World Map
The area is a snow field! Walk into the town you see to find out what is up with the surroundings.
Spring
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For a town named Spring, the season sure doesn't support it! If you talk to the people in town, you'll learn about this tower off to the south that is supposed to control the weather around this area. Before you leave to investigate, pick up the Clog from the Inn, and a Herb in the house to the west of it. Stock up on any supplies you need, and maybe purchase some pieces of equipment if your gold supply can handle it. Save when you are ready, and then exit town.
World Map
The tower you seek is called Spyre, and it is south of Spring. Have Mogu dig his way into the tower's tunnel.
Spyre
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You will drop down into a tunnel connecting to Spyre's base. On this first level, there are quite a few "toughies" you can meet. You can meet the old enemies like the WraithX, D. Flea, D. Knight, Warlock, and Zoom. However, times have advanced, and new enemies have stepped forward to block your way. One of these enemies is the brother of Blaze, BlazeX. This pretty big blue ball of fire has a tendency to cast Nova, which deals 50HP damage vs. the party; its physical attack isn't that bad, and only hits for 25HP damage vs. a character. The HP on this guy is pretty high, so persistence in attacks is a must. Keep whacking and healing and he should be done in no time. Do not waste time allowing him to cast Nova repeatedly- or you will die, if not weak. Be aware that he can also cast cast the ultimate single spell, BoltX. One jolt from this can basically take out anyone below 400HP. It does a solid 400HP damage to one character- so watch out! Despite these magical attacks, he should be easy to kill. He drops around 1092EP/260EP for beating him in an average time- which isn't really good experience. The HP on this guy is nowhere near as steep and hard as the second enemy, the Golem. All this guy has is his physical attack, and it hits for average damage. It takes a pretty long time to take him out using your regular attacks, so endure the pain and keep hitting him. Unlike BlazeX, the experience you recieve for such a stubborn enemy is pretty good, not to mention the GP amount- 1678EP/7026GP. There is only one new enemy you can meet from here, and that is the Flower, which is found a floor up. Since it has been brought up, we might as well talk about it. There is really no trick to defeating it- just simply hit it till it's out, or dead. It usually comes solo- so dying to it shouldn't happen. Defeating it nets you around the neighborhood of 2341EP/780GP, a pretty decent amount considering its difficulty. All of the enemies here are not hard, unless you're underleveled, so progressing through the dungeon should be a breeze. Anyway, from the entrance, simply follow the passageway up, and climb the staircase. The chest on the western path in the next area leads to a chest containing a Cure2. Follow the eastern path, and then head northeast when encountered with an intersection. The next two chests you come across contains an A. Ptn and Shell. Heading east from the two chests leads to a staircase. Deciding to continue further east, skipping the staircase, brings you to chest containing a FlameAR and another holding a WorldAR, both useful pieces of equipment. Searching behind the two pillars north of the staircase gives you a S. Ptn and Cure2 Going up the staircase brings you to a room with another staircase- head up those set of stairs. This finally brings you to Spyre's first floor. Before continuing further, let us just summarize the types of enemies you can meet on each of the floors. On floor number 1, or the floor you are currently on, are early enemies like Slimes, Bullas, and Fleas. You can find Zards, and Ameblobes on the second floor. The third floor which contains a desert-like surrounding has all the desert enemies. On the fourth floor, you can encounter some of the current enemies you have met around Spring and Gramor. On the fifth floor, you can meet the same as well as some D. Fleas. Remember when I said there were no more new enemies? Well, I lied. The Pheonix, a flaming bird that looks like the guy Ryu fought for his second set of dragon powers, is a common encounter on this floor. He is extremely easy to beat with Ice or Chill, because of his low HP. He hits for around 14HP damage, and comes in pairs. You can recieve 2160EP/1080GP for taking down two in one round. Anyway, on the sixth floor, are basically the same enemies, but with the D. Fleas grouped. Back to your scenario on the first floor- if you haven't noticed, the flooring is a bit unique. Each floor has it's own season, each represented by a different background. None of the floors have any chests, so you are basically trying to make your way to a staircase located somewhere in the big room. To make life easier, just follow these directions: on the first floor, head northeast; make your way southwest on the second floor; southeast for third; north for the fourth; and southwest for the fifth floor. On the last floor (the one with the space background), head northeast, and you should come across a platform holding a machine and guardian pillar. Make sure you have done everything you've wanted in the world, for you are about to take a little trip to the Dream World once again. When you're ready, check the guardian pillar, and then Mote will appear. He will mock you, and then send you off to his dream world!
