hide results

    Walkthrough by Schimmel

    Version: 4 | Updated: 04/20/97 | Search Guide | Bookmark Guide

    	This is the fourth draft of a walkthrough for Breath
    of Fire 2.  Changes in this include all corrections that
    were emailed to me, a few that were posted, and additional
    information about finding the hidden spells Chopchop and
    Bombada, since they seem to keep puzzling people.  I'm
    reasonably sure that the information is correct, but it's
    been a while since I've gone through the game.  If there is
    an error, please email me at schimmel@eniac.seas.upenn.edu,
    and I will correct it.
    	I would like to thank Vandessa (vandessa@netcom.com)
    for her FAQ, which helped me a great deal in organizing
    parts of this; and also all those who contributed to her
    	I would like to thank those who corrected and
    contributed further to this walkthrough, namely:
    * Ihua Tung (jtung@mail.utexas.edu) for information about
    the use of Rand's Wake ability to revive dead characters,
    and about administering the antidote to Katt at the Coliseum
    in order to have her join you before you fight Augus.
    * Seb Alltaire (wonka@globalx.net), among others, for
    pointing out my overlooking Spar's third form not just once,
    but twice (d'oh!).
    * Viet T. Bui (ST931275@PIP.CC.BRANDEIS.EDU) for pointing
    out Bleu's ability to fry things in the hunting sequence.
    * Alex van Chestein (havoc@zone.ca) for pointing out that
    you _can_ exit the whale before waking it.
    		*	*	*	*	*
                           Breath of Fire II
                            Walkthrough v.4
                           (Updated: 4/20/97)
    I. Cast of characters
    	The focus of the story, and the only character you
    can name.  The Hero is always with you.
    	Combat:  Guts.  The Hero will recover HP when this
    is used.  If it is used often, he will recover less than if
    it is used only occasionally.
    	Field:  Fishing.  Press A when near a fish.  With a
    strong enough rod, the Hero can catch a treasure chest or a
    denizen of Prima!
    	Advantages:  The Hero generally has the best attack
    and defense power at any time.  He has Dragon Attack spells
    that can inflict major damage.  He has moderate healing
    magic as well.  He critically hits often and can
    	Disadvantages:  The Dragon Attack spells cost the
    Hero all his remaining AP, and do damage based on the number
    of AP remaining vs. the maximum number of AP (An Attack with
    26/26 AP will be stronger than one with 26/52 AP).
    	Combinations:  None.
    	The Hero's childhood friend, who is prone to getting
    into trouble.
    	Combat:  Shot.  Bow attempts to critically hit the
    enemy.  If he succeeds, the enemy dies; if he fails, he does
    1 HP damage.
    	Field:  Hunting.  Press A when facing grass.  Bow
    can obtain Roast, Meat, Egg, and several other items.
    	Advantages:  Bow has powerful healing and defensive
    magic, and a high number of AP.  His Shot is a very
    effective attack against normal enemies.  His regular attack
    critically hits often (though not as often as Jean, Katt, or
    the Hero).
    	Disadvantages:  Bow's strength with normal attacks
    drops quickly at about the time of the Great Bird scenario.
    	Combinations:  The Giant Robot.  Its Spray attack
    hits all opponents.
    	A former farmer who joins the Hero at the Coliseum.
    	Combat:  Wake.  Rand attacks a member of the party,
    and wakes them up.  This attack does less damage than a
    regular attack, but the damage is still significant.  This
    _will_ sometimes revive a dead character with 1 HP, however,
    and that is its main use.
    	Field:  Roll.  Rand can roll into a ball and travel.
    The party will cover ground quickly, and cannot be attacked
    while the ball is moving.  The ball will stop if it crashes
    into an obstacle.
    	Advantages:  Rand's Offense and Defense are high.
    He has very powerful healing magic, with a decent number of
    AP.  He also has the highest HP total.
    	Disadvantages:  Wake is probably the most useless
    special ability.  Rand is usually the slowest character.
    Attack power is very low between Capitan and Highfort
    	Combinations:  The Shelled Creature.  The special
    ability remains the same, but attack, defense, and AP all go
    up.  A very useful form to have near the end of the game.
    	An arena combatant who joins the Hero after he
    defeats her and saves her life at the Coliseum.
    	Combat:  Dare.  Makes Katt more likely to be
    attacked.  This can be useful at higher level, when she
    dodges most attacks.
    	Field:  Hunting.  Katt's staff has no range, but
    it's faster than Bow's bow.  If you hit something once,
    swing again immediately, and you'll get the item.
    	Advantages:  Katt is the fastest character, and has
    a high Offense score.  She is the only character besides the
    Hero who can counterattack.  The few spells she learns are
    very powerful.  She critically hits often.
    	Disadvantages:  Katt has low HP and can't take many
    hits, even with a high Defense.  She also has few AP, and
    can't cast any of her spells until later in the game.
    	Combinations:  The Dark Martial Artist.  In this
    form, Katt can 'Keep' in combat.  She will spend one round
    building up, then critically-hit the enemy, doing more
    damage than a regular critical hit would do.  In this form,
    she also gains enough AP to use her magic.
    	The exiled Princess of Windia, who joins after the
    Hero rescues her sister Mina from the Joker Gang.
    	Combat:  Will.  Similar to the Hero's Guts command,
    except that Nina recovers AP instead of HP.
    	Field:  Summon.  Nina can summon the Great Bird to
    fly the party to any location.  (This ability appears late
    in the game.)  If Nina leads the party, it will be
    impossible to fall into holes; Nina will fly back out.
    	Advantages:  Powerful attack magic, and high AP.
    	Disadvantages:  Low attack power, low defense, low
    	Combinations:  The Angel.  In this form, Nina can
    force enemies to flee.  The party gets no experience for
    this, however.
    	A former warrior chief turned entertainer.  Sten
    joins your party after you return Mina to Windia.
    	Combat:  R.I.P.  Sten tries to fool the enemies into
    thinking he is already defeated.  This makes Sten less
    likely to be attacked, but he takes more damage if he is.
    	Field:  Stretch.  Sten can use his long arms to pull
    the party across narrow gaps, if poles are nearby.
    	Advantages:  Sten has high speed and is fairly
    powerful.  His attack magic includes several near-unique
    spells, such as Bomb and Missile.
    	Disadvantages:  Takes more damage than his Defense
    indicates.  Becomes rather weak later in the game.
    	Combinations:  The Djinni.  In this form, Sten can
    use a Switch power to exchange one group of enemies for
    another.  This can be useful for avoiding certain enemies.
    	The Prince of SimaFort, who joins you temporarily
    after you break the curse on him, and permanently after you
    complete SimaFort.
    	Combat:  Jab.  Jean attacks all the enemies at once.
    	Field:  Frog.  Jean transforms into a frog and can
    hop over low cliffs and swim in shallow water.
    	Advantages:  Jean learns several useful spells at
    relatively low level.  At higher levels, he learns powerful
    magic like Death.  Jean critically hits often.
    	Disadvantages:  Jean is slow, and has only average
    ability in combat.
    	Combinations:  The Blue Death Frog.  In this form,
    Jean can Chop, causing all enemies 999 damage after a
    one-round pause.  Ouch!
    	The Grass Man who joins you after you free him from
    captivity in the Carnival Tent.
    	Combat:  Nature.  Has different effects depending on
    the surroundings, including damage to enemies (desert,
    forest), healing (normal plain), and slowing the enemies
    (plain with shrubs).
    	Field:  With Spar leading, the party can walk
    through forests.  Spar can also talk to the large trees.
    	Advantages:  Spar has many AP and can cast healing
    and ability-boosting magic.  His attack magic is limited,
    but fairly powerful.  Spar has many HP.
    	Disadvantages:  Spar's whip is very weak, and his
    defense is fair at best.
    	Combinations:  The Sprite.  In this form, Spar can
    use Spore to attempt to put the enemies to sleep.  (This can
    backfire and affect the party.)  Also, the Flower Bud.  In
    this form, Spar can Bud, and will continously attack enemies
    after a one-round pause.  Spar's Bud form has a decent
    offense.  Both forms offer increased AP.  Also, the
    Snapdragon.  In this form, Spar's power remains Nature, but
    his attack power increases dramatically.
    	The mysterious Indigo Sorceress from Breath of Fire
    1.  She will join the Hero if he speaks to her after he
    visits her home.
