
If they're hit with an elemental attack, they switch to using that element's physical attack (like Flame Strike or Searing Sand.) In larger groups, they can wreak havoc on the party. Normally, they attack with Double Blow, which can actually stand a good chance of instantly killing a party member if you're unlucky. What final dungeon is complete, however, without random encounters designed to make you cry? The fourth, third, and second floors all have a central area like this. I wonder where that could be?īefore we open that gate, we have something to see first.Īnyway, just under the fifth floor (yes, the entrance is the fifth floor, and there's several basements) is a walkway area with a lot of support beams. Hmm? The key to the stairs? Come to think of it, that's around here somewhere."
#Breath of fire 4 walkthrough woods full
'Course, the castle's full of monsters, so we don't go out much. When I say this place is gigantic, I mean it. There's two more, one at the bottom and one about halfway through.

This is a room that you can rest and save in without having to go to the world map. The upper path in the top-left of the screenshot leads to a room with nothing in it, as of yet. Just trust me when I say this place is a labyrinth in simultaneously the best and worst ways, and I'll be skipping over a lot of rooms with nothing interesting in them.įirst things first, let's explore the joint.ĭamn. If I made an exhaustive screenshot representation of the path you take and how intricate it is, this would probably be at least four updates. Like, STUPID huge, with tons of overlap, backtracking, paths intersecting, and rooms you see more than once due to newly opened paths.
#Breath of fire 4 walkthrough woods update
It gives a fantastic sense of urgency and "Yes, this is the end dungeon, thanks for noticing." A note about this update and the next: the Imperial Castle is huge. When we want to leave and come back from this point on, it's simply a dialogue option at the edge of the abyss. I shall carry thee to the Castle, where my master awaits thee."Īnd with that, A-Tur disappears. : "I see now that thou art the other half of my master. Game, if you make me fight A-Tur again I will ragequit. Hmm, Fou-Lu had A-Tur carry him here, how are we gonna do it? It's time to kick some ass and take some names.Īn obscured path down from the bridge Fou-Lu crossed leads to that chest we saw, which has a ring that removes status effects if you rest in the back row. : "Well, it looks like you've become just as good a sailor as I am! Maybe better, even! There's nothing more I can teach you - good luck!"Īnd that's it. So, by learning his first move, we have cleaned him out. Kryriks next moves would be at 50 and 70 hits, but here's the catch: we already have both of them, Cleave and Disembowel. I didn't get a screenshot, but Megaphone increases the attack of all enemies while lowering their defense. All right, then, I'll teach you Megaphone. : "Days like this always make me think of my old friend.so, how's it going? Think you're ready to learn what it's like to be a real sailor? That's the spirit! Looks like you've been working really hard.

However, they have a treasure ball, so it's all good.Ī quick application of combos later (Rest+Vitalize+FaerieBreath), we have enough hits to get a move from Kryrik. "I've got to have it! Here - I'll give you this treasure in exchange! Don't worry, I didn't steal it. I actually could have done this since I came back to the eastern continent but it slipped my mind until now. This move completely stops anything that attempts to affect the user for the rest of the turn, no questions asked. Ryu's level allows for a very nice move from Lyta. I also set the art faerie to music to enable War Shout. Before we go inside, we have a few last things to pick up.įirst off, checking on the faeries shows we've nearly got a full village. Part 49: Chapter XLVIII: Castle Crashers, Part I
