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Breath of Fire III
Walkthrough/Tips
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Part 1
Part 1 of Walkthrough in Breath Fire III


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This walkthrough was created by Henry LaPierre at freeza@ix.netcom.com. Please do not take this walkthrough without giving full credit to its creator.

Table of Contents:

Special notice
Controls
Dragon gene system
Dragon genes
Dragon transformations
Master system
Special actions
Character abilities
Abilities listing
Enemies list
Learning abilities from enemies
Shops
Miscellaneous items/weapons/armors
Fishing notes
Fish list
Fishing spots(including Manillo trade shops)
The Faerie Realm
The Walkthrough
Thanks list
Idiot list
Copyright notice


Special notice:
Sorry to start this walkthrough out on a less than happy note, but due
to happenings in the past, I need to state this up front...
Permission is NOT granted to reprint this summary in a for-profit
magazine
or publication without my prior consent. Nor is permission granted for
this document to be used as any type of "source material" for for-profit

magazines or publications to use in any way. Be it basing their own
articles from, reading/reviewing it prior to writing their own articles
in
order to get ideas/make sure they didn't miss anything, or outright
copying. I do not write these walkthroughs so some hack writers can sit
back and get paid for it. This happened way too often in the past, and
it's time to put a stop to it. If your job is to write articles for
gaming
magazines, then do your own work, and stop stealing from mine.

Now on to the good part :)

Controls:

Menu screen:

Shows portraits of the three current party members
Above them are seven icons:

1. Items
2. Ability(magic)
3. Equip
4. Tactics(formation)
5. Status
6. Configuration
7. Camp(only highlighted if usable)

1. Items:

Consists of the sub-groups, Item/Weapon/Armor/Option

Use: use selected item
Sort: individually, by types of items
Drop: Yes/No after choosing item
Vital: items in your inventory that you need to progress

2. Ability:

Consists of the sub-groups, Heal/Assist/Attack/Skill

Ability: cast selected spell
Sort: individually, high AP, low AP
Note: remove one current skill from a character and place it in
the Skill note category of your Camp menu, Yes/No
Gene: lists all dragon genes currently in your possession

3. Equip:

Consists of the sub-groups, Weapon/Armor/Option

Equip: equip weapon, shield, helmet, breastplate, options
Statistics shown are: Power, Defense, Intelligence
and Agility
Optimum: equip best attack selections for character
Fast: equip best selections for maximum speed for character
Pool: take off selected equipment, Yes/No

4. Formation:
Consists of the sub-groups, Form/Ally
Form:
Choose character lineup, then battle formation according to
the
chosen lineup(assigned number to each character). You start
with
three selectable formations, and after using certain Masters,

you will gain three more, for a total of six. They are:
#1: Normal, no special effects
#2: Attack, point member's power raised
#3: Defense, all member's defense is raised
#4: Chain, all speeds equal the point member's speed
#5: Magic, rear member's magic is raised
#6: Refuge, HP recovered each turn
Ally:
When on the world map(and not in camp), choose Formation from
your menu, and you will be able to change current party
members(note, this selection is only available while on the
world map)

5. Status:

Choose desired character to see their current statistics, HP,
AP(magic points) and equipped items. Statistics at the right
are as follows:

Power Intelligence
Defense Agility

6. Configuration:

Change the standard game settings to your liking. Quit(exit) and
Initialize(default) are at the top

Message speed: fast, medium, slow
Window color: semi-transparent, dark, green, red
Background: wooden panel, brick, tile, leaf
Sound: stereo, monoaural
Auto run: Off(manual, hold button), On(dash always instead of
walking)
Controller(configure): assign buttons to the following commands
(note, "X" is Accept, and "Triangle" is Cancel. You cannot
assign functions to the L2 or R2 buttons)

Speak/Inspect
Move(dash/walk)
Action(perform character's special action)
Menu
View(rotate screen, hold + Directional Pad)
Change(lead character)

7. Camp(accessible on the world map):

Inspect the book on the table in the tent to see the camp menu

Rest: current party members will be assembled after resting. Any

character that has been penalized Maximum HP(if they have died

in battle) will be restored after resting if you stay at an
inn(note, you will not be restored by resting at the camp).
Save: choose memory card, then save file(Yes/No to save over
file)
Change party members: choose two characters other than the main
character
Look at skill notes: sort(individually/by highest AP/by lowest
AP) by choosing "Look", or trade skills between different
characters by choosing "Change":
You must have one Skill ink per skill traded(number in
inventory shown at right). Choose an empty slot in desired
character's skill inventory, then choose the skill you would

like that character to have from your existing choices.
Look at Master list: list of all the Masters you've currently
found, their locations and which characters are presently
being
trained by each. A star next to the Master's name means that
you have received at least one of everything that you can from

them.

