic Keeper.
     This room has a very simple puzzle in it.  You need to put out all four of
    the flames to get the doors to the boss to open.  This requires a lot of water
    bullets per flame, but other than being time-consuming, it's not very hard.
    Once you've done this, make your way into the final area of this accursed
    dungeon, the Relic Keeper's chambers!
    BOSS #3: Relic Keeper					[C3RELICK]
     This boss doesn't actually fight you, it's flame wisp does.  As covered in
    the monsters section, you should be shooting the wisp with as much water as
    you can muster, and avoiding it's attacks when it turns white.  When the wisp
    is defeated, strike the Relic Keeper's core (located on it's eye, and bright
    green, just like Skullpion).  Do this three times, and you win.  Your rewards
    are as follows: an increase of 25 max BP, all HP/BP restored, limit level
    raised to 22, and a warm, fuzzy feeling.  Well, maybe not that last bit, but
    at least the chapter's over (after a brief look-in on Thirstquencher and their
    most recent plot, that is).
    Chapter IV: The Duel at Dragon Isle
     This chapter is short, sweet, and to the point.  It's also probably the most
    confusing of all of the chapters.
    Filling the Well					[C4WELL]
     NOTE: If you saved the Bailiff and Cook Mary-Nade, talk to them now, and you
    will find out that they're planting a rice field.  Once you get Chef Julienne,
    talk to them again, and talk to the chef.  You'll be able to buy Riceballs
    from the grocery store once you do.
     Now that you've got the Water Crest(s) liberated, let's go free some of them.
    Our first stop is Somnolent Forest!
    Somnolent Forest
    Treasures: Glasses
     Free the Crest on the central island here, and watch as the water all just
    drains away.  Jump down into the pit, and get the Glasses from the chest.
    Upon having them appraised, you'll discover that they're the L-Goggles, and
    that they auto-appraise anything you find.  Useful?  Not particularly.  But
    hey, it's better than nothing!  Back to the well with thee!
    Grillin' Reservoir/Well
    Minku: #10
    Treasures: Shirt, UsedBoot, Armor
     Free the Crest here, too.  The water level will raise, and you'll have an
    amusing encounter with Ed and Ben, the two self-proclaimed leaders of Leader's
    Force (where everybody's the head honcho!).  After the silly and mostly
    unimportant encounter, grab the treasures that have been uncovered (the boot
    and shirt), and go get the Armor from the tunnel revealed.  The Fire Crest is
    back in that tunnel, but you don't have the Fire Scroll yet, and even if you
    did, the Crest is still sealed.  Head back out (and be sure to grab the Minku
    on the cliff of the refilled well), then go back to the village and pay a
    visit to the mayor.  The mayor is sick, though, and you have to take over for
    him.  Do so (the plot requires it), and you'll be told to fill the well.  You
    just did that, though, so you'll be told to fix the gondola now, and that you
    should talk to Wid and the three carpenters.
    Fixing the Gondola					[C4GONDOLA]
     Really, you don't have to talk to Wid, but talking to the carpenters would be
    a good idea.  According to them, the Gondola Gizmo is a golden wheel with
    four holes in it.  Well, that rounds things down a bit...  Head back to the
    mines, and take the path to the scrap depository (instructions for getting
    there can be found in chapter 3, under Finding a Cure).  The Gizmo you're
    looking for is the one that has a silver-colored fake, with three outer rim
    holes and a central hole.  Grab it, and go back to the castle.  The old geezer
    will gladly take it, and Musashi will go to sleep for 24+ hours.  Damn, that
    kid can really power-nap!
     Upon waking up, you'll find the village in flames.  Thank goodness for the
    Water Scroll, eh?  Put out all 7 flames (there's no known time limit, so don't
    worry if it takes a while), and then wait for daybreak so you can go get your
    reward from the mayor: a calendar (which proves very useful in the final
    chapter of the game), and some rocksalt.  Level up, heal up, save, and go to
    Dragon Isle (found off to the left of the brambles leading to Meandering
    Duel at Dragon Island					[C4DUEL]
    Bincho Fields: #21 [Artisan Teebone]
    Treasure: 500 Drans
     This is the part that the chapter was named after (what a shocker, huh?).  If
    you've heard of the real legend of Musashi, then this should be quite an
    interesting (if pitiful) re-enaction of the famous battle between Musashi and
    Kojiro.  Anyway, on to what to do.
     You'll notice that there's a rather large and ugly slug blocking your path.
    Have Musashi examine it, and then use the Rocksalt on it.  Now, if you came at
    the right hour, you should be able to proceed down to the Water Crest without
    too much trouble.  Before you do, though, break Artisan Teebone out of his
    Bincho field, and get the cleverly hidden chest of 500 Drans.  Activate the
    Water Crest here, and you'll see that yet another scroll has been revealed.
    Once again, you get a preview of the coming boss: a serpent head overlooks the
    Fire Scroll.  Break the container, and get the scroll.
     ...And who should show up but Musashi's arch-rival, Kojiro?  After an truly
    annoying sequence of weak insults hurled back and forth, you'll be fighting
    Kojiro.  He's a joke, though.  If you actually have trouble with him, then I
    suggest you try playing something a bit easier, like FF7.  In no time at all,
    you'll have Kojiro defeated, and the princess saved.  Stop and think for the
    moment: why would they send a weakling like Kojiro with the princess, their
    one bribing point to keep Musashi going?  Anyway, head off the beach, and you
    will automatically return to the palace.
    Search for the Thieves' Hideout				[C4SEARCH]
     Pay attention to the conversation between Musashi, Fillet, and Ribson
    carefully.  Hmm...  Anyway, you should talk to the three mercenaries now.
    They will give you three pieces of a note, which add up to the clues necessary
    to solve the puzzle of Meandering Forest.  The puzzle is incredibly confusing,
    especially if you've never played Shogi before.  Even with the book on it in
    the castle library, it's still confusing as hell.  If you (like myself) don't
    want to take the time to figure it out the hard way, then look below for the
    SOLUTION: Left, Up x2, Right, Up x2, Right, Up x2, Left, Up x4
     If you chose to work it out, then kudos to you.  You have a hell of a lot
    more patience than I do...  Follow the path outlined above through Meandering
    Forest, and you'll reach the Frozen Palace in no time.
    The Frozen Palace					[C4FROZENP]
    Monsters: Mapper, Copycat, Penguin, SlowGuy, HayaWolf, CoolPlant, Steel Golem
    Bincho Fields: #20 [Janitor Sloppy-Joe], #23 [Musician Al Forte],
    #25 [Chef Julienne], #30 [Butcher Chops], #34 [Alchemist Leanman]
    Treasures: RedEye, BlueEye, GreenEye, RedShoes, LongTube, Bl-Cloth, Wh-Cloth,
     As you enter, you'll have a brief encounter with a woman named Gingerelle.
    She treats you a lot nicer than most of the bad guys do, but she's still a
    bit mean to Musashi.  After the encounter's over, it's time to work on the
    monumental puzzle that is Frozen Palace.
     The Frozen Palace is huge, but not hard to navigate.  Your first goal is to
    get the RedEye.  Go into the upper left door, and make your way to the one
    accesible room here.  In this next area, Penguins are pushing ice blocks into
    a pit.  Ride the ice blocks, and jump off before you go with the cube down
    into the inky depths.  Enter the upper left room, and defeat everything there.
    The chest with the RedEye will appear, so be sure to grab it.  Backtrack to
    the ice-pushing penguins, and then take the right-hand exit.  In the next
    room, free Chef Julienne, then make your way back to the entrance hall (not a
    hard task, you can get there via the path with three HayaWolves, or you can go
    back via the penguins).  Find the RedEye door, and open it.
     Make your way down the path, burning the Copycat up with the Fire Scroll, and
    thrashing the pesky CoolPlant.  Get the LongTube from the chest, and go into
    the next room.  Here, you want the SlowGuy to hurl you up to the cliff above.
    From there, enter the doorway, and you will now find yourself in the first ice
    block maze.  This area isn't too tough, but be sure to Assimilate a Steel
    Golem, and free Butcher Chops from his unrightful imprisonment.  Also, you
    should find Leanman in this maze, as well.  The BlueEye is guarded by many
    Copycats, and you have to defeat all of them without taking any damage.  This
    means burning them all with the Fire Scroll.  Once you have the eye, head back
    to the main entrance, and return to the upper left doorway.  Open the BlueEye
    door, and free the janitor from his Bincho Field.  Jump on up, and climb the
    path.  Go across the heights to reach the second balcony, where you'll find
    the RedShoes.  If you don't have the L-Goggles, then you now need to return to
    the village and get these appraised, as they are the L-Shoes, and required for
    completing Frozen Palace.
     Moving on, enter the lower right doorway.  In this hall, you need to climb up
    one of the poles and walk across the previously too-slippery slopes to reach
    the far side.  Be sure to grab the RedCloth from the chest here, and then
    enter the next area.  This is the second ice block maze, and it's a bit more
    complex than the first.  There is a Bincho Field on the upper levels (the
    hapless musician), as well as a chest with the Bl-Cloth in it.  Free the man,
    and get the cloth, then make your way to the lower right side of the maze.
    Absorb the Copycat here (no easy task), and then use the Clone skill in the
    next room to defeat the SlowGuy and get the GreenEye.  With this in hand, go
    back up to the upper levels, climb down to where the GreenEye door is, and
    open it.  You'll find yourself deposited at the top of a high cliff-ledge of
    sorts, with a slope leading down to a room with some penguins.  From here, I
    suggest you exit the Frozen Palace and save, as the boss is coming up.
     Now then, return to the entry hall, and melt the ice seal on the door there
    with the Fire Scroll.  Examine the door, and then put the three eyes into it
    to reach the final section of the palace.  Before ascending the odd ramp
    structure, go behind it and get the Wh-Cloth from the chest back there.  At
    the top of the structure, light the two torches, use the Memory Box, and step
    inside.  Hit the glowing orb on the statue, and you'll be deposited in the
    Frost Dragon's domain.  A note about the ice spikes here: you have to melt
    them at least a bit so that you can double-jump over them, but you don't have
    to completely defrost them.  This is important to remember.  Anyway, on to the
    boss fight!
    BOSS #4: Frost Dragon					[C4FROSTD]
     The Frost Dragon is actually fairly easy to beat, but if you're not fleet of
    foot and wary of eye during the first part, you might just end up getting
    pre-emptively snuffed.  See the monsters section for a comprehensive strategy
    on beating this baddy, of course.  To sum it up, avoid getting hit in the
    first area, get moving and torch your way to the second area, and generally
    dodge the dragon until it's tired and shagged out.  Then, burn it, and when it
    exposes it's core, well...  Thwack it, of course!  Your reward for it's defeat
    is the usual fare (increase in level limit, 25 BP, and full HP/BP).  You'll
    automatically be taken to the entrance of the Frozen Palace, where you should
    leave.  After another sequence in Thirstquencher, you'll find yourself at the
    start of chapter 5.
    Chapter V: The One that Nests Underground
     This chapter is monumentally short.  It also has two required mini-games,
    Steamwood Reactor, Part II				[C5STEAMWD]
     As you return to the village, the mayor will tell you that something has
    happened, and then wander off.  Go talk to a shopkeeper (any will do).  The
    princess took all of the town's profits?  Hmm...  Go to the castle, and visit
    the old geezer.  He'll tell you that the Gondola is fixed (about time), and
    Musashi will refuse to do anything but ride the gondola.  Once you're at the
    base of the cliff, you'll notice that steam is in the air.  Oh no, not again!
    Make a quick stop at the inn to save, then go through the side-pipe near the
    Steamwood administrator's house to reach the grand tree.  Fores will inform
    you that he's locked the princess inside Steamwood, and he gives you the door
    handle.  Go ahead and put it back on, and go on in.  After a short and
    somewhat disturbing scene, you'll find yourself standing in the reactor with
    the village's profits, and with Steamwood in need of repairing.
     As if the first time weren't bad enough, now you have to find certain handles
    in order to turn on some valves!  Here's an overview...
    MINI-GAME: Steamwood Reactor
    GOAL: Stop Steamwood from blowing up!
    RULES: You need to activate all gagues in order.  Each one requires you to
    turn them a set number of times when the pressure gague is in the green.  A
    valve timer adds another level of challenge, so that if you can't reach the
    next valve in time, you have to start over.  Handles #1, 4, and 8 are all
    removed, and you have to find them to turn off those valves.
