Now that the faeries are safe, head back to Rhapala and see if the boat has returned. At the Wharf, talk to Beyd who regrets to inform you that the ship is still MIA. He suggests you ask Sinkar about using the road, which we already did, but okay. At the pub, since you helped fix the Lighthouse, Sinkar tells you about their super-secret shortcut through the volcano and hands you the Guild Letter vital item to show to the guard on Mt. Zublo.
Being a volcano and all, we're going to want to do some prep work for the journey. Firstly, I strongly suggest a party of Ryu, Nina, and Garr/Momo. You're going to want to move Ryu's weapon back to the Moon Sword, Momo equipping her Ice Chrysm, if wanting to take her instead of Garr, and stop by the inoculation shop and purchase Flameblock for all three characters. Garr already has natural resistance to fire, with the addition of Flameblock providing him total immunity. Anyone apprenticing under Yggrasil MUST have Flameblock or the results will be disastrous. Finally, bring the Burn skill (Yes, that's right), Frost Strike, and Nina with Snooze and the Dream Ring equipped; she is going to be casting Iceblast constantly and we can use Snooze to recover her AP without having to leave and rest (Which removes your Flameblock inoculations). When you arrive at Mt. Zublo, climb the stairs and head right, past the guard, and keeping to your right-side, follow the linear road up several flights of stairs to the volcano's entrance that's not-so-secret-looking.
Mt. Zublo, besides the obnoxious Lizards, is quite obviously full of fire creatures, but they have some very unique qualities about them. Lava Man are very similar to Volts, whom increase in statistics and experience rewarded when hit with their associated element, except one small detail: they can be boosted a near infinite number of times (Experienced awarded maxes out at 15 boosts, though)! That's right: the more Lava Men are attacked with fire, the stronger and more rewarding they become. Granted, even at level 99, increasing their power enough to receive max experience is suicide without a perfect setup, but it is, without question, the best place to level in the game. More will be talked about this later on in the guide when we begin shooting for level 99. For now though, be safe and only fight one at a time and limit their boosts to keep yourself safe.
Vulcans are an oddity: they won't do anything at all but defend and are impervious to physical attacks (Although Spirit Blast CAN scratch them). Nina can Iceblast them to death with no opposition or you can use this to perform Snooze to recover as much AP as you need. However, any fire-based attack like Burn, Flare, Simoon, Flare Sword, ect. they come "alive", but not quite like Lava Men. They do receive an experience bonus, but actually become weaker! They lose all of their defense and are easily dispatched without magic. They will, however, "erupt" with the learnable Lavaburst skill in protest, though, and is one of only two basic enemies in the game that possesses it. Lavaburst is somewhere between Fireblast and Inferno in terms of fire-based damage and is a perfect addition to Momo. At 300 EXP for each character, the "awakened" Vulcans make an exceptional level builder at this point in the game and is quite feasible to reach level 30 easily with some time.
Besides the great experience, you can also nab Proteins from Vulcans. Without the Speed Boots, success can be fleeting, though, however, once you have Charm from Meryleep, you can snatch them with relative ease, and with the frequency that Vulcans appear, this is absolutely the best place in the game to farm them to raise your character's Defense stat.
Vulcans even have a rare piece of armor to drop, and considering this is one of only two places in the game to find it, it is surprisingly obtainable. Usuable by Ryu and Garr, it is capable of absorbing fire-based damage as HP, but makes you weak against ice (Keep this in mind!). Its defense of 38 will be the strongest we will find for quite a bit of time, but its 8 weight makes it a boon on Agility. Make sure to leave the volcano with at least one.
It probably goes without saying, but stay off the standing lava flows by maneuvering around them and time your movements past the erupting gas from the floor of the volcano or you will take damage. Thankfully, your party is not dumb enough to follow you onto the damaging lava, but will get caught on the gas (Garr!). From the entrance, turn the corner and follow downward, taking the second right you come across (That's not blocked by lava). There's a cave to enter, where after carefully navigating across the room, you can score the AsbestosArmr from the treasure chest that is one-of-a-kind (Not talking about Balio and Sunder again!). Weaker than the Scale Mail, it provides a 50% bonus in fire protection. Combined with Garr or Flameblock, that character will be entirely immune to fire damage, so make sure to equip it for the dungeon. Back outside the cave, head upwards, forced to cross over a spill of lava, there is a 800 zenny chest to claim.
