Breath Of Fire 2 - Strategy Guide (Page 09)
Below are the cheat codes, hints and help for Breath Of Fire 2 - Strategy Guide (Page 09).
There will be either 1 or 2 of this product - usually one,
but sometimes two.
Most inputs result in Charcoal, but sometimes not. But even in these cases,
you will sometimes waste your ingredients and get Charcoal anyway. This
says nothing about the quality of the inputs you gave to the carpenter -
whether or not you get Charcoal by mistake is random with a failure rate of
about 1/8.
You must eat(!) all of the products of a previous cooking session before you
can do a new one. ...well, maybe not eat - perhaps just politely take it off
the counter and throw it out of your inventory while the carpenter's not
looking....
As far as I can tell, each of the items can be represented as a vector in
'food group' space. The dimensionality of this space and the representations
of each item in this space I am not sure of, but I believe that what you get
out of the oven is determined merely by summing vectors, and then searching
for the nearest item vector which this sum is greater than or equal to. The
maximum vector seems to be GoldBar. Not all end products are cookable - and
cookability says nothing about the magnitude of the vector. There are some
other things that go on in the cooking algorithm as well, since cooking an
item by itself always results in Charcoal, and many other combination I have
expected to work also result in Charcoal.
Anyway, you must be able to tell that this is a hand-waving argument - I
don't know how it's really done. But I did find some neat-o formulae which
as far as I know, nobody has ever found before (such as how to cook Cond.Up,
Stamina, and WiseBL). Since there a dozens of ways to produce most items,
I only list the easiest ways (in terms of obtainability of ingredients and
numbers of cooking steps required). Also, items which are easily obtainable
from a type 1 or 2 shop I will not bother to give formulae for. Remember
that F.Spice, ShaveIce, and Frizbee can be bought in Guntz as soon as you
have the whale.
Product Inputs
-----------------------------------------------------------------------------
Biscuit 2 Dinker
Cond.Up 2 Snper + 2 Tuna (not necessary if you have citizen Hanz)
DeadSoup 4 Roast
Dinker 2 Frizbee
or 4 CureAl (before you have the whale)
Extract 2 HelpBL
Frizbee 2 CureAl (not necessary after you have the whale)
G8Bait 2 Tuna (easy if you have citizen Daiye, but then, if you can
buy fish directly, why do you need to go fishing?)
GoldBar 2 Frizbee + 2 Dinker
or 2 ShaveIce + 2 GutsBL
or 2 F.Spice + 2 MisoSoup
or 3 Cond.Up (use this one if you have citizen Hanz - the other
formulae require 3 steps, any one of which could go
wrong)
GutsBL 2 ShaveIce
or 4 Unagi (before you have the whale)
LuckCndy F.Spice + ShaveIce
or ShaveIce + Frizbee
or Frizbee + F.Spice
or 4 Minnow (before you have the whale)
Medicate Roast + Unagi (not necessary if you have citizen Hanz)
MisoSoup 2 F.Spice
Octopus 2 PileWm + 2 Roast (a little easier to produce if you have
citizen MacClean)
P.Pourri LuckCndy + ShaveIce + F.Spice + Frizbee
PanPizza 4 SprRib
PwrFood 3 ShaveIce
or 2 Medicate (use this one if you have citizen Hanz)
ShaveIce 2 Unagi (not necessary after you have the whale)
Stamina F.Spice + 2 Tuna (easy if you have citizen Daiye)
WiseBL Stamina + 2 Tuna (easy if you have citizen Daiye)
-=-=-==========================- Othello -============================-=-
If you invite the carpenter that builds treehouses into your town, you can
use all those Tolens you're finding (there are 12 that I know about). The
Tolens have no other use. Mr. B likes to collect equipment, and sitting on
two 4x4 othello boards are pieces of equipment. Open squares in which to
place Tolens ring the outside, and on 4 center squares are the equipment
items. Whatever sits inbetween 2 Tolens, you have won, and can ask for it at
the front desk. To place a Tolen, talk to the person next to the board, and
a Tolen will be dropped randomly on one of the remaining empty outside
squares for that board.