    STRATEGY: There's two ways of going about this.  The first is fairly lacking
    in risk, and involves getting all three handles first, and THEN doing the
    honors of stopping Steamwood from exploding.  The second method requires you
    to hunt down the handles while the valve timers are going (a very stupid idea,
    if you ask me).  Also, you'll have to jump down from above to reach valve #1.
    Otherwise, the strategy for this part is almost identical to part 1, and a bit
    easier at times, thanks to the L-Belt's double-jump ability.
     Once Steamwood is under control, Fores and the mayor will congratulate you
    (well, the mayor will; Fores, being a narcissistic jerk, will congratulate
    himself), and you can get on with your quest.  You may rejoice, as you will
    NEVER have to fix that accursed tree-machine again.
    Getting the Wind Scroll					[C5WINDSCR]
    MONSTERS: Sphere Bat, Cure Worm
    Minku: #11
    Bincho Fields: Special
     After that big mess at Steamwood, this part should seem relatively easy by
    comparison.  Make your way back to the Grillin' Reservoir, and release the
    fire seal there.  The path up will be opened, so you can just climb up (but
    be careful, those blue bat-things are really aggressive).  The Wind Scroll is
    straight ahead from the pit when you climb out.  Jump into the little pit, and
    get the Wind Scroll (after you've taken the Minku's berry, of course)!
     After getting the scroll, you should use it to dig your way out down.  Of
    course, seeing as you're on a high cliff, you end up falling a good distance
    before landing (note the structure that was nesting the wind scroll).  After
    this, you'll be treated to a rather amusing scene, and find yourself trapped
    in a Bincho field.  Ironically, you're the only one who can break yourself out
    of the field...  Anyway, just swing Lumina, and you'll be freed.  Apparently,
    being on the inside of the field gives you a lot more energy than simply
    absorbing it from the outside, since you get a whopping 50 BP from this
    particular Bincho field.
     There's absolutely no reason to stay here in the forest (save perhaps to
    level up a bit), so go ahead and return to Grillin' Village.
    The Giant Ants' Lair					[C5ANTLAIR]
    MINKU: #12, #13
    BINCHO FIELDS: #28 [Cook Chiffonade], #29 [Conductor Scores], #33 [Knight
    Treasures: LrgTool, OddBone
     As you head back to the village, you might notice that ominous music is
    playing, once again.  Fortunately, this won't be nearly as painful as the
    Vambees of chapter 3...  Make your way to the gondola station directly above
    the village, and watch as Musashi gets an idea.  Yep, go to the castle, and
    ride the gondola.  Now, you FINALLY have access to the old mines!  Be sure to
    go off to the left side once you reach the bottom of the pit, and get the
    Minku hanging out there.  Then, head over to the other side.  Poison mist,
    hmm?  Load up the Wind Scroll, and whirl your way to the other side.  Don't
    worry about clearing out all of the poison, just reach the other side of the
    tunnel, and it will never return.
     In this next area, you'll have to do a bit of running and jumping, but that's
    normal for this game.  Get the LrgTool from the chest nearby, and follow the
    path with many Toadstools on it to reach Cook Chiffonade.  If you want, go
    back to the castle now and talk to Chiffonade.  If you've gotten the Riceballs
    in the grocery store, and saved Butcher Chops, he'll inform you that you can
    buy Neatballs at the grocery (they're useful, as they restore 300 HP and BP).
    That aside, make your way in the OTHER direction, towards the pit of spikes.
    See those rocks off to the side?  Load up the Earth Scroll, and make them
    useful.  To get across those weight-things, just pull down their triggers.
    Yet another rockfall bridge later, you'll find yourself in the next area of
    the upper mines.
     This next room has lots of derelict machinery, as well as the OddBone.  Get
    the treasure, and head up to the top right exit.  You'll find yourself at the
    entrance of a long, windy corridor.  Load up the Wind Scroll, and rotate
    yourself across, grabbing coins as you see fit.  You'll have to re-charge the
    Scroll about 3/4ths of the way through, just before the 500 Dran coin, so
    be wary.  Once you make it to the other side, absorb the Hopper and hop over
    the steep ledges and spikes to the other side.  From here, you'll have to do
    a rather tricky thing.  Begin to Assimilate the Hopper here, and once you have
    it all sucked up and your sword is coming back at you, double-jump across the
    gap, so that when you land, you start bouncing.  It may take a few tries, but
    it's the only practical way to proceed to the next area.
     The next area makes a good resting spot.  The thirteenth and final Minku can
    be found here, as well as indispensable Cure Worms (handy if you got poisoned
    in the last area, which wouldn't surprise me).  Head up the shaft via the
    climbing wall, and swing Lumina down on the switch up there.  The fan turns
    on, and this one doesn't turn off, so take the exit nearby.  You'll find
    yourself in an area full of gigantic ants!  No weapons or skills can hurt the
    ants, save Acid (which you get from Assimilating a blue GiAnt, do so).  Be
    sure to kill at least one GiAnt of each color, so you can get their action
    figures.  Anyway, this area is mostly about dodging the ants.  Conductor
    Scores is about halfway across the room, and in plain sight, so go ahead and
    free him when you reach him.  Continue your way across, double-jumping and
    swinging as necessary, and you'll find yourself at a circular room with a
    single Bincho Field and a hole-to-be in no time.  Free Knight Rumparoni from
    that field, and then drill your way down.
     Now you're back in the derelict machine room, but it's no longer derelict!
    Take the lower right path, and work your way over to the mine cart.  Now that
    the power's up, you can ride it, and take on the mine cart mini-game (which
    is actually MORE annoying than the rafting mini-game, somehow).
    MINI-GAME: Mine Cart Ride
    GOAL: Reach the other end of the tunnel!
    RULES: You cannot control your forwards or backwards movement, only your
    side movement.  You can be in any of five positions, ranging from the upper
    left to the upper right corner.  Ants, rocks, and grates will appear along the
    course, and if you hit one, you'll lose a bit of the mine cart.  Hit four
    objects, and you have to start over from the last checkpoint.  There are three
    areas, and three checkpoints.
    STRATEGY: The pause button is your friend!  Whenever you see something coming
    up, pause quickly!  This gives you a well-needed second to figure out which
    way you should turn next, and gives you a chance to slow down the pace of the
    cart a bit.  The double-grate will smash a piece off your cart if you're not
    situated exactly in the middle of the track when it starts to close, so be
    careful.  The puzzles of this race are devious, but the course never changes,
    so you should be able to figure out what route is best, if you decide not to
    pause excessively (as I do).
     Before long, the cart will crash on the other side, and you'll be in the area
    preceding the fourth crest guardian, the Queen Ant.  Heal up with the items
    lying around, use the Memory Box, and dig a hole down to the boss!
    BOSS #5: Queen Ant					[C5QUEEN]
     This boss isn't too tough, but it is butt-ugly.  As covered in the monsters
    section, you want to smack her face when she's tired, and use the Wind Scroll
    to hit her core when she goes berserk.  Her attacks tend to be fairly well
    broadcasted, and not too hard to dodge, but she does get faster as the battle
    goes on.  Anyway, once she's defeated, you get the usual after-guardian treat,
    and can move on to the final chapter of the game.
    Chapter VI: The Sword of Luminescence
     What a rush!  Time for the last chapter, where things start getting REALLY
    messed up.  After Jon gives you his note and runs off with Leno, you'll find
    yourself in the definitive final chapter of the game.
    Before you Continue (Point of No Return)		[C6BEFORE]
     This is your last chance to do several things before you go into the final
    dungeon of the game.  Here's a handy checklist of things to do before you head
    on up.
    1. Did you break all 35 Bincho fields?
    2. Did you catch all 13 Minku?
    3. Have you defeated the Mother Minku?
    4. Have you located and opened all available treasure chests?
    5. Do you have all of the legendary armor?
    6. Have you bought/received all available action figures?
    7. Are all stats at level 30?
    8. Are you well stocked with EX-Drinks and do you have an S-Revive?
     You don't have to do all of this, of course, but it really helps (except the
    action figures bit).  Once you're ready, wait for Skyday, and head to the
    Steamwood forest.  If you didn't liberate the Earth Crest before, now would be
    a good time to do so.  Go up the cliff exposed, and make your way to the Wind
    Crest.  This Crest is special, in that it will only activate between 7:00 and
    12:00 on Skyday (ie. when it's raining).  Go ahead and activate it, if and
    when you're ready.
    Getting the Sky Scroll					[C6SKYSCRL]
     Whooah!  Welcome to the Sky Scroll's resting place.  This area relies on all
    other scrolls to get to the Sky Scroll (except the Wind Scroll, which you have
    already used to get here).  To start, switch to the Earth Scroll, and double-
    jump onto one of the outer platforms with the Earth Scroll symbol on them.
    Strike each one twice with the Earth Scroll, and you'll reveal the entrance to
    the next area (which requires the Water Scroll to reach).  Go ahead and make
    your way into the doorway, and up to the second floor.  Here, you need to use
    the Fire Scroll to light the three torches with the Fire Scroll emblem on them
    on the platforms surrounding the central area.  Once you've lit them all, you
    will be taken up to the Sky Scroll itself.  Strike it, and get your last and
    least useful Scroll!  And who should come along but the Thirstquencher Empire,
    to foul things up?  Yep, that thing flies!  That's why you could never find
    their empire.  Anyway, after the dramatics, you'll find yourself in the first
    part of Soda Fountain.
    Soda Fountain, Area 1					[C6SODA1]
     This is where it all begins.  Here is where you first find out how useful
    (and hard to control) the Sky Scroll really can be.  The turns are very tricky
    here, but remember that you can slow down by pressing in the opposite
    direction on the d-pad or analog stick if you're going too fast.  There are a
    few impossible-to-miss chests here with healing items, so be sure to grab them
    as you go.  The wind tunnel area is pesky, but can be passed through without
    any use of the Sky Scroll (I frequently forget I even have it during the wind
    tunnel, to be honest).  Soon, you'll be face to face with the first boss of
    Soda Fountain, Ben!
    SUB-BOSS #1: Leader's Force Ben				[C6BEN]
     See the monsters section for a decent strategy on this moron.  He's quite
    easy, really, but if you feel you need a strategy, look below for my own.
    Anyhow, once you defeat him, you can just pass on through to the next (and
    most annoying) area of Soda Fountain.  Be sure to save.
    Soda Fountain, Area 2					[C6SODA2]
     Be thankful that there are no monsters here.  Be enraged that there are a
    lot of puzzles.  The calendar you got earlier will be quite useful here, since
    the doors are set up in sequence with the days of Thirstquencher's week (which
    is very long).  The first door to take is the one with the Earth Scroll logo
    on it.  If you didn't guess, you're going to need the afformentioned scroll
    in this room.  Charge it up and hit the switch on the ground to (temporarily)
    extend a bridge.  You can use the Sky Scroll to fly over, but why bother?
    Anyway, keep going, and thwack the rather large switch up ahead four times
    with the Earth Scroll to reveal the path to the next door.
     This area isn't too tough, either.  Use the Sky Scroll to fly over the first
    bank of spikes, and continue on upwards to the next area.  You might notice
    that the spikes below retract only when you're not standing on the floor.  So,
    once again, use the Sky Scroll, and fly over the spikes until they retract,
    then drop like a rock, and move on to the next area.
     This next area is simple.  Swing your way up the poles to the top-most door,
    and go on through.  The next room, as the door before hinted, requires the
    Fire Scroll to be successful.  Light the two torches, and cross the bridge.
    Now, get on the other side of the crusher, and get on top of it.  Ride it to
    the top, and walk through the door up there, and into the water room.  Here,
    put out the four torches, and water-walk to the right to reach the next door.
     Don't freak out, you didn't fail or anything, just keep going.  Now you're in
    the wind tunnel, perhaps the most annoying part of this area.  Charge up the
    Wind Scroll and hold down T.  Now, for the tricky part.  Back up, and head
    towards the ledge.  Once you reach the edge, jump with X.  This is incredibly
    hard to do (I know, I've failed 6 times at it in a row), and if you fail, you
    have to start all over.  Once you get to the other side, head into the door,
    and into the final area of this (most annoying) section of Soda Fountain.
