______________________________________ 
Breath of Fire 2 
Walkthrough
Alucard188 Productions
Ver.1.3
May 26th, 2002
_____________________________


===========================
TABLE OF CONTENTS
===========================

~ Legal Stuff
~ Notices
~ Introduction
~ Version info
~ Frequently Asked Questions
~ Character descriptions
~ Walkthrough
   1: Prologue
   2: The beginning, or the pet hunt
   3: 10 years later...
   4: Hero and the Katt
   5: The princess' fans are Jokers
   6: Well...that's a deep subject
   7: Awakening
   8: The Witch, the Frog, and the Impostor
   9: A-thiefing we will go...again
  10: From Trout to Whale Cave
  11: World Tour
  12: The little Carnival of horrors
  13: Sten's homeland, and a perverted old Magician
~ Township 
  A: Carpenters
  B: Tenant locations <coming soon>
~ Shamans and Fusions
  A: Shaman list 
  B: Shaman Combinations <Coming soon>
~ Hunting and Fishing
  A. Hunting Overview
  B. Fishing Overview
  C. Fishing spot locations <Coming Soon>
~ Secrets and Sidequests
  A. Getting Chop Chop
  B. Getting Boombada <Coming Soon>
  C. Getting Bleu
  D: Flying Township
~ Weapon, Armor, Item, and Spell lists <Coming soon>
~ Town Shop Lists <Coming Soon>
~ Acknowledgements

***LEGAL STUFF***

This Walkthrough is copywrited by me, Alucard188.  Reproduction of this 
document in whole or partial is not endorsed, unless explicit permission 
is granted.  Use of this document for personal use is permissable.

Breath of Fire 2, and the Breath of Fire logo is a registered trademark 
of Capcom U.S.A, INC, (c) 1994, 2001.  All rights reserved.

***END LEGAL STUFF***

***************************
NOTICES 
***************************

Hiyo, Alucard here.  Just added this area to let you know some stuff 
that I feel you should know.  Now, I've gotten some e-mails about my 
error in Rand's special ability.  Now, I've contacted you regarding 
this, and have thus rushed my sending of the walkthrough a bit to 
correct some errors.  Feel free to send e-mails if you find anything 
else wrong.


===========================
INTRODUCTION
===========================
  
  Welcome, I am Alucard188, and this is my walkthrough for Breath of 
Fire 2.  When I am done with this, I hope the walkthrough meets your 
expectations. Feel free to contact me at demonslayer63@hotmail.com if 
you have any questions or concerns. Please, only legitimate mailing.  No 
'OMG U SUX0RZ F00'.  Now, on to the Walkthrough!


===========================
VERSION HISTORY
===========================
Ver. 1.3
May 26th, 2002

~ Added a notices area
~ Added Bleu's age
~ Finished Walkthrough to the aquisition of Spar
~ Made a correction to Rand's character profile
~ Revised a bit of Hero's character profile
~ Made a correction to Jean's character profile
~ Changed the titles of some of the chapters
~ Changed 'Outroduction' to 'Acknowledgements'
~ Added a Hunting and Fishing area
~ Changed the layout a bit more

Ver. 1.2
May 18, 2002

~ Rearranged the layout a bit
~ Finished walkthrough to the end of Trout scenario
~ Added a Frequently Asked Questions area
~ Added info on Carpenters, Shaman locations

Ver. 1.1
May 12th, 2002

~ Completed walkthrough to the beginning of Simafort
~ Put Chop Chop up in the Secrets area
~ Added info on how to get Bleu
~ Added Flying Township info

Ver. 1.0 
May 1st, 2002

~Started the Walkthrough
~Did character descriptions


===========================
FREQUENTLY ASKED QUESTIONS
===========================

Q: How does this game differ from the Snes version?

A: Well, not a whole lot has been altered.  The game's basically the 
same, poor translation and all.  However, the first thing you should 
notice is the battle interface.  It's much cleaner than the Snes 
version.  Also the experience and gold given after a battle have been 
doubled and tripled respectfully, making it easier for people to get 
through the game.  A dash feature, trading option, weapon, armor, item 
and spell icons beside the item name, and cut scene pictures finish up 
the package of 'what's new'.

Q: How does this game measure up to BoF GBA?  Is it worth buying?

A: I, and many others find this game better than BoF.  If you liked the 
first one, you'll love this one.  It features a deeper story, although 
marred by the poor translation, crisper graphics and animations, a 
decent dragon system, and a great soundtrack. You should buy this game 
at all costs, unless you find games without graphics like Golden sun 
unappealing, have played the game to death, or have the SNES version.

Q: Who do you think I should invite to Township?

A: Everyone has their own preference, but I tend to like this combo.  
House 1: Hekkeller, House 2: MacClean, House 3: Baretta, House 4: 
Barose, House 5: Hanz, House 6: Daiye.  This setup is best used with the 
regular carpenter, as you can exploit a money trick with the cooking 
option that the regular carpenter brings.


===========================
CHARACTERS
===========================

------------------------
Main Characters
------------------------

Subnote:  If anyone can come up with definate answers to the character's 
ages, then email me at the email address above.

Hero
Age: 16
Weapon: Sword
Special ability: Guts
Magic specialty: Dragon magic
Field Action: Fishing

  The Hero, or Ryu as his default name is, is exactly that, the hero, or 
main protragonist of BoF2.  Having lived in Gate as a child with is 
Father, Ganer and his sister, Yua, he was mysteriously orphaned at 6 
years old.  Having taken his sister's advice, he fell asleep under the 
guardian dragon.  When he awoke, he found that his father and sister 
were missing, and no one remembered him.  Shaken and scared, he took up 
shelter in the church, under the care of Father Hulk.  There, he meets 
his best buddy, Bow.  
  Hero's special ability is guts, the ability to call upon his inner 
strength and spirit to heal his wounds.  Of course, if you don't use 
this ability often, its healing power is greater.  This ability is best 
used in a bad situation, when you need a quick boost.  
  His magic specialty is Dragon magic.  Like the first BoF, Hero can 
summon his strength, as a result of his human/dragon hybrid, to change 
into a powerful dragon form.  However, unlike the other BoFs, it's a one 
shot deal, as it eats up all your AP, or Ability points.  You can 
restore his AP during battles for repeated use of the Dragon magic, 
making this a powerful attack.  The basis for damage total is the 
difference between the MAX AP and the Current AP.  The bigger the gap 
between the numbers, the less powerful the Transformations are.  A 
42/50AP attack won't do as much damage as a 24/25AP attack, as the AP is 
closer to Max.
  The Hero's field action is fishing.  Upon exiting a fight, you may 
happen across a fishing spot, designated as a little fish hopping in and 
out of the water.  Hero must be in the lead, and have fishing gear, rod 
and bait. More on fishing later.

BOW
Age: 16?
Weapon: Crossbow
Special Ability: Shot
Magic specialty: Healing Magic
Field Action: Hunting

  Bow's past is mysterious... well, as mysterious as a walking, talking 
dog can be.  He met the Hero in Gate, and has been travelling ever 
since.  They made their way to Hometown, and have secured a job as 
Rangers at the local Ranger's guild, a group of people who hire 
themselves out for odd jobs.
  Bow's special ability is Shot, an attack that is sometimes an instant 
kill on the enemy.  Although the chances are very slim, it still is 
useful.  You'll find out later on how useful.  Bow is also in command of 
very potent Healing magic, learning the most powerful healing spells in 
a relatively short time, making him a prominent member of your group.
  Bow's field action is hunting.  After exiting a battle, you may happen 
upon a little tuft of grass that is twitching.  This is easy to spot, 
and signifies the hunting field.  Upon entering, Bow can use his bow to 
take aim at the game in the hunting ground.  Having long range, he can 
nail animals without having to chase them, but his shot is slow, often 
giving the game a chance to escape.  Hunting is an excellent way of 
acquiring healing items without having to buy them.

KATT
Age: 17?
Weapon: Staff
Special Ability: Dare
Magic Ability: Critical Magic
Field Action: Hunting

  Katt's originally from Cotland, as far as I can guess.  Her race is 
Woren, a fierce cat like race, who has a natural ability for fighting.  
She originally meets the Hero under unique circumstances at the Coliseum 
in Coursair.  After a bit of trial and whacking, she joins up with Hero 
on his quest.
  Katt's special ability is Dare, which when used makes the enemy more 
likely to attack her.  Dare also gives her a better chance at a counter 
attack.  Unfortunately, with her lower defense, this can also kill her.  
Use with wise consideration.  Oddly enough, her magic is very potent, as 
she learns it at an extremely low level.  The downside?  She doesn't 
gain AP fast enough to use it effectively, or at all.  Still, when she's 
shamanized (you'll find out about that later), she has enough AP to cast 
it, but you'll have 2 potent magic users at the time, so why bother?  
Just use her for her fast attacks.
  Her field action is hunting.  Like Bow, she can also hunt in the 
Hunting grounds, but she has to be right next to the animal, sometimes 
making it difficult to hunt with her.  But, she can attack in rapid 
succession, making it easier to kill the animals.  

RAND
Age: 23?
Weapon: Knuckles
Special Ability: Wake
Magic Ability: Misc.
Field Action: Expeditious movement

  Rand is from Farmtown, a farming community, as the name implies.  He 
was a farmer, but got bored, and traveled to Coursair to work at the 
Coliseum.  He meets the Hero there, and upon certain events, joins the 
Hero in fixing the Hideout, then joins his party.
  Rand's special ability is Wake, which is rather pointless.  It's 
purpose is to revive a fallen party member with 1 hp, but I have yet to 
get it to work.  *sigh* Oh well, no sleep lost because of it.  Rand's 
magic ability is rather general, a little attack, and a little healing, 
but he seems more dominant in Healing.  It would be a handy thing, if he 
weren't so damn slow!  Anyways, use him for his strength in battle, as 
his hp is extremely high, but balances out with his inability to equip 
most armor.
  His field action is Expeditious movement, but the game manual calls it 
something stupid.  In this action, Rand rolls up in a ball and can move 
at great speed across the land, but will stop when he hits an obstacle.  
He doesn't enter fights while rolling, but almost every time he hits 
something, he'll enter a battle.  Unfortunately, this is the only way to 
stop rolling, so what can you do?