The boards look like this: ....
.12.
.34. . = Empty square
....
The number labels the item that sits on that square. Denote the board in the
back room as B, and the front one as A. The items that you can win are:
Spot Item Spot Item
------------------------------------------------------------------
1A TigerSD 1B KingOfDR
2A LopOffWP 2B ThndrST
3A IceBW 3B RainbwRB
4A ShinyHT 4B GiantSH
Although you only strictly require 8 Tolens to clear both boards, and can
find 12, I hear that there is no secret third board of goodies.
-=-=-==========================- Gossip -============================-=-
If you invite carpenter C to your town (the one who builds Arabian style
houses), he will set up a bar where old men gather to talk about the records
you've set. Specifically, they can tell you:
- How many times you've been through other people's dressers (only counting
the ones which read, 'Isn't there anything here?......'). The same
dresser may be counted multiple times for each time you rummage through
it.
- Who it would be a good idea to take with you as a party member in future
scenarios. This advice seems to be completely random.
- How many times you've gone fishing and hunting.
- How many Herbs (medicine) you've purchased.
- How much time you've been playing the game, precise to the minute.
- How many battles you triggered, regardless of the battle's outcome. Using
Sweh does not add a multiple count to a single battle.
- How many treasures you've obtained.
- How many times you have lost a battle.
My own personal records are (maxima and minima):
(41..1200) Times through other people's dressers
(5..30) Fishing sessions, (30..105) Hunting sessions
(382..5566) Herbs purchased
(28:40 .. 51:42) Hours playing time
(440..1325) Encounters
(45..117) Treasures
(5..6) Times totally defeated
None of these statistics ever won me anything. If anybody out there has done
better (or worse), let me know about it and also tell me if you ever won
anything because of it. As it looks now, these statistics are completely
useless.
All of the counts pertain to the entire time you've been playing the game, up
to the present. As a bragging tool, this information would be a lot more
useful if it was also given to you when you beat the game. Alas, it is not
that way. As such, this carpenter would be of infinitesimal practical use,
except that he also becomes a bartender. He can sell you a drink which will
raise the Cond. of all party members to Super. This service costs 600Z times
the number of party members in your group.
-=-=-=====================- Fishin' & Huntin' -======================-=-
Scattered about the overworld map are spots where you may occasionally see
a fish jumping out of water. Rustling bushes also pop up occasionally. If
you activate one of these fish/game spots, you will engage yourself in a
fishing or hunting session.
Fishing spots are always at predesignated shore locations, while hunting
spots seem to be assigned random forest/grass locations. To each map section
there are (0..1) fish spots. Activity for all spots is reset to off when you
enter the overworld. Activity is reevaluated only after leaving combat. In
such a reevaluation, activity of all other map sections (ones other than
where you are now) is reset, and there is a moderate probability that the
local fish spot will be made active, if your Hero is in the lead of the
walking order.
The only exceptions to the above generation rules are the secret spots which
can be reached only through TownShip citizens.
The probability that a game spot will be made active is independent of the
fish spot calculation, and results is a random grass/forest square on screen
being made an active game spot (not necessarily within the current map
section). This is done by choosing a random location for the game spot on
the overworld (in your vicinity) when you return from battle. If that spot
can support game (i.e. it is not ocean, lake, mtns., etc..) then we have a
game spot. Otherwise, no game spot appears on the map. From this, we see
that in order to go hunting, it is a good idea to pick an area with a lot of
grassland/forest about you. Contents of the game spot is INDEPENDENT of map
section, but it does seem to be dependent on the LV of the hero (only a few
species show up at very low level. When you activate a game spot, you go to
Huntsvil.
After using a fish/game spot, you return to the overworld and the
activity of all spots is once again turned off, unless you returned from a
battle that was triggered in Huntsvil. In this case, repeat the fish/game
spot generation algorithm.