     (NOTE: If you just can't get past the damned wind tunnel, and have a
    GameShark handy, check out my GameShark codes section below for the infinite
    double jump code.  The code is rather amusing, as it lets you jump through
    many walls and floors.  Just use it, and jump right up from where you enter
    area 2, and go through the cieling, over the fan, and into the Sky Scroll
     This last area requires some hefty use of the Sky Scroll.  See the platform
    midway between where you are and the bottom, the one covered in spikes?  Fly
    over that, and land on the far side of the spikes.  Now, take off again, and
    fly between the water pit and spikes below, to the final door.  At last, you
    are clear of area 2!  Now, for a boss fight.
    SUB-BOSS #2: Leader's Force Ed				[C6ED]
     See the monsters section for this guy, too.  To sum what's written there up,
    dodge his beam by jumping over it, avoid him when he's teleporting around, and
    thwack him good when he's panting.  Save, then move on.
    Soda Fountain, Area 3					[C6SODA3]
     Finally, some action!  This area is tougher than any other area, but I still
    found it easy (seeing as I was at level 30, though, that may be why).  The
    area is painfully straightforward, and most everything can be handled by
    attacking it until it blows up.  About the only part that tripped me up was
    the silver bullet-like thing near the end.  You have to attack it's black
    panel, which is quite tricky.  I blew it up with two Grenades, but your
    results may vary.  Keep going, and head on up the elevator to the last boss
    fight with Leader's Force.  Also, if you're keeping track, there are three
    chests in this area.
    SUB-BOSS #3: Leader's Force Topo			[C6TOPO]
     Unfortunately, you don't actually FIGHT Topo.  Instead, you have to play one
    of my least favorite game types: a dancing game.  I've found that my timing is
    disturbingly accurate, which worries me, seeing as I HATE this type of game.
    Anyway, Topo will do 3 dances, and you have to follow her exactly.  If you
    fail, then you have to start over on your current dance.  I got whupped here
    quite a bit, but I managed to get through without too much trouble.
     Knowing what buttons to press won't help worth squat, seeing as you have to
    hit the buttons in accordance with Topo (if you're too fast or too slow, you
    get the same rough treatment that you do if you hit the wrong button at the
    right time).  If you still want the dance button sequences, look below.
    Dance #1 - S, T, O, X, S, T, X, O, S, T, O, X, S, T, O, X, S
    Dance #2 - X, O, T, S, X, O, T, O, X, O, T, S, X, X, O, O, S
    Dance #3 - X, T, O, S, X, T, O, X, X, T, O, S, X, X, T, T, S
     I found that dance #2 was harder than #3, mainly because of that last button
    (I kept hitting T instead of S).  Anyway, you should win in (relatively) short
    order.  Afterwards, just go past Topo's dance pad, and take the lift up.
    Meanwhile....  Poor Topo, she can't dance any more.  Serves her right, making
    ME put up with an accursed dance sequence...  Save and continue.
    Soda Fountain, Final Area
     This is it, the final stretch of the game!  Things get truly messed up now.
    You'll see Capricola taking Fillet up a lift, in a very Xenogears-esque room.
    Jump up the path, and step through the orange transparent wall-thing.  Prepare
    to fight the most amazingly cool boss ever.
    BOSS #6: Tower of Death					[C6TOD]
     Is this not a kick-ass boss?  Daaamn, it looks sweet!  Anyway, this boss has
    four basic attack patterns, which it uses in sequence, and then randomly.  In
    all cases, your goal is to thwack the blue-glowing "eye".  Oh, yes, and a note
    about how you maneuver here: you're always flying during this battle.  Hit X
    to increase altitude, and release it to decrease altitude.
    BEHAVIOUR #1: The tower just spins around.  Not too dangerous, nor too
    difficult to spot the eye.  But remember, later on, the eye randomly shifts
    around in this mode!
    BEHAVIOUR #2: Sets up electrical fields that you're bound to strike at least a
    few times.  Really, though, it's not too hard to handle.
    BEHAVIOUR #3: Shoots wide lasers remnicient of the Frost Dragon's Aurora Beam
    attack.  I found them extremely easy to dodge, for the most part.
    BEHAVIOUR #4: Watches you with freaky eyes, closes the eyes, re-opens a few,
    then releases a bunch of funky hexagon-things from the open eyes.  DO NOT GET
    HIT BY THE HEXAGONS!  If you do, you suffer the secret second status ailment
    of Brave Fencer Musashi: confusion!  When this happens, left and right are
    Dark Lumina Chase					[C6DLUMINA]
     In short order, the tower will be toast.  Now, then, just go up to the Sky
    Crest, and... D'oh!  Stupid Flatsky...  After the story sequence (what ever
    happened to Gingerelle and Bubbles?), you'll be getting chased by the big
    nasty Dark Lumina, aka. the Wizard of Darkness.  Well, er, RUN!  Use your
    double-jumps gratuitously, since you actually move faster when you're jumping
    than when you're running (especially on a slope).  Soon, you'll run into none
    other than that little freak-jerk, Kojiro.  Fortunately, Dark Lumina takes
    care of him for you.  Unfortunately, you're now being chased by Dark Lumina
    again, this time as a nasty green scaly monster (no, you're not the monster,
    Dark Lumina is!).  This next sequence is, with the exception of Steamwood part
    2, the most annoying sequence in the game.  You should definitely be doing a
    lot of double-jumps, especially on the bridge early on (to quote Musashi,
    "Whoah, you play fair, don't you?"), and all the way up this damned and
    damnable tower.  An interesting note: if you fall off the ledge when you reach
    the princess, the game will lock up, forcing you to re-load from your last
    save.  Damned lazy programmers...  Anyway, once you've assured that Fillet is
    safe, get ready for the boss fight(s) to end all boss fights (in BFM, anyway).
    BOSS #7: Dark Lumina, Part Two				[C6DLUMIN2]
     Some people say that Dark Lumina #2 is harder than the final form.  I beg to
    differ, though.  The boss likes to snatch you with it's right hand, so keep
    away from that hand.  Jump close enough for it to swipe at you, and then jump
    back.  Now, while it's recovering, jump-strike it's head gem with Lumina.  Do
    this until the boss starts one of it's two behaviours.
    BEHAVIOUR #1: Spits four slow homing fireballs.  This is easy.  Just walk off
    to one side, and then jump-strike his head gem when he's panting.
    BEHEAVIOUR #2: Jumps and makes shockwaves.  Jump (not double-jump) over the
    waves.  There are two, and once he's tired, run up and thwack him good with
    Lumina, as above.
     Dark Lumina #2 will be dead in no time.  But that's not the end!  Get ready,
    because you're about to fight...
    BOSS #8: Dark Lumina, Finale				[C6DLUMIN3]
     At least they tell you it IS the last boss...  Anyway, Dark Lumina's much
    more nasty in this form.  You CANNOT hurt it while it's in humanoid form.
    Instead, you have to assimilate it.  Yes, you read right, you have to suck it
    up with Fusion.  To make it even harder, the gague empties 4x faster than
    normal, so you have to time your button presses perfectly.  And to top it all
    off, you can't assimilate it unless it's not attacking you (ie. standing there
    watching you).  The boss has 6 basic behaviours, depending on it's color.
    RED: Throws out an easy-to-dodge firestorm.
    PURPLE: Starts throwing out sword waves.  Quite easy to dodge, just circle the
    WHITE: This is nasty.  Dark Lumina seperates into 5 clones, and they all
    charge at you.  It's nigh impossible to not get hit at least once.  Try
    running in a circle.  Hey, it worked for me...
    YELLOW: Sends out shockwaves, like in form 2.  But be wary, there are three of
    them now.
    GREEN: Starts a windstorm.  You can avoid getting thrown off the side by
    jumping a lot, and staying as close to the middle as possible.  Do NOT touch
    Dark Lumina in this form, it hurts!
    BLUE: Throws four water spheres, which break up into smaller spheres.  Dodge
    them as best as possible.
     Once you manage to assimilate him (it takes a few tries to get in the right
    rythm), thwack the eye that appears with Lumina, QUICK!  You might want to
    stick to the Wind Scroll for this part (not to hit the eye, mind you; a plain
    ol' swing with Lumina holds the same power as a spinning hit), so you can
    avoid being sucked into the eye (which does some decent damage).  I personally
    found that I could avoid getting hit by just jumping away from the boss
    constantly while it tried to suck me in.  Anyway, once you've done this, you
    have to do it AGAIN, four more times.  Have fun...
     That's it!  Now, enjoy the ending!  Oh, but as with many Square games after
    Chrono Trigger, don't quit until you've saved.  Once you do, you can play the
    ending over again, as well as get new action figures, level up more, and so
    forth.  Congratulations!  You've won Brave Fencer Musashiden!
    Tips, Tricks, Secrets, Etc.
     There's lots of things to do in Brave Fencer Musashi, that's for sure.  I've
    covered all of the technical information below.
    Weapons Tactics						[WEAPTACT]
     There are many attacks in Brave Fencer Musashi-Den that you have at your
    disposal, all based around your two swords (Fusion and Lumina).  Here is a
    list of the techniques, and a rating for each.
    NOTE ON EXPERIENCE RATE: The experience rate is how much experience
    accumulates per attack for the mentioned attack style as opposed to a basic
    attack from Fusion of Lumina.  At this time, the rates are mostly guesses.
    CONSECUTIVE ATTACKS (FUSION): This attack is very basic, but very useful.  You
    can actually do MORE damage with 4 quick strikes of Fusion than you can do
    with one slow strike from Lumina.  But, the range is pitiful.  It puts the
    short back into short range.
    EXPERIENCE RATE: 1x Fusion
    RATING: 6/10
    REGULAR SWING (LUMINA): A very simple, slow attack with Lumina.  Doesn't do
    much in terms of damage, compared to a consecutive attack from Fusion, but the
    actual recover time after hitting is fairly good, and it has better range.
    I'd say it's about as good.
    EXPERIENCE RATE: 1x Lumina
    RATING: 6/10
    ROTATING ATTACK (LUMINA): Your classic rotating sword attack.  Since you
    defend when you charge, it's actually a tad bit better choice than to use a
    regular Lumina attack.  The recover time is good, too.  But, like most
    attacks, it only works with enemies that aren't moving around a lot.
    EXPERIENCE RATE: 1.5x Lumina
    RATING: 7/10
    FIERCE BLOW (LUMINA): Basically, you have to walk right up to your target
    while defending, and swing Lumina at them after they attack you.  It's about
    4x more powerful than a regular attack, and just as slow.  I'd say it's a
    fairly good bet, nonetheless, if you can pay attention long enough to pull it
    off right.
    EXPERIENCE RATE: 2x Lumina
    RATING: 7/10
    JUMP ATTACK (FUSION): This is actually slower than the normal Fusion attack,
    and is hard to follow through.  Plus, it does nothing for Fusion's range.  The
    only really good thing about it is the increase in speed that you get, as well
    as the fact that you can pre-empt any enemy that relies on you approaching
    them by walking (such as Hoppers and Mappers).  Still, Lumina's jump attack is
    far better.
    EXPERIENCE RATE: 1.5x Fusion
    RATING: 4/10
    JUMP ATTACK (LUMINA): Talk about speeding up Lumina!  This attack makes Lumina
    about twice as fast, and gives you a bit of extra range, to boot!  It's very
    controllable, as well.  Overall, a very good attack method, although it only
    does close to Lumina's basic damage rating (it seems to be a bit higher,
    actually).  I prefer it above all other basic techniques.
    EXPERIENCE RATE: 1.5x Lumina
    RATING: 9/10
    EARTH SCROLL (LUMINA): Stuns any nearby enemies.  I SUPPOSE it's useful, if
    you ever get surrounded by enemies (as you very well may, in one particular
    dungeon).  Overall, though, this move is quite worthless as a combat
    technique, and is obviously more meant for boss battles and special uses.
    RATING: 2/10
    WATER SCROLL (LUMINA): This scroll serves almost no combat purpose.  The only
    monsters hurt by water bullets are ones that are on fire.  It's primarily used
    for puzzles and bosses.
    RATING: 4/10
    FIRE SCROLL (LUMINA): Finally, a useful scroll!  The fire it shoots out is
    invaluable for keeping the pesky Clone monsters at bay.  Also, the fire shield
    is helpful in a fix, should you accidentally fall into water, as it keeps you
    from taking damage.  Overall, quite a useful scroll.
    RATING: 8/10
    WIND SCROLL (LUMINA): This scroll isn't all that handy, really.  Although it
    does make a whirlwind, the damage done is somewhat pitiful in comparison to
    many other attacks.  And you also get knocked off in another direction when
    you actually hit something.  Best to use it for plot events.