NINA
Age: 19?
Weapon: Magic Ring
Special Ability: Will
Magic Ability: Attack
Field Action: Float

  Nina is the fallen princess of Windia, a town of winged people who 
once had the ability to change into birds and fly.  Nina was born with 
black wings, which raised cause for concern, as an old legend states 
that when a child with dark wings is born into the royal family, a great 
doom will occur.  The Windians made their voices heard, and the king and 
queen gravely gave Nina away.  She ended up in Hometown, studying under 
a wizened mage master at the Magic School.  She meets the Hero during a 
rescue operation, and joins his party soon after.
  Nina's special ability is Will, which regenerates her AP.  Like Hero's 
Guts action, it's best used in moderation for maximum effects.  Her 
magic ability is attack magic.  She has the ability to learn devastating 
magical attacks, making her a very good ally in battle.  Unfortunately, 
she hasn't the ability to learn Missile naturally, so you must look to 
other methods to acquire this potent spell.
  Nina's field action is float, which allows the party to escape 
pitfalls, as long as she's in the lead.

STEN
Age: 21?
Weapon: Knife
Special Ability: R.I.P
Magic Ability: explosive magic
Field Action: crossing gaps

  Sten's originally from Highfort, a militaristic community.  They are 
mercenaries at heart, selling their services to others for money, as 
long as it's in their beliefs.  Sten last fought in the Battle of 
Goonheim, where he rushed the enemy and was supposedly killed, but 
wasn't.  He escaped and started touring the world as a magician, 
appearing in Windia when the Companions (Hero and friends) are at the 
castle.  Sten ropes Hero into a magic act, then makes him disappear.  A 
rather humorous scene and ass beating by Katt later, Sten pledges his 
allegiance to the group, and joins.
  Sten's rather useless ability is R.I.P, where Sten 'plays dead' to 
minimize his chances of getting hit.  While in this attack, his defense 
is lowered, but his chance for critical attack is higher.  His magic 
ability is explosive magic, which is fire based.  He learns flame at a 
relatively low level, and can become a good person to use, as his speed 
is high.
  His field action, as a result of Highlander's overly long arms (he's a 
monkey), he can cross small gaps by reaching across with his arms.

JEAN
Age: 20?
Weapon: Rapier
Special Ability: Jab
Magic Ability: Support
Field Action: Giant Frog

  Jean's the prince of Simafort, a waterland kingdom, where everyone is 
an amphibian.  Light hearted and carefree, he journeys the land at whim, 
often causing his sister, Petape distress.  On his latest caper though, 
he got changed to a...frog, by the witch Nimufu.  The party stumbles 
upon him, and after a brief visit to Nimufu's tower, they restore the 
prince.  After another storyline, Jean officially joins the party.
  Jean's special ability is Jab.  While it attacks all the enemies on 
the screen, it will subtract 30 offense for each addition enemy
beyond the first enemy it hits.  Jean's magic is mostly supportive, 
causing stat raising effects.  He also learns warp, which is a good 
thing to have.
  Jean's field action involves him turning into a giant frog.  When in 
the frog form, he can move over inland lakes, gaps, ledges, and some 
trees.  He can only jump 2 spaces though, and you can still get into 
fights in the frog form, but the fights are minimized.

SPAR
Age: ??
Weapon: whip
Special ability: Nature
Magic Ability: Misc
Field Action: Walk through forests

  Spar's origins are a mystery, but he has the uncanny ability to 
communicate with nature, often abiding it to his will.  Of course, he's 
a walking plant, so that might have something to do with it.  He became 
a main attraction at the Carnival, until the master decided to be done 
with the grass man.  After a little distraction involving beating down 
the master of the carnival, Spar joins.
  Spar's special ability is Nature, in which Spar calls to the forest to 
answer his call.  The forest will either heal the party, or damage the 
enemy.  I'm sure there are other effects to the Nature ability, but I 
don't know.  Also, Nature won't work outside of a forest, which makes it 
kind of bad.
His magic affinity is like Rand's, only more towards supportive.  He has 
one or two attack spells, a couple of healing spells, and a few stat 
boosting and lowering spells.  He also learns exit and warp, which is 
good to have in a pinch.
  Spar can walk through forests...uh, how much explanation do you need?

BLEU
Age: 10,000
Weapon: Magic Ring
Special Ability: Shed
Magic Ability: Attack
Field Action: Hunting!

  Bleu's origin's are a bit of a mystery, but she was in the first BoF 
game.  She's a serpentine sorceress, one of a kind.  She's rather pushy, 
but commands powerful magic.  She's not integral to the story line, so 
you won't find her on your travels, unless you do some searching, or 
I'll tell you later.
  Bleu's special ability is Shed, which when used, heals Bleu's hp 
completely.  An extremely useful ability.  She also wields potent magic, 
having almost all her spells when she joins up with you.  She only 
learns 4 more spells, Fireball, Hail, Missile, and Bolt X.  Powerful 
stuff, indeed.
  Her field action is Hunting!.  I call it Hunting!, because like Bow 
and Katt, she can hunt in the hunting grounds, but with one vast 
difference.  With a wave of her wand, she obliterates all the game in 
the hunting ground, turning them into Charcoal! ^_^  I find this funny, 
as Bleu's somewhat of an extremist.


===================================
WALKTHROUGH
===================================

---------------------------
Prologue
---------------------------

Gate
----
Items: Treepole, Herb x2
Level: 1

  The game opens with a giant eye in the middle of the screen.  He 
mutters some stuff about God, and then dozes off again.  In the church 
in Gate, father Ganer is trying to get Yua down for her nap, when Yua 
leaves the church.  Ganer calls Hero to find Yua.  Before you do 
anything though, search the dresser for the Treepole, then head 
downstairs.  Talk to Ganer, and say you'll go find Yua.  Head out of the 
Church, and talk to the two women that are chatting outside of a house, 
and one'll say that Yua's always playing in the back of the village.  Go 
around the houses to the back of the village, and you'll  see a moving 
bush.  Pushing the action button'll remove the bush, allowing access to 
the back of the village.  Follow the path, and you'll enter another area 
of the back forest(it's in color!!).  Continue, and you'll find Yua, 
standing outside of a giant dragon.  Then, a monster attacks Hero. 
  There's nothing much you can do here, but attack.  When your hp drops 
to critical, Ganer comes and kills the Beak.  They chat for a bit, and 
you're given an option, choose whichever one you want, then they chat 
some more.  Then Ganer and Yua leave, but Yua tells you to sleep under 
the dragon for a while. 
  
  You can follow Yua's advice to see another picture of the eye, or you 
can say no, and continue back to the village.  When you get back, no one 
remembers you, or Ganer or Yua.  Someone tells you that the pastor of 
the St. Eva church has alwyas been Father Hulk.  Search the northern 
most house's book case on the first floor for a herb, and the dresser on 
the second floor of the house to the south of the first one for another 
herb.  Go to the church, and talk to the father, and he'll let you sleep 
in the church.  During the night, the other person in the room wakes up, 
and steals the candle.  You stop him, and he tells you his motive, and 
what he'd like to do.  You're given the option to join him, so do so.  
His name is Bow, and he joins you.  
  
  Exit the town, and go west.  Bow will sense rain, and caution for 
shelter.  Head to the cave to to the north and west of your location.  
It's really dark in the cave, so Bow'll suggest to use the candle.  
Follow the path, and you'll see something sliding along the path.  
Follow, and you'll reach a giant of a monster.  He'll knock Bow away, 
and you'll fight him.  

BOSS FIGHT
----------

The big demon's Baubary, and he'll defeat the hero easliy.  Then a 
screen pops up that explains some stuff, and now, we're on to the game.

---------------------------
Ten years later...
---------------------------

Hometown
--------
Items: LifePI, Herb, Antdt
Level: 1

  The scene, 10 years later in Hometown, Bow and Hero are Rangers at the 
rangers guild.  They get their first job, finding a lost pet.  Bow 
scoffs at this, but his opinion is quickly changed as he sees that the 
owner of the lost pet is the beautiful winged princess of Windia, Mina.  
She pleads for you to find her precious Suzy, then leaves for the inn.  
Bow's really excited now, and they head off right away.  Search the 
bookcase behind the Elder of the Ranger's guild for a LifePI.  Search 
the book cases in the duplex near the Ranger's guild for some herbs and 
an Antdt, then change your formation to scramble and put Bow in the 
lead.  Buy some equipment, and maybe a few herbs, although with a few 
hunting grounds, you can have a few roasts to use, which are good money 
for equipment (Roasts sell for 200 Zenny).  Head to mount Fubi, to the 
south east of Hometown.
  
Mt. Fubi
--------
Items: Saladbwl, Firerock
Level: 4

  Head in the first cave, and straight up, there's a healing spot there.  
Level up to 6 or 7 there, and continue along the path.  Eventually, 
you'll fight a boss, the Harpy Sisters.  

BOSS FIGHT
----------
Level: 7

Harpy Sisters: There are three of them, Peach, Palo, and Puti, and 
they'll concentrate on Hero.  They want to eat him, and will attack each 
other for a round.  Heal when necessary, and keep pounding on them.  
They go down rather well.  Congratulations, you've won.

  Now continue up the path, and push the little stone out of the way of 
another cave, which will bounce into a larger stone, which'll roll down 
the mountain and flatten the first cave, and almost flatten the 
travelling maniro too.  Bow will make a comment, then continue into the 
cave.  Follow it down, and head past the cave on the left, and get the 
chest there for a Saladbowl.  Follow back up, and enter the cave you 
passed earlier.  Follow that down, and after getting the Firerock in the 
chest there, continue until you see a pit, then drop in the pit.  You'll 
meet Azuza the hunter here, but he's not important now.  Exit the cave, 
and you'll notice that with the destruction the rolling boulder did, you 
can now go across Mt. Fubi that way.  Now, head out of Mt. Fubi and head 
west to the building there.

Hideout
-------
Items: one pet
Level: 8
  
  Save at the Dragon Statue you see on the left of the house, and enter 
the house.  You'll see an old man there, who's screeching about the 
roaches that are there.  Enter into a fight between the cockroaches 
(there are six), and beat them easily.  The old man takes a step 
forward, then scream.  A huge roach'll attack you, and it's time for 
a...

BOSS FIGHT
----------

Roach: He'll only attack, so attack back.  heal when necessary.  You 
could use the firerock that you got at Mt. Fubi, but you'll need it for 
later. 
  
