Breath Of Fire 2 - Strategy Guide (Page 07)
Below are the cheat codes, hints and help for Breath Of Fire 2 - Strategy Guide (Page 07).
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Sten: (+): A HA (!): 'Red'
W HW
WA H F FE FH
E HE -------------
EA Off 50 50 50
Def -- 50 --
(?): FW 'Djinni'
Off 70 Action: Sweh
Def 30
Vig 50 Skills: none
mAP 50
Wis 30
-----------------------------------------------------------------------------
Jean: (+): A (?): 'Sir Mackerel'
WA
W H HA HW
-------------
Off 50 50 50 Action: Chop
Def 40 30 40
Vig 40 40 55 Skills: Leap
mAP 30 40 30
Wis 50 60 50
-----------------------------------------------------------------------------
Spar: (+): none (!): 'Nightshade'
D DW
----------
mAP 50 50
Vig -- 25
(?): 'Lil Mushroom'
A AW AH AD
----------------
Off 30 30 30 30 Action: Spor
Def 30 30 35 30
Vig 30 45 35 30 Skills: Forestry
mAP 30 30 30 55
Wis 40 40 40 40
(?): 'Seed'
E EA EH
-------------
Off 30 30 30 Action: Bud
Def 60 60 60
Vig 55 50 55 Skills: Forestry
mAP 20 30 20
Wis 30 45 30
(?): FD 'Spindragon'
Off 65 Action: Ntre
Def 30
Vig 30 Skills: Forestry
mAP 45
Wis 55
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-=-=-=========================- TownShip -=========================-=-
What? A town with no people to live in it? I don't think so.
As founder of Township, it is your duty to populate it in your own image. You
must scour the world to find those worthy of citizenship and invite them.
Perhaps they will honor your generous offer and move in, providing you with
valuable services... (...and perhaps they may just move in.) Choose wisely,
for once you invite them, you can't make them leave.
Township is built in three phases. In the first phase, Bow and Rand build
the hangout for the party. They will finish this as soon as you complete the
DryWell location.
By phase 2, the shaman bonding area and the first set of 3 houses is
complete. To get to this point, you will need to invite a carpenter to live
in TownShip and to construct the rest of the town. There are 3 carpenters
from which you may choose to extend an invitation (must you choose one???),
are there others?. All live in Capitan.
The three carpenters are:
A - He lives in the upper right hand Victorian style house.
He wears blue jeans, white shirt, orange jacket, and has
blonde hair
B - He lives in the left hand treehouse. He wears blue jeans, a
white shirt, a red jacket, and has red hair
C - He lives in the Arabian house. He wears red pants,
a black shirt, a light blue jacket, and has light blue hair
You might be saying now, 'so where are B and C?'. In the DryWell, if you
kill the enemy Villagrs instead of Chiroru, you have killed a villager
instead of rescuing the villager. There are 6 villagers to rescue in the
DryWell, and not all are controlled by Chiroru. Depending on how many you
rescue....
If you rescue... You may recruit...
-----------------------------------------------------------------------------
0..2 Only carpenter A, and Ray teaches you Cure 2
3..4 A or C, and Ray teaches you Cure 2
5..6 A, B, or C, and Ray teaches you Renew
Each carpenter, if invited, will construct houses that look much like the
ones they used to live in. Choosing a carpenter is strictly necessary to
progress beyond Capitan. The carpenter you choose will immediately begin
work on the first 3 houses and will not finish until you rescue Jean from the
Woods location and return to the overworld map. TownShip is now in phase 2.
To get to phase 3, you must now fill houses 1 through 3 with tenants (yes,
they must be full!). Now make sure you visit all your new tenants at least
once, and then talk to your carpenter. He will ask you for 1000Z to begin
construction on the last 3 houses. Pay him and he begins on the last
set. If you do not have the money, merely talk to him again when you do have
it.
Now to get the carpenter to finish these three houses right away, exit and
enter TownShip 8 times. Voila! - town is finished. Wasn't that quick? You
are now in the last phase (sort of).
There are five other shamans besides Sana that may be invited to TownShip.
Their locations and powers are described in the Shamans section. When
invited, they will move in with Granny.
And, there are 2 final characters that may be invited that don't live in the
6 houses (not counting shamans), and they will make it possible to see the
secret ending to BoF2. The first character is Eichichi. The second, well,
I'm not telling....