    RATING: 6/10
    SKY SCROLL (LUMINA): Yeesh, this scroll doesn't have ANY combat value at
    all...  Even so, it's critical for most of the puzzles in the final dungeon of
    the game.  Since ratings are based off of combat value, though, this scroll
    gets zilch.
    RATING: 0/10
    IMPALING LUNGE (FUSION): This move is only good if your enemies have the
    courtesy to stay still long enough for you to hit them with it.  It has a
    devestatingly long recover time if you don't hit the enemy, but if you do hit,
    you can quickly continue with a consecutive series of hits from Fusion, so
    this move is good for high-HP targets that don't move much.  Oh yes, and
    aiming with it is tough, to say the least.
    EXPERIENCE RATE: 2.5x Fusion
    RATING: 7/10
    TOSS-AND-SKEWER (LUMINA): If you can actually get up to the enemy, pick them
    up, and toss them up without getting attacked, then this is one of Lumina's
    best attacks.  The execution time is extremely long, though, so I don't like
    it much.  Nor do I like how Musashi flings them off, since the victims
    frequently end up falling through a tree or somesuch, taking their
    Drans/Bincholons/hearts with them.
    EXPERIENCE RATE: 1x Lumina
    RATING: 5/10
    CROSS STRIKE (COMBO): The first combo you learn, and the simplest.  Really,
    this move isn't all that powerful, but it DOES raise Lumina's damage slightly,
    so if the enemy has the courtesy to stay still long enough for you to execute
    it, go for it.
    COMBO: S, T
    EXPERIENCE RATE: 2x Fusion, 2x Lumina
    RATING: 7/10
    TENDERIZE (COMBO): Most of the combos are deadly, and this one is no
    exception.  The only real problem is that your target tends to die from the
    first few attacks before they even get hit by the main attack.
    COMBO: S, S, T
    EXPERIENCE RATE: 3x Fusion, 2x Lumina
    RATING: 8/10
    DESPERADO ATTACK (COMBO): This combo is hard to pull off, seeing as the great
    majority of monsters die too fast for it to actually affect them.  But it does
    look really cool.  This move is amazingly useful during area 3 of Soda
    COMBO: S, T, S, T
    EXPERIENCE RATE: 3x Fusion, 2x Lumina
    RATING: 8/10
    RUMPARONI-SP (COMBO): This technique is probably the best one you can use, in
    terms of damage per blow (save Lumina's intense attack).  And, best of all,
    it's fast!  Unfortunately, you have to consider range when attacking with it,
    so using it in melee combat is out of the question.  Even so, one way to use
    it in short range combat is to pick up an enemy, throw them with T, and then
    double-jump and hit T as you reach the peak of your jump.  If you do it right,
    you'll hit them dead on!  Of course, you do have to have a lack of other
    enemies trying to kill you to pull this off right, but it works well.
    COMBO: Double-jump, T
    EXPERIENCE RATE: 4x Fusion, 2x Lumina
    RATING: 9/10
    Minkus and their Locations				[MINKULOC]
     As the gentle (but somewhat dim-witted) sheep herder will tell you later,
    there are 13 Minku in the world, total, each with a Longevity Berry.  To get a
    Minku's berry, you have to pick it up and throw it.  This get's tricky once
    you get the piercing stab attack, as they're quite fast, and you'll end up
    stabbing them more often than not if you try to pick them up with the S
    button.  Once you get the Water Scroll, though, you can remove this problem
    (as you'll just shoot harmless water at the Minku if you fail to pick it up
    while the Water Scroll is charged and active).
     NOTES: Minku won't appear if you're near their dung, even if you're there at
    the right time.  They show up at 22:00, and don't leave until 5:00.  When you
    come at the wrong time, you'll just see their dung lying around.  With 13
    total Minku, you can get 325 HP more from catching them and taking their
    berries.  Given that you only get one Longevity Berry that's not from a Minku,
    I'd advise you hunt them down, lest you want to go through this game with a
    mere 175 HP.
     Anyhow, here are where all 13 Minku are...
    MINKU #1: Gondola Station area
    WHEREABOUTS: Easiest one to spot.  It's on the ground, near a small tree, off
    to the left side of the screen.
    MINKU #2: Somnolent Forest
    WHEREABOUTS: There is a small hidden path beyond the first thorn vine trap
    (when entering Somnolent Forest from the village), hidden vaguely by some
    trees.  At the end of the path, you'll find a clearing, where the Minku will
    MINKU #3: Gondola Station area
    PRE-REQUISITES: Have the L-Brace
    WHEREABOUTS: A small cliff off to the left of the gondola station.  You have
    to climb the cliff, hence why you need the L-Brace.
    MINKU #4: Twinpeak Mountain
    PRE-REQUISITES: Have the L-Brace
    WHEREABOUTS: Up near where you have the climbing contest with Rootrick.  Just
    do a flying leap from the retractable platform area towards the cliff to the
    MINKU #5: Hell's Valley
    PRE-REQUISITES: Defeat Skullpion
    WHEREABOUTS: Right where you fight Skullpion.  This one's easy.
    MINKU #6: Underground Lake
    PRE-REQUISITES: Have access to the mine
    WHEREABOUTS: One of the small outer islands of the lake where you find the
    Misteria flower during chapter 3.
    MINKU #7: Steamwood Forest
    PRE-REQUISITES: Free the Earth Scroll (ie. get to chapter 3)
    WHEREABOUTS: Up on a cliff; to get to it, simply free the Earth Crest in the
    forest, and climb up the cliff that becomes accessible.
    MINKU #8: Twinpeak Mountain
    PRE-REQUISITES: Have the Water Scroll
    WHEREABOUTS: Wait until you have the Water Scroll, and walk over from the
    farthest point over you can go on foot from the entrance (without crossing the
    river).  Then, go to the edge from there, and use the Water Scroll again to
    reach the Minku further down.
    MINKU #9: Somnolent Forest
    PRE-REQUISITES: Have the Water Scroll
    WHEREABOUTS: Between the two bridges, there's a small island.  You'll find the
    naughty beast there.
    MINKU #10: Grillin' Reservoir
    PRE-REQUISITES: Raise the water level for the well.
    WHEREABOUTS: There's a small ledge that you can see during chapter 3.  At the
    start of chapter 4, you can reach it after activating the Water Crest in the
    room, and using the Water Scroll to walk up there.
    MINKU #11: Grillin' Reservoir
    PRE-REQUISITES: Free the Fire Crest (ie. get to chapter 5)
    WHEREABOUTS: There's a small cave in the reservoir, where you will find a
    Crest to liberate.  Do so, and climb up the path that's revealed to catch the
    MINKU #12: Binchotite Mines
    PRE-REQUISITES: Need access to the upper mine
    WHEREABOUTS: Sitting smack dab in the upper part of the first area of the
    Binchotite mines.  You need access to the old mines, so that you can reach it.
    MINKU #13: Binchotite Mines
    PRE-REQUISITES: Need access to the upper mine
    WHEREABOUTS: In one of the two fan rooms of the old mines; trust me, you
    cannot possibly miss it.  If you need help finding it, look for the room with
    the Cure Worms hanging around in it.
    Bincho Fields						[BINCHOLOC]
     Bincho fields are your primary source of getting more BP (Bincho Power).
    There are 35 scattered around the world, with 5 BP gained per field, so that
    adds up to a total of 175 BP you can get from them.  The remaining 175 BP are
    gained (for the most part) automatically after Crest Guardian fights, and at
    one special point, as well, where you get 50 BP (see the walkthrough for
    details on this).
     Locating Bincho Fields is made easier by the Sensor Watch, which flashes when
    a field is nearby, and pulses stronger as you get closer to them.  A quick
    swing of Lumina is all it takes to shatter the fields.  For some reason,
    though, Lumina's jump-attack doesn't work right for shattering fields...  The
    normal hit is the only one that will work.
    Non-Bincho Field-Contained Palace Staff
    STAFF #1: Steward Ribson
    FUNCTION(S): He'll tell you who you've saved, and (once you save Seer Bevealy)
    where the ones you haven't saved are.  As well, he lets you visit the other
    palace people.
    NOTES: This old coot speaks funky...
    STAFF #2: Butler Livers
    FUNCTION(S): Not much, really.  He gives you the "ResQ List" (oh, you zany
    translators, you...) at the beginning, but after that, he serves no function.
    NOTES: Not very helpful, is he?
    STAFF #3: Clown Weenie
    FUNCTION(S): Teaches you Shish Kebab with the acrobat.
    NOTES: He's a bit silly, but that's his job, after all.
    STAFF #4: Scribe Shanky
    FUNCTION(S): Reads books to you, and generally scares me... O_o
    NOTES: What the hell is wrong with this guy?  He seems to be a covert
    pedophile...  Or perhaps not THAT covert...
    STAFF #5: Musician Beef-clef
    FUNCTION(S): Provides the flute to the castle's theme
    NOTES: Well, he's actually not too useful...
    Bincho Field-Contained Palace Staff
    BINCHO FIELD #1: Hawker Steakwood
    LOCATION: Dead End
    FUNCTION(S): Will tell you about Minku and Longetivity Berries
    NOTES: If you can't find this one, you might seriously want to reconsider
    playing this game. :P
    BINCHO FIELD #2: Guard Lumpwood
    LOCATION: Somnolent Forest
    FUNCTION(S): Lets you through to Twinpeak Mountains at any time
    NOTES: You'll find a small side-path near the central lake of Somnolent Forest
    (when entered from the village entrance).  His Bincho field is down there.
    BINCHO FIELD #3: Sear Bevealy
    LOCATION: Somnolent Forest
    PRE-REQUISITES: Asimilate Hop
    FUNCTION(S): Tells Ribson where other Bincho fields are when you get to the
    areas that those people can be saved
    NOTES: This one is a bit tricky to find.  From the village entrance, cross the
    first brambles, go across the northern bridge, follow the path, and soon, you
    will find that there is a Bincho field nearby, but won't be able to see any.
    Assimilate the Hopper's ability, and bounce up the cliff to get to Bevealy.
    BINCHO FIELD #4: Maid Loinette
    LOCATION: Somnolent Forest
    PRE-REQUISITES: Fix Steamwood
    FUNCTION(S): Teaches you Dashing Pierce
    NOTES: She's trapped behind a steam wall early on.  Once you repair Steamwood
    for the first time, you can get to her.
    BINCHO FIELD #5: Musician Pianissimeat
    LOCATION: Steamwood Forest
    FUNCTION(S): Adds the flute instrument to the castle theme
    NOTES: He's on one of the many trailing pipes of Steamwood Forest.  Actually,
    I don't think you can miss him, he's near where the Earth Crest is.
    BINCHO FIELD #6: Soldier Lardwick
    LOCATION: Twinpeak Mountain
    FUNCTION(S): Helps during the battle against Skullpion
    NOTES: Another Bincho field in plain sight; I can't imagine how you'd miss it,
    but if you're lost, look near the entrance, to the far left, on an outhanging
    grey rock.
    BINCHO FIELD #7: Mercenary Meitlofe 
    LOCATION: Twinpeak Mountain
    FUNCTION(S): Helps during the battle against Skullpion, provides a clue to
    solving the Meandering Forest puzzle
    NOTES: This guy's funny...  Anyway, you can find him during the quest to get
    all of the logs for the raft pretty easily.
    BINCHO FIELD #8: Carpenter Carvey
    LOCATION: Twinpeak Mountain
    FUNCTION(S): Helps during the battle against Skullpion, gives a clue as to
    what the Gondola Gizmo looks like.
    NOTES: This one's on a small ledge on the way up Twinpeak Mountain's main
    peak.  You'll notice a pole hanging out in the middle of nowhere; it's down
    BINCHO FIELD #9: Knight Lardwick
    LOCATION: Twinpeak Mountain
    FUNCTION(S): Helps during the battle against Skullpion, teaches Crosswise Cut
    NOTES: A lot like Carvey's field, but further up.  Same general idea.
    BINCHO FIELD #10: Shepherd Beefalo
    LOCATION: Twinpeak Mountains
    FUNCTION(S): Tells you how many Minku are in his care (ie. how many that
    you've defeated)
    NOTES: This one's rather interestingly positioned below the bridge across the
    two peaks of Twinpeak Mountain.  The jumping required to get to him is a bit
    tricky, but I'm sure you can manage it.