  After the fight, you'll talk to the old man(Niro), and he'll thank you 
for saving him, and will offer you a piece of the pig he found, which he 
wants to eat.  But, he had to take off the collar first.  Bow asks to 
see the collar, and it says Suzy!!  Bow panicks, and they get Suzy out 
of the pot.  Happy, they take Suzy and put her in a bag, to which Niro 
laments.  Head back to Hometown, and see the elder.  He'll congradulate 
you, and give you 500 coins.  Once you exit the Guild, Bow says he's 
tired, so picking yes to the option will take you straight to your 
house.  Sleep, as you will.  In the middle of the night, Bow gets woken 
up by a guy named Kilgore, and he accepts a job from him to steal the 
'magic hood' from Trout.  
  
  In the morning, head outside and talk to the guard by the front gate, 
who says that Bow was stealing from Trout's place.  Go to Trouts place.  
On the way there, you'll bump into a woman who's running.  She'll say 
excuse me, then make off past the Magic School.  Once you get to Trout's 
place, the guard'll say that Bow will be found, no matter how long.  
Head left to the other mansion.  Talk to the guy out front (Kilgore), 
and he'll appologize for getting Bow into this.  
  
  Head back to your house, and Bow'll be in the room.  He'll tell you 
his story (pick that you believe he didn't steal anything).  According 
to Bow, the girl that bumped into you was the real thief.  Then, a knock 
at the door.  Panicked, Bow hides in a garbage can.  The guard at the 
door searches the room, and leaves.  Bow then wants you to take him to 
Niro, at the ruins to the south of Hometown.  Head to the gate, and the 
guard'll ask you what's in the garbage can.  Pick any of the three 
(Comic books, Trash, Bow), and he'll let you through anyways.  Go and 
drop Bow off at the Ruins, and he asks you to find the thief, who has 
wings on her back.  Seems easy enough, right?
  
---------------------------
Hero and the Katt
---------------------------

  Niro suggests that you ask around for clues at Hometown, or Coursair, 
a town to the east of Hometown.  You could ask around Hometown, but we 
know better, right?  So instead, head to Coursair.  From Mt. Fubi, head 
east, across the bridge.  The enemies are tougher here, but if you're lv 
8 or 9, shouldn't be too much of a problem.  Just watch out for those 
flies.  Go across the bridge to the north (take note of that cavern to 
the left in the cliff wall), then continue north.  

Coursair
--------
Items: Smoke, BumsCL, Herb x2
Level: 9

  In Coursair, search the upstairs dressers in the pub for a smoke.  
You'll also see Poo here, and he's being a whiny little brat, so ignore 
him for now.  Macotti is in the bathroom, but he lives there for 1 coin 
a month.  Search the upstairs dressers in the Inn for a Bum's Clothes 
and a Herb, then go to the church on the west side of town.  Search the 
dresser on the second level for another Herb.  You'll also notice that 
Kay is here.  For now though, Head back to the pub.  If it's daytime, 
talk to the bartender to fast forward it to nighttime.  
  
  Talk to the big guy at the counter(Rand), and he'll tell you that a 
strange girl's fighting in the first battle, but the guy that fights her 
is Baba.  Another person says that Baba lives in Tagwoods, to the north 
of Coursair.  So, buy some new equipment from the weapons shop, some 
healing items if you need them, then put the rest of your money in the 
bank.  Trust me, you'll know why later.
  
  Head to Tagwoods. *note* If you go past Tagwoods on the right, you'll 
come to a gap with a wooden pole on each side.  You can't do anything 
here, but at the cliff is a fishing spot, and on the other side of the 
gap is a house where you can find Surfy.

TagWoods
--------
Items: Herb x2, Gold, Smoke, 100Coins x2, Baba Axe

  In Tagwoods, head up to the first intersection, and head left to open 
a chest containing a Herb, then head back to the intersection, and head 
up.  Grab the chest on the right (100Coins), then head up, around the 
bend of trees and down to the right to another chest containing a herb.  
Head back up and around to the left, and continue left.  Climb the 
ladder of the house on poles to use the gondola to travel across the 
trees to the next area.  Head right to the next gondola, but head down 
and left from it to another chest containing gold.  Go back up to the 
second gondola, and enter it.  
  
  When you exit the last gondola, head left, and behind the gondola to a 
chest for a smoke, and head down from the gondola, all the way to a 
chest with another 100Coins, then head back up, but stick to the left of 
the path.  Head left to enter a narrow path that leads to Baba.  He'll 
taunt you, then you're in a...

BOSS FIGHT
----------

Baba: He's a little more challenging.  If you're lv 9-10, you shouldn't 
have too much problem.  Just heal when necessary, but never let your HP 
fall below 25, as one critical hit from him can take more than 20 HP 
away from you.  Hit, heal and beat him into the ground.  After the 
fight, he'll give you his axe so you can fight in his place.  Go back to 
Coursair now.
  
  If it's night time, head to the pub and talk to Rand.  If it's 
daytime, talk to the bartender again to fast foward to night.  Rand'll 
notice you have Baba's axe, and will think you're Baba.  Now you have 
your foot in the door.  *Note* If you noticed, Hero's name has changed 
to Baba for the time being in the party menu screen.  Save if necessary, 
then head to the Coliseum.  

Coliseum
--------
Items: 1000Coin
Lv: 11

  The guards there'll tell you to go to the right room.  Talk to the 
secretary behind the desk, and she'll send you into the first room to 
get 'interviewed' by the Dir. HR.  This provokes a....

BOSS FIGHT
----------

Dir. HR.  Pretty easy, just beat him down, and don't forget to heal.  

  When you beat him, he'll give you the thumbs up, and the secretary'll 
tell you to go see the Manager of the Coliseum, Augus.  He's a pretty 
shady character, and will reveal the darker side of the first bout that 
Baba'll be in.  Hero's pretty unsettled, but after the interview, go to 
your dressing room.  *note* Go into the opponent's dressing room and 
touch the unopened chest for a bit of funny.  In your dressing room, a 
chest there contains 1000C. 

  Immediately head back to the bank and deposit all your money in there.  
You'll see why in a bit.  Save if you feel uncertain about the outcome 
of the fight, then head back to your dressing room.  Talk to the Guard, 
then check the door at the back of the room.  Rand'll show up in your 
room.  Hero tells Rand about Augus, but Rand's dubious.  Hero wins Rand 
over, and Rand suggests that you give him all your money!  Select yes 
(glad you put it in the bank, eh?), and he'll buy two Antidotes.  He'll 
try to give one to the female fighter(Katt), but she rejects it.  Rand 
calls her ferocious like Biruburu, then suggests that you take both, and 
protect her.  You'll have to knock her out first though.  Rand'll leave, 
and the guard'll come back in announcing that it's your turn now in the 
ring.  Head through the door, and out into the arena.  *Note*  We see a 
cutscene with Augus discussing the outcome of the fight with a few 
guards.  
  The fans'll taunt you, and Katt seems to be the crowd favourite.  
Undaunted, Katt'll denounce the warning you give her, and will attack 
ferociously.

BOSS FIGHT
----------

Katt:  She's a good fighter, but not too tough.  Attack, heal, etc.  
She'll sometimes taunt you, causing you to lose your strength for the 
round.  Soon, you'll beat her.
  
  Rand'll warn you of the danger after you beat her.  Quickly run up, 
and pust Katt into the corner, where she'll be safe.  If you don't, it 
determines how tough the next battle'll be.  If you didn't save her, 
Rand'll be there with you, with Ray, a St. Eva Priest.  Ray'll be 
tending Katt, and Rand'll join you to fight Augus.  If you saved her, 
Katt'll be pacing around in the hotel room.  She'll appologize, and join 
you to beat up Augus.  Rand'll join up before you fight Augus though, so 
don't worry.  Get equipment for Katt, and level her up a bit, then head 
to Augus' room in the Coliseum.  Rand'll be there, and Augus'll 
transform into a monster.

BOSS FIGHT
----------

Augus:  He's difficult.  Attack with everyone.  Heal with Katt, because 
she's the fastest.  You can heal with Hero and Rand as well, seeing that 
they have cure spells, but they'll heal after Augus attacks.  Augus 
attacks twice in a round.  Sometimes he'll conserve strength, which 
makes his next attack a critical.  If you need too, it would be a good 
time to use the Firerock that you got in Mt. Fubi.  With a bit of 
pounding, you'll get him for a sizeable amount of exp.  
  
  After the fight, Augus'll spout some stuff about his god's world 
coming, and Rand'll wonder what this is about.  Hero mentions the hiding 
place, and Rand want's to go there to help out.  Katt wants to go too.  
Now, head back to the Hideout. 
  (*Note* To speed things up, use Rand's special ability to get back to 
Mt. Fubi quicker.)
  
---------------------------
The Princess' fans are 
Jokers!
---------------------------

  Bow'll welcome you back to the hideout when you get there, and will 
wonder who Rand and Katt are.  Katt learns Hero's real name, and 
comments that both names are weird.  Bow is worried that Katt isn't very 
smart, and thinks that Katt will break many things instead of fixing 
them.  Katt comes over and asks what you're talking about.  Bow tells 
Katt to go with Hero, as he and Rand can handle the repairs.  She 
agrees, then drags Hero out the door.
  
  Fresh out of ideas, head to Hometown.  Heading up from the entrance, 
you'll notice a blast from the gates of Magic School.  A female with 
black wings is there, being confronted by 3 guys.  Her name is Nina, and 
apparently, she's being persisted by these people called the Joker gang.  
She chases the guys off with magic, then goes back inside.  Katt's all 
kittenish now, and wants to learn magic.  Select yes to her question (if 
you select no, she becomes all demanding and whiny), and head into the 
school.
  
  Go up the stairs, and over to the right classroom on the top floor.  
Nina's there with her teacher, Yoji.  They talk, and Katt comes forward 
with a proposition; teach her magic, and she'll beat up the Joker Gang 
for her.  Yoji says this isn't possible, as the Joker's won't wait that 
long.  A Joker is standing at the door as Yoji's saying this, and he 
tells Nina that if she doesn't come with him to the Joker hideout, 
she'll never see her little sister, Mina again.  She agrees to this, and 
they leave.  Yoji explains the situation, and Katt decides to punch 
their lights out.  So, head back on the way to Coursair, but at the sign 
that says 'look out for hoodlums', head west.  In a mountain overlooking 
a lake, is the Joker Gang Hideout.  If you wish, head to Capitan to buy 
supplies and save, then head to the Hideout.