Eichichi can be a bit hard to find. She can be invited to work in the town's
well shaft as soon as you have the whale. First, enter the room in the well
shaft that has the machine. Now, go to the basement of the Guntz library
(look for a hidden staircase). Finally, check for someone who is hiding next
to the wall of this room.
The second character appears to be an enemy, much like the Villagrs/Chiroru
combo, except that this battle actually is a bit difficult. Don't worry
about missing this battle - it's the fight with the Guardeyes and the Oldman,
and fighting it is an integral part of the plot.
In all, there are 6 houses, not including Granny's house, the carpenter's
house, and the well shaft. Number these houses 1 through 6. Each possible
tenant of TownShip has a house number corresponding to the house they would
move into if you invited them. For each of the houses, there exists more
than one tenant which wants move into that house. Inviting one of them into
that house means that the rest of those tenants can't be invited. They
either disappear, or merely do not ask to be invited....
-----------------------------------------------------------------------------
The numbering scheme for these houses in carpenter A's town is:
|-----|
|=====|-|
x| h |g| |---| w
|-----|-| | c |
|---|
x Dragon god
/-\ /-\ w Well shaft
/-\ | |-| | h Hangout
|1| |2|-|3| g Granny's house
|-| |-| |-| c Carpenter's house
/-\ /-\
| | | |/-\
|4| |5||6|
|-| |-||-|
-----------------------------------------------------------------------------
In carpenter B's town, it is:
- Drawing not to scale
/=\ /=\ oooo - Bucket ride is just like the
|4| |5| ooo /=\ one in TagWoods
=== === oo /=\ |6|
| | | | o U| | ===
oo |=== | |
ooooooo || |
x Dragon god | oooooooo
w Well shaft |oooooooooooooooooooooo
h Hangout |ooo
g Granny's house |o |-----|
c Carpenter's house | |=====|-|
U Bucket ride | x| h |g| |---| w
o Trees blocking your way | |-----|-| | c |
| |---|
|
| /=\
|/=\ /=\ |2| /=\
U| | |1| === |3|
=== === | | ===
| | | | | |
-----------------------------------------------------------------------------
In carpenter C's town, the layout is:
|-----|
|=====|-|
x| h |g| |---| w
|-----|-| | c |
|---|
/---\ /---\ x Dragon god
| 1 | | 2 | w Well shaft
\===/ \===/ h Hangout
g Granny's house
/----\ /----\ c Carpenter's house
| 4 | | 3 |
\====/ \====/
/---\ /---\
| 5 | | 6 |
\===/ \===/
-----------------------------------------------------------------------------
The possible tenants of the houses, where and when to find them, and what
they do for you is listed here. 'Transient' means that the character
disappears if the house they like is filled up by another citizen, and can
not found except during the time TownShip is in the proper phase of
construction. I believe this list is complete (27 tenants in all), but I
could be mistaken.
House #1
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Back Hidden in the lower right corner of the Guntz armory - Back will
increase the Def rating of the character who talks to him by
4 points. This bonus lasts only until you try to change any
of your equipped items on that character. This bonus cannot
be applied again while it is already in effect, and the
effect is also removed after the first battle that you win.
(Doesn't last very long, does it?)
Hekeller Front room of the house next to your old lodgings in HomeTown
(transient) - Hekeller opens up an armory which sells the
following items:
FlameSD BurnKN FireRG
FireBW HeatST MagmaAR
FlameSH
Kay Upstairs in the Coursair church - Kay gives all characters in
your party (not just party members) immunity to poison, until
after you fight your first battle in an area with monster
activity. Kay will give this gift even if you already have
it, but there is no benefit to receiving it while it is still
in effect.
Poo Upstairs in the Coursair pub (transient) - Poo leaves town
occasionally for an amount of real time?, when he returns
he will sell you an item he 'picked up' on his journey,
probably a MoonDrop.
Watts At the Circus, but only while it is at Tunlan and before you get
Spar - Watts can help you find the secret character, but
getting Watts is not necessary to find this character; Watts
only gives hints to help you if you don't already know. You
may try to answer Watts' riddles as many times as you like -
just exit his house and reenter to try again.
House #2
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Brockden In Showcave - Brockden opens up a dojo, which seems to be of no
use to the party whatsoever. There is a FWAK floating about
which says that if you talk to Brockden 200-300 times, he'll
raise the mAP of the character which talks to him. This
is FALSE.