    BINCHO FIELD #11: Bailiff Jerky
    LOCATION: Restaurant Basement
    PRE-REQUISITES: Have access to the basement
    FUNCTION(S): Helps in planting of rice for making Riceballs
    NOTES: This one can be tricky to get to, to say the least.  You have to take
    the path that does not lead to the exit of the Teleporter Maze of the basement
    BINCHO FIELD #12: Taster Salmonelli
    LOCATION: Restaurant Basement
    PRE-REQUISITES: Have access to the basement
    FUNCTION(S): None whatsoever
    NOTES: This one's in the Relic Keeper's domain.
    BINCHO FIELD #13: Carpenter Cubey
    LOCATION: Restaurant Basement
    PRE-REQUISITES: Have access to the basement
    FUNCTION(S): Gives a clue as to what the Gondola Gizmo looks like
    NOTES: He's somewhere in the Ghost Maze.
    BINCHO FIELD #14: Weaver Dinneretta
    LOCATION: Twinpeak Mountain
    PRE-REQUISITES: Be able to double-Jump
    FUNCTION(S): Weaves you either the L-Quilt or the L-Gloves
    NOTES: This one is really tricky to get to.  Do a double-jump from the highest
    point of the pole near where you found Knight Lardwick across the waterfall,
    and you'll be on the platform with her Bincho field.
    BINCHO FIELD #15: Soldier Hanky-Flanky
    LOCATION: Restaurant Basement
    PRE-REQUISITES: Have access to the basement
    FUNCTION(S): None whatsoever
    NOTES: A hard-to-spot field, you can find it in the Fire Maze.  He's almost as
    freaky as Scribe Shanky...
    BINCHO FIELD #16: Knight Brisket
    LOCATION: Lower Mine
    PRE-REQUISITES: Have access to the reservoir/mines
    FUNCTION(S): Teaches you the Tenderize technique
    NOTES: This one is near the conveyor belt room
    BINCHO FIELD #17: Cook Mary-Nade
    LOCATION: Underground Lake
    PRE-REQUISITES: Have access to the reservoir/mines
    FUNCTION(S): Helps with the harvesting of rice for Riceballs
    NOTES: She's at the foot of the central island; you have to ride the platform
    for a bit to reach her.
    BINCHO FIELD #18: Acrobat Sausages
    LOCATION: Steamwood Forest
    FUNCTION(S): Helps the clown teach you Shish Kebab
    NOTES: This field is near the upper pipes of Steamwood.  It's not hard to spot
    it, if you run along all of the pipes.
    BINCHO FIELD #19: Mercenary Stue
    LOCATION: Restaurant Basement
    PRE-REQUISITES: Have access to the restaurant basement
    FUNCTION(S): Provides a clue to solving the Meandering Forest puzzle
    NOTES: You'll find him in the Bowler Maze, behind one of the crackable walls.
    BINCHO FIELD #20: Janitor Sloppy-Joe
    LOCATION: Frozen Palace
    PRE-REQUISITES: Have access to the Frozen Palace
    FUNCTION(S): None whatsoever
    NOTES: You'll find him just beyond the Blue Eye door.
    BINCHO FIELD #21: Artisan Teebone
    LOCATION: Dragon Isle
    PRE-REQUISITES: Have access to Dragon Isle
    FUNCTION(S): Tempers Fusion, increasing overall damage
    NOTES: You'd have to be blind to miss this Bincho field, but DO NOT MISS HIM!
    Fusion is far more powerful once it's tempered!
    BINCHO FIELD #22: Carpenter Dicey
    LOCATION: Lower Mine
    PRE-REQUISITES: Have access to the reservoir/mines
    FUNCTION(S): Gives a clue as to what the Gondola Gizmo looks like
    NOTES: He's located near a conveyor belt, just before you reach the
    underground lake
    BINCHO FIELD #23: Musician Al Forte
    LOCATION: Frozen Palace
    PRE-REQUISITES: Have access to the Frozen Palace
    FUNCTION(S): Adds drums and a second flute to the castle theme
    NOTES: He's somewhere in the first ice block maze
    BINCHO FIELD #24: Knitter Lunchetta
    LOCATION: Hell's Valley Canyon
    PRE-REQUISITES: Have access to Hell's Valley
    FUNCTION(S): Informs you of the existence of the L-Cloth
    NOTES: You can clearly see her near the entrance.  You need to use the Earth
    Scroll on the cliffs above to knock the boulders down to get to her, though.
    BINCHO FIELD #25: Chef Julienne
    LOCATION: Frozen Palace
    PRE-REQUISITES: Have access to the Frozen Palace
    FUNCTION(S): Helps out in harvesting rice for Riceballs
    NOTES:  Quite clearly visible atop some stair-like blocks; you have to
    approach it from the upper right doorway in the entry hall.
    BINCHO FIELD #26: Mercenary Potrowst
    LOCATION: Restaurant Basement
    PRE-REQUISITES: Have access to the Restaurant Basement
    FUNCTION(S): Provides a clue to solving the Meandering Forest puzzle
    NOTES: He's somewhere in the Bowler Maze...
    BINCHO FIELD #27: Chief Gravie
    LOCATION: Underground Lake
    PRE-REQUISITES: Have access to the reservoir/mines
    FUNCTION(S): None whatsoever
    NOTES: He's on one of the outer islands of the lake.
    BINCHO FIELD #28: Cook Chiffonade
    LOCATION: Upper Mines
    PRE-REQUISITES: Have access to the Upper Mines
    FUNCTION(S): Makes Neatballs
    NOTES: He's off to the left of the entrance to the old mines.
    BINCHO FIELD #29: Conductor Scores
    LOCATION: Upper Mines
    PRE-REQUISITES: Have access to the Upper Mines
    FUNCTION(S): Adds the violin to the castle theme
    NOTES: He's near the fan that's turned off.  You can't miss him, seriously.
    BINCHO FIELD #30: Butcher Chops
    LOCATION: Frozen Palace
    PRE-REQUISITES: Have access to the Frozen Palace
    FUNCTION(S): Helps Cook Chiffonade make Neatballs
    NOTES: This one is REALLY tricky to get to.  You have to first assimilate the
    Steel ability from a Steel Golem, and then locate the entrance in the ice maze
    on the right side of the Frozen Palace that leads outside.  Enable the Steel
    ability out on the balcony, and run straight through the spikes to get to the
    Bincho field.
    BINCHO FIELD #31: Knight Chucks
    LOCATION: Restaurant Basement
    PRE-REQUISITES: Have access to the Restaurant Basement
    FUNCTION(S): Teaches you the Desperado technique
    NOTES: After the final vanishing-platform maze, you'll see a lower path than
    the others.  Fall down onto it, and free Chucks from the room that it leads
    BINCHO FIELD #32: Doctor Tung
    LOCATION: Twinpeak Mountain
    PRE-REQUISITES: Take the left path of the raft mini-game, or use the Water
    FUNCTION(S): Heals Musashi's HP and BP to max, and removes Poison
    NOTES: You can find him on a small peninsula.  He's quite hard to miss;
    indeed, you can see his Bincho field the first time you climb the mountain.
    BINCHO FIELD #33: Knight Rumparoni
    LOCATION: Upper Mines
    PRE-REQUISITES: Have access to the Upper Mines
    FUNCTION(S): Teaches you Rumparoni-SP
    NOTES: He's in small room just above where you have to do the mine cart mini-
    game, and is almost impossible to miss.
    BINCHO FIELD #34: Alchemist Leanman
    LOCATION: Frozen Palace
    PRE-REQUISITES: Have access to the Frozen Palace
    FUNCTION(S): Restores 10 BP with an Alchemic Tart
    NOTES: Pretty useless, really...  Anyway, he should be in the left ice block
    maze, somewhere...
    BINCHO FIELD #35: Librarian Brisketta
    LOCATION: Restaurant Basement
    PRE-REQUISITES: Have access to the Restaurant Basement
    FUNCTION(S): Translates the books that Shanky couldn't read before
    NOTES: She's in the Fire Maze, off of the main path.
    Fusion Guide						[FUSIONGD]
     Yep, there's definitely good and bad Fusion skills in this game.  I've tried
    to cover the skills, what they do, and how useful they are below.
    GUNSHOT: Not too bad early on.  Later, though, it gets badly outclassed by
    other Fusions and even the two swords.
    ENEMY WITH SKILL: Bincholoid (Blue, single-bullet gun user)
    BP COST: 1 per shot
    RATING: 4/10
    SHRINK: Except for the one monster that you have to use it on, this move is
    utterly useless.
    ENEMY WITH SKILL: Magician
    BP COST: 10 per shot
    RATING: 2/10
    MINT: Very useful if Musashi is getting tired.  It reduces his Tiredness
    rating, as do the items by the same name.  The only real bummer is that the
    Tiredness rating goes back UP after the skill wears off.
    ENEMY WITH SKILL: Herb Plant, Cool Plant
    BP COST: 4
    RATING: 8/10
    SATIATE: EXTREMELY useful when you're running short on BP, as it restores BP
    BP COST: 8 (Why?!  It restores BP!)
    RATING: 10/10
    HOP: Hop's primary function is to get you across brambles in Somnolent Forest,
    and up slopes in one particular dungeon.  But it has negative combat value,
    seeing as you can't attack while using it.
    BP COST: 6
    RATING: 2/10
    B.O.: Repels Sphere Bats.  It's not very useful at all, I've found.  The rooms
    where it would be the most helpful are the rooms with no Vambees nearby to
    steal it from.
    ENEMY WITH SKILL: Fire Vambee, Vambee
    BP COST: 4
    RATING: 3/10
    BOWL: Not too bad a technique, but it has a slow execution time.  Mainly
    useful for puzzles, and knocking the slow Vambees and Fire Vambees out of the
    BP COST: 10 per throw
    RATING: 4/10
    ANTIDOTE: Probably the most useful ability of them all, Antidote removes all
    poisons from your system.  Don't go into the Binchotite mines without it!
    BP COST: 6 per use
    RATING: 10/10
    CLONE: Make an explosive "clone" of yourself.  It's a guaranteed kill for the
    most part, but it's also a one-timer.  A mixed bag, really.
    BP COST: 16
    RATING: 6/10
    STEEL: Gives you an up in defense, and you can destroy certain spikes to boot!
    I'd say it's useful for the defense bonus alone.  Unfortunately, you can't use
    it outside of Frozen Palace.
    ENEMY WITH SKILL: Steel Golem (drops from the cieling)
    BP COST: 8
    RATING: 9/10
    D-KICK: Do a drop-kick on your enemy.  The damage rating is about midway
    between Fusion and Lumina, and the range is fairly good.  But it does use BP
    to attack, so I don't use it much.
    BP COST: 5 per kick
    RATING: 7/10
    ACID: This skill isn't all that powerful, but it CAN kill the red GiAnts,
    which makes it very handy in the Upper Mines.
    BP COST: 8 per shot
    RATING: 8/10
    DEPRESS: Depress makes Musashi move slowly, but it also makes it so that the
    blue GiAnts don't target him.  Unfortunately, there are exactly two blue
    GiAnts in the entire game, so this skill is put to waste.
    BP COST: 4
    RATING: 4/10
    FIREFLY: I'd say I under-predicted this skill.  It makes the Teleporter Maze
    of the Restaurant Basement far more manageable.  Still, it IS a one-trick
    BP COST: 8
    RATING: 4/10
    HURL: This skill is quite silly: you just throw an enemy.  I'd stick to using
    T and S to do that.  It costs quite a bit less BP.
    BP COST: 8 per toss
    RATING 1/10
    JAVELIN: A ranged attack, and not very powerful.  I suggest you not bother
    with it.
    ENEMY WITH SKILL: Bincholoid Soldier (Green, spear-wielding)
    BP COST: 6 per javelin
    RATING: 5/10
    MAP: This skill can be useful, I suppose.  It provides a map of the Frozen
    Palace.  Of course, the use of a walkthrough makes that rather pointless,
    BP COST: 8
    RATING: 4/10
    PERFUME: This skill raises Musashi's defense a bit temporarily.  It's fairly
    useful early on.
    BP COST: 2
    RATING: 8/10
    RIP-OFF: This skill is a cute idea.  You absorb 10 BP every time you get hit.
    I don't use it at all, seeing as you have to get hit for it to work, and
    getting hit is what you tend to try to avoid doing in this kind of game.  It's
    wiser to use Satiate when you need BP.
    BP COST: 10
    RATING: 4/10
    STUN: Stun your opponents, obviously.  After Spiral Tower, it's pretty damned
    useless.  It looks funny, though.  DOINK!