    	Combat:  Shed.  Bleu recovers full HP.
    	Field:  Hunting.  Press 'A' while Bleu is in the
    lead in the hunt sequence, and she will cast a powerful
    spell, vaporizing everything.  This turns all creatures in
    the field to Charcoal.
    	Advantages:  High AP and powerful attack magic.
    Better offense and HP than Nina, similar defense.  High
    speed.  Starts with many powerful spells, including Death.
    Bleu is slightly stronger than Nina at equal levels,
    although Nina will have more AP.
    	Disadvantages:  Weak regular attack, low defense.
    	Combinations:  None.
    Note:  I've divided the game into arbitrary Chapters.  The
    characters listing for any given chapter is my
    recommendation for the party members for that chapter.  Feel
    free to ignore it.  If a character is required, a @ symbol
    will be placed next to his/her name (except for the Hero,
    who is always required).
    		*	*	*	*	*
                            Chapter 1:  Suzy
                    Characters:  Hero, Bow@
    	The game begins in the village of Gate.  The Hero is
    sent after his sister.  Climb the mountain to the north of
    the village.  There will be a fight, but if the Hero is
    about to lose, Ganer will rescue him.  After the cinema
    scene, the Hero must decide whether to go to sleep.  If he
    doesn't, he misses a scene, but the game is not otherwise
    affected.  When the hero climbs back down the mountain, he
    finds that nobody in town recognizes him.  Ganer and Yua are
    	In the church, the Hero meets Bow.  The two leave
    the village and, when the storm starts, head for the nearby
    cave.  Follow the tail until you are forced to confront the
    demon.  After you lose, the game will skip forward several
    years, and you will find yourself (and Bow) in HomeTown.
    Elder will assign you to go after Mina's pet Suzy.
    	Do not cross the bridge outside yet, and do not
    enter the mountain until level 3.  In the first room in the
    mountain, you will discover a healing spring.  Fight until
    you reach level 6 or 7, then go on.
    	After exiting the top portion of the cave, you will
    see a ramp.  Heal yourself if necessary before climbing the
    ramp.  At the top, you will face three harpies.  This is a
    tough fight, but in the second round, the three will attack
    each other, giving you a little time.  Each harpy has about
    40 HP.  Most of the time, the three will attack the Hero, so
    have Bow cast DefUp on him.
    	After winning the fight, proceed to the left.  You
    will end up causing a landslide, entering another cave, and
    falling into a hole.  When you land, talk to Azusa, the
    hunter.  Leave the mountain, and head west to the Ruins.
    There, you will have to fight six Pests and a giant Roach.
    This isn't too hard, although the Roach sometimes gets up
    when it's killed, forcing you to fight several more rounds.
    	Once you've finished everything, you'll retrieve
    Suzy.  Head back to HomeTown (it's much easier with the new
    path, isn't it? ;) and enter the Ranger's Guild.  You'll
    receive your reward for completing the job, and Bow will ask
    you to return to your room.  You'll be forced to agree.
    		*	*	*	*	*
                            Chapter 2:  The Coliseum
                    Characters:  Hero, Rand@, Katt@
    	During the night, Bow will answer a knock on your
    door.  It's a man named Kilgore, with a job.  Bow thinks
    about waking the Hero, but decides against it.  He leaves.
    	When you wake up, you find that Bow is now a robbery
    suspect!  Wander around HomeTown, and talk to all the
    guards.  When you've done this, return to your room to
    confront Bow.  He gets an idea--he will hide in the trash
    can, and you'll carry him to the Ruins!  Do so.  Niro agrees
    to hide Bow, if Bow will help him fix the place up.  Bow
    reluctantly agrees, and asks the Hero to chase down the real
    female thief and clear his name.
    	Asking about strange women reveals that a winged
    woman is at the Magic School, and a woman fighter is at the
    Coliseum.  You can't do anything about the Magic School for
    now, so leave HomeTown and head east and north to Coursair.
    	At Coursair, go to the Pub at night.  (You can wait
    till nightfall by talking to the man behind the bar, if you
    arrive during the day.)  Speak to Rand, who tells you the
    opponent is always Baba, a lumberjack from TagWoods.
    	TagWoods is north of Coursair.  Make sure you have a
    good supply of Herb.  Make your way through the forest to
    confront Baba.  He won't give up without a fight.  He's not
    very tough, but he can counterattack, so don't let your HP
    drop too low.  After the fight, he gives you his Axe.  With
    this, you can pretend to be Baba and enter the fight.
    Return to Coursair and talk to Rand again.
    	Before you enter the Coliseum, deposit all your
    money in the Bank.  Once you're in, you'll have to beat the
    Dir.HR in order to see Augus; that's not a problem, but be
    sure to heal yourself after the fight, so you don't go into
    the arena with low HP.  Talk to Augus, then go to your
    dressing room.
    	Don't oen the treasure chest yet.  Wait for Rand to
    appear and speak to him.  Agree to give him all your money.
    (This is only 1 coin.)  He will leave.  Watch the cinema
    scene, then take your pay.  Enter the arena.
    	Katt doesn't believe your story about Augus's
    treachery, so you'll have to fight her.  Katt is faster than
    the Hero, so time your healing spells accordingly.  When you
    win, the poison needles will begin to fly.  *You can move
    during this scene!*  If you reach Katt quickly, you can give
    her the Antidote!
    	You'll wake later at the Inn.  If you weren't fast
    enough to give Katt the antidote, she will be knocked out by
    the poison, but you'll be ok.  Rand, shocked that the story
    was true, joins you.  If you managed to give Katt the
    antidote, she will also join you!
    	You can't let Augus get away with this...  Go back
    to Augus. He will transform into a demon and attack.  If you
    still have the FireRock from Mt. Fubi, this is the time to
    use it.  The Hero is faster than Augus, and Rand is slower,
    but it's usually better to have the Hero attack and Rand
    cure.  If you have Katt, use her speed well--either to use
    an item or to fight.  Augus gets two attacks per round.  He
    can also cast Cure1 if his HP start getting low, and he can
    'store strength' to make his next attack do greater damage.
    	Once you win, leave the Coliseum.  If Katt had been
    poisoned, a man will tell you to go see her, and you'll be
    transported there as a cinema scene begins.  Ray, the priest
    of St. Eva, has revived Katt... and she's mad at you.
    Eventually, you'll straighten things out.  Rand will ask you
    to take him to the hideout, where he can work as a handyman,
    and Katt will tag along, trying to make amends.
    	Time to visit Niro again.  This time, Rand stays,
    but Katt will be sent to help you track down the female
    thief (and keep her out of the way ;).  Remember the winged
    girl at the Magic School?  It's time to check that out.  Go
    back to HomeTown.
    		*	*	*	*	*
                            Chapter 3:  Nina and Mina
                    Characters:  Hero, Katt@, Nina@
    	You'll see a breakin in progress at Magic School.
    Before you can do anything, Nina will use her magic to stop
    it.  She then goes inside.  Follow her (after promising Katt
    that she too can learn magic).
    	Inside, once you find her, you'll watch another
    cinema scene.  A man from the Joker Gang forces Nina to go
    with him by threatening her sister Mina.  Katt volunteers to
    follow them.
    	The Joker Gang's hideout is the cave near Coursair.
    You'll have to kill one Hood to get in, but the others in
    the first cave won't attack.  (There are also no other
    encounters in that cave.)  You can't get to the treasure
    yet, and Win, who lives in the top left extension of the
    cave, is useless for now, so head to the top right.  The
    guard who keeps the gate asks you for the boss's nephew's
    name.  If you get it wrong, you have to fight him to get
    through.  The correct name is "Palin".  The next gatekeeper
    tells you the switch is in a hole.  It isn't, and you'll be
    attacked by a poisonous spider and a Hood.  Unfortunately,
    you can't avoid this fight.  The spider has far more HP, so
    take out the Hood first.
    	Descend and make your way through the dungeon.  (Be
    sure to get the SilverDR.)  You'll enter a room where the
    boss, Joker, is confronting Nina.  He tries to force Nina to
    become his slave, but Katt will intervene, rescuing Mina.
    Katt and the Hero will face a fight with four Hoods; if they
    win, Nina joins the party.  Nina buries Joker under rock,
    but Joker becomes a demon and breaks loose.  The hree will
    have to fight him.