Mote's Dream World Village
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You will reappear in a ruined town. Talk to the people here to expand your knowledge on the situation. This world seems to be controlled by Mote, one of Zog's minions, and the only way to get out is through him! Stock up on any supplies you need at the Inn, and save if you want. Exit town when you're ready.
Dream World Map
There are no monsters on the map, so take your time and head south, going up the first slope you see. Follow the path up into a cave.
Mote's Labyrinth
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Contrary to what many may think, this cave is not actually part of Mote's Tower, though it does lead to it. Alright, as for the enemies- there are none you have not met! You can meet the usual like the D. Fleas, WraithXs, M. Fleas, and even the Buzzer. Because many of these enemies are easy, and this can be a winding dungeon to many, have her save AP if you use her in battle. Gale or Char is enough to damage the enemy so the others can finish them off. Anyway, head downstairs, and then walk far north, ignoring the detour you see. Climb the staircase, and head down the first southern path you come across to find four chests housing a a great treasury: a Cure, L. Ptn, JadeBW, and the Trident. Opening the chest containing the L. Ptn triggers a trap which locks you in the room. The only way out is to fall down the hole and make your way back to where you made the turn south. A staircase leading further into the dungeon lies east of the intersection. Open the chests you see for a Smoke, CursedHT, FaceMask. Make your way north of the staircase, where you will encounter Mote's Conscience! Unlike the real Mote, he is friendly, and allows you to continue into Mote's Tower.
Mote's Tower
The first room you enter is nothing but a healing ground. Drink the water from the Dragon Fountain, and save your progress at the jar in the middle of the room. When you're ready, enter the doorway to find yourself in a strange room.
Reflection Room
Welcome to one of the most painful parts of Breath of Fire! Before we dwelve into the big stuff, just be aware the only enemies you can really meet here are the Peril, Warlock, D. Knight, and Blaze- all which you have met before. With the Perils, just use a Rang attack and Ice to win the fight easily. The Warlock and D. Knight usually come together, and Char does wonders on them. As for the Blaze, a blast of Ice should leave it hurting. Ok, now, for the most important part of this room. Each time you step on a tile, the maze will loop around, and stop in a different direction than the previous one. The directions listed will help guide you through the maze, provided you step on the each of the tiles only once: at the first tile, head west; make you way south at the second tile; after stepping on the third tile, go north; at the fourth, head east; follow the path north at the fifth; upon stepping on the sixth tile, go south and take the first southern path you come across; and head south at the seventh to exit.
After the Reflection Room
I recommend placing Karn in the front, for he can spot hidden potholes located deeper in the dungeon. Another thing to note is that stepping on the purple or yellow tiles causes the character to lose 1HP per contact. As for the enemies, there are none you have not met before. It starts out with the easy enemies like the Wraith, WraithX, and D. Flea. Then there are the toughies and stubborn types- the BlazeX, Golem. The only trick to the Golem is being patient. For the BlazeX, just watch out for those spells- especially his deadly BoltX. Well, you're almost there, so start off by climbing the set of stairs north of the doorway. On the upper floor, search the area southeast of the staircase to discover a pothole (you will drop down automatically if Karn isn't in the lead). Head up the staircase to the north of you once you land onto the ground. Karn is very important in the next area, for he can discover the various potholes located throughout the room. Carefully make your way to the staircase. You should now be in a room with a total of seven sets of stairs. Climb the second staircase east of the one you came up to continue on. The other staircases take you back to the first floor- so watch out. Finally, Mote will be in your sight. Heal up, take a deep breath, and approach the fiend. He will yell a few words at you, and attack!