    ENEMY WITH SKILL: Bincholoid (Red, 1st type)
    BP COST: 4 per use
    RATING: 3/10
    SUBLIME: Have an out-of-body experience.  The only real use it serves is to
    explore the Ghost Maze dark rooms in the light.  But then, that's the only
    place that you can assimilate and use this skill anyway.
    BP COST: 8
    RATING: 2/10
    SLEEPY: This skill is annoying, and useless.  It sets your tiredness to 100%
    for an aggravatingly long time.  This serves no function whatsoever.
    BP COST: 4
    RATING: -2/10
    TOXIN: This makes Musashi THINK he's poisoned, and fall asleep.  ...Paying BP
    to get a status ailment is akin to paying somebody money to kick you in the
    ass, and that's just what this skill feels like.
    ENEMY WITH SKILL: Toad Stool
    BP COST: 2
    RATING: -5/10
    FENCE: This is a bit messed up, as it has nothing to do with fencing.  You
    shoot a crescent-shaped wave from Fusion, and it tries (somewhat) to home in
    on an enemy.  Not too powerful, but then, most Fusion skills aren't.
    ENEMY WITH SKILL: Bincholoid1H, Kojiro (!)
    BP COST: 8 per use
    RATING: 6/10
    3-WAY: Shoots 3 bullets.  Since two thirds of your bullets will probably go to
    waste (if not all of them), this skill isn't too handy.
    ENEMY WITH SKILL: Bincholoid2H
    BP COST: 5
    RATING: 7/10
    HOMING: This is the best attack skill in the game, hands down.  It's a tad bit
    slow, but it tracks enemies, and does quite a hefty amount of damage.  And it
    only costs 10 BP, making it far more affordable than Grenade.
    ENEMY WITH SKILL: Bincholoid3H
    BP COST: 10
    RATING: 10/10
    GRENADE: Grenade is powerful, all right, but it's also 10x more expensive than
    homing, and only does 2x more damage.  Do the math, and I'm sure you'll see
    that, while this skill is useful, Homing is the better bet.
    ENEMY WITH SKILL: Bincholoid4H
    BP COST: 50
    RATING: 9/10
     In order to add yet another thing for you to do, Square added in action
    figures for every enemy and major character in the game.  You can buy them at
    the toy store on any day but Wednesday (unless you sneak in when Farmer Grange
    does), from 12:00 to 20:00.  In general, the series toys are directly linked
    to the chapter where you first see the character in question.
    Series1		Series2		Series3		Series4		Series5
    Musashi		Soldier3	R-Vambie	Penguin		GiAnt
    Bee Plant	HerbPlant	V-Soldier	HayaWolf	ToadStool
    Soldier1	KManeater	Bowler		SlowGuy		Ed & Ben
    Solider2	Magician	Cure Worm	S-Golem		Topo
    Rootrick	Sleepie		Bubbles		Ginger-E	Col-Capri
    St-Knight	Skullpion	R-Keeper	F-Dragon	Queen Ant
    Series6		Special
    Soldier1H	Fillet
    Soldier2H	Jon&Leno
    Soldier3H	MomMinku
    BigWalker	Kojiro
    Flatsky		DLumina1
    T.O.D.		DLumina2
     For series 1-6, you need only complete the chapters that correspond to their
    number, and (usually) defeat the monster that any given action figure
    represents.  The Special figures, though, require a bit more work.
     Generally speaking, you have to do whatever is associated most with the
    figure in question (ie. saving all palace members but Fillet makes the Fillet
    action figure available).
    Fillet - Save all 35 palace members
    Jon&Leno - Get all treasures (including the ones in Soda Fountain)
    MomMinku - Catch all 13 Minku, and defeat the Mom Minku in Meandering Forest
    Kojiro - Talk to Farmer Lacter during chapter 6 to get one for free
    DLumina1 - Win the game once
    DLumina2 - Get all stats up to level 30, and win the game at least once
    DLumina3 - Get all other action figures first
     It's amazing how hard it is to find a decent source on how to get the
    Jon&Leno and DLumina3 figures.  Rumors abound exist about how you get them,
    ranging from ridiculous to just downright wrong.  I've confirmed the above
    method, though, and it does work.  As soon as I got the last missing treasure,
    I found the Jon&Leno figure for sale.  I bought it, completing my collection
    (save DLumina3), went back in, and found DLumina3 for sale.  I recently found
    out that leaving the store was unnecessary too; all you really have to do is
    cancel, and then select that you're there to shop again.
     It would be in your best interest to find every item in the game (given that
    doing so is the only way to get one of the special action figures).  This list
    is here to act as sort of a checklist, so you can track down any stray items
    that you may be missing.
    Item Name	Appraised	Found
    OldCrown	Cakepan		Somnolent Forest
    OldBook		Comic		Twinpeak Mountain
    Dagger		Penknife	Twinpeak Mountain
    Bracelet	L-Brace		Twinpeak Mountain
    AgedCoin	GoldCoin	Steamwood Forest
    Rock		Crystal		Twinpeak Mountain
    OldGlove	A-Glove		Grillin' Mine
    Shield		Frisbee		Restaurant Basement
    Cloth		L-Cloth		Restaurant Basement
    OldSword	Shovel		Restaurant Basement
    OldPipe		Flute		Restaurant Basement
    Helmet		Bedpan		Restaurant Basement
    Powder		Soap		Restaurant Basement
    OddHat		PiePlate	Restaurant Basement
    UglyBelt	L-Belt		Restaurant Basement
    UsedBoot	A-Boots		Grillin' Reservoir
    OldShirt	L-Vest		Grillin' Reservoir
    Armor		LargePot	Grillin' Reservoir
    Glasses		L-Goggles	Somnolent Forest
    LongTube	BigStraw	Frozen Palace
    RedShoes	L-Shoes		Frozen Palace
    RedCloth	E-Undies	Frozen Palace
    Wh-Cloth	B-Undies	Frozen Palace
    Bl-Cloth	T-Hanky		Frozen Palace
    LrgTool		Pickaxe		Old Mines
    OddBone		Baton		Old Mines
     As well, I've listed the locations of where you can find each chest of Drans
    and Memory Box below.
    Chest Type	Location
    200 Drans	Twinpeak Mountain
    500 Drans	Steamwood Forest
    500 Drans	Somnolent Forest
    200 Drans	Hell's Valley entrance (upper area)
    500 Drans	Restaurant Basement
    500 Drans	Dragon Isle
    Memory Box	Twinpeak Mountain
    Memory Box	Grillin' Mine
    Memory Box	Restaurant Basement
    Memory Box	Frozen Palace
    Memory Box	Frozen Palace (near boss)
    Memory Box	Old Mines
    Memory Box	Soda Fountain, area 1
     Next, the list of HP- and BP-restoring items that can be purchased and/or
    Item		Price		Effect
    Gel		150 Drans	Restores 80 HP
    W-Gel		250 Drans	Restores 150 HP
    C-Drink		500 Drans	Restores 250 HP and 5 BP
    EX-Drink	800 Drans	Restores 500 HP	and 5 BP
    S-Revive	3000 Drans	Revives Musashi if he dies with full HP/BP
    Mint		120 Drans	Lowers Tiredness by 50%, restores 5 BP
    H-Mint		200 Drans	Lowers Tiredness by 90%, restores 5 BP
    Antidote	250 Drans	Removes Poisoning, restores 5 BP
    Cheese		390 Drans	Restores HP/BP according to how long you've
    				had it
    Orange		300 Drans	Restores 30 HP and 10 BP
    RiceBall	320 Drans	Restores 150 HP and BP
    NeatBall	520 Drans	Restores 300 HP and BP
    Milk		70 Drans	Restores 10 BP
    RyeBread	80 Drans	Restores 25 BP
    Bagel		120 Drans	Restores 50 BP
    Scone		150 Drans	Restores 80 BP
    Gr-Bread	240 Drans	Restores 150 BP
    JamBread	450 Drans	Restores 300 BP
    Biscuit		300 Drans	Restores 100 BP; never spoils
    Ol'Bread	N/A		Restores 10 BP, removes 5 HP
    RotBread	N/A		Restores 10 BP, removes 10 HP
    SourMilk	N/A		Restores 5 BP, removes 5 HP
    Yogurt		N/A		Restores 50 HP and BP
    Sporange	N/A		Restores 2 BP, removes 5 HP
    SourBall	N/A		Restores 25 BP, removes 5 HP
    MoldBall	N/A		Restores 25 BP, removes 25 HP
    WellH2O		N/A		Restores 5 HP
    Aqualin		N/A		Restores 10 HP, removes Poisoning
     Even though you can't actually carry them, here's what the restaurant sells.
    Food		Price		Effect
    Juice		300 Drans	Restores 5 HP
    Pea Soup	450 Drans	Restores 100 HP and 50 BP
    Cake		600 Drans	Restores 150 HP and 100 BP
    Gravy		800 Drans	Restores 150 HP and 200 BP
    Salad		800 Drans	Restores 200 HP and 150 BP
    Lasagna		1000 Drans	Restores 250 HP and 300 BP
    Porkchop	1200 Drans	Restores 500 HP and 500 BP
     And finally, the plot items.
    Item		Function
    Jon'sKey	Used to free Jon from the stocks
    Log (x4)	Used to make a raft
    Manual		A guide to how to fix Steamwood
    Key		The key to the mines, given to you by Wid
    Misteria	A flower in the mines that is used to make Remedy for Tim
    Aqualin		Water from Twinpeak Mountain used to make Remedy for Tim
    Rope		The church's rope, used to access the well and reservoir
    Statue		Lets you go into the Relic Keeper's domain
    G.Gizmo (x4)	Used to repair the gondola; three are fakes
    Rocksalt	Used to access Dragon Isle
    RedEye		Opens the red door and the door to the Frost Dragon's domain
    BlueEye		Opens the blue door and the door to the Frost Dragon's domain
    GreenEye	Opens the green door and the door to the Frost Dragon's domain
    Calendar	Rather useful guide to the second area of Soda Fountain
    Profits		Money that Topo stole from the village shops
    Handle#0	Opens Steamwood's main door
    Handle#1	The handle for Steamwood pressure valve #1
    Handle#4	The handle for Steamwood pressure valve #4
    Handle#8	The handle for Steamwood pressure valve #8
    Note		Gives you a hint on how to reach the Sky Scroll
     Rest assured, there are plenty of baddies to deal with in Brave Fencer
    Musashi.  Below is an overview of them: what they look like, where they are,
    what they do, and how to beat them.
    *   = Crest Guardian
    **  = Regular boss
    *** = Last boss
    NAME: BincholoidR (Red Bincholoid, type 1)
    APPEARANCE: Pig-like, with a primarily red suit that has a white X over it.
    They carry shortswords.
    LOCATION(S): Just about everywhere...
    BEHAVIOURS: Squeals and charges at you, walks around randomly
    STRATEGY: Heh, this is just ridiculous.  Let them charge at you, then slash
    them to death with Fusion.
    NAME: BincholoidB (Blue Bincholoid, type 1)
    APPEARANCE: Much like above, but blue instead of red.  Oh, and they have a gun
    in their hands instead of a sword.
    LOCATION(S): Just about everywhere...
    BEHAVIOURS: Sits there and shoots 3 times, then reloads and does it again
    ASSIMILATE: Gunshot
    STRATEGY: Equally silly.  Defend/charge, and then slash them with Lumina.  Or,
    wait for a break in their barrage of bullets, and take them down with Fusion.
    NAME: Bee Plant
    APPEARANCE: A rather silly-looking thing, the Bee Plant is a plant with what
    looks almost like a face made of petals and seeds.  They come both in and out
    of pots.
    LOCATION(S): Spiral Tower path, Meandering Forest (early on)
    BEHAVIOURS: Looks for you, pecks you
    ASSIMILATE: Perfume
    STRATEGY: Just don't let them peck you, and thwack them to death with Fusion.
    NAME: Stone Head**
    APPEARANCE: Um, kinda like a giant head, perhaps?
    LOCATION(S): Spiral Tower's top
    BEHAVIOURS: Shoots rays at you on the ground, tries to crush you by rolling
    after you when you get Lumina
    STRATEGY: When it's shooting at you, just don't stand where it targets.  When
    it's rolling after you, jump when Musashi tells you to, and watch out for
    stray logs!
    NAME: Sphere Bat
    APPEARANCE: Um, an eyeless bat shaped like a sphere.  They're blue, too.
