Where is tunlan breath of fire




















Transforms into powerful ice-elemental dragon. Transforms into powerful fire-elemental dragon. Transforms into powerful thndr-elemental dragon. Transforms into powerful zombie-killing dragon. Sometimes he gets fish, but the real purpose of this is to get the Dragon Relics. If you find an old well or odd dock, fishing off of it may just be the key to getting a good piece of equipment.

He needs to have a Rod and Bait both items equipped to his accessory slot to fish. Eventually she joins up with Zack after he's helped her out. Her specialty is healing magicks, so she's always useful in a bind Single enemy. All enemies. Unfortunately for the player, she doesn't gain the ability until very late in the game, after visiting one certain time-influencing tower However, when she does get it, it allows the party to land anywhere they'd be able to walk normally, as well as search out treasure spots they'd normally be unable to get to.

After events in Lament Woods, he joins the party permanently, giving them a much-needed edge on the Dark Dragon forces -- great attacking and magic! He suffers from a defensive problem, though If successful, he can pick up what's left of them -- these items are oftentimes of great use, like the W. These items can't be sorted in the inventory, unfortunately If you place him in the party lead, he can trek through the pines, to places otherwise unaccessible. This is the only way to get around early on, particularly near Romero.

He joins after completing the Krypt dungeon, and is a big asset in the ways of treasure-hunting with his lockpick and fusion abilities. Faster hunting on the world map and also forest-walking abilities retained. Only available under the water, which makes it pretty dumb once you don't need to travel that way any longer. No special abilities Only available on land, so it's the exact opposite of Debo.

Can still walk through forests. His special ability is opening dragon-crested doors on the world map, and having great battle fortitude. This includes disarming treasure chests that have nasty after-effects and also trapdoors which can cause the party to lose progress. Her magickal skills are peerless, and she has quite an arsenal to unleash on the unsuspecting enemy hordes.

It's all offensive, though; if she had white magick, she would definitely be THE best. He set up shop in Auria, the town of riches, and eventually tags along with the party since he has business elsewhere. Well, he eventually ends up as the party's guide and joins them. This lets him traverse any part of the ocean, but is mostly useful for getting to the western part. He's a really big powerhouse, and his wife was kidnapped when the Dark Dragons came to their village. He attempts to get to the Hidden Base, but ends up in the underwater town of Prima where he joins Zack in his quest to destroy the evil clan.

This is used a few times in the course of the game, but it also helps to get treasures in isolated rooms.

The party helps him find his "courage" in the dream world and he joins them in their quest, partially as thanks and to get back the rest of the town's enslaved mole-people. On the world map, Mogu can dig into the dragon marks and uncover the areas below, which may have treasure or people. He also can use this ability to dig up items on the world map, a skill employed once in the lategame see: Root.

As the game begins, Zack will be in a burning house, awoken by an old hag. Open the burning bureau nearby to get a [V. PTN] you won't be able to get it later and follow the guide downstairs. The villagers have gathered, now. Talking to the people by the entrance makes them step aside, and once Zack talks to the middle woman, more townspeople rush in and say the Dark Dragons are attacking the village.

After some scenes, the old man makes a [ GP] chest appear nearby. Rob it of its bounty and exit the building. The only other building contains the dragon save point. You can heal for free at the old woman in the main house, too. Get out of town when you're ready to do some cuttin'. They drop Antidotes, too. Bullas take two hits to drop, however.

When your health gets low, don't waste items; go back into town and heal up. Beware, because Bullas can appear in twos. I suggest kickin' monster behind until you're around Level 4. After healing up, make your way north of Yeah, kinda backwards.

Anyway, there's a major monster infestation in the castle nearby and no one steps forward to do some cleansing -- heeeeeeere's Zack!

Enter the manse. But, as soon as you get to the end of the one-track hallway, you can get the BronzSW 5 which will be of great aid. The rest of the corridors are self-explanitory, too, with treasure chests along the way.

If you see a passage, take it -- there isn't any secret items lying in wait at any dead ends. The other chest in the west 7 is an Antidote trap, letting you get the item in exchange for some AP. Get chest 7 before 6 if you want all the items. The stairway nearby leads up to the boss. When you deplete its HP, it "seems alright" enough to take one more hit to go down.

