__________________________________________________________ BREATH OF FIRE III FAERIE VILLAGE MINI-GUIDE Version 1.3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ by Alex Pelton (c) 1998 This guide covers just about everything you might want to know about the faerie village in Breath of Fire 3. In case it is not obvious, there are serious SPOILERS included here, so if you read on, consider yourself warned. I. GAME MECHANICS & GETTING STARTED When you are first allowed access to developing the village, you will start with only three faeries and one room. Talk to the faerie outside the small hut to learn about development and to assign faeries to certain tasks. The three basic tasks that faeries can do outdoors, are hunting, clearing, and building. Hunting is essential to sustaining your faeries and expanding population. Clearing is necessary to expand the village. And building is necessary to create new rooms. Each faerie is endowed with four different statistics to represent skill in various areas: Red: Hunting/Exploring Green: Clearing/Building Dark Blue: Merchant Skill Sky Blue: Intelligence Obviously, you want faeries to be assigned according to their skill, but when it comes to hunting, clearing, and building, raw numbers are more important than the actual skill level (ie. two faeries with 50% skill level are more effective than one faerie with 100% skill). When it comes to clearing and building, it is important to use several faeries, preferably three or more to get the job done. One or two faeries, even with 100% skill level will take an extremely long time to clear or build additional rooms. For any given task to be completed, it takes time, and a specific kind of time at that. Faerie development progresses from advancing the plot of the game and fighting battles. Spending time in the village, walking around the overworld, and fishing will not allow the village to advance. Fighting battles (regardless of experience), and moving the story along will do the trick, so check back periodically, especially after finishing dungeons or doing some level building. When you enter the faerie village, make sure you check the bulletin board to find out exactly what progress has been made since your last visit. In the beginning, it is important to increase your food stock more than anything else. Thus, you should put two of your initial faeries into hunting. By increasing your food stock, you can increase your population. Although if roughly a quarter to a third of your population is hunting, you will be able to sustain life, you must increase food stock for more faeries to be born. Your third faerie should become a scholar, the first indoor job that you may use. Keep at least one scholar until you have achieved maximum culture level and discovered all jobs. Scholars may develop culture, up to a MAXIMUM of LEVEL 7. Although the specific effects of culture advancement are unclear, higher culture will allow you to advance more rapidly and think of new jobs. There are NINE different jobs that scholars may create: Merchant (Weapons, Items, Handyman) Inn Gift Fortune Explorer Antiques Music Casino Copy Each job will be covered in detail later in the guide. To assign a faerie to any one of these specific jobs (including scholar), you will need a room for her to operate. Up to three faeries may be assigned per room, with certain advantages offered by using extra faeries, depending on the job. It is also possible to create more than one room for a specific job. Merchants, gift shops, and copy shops are prime examples of shops for which you might want multiples. Although you CAN change a shop at any time, you must be careful in so doing. If you change a merchant shop, the inventory will reset to the beginning; the music player will reset to just one song; and the copy shop will lose any item it is currently working on, so watch your step. At first you will want to keep 50% or more of your population hunting, so that you will have a rapid birthrate. It is a good idea to keep this ratio or close to it at least, until you reach ZPG, at 20 faeries. Once you have 20, you will not have any more births unless there is a death first. At this point, you can cut back to about 1/3 hunting and you should be fine. Monitor your food level to be sure, and if it begins to drop, you need to have more faeries hunt. When new faeries are born, always keep in mind their strengths and assign them accordingly. When you've got enough, start clearing and building to expand the village. You may clear up to a MAXIMUM of 3 times (I think...), and build up to 7 additional rooms (for a total of 8). If you are uncertain as to whether you need to clear more space or not, assign a faerie to build, but none to clear, then talk to the faerie in person. If the faerie says there's no more room to build, you need to clear first. If you are unsure as to whether you cleared all you can, assign a faerie to clear, but none to build and talk to that faerie. If she says there's no more room, you've cleared all that you can. You can also check on your scholars this way. If they say they cannot think of any new jobs, they've reached the peak and need to be reassigned. II. JOB DESCRIPTIONS This section explains in detail all of the functions/uses for each of the jobs created by scholars. The benefits faeries provide to you through these jobs are the whole purpose of developing the village. 