Directly down and across from the armor cave and zenny chest, there is a path that turns right and out to a new area. Quickly run between the two lava flows and gas jets and turn south to see a downward slope with yellow erupting gases from the wall that will confuse any character it touches. Time your rush down the slope, turning right at the bottom, slowly making your way past another jet in the wall spewing out. Ignore the steps down, which take you back towards where we came from, and move south again, against the wall, but needing to dodge multiple confusing gas jets on the way, until eventually tumbling down a slope where you will be lucky to have gotten through unconfused. You're rewarded for your efforts with the valuable Ring of Fire accessory that absorbs all fire damage as HP and Nina or Peco should use (Can't use armor). With it, the AsbestosArmr, and hopefully, a Magma Armor, you have nothing to fear from anything left in the volcano. Hop off the side and use the rope ladders, then steps, to climb back to the top and exit to the upper-right.
Note: For confused characters, putting them in the lead of your party and moving them around randomly seems to relieve the status quicker than them following behind. Additionally, you can use Croc Tears, Panacea, or cast Remedy.
The following room of Mt. Zublo is a massive one filled with cooling magma below and your party on an upper-level. The path curving around the room is linear until it branches where a treasure chest can be seen below. From there, head upwards, then around to your left to eventually come to a path leading down into the magma overflow. Hug the wall to the upper-left and follow it around, forced to cross over some lava and take damage, to eventually find the Miracle gene in the alcove. This extremely unique gene combines your entire party into a giant Behemoth form with a massive amount of HP, high Power and Defense, but low Agility and requires an equally-heavy amount of AP.
The Thorn and Defender genes both further skyrocket the Behemoth's statistics and you can splice elemental ones to create ideal situations for yourself. The Behemoth's default MeteorStrike ability works exactly as a Breath-type attack would: using your current HP as damage to a 50% clip. A Miracle, Reverse, and Thorn splice creates the special Wildfire form that looks like a whelp, but has double Power, triple Defense (Has Charge skill to use!), and double Agility, but almost no HP. In addition, the Wildfire is completely immune to all elements, and unaffected by status changes or death. Combined with Ryu's equipment, this is an incredibly destructive form if it can stay alive.
From the Miracle Gene, keep hugging the wall and move further south to pick up Peco's Flame Talons in the magma-covered chest. Stronger than the Spiked Claws, but fire-based, let's wait until we're clear of the dungeon to use them. Return back up to where the path forked, this time, heading south, then taking a left and across to a chest with a Wisdom Fruit. Further to the right, near a narrow passage, a boss awaits us. If your AP is spent, don't be afraid to leave and rest (Reapply inoculations, if necessary) before proceeding. Light Bangle, Life Sandals, and Dream Rings equipped for the boss is encouraged.
Apparently, there is a crazy old man with rabies squatting on the Guild's secret road and he's none too pleased to see Ryu. He rants on with some gibberish and calls up two dragon-like creatures to stop you. Probably the hardest fight in the game thus far, but easily manageable with fire and sleep resistance. Begin by casting Shield with Ryu, twice, or if you have Momo, using Protect. The two dragons will use Snap to lower your defense, and prematurely casting Shield/Protect will save you from having to counter it. Ignore the two beasts and go straight for Gisshan, stealing his Magician Rod first, if you want. Gisshan attempts to put the party to sleep and confuse them, more of an annoyance than anything, but the twin dragons have a skill to learn and items to steal, so the quicker we can remove Gisshan, the better. Hit him physically with Double Blow, Super Combo, and basic attacks; Nina can cast Weaken on him, also. His casting of Vitalize won't be enough to save him.