Such fortitude Yes, you have to walk back. Luckily, the experience from the amphibian you just murdered should've pushed you up a level or two; and, there aren't enemies anyway. As you come out of the castle victorious, the king says that the Dark Dragon family must have control of The secret palace in Nanai should be a conduit to stop 'em.

Sorry, no lavish reward for the hero. Exit back onto the world map, aiming north again By the way, you can buy an ArmPad better than SuedeCP if you want, but you'll get a free one comin' up. Having about ten herbs is a good idea for the upcoming boss, though. You can only enter it completely in the nighttime. You can still sneak around town, luckily; getting caught just means you're ejected from town.

Go into the inn and search a bureau for a sweet [S. PTN], then leave again. Head around the inn to the north and go east, sticking as far south from the vigilant vigilante as you can.

When you get to the water pool, head north and enter the unguarded house. There's two doses of [ GP] inside. Exit again. From there, you can continue to the structure the pond surrounds or sneak to the eastern edge and enter the weapon shop. Nothing of interest except for the LongSD g , which you can't probably buy. You can also enter the northeasternmost house by cutting along the east side of the pond and heading east along the north edge of town.

There's two [HERB] chests to be found. As before, this is a one-time-only dungeon, so if you are a huge perfectionist, hit up all the loot in the caves.

The second large area sends you right to a fancy room; the boss is near the adjoining control altar. By level eight, Zack should have the upper hand in speed, so you can act without thinking ahead. That said, Knight uses T. Bolt to do 20 damage to you, so use Herbs to rectify the situation. Luckily, T. Bolt isn't a crutch the boss uses too much; physical attacks are more likely to come your way. When his HP lowers too far, he uses "Recover!

When its health is exhausted, the Knight manages to yell and stay in the fight for about about more damage! It takes three near-fatal encounters for ol' rustbucket to give up the ghost.

Once you can move again, inspect the machine for the [E. KEY] and leave via the teleportation device. You'll escape just in time to see Nanai meet a nice earthquakey explosion. You end up back at XD talk about going to Winlan. Go back to where Nanai once stood and head east. If you're finding the enemies annoying, remember that you can use the E. Key in battle -- it does 30 damage to all enemies Anyway, the path east of Nanai's ruins leads north eventually.

Ignore the cave you see and head into windmill central Can't store the E. Key, though. In the the eastern house on the main horizontal street, you can search a bureau for a [V. Go into the castle and talk to the white-robed woman to cue some scenes; once they've concluded, you'll control Nina, the princess. Go down the nearby stairs to arrive back on the ground floor. Take the two [HERB] chests nearby and the four chests in the northwestern corner of the level.

There are two chests in the floor below, too. Talk to Zack to see him mumble something about a girl in his sleep Exit Winlan and go to the cave nearby. Head north to the stairs, which takes you down further And, everything is easy here.

The I. No boss here, so don't bother wasting healing items if you can help it. Once you've had your fill of spelunking, you'll come out the other end of the cave into Nothing that should send you runnin', though -- you should be faster than them. The tiny hamlet you're lookin' for is to the west. Finally, peace and quiet. Everything seems normal during the daytime, so get the inn's [L.

In a house directly east of the item shop, there is a hole in the floor. Drop down into it to find some people living under the floorboards. An NPC complains that the map is missing. To find it, go over to the jars.

Push the only possible one east, then push one north. It seems like Nina can't push any others, but if you try to push one west, you'll see it go off the screen -- a miracle of 3D. Push the water barrel away and 'inspect' where it was placed to find a http://questions/. Exit Romero through the western gate to be on the world map again. If you wanna try out the new map, press the start button -- the land traversed so far will be visible.

Keep heading west past the lake until the party finds the forest entrance. Key you have. In fact, it's highly recommended, as you can pretty much get through the entire forest without taking any damage if you're lucky.