- - - - - - - - - - - - - Fishing - - - - - - - - - - - -
Only the hero can activate a fish spot, and then may only fish if he is
equipping a rod in one Etc. slot and a bait item in the other. You must
also have a free slot in your inventory. In a fish spot you might find some
of the following species:
Lure refers to the item of bait that can be used to grab the attention of a
particular species of fish.
Note: Although G8Bait is not listed, as a lure it will elicit an immediate
response from all species of fish. It would be the ultimate lure, except
that Maniro cares only for Gold, and the Tsr.Box couldn't care less.
Name Lures How to recognize
----------------------------------------------------------------------------
Tiny, thin fish which swim quickly near the surface:
-----------------------------------------------------
Srdine Worm Light blue
Unagi Worm Lavender
Medium-sized and thin, they swim quickly and start at medium depth:
--------------------------------------------------------------------
Bait Worm Lavender
Makrl Worm Light blue
Medium-sized and wide, they move slowly and start at medium depth:
-------------------------------------------------------------------
Minnow Urchin Striped, bright orange
Tuna Urchin Striped, dull orange
Large fish which swim slowly near the seabed:
-----------------------------------------------
PileWm Urchin Gray
Snper Urchin,Shrimp Pink
Maniro Gold Fishman creature, swims very quickly directly
from the right to the left side of the screen at
medium depth
Tsr.Box Urchin Treasure chest, sits immobile on the seabed
To fish, cast out an item of bait. A casting either results in the line
getting away (you lose the bait), a catch (you drag something back to where
you are sitting, it is added to your inventory, and you lose the bait), or a
recall (you bring back the bait with nothing on the line by pressing 'B').
It is not possible to break the pole, only waste bait.
While nothing is on the line, you may also jerk back the bait with the 'A'
button. This may be done ad infinitum. This moves the bait back along a
straight line towards the tip of the pole. If you hold 'A' for more than 1/2
a second, you stop pulling and you must pull again. If you let the bait sit
on the seabed for more than about a second, the line gets away.
To get something on the line, you must either snag the intended object if it
is immobile, or grab its attention with the bait you're casting. What the
condition is for grabbing the fish's attention is, I don't know.
When you get something on the line, you will see two HP meters, one for the
HP of your pole, and one for the object. Your pole will always start at mHP
at the beginning of every tug of war, and the objects in the water all begin
with mHP when you enter the FishSpot, but HPs lost from previous reelings are
not replenished. Neither meter decreases unless you pull, but the object
will generally move away from you if you don't pull, and if the object
reaches the seabed, you will lose your bait just as if you had nothing
on the line.
For each pull, your pole loses a random number of HP, as does the object,
Unless the object has 0 HP left. The random number your pole loses is
reduced somewhat if the object has no HP left. When your pole has 0 HP left,
the line snaps. You can pull for a maximum of half a second before you must
pull again. While you pull, the object on the line either moves towards you
or does not move, but cannot move away from you. Because of this, you want
to reel in the item using the fewest number of pulls, which requires good
timing. If you pull while the object is on the surface and the object is
mobile, there is a chance it may leap out of the water away from you (try to
avoid this).