Joker Gang Hideout
------------------
Items: LuckCndy, SilverDR, 1100Coins
Level: 10
  Upon entering the hideout, you'll fight the Hood at the guardpoint 
first.  He goes down rather easily, and now you're free to explore.  
Talk to all the people in the cave, and you'll find something peculiar.  
As one guy puts it, 'it's all relatives'.  Everyone in here is related.  
Oh, and Win is in the first cave on the left.  You'll also notice 
someone guarding a chest.  Ignore that for now, and head to the right 
most cave.  There's a guard standing by a rock, and he'll ask you a 
question, Who is the boss's nephew.  The correct answer is pain, and 
he'll let you through.  The next gate has a guy that tells you that the 
switch to open the gate is in the hole on your right.  It's a trap 
though, as your hand gets bitten by a poisonous spider.  The hood 
attacks you with the Spider.

BOSS FIGHT
----------

P. Spider and Hood:  Concentrate on the Hood first, then attack the 
Spider.  Hero's poisoned from the start of the battle, but pay that no 
heed, as P. Spider can poison you again.  Just keep beating him.  Lv. 
10-11 should be fine to lay a good thwacking.
  
  Head up to the stairs, then head right, and down into the area below 
the stairs for a LuckCandy, then head all the way right, ignoring the 
door in the middle, and open the chest at the end for a Silver Dagger.  
Equip it on Hero, and head back to that door and enter it.  In the next 
area, head to the right, along the wall, and you'll see a chest 
containing 100C, then head left to the stairs.  Head up, and you'll come 
to a open room.  Head to the right, and down the ladder.  Talk to the 
hood to initiate a fight with him.  Katt and Hero see Nina over in the 
main room talking to Joker, the leader.  After the scene, head to the 
left, and follow the path.  Katt'll creep forward, and knock out the 
hood guarding Mina, and you'll be attacked by 6 hood.  There can only be 
4 enemies on the battle screen at one time, so the other two will switch 
in once two are defeated.  Once you win, Nina'll bury Joker under rock, 
but Joker turns into a monster and attacks.

BOSS FIGHT
----------

Joker: He's not that tough.  Attack with Hero and Katt, healing with 
Katt when necessary, and cast cold with Nina.  He'll go down with few 
problems.
  
  Now that he's done, Nina joins you to take Mina home to Windia.  Now 
that everyone's gone, head back to the guarded chest on the top level, 
and open it for 1000C!!!  Go to Coursair to heal and save if needed, 
then head to Windia.

---------------------------
Well...
that's a deep subject!
---------------------------

  Windia's to the west of Coursair, just make like you're going to 
Tagwoods, but don't go up the ramp by the sign.  Instead, head west from 
there and you can't miss it.  Just cross the bridge, and you're in the 
basement of Windia Castle.  

Windia Basement
---------------
Items: None

  There's a guard behind the gate, and he'll recognize Mina, letting you 
through.  Travel through the maze, (*note* You'll know you're on the 
right track when Mina says something) and you'll reach the a set of 
stairs up.  Up the stairs, and you're in Windia castle, surrounded by 
guards.  Mina will run to her mother, and Nina acts non-chalant about 
it.  Mina wonders what's going on, and the Queen asks the guard to 
escort the party out to the town.  

Windia
------
Items: 100Coins, TreeST
  
  Out in the town, the guard tells you to cross the cliffs where the 
distance isn't that much if you want to pass between lands.  Katt is 
confused, and Nina explains.  After the scene, head down into the square 
where there's a monkey standing beside a box.  He announces that it's a 
magic show, and people gather.  Monkey boy(Sten), offers to make Hero 
disappear, and does so.  After the magic show, Katt asks Sten to bring 
Hero back, but Sten says that Hero is gone to another dimension.  Katt 
demands Hero back(*note* during this scene, we see hero...somewhere, but 
it's all black around him).  Sten want's a date with Nina and Katt, or 
else they'll never see Hero again, but Hero appears out of a hole in the 
ground, which prompts a thumping by Katt.  
  
  Sten appologizes, and joins the party.  Now, buy new equipment, and 
give your SilverDR to Sten, as it's better than the WoodenDR that's sold 
in the shop.  Baretta's in the weapon's shop here, and Daiye is in the 
second floor of the Inn.  Also, search the dressers for 100C and a 
TreeST.  Now, if you feel like it, raise a few levels, and head to 
Capitan, to the west.  Along the way, you'll notice a cabin nestled in a 
valley between two cliffs, and a forest behind it.  This is the Hunter's 
cabin.  Head there for a bit of side info on a Uparupa.  One of the 
Hunters asks how much you want to sell Katt for, also, search the chest 
for a HelpBL.  
  
Capitan
-------
Items: SuedeAR, Tolen, Wfruit

  In Capitan, one of the villagers laments about the dried up well, and 
how a kid fell into it.  Now, some people are looking for the child.  
Leminton's in the Inn on the second level.  Also, search the drawers for 
a SuedeAR, and a Tolen(*note* You'll find out what these are later).  
Locker is in the house next to the Inn, and a Wfruit is in the cabinet 
in the house that Locker's in.
  
Well
----
Items: Van.Ext, Charm
Level: 14

  If you feel like you're ready, head to the well up behind the item 
shop and enter.  At the bottom, you'll run into a monster, but some guy 
comes out of the door on the left and kills the monster.  It's Ray, and 
he's trying to help the villagers in the well, but before he can explain 
more, a monster attacks you.  Defeat it easily (use Nina's Cold spell), 
and Ray'll explain more.  Agree too help the villagers, and he'll lead 
you into another room.  When he enters the long room, a monster attacks 
him.  He tells you to save the villagers, and he begins to fight the 
monster.  Walk up and out into a big room.  There are turtles swimming 
back and forth between the islands.  There's a guy on one of the islands 
who's searching for his son.  The island up from the guy, take the left 
turtle to a Van.ext, then continue all the way up, past the boy on the 
right, and get the charm in the chest.  Head back down to the boy, and 
talk to him.  He'll tell you about playing with a turtle, then a monster 
appears out of the water.

BOSS FIGHT
----------

Terapin: He's a trifle difficult, but not unbeatable.  Just be around 
lv's 13-14.  Have Nina cast her magic, and Hero Attack.  Katt can use 
items to heal and attack as well.  Use Sten's bomb magic until his AP is 
depleted, then have him heal and attack.  Terapin has an attack called 
Brainwave that confuses one of your group and has them attack a party 
member once.  He can also cast an earthquake that deals 28 damage, and 
attack singular people for mid 30 damage. 
 
  After defeating Terapin, the area'll start to shake.  Head back down 
into the other room, and you'll meat Ray there.  The water'll start out, 
and Ray'll stop it with magic.  Now you have to save the villagers.  
*Note* How many villagers you save determine certain things in the near 
future.
  
  Head back one room, and enter the door next to the one you came out 
of.  Talk to that villager to save him, then go back to the last room, 
and enter the door on the left.  There's a guy standing between two 
doors.  Talk to him, and you'll fight him.  Don't choose auto attack, or 
else the party will kill the villager.  Instead attack the monster on 
his face to save the villager.  Once you beat the Chiroru, enter the 
right room, and beat the Creon on the other side.  Another villager is 
in the room, and he's possessed by the demon as well.  Beat the Chiroru 
and another villager is saved.  Head back to the stairs, and enter the 
other door beside it.  Beat the demon on the villager in the next room, 
and head into the door on the right.  Follow the path, save the other 
villager ahead, and enter the last door at the end of the path.  Talk to 
the last villager, then head back to Ray.  He'll ask if the villagers 
are saved.  Select yes, and he'll let the barrier fall.  Run back to the 
door, and you'll be outside.
  
  Ray'll thank you, and wants to give you magic.  But, he wants to go to 
where the party gathers, a rather obscure way of saying he wants to go 
to Hideout.  Take him there.  Once there, Ray'll ask you to talk to the 
party members and decide who to give St. Eva's blessings to.  What spell 
you get is determined by how many villagers you saved.  If you saved all 
6 of them, you get Renew, a spell to revive fallen party members.  If 
you don't save all of them, you'll get Cure2 instead.  I recommend you 
give Renew to Bow, or if you get Cure2, give it to Nina.  After being 
blessed, Ray'll leave. 

---------------------------
Awakening
---------------------------

  Now, go back to Capitan.  Between the Inn and house, there's a girl 
dressed in red there.  Put Hero in the front, and she'll take him away 
from the group for a while.  The scene reopens in a cabin.  There are 
three weird circles on the floor, two smaller, and one larger.  The old 
woman there, Granny, will explain what this is, and that the young girl 
dressed in red is Sana, the Shaman of Fire.  *note* An explanation about 
fusing and shamans will be later.  Granny tells you to stand in the 
middle circle, but search the dresser for a LifePI, then go stand in the 
circle.  Sana tries to join with you, but something goes wrong.  The 
joining doesn't work, but they inadvertedly release your latent dragon 
powers, in the process burning down the forest and their cottage.  
Granny's a little disturbed, and wants Hero to find them a house, 
because he burnt down their old one.  Go back to Capitan, and there's a 
guy standing where Sana was.  He tells you that the party left, and 
you'll automatically be back in Hideout.
  
  Granny and Sana will commandier the room that Bow built for Hero and 
him, but they say that it's not complete.  They ask Bow to fix the room, 
but he takes off in a huff.  In Bow's room, Bow complains, but sees that 
Hero was right in doing what he did.  Granny and Sana make some demands, 
and ask that you go to Capitan to find a carpenter.  Now, here's where 
the villager saving thing comes in.  There are three carpenters, one 
that builds the ordinary houses, one that builds the houses on poles, 
and the one that builds the fancy houses.  If you saved only the minimum 
villagers, 2, you only get carpenter 1, if you saved either 3 or 4 
villagers, you get carpenters 1 and 2.  If you saved all of the 
villagers, you get all 3 carpenters.    More information will be covered 
in the Township area of the walkthrough.  Now, choose your carpenter.  
Once he's gone to Hideout, the people in behind of the fancy house will 
have moved.  There's talk that the thief went west in a boat from this 
point, so follow the path out to get in a boat and go to the next land.

---------------------------
The Witch, the Frog, and
the Impostor
---------------------------

  The party docks in the next land, so follow the path to the overworld.  
Head up, and you'll enter a forest.  Follow the path, and you'll see a 
bunch of frogs there.  One of them will speak to you as you pass it!!!  
It appears in the pool, and tells you that it's been placed under a 
curse by a witch in the nearby area.  He asks that you go to the Witch's 
tower and get her to remove the spell.  Simple enough.  