    	Afterwards, Nina insists on taking Mina back to
    Windia.  Katt offers to join her (draggingthe Hero along ;).
    Windia is north and west from Coursair.  Once there, work
    your way through the maze and into the castle, where the
    Queen will thank you and escort you out into the town.
    Strangely enough, she doesn't seem to recognize Nina... ;)
    	You'll be told you need a highlander with long arms
    to get back across the cliffs.  Where could you find such a
    person?  As you're about to go explore the town, a magic
    show begins.
    		*	*	*	*	*
                            Chapter 5:  Capitan
                    Characters:  Hero, Katt, Nina, Sten@
    	It's Sten the magician!  And he makes the Hero
    disappear.  But when the show's over... where is the Hero?
    Watch the cinema scene.
    	Now that Sten has joined you, you can go back across
    the cliffs.  Do so if you need to; otherwise, head for
    Capitan, to the west of Windia.  Make sure you have a good
    supply of Antdt, as the Deathpede has a poison breath attack
    that can poison all four characters at once.
    	When you arrive at Capitan, you learn that a child
    has fallen down the dried-up well, and most of the villagers
    have gone down to look for him and not returned.  When you
    descend into the well, you'll meet Ray, who's come to
    investigate.  He kills a large insect (Creon) and explains a
    little to you; then, another one appears, knocks him aside,
    and attacks you.  Creon is fairly deadly, because of its
    Eggbetr double-attack.  After each time you fight one, heal
    yourself as much as possible.  If any character dies, go to
    the inn and rest if you can, otherwise use a LifePL.  You'll
    need all your strength here.
    	After the first fight, agree to help Ray.  He'll
    lead you to a cavern, and get attacked by a Creon.  (This
    blocks the way back to town.)  Go ahead to look for the boy,
    as he requests.  He's in the cavern at the end.  Get the
    treasures first, but be careful of the Creons.  After you
    talk to the boy, a large monster will attack.  This monster
    can attack all four characters at once, and can control a
    character to force him to attack himself or another party
    member.  Watch your HP, and have Nina cast spells.
    	Once you win, the cavern will start shaking.  Ride
    the turtles back across.  Ray will meet you and tell you
    that the cavern is flooding.  He will put up a barrier to
    hold the water and ask you to rescue all the villagers.
    	Go through the cave, talking to the people.  If a
    villager attacks you, don't kill the villager!  Kill the
    monster on his face and the fight will end.  Katt should be
    able to kill them easily.  You'll also face one or two more
    Creons, but free as many villagers as you can.  Then return
    to Ray and tell him you've freed them all.  Ray will let
    down the barrier and the water will wash you out of the well
    and into Capitan.
    	Ray wants to thank you by granting you the Renew
    spell (revives the dead for 10 AP).  Take him back to the
    hideout, and talk to all your characters.  Decide who to
    give it to.  Rand and Bow will learn it on their own (Bow as
    early as level 20!), the Hero needs his AP for dragon
    attacks, and Katt doesn't have the AP.  Sten has fewer AP
    than Nina and (IMO) is less useful as a character.  I
    generally give the spell to Nina.
    	Once you've decided, Ray bestows the spell and
    departs.  Head back to Capitan.  Have the Hero speak to the
    girl dressed in red, who is standing near the Inn.  She
    pulls him away from the party, and takes him to the forest
    north of Capitan to meet Granny.  This is the Fire Shaman
    Sanamo.  When she attempts to unite with the Hero, she
    fails, but awakens the Dragon power.  The Hero learns
    FirePuppy, IcePuppy, and T.Puppy, and burns down Granny's
    house in the process.  Granny and Sanamo ask the Hero to
    find them another one, so you're headed back to the Hideout.
    	Return to Capitan and speak to the man who's
    standing where Sanamo was.  You'll be transported to the
    hideout.  Granny will take over the room next to Niro's,
    which Bow and Rand built.  She'll ask for remodeling, but
    Bow and Rand aren't professional enough... you'll have to
    return to Capitan to find a carpenter.
    	There are three carpenters:  The one in the fancy
    house (top left) will build a pub whose patrons keep track
    of game stats, if you invite him to the hideout.  The one in
    the house on poles (top center) will play an Othello game
    with the Tolen medals, in which you can win prizes such as
    the ThunderST and TigerSD.  The one in the normal houses
    (top right) will cook items, sometimes producing valuable
    items.  The cook/carpenter is probably the best, since you
    can produce items that raise stats.  The gamester/carpenter
    is fun, and also provides valuable items.  The
    bartender/carpenter is good for curiosity value, but not
    much else.  (He can also raise a character's condition to
    Super for 500 GP.)
    	Once you've chosen a carpenter, you can also catch
    the boat, to take you across the water.
    		*	*	*	*	*
    			Interlude: Chopchop
    	The Chopchop technique is elusive.  To get it, you
    must visit the Wild Cat Cafe _before_ you learn about the
    witches' party.  The best thing to do is to wait until
    defeating Nimufu and breaking Jean's curse.  Then, use
    Jean's frog form to swim down the waterfall and acquire the
    Dragon spells for the Hero.  Visit the Wild Cat at this
    point--the dragon attack makes the chef much easier to beat.
    the chef won't teach you Chopchop; you'll only get a meal
    that raises your characters' HP.  Yes, this does make the
    fight against the chef much harder; that's why the dragon
    spells help.  After beating him, go into the back room
    and talk to him.  Forgive him for attacking you, and admit to
    being soft-hearted.  Voila!  He teaches one of your characters
    	The Chopchop technique is extremely useful for Nina
    to have.  It costs 0 AP to cast (that's right, -nothing-),
    and it does 50-80 damage regardless of the enemy's defense.
    It's very useful against those creatures that only take 1-2
    points from weapons. :)
    		*	*	*	*	*
                            Chapter 6:  Usurper
                    Characters:  Hero, Sten, Rand, Nina, Jean@
    	After crossing the water and entering the woods, the
    party comes upon a giant frog.  It asks them to travel to
    the Witch's Tower and get the Witch Nimufu to lift the curse
    that traps it in that form.
    	At the south end of the lake is a campsite where you
    can rest for free.  There's also a Dragon Statue there.  Go
    there first.  Most of your characters should be in the level
    13-15 range before you go to the Tower.  It's best to take
    Sten and Nina to the tower (to power them up), and Rand (for
    healing).  Katt could be substituted for Sten, but Sten will
    have a solo adventure fairly soon and will need the
    	Travel north to the tower.  Make sure the Hero is in
    the lead, then step on the door plate and fight the guardian
    monsters three times.  The door will open.  DON'T pick up
    the treasure in the first room, or the door closes again!
    (There's nothing in the chest anyway.)  Climb the Tower.
    (There's a treasure to the left, but the main tower is to
    the right of that first room.)  Nina should probably lead,
    to guard against falling in holes.
    	When you reach a room with five platforms, choose
    the one on the far left to continue your ascent.  The one on
    the far right will take you to the Water Shaman, but she
    will not join you until you defeat Nimufu.  The one on the
    middle right will allow you to cross to the stairway leading
    down into the treasure room.  You can go there on your way
    out.  Climb the Tower.
    	You should reach Nimufu without much difficulty.
    You'll have to fight her.  She can cast spells, but it's not
    hard to defeat her.  (You might want to use a Dragon Attack,
    but it's not necessary.)  Once you win, she'll break into
    tears and tell you that the curse on the frog can be broken
    if a girl kisses it.
    	Go back to the frog, with either Katt or Nina in the
    party.  Speak to the frog, with one of them in the lead.  A
    cinema scene reveals that the frog is really... Jean.  He
    will join you.
    	At this point, put Jean in your party, since you
    only have him for a short time.  Transform into a frog, and
    swim through the lake to the west of the woods.  Behind the
    waterfall, there's a hidden cave where you'll pick up a
    SokletAR and a KamikazeBL, and the Hero will learn the next
    set of Dragon spells, FireDragon, IceDragon, and T.Dragon.
    This set attacks all enemies, not just one.  It also does
    more damage.
    	Now swim through the lower lake, to SimaFort.