- - - - - - - - - - Location of Fish Spots - - - - - - - - - -
Following is a listing of all map sections where you can fish, and the
contents of each location. There are 31 FishSpots that I know of. To find
the exact spots where the fish are in a given map section, look for the
magenta spots on the overworld map picture I have drawn
Type name contents
----------------------------------------------------------------------
Tiny Srdine x8, Unagi x5
Mix Srdine, Unagi, Minnow, Tuna, Bait, Makrl, PileWm
Bigmix Makrl x2, Tuna x2, PileWm, Snper, Bait x2, Unagi x2
Full Unagi x4, Srdine x4, Makrl x2, Snper, Tuna x2, Minnow
Bait Bait x13
Sardine Srdine x1
Snapper Snper x1
Nothing No fish
Map section assortment type / special contents
-----------------------------------------------------------------------------
I0 (Isle of Giants) Bigmix Tsr.Box(F)
D2 (SW of WildCat) Full Maniro(B)
G2 (N of Capitan) Mix
J2 (NW of Windia) Mix
N2 (W of Surfy's Hut) Bigmix Tsr.Box(C)
F3 (E of SimaFort) Snapper
N3 (NE of Coursair) Tiny Maniro(A)
E4 (S of SimaFort) Bait
F4 (W of SkyTower) Snapper
H4 (NE of SkyTower) Sardine Tsr.Box(G)
C5 (W of Sea of Trees) Full Maniro(E)
F5 (NW of W.Cape) Sardine Maniro(C)
H5 (E of Showcave's south exit) Nothing Tsr.Box(E)
K5 (Mt.Maori Island) Bigmix
L6 (W of HomeTown) Tiny
E7 (bridge to FogValy) Full
H7 (W of Tunlan) Full Maniro(F)
L7 (N of TownShip) Mix Tsr.Box(A)
M7 (E of TownShip) Bait Tsr.Box(B)
F8 (NE of FarmTown) Mix
G8 (SW of Tunlan) Bait
H8 (NW of Guntz) Snapper Maniro(H)
H9 (SW of Guntz) Tiny
J9 (SE of Guntz) Bait
L9 (1st Island W of Highfort) Bigmix Tsr.Box(H)
O9 (SE of Highfort) Sardine
E10 (SW of Cotlnd) Tiny Maniro(G)
O10 (NE of BlueRm) Nothing
L11 (E of St.EvaCh Island) Mix
N11 (W of ThvsTomd) Bait Maniro(D)
C12 (NW of Bando) Full Tsr.Box(D)
L7 (MacClean's secret FishSpot) 7xSnper, 6xPileWm
(refer to TownShip section)
Tsr.Box contents (treasure chests)
--------------------------------------
A = IronBR
B = EmpireSD (be sure to get this treasure BEFORE the demons escape from
Gate; TownShip doesn't have enough space to land in this area)
C = JahAR
D = MoonDrop
E = LifeAR
F = LoveBR
G = Tolen
H = Tolen
Maniro's Goods (what Maniro will sell to you when you catch him)
------------------------------------------------------------------
Reachable as soon as you get to Coursair:
------------------------------------------------
A:SilverDR, IronML, KnightHT, SilkGL, IronSH
Reachable when you get to western continent:
----------------------------------------------
B:BusterSD, WiseRB, NationHT
Reachable by leapfrogging after WitchTwr:
------------------------------------------------------
C:Cond.Up, F.Spice, ShaveIce, Frizbee, Medicate, Firerock, KmikzeBL, Icechunk
Sea travel required:
----------------------------------
D:BrassST, ThundrRP, LopOffWP, MystryHT, SlashGL
E:FastShoe, HolfSF, HeroBT, KramerBR
F:Charm, IronBR, D.Earing, WiseHoop, GutsBT
Reachable by leapfrogging after SkyTower:
---------------------------------------------
G:BraveAR, SpiritRB, MedusaSH, ThndrGL
Flight required:
--------------------------
H:DamageSD, EmblemRP, WorthRG, SlicerDR
- - - - - - - - - - - - - Hunting - - - - - - - - - - - -
There are 5 species of animal that live in Huntsvil: the bird, pig, deer,
Grizzly, and Beak. All but the Beak leave behind an item when you kill them.
Not all of these species are immediately discoverable. Your Hero must reach
a threshold level before each species begins to appear:
Immediate: Pig,Deer LV 11: Bird LV 15: Grizzly LV 33: Beak
These thresholds have not been very accurately determined, since the
probability of finding a new species rises from zero gradually near the
threshold. The one exception to this scheme is Azusa's secret hunting
grounds, which are always fully stocked with wildlife.