  Head out of the forest, and along west.  You'll see an encampment by a 
dock in the lake.  You can rest here and save if you want.  *Note* You 
can now change your party members at any dragon shrine you come to, 
unless for special reasons.  You can do one of two things now.  You can 
go to the Wild Cat Restaurant, to the west of the encampment, on the 
other side of the waterfall there, or you can head up north to the 
witch's tower.  Either way, level up to around lv. 15 or 16.  *note* If 
you wish to go to Wildcat Restaurant first, see the Secrets part of the 
Walkthrough.  From the encampment, head west a bit, then follow the 
trail up, and at the lake on the top of the hill, head east to Witch's 
Tower.

Witch's Tower
-------------------
Items: CureAl, Herb, SilkGL, WizardRG, WiseRB, WiseBL, Wisehoop, 1503 
Coins 
Level: 16-17
Party: Rand, Nina, Katt

  Enter Witches tower, and with Hero in the lead, Step on the switch.  
Nimufu'll talk to you, and you'll fight some enemies.  After the battle, 
do it again.  She'll eventually let you in, because Hero's cute.  Now 
that you're in, don't grab the chest on the dais, as that seals the 
door, preventing excape.  Head to the left door, and up the stairs for a 
chest with a CureAl, then head back to the main room, and through the 
right door, and up the stairs.

  At the top of the stairs, follow the path up and left, and note the 
statue by the door.  If you walk up to it and press the action button, 
Hero'll note that the statue looks almost alive.  There's a reason for 
this, explained later.  For now, head through the door on the left.  
Follow the path down (take note of the chests in the other room), and 
head up the stairs to the next level.  Head up from the stairs, and 
you'll see that there are 5 moving platforms, linked by chains.  In the 
Snes version, you could see where each platform would take you, but the 
screen's too small in the GBA Version, so I'll tell you where to go.  
Hop on the second one from the right to head to an enclave with stairs 
leading down.  There are many chests here, but as you open some of them, 
pitfalls open up.  Be careful.  Once you've opened them all, head back 
up the stairs, and ride the platform back to the beginning, and hop on 
the far left one to ride it to the right side of the room.

  Go up the stairs at the end of the hallway, noting the statues of men 
there.  They're strewn about this place, and they're mostly men.  At the 
top of the stairs, head down the path, and note the female statue here.  
This is a statue of Nimufu, and she'll take you to the bottom of the 
tower if you want to.  Grab the chest near Nimufu for a Herb, then head 
left.  In this next room, there are buttons on the floor that are 
pressed when you walk on them.  These alternate the gates that open and 
close when you step on the buttons.  Step on a button as you make your 
way up the left side of the hall, towards the first set of gates.  
There's a room with a chest to your left, but you need to lower the 
gate.  There are three buttons placed in a pseudo triangle by a pitfall, 
so step on the front most one(don't step on the other two), and head 
back to the chest for a SilkGL, then head back past the pitfall.  The 
hallway after the pitfall is one space wide, but the hallway running 
left and right is two spaces wide.  Walk through the hallway, but stay 
to the bottom of the hallway running left and right, to miss that button 
there.  Now there's another set of gates here, and the left one leading 
to the stairs should be down, while the right one with a chest is up.  
Head through the door just down from the stairs, then back into the last 
room.  

  Hit the first button you see there to close the left gate and open the 
right one.  Get the WizardRG and the WiseRB there, then press buttons 
until the left gate opens.  Head up the stairs.  You'll come to a room 
with 4 moving plaforms, and two chests, each on an island.  ride the 
first platform to the first island to get a Wisehoop, then head back and 
ride the next platform for a WiseBL.  *note* There's a door to the right 
of the last platform, but that leads outside.  Ride the platform from 
the island to the other side of the room, and enter the stairs.

  At the top of the stairs, hit the button to open up the way, and 
proceed to Nimufu's room.  She'll be glad that you made it, and wants to 
play with hero.  Hero mentions the frog, and if Hero plays with her, 
she'll tell you how to remove the curse.  Hero walks forward, and Nimufu 
wants to make Hero her pet.  He panicks, and she becomes upset.  She'll 
attack you now.

BOSS FIGHT
----------

Nimufu:  She's rather easy.  Just use your dragon transformation, while 
Nina uses S.Boom.  Have Katt and Rand heal when necessary with items and 
Cure.  Another tactic you can use is to have Katt and Rand use Wfruit on 
Hero to replenish his AP and have him keep using his Dragon forms.  
Nimufu casts Thunder, Spark, and attacks regularly.  Two Dragon attacks 
will be sufficient to do her in.

  Nimufu cries after beating her, and will tell you how to release the 
curse on the frog.  Head back down the tower, but don't exit by falling 
out the window in the room with the 4 moving platforms.  Instead, head 
back down to the 5 platforms on chains, and ride the far right one over 
to the left side of the room, and through the door.  Go up the stairs 
and you'll find Seso, the Water Shaman.  Talk to her, and she'll warp 
back to Granny.  Now exit, and head back to the forest where the frog 
is.

  Put either Katt or Nina in the front of the party and talk to the 
frog.  After the scene, the frog will have changed back...to a frog!?  
The frog's name is Ekaru Hoppe de pe Jean, the prince of Simafort, and 
he wants to thank you by showing you his castle.  After he joins, change 
your party to include him, then exit the forest.  After exiting the 
forest, the game'll say 'around that time', and will show you Township.  
The first 3 houses are built, and the carpenter rejoices, but insults 
you first.  

  Now, instead of heading to Simafort, put Jean in front, and change to 
a frog.  Head up to the lake on top of the hill, and swim down the 
waterfalls to enter a hidden cave.

Hidden Cave
-----------
Items: SkoletAR, KmikzeBL

  Here, there is an old man in the cave.  Grab the two chests for a 
SkoletAR, and a KmikzeBL, and talk to the old man with Hero in the lead.  
The old man will give Hero his second set of dragon transformations.  
Now leave.

  You can do one of two things now.  You can either go to Simafort to 
continue the story, or head back and recruit people for your Township.  
I'd recommend the latter, as you can get some weapons to help you in 
Simafort.  
  *note* For a list of Tenants, see the Township section of the 
walkthrough.
  *extra note* for my recommendations, see the FAQ.

  Now that you've done that, put Jean at the front of the party, and 
after changing into the giant frog, head to Simafort, located in the 
middle of the lake, south of Nimufu's tower.

Simafort
--------
Items: Dluxrod, HelpBL, GutsBT, SoleSD, BreathAR, IronSH, RoyalHT, 1000 
Coins
Party Level: 18-19
Party: Rand, Nina, Katt

  Enter Simafort, and Jean'll welcome you to his castle. *note* All the 
people of Simafort are frogs. The people around him are all surprised at 
this show, and two guards come to carry Jean off, calling him an 
imposter.  Now, the 'real' prince comes down and appologizes for Jean's 
actions, and asks you to leave immediately.  You have no choice, so 
comply.  He then thanks you, and tells you that a boat with money in it 
is waiting out front for you, so exit the castle.  

  Out on the pier, you see a girl pulling a giant rock around.  She 
struggles to lift it, and with a mighty throw, sinks your boat!!!  She 
explains that she's the princess of Simafort, Petape, and tells you the 
story about who the imposter really is, and begs you to help.  Before 
she can explain furthur, two guards come out to the pier, investigating 
a noise.  Petape quickly dunks the party in the drink, and hides 
herself.  After they leave, Petape fumes at the guard's lack of doing 
anything to remedy the situation.  The party then announces that they're 
drowning, and Petape saves them.  

  Hero then re-awakens in a bedroom, with the other two people in your 
party, as well as Petape.  If Nina's there, she'll be relieved that 
you're alright.  Rand'll say you were muttering about flowers, and Katt 
would ask if you want her to hit Petape now. :)  Petape appologizes, 
then explains the situation further.  Select yes, or more info, if you 
feel you need it.  Then she gives you the gills, allowing you to breathe 
in shallow water.  After the scene, check the bookcase in the room for a 
Dluxrod.  Buy items or equipment if you need them, then head out to the 
pier.  

  Notice the grate on the pier, with a door underwater directly beneath 
it?  Enter this grate to go to the walkway underneath the water, then 
follow the walkway.  It branches off to the right, surfacing on a 
separate pier with a boat there, allowing you to go back to the 
Campsite.  Do so now, and get another party member at the dragon shrine.  
Then, head back to Simafort on the boat, and follow the underwater pass 
back, but at the junction, head north.  Enter an underwater room, and 
following it will lead you into the castle food stores.

  Head up between the large grates where the live food is kept(note the 
guy standing in the entranceway leading to the stairs, to the right of 
the grates.), and go down the stairs at the end of the hall.  This will 
take you to the jail, where the guard leader is looking in on Jean.  
He'll finish, then notice you.  He'll say some stuff, and present a 
choice to you.  Select yes to fight him.  He's rather easy, and goes 
down with one dragon attack.  Petape will appear after the battle, and 
go to Jean.  Jean says some stuff that makes Petape mad, and she wonders 
how they'll prove that Jean's the real prince.  Then the Royal ring 
comes into the conversation.  But, Jean gave it to Nimufu, so Petape 
asks you to find her and give it back.  So, we're off to Wildcat 
Restaurant.

  It appears that there's a witches reunion at the Wildcat Restaurant 
right now.  One of them will tell you that Nimufu's worshiping the 
porcelain god, and another one will fight you if you talk to her.  Go to 
the right door, and you'll see Nimufu hovering over the toilet bowl.  
She'll cry at not being popular, and will tell you that she doesn't have 
the ring, and it might've gone down the toilet.  Proceed to jump in.

  From the stairs, head left, and you'll see something sparkle in the 
water.  Go over to it and press A.  The ring'll slip, carrying it away.  
Go north, through the pass just left of the stairs up, and you can grab 
the ring there.  Head back, and Nimufu's grossed out that you jumped in 
the toilet for the ring.  She hears that it's the royal ring, and she 
denounces you as  a liar, as no one could give her such a precious gift.  
Now you have the ring, so go back to the Jail in Simafort.