Go down the stairway north of the entrance to the tower and find the two [HERB] chests. Near the east fountain on 1F is a scythe-wielding creature. Talk to it and Use the E. Key and have the soldiers attack. It should be dead in three turns, since he starts crying as his HP depletes, giving him one last stand. Chances are he'll act first in this battle, so plan your healing strategies accordingly.

Okay, given the complexity of the stairs around here, I'll do a step-by-step way to do this. Here, you can find another scythe-wielder blocking your way.

Key to take down this boss. Same as the Morte fight, 'cept she has about 1. She can pack a punch, too, dealing about 20 damage or thereabouts. You'll probably have to have someone healing every other round. When you're done, take the stairway she blocked up to the top of the tower, heading west across the bridge. Once you get to the second tower, you'll find the kidnapped Romano girls and two stairways. Take the one by the gate to find some healing fountains and a dragon lord statue.

Open the switch inside the gate you just passed to make the girls move out of your way, letting you head downstairs. Take the [CURE] you see and keep on going. The guy even has the audacity to call everyone a "bird"! Anyway, you fight the wizard twice, each time with you forced to lose. One of the soldiers will fly off to get help Zack is asked to rescue everyone, and can't refuse. Talk to the Winlan soldier and he gives you a ride back to Bug, Spider, Creep, Beak, o Zard oo You'll land on the roof of the second tower.

Head down, save if you want not recommended if you're unsure of your strength , and return to the wizard's chambers. The accompanying soldier can't go down with you, and leaves the party. The wizard bemoans your presence and attacks! Of course, he puffs out his chest and can weather a little more damage, but that's what the E. Key is for. Just use that for your major source of attack if you don't have the above items, and use Herbs when it slings its magic at you.

Afterwards, its another flight back to His Majesty appears to be in critical condition Nina will join the party permanently now and you can leave via the tunnel.

On the first floor, take the stairway into the basement and talk to the two green guards preventing passage beyond. They'll step aside and you can cross the bridge. Follow the dirt path until it ends near the seaside, then continue east to the town rubbing shoulders with the dry riverbed Zack and Nina'll have to be doing somethin' about that, won't they? PTN], respectively. Once the looting is done, go into the foundry in the southern part of town and find the blacksmith.

Give him the I. You can leave now. The town here also speaks of a Drops are on sale in Tuntar, if you want some. To continue with the story, go northwest of Tantar until you find a slope to advance north. You'll come to a grove of trees blocked by a large tree, and if you have the Saw in your inventory, you'll cut it down. The boughs of the woods shake as you enter Drop Zombie, Stool, S. Drop o oo Small area, so there's no map. Make note that the S. Key combo you may end up killed.

Keep your HP above 25 at all times while here, or at least until you're faster than them. The duo starts in the south. Get it and continue north along the western screen boundary, coming to a [T. DROP] chest. From there head back south, taking the first eastern path. DROP] -- by exploring the eastern expanses. One is along the northern edge of the wall, and the others can be found by going south from there, then west along the southern screen boundary.

When you want to continue, head into the northeastern part of the woods and enter the weird-shaped bunker Key and Foil; don't even have to use Atk-Up or anything. Should only take two turns to murder these faces, or one if you are decently leveled. Use the stairs nearby to exit.

Now, head up the path along the eastern wall straightforward until it splits north and south. Key and Foil. Shouldn't take more than two turns this way, and even yet, the enemies just use basic attacks. Use the down-stairway in the northwest, coming into floor B1 as I call it. Continue east and take the short north passage, which sends you plummeting into a treasure room.

Heal up before you take the items, because the SE chest deals 50 damage to the party leader note: can't KO. Use the tiny stairs back up and take the long path near another [HERB] chest -- there's a similar chest in the very SW of the room. In the north, there are three Dark Dragons guarding the kidnapped chief.

Come into battle healed before you engage 'em. Key strategy can clear the Lancers in the first round with a good probability. But, besides that small likelihood, this should be gravy. Try to end the battle fully-healed, since your HP carries over to the next. When the chief is returned, he asks if you want him to lead you to the Dark Dragons.