1. MERCHANT USE: Six unique stores which sell rare items SKILL: Dark Blue The first new job you will learn is the merchant. There are six different stores you can create, each with a specific inventory list that it can develop. Each merchant store you create, will begin with just one rather worthless item, and increase its inventory over time. The higher the faerie's merchant skill, whose running the store, the more rapidly the store will accumulate new inventory. 100% merchant skill faeries will gain inventory much faster than anyone else. Adding additional fairies to the same shop will allow the faeries to generate new inventory more rapidly as well. There are three basic types of stores: Weapon, Item, and Handyman. For each type, you can choose either "Speed" or "Ability." "Speed" stores will acquire inventory more rapidly, but have a bit different, and generally not as good items. Although looking at the inventory that each shop gets, you might think that there is an element of randomness to it, each of the six different stores has a specific list that is generated and never changes. This means opening more than one of an identical store is pointless. Among the stores, there are two very useful items that you will unlikely find anywhere else in the game. Weapons "Ability" will get the Ouroboros, an excellent weapon for Nina (+80Pow, +10Int), and Handyman (either type) will get the Angling Rod, one of the best rods in the game. Although it isn't quite as strong as the Spanner, it has a much longer range (50M), which is almost required to have any hope of catching fish like the Barandy and Whale (I know, not actually a fish). Here is a complete list of items and prices available in stores: WEAPON (SPEED) ITEM (SPEED) HANDYMAN (SPEED) Pointed Stick- 10 Green Apple- 5 Berries- 5 Waistcloth- 210 Vitamin- 50 Beef Jerky- 50 Bronze Sword- 240 Panacea- 100 Clothing- 50 Buckler- 1100 MultiVitamin- 300 Flame Chrysm- 500 Wind Cutter- 2200 Ammonia- 200 Napalm- 800 Crepe Cape- 1300 Talisman- 500 Bell Collar- 10000 Flame Talons- 3300 Life Sandals- 500 Angling Rod- 2000 Laurel- 1800 High Boots- 3000 Belladonna- 200 Royal Dagger- 6200 Titan Belt- 3000 Royal Dagger- 6200 Spiked Gntlts- 6800 Dream Ring- 1000 Holy Mantle- 10000 Ice Halberd- 12500 Balance Ring- 1000 Soul Gem- 3000 WEAPON (ABILITY) ITEM (ABILITY) HANDYMAN (ABILITY) Pointed Stick- 10 Green Apple- 5 Berries- 5 Waistcloth- 210 Vitamin- 50 Beef Jerky- 50 Bronze Sword- 240 Panacea- 100 Taser- 200 Crepe Cape- 1300 Ammonia- 200 Tiger Claws- 3800 Flame Talons- 3300 High Boots- 3000 Angling Rod- 2000 Amber BPlate- 6100 Lion's Belt- 3000 Lion's Belt- 3000 Piercing Pike- 7400 Napalm- 800 Bell Collar- 10000 Katzbalger- 9200 Dream Ring- 1000 Soul Gem- 3000 Protectors- 11000 Balance Ring- 1000 Holy Mantle- 10000 Tiger's Cap- 5300 Barrier Ring- 3000 Molotov- 10 Ouroboros- 22000 Diamond Ring- 3000 HiddenDagger- 7000 Once a store has filled the menu with all 11 items, it is a good idea to buy anything and everything that you want from it that you haven't already, then change it to a different store or job. 2. INN USE: Resting, saving, special party information SKILL: Dark Blue The Inn is just that: a basic inn, like all others in the game. It costs a very reasonable 10Z to stay and allows you to save. Later in your faerie development, having a save spot is very convenient and highly recommended for those players who like to use explorers and casinos. If a second faerie is added to an inn, she will tell you how many hours you have been playing, the number of enemy encounters you have engaged, and the total zenny you have accumulated since the beginning of the game, each time you visit. And if a third faerie is added, she will tell you how many people's drawers you've looked in, how many treasures you've found, and how many times you've gone fishing since the beginning of the game. 3. GIFT USE: Free stat-boost items SKILL: None At the gift shop, you will receive a special item for free whenever you visit. Each time you visit the gift store, assuming at least some time has passed, you will be rewarded with a free gift. The gift you get depends on the time elapsed since your last visit, so don't go too often if you want something nice. Note: Even if you visit the village, as long as you don't talk to the gift shop owner, your item won't be determined until you finally speak to her. The items you can get include the following list, roughly in order of length of time waited between visits: 1. Antidote 2. Healing Herb 3. Panacea 4. Icicle 5. Firecracker 6. Life Shard 7. Magic Shard 8. Protein 9. Power Food 10. Swallow Eye 11. Fish-head 12. Wisdom Fruit 13. Shaman'sRing 14. Spirit Ring If you want a specific type of stat-boost, visit the village fairly frequently, and save before talking to the owner. If you wait