All party members can enter Huntsvil, but only Katt, Bow, Bleu, and the Iron
Man can hunt. Their methods differ somewhat. Katt swings her staff to hit
an animal in an adjacent spot. Bow and the Iron Man can shoot up, down, left
or right. Bow has a range of 4, and the Iron Man has a range of 5. Bleu's
method leaves much to be desired however (unless you're hunting for
Charcoal). Katt's range is a definite disadvantage, but once you get luck
and hit something, killing it is a snap - just keep swinging as fast as you
can. To kill an animal, you need to hit it a certain number of times, which
is the same regardless of who is hunting (other than Bleu):
Bird 1
Pig 2
Deer 2
Beak 6
Grizzly 8
Hunting is difficult because all animals except the Beak have at least a
speck of intelligence. They will (understandably) try to run from you if you
get too close. The Beak will charge at you. The Grizzly also charge at
you, but only if you hit it - otherwise it will run. If you touch the Beak
or the Grizzly, you will engage it in combat. When an animal moves off the
edge of the screen in Huntsvil, it is gone forever (don't wait for it to come
back).
The bird does not immediately make an appearance, but if you slay an animal
there is a small chance it may fly onto the screen while the item from the
recently slain animal's remains still rest on the ground. The bird may
appear more than once, but at most once for each animal you kill. The
Beak, on the other hand, keeps coming back for more - regardless of what
you do (damn thing won't stay dead!). If you kill it, another will enter
Huntsvil after a little while. The Beak is also an annoyance in that it
will steal any items sitting on the ground by charging at them.
When an animal dies, it leaves behind an item. This item will stick around
a little while, flicker, and then disappear. The contents change depending
on how early you pick it up:
Right away ... ... Flickering (Gone)
-----------------------------------------------------------------------
Pig Roast Meat Liver Beef
Deer Roast Meat Tendon Beef
Grizzly SprRib Roast Liver Beef
bird Egg Chkn Tendon Beef
If you try picking an item up and see that you don't want it yet, just refuse
to pick it up, and try again a short while later.
-=-=-======================- Spoils of War -=======================-=-=-
Each enemy type has treasure class and a treasure set associated with it.
Treasure class is a number in (0..7) which sets the probability that the
enemy will carry treasure. The treasure set is the possible set of treasures
that the enemy can carry. A set consists of a common and a rare item.
Sometimes, the rare item is the same as the common one. For example,
Biruburu has the following treasure set and class:
3:(Herb,HelpBL)
This means that Biruburu is class 3, usually awards an Herb, and on rare
occasions will award a HelpBL. As listed below, class 3 implies that there
is a 3/128 chance of winning the common item, and a 1/128 chance of getting the
rare item.
There are about 200 unique enemy types in BoF2, but there are only 64
distinct treasure sets. Many enemies award the (Herb,HelpBL) set, but most
sets are much less common and are carried by one a particular enemy type.
For example, only N.Rider has the (MedusaSH,NoTwinRP) set, and this is the
only known way you can obtain the NoTwinRP item (the MedusaSH ain't bad
either, but you can _buy_ that).
The exact mechanics of treasure awards are as follows:
--------------------------------------------
Before a battle, for each enemy:
Make a roll (0..255). Check to see If that roll is less than the enemy's
treasure threshold. Every enemy has a treasure class:
Class Threshold
0 1
1 2
2 4
3 8
4 16
5 32
6 64
7 255
If the roll is also 0 mod 4, then the enemy has a rare treasure. Otherwise,
the treasure is common. This means that for each treasure class, we have the
following probabilities:
Class P(treasure) P(common) P(rare)
---------------------------------------------------------
0 1/256 0 1/256
1 1/128 1/256 1/256
2 1/64 3/256 1/256
3 1/32 3/128 1/128
4 1/16 3/64 1/64
5 1/8 3/32 1/32
6 1/4 3/16 1/16
7 255/256 191/256 1/4
During the battle, every time you kill an enemy, we check to see if that
enemy had treasure. If so, the treasure for the battle is set to what that
enemy had, regardless of what the treasure for the battle had been
previously. If two enemies have treasure (very unlikely), only the last one
with treasure to die will count for the battle.
What does this mean to you? If you're looking to win a specific treasure:
1) Fight the enemy with the highest treasure class that awards that item, and
fight an enemy which awards that item as a common treasure, if
possible. In practice, most enemies are class 2 or 3, with 6 being
the highest - A.Sludge awards a treasure once in every 4 battles.
I think class 7 was defined in the code only for internal testing
purposes.