With Gisshan gone, steal Power Foods from both Charyb and Scylla, and examine them to attempt to pick up their Wall of Fire skill. Nina can then focus Iceblast on them, Momo attacking with Ice Chrysm, and whomever has Frost Strike performing it each turn. If you don't care at all about the items or Wall of Fire, and just want to end the battle quickly, transform Ryu into the Trygon form by splicing Flame, Ice, and Thunder genes together. Trygon is completely immune to fire and can breath-out Frost Breath for tremendous damage on the nutjob and his pets with Garr/Momo keeping Ryu's HP high.
Note: Wall of Fire is a single-target version of Fireblast, but is nearly equal to Lavaburst in terms of damage. It's okay if you don't get it here, we will see it again later in the game.
Beyond the Gisshan battle is a sloping descent to the volcano's exit, but look for a well-hidden Life Shard treasure chest at the bottom.
Note: Free from the volcano's fire denizens, equip Ryu back with the Flare Sword and Peco with his new Flame Talons. If you need to return back to the western-world at any point, you'll have to hotfoot it through Mt. Zublo again (Hopefully with the Holy Mantle).
Angel Tower is to the south of the new Urkan Region, but let's first make an optional trip to Junk Town located in the north. Literally surrounded by junk, it's not necessary to visit here until much later in the game, but we can find find a few items and visit the shops if loaded with zenny. We'll also find out that the missing ship from Rhapala has broken down and been stranded here for repairs all this time. Four levels high, the stores are located on the third-from-top landing down and to the right of the stairs. At the weapon shop, go ahead and purchase the ShotgunShell for Momo since it is reasonably priced. You may consider the Thunder Rod for Nina, also, more so because it casts Jolt when used as an item, but be sure to save plenty of zenny for the next town. The electric-based Barbarossa sword and Gigantess spear have very high attack, but are incredibly heavy like the Claymore (As is the Thunder Rod), but if you have the zenny, by all means pick them up, however, the Barbarossa can eventually be found in a chest, but that comes much, much later.
The accessory/item shop has some really nice things! We already know how good the Titan Belt and High Boots are, but the Wisdom Ring and its +30 Intelligence are a must for Nina and Momo, or even Peco and Garr to bolster their magic defenses. We will, eventually, find one for free and they can be traded for at the next Manillo shop, to note. The Lion's Belt grants a +10 to a character's willpower, the hidden stat that determines whether they auto-revive at 0 HP. It, also, will be a freebie and tradable soon. Honestly, though, it's only useful for Garr who already has high willpower, and unless you put a lot of Moxas into a character to go with it, the +10 won't make much of a difference. The death-casting Belladonna item is new, as well, but we can steal some of those from an upcoming enemy. Remember: save plenty of zenny for the next town!
Across from the shops, head down the steps to Junk Town's lowest level. Enter the house to your left, then up the stairs in the backroom to take a Green Apple off the shelf. Back outside, walk behind the small building down from the one you exited, where you can vaguely spot a worker. There's a well-hidden satchel with a Tea Cup item to be found; another one of those "appears valuable" ones. Move around to the front and enter to pluck a MultiVitamin from the shelf here to bring a close to our brief Junk Town adventure.
To the far south, past Urkan Tapa and Angel Tower is this region's fishing spot with a frightening new catch: the Angler. As an item, the Angler casts Earthquake, but we have Dynamite for that. This spot's potential catches are below:
- Sea Bream (Sinker - 40cm)
- Black Porgy (Frog - 60cm)
- Angler (Worm - 100cm)
- Manillo (Coin - 200cm)
Note: Now able to catch Anglers, with three in-hand, along with three MartianSquid, and five Sea Breams, you can trade them for the Bell Collar at the Manillo shop near the McNeil Farm. An accessory that increases the encounter rate, I would not, personally, make the trade since it will become purchasable later, but you decide for yourself.
The Manillo shop of the Urkan Region has Wisdom Rings if you would prefer to trade than purchase. Otherwise, the level 3 fishing lures you might want, but not totally necessary and will eventually be sold in shops. Ginseng, that cast Might, are an outlier and hard to come by until the very end of the game.