    You'll enter the castle, and Jean will be captured by an
    imposter Prince.  The Prince promises you money and a boat,
    and sends you out of the castle.  But before you reach the
    boat, Princess Petape sinks it.  There's a long cinema
    scene, in which she'll enlist your aid and give you the
    	Leave the castle and return to the campsite to add a
    fourth member to your party.  When you return, go to the
    dungeons to face the guard Leader.  When you win, you can
    speak to Jean.
    	Jean can prove he's the real Prince if he shows the
    Royal Ring.  Unfortunately, he gave the ring to Nimufu.
    Nimufu is no longer at the Witch's Tower; she's attending a
    party at the Wild Cat Cafe.  This is the cave to the west of
    the waterfall.  Go there to find her.
    	You'll be forced to leave all your items behind at
    the door.  Each room after that has a sign with
    instructions.  If you choose not to follow the instructions,
    you must fight a Bouncer in order to proceed to the next
    room.  The instructions tell you to do such things as remove
    your helmets, trade in your armor for napkins and weapons
    for forks, and so on.  The final instruction will ask how
    you like your food prepared.  Answer Rare.
    	You'll find yourself inside a giant oven... OUCH!
    The party will take 20 damage if they chose rare, 40 if they
    chose medium, and 80 if they chose well done.  If you don't
    choose, all party members are reduced to 1 HP!  After the
    damage is done (and before you get a chance to heal), the
    Chef enters.  When he sees that you're still raw, he tries
    to chop you up.  You'll have to fight him.
    	Afterward, if you've done everything correctly (see
    the Interlude above), the chef may ask you whether you're
    angry at him for trying to charbroil you.  Even if you are,
    choose No.  He will then ask whether you're soft-hearted.
    Choose Yes and he will teach one person his Chopchop attack.
    This is a 0 AP attack spell, and is very useful for Nina
    through the middle of the game.  *The cook only asks you these
    questions and teaches Chopchop _before_ you hear about the
    witches' party, so you may wish to go to the Cafe earlier in
    the game, to get this.*  It is very useful!
    	If you haven't done everything correctly, you'll
    usually be given a meal that raises your characters' HP.  Not
    a bad consolation prize, but Chopchop is far better.
    	After you've dealt with the cook, proceed through
    the door into the cafe.  Nimufu is in the restroom, and has
    dropped the Royal Ring in the toilet.  You'll have to go
    after it.  (This is a recurring theme in the game.)  Go into
    the cavern(!) beneath the toilet, retrieve the ring, and
    exit.  Leave the Cafe (be sure to talk to the man at the
    door to retrieve your items) and return to Jean.
    	Petape takes Jean to the King to show him the Royal
    Ring, but it seems the imposter also has one!  Jean has to
    prove his innocence some other way.  He challenges the
    imposter to a cooking contest.  But he needs ingredients...
    	The party proceeds to the roof, where they should
    help the soldier.  After doing so, go back downstairs and
    speak to the model, Fiolina.  She will run to his side.
    Return to the castle roof and talk to the guard, and ask for
    Information as your reward.  (You'll get the money
    anyway. ;)
    	Using the key the guard gives you, unlock the door.
    Jump onto a bucket to descend into the dungeons.  Inside,
    you'll immediately confront the Gold Fly.  It has a powerful
    attack and can counterattack, so be careful.  Fortunately,
    it has a weakness:  Air attacks.  Use Sten's Bomb and Nina's
    Tornado.  After a few rounds of combat, it will stop the
    fight and fly away, taunting you.  Follow it to the left.
    Just as you're about to reach a bridge, you'll be forced to
    fight a gigantic water worm.
    	The worm is possibly the toughest enemy of this
    quest, as it can put party members to sleep, can hit all
    members at once with an attack, and has a powerful normal
    attack.  Heal whenever necessary.  Once you win, you'll
    capture the Worm's Meat, one of the ingredients you need.
    	Retrace your steps.  Leve the castle and ret at the
    campsite if necessary.  Also buy more healing items in town.
    Go back into the dungeon and take the right path from the
    room where you first fought the Fly.
    	You'll have to thread your way through two rooms
    filled with vicious, inedible Blue Roaches in order to get
    to the Fly.  At there end is the Giant Roach, the second
    ingredient Jean needs.  It's much easier to beat than the
    worm, since it damages only one party member at a time.
    	After defeating the Roach, you'll finally corner the
    Gold Fly.  You'll have to fight it again, and it's tougher
    this time, but Bomb and Tornado still work.  Once you win,
    return to Jean with the ingredients, and the cooking contest
    is on.
    	Of course, the usurper isn't going to risk his crown
    on a fair contest.  He threatens the master chef, with the
    result that he is declared the winner.  Petape, distraught
    at the thought of the impending executions, decides to blow
    up the castle.  She runs off, and both Jean and the false
    Prince Jean follow her.
    	The Hero should enter the bathroom wih the wall
    switch (near the kitchen) and pull the switch.  A secret
    elevator descends to the dungeon level, giving the party
    access to a corridor to the right.  Inside, they find a
    wounded Jean, and go onward to confront Petape and the
    prince.  The prince is really a demon, and attacks the
    party.  Afterward, angry at his defeat, he finishes
    triggering the procedure Petape had started.
    	Jean enters and tells you not to be alarmed.  The
    console isn't an explosion control after all, but the key to
    the secret treasure of SimaFort.  The party can obtain the
    SoleSD now.  (This weapon occasionally "Toasts" an enemy,
    killing it with one blow.)  Petape and the king thank the
    Hero for his help, and Jean decides to join permanently.
    		*	*	*	*	*
    			Interlude:  Houses in TownShip
    	By this point in the game, the carpenter has built
    the first three houses of TownShip.  You can get him to
    build the second (and final) set of three houses by giving
    him 2000 coins at any time after the first three houses are
    		*	*	*	*	*
                            Chapter 7:  Trout and Whale
                    Characters:  Hero, Katt@, Sten, Rand, Jean@, Bow@
    	With the usurper defeated, the frogmen of SimaFort
    release Patty, the bat-winged thief.  Return to HomeTown and
    speak to the guard at Trout's house.  Bow's name is now
    clear, and he will rejoin you.  Kilgore asks to talk to him.
    Go to TownShip for Bow, return with Bow leading he party,
    and speak to Kilgore.  He will give you the magic hood,
    allowing you to understand the language of Tunlan.
    	Tunlan is the next objective, to rescue the Grass
    Man, Spar, from the carnival.  But first, you'll need to
    cross the ocean.  Head back toward SimaFort.  Then, with
    Jean leading, transform into a frog and swim downstream past
    the trees, to the W.Cape.  (Just follow the signs. ;)
    You'll have to descend into the cave.  Make sure Katt is in
    the party.  It's also a good idea to have either Bow or Rand
    along for healing, and Sten or Jean for combat ability.
    Magic isn't as useful here.  You can use the dragon statue
    at W.Cape to change your party members.
    	If Katt is in the lead, she can break the flimsy
    gate in the cave with her staff.  Do so, and jump into the
    hole.  You'll meet an old man and a pair of dolphins, who
    tell you you're inside a sleeping whale.  You've got to wake
    it up, and to do that, you have to go to the stomach and get
    rid of the Stone Doll that's put it to sleep.  If you need
    to exit to heal, return to the whale's mouth, and the
    dolphins will carry you out.
    	Encounters here aren't too bad.  This is a good
    place to power-up Sten for the Highfort scenario.  Make your
    way through the whale.  Straight paths take you the proper
    directions; side branches are dead ends, but occasionally
    hold treasures.  You'll confront the Stone Doll, which isn't
    a very tough enemy, although it can put the party to sleep.
    	Once you've beaten it... nothing happens.  The whale
    still hasn't awakened.  Make your way back towards the
    mouth, and have Katt hit the whale's Adam's apple with her
    staff.  If the Doll is gone, this will wake the whale.
    	The whale (Grandpa) will thank you for waking it up,
    and tell you to borrow the Whale Bell from the old man on
    the beach.  Do so.  The party can now summon Grandpa by
    standing at any beach and ringing the bell by pressing A.
    Most of the world is open for exploration.
    		*	*	*	*	*
                            Interlude:  Bleu
    	You can acquire the secret character, Bleu, any time
    after you awaken Grandpa.  Travel to the desert in the far
    southeastern corner of the world.  You will see a ramp that
    allows access to the southern part of the desert.  Get off
    of Grandpa at that point, and go north a short distance.
    Look for what appears to be a spiral shape in the sand.