Leminton Upstairs in the Capitan inn (transient) - Leminton opens up an
armory which sells the following items:
KingSD WonderRP MightyAR
DemonSH
MacClean At the W.Beach west of W.Cape (transient) - MacClean can take you
to a secret fishing spot NW of TownShip at L7(1,5) which is
stocked with 7 Snper and 6 PileWm. Upon requesting to be
taken to this spot, you are immediately transported to the
spot under this one. The location you are sent to does not
depend in any way on the present location of TownShip.
Pechiri Top floor of ThvsTomd, as soon as you are put on the mission to go
here - Pechiri tells you he's giving up stealing and thanks
you for the house. After you find the 'evidence' in
ThvsTomd, if you talk to him when you have any money
in the bank, your bank funds will mysteriously disappear.
The next time you talk to him, he will ask you if you truly
believe he's given up stealing. Give him the benefit of the
doubt, and he'll give you a clue as to how to get your money
back. Hearing this clue is not strictly necessary to recover
your money.
Win In the upper left area of Mt.Rocko - Win allows you to change the
color of all text windows in BoF2, from among one of 8 color
schemes. Unfortunately not all colors are adjusted, so
nearly all of the other schemes look like they've been
whooped up with the ugly stick.
House #3
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Akky In the Hut west of the sea of trees - only the Devil Katt
transform can understand what Akky says. Everybody else just
hears 'Meow'. Akky sleeps all day and doesn't seem to help
you one bit. When TownShip reaches phase 3, Nisa moves in.
Nisa likes chicken, but doesn't do anything even if you do
have the Chkn item. Nisa doesn't seem to do anything useful
for you either. I've heard that if you get Nisa early
enough, the two will raise a family of kittens, which also
do nothing for you. The kittens names are Nimosa, Suzu,
Mano, Kitashi, Ayuka, Raia, Yoshika, Shimissa, Shoe, and
Senchi.
Azusa In a cave at Mt.Fubi - Azusa can take you to a secret hunting
spot at L7(13,1) which is maxed-out with 3 pigs, 2 deer, a
Grizzly, a Beak, and a guarantee of seeing a bird with every
recently slain animal. After requesting to see the secret
Huntsvil, you are immediately transported to L7(12,2). This
location does not depend on the present location of TownShip.
Baretta In the Windia armory (transient) - Baretta opens up an armory
which at first sells the following trash:
LongSD BronzeST WoodenDR
SuedeAR SaladBwl SteelAR
Ristband
However, her wares do get better as you pass certain points
in the game. After returning from HighFort with the famous
flute, she sells:
BurnKN FireRG QuartrST
BreathAR NationHT
After Rand's mom is taken, she sells:
ThndrST ChuckDR PierceRP
EarthAR SokletAR GuardSH
Finally, after St.EvaCh is leveled, she sells this:
BreakSD DeathBW KaiserKN
AmberRG MotherRB HeroAR
ShinyHT HolySH
So, if you're going to get Baretta, do it before you level
the church, or else you'll never get to see the most
studliest assortment of equipment ever to be sold in a BoF2
shop.
Macotti In the bathroom(!) of the Coursair pub - Macotti thanks you for
the free house and doesn't seem to do anything whatsoever to
help the party.
Wooppi Upstairs in the HomeTown church - Wooppi gives you hints about
what is to come in the scenario you are currently in. Her
fortunes are not dependent on the phase of TownShip.
House #4
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Barose The inn of southern Inheart (you will not be able to return here
after clearing Memory!) (transient) - Barose can teach 4
spells, each one to any party member in the lead of the
walking order when you talk to him - but only if the party
member has rHP > 2, and rAP > 2. There are three easy ways
you can go about reducing rHP to 1:
1) Easiest: Have the character consume Bait
2) Next easiest: Kill the character off in battle and then
revive that character to 1 HP by using 'Change' at a
dragon god totem
3) Still somewhat easy: Kill the character off in battle,
have Rand use Wake on the character, and then run
from battle
Which spell he teaches you depends on his mood. And his mood
changes based on how you answer his questions:
If you answer 'No', nothing happens - he will stop talking to
you
If you answer 'Yes' when... His mood changes by...
rAP > 1 -96
rAP = 1 +16
rAP = 0 +32
rHP > 1 -96
rHP = 1 +32
rHP = 0 +16
If you answered 'Yes' twice and had rAP < 2, and rHP = 1, he
will teach you a spell based on his mood:
[Mood/64] is... Spell taught...