    LOCATION(S): Spiral Tower, Bincholoid Mines, Restaurant Basement, reservoir
    BEHAVIOURS: Fly around, for the most part.  They attack you if you try to
    climb walls, and in Spiral Tower, they deliberately attack you.
    STRATEGY: Generally, you don't have to worry about them.  If they get in your
    way, just thwack them with a jump hit from Lumina, and when they charge you
    early on, just defend (you'll literally go right through them without taking
    any damage whatsoever).
    NAME: Steam Knight**
    APPEARANCE: Like a big robot, for the most part.  Hard to describe accurately.
    LOCATION(S): Yakiniku... er, Allucaneet Palace
    AREA 1: Swings it's ball-and-chain at you, and surrounds you with flames.
    AREA 2: As above, also attacks with pillars.
    AREA 3: Mostly just jumps and swings it's ball-and-chain around at you.
    AREA 1: Dodge the ball-and-chain by jumping, and thwack it's two legs out of
    commission.  After you knock one out, you have to attack his core.  It's easy
    to get to, hidden beneath his little loincloth-thing.  He won't get up until
    you do hit it, too.  If he surrounds you with flames, do a rotating attack
    with Lumina
    AREA 2: A lot like above, but dodge those pillars!
    AREA 3: Dodge it's jumps, and thwack it's core when the core is in view.
    NAME: BincholoidG (Green Bincholoid, Type 1)
    APPEARANCE: Like the Red and Blue versions (hey, Pokemon!), but with a spear.
    LOCATION(S): Somnolent Forest, Meandering Forest (early on)
    BEHAVIOURS: Charges out of the trees, wanders around, squeals, charges at you,
    does a piercing lunge
    ASSIMILATE: Lancer
    STRATEGY: Don't try to engage them whilst they're charging, unless you can
    somehow get behind or beside them.  Just take them down when they stop.
    NAME: Herb Plant
    APPEARANCE: Like the Bee Plant, but a different color, and always in a pot
    LOCATION(S): Somnolent Forest, Twinpeak Mountain
    BEHAVIOURS: Looks for you, spots you, spits seeds
    STRATEGY: See the Bee Plant entry; they're almost identical, save that these
    buggers have more HP, and shoot seeds.
    NAME: Hopper
    APPEARANCE: Kind of looks like a pink lilly pad with a flower bud on top.  Oh,
    and the obligatory face too.  Don't be fooled, it's got a spring on it's
    bottom and it knows how to use it.
    LOCATION(S): Somnolent Forest, Upper Mine
    BEHAVIOURS: Sits there, bounces around if you get too close, chases you
    STRATEGY: Jump-strike it, or assimilate it.
    NAME: ManEater
    APPEARANCE: Picture a rice ball with eyes and a gigantic mouth, and you'd have
    something that looks very much like the ManEaters...
    LOCATION(S): Somnolent Forest, Twinpeak Mountain
    BEHAVIOURS: Slugs around, runs at you if it sees you, tries to eat you by
    either falling on you or jumping on you
    ASSIMILATE: Satiate
    STRATEGY: AUGH!  It's my worst nightmare come true!  The food's trying to eat
    me back! :P  Anyway, these little buggers are nigh immortal, so the only way
    to defeat them is to either assimilate them (a good move) or knock them into
    NAME: Sleepie
    APPEARANCE: It looks, um, like a tired toadstool.  I know, it sounds odd, but
    it does!
    LOCATION(S): Somnolent Forest, Twinpeak Mountain
    BEHAVIOURS: Sits there, spits out sleeping powder if you attack it, get too
    close, or pick it up.
    ASSIMILATE: Sleepy
    STRATEGY: Kill it in a single blow, hit and run repeatedly, or use an
    assimilated distance-based attack.
    NAME: Brambles
    APPEARANCE: Um, they look like brambles (that is, spiny vines)
    LOCATION(S): Somnolent Forest
    BEHAVIOURS: None; they're dangerous enough just sitting there, trust me.
    STRATEGY: Hop over them with the Hopper's ability.
    NAME: King ManEater
    APPEARANCE: Take the ManEater and quadruple it's size.  Yep, that freaky.  Oh
    yes, and add a plant stem.  Be glad this guy can't move...
    LOCATION(S): Twinpeak Mountains
    BEHAVIOURS: Sits there, and tries to eat you if you approach it.  Hey, it's
    deadly enough just like that...
    STRATEGY: Use Shrink on it (assimilated from Magicians) and step on it.
    Justice so sweet...  And it never comes back, unlike all other monsters do!
    NAME: Magician
    APPEARANCE: Spooooky...  Actually, it looks like a Phantom-of-the-Opera mask
    and two gloves floating over a bluish cloak.
    LOCATION(S): Somnolent Forest, Twinpeak Mountain, Meandering Forest (early on)
    BEHAVIOURS: Wanders, dissapears if you walk too close, reappears and tediously
    tries to shrink you
    ASSIMILATE: Shrink
    STRATEGY: I know, it seems ridiculous, but you can pretty easily be shrunk by
    one of these guys if you're trying to kill one of their allies.  Wait for them
    to reappear if they vanish and thwack them good with Lumina.  Otherwise, just
    jump-strike them with Lumina.
    NAME: Skullpion*
    LOCATION(S): Hell's Valley
    BEHAVIOURS: Charges, spins around with it's tail, spins around spitting sand,
    climbs walls to attack your allies, digs at you with it's tail, jumps on you
    STRATEGY: When it charges, walk away from it's path.  When it thumps it's tail
    on the ground twice, JUMP!  When it spits sand, just walk away from the sand
    flow as best you can.  When it starts climbing the walls, quickly use the
    Earth Scroll to knock it down.  When it tries to drill at you with it's tail,
    just jump around a lot.  When it tries to jump on you, just move out of it's
    landing zone.  You can only really hurt it with the bombs and rocks that your
    allies put in the basket above you.  Once you knock it out enough that it's
    mouth is open, hurry over and thwack it's gem with Lumina!  Do this three
    times, and it's history.
    NAME: Cure Worm
    APPEARANCE: Like a segmented worm with a clamshell for a head
    LOCATION(S): Lower and Upper Mines, reservoir (after drained)
    BEHAVIOURS: Crawls around, snaps at you if you get too close
    ASSIMILATE: Antidote
    STRATEGY: Assimilate them!  Antidote is, by far, the most useful assimilated
    NAME: Toad Stool
    APPEARANCE: A blue Sleepie
    LOCATION(S): Lower and Upper Mines
    ASSIMILATE: Poison
    BEHAVIOURS: Sits there, spots you, chases you, poisons you with it's powder
    STRATEGY: Jump-attack it with Lumina (risky), or avoid it (recommended).
    NAME: Bowler
    APPEARANCE: Um, it looks kind of like a gigantic plant with a pink tongue of
    sorts...  Really strange.
    LOCATION(S): Bowler Maze (Restaurant Basement)
    BEHAVIOURS: Sits there, and shoots out growing "seeds" that look suspiciously
    like bowling balls at regular intervals.
    STRATEGY: Don't let their bowling balls touch you.  Just assimilate them; you
    need Bowl for their maze, anyway.
    NAME: CurseFire
    APPEARANCE: The classic jumping fireball look
    LOCATION(S): Fire Maze (Restaurant Basement)
    BEHAVIOURS: Jumps in and out of the lava pits in the Restaurant Basement
    STRATEGY: Don't get hit by them.  Duh. :P  They're immortal, but this time you
    can't do anything about it (unlike ManEaters).
    NAME: Vambee
    APPEARANCE: Like a vampire and a zombie made into one; somewhat bluish
    LOCATION(S): Various parts of the Restaurant Basement
    BEHAVIOURS: Walks around slowly, drains Musashi's life if they grab him
    STRATEGY: DON'T GET CLOSE TO THEM!  If you must attack them, jump-strike them
    with Lumina, so as to knock them back.  It's pointless to try to defeat them,
    as they take so long to kill.  They refuse to quit, even after you've severed
    their legs.
    NAME: Fire Vambee
    APPEARANCE: Like a Vambee, but on fire
    LOCATION(S): Fire Maze (Restaurant Basement)
    BEHAVIOURS: Same as Vambees, but it HURTS if you get touched by their flames!
    STRATEGY: Either assimilate them (not reccomended), or just avoid them.  Using
    Bowl on them keeps them at bay rather nicely, I've found.
    NAME: Flying Vambee
    APPEARANCE: Like a Vambee, but green and flying
    LOCATION(S): Various parts of the Restaurant Basement
    BEHAVIOURS: Flies around, orders Sphere Bats to attack you, lands from time to
    STRATEGY: If you REALLY want to kill them, just wait for them to land, and
    rush them.
    NAME: Lamp Bat
    APPEARANCE: Like a Sphere Bat, but it's holding a lamp.  Go figure, eh?
    LOCATION(S): Teleporter Maze (Restaurant Basement)
    BEHAVIOURS: Flies around, swoops at you, drops it's lamp on you
    ASSIMILATE: Firefly
    STRATEGY: Argh...  Killing them gets rid of light, and not killing them means
    that you have to put up with them...  Assimilate 'em!
    NAME: Ooze
    APPEARANCE: Like a glob of ooze.  What a shocker...
    LOCATION(S): Various parts of the Restaurant Basement
    BEHAVIOURS: Crawls around; if you touch it, you get poisoned
    STRATEGY: Don't touch it, obviously.  If you really want to kill it THAT bad,
    then just charge them with Fusion's rushing attack.  They always drop an
    Antidote, making them quite a pointless monster.
    NAME: Lone Mist
    APPEARANCE: Like a ghost.  Not the same as a Magician, mind you, this looks
    much more like a ghost than the Magician does.
    LOCATION(S): Ghost Maze (Restaurant Basement)
    BEHAVIOURS: Flies around, sometimes tries to attack you
    ASSIMILATE: Sublime
    STRATEGY: Assimilate it, if you want.  Or just ignore it.  You can't kill it,
    that's for sure.
    NAME: Wisp
    APPEARANCE: Like a Will'o'Wisp (ie. a glowing ball of light)
    LOCATION(S): Various parts of the Restaurant Basement
    BEHAVIOURS: Flies around randomly, lighting up rooms
    STRATEGY: You can't kill it, or assimilate it, so just avoid it.
    NAME: Relic Keeper*
    APPEARANCE: Like a big statue of some sort; also spits out a flame wisp, that
    changes in appearance from time to time.
    LOCATION(S): Restaurant Basement
    BEHAVIOURS: Falls down after you beat it's wisp flame up enough.  The wisp
    flame does things, though: flies around randomly, jumps like a worm, turns
    into a flaming sword and swings at you, turns into an arch and shoots fire,
    turns blue and does lots of nasty things.
    STRATEGY: Yeesh...  You need to shoot the flame wisp with water to get the
    Relic Keeper to expose it's core (which you have to thwack real good with
    Lumina in normal mode).  To deal with the whisp:
    RANDOM FLIGHT: Just dodge it, and shoot water bullets at it.
    PINBALL FLIGHT: Much like above.
    JUMPING: Try to position yourself at the center of one of it's jumps.
    SWORD: Move so that it won't hit you, and (of course) shoot water at it.
    ARCH: Easy to hit it when it's like this.  Shoot water bullets away from it a
    slight distance.
    WAVING ARMS: Double-jump over the flame waves.
    SPINNING WHEEL: Jump between the flaming spokes.
    NAME: Vambee Soldier**
    APPEARANCE: Big, red, and ugly vambee
    LOCATION(S): Chapel
    BEHAVIOURS: Tries to grab and bite you; also spits out a nasty gas
    STRATEGY: You need only bide your time until dawn, so just swing Lumina at
    them in an arc, and keep them at bay.  They will kill you if they actually
    grab you long enough, so keep them back!  Using Crosswise Cut works wonders,
    I've discovered.
    NAME: Cool Plant
    APPEARANCE: Bluish version of the Bee/Herb Plants
    LOCATION(S): Frozen Palace
    BEHAVIOURS: Looks for you, spots you, spits frozen seeds
    STRATEGY: DON'T GET HIT BY THE SEEDS!  Getting frozen really sucks...  Anyway,
    just hit them real good up close, like you did before with it's siblings.
    NAME: Copycat
    APPEARANCE: Several geometric shapes holding two swords much like your own.
    LOCATION(S): Frozen Palace
    BEHAVIOURS: Does every damned thing you do, except scroll and Assimilated
    STRATEGY: Load up the Fire Scroll, and burn it to death.  It's hard to
    assimilate these buggers, since they throw THEIR Fusion at YOU, too.