    This is the remains of Wisdon.
    	Enter.  Speak to the spirits, and you'll be told
    that Bleu has gone out.  Where could she have gone?  Turns
    out she's a little rusty after all those years; you'll find
    her in the Magic School in HomeTown, disguised as a student.
    (Earlier in the game, she says, "Fascinating.  We didn't
    have magic like this when I was young.")  Once you've been
    to Wisdon and subsequently spoken to her, she will shed her
    disguise and (forcibly) join your party.
    		*	*	*	*	*
                            Chapter 8:  Spar
                    Characters:  Hero, Nina, Sten, Rand, Bow, Bleu
    	When you arrive at Tunlan, you find that the magic
    hood allows you to understand the musical language, but you
    are unable to speak it.  Later, you'll need to do something
    about that, but for now, ignore it.  Go to see the carnival
    outside the city.
    	Hmm, the Grass Man isn't an attraction any more, and
    the ringmaster will feed it to a demon!  Unless, of course,
    you can offer him money some other way.  He'll take either
    90,000 coins or an Uparupa.
    	Uparupa like to eat OwlFruit, and some monster
    hunters near Capitan have what you need.  Go to their house
    (south and east of Capitan).  You'll find it empty.  Proceed
    through the back door into the forest.  You'll hear
    singing... and if you follow the music, you'll find a
    strange girl.  It turns out to be a vicious monster and
    attacks the party.
    	There are three enemies here.  The central monster
    usually attacks a single party member for massive damage, or
    regenerates one of the smaller monsters.  The smaller
    monster further to the right of the screen casts Cure2; the
    one to the left casts Thunder.  It's important to get rid of
    the Thunder-casting monster quickly, and to try to keep both
    smaller monsters dead (the big one can revive them).  Having
    Bow equipped with the Dual Bow helps.  Nina and Sten should
    both have area attacks (S.Boom, Flame) to use in the early
    rounds.  Sten can use items in later rounds.  If Nina still
    has no area effect spells, you may want to recover Bleu and
    take her along instead.
    	When you win, you'll be able to pick five OwlFruit.
    Hope it's enough!
    	The Uparupa live in a water-filled cave near
    Coursair.  The only way to enter the cave is to ride a whale
    in.  Encounters in the cave are on the difficult side, but
    it's a short cave.  You'll quickly find yourself in the
    Uparupa's Cave, where there are no enemies except Uparupa.
    	To lure an Uparupa, put food in front of its hole
    and back up a little.  When it comes out of its hole, wait
    until it gets its food, then quickly run and 'speak' to it.
    It will attack.
    	Uparupas do not attack physically, but they have a
    devastating counterattack.  Only the Hero should attack
    physically; others should use spells, since they probably
    cannot do enough damage physically.  The correct Uparupa to
    take is the furthest one along the left-hand path.  (This
    Uparupa is at the top center of the overall cavern.)
    	When you beat the correct Uparupa, it will not
    disappear as others do, but will instead try to communicate
    something.  You have a choice:  You can keep it or let it go
    free.  If you let it go, you will receive a better sword.
    You should let it go.  (If you don't do so immediately, you
    can return later to free it, and still get the sword.)
    	Return to the carnival tent.  The ringmaster will
    ask whether you've brought the coins or the Uparupa.  Answer
    that you brought nothing.  (This choice is only given after
    you catch the Uparupa.)  He will become enraged and
    attack... after transforming into a demon.
    	When you win, you'll be able to free the Grass Man,
    Spar.  He will join your party.  He'll also tell you to go
    to the west and talk to the Great Tree Gandaroof.
    		*	*	*	*	*
                            Chapter 9:  Highfort
                    Characters:  Hero, Sten@, Spar, Rand, Bow
    	Gandaroof can't remember what he had to say to you,
    and he tells you you'll have to enter his mind to find the
    information.  To do so, you'll need a Therapy Pillow from
    Tunlan.  Return to Tunlan.
    	There's now a man standing between the Inn and Item
    Shop.  When you speak to him, he tells you that the people
    of Tunlan won't understand you unless you have a fine
    musical instrument--like the Famous Flute of Highfort.
    You'll have to travel to Highfort, on the desert
    plateau--the beach to land at is south of TownShip, near a
    house.  You'll need Sten to get in.  It's a good idea to
    take Spar along, since he needs to be powered up and since
    his Nature special does about 70 hp damage to all enemies
    when used in the desert.  You'll probably also want more
    healing, so Rand or Bow can fill out the party.
    	You'll enter Highfort and find out more about Sten's
    past.  He will leave the party temporarily, telling you to
    go get the flute.  The other three party members should
    continue into Highfort and enter the War Council Room.
    They'll hear the speech of the new General, Shupkay, who
    will drop them into a pit.
    	Now it's Sten's turn, and he'll be solo for a while.
    First, go down the stairs that were formerly blocked.
    Retrieve the nearby treasures (and hope you're not
    attacked).  You'll obtain such things as QuickCL and an
    Extract.  Equip Sten.
    	Go back upstairs and trace the party's route.
    Partway there, you'll be forced into a fight with Trubo, who
    holds an old grudge against Sten.  Trubo has an Eggbetr dual
    attack, so watch Sten's HP.  The best way to fight Trubo is
    just to fight, and use a healing item when necessary.  Don't
    use RIP, since it lowers Sten's defense and Sten is the only
    possible target.  Save your AP for now.
    	After a short fight, Trubo will step back and blow
    up the bridge, challenging Sten to beat him in three rounds.
    Simply casting Bomb three times in succession will work.
    Sten and Trubo will fall safely into the water, and Sten
    will drag Trubo out.  They'll agree to go confront Shupkay.
    Trubo will enter the nearby door, while Sten will pull
    himself across a gap and head along a different trail.
    Encounters will be tough, with only Sten, but make sure you
    get the NinjaDR and other treasures.  Soon, you'll find
    yourself confronting Shupkay.  Before you can do anything,
    she drops Sten into a pit.  Sten rejoins his friends.
    	With a full party, the portion of the maze that's
    left isn't too hard to get through.  You'll meet Trubo,
    who's stuck at a door.  Sten will push him out of the way,
    and your party will have to defeat the Portal boss.
    Physical attacks work best here.  Don't forget to
    heal... the Hero and Rand or Bow should both have Cure2 by
    this point.
    	With that done, the party leaves Trubo to destroy
    the machinery, and continues onward to confront Shupkay.
    You'll arrive just in time to rescue the princess from the
    strange device.  Shupkay can attack with S.Boom, but does so
    infrequently.  Most of her other spells and attacks are
    fairly ineffective.  You can defeat Shupkay without using
    Dragon spells, so don't worry if your Hero is low on AP from
    	The defeated Shupkay attempts to use the machine to
    convert her hate into energy for a weapon, but Trubo
    succeeds in smashing the device.  A chain reaction begins,
    and the castle starts to crumble.  Your party will run for
    the door, and Sten will stay behind to turn the crank on the
    hand-powered elevator.
    	The princess will give you the Famous Flute as a
    reward.  Trubo will escort you outside, where you'll see
    Sten once again.  (You knew he wasn't killed in there,
    right?)  Sten will rejoin you, and you can proceed to Tunlan
    with the Flute in hand.
    		*	*	*	*	*
                            Chapter 10:  Tunlan
                    Characters:  Hero, Sten@, Bow, Nina@, Katt@, Bleu
    	When you arrive in Tunlan, talk to the Queen's
    attendants.  They'll tell you about a magician, Gedd, who
    could help her.  Gedd was exiled to Maori Isle, which is
    west and north of HomeTown.  Go there, and enter the nearest
    cave.  (Notice the healing fountain. :)
    	Proceed to the next room, where you'll find that the
    Magician will only speak to 'a pretty girl'.  Put either
    Nina or Katt in the lead and talk to him.  (Bleu won't
    work.)  After you straighten him out, he'll rush off to
    Tunlan.  Follow.
    	Return to the Queen's room.  Gedd will need
    ingredients.  Take his letter and return to Maori Island, to
    the apprentice.  Speak to him, and take a good look at the
    mushroom he shows you.  You'll need one that looks just like
    	Climb the mountain, using Sten to cross the gaps.