0 Thunder
1 Freeze
2 Flame
3 Missile
If you want to better Barose's mood before learning a spell,
just answer the questions without choosing to learn a spell.
Barose's mood does not reset between conversations. Remember
that whenever a character learns a spell she already knows,
nothing changes to the spell list. Barose will only teach 4
spells even if you wasted some of your picks in this way, so
don't waste 'em.
Garber Upstairs in the FarmTown inn - Garber can increase your offensive
power for a short while by giving a bonus of 8 to the weapon
power of whomever talks to him. Offense is still limited to
a maximum of 511. This bonus cannot be applied again while
it is still in effect on a given party member, and this bonus
is removed as soon as you change any piece of equipment that
the character is equipping, or win a battle (doesn't last
very long, does it!). If you were hoping that Garber might
have been useful to fix up the SoleSD, sorry - no dice.
Karashinikofu - Inventor's house in Guntz - Karashinikofu opens an armory in
TownShip which sells the following items:
KingOfDR BirchST GradeDR
PierceRP SilverAR SlashGL
WhiteSH
Locker Back room of the Capitan inn - Locker can change the color of the
houses in TownShip between one of 4 color schemes
House #5
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El In front of the Tunlan treasure room - El is a guard, and will
'protect' your town (from what, I have no idea). Talking to
El with Sten has no special effects.
Hanz Rear room of the house next to your old lodgings in HomeTown
(transient) - Hanz opens up an item shop which sells the
following items:
Charm IronBR D.Earing
WiseHoop GutsBT Cond.Up
Medicate
Martin Hidden in the Tunlan inn - Martin will ask you for 3000 Z, in
order to defeat 'that man', if you give him the money,
he leaves a note not to look for him and never returns
Yozo Upper left corner of WindiaFt - If you talk to Yozo 57 times, he
will offer to increase one party member's bmAP (basic maximum
AP) by 16 points. This is the only opportunity in BoF2 to
increase this stat other than by leveling up. When Yozo is
invited, he begins with a mood of 32. Every time you talk to
him, his mood increases by four. Talk to him once more after
his mood is maxed-out, and Yozo makes you the offer. You may
refuse as many times as you like, but you may only accept the
offer once. IMHO, the bonus is most useful for Katt.
House #6
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Daiye Upstairs in the Windia inn (transient) - Daiye will open up a
fish store in TownShip which sells the following items:
Srdine Mckrl Bait
Unagi Tuna Minnow
Salvador In a SimaFort jail cell, during phase 3 of TownShip - Salvador
decorates your town with statues, one for each party member.
Upon being invited to TownShip, he immediately builds a
statue of the hero. To have him build the other statues, put
the party member you want to use as a model in the lead and
talk to Salvador. Salvador will 'borrow' that character for
a somewhat random interval of real time no longer than 14
minutes. This amount of time begins the moment you are sent
to the party member change menu. During that time, the
character being used as a model is not in your party. After
the following times have elapsed, and you revisit TownShip
(leave and reenter), this interval ends, and the statue is
completed. Note that Salvador will not sculpt any of the
shaman transforms. These statues all have something in
common - see if you can guess what it is. Other than
curiosity value, the statues have no known use.
Sumner In a Tunlan home - Sumner can play for you most of the background
music in BoF2, but there are some tracks he doesn't know
(hearing tracks through the regular course of the game is not
a prerequisite for Sumner being able to play them for you).
Surfy In the Hut on the peninsula northwest of TagWoods - Surfy opens up
a bank outlet in TownShip.
-=-=-==========================- Items -==========================-=-
There are 243 distinct proper items that I know of or have heard about in
BoF2. This section explains the uses, properties, and the methods of
obtaining each one of them.
Each item has a price, or is priceless. Priceless items can't be trashed,
sold, or bought. Once you find them, they're in your possession for keeps.
The price of an item is the price you would pay at a store to buy the item.
Resale value of a non priceless item is always [price/2]. In cases where a
non-priceless item can't be bought anywhere, I list its price as what it
would be in order to account for its resale value. Prices can be in the
range of (0..65k).
Other properties items may have are:
Consumable
Equipment - One of weapon, armor, shield, helm, or etc.