Note: The random battlefields of the Urkan Region offer little we haven't already seen. You can still find Wisdom Seeds, Life, and Magic Shards in satchels, with the monsters being almost exactly the same as the Rhapala Region save for one we find in Angel Tower.
Attempting to enter Angel Tower has us instead rerouted to Urkan Tapa
for permission with Garr being required to meet with its Patriarch. The
religious settlement is a convoluted series of multi-tier levels of
walls and dwellings interconnected by sloping wooden boards. Thankfully,
navigating them is optional due to the lack of items, however, if you
climb to the very top, a building in the northwest houses an eerie
statue that looks very similar to Garr. Speaking of Garr, you can get
different dialogue from the residents with him as the party leader; all
referencing him as a "Guardian" and "angel".
Up the first plank into Urkana Tapa you will clearly see the entrance to the equipment and item shop enclosed by four walls. Purchase the Halberd for Garr and a MithrilArmor for both he and Ryu, but only if they are not already using the superior Magma Armor. Pick up a Mithril Helm for both, also, and consider one for Momo, however, she will be leaving the party after Angel Tower, so decide for yourself whether to spend the zenny or not. There will be a freebie Mithril Helm in Angel Tower, but it's best saved for a rejoining Rei a bit later on. As for the MithrlShield, Ryu and Garr should both have one, but like with Momo, Peco will also be absent from the party after Angel Tower so decide whether buying one for him for one dungeon is in your budget. The item shop contains your basic items with no new ones, but make sure to be stocked up on Ammonia for Angel Tower. An update of what my current equipment looks like for the Tower is below:
- Ryu: Flare Sword, MithrShield, Mithril Helm, Magma Armor/MithrilArmor, Talisman, Light Bangle
- Nina: Magician/Thunder Rod, Buckler, Glass Domino, Crepe Cape, High Boots, Wisdom Ring
- Momo: ShotgunShell, Buckler, Mithril Helm, Crepe Cape, Wisdom Ring, Artemis' Cap
- Peco: Flame Talons, MithrShield, Glass Domino, Crepe Cape, Titan Belt, Life Sandals
- Garr: Halberd, MithrShield, Mithril Helm, Magma Armor/MithrilArmor, Titan Belt, Life Sandals
Note: To the bottom-left of the shop is a door that takes you inside a building that works as a makeshift-inn. Above it is the entrance to the inoculation shop. I highly recommend that the characters you take into Angel Tower, which must include Garr, should have Deathblock, with one character equipping the Talisman to go with it. You'll be glad you did.
At the ground entrance of Urkana Tapa, head to the right and enter the doorway on the far-side. The robed cleric, Hondara, will allow you to be his disciple if you learned the Backhand skill from Durandal back in Wyndia. It only needs to be in your skill notes; having it equipped isn't necessary. Statistic-wise, Hondara's usefulness is negated by the presence of Yggdrasil. The holy man provides a +1 AP/Intelligence, but reduces Power gains by -2. You get the exact same from Yggdrasil except a point more Intelligence and a bonus +1 in Defense, with only a minor loss of -1 HP. So, in that regard, there's no reason to ever master under Hondara except to learn his skills. However, he does have some nice passive benefits of increasing your death resistance by 50% and healing spells restore double the amount of HP on an apprenticed character (This is the "holy up" mentioned on the master list at camp). Talked about with Giotto earlier, I recommend not mastering under Hondara until later in the game because the Urkan Region is about to become inaccessible for a good portion of the game. Listed below are Hondra's taught skills:
- Purify (2): Recovers from poison. The same Ryu, Momo, and Peco learn.
- Kyrie (5): Instantly kills any monsters, usually undead, that are weak against holy (Those turned with Gloom, also). This can even work on a few bosses. Garr eventually learns this, too.
- Benediction (8): This, essentially, casts Raise Dead on the entire party which only has a 75% success rate. Costs a whopping 20 AP, also.
Note: For those who take their statistical gains extremely serious and want to spend as few levels with Hondara as necessary, Benediction can be learned from a monster at the very end of the game, so in actuality, you only need to waste five levels under him. Also, for those wondering, Hondara's "holy prop up" only relates to curative spells (Not items) on the character and does not increase the attack of holy-based weapons or abilities.