    There are some nice treasures along the way.  When you get
    to the top, if you pick any mushroom, you will return to the
    apprentice instantly.  If it's the right one, he'll tell you
    so and you can return to Tunlan.  If not, you'll have to
    make the climb again.  The correct mushroom is on the left
    side of the water--use Sten to cross to the island, and pick
    up the middle mushroom.
    	Return to Tunlan and speak to Gedd.  He'll send you
    inside the Queen's body to kill the Fatties.  You can leave
    at any time by using the Mirror--it's in your Items-Spcls
    menu.  The Death spell is very useful inside the Queen's
    	This is not a typical dungeon, you can't just run
    through to a boss.  Go to the status screen and look at the
    monster indicator at the top.  If the critter is asleep, it
    means there are no monsters in that room, and you can go on.
    Otherwise, stay in that room and wander around.  When there
    are no monsters left in the room, move to the next room and
    repeat.  Note that you do NOT only have to kill the "Fatty"
    enemy, any enemy will work.  But the Fatty gives the best
    xp.  Once you've cleared all the encounters, Gedd will
    remove you from the Queen's body.
    	The Queen will open the treasure vault to you.
    Speak to the guard there to get the Therapy Pillow.  Now you
    can enter Gandaroof's memory.
    		*	*	*	*	*
    			Chapter 11:  Gandaroof
    		Characters:  Hero, Spar@, Rand, Nina, Bleu
    	With Spar in the lead, return to Gandaroof and use
    the Pillow to enter his mind.  You'll find yourself near a
    town.  Go in and speak to the people there.  They'll give
    you useful information and tell you about another town to
    the east.  There is also a shop here.  If you want to buy
    any of the improved weapons or armor, do it now, because you
    probably won't get another chance.
    	Go to the second town and speak to everyone.  You
    can rest here, and even leave the mind.  Hmm, it seems
    there's another town to the north.  Go to this third town.
    Talk to people again.
    	Hmm, there are only supposed to be two towns, and a
    tower.  You can see the tower from the west of the lake, so
    go there... and you'll see the first town.  If you return to
    the first town and enter it, you'll find yourself in the
    	You won't be able to see anything that's close to
    you except treasure chests inside this tower, but that's
    more of an annoyance than a problem.  Make your way through,
    and watch out for RoadSlugs, who often cast S.Boom or
    Thunder.  You'll want to have a healer other than Spar
    	At the top, you'll confront the demon who's
    destroying Gandaroof's memory--and it reveals that it caused
    everyone in Gate to forget about you, years ago!  Fight it.
    It's very weak, but it does have one annoying ability--it
    can chant "Forget about your magic" and make every character
    in the party unable to cast his or her most recent spell
    (the last one on the spell list).  The second time it does
    this, they forget the second-last spell, and so on.  This
    can be a pain.
    	Once you've destroyed it, leave the tower and the
    mind.  You can get sketchy information from Gandaroof.
    You'll have to head south to find allies in your fight
    against the demon.
    		*	*	*	*	*
    			Chapter 12:  Namanda, Namanda
    		Characters:  Hero, Rand@, Spar, Nina, Bow
    	Heading south across the bridge, you'll find
    yourself in a mist-filled valley.  It will be impossible to
    press on.  The man who's stuck there says that something
    must be wrong with SkyTower...
    	SkyTower is in the ocean west of Gate.  Ride Grandpa
    to it.  If you've spoken with the man in the valley, the
    Primans will let you enter.  The Tower (which used to be
    Spyre) is now filled with water in most places.  You'll have
    to enter an air-filled room every three minutes, or drown.
    There are enough air-filled spaces that this isn't a
    problem, unless you go to the extreme southwest on the first
    floor and down.  That area has no breathing rooms, so you'll
    have to grab its treasure and get back quickly.  The
    treasure is worth it, though.  Climb your way through
    SkyTower.  When you reach the top, you'll be in an
    air-filled room that's home to Spoor, the Wind Shaman.
    She's responsible for the fog, it seems, but she banishes it
    and returns to Granny.  You can now unite with her.
    	Return to the valley.  You can move through
    it--watch out for the large green cyclops monster.  The
    ogres aren't too bad.  In any case, the valley is very
    short.  South of the valley, you'll see a town... FarmTown.
    	Enter FarmTown.  Talk to people with and without
    Rand leading the party.  When Rand talks to Daisy, he'll be
    recruited to plow the field.  The others will help, of
    course.  Just smash everything, but use normal attacks
    rather than magic.  You don't want to damage the ground.
    	Once that's done, Daisy asks you to go to the
    Namanda Shrine to the west and pray.  Go right ahead.  Make
    sure you donate at least 20 times in a row (2000 GP).  If
    you do this, you will be able to get the Earth Shaman later.
    	Return to Farmtown when you're done.  Go back to
    Daisy's house.  Speak to the strange man in the field.
    (Say, didn't Daisy throw him out before?)  He says she's
    converted to St. Eva and given her land to build a church!
    Rand knows that Daisy believes in Namanda, and gets into a
    (solo) fight with the Paladin.  The fight isn't too
    tough... just make sure you have some HelpBLs.  And remember
    not to use 8.0 or Thunder, or other attack magic.  The
    worshipper of St. Eva will fall.  Then Ray will appear.
    After a tense exchange, Ray takes the man and leaves.  But
    where is Daisy?  You'll have to go to St. Eva's Church to
    look for her... but how will you fly across the ocean?
    		*	*	*	*	*
    			Interlude:  Namanda's Bells
    	Sometime after Rand's mother vanishes, one of the
    two men who normally ring the Namanda Bells also disappears.
    If you visit, the remaining one asks you to help ring.  If
    you do it successfully, you'll receive the secret spell
    Bombada, which cuts all enemies' HP in half for 20 AP.
    	Unfortunately, there's no sure way to get the spell,
    and the timing on the bells is very tricky.  You may want to
    just skip this entirely, unless you have a good ear for
    music and excellent timing.  Vandessa's FAQ provided a hint
    regarding this, but I find that it's still very difficult,
    even using her method.
    		*	*	*	*	*
    			Chapter 13:  The Great Bird and Claris
    		Characters:  Hero, Nina@, Jean, Katt, Bow
    	Back in TownShip, Nina will ask to speak to you in
    her room.  When you do, she'll tell you about the Great Bird
    of Windia.  She offers to become the Great Bird and take you
    to St. Eva's Church.
    	Go to Windia and, with Nina leading, speak to the
    guard.  You'll soon learn a lot more about Nina's past.
    Then you'll be told to go to the dungeon for the test.  Nina
    should really have the Death spell by now, and at least 150
    HP, or you'll be in trouble.
    	Descend into the dungeon.  At the first branch, you
    can go west to get to the test (this is a short route) or
    you can go north to reach a treasure--a better ring for Nina
    or Bleu.  The northern route is long.  I recommend doing it
    after the test, unless you need to raise Nina's level.
    	When you reach the winged statue with Nina in the
    lead and agree to take the test, Nina (and only Nina) will
    be warped to another area.  Speak to the statues there.
    Cast Death if you get into any fights, and use HelpBL
    afterwards.  If Nina is defeated, she's sent back to the
    rest of the party.  She'll have only 1 HP.  You'll also have
    to start over...
    	You do NOT have to speak to the statues in order to
    pass the test, but you miss some of the story if you don't.
    The treasures are also nice, but not necessary.  Enter the
    testing chamber.  You'll have to fight the Guardian to prove
    your worth.  Cast Freeze on it, and it shouldn't last more
    than two rounds (one if you're lucky).  You're faster than
    it is at this point, so you're in luck.
    	After you defeat it, the Guardian assumes the form
    of... Nina!  Yes, it's the heroine of BoF1.  It seems the
    people of Windia can no longer fly because she married a man
    from outside her tribe, and weakened the bloodline.  But she
    gives Nina the Mark of the Wing, which will allow her to
    become the Great Bird.  She then asks whether Nina forgives
    her.  (I have no idea whether answering 'No' affects the
    story or not.)
    	Return to the castle and speak to the King.  You'll
    enter another cinema scene and end up asleep.  During the
    night, Mina will sneak into your room and look through the
    dresser.  She'll leave and Nina will get up.  Check the
    dresser and... the Mark is gone!  Quickly follow Mina up the
    left tower.
    	Cinema scene.  Mina locks Nina outside of the room
    and uses the Mark to become the Great Bird... sacrificing
    her life as a person to help you.  You can ride the Great
    Bird anywhere when Nina is in the party.
