In Breath of Fire III, on reaching Rhapala, you must spend some time training Beyd, a member of the Porter's Guild. It's not absolutely necessary to do this, as your party will be able to help him out in the upcoming battle, but I like to train him thoroughly.
First is equipment. I got him a Claymore and some Scale Mail. I also lowered Nina's defence as much as possible and made sure that Ryu had Backhand.
Beyd has three attributes to raise; HP, power, and defence. His defence will go up according to the number of times he's attacked while defending, his power will go up according to how much damage he deals to your party, and his HP will go up according to the damage he takes. The training will end after twenty turns, or when one party is wiped out.
Beyd will usually go after the person with the lowest defence, in this case, Nina with 33. Sometimes, he'll hit Ryu, in which case you should probably hope that Ryu doesn't counter.
Nina tends to get extra turns. You can use these to either cast weaken on Nina or Blunt on Ryu, or use a healing herb. Momo should heal, and Ryu should use Backhand or heal if needed. All of your characters should move before Beyd.
I had Nina smack Beyd a few times if his hp was high enough, particularly on extra turns, when Momo had healed him, but he was still defending.
During your final turn, go all out, and deal as much damage as possible.
After three or so full training sessions, Beyd should be strong enough.
I tended to find myself in a little routine. Beyd defends at the end of his last turn, Nina uses a healing herb on him during her extra turn, and then smacks him, Ryu uses Backhand and Momo casts heal. Rinse, repeat. Nina's hit will raise his defence, Ryu's will raise his hp, and Beyd's own attack will raise his power. Of course, sometimes the idiot will hit Ryu, and get himself countered to death.
When you're done, tell Beyd 'to the Lighthouse!" and Zig will challenge him to a fight. During this fight, when Zig is looking the other way and waving, you'll be able to help out. If you hit Zig, he'll regain focus, and if you help Beyd out while he's looking, you'll have to start over.
Beyd has around 250hp.
First is equipment. I got him a Claymore and some Scale Mail. I also lowered Nina's defence as much as possible and made sure that Ryu had Backhand.
Beyd has three attributes to raise; HP, power, and defence. His defence will go up according to the number of times he's attacked while defending, his power will go up according to how much damage he deals to your party, and his HP will go up according to the damage he takes. The training will end after twenty turns, or when one party is wiped out.
Beyd will usually go after the person with the lowest defence, in this case, Nina with 33. Sometimes, he'll hit Ryu, in which case you should probably hope that Ryu doesn't counter.
Nina tends to get extra turns. You can use these to either cast weaken on Nina or Blunt on Ryu, or use a healing herb. Momo should heal, and Ryu should use Backhand or heal if needed. All of your characters should move before Beyd.
I had Nina smack Beyd a few times if his hp was high enough, particularly on extra turns, when Momo had healed him, but he was still defending.
During your final turn, go all out, and deal as much damage as possible.
After three or so full training sessions, Beyd should be strong enough.
I tended to find myself in a little routine. Beyd defends at the end of his last turn, Nina uses a healing herb on him during her extra turn, and then smacks him, Ryu uses Backhand and Momo casts heal. Rinse, repeat. Nina's hit will raise his defence, Ryu's will raise his hp, and Beyd's own attack will raise his power. Of course, sometimes the idiot will hit Ryu, and get himself countered to death.
When you're done, tell Beyd 'to the Lighthouse!" and Zig will challenge him to a fight. During this fight, when Zig is looking the other way and waving, you'll be able to help out. If you hit Zig, he'll regain focus, and if you help Beyd out while he's looking, you'll have to start over.
Beyd has around 250hp.
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