a long time, you will get a Wisdom Fruit. If you wait a very long time after that, you will eventually get a Shaman'sRing, then finally a Spirit Ring. This is a VERY long wait though, so if you are shooting for this, you must have a lot of patience. When you claim an item, the cycle repeats, and you must wait again if you want another good item. The gift shop is totally unskilled labor, so any faerie will be suited to this task. Adding additional faeries will allow you to collect one gift per faerie per visit. If you know of additional items on this list, or know of any corrections to the order, please let me know. 4. FORTUNE USE: In-game secrets revealed, humor SKILL: Sky Blue The fortune teller is a fun, though rather low-priority job that you can do, recommended for those who have already cycled through all the different types of merchants. Visiting the fortune teller will give you a fortune, which might be anything from a cryptic message, a silly comment, or a special insight about the game. If you didn't realize it already, you can learn from the fortune teller that Garr has natural resistance to fire (though not immunity like she says), healing magic harms undead, breath attacks are affected by current hit points, and you will encounter fewer monsters by walking instead of running. Some things that she says are interesting but still remain a mystery: -The stronger your flame magic gets... You'll meet monsters with more and more experience. -What you're looking for is to the west. (At the end of the game--this one is probably just nonsense, but perhaps not) So if you get enough fortunes from the fortune teller, you're bound to hear something interesting, maybe even find out what your name was in a former life. :) Note that intelligence affects fortune telling, so if you want more useful fortunes more often, assign a smart faerie for this job. Assigning additional faeries will allow you to get one fortune per faerie per visit (so three faeries will give you three different fortunes every time you go). 5. EXPLORER USE: Finding special items, killing off substandard faeries SKILL: Red This is the job that is least appealing to most players at first and for good reason. This is the one job that can be (and often is) fatal. But it is also one of the most rewarding, and if used correctly, can result in finding plenty of useful or valuable ($$$) items. Exploring is the one indoor job where the red bar affects performance, so try to use faeries with 100% skill in this area. Since each faerie who is assigned has a chance of finding an item, you can benefit from having 2 or 3 in the same house for this. When you create explorers, you must tell them the distance of the exploration: Daytrip, Nearby, or Distant (in order from shortest to longest). The closer the trip, the quicker the faeries will return, and the less dangerous it is. But the item quality will be less, and the likelihood of finding something will also be less, so if you want the best stuff, only make distant explorations. Now, if you decide to explore, making distant explorations, you will want to SAVE just before entering the faerie village. When you enter, check the bulletin board for results. If you have waited long enough, there will be a message that your faeries have succeeded or failed. Failure results in death, and means you should hold SELECT + START for 2 seconds to reset. Reload until you don't fail, then check to see what you've found, or SAVE FIRST, if you have an INN. Because failure is frequent, you should never use more than 2 faeries for exploration, lest you find yourself reloading many times to avoid having one of them die. An interesting use for exploration, however, is to intentionally kill faeries. Once you've maxed at 20 population, if you have a faerie who is just plain worthless, and you need one with better skills, send the little under-achiever to her death. A new one will soon be born. For those using INNs, you can save once you know the expedition has been successful, but before you actually receive items, then reload if the haul is not up to satisfaction for random items every time. Note: Distant trips by faeries with high red skill, USUALLY yield items, but if they fail to find anything, reloading once inside the village will not help. In short, whether or not they found anything is determined once you step inside the village. The actual item, however is not determined until you speak to the faeries. Here is a list of available items from exploration. There are a few I know are missing, but wasn't able to verify once I started compiling a list. Only included are those items I am 100% sure about. The items with numbers after them are antiques, with their resale value denoted (in the Antiques shop only). ITEM WEAPON ARMOR OPTION Moon Tears AP Shells Breastplate Artemis' Cap Wisdom Seed Demonsbane Flame Shield Hawk's Ring Wisdom Fruit Ghostbuster Force Armor Ivory Charm Life Shard HiddenDagger Ice Shield Ring of Fire Magic Shard Lacquer Helm Spirit Ring Power Food Magma Armor Protein Mind Shield Swallow Eye Mithril Helm Fish-head Moxa Clay Vase (100Z) Marbles (500Z) Moldy Vase (1,000Z) Dirty Rags (1,500Z) Tea Cup (2,000Z) Beads (3,000Z) Rare Book (4,000Z) Old Painting(6,000Z) Myria Icon (8,000Z) Ladon Icon (8,000Z) Lithograph (15,000Z) Dragon Tear (30,000Z) The Ivory Charm and Spirit Ring are two of the most useful option items in the game. The Ivory Charm grants protection from all attacks (which means resistance to all elements), regenerates HP (both in and out of combat), and improves effectiveness of healing magic cast on the character (roughly doubles the amount of HP healed by any give spell). The Spirit Ring cuts AP consumption by 50% (though it cannot be stacked with a second Spirit Ring or a Shamans Ring). If anyone confirms more items for this list, please send them to me. 6. ANTIQUES USE: Selling antique items for full value SKILL: None The antiques shop is the only place in the game where you can sell (most) items that have a description "Appears valuable" for their true value. Since this shop has such a limited use, it might be one that you only create when you have antiques to sell, then immediately change back to something else (but remember to be careful about changing shops). Once you've sold all of your antiques, or if you are not in need of cash, this is not a productive use of space. There are no skill requirements for antiques dealers. A second and third faerie will just offer comments telling you there are 12 different types of antiques and one of them (the most valuable) is the Dragon Tear. There are actually more than 12 "Appears valuable" items in the game, but a few of them are not true antiques, and the antique shop will give you the same price for these items as any other store. 7. MUSIC USE: In-game music test SKILL: None This is basically a "for-fun" establishment that is the in-game music test. When you first open a Music shop, only one song will be available to hear, but as you progress, more songs will rapidly be added until all 40 songs are available for your listening enjoyment. The last song you will have access to is "Castle in the Sky," so if this one is available, you know you've gained them all. Unfortunately, not every tune in the game is included amongst these 40 (didn't realize there was that much music did you?) There are no skill requirements for musicians. Adding additional faeries will allow them to generate songs more rapidly. If you have a second faerie in your music shop, she will play the final theme music played during the credits, "Pure Again" or a karaoke version of the same song (volume on vocals is greatly reduced). When you select to hear one of these songs, you must listen to it in its entirety, as it cannot be stopped once in progress.. The final theme music option is only available in a "Clear" save game (after completing the game). 8. CASINO USE: Gambling for money & special items, changing names SKILL: None Ah, yes... just about every good RPG has to have one of these, and here you can win big if you have some brains and a good dose of luck. There are two different games you can play at the casino: High & Low and Numbers Guessing. High & Low is a game where you must guess based on one or more upturned cards, whether the next card will be higher or lower than the last. There are 9 cards, one for each number between 1 and 9. You can wager from 1-100 zenny, and get bigger payoffs, the more correct cards you guess in a row. You can guess on just one card, all eight, or any number in-between-your choice, but if any card is off, you lose the entire pot. When you win, you can risk it all and continue or quit while you're ahead. Note that if the pot gets too big, you will be prevented from continuing. The way this game is structured, guessing on just one or two cards will get you nowhere, as the payoffs are terrible. The only reason to guess on just one (and guessing on 2, statistically is pointless), is if you are gambling with a large pot (after already winning) and trying to preserve it, in hopes that a later deal will give you a better chance of winning. This can be a good strategy, as occasionally, more than just the first card are revealed. As many as five may be revealed before you begin, so take advantage of these opportunities when they come along. The pay-offs for correct guesses are as follows: 1 correct: X 1.0 2 correct: X 1.1 3 correct: X 2.4 4 correct: X 9.2 5 correct: X 29.0 6 correct: X 58.0 7 correct: X 217.0 8 correct: X 560.0 As you can see, the pay-offs for 1-2 are pathetic, especially for 2, while 7-8 are astronomical. It's actually not too hard to get 7 or 8 right, especially if you get a few key cards revealed ahead of time, so don't bother going for just one or two or three guesses: you'd just be wasting time. The second game you can play is the Numbers Guessing game, where you put up 500 zenny each game, to try to guess a number in as few guesses as possible. The number has three digits, ranging from 1-9, with no digit used more than once. Each time you guess, you're told how many digits are correct and in the correct sequence (called at "Hit") and how many digits are correct, but out of sequence (called