Mote
Unlike Mothro, Mote has a full lifebar, and takes damage the first time around you hit him. Take note that in his blurry state, he takes much more damage from physical attacks compared to magical; on the other hand, when he is clearly visible, magical attacks do more damage. Watch out for his spells and attacks- they can wipe the party out if you're not careful. After a few rounds of attack, you will notice Mote's lifebar isn't going down! Not to worry however, the battle is interrupted by Mote's Conscience, who blocks off part of Mote's power so you can damage him! Now the fight really begins! Upon re-entering combat, Mote will begin, again, in his blurry state of blocks. Since that is the case, don't have Ryu transform into BltDgn, since its attacks are magical types. The only time you can get an effective swing on him with magic is when he is clearly visible. To start things off, have Nina cast FortX and Atk-Up on everyone and use the FlameRP when she gets the chance. Since magic attacks are used rarely in the fight, you might want to have Mogu replace Bleu as a hitter if Karn is fused as Puka. It takes about 15 physical attacks without interference from magical attacks vs. Mote to get him into his clear state (you'll know it when you see it). When this happens, have Bleu cast her strongest single target spell to knock Mote down to a few blurs. At the same time, Ryu and Puka should be attacking that round. This should make Mote keep switching from blur to unblur, thus allowing you to switch and swap attacks- which will do a good amount of damage vs. Mote. Before all this can take place, watch out for his physical attacks. He can hit for around 30-50HP damage vs. one character, so heal when someone's HP is around 60! In addition, he is quite fast, so Nina's spells are recommended to heal the seriously injured. He also has a BurnOut spell, which can do 68HP damage vs. the party! Use Meat if everyone gets hurt to bad, or try to compensate by having everyone heal that turn. When Mote reaches his second wind, "Mote got mad!," he will begin casting FireX, also named Inferno, which does 68HP damage or so vs. one character. Just keep hitting him with switch swapping magical and physical attacks and he should go down like the rest of the bosses. Your reward for this nightmare battle is 5400EP/6000GP!
!!!!Victory!!!!
Mote will then vanish, and his conscience will thank you for the help. The Dream World will then shatter, and you will be back at Spyre's top floor. The Guardian will congratulate you for your victory over Mote, and allow you to access the SkyKey. Once it is in your possession, use it to deactivate the machine nearby, and return Spring to its normal condition. That settles it! Use Bleu's Exit spell to warp out, and head back to Spring.
Spring
When you return to Spring, you'll notice that everyone is pretty happy that the right season has returned! If you talk to everyone, you'll find out that you can fish in the pond nearby to then northeast (it's within the town, so you do not need to leave town for it), which opens up the next sub-quest you can do. They also tell you of a cave leading to the other side of the continent behind the waterfall, your next place in which you should travel through. Stock up on any supplies you may need, save, and head into the cave.
Waterfall Cave
This cave is rather simple. All of the enemies you can meet here are familiar foes. Some of the few are Peril, Blaze, and Crab. You should know how to deal with these guys, since you have fought with them in the past. Anyway, follow the passageway until you exit the cave.
World Map
Welcome to a new area of the world! There are very many familiar enemies, but the only new one is the DogFishX. This critter can hit for around 30HP damage per pop, and is not too tough to kill. It can come with a D. Flea at times, and is worth around 2100EP/675GP with its ally. Despite that, there's hardly any dangerous enemies besides the ones you've met before to worry about. Make your way south of the cave you just exited until you stumble upon a town. This is Carmen, the last town holding you from Scande. You might as well take a rest here and see what's in town.
Carmen
Upon entering Carmen, you should notice an unusual silence fallen throughout the town. If you talk to the only man moving about, you'll learn that time has stopped! He further mentions something about a tower off on the cliff to the east called Tock. The only hospitality in this town you'll recieve now is the Dragon Shrine in which you can save your progress. After doing so, exit onto the world map and head towards Tock.
World Map
Make you way around the big cliff, and go up the slopes, where you should spot Tock as you walk around. Have Bo walk through the tree barrier and into the tower.
Tock
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Welcome to Tock, the tower of time! Before we talk about the dungeon's interior, let us go over a review of the enemies. There is a D. Rider you can meet further upstairs that is extremely weak and leaves 45EP/45GP, but may drop a fabled M. Drop. The other new enemy is the FireHead, which can be fast and hits for decent damage. A round of an ice spell and attacks will take care of these foes. FireHeads drop a a whopping 2100EP/1500GP for each! As for the other enemies, there are DogFishXs, Wraiths, and WraithXs. You'll notice that you can heal yourself at a Dragon Fountain north of the entrance. One thing you should note about the tiles in this dungeon is that stepping on one transports you two tiles in the direction the arrow is pointing, even through a wall! From the fountain, walk onto the tile southwest of the group of tiles nearby. Once you pass through the wall, you can take a path up to pick up a Life and EvilCN. Otherwise, walk onto the tile in front of you, and follow the path north until you come across a chest containing an IcyAR. Step on the tile to the left of the chest and follow the path up to another tile. Upon passing through the wall, take the tile you see in front of you and go up the staircase.
2nd Floor
There's a chest northwest of the staircase you came up containing a Cure. Continue further into the dungeon by stepping on the only tile available to you, and then heading onto the south tile once through the wall. Make your way around the rooms using the tiles and head up the next staircase.