Giving an affirmative answer will cue a fight with Pog, although by repeatedly refusing to tag along, the Pog fight can be skipped entirely and go right to the one after, the General! This Schizo-wannabe see: FF7 isn't up to snuff, and can only play off your lack of recovery from the previous fight. Use Fort for good effect, too, if you have T. Drops to heal the AP with. There really should not be any trouble here if you can recover your health. A wolven stranger saves your hide and the fake chief reveals himself as the Dark Dragon General!

Have Zack attack, Nina use the E. Key and heal if she has to, and Bo use a Lv2 spell of his or cure , and this should be over in two rounds. Afterwards, the chief leaves to look for a way to stop the rock that's been used as a stopper for the river, and Bo joins the party permanently. Equip him with the WolfHT, of course. You can leave the fort, now, and also the woods. Nothin' else to do here. Since there aren't any ways to go near the twin cities, it's time to revisit Romero.

Enter the town during the day and talk to the wild-haired old man in the northeasternmost house. The geezer says he'll give you information on Agua if you eradicate the town's zombies. Walk around the world map until it's night and re-enter. After that, the hag's zombie hubby reveals a secret tombstone passage, saying that the cave in the west has the Cleansing Water.

Exit town and remember to upgrade equipment! South of Karma Tower is an island cave, accessible from the south. When you get to the room marked water, wade into the shallows and press the action button to fill up the WtrJr.

You'll automatically be whisked back to Romero The zombies have been laid to rest, but who will bring back the slain piggies? With Bo in the lead, head towards the floating tower by the northwest pond.

Heal up, then inspect it to be attacked by Use normal attacks, the Earth Key, and Bo's spells Fry, in particular to defeat it. No last bit of strength before it dies, either! It doesn't unlock any of the gates you encountered previously, but it does operate the gigantic robot north of Tuntar. Allen Wong writes: There was an item I came across that wasn't in your guide and was found in Agua Tower on the top level where you get the key from the Wisp. It is in a corner hidden inside the fourth of the four pillar indentations on the right where there is a hidden spot with a SteelBW that I accidentally came across.

You have to walk into the wall to get to that invisible chest. Thought you'd like to add that you your items. Nina's Warp spell doesn't work here, so you'll have to put on some walkin' shoes and make the descent.

Warp to Tantar once you're done and get back on the map. It leads to a cave, but instead of entering it, go east and follow the mountain range north. At the very northern spot, continue up the plain until you see a cliff quarry to the east.

The robot is there, and you have to enter from its left leg. Exit east to the next floor. Here you'll find three goofy Dark Dragon soldiers around a big They want to rip your face off, of course. Key and Foil to take out the Lancers in the first round, then slap the General around in the next and last round. General'll yell himself a second chance when his HP's depleted, but you know how to deal with people who can't use their inside voice. Use the Key here and Nina'll command it to take her to the lake.

It'll destroy the rock with a laser beam and you can leave the thing entirely. The stairway exit is thattaway. Ptn oo Talk to the chief in the pondside house and he'll suggest finding the forest clan's sacred Ring. Go to the house's second floor and open the bureau for an [W. PTN] also. Ptn oo Another fairly easy map, it's a wonder the Dark Dragon's haven't pillaged the shrine already. Head north across the wood bridge and veer west, taking the [W. Exit out the other side and you'll be back on the world map; take the other cave entrance nearby.

It's a straightforward walk until you get to a waterfall room. Enter the shallows and jump down the falls to the south, landing at the foot of the place.

You might as well go this way because the northeastern down-stairway leads to a circular dead-end. So, take the down-stairway in the west. As you come to the top of the falls, head north along the west wall to get a [ GP] chest. Enter the shallows and stick to the middle, climbing the platform in the north to get a [HERB].

Finally, break land along the eastern wall and continue all the way south, to find an [ACORN] chest nearby. Proceed to get back in the water and jump the falls again. Trek east to the blue-chest platform, which turns out to house the legendary [RING] item. Taking it sets off the teleport device nearby and you can make an easy exit. Warp to Tantar and save before you do anything else.

Afterwards, heal at the inn and leave town. You'll see the next destination immediately. To do so, take the following warps starting at first room with a warp, natch : 01 In heart room, warp nearest the stair 02 Warp farthest from pad you just took 03 Go north. Take NE warp. Immediately start casting Fort with Nina, on Bo, herself, then Zack -- the boss has an attack that hits everyone. Healing is more of a priority here, but as long as you can use Fort on everyone, the battle should be tolerable.