World map controls:
(note, these buttons, as with all controller schemes, may vary
depending on your controller configuration)

Select: bring up/cancel the compass and location descriptions box
Start: camp(if possible)
X: enter location/battle
Triangle: gives you a small text guide to what the current location
is
R1: Rotates the world map(hold + Directional Pad)
Square: Enters the regular menu screen

Battle menu:
(note, in addition to pressing the Accept button, you can double tap

the Directional Pad in the direction of the icon to choose it,
this
also works for the L1 or R1 shift buttons)

L1: Charge(all weapon attack, all characters attack with weapons,
auto battle, press "Triangle" to cancel at start of next
battle turn)
R1: Escape
Icon Grid, Top: Use Ability
Icon Grid, Center: Use Weapon
Icon Grid, Bottom: Use Item(after choosing this, press up while in
the item selection menu to receive the choice
of
either using an equipped item, or re-equipping
the character
Icon Grid, Left: Examine(choose which enemy to watch, if enemy does

spell/attack, there is a chance you will learn
it as a skill. Note, not all characters can learn

all spells)
Icon Grid, Right: Defend

Dragon Gene System:

During a battle, the main character has the ability to transform
into
one of a number of different dragons. To do this, first choose to
perform a spell. Next, choose Accession from the Attack list, as
this is the Dragon Gene System. You will be presented with a box
containing all of the dragon genes that you have discovered so far.
Just above this box are three choices:

Data: This contains the past six dragon transformations, choose
any of them to repeat the transformation. (Note, press
the Square button to save the data from any dragon in
this group to save them in the "Best" category.
Pick: From the box of dragon genes below, select up to three
dragon genes to combine for a dragon transformation. The

cost in AP varies from gene to gene.
Best: Choose one from up to twelve previously saved dragon
transformations.

You must have the correct amount of AP necessary to complete the
transformation(total sum of all genes used). Also, your character

will lose a specific amount of AP each battle turn(dependent on
which dragon you transform into. Note, you lose approximately half

the total AP cost of the mutation per round, while in Dragon
form),
and will automatically change back to human form if/when his
supply
of AP is depleted.

Order of Dragon Genes in Battle Menu(cost in AP to use):

Top row:
Flame(5), Frost(5), Thunder(5), Shadow(5), Radiance(5), Force(8)

Center row:
Defender(8), Eldritch(8), Miracle(16), Gross(8), Thorn(8),
Reverse(3)

Bottom row:
Mutant(3), ? ? ?(8), Trance(8), Failure(1), Fusion(16), Infinity(40)


Dragon Gene locations:
(Note, only your main character can pick up dragon genes)

Flame: Grants flame property
Automatically appears in your inventory after you transform
into a dragon in front of Balio and Sunder

Defender: Grants a defensive form
Automatically appears in your inventory after you slide down

Mt. Boumore with Nina to escape being captured by Sunder

Reverse: Reverse abilities and properties
Found in the "?" area at the base of Mt. Boumore, on the
Eastern side

Thorn: Enhances special characteristics
Found in the area where the rocket you rode out of Momo's
Tower crash landed

Frost: Grants frost property
Found on the right side of the house beneath the Maekyss
Gorge bridge

Thunder: Grants electric property
Found on the beach behind the house to the Northwest of the
port town of Rhapala

Eldritch: Grants a magical form
Found on the roof of the lighthouse next to the port town of

Rhapala

Miracle: Grants a large form
Found in the third section of the caves within Mt. Zublo

Shadow: Grants shadow property
Received after defeating the Dragon Zombie in the Dauna Mine


Fusion: Combines power with allies'
Received from female spirit in the Dauna Mine, just after
receiving the Shadow dragon gene