Above Hondara's room the Patriarch, Sudama's, quarters are sealed off by a massive rock that only Garr can move. Inside, some head-scratching exchanges between the two are made, including the talk of "no more evil in the world" and Garr "sleeping" with his comrades. Admittance into Angel Tower is granted with Sudama giving his farewells to "Guardian" Garr. He will be a required member for the dungeon, naturally.
At the conclusion of Angel Tower, a major shift in the game occurs that would be wise to prepare for. Ryu and Garr will be your only party members for an extended period of time and will be confined to the western-side of the world with the Rhapala Region and beyond being locked to us for a considerable amount. This is why I have advised to leave Giotto and Hondara for later in the game. Choose carefully which masters you want Ryu and Garr to go forth with since their access to other ones will be heavily restricted for several dungeons. Nina, Momo, and Peco will retain all their equipment, skills, and level when they rejoin the party, so there's no need to remove them or preset a master beforehand. I would advise that if you are using Steal on a character other than Ryu or Garr, that you transfer it over to them, however. You don't want to be without it until they rejoin.
Note: For those that want to collect 99 of every item, now is your last chance to return to Wyndia and purchase Bread. After Angel Tower, the item can no longer be obtained.
Within Angel Tower, Trickers and LizardMn continue to persist. The AP-Depressing Spectres from the Lighthouse are also back and should be dealt with swiftly. New encounters include the easily-defeated, but confusion-inducing Cerebus. Their Howling can confuse the entire party and make things very difficult if you aren't using the Light Bangle or Life Sandals to help ward it off. Cerebus are the best source of Vitamins (The one with the "S" healing all party members) in the game for those that want to collect as many as you can, but you'll need Charm for any real consistency in their drop. You can steal Beef Jerky from them also, but that will eventually be purchasable.
The red-robed, bow-wielding Phantoms begin to show up inside the Tower and are tremendously dangerous. Able to Lucky Strike, they also cast Death with deadly accuracy if your defense is not bolstered with a Talisman or Deathblock. Use an Ammonia immediately to revive characters so they do not suffer from the effects of lowered max HP; Raise Dead is a waste of AP with resurrection not being guaranteed. They are weak against fire, so a hit from Ryu's Flare Sword and Garr's Pyrokinesis should be enough to down them in one turn. If you want to take the risk, you can steal Belladonnas from them.
You'll need Momo in your party for the very beginning of Angel Tower to access some treasure, but can be switched out afterward, if you desire. Begin by climbing the stairs (You will be stopped if Garr is not present), but instead of climbing all the way to the top, you'll notice a broken part of the column along the side to your right. Hop off the edge to take the Ivory Dice chest, then drop down again, moving between the broken column at the bottom. You'll spot another chest you can leap off to that contains a Wisdom Seed.
Jump off again and head up and to your left to return to the stairs. Back before the Ivory Dice chest drop-off, you'll see a guard standing by a ledge. Near him, drop off four consecutive times to the bottom. To the south is a staircase leading into a mysterious room where a naked, blue-haired woman is suspended in a barrier of light. There's nothing to do here but observe she shares the same fashion sense as Garr with the green bracelets.
The stairs to the north carries you into Angel Tower itself. Down the first long flight of stairs, move up and switch Momo into the lead of your party. At the end of the corridor, have her blast the obviously cracked wall with her chrysm cannon to create a doorway. Follow the linear path downward to two treasures: Moon Tears and a Diamond Ring accessory. The Diamond Ring grants a 75% resistance to instant-death (100% for Peco or those with a Talisman or Deathblock inoculation).