  Jean and Petape are happy to see the ring, and rush off to the throne 
room right away.  They confront the 'real' prince and present the royal 
ring.  Then the 'prince' shows that he has the royal ring!!  Petape is 
flabergasted, but has a stroke of genius.  She challenges him to a 
cooking contest between Jean and the 'prince'.  The 'prince' is 
delighted, and says that the penalty for losing is death for Jean and 
the party.  Petape promises that they won't lose, and are taken to the 
kitchen.  Jean and Petape discuss their dinner plans, and decide on a 
'cockroach *Hi automod ^_^* and green onion salad', 'worm with caramel 
sauce', and 'gold fly pudding'.  Petape asks you to find the 
ingredients, which can be found in the castle basement.

  Exit the kitchen from the north, and go through the banquet hall to go 
to the courtyard.  There are a lot of people here, but one female 
between the well and the pond asks where her boyfriend, Tata, is.  Head 
up the stairs to the north, and enter the right door on the side of the 
King's chair.  Up the stairs will lead to the royal bedroom, and by the 
picture of the king is a lever, with a down arrow above it.  Pressing 
the lever will move the picture, revealing a staircase leading up to the 
roof.  Tata's on the roof, and he's dying.  Untie him, and head back 
down to see Fiolina, his girlfriend.  Say yes to her question and she'll 
take off to save him.  Go back to the roof, and talk to Tata.  He'll 
thank you, and tell you about the windmill and the buckets there that 
you can use to get to the basement.  He'll give you the storage key as 
well.

  Open the left door on the roof, and grab the chest inside for 1000 
Coins, then open the center door to access the buckets in the windmill.  
Take them down to the basement, and follow the path.  A fly is attacking 
a soldier, and will attack you after taunting you.

BOSS FIGHT
----------

Gold Fly:  He's difficult.  Hit him with everything you have.  Have Hero 
use his dragon transformation.  Have Rand use a Wfruit on Hero, Katt 
attack, and Nina use S.boom.  Next round, have Hero use dragon 
transformation again, Rand heal Hero, Katt use a Wfruit, and Nina use 
S.boom or heal if neccessary.  Next round, have Hero attack, Rand and 
Katt use a Wfruit on Hero, and Nina use S.boom.  Repeat this pattern 
until goldfly runs away.

  After the fight, the Soldier will die.  If you need to, and you 
probably do, head back to the inn at the entrance to Simafort to heal, 
and buy some items if you need to, preferably Wfruit and LifePL, then 
head back to where the soldier died.  There are two paths you can take 
from here, left, or right.  Take the left door.  There are two guards in 
this room, but ignore them and enter the door to come out on a walkway.  
The gold fly is hovering a few steps from you, and when you get close, 
he'll taunt you, and run away furthur into the room.  Follow the path, 
and you'll come to a bridge.  The bridge will break apart, and a giant 
worm will come out and fight you.

BOSS FIGHT
----------

J.Worm:  He's really annoying.  Basically, follow the same attack 
strategy for the gold fly.  He has an annoying sleep attack that'll put 
your party to sleep 75% of the time, often leaving only one party member 
up.  You can wait until he hits your party members to wake them up, or 
you can hit them yourself.  He uses quite a few special hits, and 
counter attacks, so heal when necessary.  He'll go down before long.

  After the fight, gold fly will come down, taunt both you and the 
fallen worm, then leave again.  You now have one of the ingredients.  If 
you need to, head back to the inn to rest, and save at the dragon shrine 
at the campsite.  Head back to the basement after you're done in the 
castle, and this time, take the right path.  Go up through the door, 
then go back through the door to the left for 2 chests containing a 
HelpBL and a GutsBT.  Head back through the door, and take the only 
other door in the room to lead to a maze-like room with a bunch of blue 
cockroaches in it.  Gold fly will taunt you some more, then fly away.  
From here, make your way over to the left door, then enter it, and 
through the other door to find a chest containing a Stamina, then go 
back to the maze room, and make your way up to the door to enter another 
maze-like room.  *note* The cockroach's will only battle if your lead 
character touches the roach.  If you don't want to fight, then take a 
step forward, then a step back to protect your lead character from being 
attacked.  

  Here, the gold fly will taunt you again, then leave.  make your way to 
the door and enter it.  Gold fly will taunt you some more, then fly past 
a giant red roach.  Heal yourself if needed, then go up to the roach and 
fight it.

BOSS FIGHT
----------

G.Roach:  He's not as annoying as the worm, as he doesn't have sleep 
attacks.  Use the Gold fly strategy to put this guy down.

  You're awarded with another ingredient after beating the G.roach.  
Head up through the door(heal first) to fight the gold fly.

BOSS FIGHT
----------

Gold Fly: One dragon attack will put him under.  *note* The ammount of 
damage you delt Gold fly in the last battle will determine how much Hp 
he has for this fight.

  You now have all 3 ingredients, so go back to see Jean in the kitchen.  
*note* Now that the gold fly's been defeated, there aren't any roaches 
in the two maze rooms anymore.  Petape thanks you, and tells you to wait 
in the dining room.  Go up the stairs, and talk to the guy blocking the 
door at the other end of the dining room to start the contest.

  After a scene, the king declares 'prince' Jean the winner, although 
the tasters took a double taste of the 'gold fly pudding' that Jean 
made.  Petape goes balistic, and promises to blow up the castle.  
'Prince' Jean panics, then bolts after.  The master chef appologizes, 
and explains the situation, then asks you to save Master Jean and 
Petape.
  
  Head back down to the kitchen, but enter the door that has the WC by 
it.  Press the lever underneath the down arrow to go back to the 
basement.  From here, head right, and follow the path.  You'll find Jean 
here, and past the other door, you'll find a pedistal.  The real 
imposter will explain a few things, then change into a demon and attack 
you.

BOSS FIGHT
----------

Kuwadora: He's a pain in the rear.  Make sure you bring your lifePIs and 
Wfruits for Hero.  He has the ability to stop the round before it's 
finished, often wasting attacks, and an attack that'll hit everyone for 
regular damage, between 30-45 HP.  He also casts death, which succeeds 
quite often, and casts curse.  After a long battle, he'll go down.

  Kuwadora will complain about losing, then will press the button on the 
pedestal.  The castle will begin to shake, then Kuwadora dies. Jean 
enters and tells you the button's real use.  Then a door will open up at 
the other end of the room, and a walkway will appear.  Petape will 
wonder what's going on, and Jean explains.  Then the two of them leave.  
Walk up past the pillar, and grab the SoleSD in the stone, then exit the 
room.  You'll appear in the King's room, and after a scene Jean will 
rejoin your party.

  Now that you're done that, head back through the kitchen to the food 
stores area, near the stairs that lead to the jail.  There's someone in 
the right grate, and the guys watching over the person don't like how 
she whines, so they offer to give her to you.  It's the thief from 
Trout's house!  Grab her, then head through the door that the guy was 
guarding, and up the stairs to get 3 chests containing a RoyalHT, 
BreathAR, and IronSH.  Now you're on your way back to Hometown.


---------------------------
A-thiefing we will go... 
Again
---------------------------

Hometown
--------
Items: Antdt, cake, Magic Hood
Level: 19-20 Bow: 10

  Once in Hometown, head to Trout's place, and the guard'll let you in 
once you mention the real thief.  Trout will thank you, but Patty, the 
thief, will raise suspicion about Trout, so to prove his innocence, 
Trout wants you to inspect his house to see if you can find what Patty 
mentions, which is supposedly in the basement.  Go up past the tabke and 
go into the kitchen.  Search the cupboard for an Antdt, then go to the 
storeroom on the other side of the house, and open the chest inside for 
a cake, then go into the next room over and down the stairs.  *note* Up 
from this room is another staircase, but you can't access it...yet.

  After entering the basement, go back up and Trout'll meet you there, 
then escort you off the property.  Kilgore will meet you outside, and 
asks you what happened.  He's relieved that the real thief was found, 
and he'll ask you to go get Bow, so he can apologize.  Go to the Dragon 
Shrine next to the weapon shop and switch out someone for Bow, then go 
to Kilgore's place.

  Kilgore will welcome you in his study, then invite you to a feast.  
Kilgore apologizes, then they discuss the current events.  Then, Kilgore 
asks Bow to steal again.  Bow agrees, then asks if Hero wants to come or 
not.  If you're feeling unsure, then take Hero.  If you're feeling bold, 
then go alone.  

  The scene begins with a battle with a guard.  Put him down easily, 
then head to the basement that you were at before. Go down to the 
basement, then come back up.  Bow'll notice a noise, then he'll hide.  A 
hidden panel opens, and Trout steps out.  After he leaves, go in through 
the hidden door, and down the stairs.  Here's what Patty's talking 
about.  At the end of the jail is Patty.  Talk to her, and Trout'll come 
back down.  Trout notices Bow near Patty, then makes an offer to Patty, 
which she refuses.  Trout then turns into a monster and attacks you.

BOSS FIGHT
----------

Trout:  If you have Hero with you, the fight's easy.  Just use the 
Dragon transformation to beat him.  If you don't have Hero, then just 
keep hitting Trout, and healing when your HP runs low.  Trout steals 
money from you when he attacks, but you get it back when you win.

  Afterwards, Trout cries a bit, then dies.  Patty compliments you, then 
gives you the Magic Hood, which Kilgore wants.  She leaves, and Bow 
heads back to Kilgore's place.  Bow explains things, then tries to give 
the Magic hood back to Kilgore, but Kilgore wants you to have it.  Bow 
then has a premonition, and offers Hero a choice.  Select whichever you 
want, then after a cut scene, you're outside of Kilgore's place.  Head 
back down, and you'll see Silvia there, who asks you to go to the Ranger 
guild.
 
  In the elder's room, the veteran Rangers are talking about something 
that happened to the forest in Gate.  They talk about it, then say they 
don't want to do it.  Bow and Hero come forward, saying that they know 
what the Rangers saw in Gate, and Elder sends them to investigate Gate.  
He then says for you to find the Grass man.

---------------------------
From Trout to Whale Cave
---------------------------
Items: SteelAR, PwrFood, GoldAR, 100 Coins, Whale Bell
Party: Bow, Katt, Rand
Level: 19-20

  From Hometown, head back towards Simafort, but instead of entering 
Simafort, follow the river south til it reaches the little lake at the 
end.  A sign is to the right, and a beach is nearby, where you can get 
MacClean, who is another possible candidate for your town.  Continue 
east from there, and you'll see a house nearby.  This is W.cave.  Near 
the house is a Dragon Statue.  Make sure you have Katt with you, then 
enter the house.  There's a few kids inside the house, and a man 
blocking a path out to the backyard.  You can buy cakes at the counter 
if you want, then talk to the man.  He thanks you for saving him at 
Trout's place, then rewards you with a visit to W.cave.