Food
Rods (subtype of etc. equipment)
Bait (subtype of etc. equipment)
Groupable
To each piece of equipment there is a set of switches to indicate who can
equip them. The party members who can wear a piece of equipment are listed
by their 1-letter character code.
In BoF2, except for the etc. type, recall that it is impossible to unequip
items. You may only replace a piece of equipment with another of the same
type. Most of the time this is not a restriction, since you may use 'Swch'
at equipment shops to do a simultaneous selling of your currently equipped
item, while buying a new item to take its place. You are charged the
difference between price and resale value, which may leave you richer than
before (although probably much worse off in the equipment department).
But beware:
!!BUG: Do not 'Swch' priceless items - the game will crash. The designers
forgot to put in a clause to deny you the ability to 'Swch' priceless
items. So, even though the value of a priceless item is listed as
zero, if you agree to the switch, the video blinks out and the game
halts (luckily, there are no ill effects to saved game data - and
this seems to be the most vicious bug in BoF2).
All equipment besides the etc. type may be used, but only in combat, and only
a few of these items produce any effect. Where the piece of equipment does
produce an effect when used, I list the effect by the spell which the action
is equivalent to.
For items which cast spells dealing normal spell damage, whether or not the
spell will be well-cast CAN be known for certain beforehand. Certain items
always well-cast a spell, while others never do. If the item well-casts a
spell, it is noted in the description. Otherwise, it is not noted. The
other thing about items that cast spells is that full immunity does not apply
to damage from item use, unlike casting the spell directly!
Consumables are items which may be used, but once used they are destroyed.
Foods are items which may be cooked by the carpenter. The product of
a baking of a set of food items is not always food, but it is never
equipment. Cooking in BoF2 is explained in the 'Home Cookin'' section.
Bait and Rods are equipment of the etc. type which allow your hero to fish at
FishSpots if he has one of each equipped. Neither type is usable, but bait
is destroyed when it is cast out and not brought back without something on
the fishing line. All Bait is groupable.
Equipment and Consumable classifications are mutually exclusive, as are Food
and Equipment (except for Bait). All items which fit into none of the above
categories are listed in the Misc. section.
For all items for which the location where it can be found (found only once)
is listed, places in parenthesis denote that the item is found there, not
bought. The 'Maniro:X' location means that the item can be bought by
catching Maniro at the correct Fishspot. 'Tsr.Box:X' likewise refers to
fishing. 'S:X' indicates (for equipment) that character X starts out with
that item equipped. 'Battle' indicates that on rare occasions, you will win
this item from defeating particular monsters in battle. Refer to the 'Spoils
of War' section for more information.
The location 'oven' means that if you have the carpenter who cooks items,
you may produce this item by cooking other items. The location 'shop' refers
to one of the three standard item shop types, described in the 'Goods &
Services' section. Since type 1 & 2 item shops are so plentiful, if an item
can be bought there, I will not bother to list any other locations where it
may be found.
The location 'Othello' means that this item can be won from the carpenter who
builds the treehouses. Refer to the 'Othello' section for more details.
There are a few items you may be able to put into your item list which do not
appear here. This is because the are not proper items. These are items
such as '1C', '100C', '1000C', '10000C', and whitespace items. The '..C'
items are money you find in treasure boxes. When you obtain one of these
items, it is credited to your party's money supply instead of put in your
inventory. The white space items are merely blanks for inventory and the
many different kinds of equip slots (that is why there exist 9 different
kinds of them, I am guessing).
Altogether: (4 coin items) + (9 whitespace items) + (243 proper items) = 256
(In other words, this list is complete.)