    	You can now reach Gate, the armory on the island
    east of St. Eva Church, and St. Eva's Church itself.  You'll
    have to go there...
    	Once inside, speak to everyone.  They're all so nice
    and happy!  Maybe there's nothing wrong after all.  Go ahead
    and leave.
    	Oops.  You can't leave.  That's not a good sign.
    And now all those happy people are acting like zombies and
    muttering about the cold... what's going on?  Go back into
    the home of the woman who earlier said "Praise St. Eva!" and
    speak to her.  She reveals herself as Claris, an agent of an
    anti-St. Eva resistance.  She begins to tell you about it,
    but there's a knock at the door, and she quickly suggests
    you go to CotLnd, where other resistance members have
    gathered.  For now, you'll have to jump into the toilet and
    make your way through a cavern to escape.  You'll end up in
    the inn near St. Eva's Church, behind the counter.  The man
    there gives you a free rest...  Be sure to get the CharmRod
    from the dresser upstairs.  Then head for CotLnd.
    		*	*	*	*	*
    			Chapter 14:  Tiga and the Thieves' Tomb
    		Characters:  Hero, Katt@, Rand, Bow, Nina, Jean
    	Rocks close off the entrance to CotLnd, but Katt can
    break them with her staff.  Do that, then go to the barn and
    speak to Tiga.  Seems the resistance needs money... if only
    their sponsor would get back!  She went to the Thieves' Tomb
    in the middle of the desert...
    	You guessed it, you're going after her.  Fly there
    and enter the dungeon.  Pay close attention to the
    smiley-faces... the effects the old man talks about only
    happen immediately after a fight takes place on one of those
    tiles.  Try to stay on the yellow, smiling ones or the
    green, happy ones as much as possible.
    	Go through the tomb, and... oh look, it's Patty
    again.  Free her and continue.  She will open the treasure
    chest, but it's empty--there's no evidence there!  Hmm.
    Check the chest again.  Push the hidden switch and open the
    hidden door... and go in.  Open the treasure box to find the
    Evidence.  You'll have to walk back outside.
    	Patty bumps into you clumsily, apologizes, and
    leaves.  Or maybe not that clumsily... the evidence is gone.
    Oh well, there's nothing to do but cast Exit and fly back to
    CotLnd.  So do it.
    	Well, selling the evidence has provided enough money
    for Tiga to stage his assault.  First target:  Bandon, to
    the south.  But first, Tiga has decided he wants to marry
    Katt.  If you don't object, you won't have to fight him; if
    you do, you can't win.  It doesn't really matter.  The end
    result is that Katt will leave you for a little while.
    	Go south.  Enter the church, and you'll find all the
    worshippers are gone.  Talk to Katt and Tiga.  Katt will get
    frustrated and hit the statue with her staff, revealig a
    secret passage!  Go ahead down.  You'll have to face a
    church henchman (lots of HP, but not too bad) then continue
    north.  A priest will break his cover and run down some
    stairs.  Go down the stairs after him.
    	You'll be in a short corridor with one door and two
    arrow plates.  The arrows lengthen or shorten the corridor.
    The only rooms that matter for now are the second-closest
    and the furthest.  The second-closest has a treasure chest;
    the furthest is the place you need to go.  From there on,
    it's pretty straightforward... you'll corner the priest in a
    dark room.  Approach him, and...
    	He turns into a demon.  Of course.  He'll send three
    zombies after you, then attack himself once you beat them.
    He can cast Death and use RotBreath to zombify all your
    party members at once.  Try to keep your characters
    non-zombie'd with CureAL or the CurePsn spell.  Once you
    beat him, you can walk out of the dungeon without
    encountering any monsters.  Talk to Tiga again... his plan
    is to disguise everyone and infiltrate the Cathedral.  Since
    you defeated the priest/demon, you can enter and leave Evrai
    at will... but you'll need to learn the Teachings of St. Eva
    		*	*	*	*	*
    			Chapter 15:  Evrai
    		Characters:  Hero, Rand@, Nina, Bow, Jean, Spar
    	You can learn the teachings of St. Eva by going to
    any church and donating a few times.  (I believe the amount
    is 2500 GP, but I'm not sure.)  Once you have them, speak to
    Tiga.  You'll be going to Evrai...
    	Cinema-mania.  It seems St. Eva's Church was founded
    by Habaruku, who's leading the ceremony.  He's caught Claris
    and is preparing to kill her!  Tiga realizes he loves Claris
    and tries to save her, but he's not strong enough.  He
    falls, and Habaruku blasts them both with lightning.  Your
    party should now confront Habaruku... he will flee.  Follow
    	Habaruku commands Ray to destroy you.  Ray, although
    friendly to you, is indebted to Habaruku, who raised him.
    He complies, transforming into a huge Dark Dragon!  Ray will
    blast the party... keep the Hero alive at all costs.  During
    the fight, a large dragon shape will superimpose itself over
    the Hero.  Check his spell list and you'll find a new Dragon
    Attack, G.Dragon.  This always does 999 to all enemies, if
    the Hero is at full AP.  Use it on Ray, and he'll die.
    	Climb through the Cathedral, after Habaruku.  He'll
    trigger a trap, and the walls will move in to crush you, but
    Rand will hold them off.  He tells the others to go and
    prepares to sacrifice himself... but Daisy appears and
    knocks him out of the way.  She sacrifices her own life
    instead, and Rand rejoins the party, intent on killing
    Habaruku.  Keep climbing through the Grand Church.  Just
    as you're about to reach him, he'll drop you down a shaft
    into the depths of the church.  When you fight your way
    through, you'll find yourself in a room with a thin corridor
    protected by lasers.  Walk on through (taking damage as you
    do--be careful!) and speak to the man in the machine.  He'll
    ask you to kill him so St. Eva's servants can no longer
    drain his energy.  Then three guardian eyes appear.
    	The easy way to win is to use G.Dragon, but if you
    do this, you kill the old man and can't get the best ending
    to the game.  Just beat up the eyes normally if you want the
    good ending.  The right eye always uses Cure3, the lower eye
    Freeze, and the left eye Flame.  I'd get rid of the Flame
    eye first, then the Freeze eye.  Doing it this way is sort
    of tough.  But if you do... you find out the old man is your
    father, Ganer.  He can provide a source of magical power.
    This will be useful later.
    	For now, the Cathedral is becoming unstable... get
    out of Evrai and watch it collapse.  Looks like you'll have
    to hunt down Habaruku.
    		*	*	*	*	*
    			Interlude:  Flying TownShip
    	To make TownShip fly, you must do three things.
    First, go enter the well in TownShip and take a look at the
    machine.  Next, at any point after you get the whale
    Grandpa, ride it to Guntz and search behind the bookshelves
    in the far northern home until you find a secret door.
    Speak to the person you find there, who will go study the
    machine and find out how it works.  Finally, you must rescue
    Ganer, who will then serve as a power source for your
    machine.  You can now move TownShip!  It's slow, but it will
    be useful.
    		*	*	*	*	*
    			Interlude:  Rare Shamans
    	The most frequently missed Shamans are the Holy
    Shaman and the Earth Shaman.
    	To win the aid of the Earth Shaman, you must do
    three things.  First, donate 2000+ GP to Namanda before
    going to Evrai.  Second, use no attack magic in Daisy's
    field.  Finally, defeat the Grand Church.
    	To find the Holy Shaman, return to Bandon after
    beating Ray (or the entire Grand Church) and search the jail
    cells.  The Shaman is in the second or third room from the
    left in the corridor with the arrow tiles.
    		*	*	*	*	*
    			Chapter 16:  Gate and Infinity
    		Characters:  Hero, Sten, Nina, Jean, Rand, Bleu
    	The next stop on your journey is about the only
    place you haven't been... Gate.  But first, visit TownShip
    and combine a few characters.  Decide who to take.
    	Jean's combination will prove very useful because of
    his Chop attack.  Nina or Bleu could come along because of
    the Death spell.  Rand could come, in his combined form,
    because he has good offense and defense and can heal well.
    Sten could make the long journey downwards a little shorter,
    but only if he's not combined.  Bow could provide good
    offense, and Shot is useful; he also can heal.  Spar
    provides great magic power.  And Katt's speed and power are
    handy in some situations.  It comes down to who the favorite
    characters are.  I usually choose Hero, Rand, Jean,
    Nina/Bleu, although I've substituted Katt for Jean at times.