Bo should be a healer or use Fry T. Bolt clone which does lots of damage; Zak can use the E. Key for an easy thirty damage. Gremlin rarely uses the multi- -hit skill twice in a row, so the party should get a healing turn in every time. When its HP is depleted, you'll have to inflict an additional ish damage before it drops. Remember, if you're really in a bind, use an M.

Drop or Meat have Bo kill a boar on world map -- both are great pick-me-ups if the damage is too much for you. Bo's spells come in very handy, and are the best method of attack actually, so you may want to have Zack pull item heal duties. After Gremlin's toast, so is the robot -- it falls to the volcano. Luckily, the lava flow from the eruption hardens in the riverbed and you can now continue south. Rider, Midget '' The enemies will now kick out some worse status effects, including Silence and Curse.

The small building south of the broken bridge is where you're headed next, and it's right nearby, thankfully. Buy some Herbs back in town if you have little or none. Talk to the priest guy and he'll let Zack continue alone i. Talk to the Dragon Lord apparition to begin a boss battle. Zack seems to pull of Cntr attacks a bit easier when he is all by his lonesome, though. The boss doesn't pull any sort of tricks at the end, either -- he just dies.

Using the E. Key expedites this process. After battle, Zack is bestowed powers to save the world. Heal up and leave to the world map. There's a little part of sidequest you can initiate now. Use Bo to walk in the forest and find the flowered clearing. Talk to a fairy who asks if you're there to cut down trees. Leave and go west from the forest to another flower circle. A man will be stuck there, saying a strange force is keeping him there. That's all. Southwest of the forest is a cave entrance, and that's where yer going.

The western one's blocked for now, so continue south to exit. On the world map, head southeast and south alone the waterside hill to find the town of Yes, the incarcerated man can open the cell You can leave the station after that.

Guards around town will throw you in jail if they see you, but you can still enter the inn, dragon-lord save shrine, weapon shops, and some residential houses. Enter the weapon shops next to jailhouse and go to the 2nd floor.

Push the dresser on the north wall aside and enter the secret room beyond it. Shove the pot aside and take the [LIFE2] underneath. Back in the second-floor barroom, a man has the hiccups. Go downstairs and buy one vitamin g and he'll reward you with [ GP] for the kindness. Why he didn't buy 'em himself is beyond me. Anyway, time to play Robin Hood with all the greedy homeowners. Behind the police station are some mansions with rosary emblems on 'em.

PTN] in the bureau near there. The sleeping "shooop! Exit the manse and head to the one east of there. PTN] bureau. Exit the residence and go to the one right behind it. Don't open the first-floor chest here -- it's rigged to alarm! The bureau beside it still gives up a [L. Talk to the old man as Nina he requests it Go to the last mansion, now. The woman here is actually the mother of the guy who was trapped in the fairy circle by the dragon shrine. If you talked to him before, she'll want you to help rescue him warp to Tantar, talk to fairy in forest, talk to fairy at circle, return to Auria.

When you do, you get [ GP] for the trouble. Head into the northernmost mansion now. TIARA] chests. There's also a [ GP] stash in the NE bureau. The man on the ground floor Ross is in a bit of pickle, but he won't tell you anything unless you agree to help him. I understood perfectly. First, we must wait until nightfall. I will move them. Now we can go down to the vault. I heard something moving inside the door.

We saw the marks when the princess was bathing. There was nothing blocking our vision or anything. And not a word from you, Nina! Suddenly, the statues jump up and down and start going crazy whilst the pits at the back of the room open up! The TmKey belongs to Zog and I! I have no need to listen to the self-pitying words of a decrepit octogenarian. Get rid of them!

Their efforts successfully cure the queen, and they are given the Therapy Pillow as thanks. The country's Japanese name translates to "Land of Music. Breath of Fire Wiki Explore. Breath of Fire Games. Team BoF Administrators Rollbackers. Explore Wikis Community Central.

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