Force: Grants a powerful form
Found on duct in facility under Plant

Gross: Enhances abilities
Found on the exit path to the Tidal Caves, just before
reaching the village of Cliff, where Gaist lives

???: Mystery effect... ???
Found in the "?" house area on the peninsula in the Urkan
Region

Mutant: Causes random change
Found on Steel Beach

Trance: Mystery effect... ???
Found in the "?" tree area after leaving Kombinat

Failure: Unknown
Found in the Colony temple

Radiance: Grants radiance property
Found in the teleporter room in Container Yard

Infinity: Unleashes full power of the Brood
Received after defeating Jono, the Dragnier elder, in his
elder dragon form


Dragon transformations
(Note, these may not be all the transformation combinations. Also,
the Defender Gene adds the ability "Counter" to most dragon mutations.

The Eldritch Gene adds the next highest base ability, along with it's
regular healing abilities to existing dragons, example: Fire Dragon
will receive Inferno, along with the healing abilities, Dark Dragon
will receive Death, along with the healing abilities)

Momo Hybrid Dragon: Have Momo in the battle party + Fusion Gene
Cost 16 AP, 8 AP per turn
Abilities:
Speed: 2 AP Raise one target's agility
Protect: 2 AP Raise one target's defense
Might: 3 AP Raise one target's power
Restore: 9 AP Heal heavy wounds on one target
Remedy: 6 AP Cures all status changes
Combustion: 0 AP Flame and wind attack vs all targets
Restore form: 0 AP Return to human form

Nina Hybrid Dragon: Have Nina in the battle party + Fusion Gene
Cost 16 AP, 8 AP per turn
Abilities:
Typhoon: 6 AP Wind attack vs all targets
Lightning: 6 AP Electric attack vs all targets
Inferno: 8 AP Flame attack vs all targets
Blizzard: 8 AP Frost attack vs all targets
Temptation: 0 AP Causes confusion, abilities down
Restore form: 0 AP Return to human form

Rei Hybrid Dragon: Have Rei in the battle party + Fusion Gene
Cost 16 AP, 8 AP per turn
Abilities:
Shadow walk: 6 AP Warp attack, critical blow
Dragon breath: 0 AP Breath, damage altered by HP
Tempest: 0 AP Wind, damage altered by HP
Restore form: 0 AP Return to human form

Peco Hybrid Dragon: Have Peco in the battle party + Fusion Gene
Cost 16 AP, 8 AP per turn
Abilities:
Dream breath: 3 AP Induces sleep in all targets
Venom breath: 3 AP Poison all targets
Dragon breath: 0 AP Breath, damage altered by HP
Geo breath: 0 AP Earth, damage altered by HP
Restore form: 0 AP Return to human form

Whelp: Failure Gene
Cost 1 AP, 1 AP per turn
Abilities:
Whelp breath: 0 AP Breath, damage altered by HP
Blind: 0 AP Attack, induces blindness
Restore form: 0 AP Return to human form

Whelp(Fire): Flame Gene
Cost 5 AP, 3 AP per turn
Abilities:
Whelp breath: 0 AP Breath, damage altered by HP
Blind: 0 AP Attack, induces blindness
Flame breath: 0 AP Flame, damage altered by HP
Flame claw: 0 AP Flame attack vs one target
Restore form: 0 AP Return to human form

Whelp(Ice): Frost Gene
Cost 5 AP, 3 AP per turn
Abilities:
Whelp breath: 0 AP Breath, damage altered by HP
Blind: 0 AP Attack, induces blindness
Frost breath: 0 AP Frost, damage altered by HP
Frost claw: 0 AP Frost attack vs one target
Restore form: 0 AP Return to human form

Whelp(Lightning): Thunder Gene
Cost 5 AP, 3 AP per turn
Abilities:
Whelp breath: 0 AP Breath, damage altered by HP
Blind: 0 AP Attack, induces blindness
Thunder breath: 0 AP Electric, damage altered by HP
Thunder claw: 0 AP Electric attack vs one target
Restore form: 0 AP Return to human form

Whelp(Dark): Shadow Gene
Cost 5 AP, 3 AP per turn
Abilities:
Whelp breath: 0 AP Breath, damage altered by HP
Blind: 0 AP Attack, induces blindness
Shadow breath: 0 AP Death vs all targets
Chlorine: 0 AP Attack, poisons target
Restore form: 0 AP Return to human form