    	Now that that's over with, go to Gate.  You'll find
    that Father Hulk thinks the dragon is responsible for
    killing the forest and is preparing to blast it!  The dragon
    is hurt, but not killed, and the sealed doors are not
    opened.  (Although you -can- get into the caves to the side
    at this point, to retrieve the Devil Shaman.)  He says that
    he fears a terrible mistake has been made, and asks you to
    find Patty and bring her to Gate.
    	Travelling to CotLnd, you find that Patty has gone
    to the WildCat Cafe.  Speak to the cooks there, and they'll
    tell you that she's departed to "challenge that tomb" once
    again.  At the Thieves' Tomb in the desert, speaking to any
    of the thieves will reveal that she's heard of a new town
    and gone to loot it.  This town is the town you built,
    TownShip.  Travel there, and you'll find Patty inside the
    big house, where all of your characters live when they're
    not adventuring.  Hearing of the dragon's plight, Patty
    hurries to Gate.  Follow her there, but rest first.
    	At Gate, Hulk reveals that he is Habaruku!  He wants
    to open the seal to release a powerful demon--and the only
    way to open it is to take the life of a Dragon clan member.
    The Dragon at the gate would do... and Habaruku has Patty,
    too!  You must fight the man who replaced Ganer.  Habaruku
    seems to cast mostly self-enhancement magic such at Atk-Up
    and Def-Up, but he can potentially use powerful attack spells
    such as Bolt-X.  In any case, he's fairly easy to kill,
    unless you get unlucky.
    	After the fight, with Patty lost in the underbrush
    somewhere, you'll have to speak to the dragon, who changes
    form and reveals itself as... the Hero's mother.  She asks
    the Hero to make a choice--either to open the seal or to
    have her stay to guard the gate.  If you choose to have her
    stay, the game will end.  Face your destiny.
    	Your mother opens the gate, sacrificing her life
    (remember, the life of a Dragon clan member) to do so.  You
    may now enter Infinity.  First go to the left side cave, and
    enter.  You will find Shin, the Devil Shaman.  Leave and
    enter the center cave when you are ready.  (Note: You can
    enter the left and right caves, and therefore find Shin, at
    any time after Hulk uses the bomb.  You need not wait until
    you defeat him.  You may find it easier to retrieve Shin
    first, so that you can use powerful combinations against
    	There is a long trek downward, so have plenty of
    healing items.  Take at least 54 HelpBL, 54 WFruit, and
    27-36 LifePL, in addition to several CureAL, as much Roast
    and Extract as you have, and your entire supply of MoonDrop
    and VanExt.  You'll need the healing later.  Try to get the
    treasures on the way down; they contain powerful weapons and
    armor such as the FinalKN and the ImmortlRN.
    	If you survive the trek down, you'll find yourself
    in a town.  This is the outpost of the Dragon clan.
    		*	*	*	*	*
    			Chapter 17:  Anfini
    		Characters:  The best you've got!
    	You'll learn a great deal in the Dragons' town,
    including the origins of Ray and Patty, and the history of
    the Hero's mother's mission.  (For the part about the Hero's
    mother, you get to control her.)  This will clear up a lot
    of the hanging threads in the game.  You'll also learn that,
    in order to beat Deathevn, the Hero will have to learn the
    ultimate Dragon power, Anfini.  The door will be opened to
    you, the Destined Child.
    	Beneath the Dragons' town, you will face even
    fiercer enemies.  One to watch for is the Carm.  This Grim
    Reaper-like enemy casts Freeze and Hail, and it sometimes
    leaves an item called the MeowST when it is defeated.  This
    is Katt's best weapon, 70 points stronger than the SnakeST.
    Get it if you're using Katt.
    	The place you get Anfini is fairly obvious--it's the
    only building in the area below the Dragons' town.  Enter
    and speak to the wise men.  The Hero will find himself
    alone, and must enter each room and talk to his friends (and
    in one case himself!), with the exception of Bleu.  Then,
    the wise man tells him he must sacrifice one of his friends
    forever in order to receive the power of Anfini!  He
    instructs the Hero to enter the room of the friend he wishes
    to sacrifice.
    	Enter the Hero's room.  Speak to the Hero, and no
    matter what, keep refusing to sacrifice your friends.  You
    will learn Anfini and shift back to the original room, where
    those friends who were with you will rejoin you.  (Note that
    if you _do_ choose a friend, nothing bad actually
    happens--you'll just have to try again to get Anfini.  You
    can't win without it, so make sure you do so.)
    	Unfortunately, this scene splits all the Shamans who
    were combined with you away.  It might be worth it to cast
    Exit, recombine, and descend through Infinity once more.
    	The caverns below the Dragons' town house many
    items, including the Dragon equipment--sword, armor, helm,
    and shield.  Get it.  If you enter a room where all is dark,
    turn around and leave, unless you have all the equipment and
    treasure and are in good shape.
    		*	*	*	*	*
    			Chapter 18:  Endgame
    		Characters:  The best you've got!
    	In the dark room, the party will confront Barubary,
    the demon the Hero met so long ago.  Now, he won't be so
    nice.  You'll have to fight him.
    	The best bet is to take Bleu, Rand (combined), and
    one other hero.  In the first round, use Bleu's BoltX and
    the Hero's G.Dragon, and have Rand cast Cure3 and the other
    hero fight.  This should do upwards of 1200-1300 damage to
    Barubary.  At that point, he will stop fighting and
    challenge the Hero to single combat.
    	If the Hero accepts, Barubary is significantly
    weaker, but probably still more than a match for the Hero.
    I find the best bet is to refuse and fight.  The Hero should
    use G.Dragon whenever he is at full AP and otherwise fight
    or use an item as necessary.  Bleu should cast BoltX until
    she runs out of AP, and use items or Shed as necessary.
    Rand should Cure3 every round, as all Barubary's attacks
    effect the entire party and hit for about 100 HP.  (Bow's
    CureX could also work here.)  The fourth hero should use
    WFruit or healing items as necessary.  Try to keep building
    the Hero up to full AP so he can use G.Dragon.  Use all the
    WiseBLs you have on the Hero for this purpose.  This is the
    toughest fight in the game.
    	Afterward, walk on into the darkness.  A healing
    spring and a dragon statue lie ahead.  Choose the characters
    you like and prepare to meet Deathevn.
    	Deathevn will greet you with a spell to trap the
    party in crystal.  The Hero will break free, using the
    strength of the Destined Child, but will be paralyzed by
    Deathevn's bond.  Deathevn will stop in front of each
    character's crystal, delivering a short speech about them.
    This speech will end in "And now, his/her life is over." and
    he will shatter the crystal.  He taunts the Hero once
    more... (start pressing buttons now)
    	"The screaming of the Hero's heart broke the bond!"
    The Hero, enraged, will rush after Deathevn, dodging a nasty
    spell ("Break into pieces, Hero!") and cleaving the demon
    lord with his sword.  Deathevn will stagger backwards and
    fall over the edge...
    	...Then reappear in his true form.  A battle begins.
    For now, Deathevn casts Explode, which does exactly half the
    character's HP in damage.  The Hero should use Anfini.
    (Hey, it's the only time he can... :)
    	Big cinema scene, and the Hero's friends are
    revived.  They rush to his fight, and the battle begins in
    	Deathevn is weak, after Barubary.  He can cast
    Death, can attack a single character for ~150 HP damage, can
    use an Amber Laser which hits all party members for ~140
    damage, can eliminate all spells affecting the party (like
    Atk-Up and Def-Up), and can do a few other, less effective,
    things.  The same general tactics that worked on Barubary
    should work.  Deathevn will take a while to beat, but
    shouldn't usually be a problem.
    	The ending you get depends on whether TownShip can
    fly or not.  If it can, you get a better ending, but if not,
    even the "bad" ending is a good length, and provides a nice,
    (melo-)dramatic closing scene.  The endings also focus more
    on the characters the Hero had along with him when defeating
    Deathevn than all the others.
    	Congratulations.  You win. :)
    		*	*	*	*	*
    		  Breath of Fire II Walkthrough
    		*	*	*	*	*

    FAQ Display Options: Printable Version