  Follow the path, and climb down the ladder.  Oddly enough, the walls 
seem to be pulsating.  At the bottom of the ladder, there's another 
ladder to the right of it, with a fence around it.  As you walk around, 
you'll hear voices from below.  Switch to Katt, then have her hit either 
the north or the south plank on the fence to knock it down, then go down 
the ladder.  You'll land with a thud, suprising an old man at the 
bottom.  He tells you a few things, and introduces a pair of dolphin 
children.  Apparently, this cave's a real whale, and has been asleep for 
a long time.  The dolphins speak of a stone doll in the Whale, then Tree 
and Ton argue with the old man, then pretend to deny him passage on 
them.  He panics, then apologizes, then leaves.  From there, head up 
through the door to the next room, and notice the large appendage in 
this room.  This is Grandpa's adams apple.  Katt can hit it, but it 
won't do any good right now.  Instead, head past it into the body of 
Grandpa.

    Head up and to the right from the door, hugging the wall until you 
come to a chest with a SteelAR, then head back down, and go left through 
the bubbles, and back up.  Follow the path to the top, and when you 
clear the last of the bubbles in this room, head left and swing down to 
get another chest with 100 Coins, then go back up and exit into the next 
room.

  Head up (ignore the path to the right, it leads to a dead end) and 
take the path leading to the right into the next room.  Follow the path 
all the way up, into the next room, and grab the chest there(PwrFood), 
then head back to the fork, then take the center path up to the next 
room.  Follow the path, ignoring the left path, as it leads to yet 
another dead end, and continue to the next room.

  From the door, hug the wall as you go up and left, ignoring the door 
leading back to the last room, and enter the door you see in the top 
left corner for GoldAR.  (*note* Use Katt to open the doors that are 
closed.  She'll hit them with her staff.)  Go back to the last room, and 
head right, across the top of the room, and enter the door there.

  Notice the two converging paths in this room.  Follow the path, and 
continue up. (*note* Going down the right path leads to a dead end)  Hit 
the door at the end with Katt's staff, and enter the next room.  Go 
straight up, and enter the last room.  In this room is the stone doll 
that Tree and Ton were talking about.  He'll wake up, mumble some stuff, 
then try to kill you.

BOSS FIGHT
----------

Munmar: He's rather easy.  He has a sleep attack that puts your 
characters to sleep.  Use a dragon transformation, then attack for a 
couple of rounds to beat him.

  He'll be relieved that he can sleep now, then will disappear.  Go back 
to the Adams Apple, and hit it with Katt's staff.  Grandpa will wake up, 
and be glad that he's awake.  Tree and Ton come by and thank you, as 
well as tell you that there's a _carnival_ at Tunlan.  Grandpa tells you 
to go grab the whale bell from the old man on the beach, and you'll 
automatically go there.  Enter the cave here, and talk to the old man.  
He's happy that Grandpa's awake, and gives you the bell.  Check his 
shelf for a Herb, then go to the water and press A button to ring the 
bell.  Grandpa will come here and pick you up.

---------------------------
World Tour 
---------------------------
Items: Tolen x2, Cond. Up
Level: 20-21
Party: Rand, Katt, Bow

  Now that you have suitable transportation, I recommend you take time 
to complete the map, it'll make things easier in the long run.  Follow 
the coastline all the way around, periodically checking the map for it's 
completeness.  From the pennisula directly south of W.cave(there's a 
sign near the tip of it), go east.  The island here is where Guntz is 
located.  Step in and complete the next part of Flying township, and buy 
the BrassSD for Hero.  Go up to the last house on the path, and check 
the right shelf on the first row of shelves for a Tolen.  Karashinikofu 
is here too, and will join your town if you let him.  I don't recommend 
this, as he takes house #4, where you can get the powerful Barose.  
Eichichi's in the basement.  Read my 'Flying Township' area of this 
document for more information.  

  The island that Tunlan's on is directly north of Guntz, but don't go 
there yet.  Make sure to circle the island north west from Hometown, 
there's signifigance to this island, as there's a mountain on here.  
From the southern tip of the western continent, head directly east, and 
you should see an island here with really high cliffs and no beach.  
There are two buildings on this island.  There's a smaller island to the 
east of the other island with no beach.  there's a single house on here.  
Complete the eastern continent from the small island, noting the castle 
on top of a plateau, as you come up the east side of the eastern 
continent.  You have one more thing to complete, getting Bleu.  Go read 
the Secrets area to learn how to get Bleu, then once you've done that, 
go to Tunlan.

---------------------------
The little Carnival of
Horrors
---------------------------

  You can't really do anything right now in Tunlan, as they speak with 
musical tones, and can't understand you.  Buy some equipment if you need 
it(preferably the twinBW for Bow), then head to the carnival just 
outside of town.

Carnival
--------
Items: none
Level: 22
Party: Bow, Katt, Bleu

  In the carnival, talk to the guy to buy tickets.  He mentions that the 
grass man's going to be fodder for a demon, and they've raised the 
prices on the tickets as well.  After buying tickets, head through to 
the back and talk to the Chief.  He mocks the grass man(Spar), and is 
surprised that Spar can talk.  He asks a question.  Select no, and he'll 
ask you another question.  Select yes, and he'll make an offer, Spar for 
either an Uparupa, or 900,000 coins!!!  After that, head out the back 
door to go to the world map.

  From here, you can go either straight to the Uparupa cave, or go to 
the Hunter's shack between Capitan and Windia first.  I'd recommend 
you'd go to the hunter's shack first.  From the beach near Tunlan, head 
around to the left, and go up the left side of the island, and dock at 
the beach to the left of Gate.  Head north east, and you'll see the 
hunter's shack nestled between two cliffs, and a forest in behind.

Hunter's Shack/forest
---------------------
Items: Owl Fruit
Level: 22
Party: Bow, Katt, Bleu

  In the hunter's shack, read the diary on the table to learn what 
happened to the hunter's, then head out the back door, and through to 
the forest behind.

  In the forest, follow the path.  At times, you'll hear someone 
singing.  At the end, you'll see a girl standing infront of the Owl 
Fruit.  She'll change then attack you.

BOSS FIGHT
----------

Algernon, Danielle, Suiky: Algernon's the head of this trio.  Danielle 
heals Algernon with Cure2, while Suiky attacks with thunder.  Have Hero 
use his dragon magic, while Bleu can use Freeze.  Bow can heal and cast 
Defup, while Katt can heal and attack as well, seeing that she's the 
fastest.  Bring your Wfruit to replenish AP.  It doesn't take much to 
down Danielle and Suiky, but they get revived, so concentrate the 
majority of your attacks on Algernon. 2 dragon spells, and a few magic 
attacks will do in Algernon, so just heal and attack. 

  She tells you not to tease her, then dies.  Pick one owlfruit, as 
that's all you'll need.  Then exit the forest, and warp to Hometown.  
Sleep at hero's room there to replenish your hp and ap, then board 
grandpa at the beach to the south of Hometown.  Follow the coastline 
around to the north of hometown, and at the north/south bridge by 
Capitan, you'll see a cave in the rockwall by the bridge.  Enter it with 
Grandpa, and you're in the Uparupa cave.

UpaCave
-------
Items: QuartrST, Gold, OceanRB, BusterSD
Level: 23
Party: Bow, Nina, Bleu

  Notice that you're underwater in this cave.  Fortunately, you can 
breathe here, thanks to the gills from Petape.  I'd recommend you have 
some fire weapons for this cave, like the HeatST for Katt, if you have 
her.  Head up, pass the island on the right, and continue up.  Go up the 
ramp and enter the cave to find a chest with a QuartrST for Katt.  It 
isn't as powerful as the HeatST though.  Go back down the ramp, and go 
to the right.  Ignore the path leading up, as it leads to a dead end, 
and continue right.  Go up the ramp to get the chest on the land for a 
Gold, then go back down the ramp, and head up the path just to the right 
of the ramp to exit into the next area.

  Head up through the path, out of the water, then after the bend, 
you'll see a door leading into the next area.  Go in the door to the 
opposite of the other door, and open the chest there for a OceanRB, then 
go back through the door, and through the other one to get to the next 
area.

  There are a bunch of Maniro here.  One'll tell you how to catch 
Uparupa for 200 coins, and another one will sell an OwlFruit for 1000 
coins.  Say no to them, and proceed to the final area.  Here are a 
number of holes in the rock walls, with sparkling eyes in them.  These 
are the Uparupa holes.  Ignore all the holes, and go up the stairs to 
the left of the river running through the cave.  Go up the other ladder 
here, ignoring the rest of the Uparupa holes, and proceed to the last 
Uparupa hole.  To capture the Uparupa, place an owlfruit infront of 
their cave, then back off a distance.  The Uparupa'll come out of it's 
cave to eat the owlfruit.  When it eats it and begins to go back to it's 
hole, run forward and press A.  The Uparupa'll squawk, then attack you.

BOSS FIGHT
----------

Uparupa: He's rather easy.  Don't use regular attacks on him, as he will 
counter attack you everytime.  Just use a dragon attack, then have Nina 
and Bleu cast their most powerful attack magic. Bow will heal.  Uparupa 
will go down without much struggle.

  After the fight, Uparupa will whine.  You now have a choice, either 
keep Uparupa, or let it go.  Choose let it go.  It'll be so happy, that 
he'l leave you a chest containing the BusterSD.  Now walk back to the 
beginning and exit the cave.  With Grandpa, swim to Hometown to heal, 
and change your party at the dragon shrine if neccessary, then go to the 
Carnival.

Carnival
--------
Party: Katt, Bow, Bleu

  At the Carnival, pay another 100 Coins, then head through to Spar's 
inclosure.  Talk to the Chief, and he'll ask if you brought the money, 
or Uparupa.  Choosing 'I'll give you nothing!!' will prompt a boss 
battle.

BOSS FIGHT
----------

M.C. Tusk: He looks daunting, but isn't that tough.  Hero uses his 
dragon magic, Katt attack the first round, then use Wfruits on Hero to 
replenish his AP for as long as necessary.  Bleu use Freeze, and Bow 
cast Def-up, and heal when necessary.  He'll go down without much of a 
fight.