Whelp(Light): Radiance Gene
Cost 5 AP, 3 AP per turn
Abilities:
Whelp breath: 0 AP Breath, damage altered by HP
Blind: 0 AP Attack, induces blindness
Divine breath: 0 AP Holy, damage altered by HP
Shining claw: 0 AP Holy attack vs one target
Restore form: 0 AP Return to human form

Whelp(Protect): Defender Gene
Cost 8 AP, 4 AP per turn
Abilities:
Whelp breath: 0 AP Breath, damage altered by HP
Blind: 0 AP Attack, induces blindness
Counter: 0 AP Auto counter, attack when in use
Restore form: 0 AP Return to human form

Whelp(Magical): Eldritch Gene
Cost 8 AP, 4 AP per turn
Abilities:
Whelp breath: 0 AP Breath, damage altered by HP
Blind: 0 AP Attack, induces blindness
Remedy: 7 AP Cures all status changes
Restore: 12 AP Heal heavy wounds on one target
Vitalize: 20 AP Heal medium wounds on all targets
Restore form: 0 AP Return to human form

Dragon: Thorn Gene + Defender Gene
Cost 16 AP, 8 AP per turn
Abilities:
Dragon breath: 0 AP Breath, damage altered by HP
Snap: 0 AP Attack vs one target, lowers defense
Counter: 0 AP Auto counter, attack when in use
Restore form: 0 AP Return to human form

Dragon(Fire): Flame Gene + Defender Gene
Cost 13 AP, 7 AP per turn
Abilities:
Dragon breath: 0 AP Breath, damage altered by HP
Snap: 0 AP Attack vs one target, lowers defense
Flame breath: 0 AP Flame, damage altered by HP
Flame claw: 0 AP Flame attack vs one target
Counter: 0 AP Auto counter, attack when in use
Restore form: 0 AP Return to human form

Dragon(Ice): Frost Gene + Defender Gene
Cost 13 AP, 7 AP per turn
Abilities:
Dragon breath: 0 AP Breath, damage altered by HP
Snap: 0 AP Attack vs one target, lowers defense
Frost breath: 0 AP Frost, damage altered by HP
Frost claw: 0 AP Frost attack vs one target
Counter: 0 AP Auto counter, attack when in use
Restore form: 0 AP Return to human form

Dragon(Lightning): Thunder Gene + Defender Gene
Cost 13 AP, 7 AP per turn
Abilities:
Dragon breath: 0 AP Breath, damage altered by HP
Snap: 0 AP Attack vs one target, lowers defense
Thunder breath: 0 AP Electric, damage altered by HP
Thunder claw: 0 AP Electric attack vs one target
Counter: 0 AP Auto counter, attack when in use
Restore form: 0 AP Return to human form

Dragon(Dark): Shadow Gene + Defender Gene
Cost 13 AP, 7 AP per turn
Abilities:
Dragon breath: 0 AP Breath, damage altered by HP
Snap: 0 AP Attack vs one target, lowers defense
Shadow breath: 0 AP Death vs all targets
Chlorine: 0 AP Attack, poisons targets
Counter: 0 AP Auto counter, attack when in use
Restore form: 0 AP Return to human form

Dragon(Light): Radiance Gene + Defender Gene
Cost 13 AP, 7 AP per turn
Abilities:
Dragon breath: 0 AP Breath, damage altered by HP
Snap: 0 AP Attack vs one target, lowers defense
Divine breath: 0 AP Holy, damage altered by HP
Shining claw: 0 AP Holy attack vs one target
Counter: 0 AP Auto counter, attack when in use
Restore form: 0 AP Return to human form

Dragon(Magical): Eldritch Gene + Defender Gene
Cost 16 AP, 8 AP per turn
Abilities:
Dragon breath: 0 AP Breath, damage altered by HP
Snap: 0 AP Attack vs one target, lowers defense
Remedy: 7 AP Cures all status changes
Restore: 12 AP Heal heavy wounds on one target
Vitalize: 20 AP Heal medium wounds on all targets
Counter: 0 AP Auto counter, attack when in use
Restore form: 0 AP Return to human form


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