Back at the base of the entrance stairs, head downward then around the corner and take the stairs to the next level. Just to the right is a small ascent up that you can follow out to a new area. Travel to the far-right-side of the hallway to see a stand-alone block outside a doorway. Place Garr into the lead of the party and have him push the block back to the left-side and deposit it up into the space seen in the above screenshot to create a makeshift-bridge on the upper-level. Return the way you came in: through the exit around the corner to your left, then down the small steps, before climbing the large set yet again. At the top, there is a doorway to your right that exits you out to the top of the area you created the walkway. Follow it around to the right-side, across the moved block, to pick up a Mithril Helm in a chest. If you didn't get a Mithril Helm for Momo, don't equip her with this one: it's best saved for when Rei rejoins our party in the near-future.
Retrace your steps back to where you found the moveable block and enter the doorway that was behind it. Move directly north down a long corridor to a door on the far-side. Inside is a Soul Gem to plunder. Head back out and then down the stairs in the middle of the open room to your lower-left.
At the bottom of the first set of stairs you see in the next area, search in the upper-left-corner for a Napalm treasure.
Note: You will notice the encounter rate has been drastically increased in this room due to the nature of the puzzle. Even the Holy Mantle doesn't seem to reduce them.
In this massive room are several blocks that Garr must move perfectly
into place to create a path across the platforms to the end of the
dungeon. Move back up the stairs and proceed to the right-side of the
room and down the stairs there. Stop and have Garr push the block
slightly inward to where you see in the above screenshot (Don't push a
block against a wall too much or it will shatter and you'll have to
exit the room to respawn it). From there, continue downward, making a turn to the left. Follow the passage all the way to the bottom and look for the Skill Ink treasure tucked way to the far-left.
Back down the passage, look for a block on a narrow walkway just north of where you made the turn down from the previous block. Push the block upward and adjust it and the one above it like they are in the above screenshot. In position, go around to the right-side and push the other block downward and nestle it between the two platforms so that the stairs above can be crossed over to.
Retreat all the way back to the base of the stairs you found the Napalm. Head straight down, then to the right to be positioned next to one of the two blocks you pushed on the other side. Push it inward a ways, then north to be aligned next to the other. In the above screenshot, you can see where all three blocks must be positioned to access the exit. When prepared to complete Angel Tower, climb the small set of stairs you passed and navigate the positioned blocks to the stairs on the lower-right-end.
Garr suddenly requests that he and Ryu go further alone, to which your third member returns up the stairs. Search the epitaph, labeled "Guardian Garr" to the far-west-side of the massive monument. Garr is a dragon-slayer and the grounds of the Angel Tower are littered with the remains of those he and his brethren slayed. He tells the story of how 400 years ago Ryu's kind, the Brood, tried to dominate the world and the Urkan people pleaded with their God to give them the power to fight back. Garr is one of those that the God's holy power was bestowed and he's brought Ryu here to finish the last of his kind!
This duel will turn out quite differently from the one at the Contest of Champions since Garr seems to have spent time training under Durandal and forgot how to fight effectively, even though he claimed to be holding back at the Contest and this time it's for real, but anyway...You don't need any strategy. For overkill, splice the Miracle and Defender genes and he could never hope to overcome the Behemoth's massive HP and Defenses.
A defeated Garr questions why Ryu doesn't finish him off when the mysterious voice heard when Ryu was a whelp in Dauna Mine states that Garr is not his enemy. Ryu begins to lose control and transforms into what Garr calls the "Kaiser Dragon" and escapes from Angel Tower while it collapses around a bewildered Garr. Alone in darkness, Ryu is once again confronted by a purple-haired figure that declares they are different than the "others" and Ryu should not be with them.
Ten years later, inside the Dauna Mine, Garr is chasing a whelp within its depths. Through its fiery breath, Garr delivers a blow to reveal a much-older Ryu. The Urkan has spent all these years in search of him and asks for his forgiveness for what happened at Angel Tower (Your choice doesn't change anything). He leaves Ryu a new set of clothes and his equipment and asks that you follow him when ready. Leave through the upper-right exit, as you did as the whelp at the start of the game, to find Garr waiting. He has experienced an existential crisis after the events at Angel Tower and must know the truth about the Brood from God itself. Asking Ryu to let him live to see this through, he rejoins the party.
Note: The Passport item has become the Old Passport under vital items.