    NAME: Haya Wolf
    APPEARANCE: Looks like a were-wolf, really.
    LOCATION(S): Frozen Palace
    BEHAVIOURS: Jumps around, screams in anger, drop-kicks you
    ASSIMILATE: Drop Kick
    STRATEGY: Don't let them drop-kick you.  Just dodge and hit them as they're
    recovering from their jumps.
    NAME: Mapper
    APPEARANCE: Bluish version of the Hopper
    LOCATION(S): Frozen Palace
    BEHAVIOURS: Same as the Hopper (jumps around and such); can poison you, beware
    STRATEGY: Same as the Hoppers.  They seem to have a bit better sight range,
    so you may want to just avoid them altogether.
    NAME: Penguin
    APPEARANCE: Like a penguin that stole a red Bincholoid's uniform.  Seriously!
    LOCATION(S): Frozen Palace
    BEHAVIOURS: Dives at you, occasionally blows up (at which point they start
    shooting bullets at you from their head); they also push ice blocks in one
    STRATEGY: If they're pushing ice blocks, leave them alone and ride the ice
    blocks.  Otherwise, just thwack them to death with Fusion and/or Lumina.
    NAME: Metal Spikes
    APPEARANCE: Kind of like spears sticking out of the ground
    LOCATION(S): Frozen Palace
    BEHAVIOURS: They sit there and do nothing.  They're really good at it, too!
    STRATEGY: Use Steel to break them to bits.
    NAME: Slow Guy
    APPEARANCE: Like a big, blue giant
    LOCATION(S): Frozen Palace
    BEHAVIOURS: Walks towards you, throws you in various directions
    STRATEGY: Don't kill them, just avoid them.  Assimilating them is pointless.
    They can't really attack you, only throw you (which is useful at one point).
    NAME: Stomp/Steel Golem
    APPEARANCE: Like an over-sized steel weight.
    LOCATION(S): Frozen Palace
    BEHAVIOURS: Waits for you to walk beneath you, then falls on you
    STRATEGY: Don't let them fall on you.  It HURTS!  Instead, assimilate Steel
    from them.  Oddly, this doesn't kill them.
    NAME: Frost Dragon*
    APPEARANCE: Like an oversized icy eel with fins
    LOCATION(S): Frozen Palace
    BEHAVIOURS: Here we go...
    AREA 1: Flies around, tries to ram you, eventually starts breaking the bridge
    you're standing on up.
    AREA 2: Sits in it's little pit and tries to ram you, spits ice at you, shoots
    an aurora beam at you, gets tired, jumps up out of it's hole and back in, and
    does it all over again
    STRATEGY: Let's see...
    AREA 1: Just shoot fire at him when you get the chance, and generally avoid
    getting hit by him.  When you see the arrow pointing away from the entrance,
    get MOVING!  If you fall here, you die!
    AREA 2: Dodge and weave about until it gets tired, and then burn the bugger!
    Once it passes out, thwack it's core good.  Repeat until you win.
    NAME: Kojiro**
    APPEARANCE: Red-haired moron.  No, really!
    LOCATION(S): Dragon Isle
    BEHAVIOURS: Talks too much, then forces you to duel him.  Hey, at least he's
    historically accurate in that sense. :P  His moves are all elemental attacks
    not unlike your Scroll moves.
    STRATEGY: This duel is just plain silly.  He broadcasts his moves, so you need
    only step out of the way of the attacks, and whack him good with Lumina.  Keep
    it up, and he'll lose in no time.  Kill him with Fence for a bit of variation,
    if you feel like it.
    NAME: B-Eater (Bincho Eater)
    APPEARANCE: Like a tiny, glowing ManEater.
    LOCATION(S): Upper Mine
    BEHAVIOURS: Tries to touch you (you lose 5BP if they do)
    ASSIMILATE: Rip-off
    STRATEGY: Don't let them touch you, obviously.  Just avoid them in any way you
    possibly can.
    NAME: GiAnt (Blue-colored ant)
    APPEARANCE: It's a giant, blue ant.  Need I say more?
    LOCATION(S): Upper Mine
    BEHAVIOURS: Spits acid at you
    STRATEGY: Avoid it, or assimilate it.  You can't kill it with your regular
    sword attacks, though, only with their own move (Acid).
    NAME: NeedlAnt (Red-colored ant)
    APPEARANCE: It's a giant, red ant.  Surprised?
    LOCATION(S): Upper Mine
    BEHAVIOURS: Crawls around, generally ignores you
    ASSIMILATE: Depress
    STRATEGY: Don't touch it.  Assimilate it if you want.  You can't kill them
    without using Acid (not the drug, the Assimilated skill).
    NAME: Queen Ant*
    APPEARANCE: Ever seen an ant queen?  It looks a lot like one.  Blech.
    LOCATION(S): Upper Mine
    BEHAVIOURS: Let's see...  Tries to claw you in with it's over-sized claws,
    tries to impale you, spits out larvae and acid, and fans you into the
    Binchotite when you thwack her core.
    STRATEGY: Stay away from her core for now.  Focus on dodging, and when the
    queen tires herself out, thwack her head.  When she starts going nuts, use the
    Wind Scroll to make yourself into a whirlwind so that you can reach her core.
    Once you do this, quickly jump (while still in Whirlwind mode), and head for
    the Queen Ant's head.  Once you hit it, the risk of the queen blowing you into
    the poison vat surrounding her vanishes.  Keep it up until she dies (Or you
    do.  That'd really suck...).  You'll probably continuously get poisoned, so
    don't bother taking any antidotes along, just buttloads of healing items.
    NAME: Leader's Force Ben**
    APPEARANCE: A big, stupid guy with a cloth hat and a spear
    LOCATION(S): Soda Fountain, area 1
    BEHAVIOURS: Flies around and drops bombs, lands, tries to impale you with his
    STRATEGY: Wait for him to land, and then use Rumparoni-SP or a jump-strike on
    him.  Keep it up, and he's toast.
    NAME: Leader's Force Ed**
    APPEARANCE: Short as Musashi, with Capricola's hair and face.  Freaky...
    LOCATION(S): Soda Fountain, area 2
    BEHAVIOURS: Stands there and shoots a beam at you, pants for a bit, uses a
    smoke bomb or two, throws bouncing fire bombs
    STRATEGY: Decidedly harder to beat than Ben.  Ed can only be hit when he's
    panting.  He's REALLY fast with his beam attack, so you have to time perfect
    double-jumps over it.  When he's teleporting around, it's not too tough to
    dodge his ball-bombs, but remember, they do blow up after a set time.
    NAME: Bincholoid1H
    APPEARANCE: Um, sort of like a beefed-up red Bincholoid soldier, with a shield
    and a helmet.  These guys are BIG!
    LOCATION(S): Soda Fountain, area 3
    BEHAVIOURS: Spots you, charges you, swings his sword at you, blocks
    STRATEGY: You could use Rumparoni-SP on it a bunch.  Or, you could wait for it
    to charge, and THEN strike it hard.  Either way, these guys are a lot tougher
    than their weakling cousins, the red Binchotites.
    NAME: Bincholoid2H
    APPEARANCE: Much like #1, but blue, and has a gun instead
    LOCATION(S): Soda Fountain, area 3
    BEHAVIOURS: Spots you, gets into position, uses a 3-way shot
    STRATEGY: These guys are deceptively easy.  They're constantly running away
    from you to get a better shot, so you can just charge them, and they won't be
    able to do much.
    NAME: Bincholoid3H
    APPEARANCE: As with the first two, but yellow, and toting a bazooka
    LOCATION(S): Soda Fountain, area 3
    BEHAVIOURS: Spots you, gets into position, fires it's bazooka
    ASSIMILATE: Homing
    STRATEGY: They were easy for me, so I can't give much strategy, other than the
    obvious one of not standing in front of them.  Assimilating one of them is
    probably the best thing to do.
    NAME: Bincholoid4H
    APPEARANCE: Like the others, but green
    LOCATION(S): Soda Fountain, area 3
    BEHAVIOURS: Walks around and drops grenades
    ASSIMILATE: Grenade
    STRATEGY: Well, let's see...  DON'T FOLLOW THEM!  Their grenades do mucho
    damage, so you want to take them down from a distance or in front.
    Assimilating them is a VERY good idea.
    NAME: Pigloter
    APPEARANCE: Like a metal pig head with a propeller on top.  How silly.
    LOCATION(S): Soda Fountain, areas 1 and 3
    BEHAVIOURS: Flies around, lands, shoots at you, takes off
    STRATEGY: Wait for it to land, and then assault it mightily.
    NAME: BigWalker
    APPEARANCE: Classic mech legs, without the mech on top.
    LOCATION(S): Soda Fountain, area 3
    BEHAVIOURS: Walks around, shoots flames in your general direction, sometimes
    shoots a laser at you.
    STRATEGY: Don't stand in front of it, obviously.  Take it out from the sides
    or rear.
    NAME: Guardian Gun
    APPEARANCE: Like a ball on a stick.  No, really!
    LOCATION(S): Soda Fountain, area 3
    BEHAVIOURS: Tracks you, shoots one of two types of laser at the location that
    you were last standing at when it targetted you
    STRATEGY: Beat their gate up if they have one, or just thwack them good if
    they're stand-alone units.
    NAME: Door Guardian Gun
    APPEARANCE: Like a turret gun, only attached to a door
    LOCATION(S): Soda Fountain, area 3
    BEHAVIOURS: Tracks you, shoots about ten dispersed energy ball shots
    STRATEGY: Not too tough.  Just jump around them a lot, and use Lumina's
    jump-strike and lots of combos on them gratuitously.
    NAME: Leader's Force Topo**
    APPEARANCE: Like one of those psycho girls that dresses up like an animal.
    She looks silly, to say the least.
    LOCATION(S): Soda Fountain, area 3
    BEHAVIOURS: Jumps on the buttons on the floor
    STRATEGY: You have to follow her pattern, and do the same song as she does.
    Listing the buttons to press isn't too helpful, trust me, as you have to time
    it exactly like she does.  If you still want the button list, look in the
    walkthrough above for them.
    NAME: Tower of Death*
    APPEARANCE: A five-story tower with red "eyes" all over it.  Freaky-looking,
    but very cool.
    LOCATION(S): Soda Fountain, final area
    BEHAVIOURS: See walkthrough
    STRATEGY: See walkthrough
    NAME: Dark Lumina***
    APPEARANCE: Big and ugly man-thing with demon horns and red eyes.  Nasty...
    LOCATION(S): Soda Fountain, final area
    BEHAVIOURS: Flies after you, trying to kill you
    STRATEGY: Just keep running!
    NAME: Dark Lumina -Part Two-***
    APPEARANCE: Big, green, and lizard-like
    LOCATION(S): Soda Fountain, final area
    BEHAVIOURS: See walkthrough
    STRATEGY: See walkthrough
    NAME: Dark Lumina -Finale-***
    APPEARANCE: Like a pure white final form Freeza, sans tail.  Seriously!
    LOCATION(S): Soda Fountain, final area
    BEHAVIOURS: See walkthrough
    STRATEGY: See walkthrough
    GameShark Codes
     Let's face it, some of the puzzles in Brave Fencer Musashi are downright
    evil.  That's why I'm providing these codes: so you don't have to put up with
    those damned sequences for long.
    Infinite Double-Jumps
    80126D98 0000
    NOTE: You need the L-Belt for this to work.
    Freeze Rescue Timers (for Steamwood and getting Aqualin)
    80078E90 BE2A
    80078E92 041B
    Freeze Valve Reset Timer (Steamwood)
    801204A8 0700
    Always Have 4 Logs or Intact Mine Cart (Raft and Mine Cart mini-games)
    800BA286 0400
    Infinite Current HP
    80078EB2 0212
     Time to wind up the walkthrough.  Thanks for reading (or not reading)!
    Special Thanks To
    * Yee Seng Fu - For writing the BFM walkthrough that I used during my first
    play-through of Brave Fencer Musashi.  Although hard to understand at times,
    it saved me hours of frustration more than once.
    End Notes
     Well, I guess that's that.  I've started five independent new games of BFM,
    and gotten to chapter 6 in all of them (although I only won on the last three
    so far).  The game really drew me in, even though the mini-game sequences
    pissed me off to no end.  I hope that you can find a way to enjoy this game,
    like I did.
    Unpublished Works Copyright 2001-2002 Sky Render Translations

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