  Chief threatens you, then dies.  Hero looks for an opening, but can't 
figure it out.  Then Sten shows you where it is.  He talks to you for a 
bit, then suggests what to do next. Then he joins you.  Change your 
party to include him, then you'll exit the carnival.  Go to Tunlan and 
buy some equipment for Spar, then board Grandpa and head west, then 
follow the coastline north until you come to the old man's beach.  
Disembark there, then exit the beach and head west.  When you enter the 
great forest, make for south west, and you should notice a giant tree, 
surrounded by littler trees.  This is the great tree, Gandaroof.  Enter 
from the bottom, and Spar will talk to Gandaroof.  Gandaroof complains 
of amnesia, and blames Spar.  He then tells you to get the Therapy 
Pillow from Tunlan.

---------------------------
Sten's homeland, and a 
perverted old Magician
---------------------------

****UPDATE COMING SOON****

===========================
Township
===========================

A: Carpenters
-------------

  There are three carpenters that you can choose from when you get 
Granny in Capitan.  Each one of the carpenters will bring something 
unique to the town, as well as different houses.  There are a few 
factors to put into the equation of who you pick.  First, there's the 
design of the houses, then the overall usefulness that the carpenter 
brings.  Of these, you can make your decision.

Carpenter 1: He's the guy that builds the regular houses.  You get him 
by default if you only saved the minimum amount of people.  He opens a 
bakery where you can cook items to get new items, or items you couldn't 
get anywhere else.  He's great for stat raising items, or the money 
trick.

Carpenter 2: He's the one that builds the houses on the poles, much like 
the gondolas in Tagwood.  You can get him if you save 3-4 people in the 
Capitan well.  What he does is he opens an othello-like game, in which 
you use the Tolen you find to get rare and unique items, like the 
TigerSD.  He's rather useful, but his items eventually get phased out by 
more powerful items you find.  Plus, you can't choose which spaces to 
drop the Tolen, making aquiring certain items a pain in the rear.

Carpenter 3: He builds the fancy Arabian golden houses you see in 
Capitan, and can be aquired by saving all the villagers in the well.  He 
opens up a bar, where the patrons of the bar do certain things for you.  
One guy tells you how long you've been playig, another tells you how 
many battles you've fought, how many times you've ran away and fallen in 
battle.  The bartender, which is the carpenter, offers to raise your 
condition to super for a monetary amount.  He's rather useless, but his 
houses are rather nice.

B: Tenant Locations :Coming soon:

===========================
Shamans and Fusing
===========================
  Fusion is the art of joining outside forces with your own to highten 
your abilities, or create a whole new being altogether.  Of course, you 
can't join with Shaman of opposing forces, like fire/water, air/earth, 
holy/dark, but Hero and Bleu can't join with Shaman, as they are 
powerful enough already.

A: Shaman Locations
--------------------
  
  There are a total of 6 shamans in this game, and I'll tell you where 
to get them all.

Fire Shaman: She's part of the storyline, thus impossible to miss.  
She's between the inn and the house in Capitan.  Just talk to her with 
Hero.

Water Shaman: She's located in Nimufu's tower.  After defeat Nimufu, 
head back down to the room with the 5 platforms on chains, then ride the 
furthest right one over to the top left corner, and go through the door, 
and up the stairs in the next room.  She'll be in that room.

Sky Shaman: She's in Sky Tower.  She's also impossible to miss, as she's 
the cause of some geological disturbances north of Farmtown.

Earth Shaman: Located in the backyard of Rand's mother's place in 
Farmtown.  First, donate 20 times to the shrine at Namanda, then after 
the St. Evrai chruch falls, come back here to get the Earth Shaman.

Holy Shaman: Located in the second room of the Bando underground 
passage, the arrow room.  Get her after you visit Evrai the first time.

Devil Shaman: Located in the left gate to infinity, after the guardian 
dragon gets bombed.


-----------------------
B: Shaman Combinations
-----------------------

:Coming soon:



===========================
Secrets & Sidequests
===========================

---------------------
A: Getting Chop Chop
---------------------

WildCat Restaurant
------------------
Items: None
Level: 16
Requirements: To aquire this, you must go before the Witch Reunion.  
Preferably before you even go to Nimufu's tower.

  If you go to the WildCat Restaurant, located to the west of Simafort, 
a good party to take is Rand, Nina, and Sten.  Head along the west bank, 
and you'll see a cave on the left side of the waterfall.  This is the 
Wild Cat Restaurant.  Go in, and read the plaque on the wall by the door 
to learn that proper ettiquette is strictly enforced.  Talk to the guard 
and he'll ask that you leave all your items at the door!!  Agree, and 
enter.  In the first room, there's a plaque on the wall by what looks 
like a holding place for things.  In every room there's the same plaque, 
but asks a different thing.  In this one, it asks you to remove your 
helmets.  The next one asks you to remove your armor, and put on a 
napkin.  The one after that asks you to exchange your weapons and 
shields for forks and plates.  The next one asks for you to rub salt and 
pepper on your body.  The last one asks 'how do you want your meat'.  
There are three choices, rare, medium, and well done.  Pick rare.  If 
you don't obey the plaques, at each exit of a room, you'll face a 
bouncer.  These guys'll wear you out, so it's best to obey the signs.

  Now, entering the next room, you notice that you're standing on a 
giant grill.  Flames shoot out, and you lose HP depending on what you 
chose.  

Rare~1/4 of your total HP
Medium~ Half of your HP
Well Done~ Reduced to 1 HP

  After the flame barrage, someone comes out of the other door, and 
yells at you still not cooked.  He then tells you that he'll dice you, 
then attacks.

BOSS FIGHT
-----------

Wild Cat: This guy's tough, especially since you don't have any healing 
items or your armor or weapons.  Do the best you can.  He uses Chop 
chop, dealing roughly 70HP damage to a party member, and dice, which 
deals over 100Dmg to a party member.  He also attacks for 30Dmg.  Use 
Hero's dragon transformation, then have him attack.  Rand can attack, or 
cure with either Cure or Cure2, if he has Cure2 already.  Nina, use 
S.Boom, and Sten can use Flame, and then attack when his MP runs low.  
One or two of your characters might fall to his chop chop and dice, but 
you'll beat him.

  After the fight, the guy'll zip into the restaurant.  Enter the 
restaurant, and talk to the guy behind the counter.  He'll appologize, 
and ask if you forgive him.  Say he's forgiven, and he gets happy.  
He'll comment that you have a big heart.  Say yes, and he'll be so glad, 
that he'll teach you chop chop.  Put the person you want to learn this 
ability in front, and he'll show it to you.  It might be a good idea to 
give this to Nina, as her regular attacks won't do over 70 dmg, but you 
should give it to someone who'll be in your party lots.  I would 
recommend that you give this to Sten though, as he'll need it later. 
*note* If you don't follow the signs' orders, he'll only give your party 
a small HP boost.

------------
B: Boombada 
------------

*Coming Soon*

--------
C: Bleu 
--------

  Bleu is the game's secret character, and can be obtained anytime after 
you get Grandpa the Whale.  Once you get Grandpa, trace the coast line 
of _all_ the land so you can complete the map.  It makes things easier.  
Now that the map's completed, head to Township, and from there, swim 
along the coast line to the south and east..all the way down the 
continent, until you come around the southern bend and begin to come up 
again.  At the very first beach you see there, disembark.  You should be 
in a desert area.  Take 5 steps up from the beach, and one step right.  
This is Bleu's home, but she's not there right now.  Chat with the 
ghosts in the main room, and a third one in Bleu's room.  Open the chest 
for a Tolen, then check the only unopened dresser for a Cond. Up, then 
leave and head for Hometown.

  Once in Hometown, head for the second floor of the Magic School.  Go 
in the left classroom, and talk to the first girl on the left.  The girl 
will speak a bit, then change to Bleu.  Then she'll force her way into 
your party.

D: Fishing for treasure 
------------------------

*Coming Soon*

E: Flying Township
-------------------
  
  Once your 1st level town is completed (three houses, carpenter's 
house) you can do the first step in getting Flying Township.  Head back 
to Township, and to the right of the Carpenter's house, there's a well 
there.  Enter the well, and you'll be in some sort of underground room, 
with a door leading up.  Head through the door to see a strange device 
there.  

  Now, when you get Grandpa, head south from W.Cape to a pennisula, then 
head right, past a small island, and you'll see a larger island.  
Tunlan's directly above this, but you don't want to go there right now.  
Instead, circle the island until you come to it's beach, and disembark.  
Head left, and you'll see a town there, nestled in a hilltop.  This is 
Guntz, a machinery and weapons town.  You can buy the powerful BrassSD 
for a pretty penny here.  But as well, head up to the last house there.  
Enter it, and there's an old man there, named Karashinikofu.  Talk to 
him if you want, then head to the back wall, between the two bookcases.  
Walk right, behind the bookcases to proceed to a hidden room.  
Eichichi's in this room, but she may be hidden in the south wall of her 
room.  She gets all orgasmic about machines, and when you mention the 
machine underneath Township, she gets all giddy and heads there right 
away.  

  The last part comes into play when you get to the Evrai Church.  In 
the basement of the church, you fight an old man, hooked up to a 
machine, and with enemies attacking you.  Defeat the enemies, but do not 
hit the old man.  This guy turns out to be Ganer, Hero's Father.  Ganer 
joins up with Township, to be the power source for Township.  Now you 
have your own flying Township.

==========================
Weapon, Armor, Item, and 
Spell lists
==========================

*Coming Soon*


==========================
Town Shop Lists
==========================

*Coming Soon*


==========================
Acknowledgements
==========================

First of all, I'd like to thank you for reading my walkthrough thus far.  
I hate having to send in unfinished work, but I know that If I work on 
it too much, I lose interest.  I don't want this to happen, as I see too 
many people on the board asking for help on a certain part of the game.  
I'd like to thank CJayC for making a wonderful forum for our 
interpersonal matters, gaming and social alike, as well as a host for 
all the FAQs, walkthroughs, codes, secrets, and the like.  I'd also like 
to thank the following people for various reasons.

~ ShiRyu87 (ivan_vg87@hotmail.com) for pointing out the true purpose of 
Rand's Wake ability, and a few errors.

~ Seth Huber (drgnseth10@aol.com) for pointing out the damage factor 
indetermining how much damage Jean's jab does.