This section of the Dauna Mine is exactly the same as the start of the game (Absent the scared miners!). There are no items to find, and only empty rooms, so simply head for the lower-right exit to be outside the giant, chrysm-encased dragon skull where Ryu, as the whelp, was captured. This time, if you head to the top of the platform to the north, there are three treasures to raid for a Vitamin, Life, and Magic Shard. To the southwest of the room, you can use a control panel to direct yourself between two other floors via a lift. Select B1 and as the two ride upward, a vengeful shadow is shown watching...
B1 is an optional, but linear section we can pick up a few items. Just down onto the tracks is a chest with a Lgt.Clothing armor. It's totally inferior to the Magma and MithrilArmor, but does only have a weight of 1, which may be considered for Garr if he has been studying under Fahl and failed to gain any points in Agility.
To the south exits further onto the mine tracks. Continue to follow them to find yourself outside. Enter the small shack and pocket the 200 zenny from the shelf. The Manillo merchant sells your basic items, if needed, but has Titan Belt and High Boots accessories, also. Done, backtrack to the lift and select B2 this time.
Monsters begin to be encountered on B2 to put the new-look Ryu to the test. All are weak against fire, so his Flare Sword will be of good use. Despite this, make sure Ryu and Garr are both equipped with either the Magma Armor, AsbestosArmr, or Ring of Fire. GntRoaches, when paired with FireSlugs, will use the learnable Douse skill. Douse, determined by status resistance, attempts to make the effected target weak against fire. It can negate current resistance, so even with the above-mentioned equipment, if Douse connects, you will become weak against fire. Can be useful for Garr and setting up Pyrokinesis, I guess, but likely won't see much use. The Roaches have Jump to learn, also.
Without fire resistance, the innumerable FireSlugs will reek havoc with their Firebreath, which you may remember from the Dump, but with Douse in play, it becomes incredibly dangerous. Unlike the Dump, however, FireSlugs are frequently encountered in this first large room and is the best place in the game to obtain Moxa. Not an incredibly rare drop to begin with, adding in their number, frequency, and use of the Charm skill, farming Moxas can be very efficient here for those that want to boost each character's willpower.
Note: The humorous ZombieDr is found within the Dauna Mines, as well. Able to steal MultiVitamins, and pick up the Bone Dart skill if you haven't already, they are well-known for casting Vitalize on their entire group of undead friends, destroying them instantly!
Just off the lift, there's a room to the right where Ryu and Garr can rest and save. A bit further down, still on the upper-level, to the far-right-side of the room, there's a doorway to a small room with a MultiVitamin chest. More importantly, notice the damaged wall here. When Momo rejoins the party, we'll need to return and blast it to obtain a very useful item!
Below is a large room with mine cart tracks, who's trajectory can be altered with switches, and a cart full of dynamite at the start that Garr can push. To find an item, start by hitting the switch to the lower-right of the cart, then down and to the right of it, flip the switch there that is at the bottom of the room. Head back to the cart and have Garr shove it eastward to create a walkway to the treasure you can access via climbing the slope directly to the south of the cart's start position. The chest contains the wind-based FeatherSword for Ryu that is one-of-a-kind and missable! If you destroy the dynamite cart before obtaining the treasure, it is lost forever! Despite it being stronger and lighter than the Flare Sword, I recommend keeping the fire-based one equipped for the duration of the dungeon.
To clear the obstruction and move further on, move back to the 2nd switch you flipped, in the south, return it to its previous position, and push the cart back to its starting location. Directly north of the second switch, activate that switch, this time, and push the dynamite cart to the north. Once you push the cart eastward to its destination, a boss fight will occur. To make things easier, have Ryu equipped with the Flare Sword and Garr with a Magma Armor and the Life Sandals and Light Bangle accessories. If lacking Magma Armor, give Garr the Ring of Fire in place of the Life Sandals. Pushing the dynamite into the large boulder results in its destruction, but the pursuing shadow makes its appearance. It demands to know Garr's intentions and where he is leading Ryu. Scoffing at the Guardian's wanting to take Ryu to meet their God, he insists that Ryu avenge his fallen people by killing Garr. When Ryu, and the voice in his heart refuse, a battle ensues.