----------------------------------------------------------------------------
Index of All Proper Items
This is an alphabetical listing of all items, and what I have classified the
item as. Refer to the appropriate section for more information:
Type Section
--------------------------------------
swd 'Weapons-Swords'
bow 'Weapons-Bows'
stf 'Weapons-Staffs'
dgr 'Weapons-Daggers'
rpr 'Weapons-Rapiers'
rng 'Weapons-Rings'
knf 'Weapons-Knives'
whip 'Weapons-Whips'
arm 'Armor'
shd 'Shields'
helm 'Helmets'
etc 'Etc'
con 'Consumables'
misc 'Miscellaneous'
?? undiscovered as yet
Item Type Item Type Item Type Item Type
---------------------------------------------------------------------
9-TailWP whip ElemntAR shd Liver con SlashGL shd
AmberRG rng ElmoreSD swd LongRP rpr SlicerDR dgr
Antdt con EmblemRP rpr LongSD swd SkullBR etc
ArmyGL shd EmpireSD swd LopOffWP whip Smoke con
AutoBW bow Extract con LoveBR etc SnakeST stf
Backlaw shd F.Spice con LuckCndy con Snper con
Bait con FalseBW bow MagmaAR arm SoleSD swd
BananaDR dgr FalseRG rng MagicRG rng SokletAR helm
Bandana helm FastShoe etc MamothCL arm SpiritRB arm
Beef con FinalKN knf Mckrl con SprRib con
BirchST stf FireBW bow Meat con Srdine con
Biscuit con FireRG rng Medicate con Stamina con
BlastKN knf FireRock con MedusaSH shd StarrSD swd
BlndedAR arm FlameSD swd MeowST stf StarSH shd
BlndedML shd FlameSH shd MightyAR arm SteelAR shd
BlndedSH shd Fork misc Minnow con StickRod etc
BoyDR dgr Frizbee con Mirror misc StockRP rpr
BrassSD swd FrozenAR arm MisoSoup con StoneAR arm
BrassST stf G8Bait etc MoonDrop con StormRG rng
BraveAR arm GiantSH shd MoonMask helm SuedeAR arm
BreakSD swd GlassDR dgr MothDR dgr SunMask helm
BreathAR arm GlassRG helm MotherRB arm TearDr con
BronzeHT helm GoblinSD swd MystryHT helm Tendon con
BronzeSD swd Gold etc Napkin arm ThndrGL shd
BronzeSH shd GoldAR arm NationHT helm ThndrRP rpr
BronzeST stf GoldBar misc NatureWP whip ThndrST stf
Bum'sCL arm GradeDR dgr NinjaDR dgr ThornWP whip
BurnKN knf GuardSH shd NinjaML arm TigerSD swd
BusterBW bow GutsBL con Noe'sRB arm Tolen misc
BusterSD swd GutsBT etc NorthDR dgr Treepole etc
Cake con HandKN knf NoTwinRP rpr TreeST stf
ChainML arm HeatST stf OceanRB arm Tuna con
Charcoal misc Herb con Octopus con TwinBW bow
Charm etc HelpBL con OwlFruit misc Unagi con
CharmRod etc HeroAR arm P.Pourri con Urchin etc
CharmSH shd HeroBT etc PanPizza con Van.Ext con
Chkn con HexadST stf PierceRP rpr Vtmn con
ChuckDR dgr HolyRB arm PileWm con WacWP whip
CloakKN knf HolyRP rpr Plate shd WFruit con
Collar etc HolySF etc PwrFood con WhiteSH shd
Cond.Up con HolySH shd QuartrST stf WindBR etc
CrmsnCL arm HushRG rng QuickCL arm WindRB arm
CrmsnRB helm IceBW bow RainbwRB arm WisdomRB arm
CrossBW bow IceChunk con RangerCL arm WiseBL con
CrsntSD swd IceSH shd RevetKN knf WiseHoop etc
CureAl con ImortlRG rng RiotST stf WiseRB arm
D.Earing etc IronAR arm Ristband shd WizardRG rng
DamageSD swd IronBR etc Roast con WonderRP rpr
DeadSoup con IronKN knf RoyalHT helm WoodenDR dgr
DeathBW bow IronML arm SacredSH arm Worm etc
DemonDR dgr IronSH shd SaladBwl helm WorthRG rng
DemonSH shd IvyWP whip ShadowDR dgr
Dinker con JahAR arm Shaker con
DivideBL misc KaiserKN knf ShaveIce con
DluxPole etc KingOfDR dgr ShinyBR etc
DmndBR etc KingHT helm ShinyHT helm
DoubleWP whip KingSD swd Shrimp etc
DragonAR arm KmikzeBL con ShortBW bow
DragonHT helm KnightHT helm ShortRP rpr
DragonSD swd KramerBR etc Shorts arm
DragonSH shd LeotrdCL arm SilkGL shd
DreamBR etc LifeAR arm SilverAR arm
EarthAR arm LifeBR etc SilverDR dgr
Egg con LifePl con SilverHT helm
-----------------------------------------------------------------------------
Equipment
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