2) Use Sten's Djinni transform to 'Sweh' until you find the enemy you're
looking for.
3) It's always possible to win a rare treasure from an enemy, just incredibly
unlikely. If you're looking for a treasure which is only available
as a rare, it's the same to you whether the enemy's class is 0, 1,
or 2. Dig in - it's going to be awhile.
4) You can win at most one treasure per battle. Enemies which run away don't
count, so kill the sought after enemies right away if you think
they're going to run. If you run away, you don't get anything.
This much is obvious just from playing BoF2.
5) You're more likely to win a treasure when you fight multiple instances of
the enemy, since the roll for each enemy is made independently of
the others. So, look for battles where there are many enemies of
the type you're looking for. A battle with 2 or 3 of that enemy
means you're roughly 2 or 3 times more likely to win treasure. The
probability is slightly less than directly proportional, because a
rare treasure may be overwritten with a common one from that same
enemy type, but if you work it out, it's always still to your
advantage to fight the bigger groups.
6) Always kill the enemies of the type you're looking for last, to avoid the
possible overwriting of the desired treasure with something else from
a different enemy type.
- - - - - - - - - - Treasure Sets - - - - - - - - - -
As mentioned above, there are only 64 distinct treasure sets among all the
enemies in BoF2. One of these is empty. The remaining 63 are:
Item set Enemies awarded by
------------------------------------------------
(Herb)
Numerous enemies...
(Antdt)
Numerous enemies...
(Herb,HelpBL)
Numerous enemies...
(CureAl)
Eaterman, Meedid, Tri.eye, Venusfly, Basilisk, Warrior, Goldfly
(LifePl)
M.Mummy(1), Archer, Stamen, W.Bear, D.Spider, Zombie, Algernon
(Stamina)
Cuttlecb, H.Crab, Fatty, Baba(1)
(LuckCndy)
Seenates(1), Ryusight
(PwrFood)
D.Fly, Pepshun
(Dinker,MisoSoup)
Pima, Gallop, Hemoglod
(EarthAR,LoveBR)
Cancer, E.Dragon, Conch
(Shaker)
Catfish, G.Shaker
(LopOffWP,ElmoreSD)
Aruhamel
(IceChunk)
Needle, Headhutr
(Charm,ShinyBR)
Banbhand, Gargoyle, Chorking
(LoveBR,LifeBR)
P.Dragon
(GutsBT,HeroBT)
Atlas, Villagrs
(MoonDrop)
Dinabehm, Maindstr, Kiyhood, Ganet
(WFruit,WiseBL)
Poltrgst, Arachnod, Cotris, Paladin
(StoneAR,HeroAR)
M.Golem, Dadelous
(GutsBT)
Docaden
(DreamBR)
Soulflik, Necroman
(D.Earing,WorthRG)
Humus, Munmar
(SkullBR)
Pharaoh, Ralooba
(CloakKN,LopOffWP)
C.Bear
(FireRock,BraveAR)
G.Idol
(Frizbee)
Dinafung
(IronSH,StarSH)
C.Kameo, Cyclops
(SkullBR,CrsntSD)
Lyverma
(MystryHT)
Aruban, Footman(2)
(SteelAR)
Corpse
(Herb,SilverDR)
Trikster
(CharmSH,SilverAR)
Beetle, M.C.Tusk
(Biscuit,SlicerDR)
Rapider, Assasin
(MeowST)
Carm
(Medicate,FireRG)
Fastman, Monoped
(DemonDR,ElmoreSD)
Kimaira, D.Spirit, Sheef, Skeleton
(MedusaSH,NoTwinRP)
N.Rider
(Extract,TigerSD)
Barucuda
(WiseBL,LopOffWP)
Jacky
(SacredSH,ArmyGL)
K.Sludge, Barubary
(IceChunk,FrozenAR)
Amonica
(Bandana)
Roadslug, R.Slug
(AmberRG,SacredSH)
Ifeleet(1)
(PwrFood,MamothCL)
Bighand, Mamot
(GuardSH,NinjaML)
Dragoon
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