Part 21: Chapter Seventeen: Frog Bog
Music: 02 My Home Sweet Home![](1-Breath_of_Fire_II_(USA)000.png)
Last time a crazy and possibly senile old woman browbeat us into giving her lodgings and demanded we find a carpenter to help expand the place a little. This means a trip back to Capitan.
Before that, though, there is the small issue of Ryus new abilities.
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Ryu now has three new battle abilities Flame Whelp, Frost Whelp and Electric Whelp. Lets try them out on some hapless enemies.
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A pair of leeches makes a good victim for this demonstration. From the Special menu we select the Flame Whelp option.
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Just like with Guts, Ryu powers up. Then
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A cartoony dragon bounces in from off-screen, spits a small fireball at the enemy, then vanishes. All three Whelp forms deal 256 points of elemental damage, unless the enemy is resistant or weak to that particular element, in which case the damage is halved or doubled respectively.
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Id love to show off the other dragons, but theres one problem. Can you see what it is? Thats right all of Ryus AP is gone.
So, remember back in the first Breath of Fire where the Dragon Transformations were absurdly broken and turned the protagonist into a death machine for the entire battle? How they trivialized most of the rest of the game once you got the good ones? Well between that game and this one Capcom realized how overpowered that mechanic was and took steps to prevent people from abusing it. The previously overpowered ability has since been nerfed down to a mere fraction of its former glory.
Dragon Transformations no longer last for the entire battle. They are one-shot attacks that deal fixed damage and eat up Ryus entire stock of AP once activated. Ryu doesnt have to be at full AP in order to use these attacks - if his AP count is 20/25 then you can still use a Transformation, but it wont be as powerful, and the attack power scales with how much AP you currently have.
Nevertheless, these attacks are certainly not useless seeing as how they do deal a significant amount of damage. Expect to see me use at least one in nearly every Boss battle from this point onwards.
Anyway, lets skip back to Capitan.
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Alright. Here we are. Three carpenters live in Capitan. One lives in a normal house to the east. The second dwells in one of the stilted houses, and a third lives in the left hand house with the minarets. We have to choose one to help build an extension to Grandma and Sanamos residence. This is the first step of the Township sidequest. To sum the quest up whilst spoiling as little as possible, thanks to the carpenters efforts the Hideout will eventually develop into a small town. Whilst empty at first, it will eventually become possible to invite certain NPCs to live there. This is an enormously important sidequest and depending how we do it can result in us getting rare and unique items and can even affect the ending of the game itself.
With that said, our first decision is which of the carpenters to employ. Since Ryu succeeded in saving all six villagers we have a choice of all three. Had we not succeeded then our selection would have been more limited, and if we had only saved the minimum number then we would have been locked into using only one.
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This guy is the regular carpenter. He will always be available even if you screw up the dry well quest. Choosing him will mean the houses in Township will have a regular style similar to those found in Newhaven. In addition, the new town will also have a special kitchen where new items can be made via what is essentially item fusion. These include stat-up items.
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This guy is the tree carpenter. Choosing him will mean that all the houses in Township will be made out of wood and be on stilts. There will also be a cable car system similar to the one in Tagzi Woods. In addition, it will become possible to play a game similar to Othello where the player can win consumables and other items.
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This guy is the stone carpenter. Choosing him will result in Townships houses being built in a similar style to his own, with minarets and a generally Arabic styling to them. His special feature is a lively pub filled with NPCs who tell you interesting facts about your playthrough, like your total zenny collected, the number of enemies youve killed, game time, etc.
Honestly, the best carpenter is the normal one. The items won from the tree carpenters game can be powerful but better can generally be found in dungeons and shops. The stone carpenters pub is interesting but ultimately only a curiosity. Item fusion is actually useful, so well be going with the normal carpenter for this playthrough.
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Music: 06 Were Rangers
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Music: 04 Dungeon
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Sharon Woods is a small area with no random encounters.
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*Rumble Rumble*
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Next time we investigate the witchs tower. Sadly we cant examine the Shaman system just yet, but after the next plot point a handful of sidequests open up that we can have fun completing.