The Dragon Zombie can be either laughably easy, or downright dreadful depending on your equipment and approach. Its got a Power Food to steal, so make sure to get that. Being undead, you can actually instantly defeat it if Garr has learned Kyrie or it was taught by Hondara. Otherwise, you're going to be contentiously hit with poison and confusion-inflicting attacks and the battle becomes chaotic. If Ryu has learned Restore, you can just stay in human form and cast it on the bloody thing for massive damage. If Ryu has a good mount of maximum AP, splice Eldritch and Thorn together to create a dragon that can cast Restore on the undead creature. In dragon form, Bone Dance is almost assured to confuse Ryu, but with the recommended equipment setup, Ryu's attacks will actually heal Garr if he is targeted and Garr can focus an attack on him in turn to knock him out of his daze. If you're lacking in AP, you can achieve a similar effect by using the Flame and Defender genes and attacking with Flame Claw. Garr can administer Antidotes, perform Pyrokinesis, or use Vitamins on the Dragon Zombie in support.
Note: The Dragon Zombie can very rarely drop the Dragon Tear, a rather useless item, however, it is incredibly hard to come by, but can eventually be gotten elsewhere. If you have Charm and Kyrie it may be worth trying for here.
After the battle, the remains of the malicious Dragon Zombie grants Ryu the power of the Shadow gene. Then, a mysterious blue-haired member of the Brood, the one that has been calling out to Ryu and restraining his dragon rage against others, bestows upon him the Fusion gene and refers to him as a "true dragon" puzzling both him and Garr. The Shadow gene is all about death, status afflictions, and their defenses. Innately, it diminishes healing spell effects while in the form, but provides 75% protection from status and death-based spells, however spliced with Thorn, this achieves a 100% shield. Its Shadow Breath, being death-based, causes no damage, but attempts to instantly kill all enemies. Together with the Flame gene creates the ability to cast Ebonfire; a unique, non-elemental spell.
The Fusion gene does nothing on its own, however, it can be spliced with other genes to create special dragon forms that utilize members of your current party (Think Karn from the original Breath of Fire and Shamans in II). Once the party has reunited fully, I will talk more in-depth about this. Proceed through the dynamite-blasted door to the far-end of the tracks to continue the journey through the Mine.
Keeping eastward across the tracks takes you to a ladder that eventually leads to a point outside the mine, but there's nothing to be found there. Instead, turn south and enter the door at the top of the platform. Take the door on the right inside the small corridor to enter another mining area. There are chests to the upper and lower-right paths containing a Lion's Belt accessory and Protein. Leaving the treasure room, follow the wooden walkway to the mine's exit; stopping by the control room and activating the lever inside to raise the steel platform before. Garr confirms that the dragon is gone to a worker, but hearing of the devastation brought on by himself, out of control or not, is hard for Ryu to handle.
A reward was promised to Garr for getting rid of the dragon problem, but we'll need to find the boss. To find his office, head down the slope and off to your right where there stands two buildings side-by-side. Entering the first, Garr is given 3000 zenny, with the guarantee that the dragon won't be an issue any longer. The miners warn that if headed down the mountain, a vicious monster is attacking people on the Ogre Road, and you may want to stop by the ominously-named Syn City first. Next door, Gary, one of the workers Ryu toasted at the beginning of the game, managed to survive but appears to be now be crippled. You can rest and save in the two buildings, also. Move down the slope to your lower-left and then south through the gates to exit the Dauna Mine. Automatically camped, Ryu has a nightmare of his actions in the Mine. Garr, again, apologizes to Ryu for the past, and reiterates his desire to take Ryu to meet his God for answers. They'll need to pass through the mountains, toward Wyndia, and finally back to Angel Tower.






























































