a "Blow"). Hmm... are we smoking the 500Z pot here? By guessing the correct number within 8 attempts, you win a prize, receiving better prizes for fewer guesses. Assuming you play intelligently, you should typically be able to guess a number in 4-6 guesses. If it takes you 7 or 8, or you fail, you either had really bad luck, or (probably) need to re-evaluate your strategy. If you have a little luck, 3 guesses is not uncommon, but 1 or 2 guesses takes a great deal of luck, and really no skill to accomplish. The odds of guessing in exactly one try are 504 to 1; the odds of guessing in exactly two tries are 63 to 1; and the odds of guessing in 1-2 tries are 56 to 1, assuming you don't do something weird like guess more than one of the same digit in the same guess, or make guesses that are inconsistent with previous results. But I think the game might be slanted in favor of the player, as I solved it in one guess, twice in less than 100 attempts (it came up 123 both times, which is what I always guessed first). The possible prizes are as follows: 8 guesses: Croc Tear, Rice Ball 7 guesses: Green Apple, Rice Ball 6 guesses: Healing Herb, Vitamin 5 guesses: Panacea, MultiVitamin, Vitamins 4 guesses: Soul Gem, Wisdom Fruit, Vitamins 3 guesses: Wisdom Fruit, Light Bangle, Ascension 2 guesses: ShotgunShell, Lifestealer, Divine Helm 1 guess: Spirit Ring Ascension is a decent (but not great) weapon for Ryu, while Lifestealer is one of the best weapons for Rei--it's not quite as strong as the Holy Avenger, but it is lighter, and has a chance of causing instant death. The Spirit Ring is a very powerful item, but is easier acquired through explorers (see above section). The Divine Helm is a strong helmet which protects against death. There may be other prizes for succeeding in 1-2 guesses, but my data here is limited. Unless you want to stock up on Wisdom Fruit or VITAMINS (not to be confused with VITAMIN), a good strategy to save time, is to give up if you fail after 2-3 guesses, since there really aren't any good items past 3. Once you've failed on the second or third guess, just hit the button repeatedly until you lose and are able to start a new game. Of course this strategy will deplete your zenny rapidly, so only do it if you have plenty of cash (which you can win from high & low), or if you have an inn in the village where you can save/reload (SELECT + START will reset) if you lose too many times in a row. The casino requires no skill to operate, so any faerie may do this job effectively. If a second faerie is added, nothing happens, but if a third faerie is added to the casino, she will allow you to change the names of any of the faeries in your village and any of your party members. 10. COPY USE: Item duplication SKILL: Sky Blue The copy shop is one of the most useful functions of the faerie village. If you give up one of your items, the faerie will attempt to copy it, returning two of the same item after a period of time. Since one shop can only work on one item at a time per worker, you may want to open up two or three shops later in the game. Although you may attempt to have any normal item copied, you need to exercise a little caution here. First of all, you must live without the item while it is being copied, and though copying usually doesn't take terribly long, it's long enough to pose an inconvenience, depending on the item. Further, the copy may fail. Failure is fairly common, but you usually have a reasonable chance of it being a success. Success rate and duration until completion are affected by intelligence of the faerie and monetary value of the item being copied. Since copying requires intelligence, only use 100% intelligence faeries if you want to have a high success rate. Finally, though it is not common, sometimes copying can go horribly wrong, turning your item into a Rice Ball (a worthless piece of mush). Though you shouldn't expect this to happen often, if you have a particularly valuable or unique item being copied, make sure you SAVE before entering the village. If you SAVE inside the village, once the copy is complete, success or failure has already been determined, so reloading at this point will not help. Adding additional faeries to the copy shop will allow all faeries in the shop to work on copying different items at the same time. III. FINAL THOUGHTS Thanks to Capcom for making such a surprisingly good RPG and bringing it over to the States. Thanks to Jim Irwin for additional input and correcting a couple of mistakes. If you have any information to contribute or comments, please e-mail me, Alex Pelton: sparhawk@diac.com If you are thinking of re-posting this info anywhere in any way shape or form, plagiarizing it, publishing it, selling it, giving it away, or anything else that might be considered at all morally reprehensible, without MY PRIOR WRITTEN APPROVAL, think again. I swear I will make your life miserable for doing so. I'm a nice guy, but I don't put up with people thieving my work. Assuming you are not one of the slimy individuals to whom the above statement is directed, I hope you find this useful. Enjoy!