3rd Floor
Open the chest for a G. Tiara, which you should sell for some extra money back in town. As a note, taking the opening in the wall drops you back outside, for those who wish to quickly exit the tower. If you skip the platform with the staircase, you can pick up a Life2 and GuardSH.
4th Floor
It is very difficult for me to describe how to get the treasures and even navigate to the staircase in this room without some heavy confusion involved. The only way for me to describe this area well enough is through Tock's map.
5th Floor
This area is pretty straightforward. Just head up the path and you'll find Cerl at the helm of the time machine! She will show you an image of the village, and then stare curiously at the only man walking throughout the village. Could Cerl know this man? Before you can question her pause, she'll suck you into a timewarp, which separates the party from Ryu!
World Map
Ryu will fall nearby a big fruit tree, south of Carmen. Note this tree, for it will come in handy later. Don't worry if you die before you can make it back to Carmen, for you will be restored at its shrine. If you can make it there without dying, then you have proved yourself to be a formidable warrior, good work!
Carmen
Nina will greet you when you make it back to town, and take you to the man's, known as Alan, house. When you arrive, you'll learn that your predictions have been correct- Alan does indeed know Cerl! He'll then proceed to go off to Tock and try to reason with Cerl on what happened in the past. Before he can leave, though, the party kindly offers him protection heading there.
World Map
Make your way back to Tock!
Tock
When you reach the floor of Cerl and confront her, Alan will begin trying to reason with Cerl. She will brush off his warm welcome and proceed to destroy you!
Cerl
Overall, Cerl is a pushover for a boss. Have Nina cast FortX, Atk-Up, and then use the FlameRP as her primary weapon. Karn, in his Puka state, should just attack. Bleu should repeatedly cast BoltX. Ryu should transform into BltDgn and then attack each round. She hits for around 32HP damage with her physical attack, and 10HP damage with her all-attack. Because she has the TmKey, she can use the TimeOut ability, which makes a character stay blank for a few turns. If you keep pummeling her with attacks, she'll fall quite easily. When her bar gets to severe condition, combat will end immediately.
Afterwards
Cerl will immediately open the time gate after the battle breaks off, and then you will be separated from the party again, excluding Nina.
Ray of Hope
Yet again, you land alone, but this time, with Nina. You will be in front of a castle, which belongs to Cerl. Beyond this, is Zog's realm, Scande. There's no point in trying to pass here now, so warp back to Tock.
Carmen
You will find Alan wounded in bed at his house. He will blame himself for Cerl's current status, and tell you of their past. When asked about what may help soothe Cerl's heart, Alan mentions the fruit from the tree off to the south, over the mountains, where Ryu landed near alone. Though it may seem like a grim chance, it may work! Save, and head towards the fruit tree.
World Map
The tree with the fruit is by the coast south of Carmen, if you had missed that bit. Have Ox punch the tree and pick up the fruit. Once that task is finished, head over to Cerl's castle, which is off to the east of the tree.
Cerl's Castle
Walk up towards the gate and Cerl will immediately sense the warm aura of the fruit. She will then open the gate, allowing you to enter. Inside, go up the staircase, where you should finally find Cerl, and the TmKey in the chest. She has lost the will to fight, and asks you to finish her. Even though you tell her, Cerl still cannot believe Alan will forgive her. The party then decides to bring Alan, in an attempt to knock some sense into her. Before you leave, secure the TmKey into your possession. Immediately, Goda will come smashing in, and Cerl will yell for your escape. When you make your way outside, Alan will arrive and rush into the castle, at the same time it disappears. A sad fate, the party stands there dismayed. There is nothing left to do then head back to Tock and erase the time problem from Carmen.
Tock
Upon the arrival of the fifth and final floor, Nina will rush to the machine and fix the problem in Carmen with success. However, when she tries to take the key out of the machine, she will be sucked into a time warp and disappear! In panic, the party will jump in after her, and land in front of Tunlan.
Tunlan
When you enter Tunlan, you will notice a mysterious cloaked man by the Dragon Shrine. He'll mention something about a doctor in Carmen. Though you may not know what this is for, keep note of it for the time being. Hurry to the third level of Tunlan and enter the right-hand doorway near the steps. Inside, you will see Nina, dressed in a different kind of suit! You'll notice that if you try to talk to her, she will not seem to recognize you! It seems Nina has has amnesia! Remember what the man said about the doctor in Carmen? That's your cue!
Carmen
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You can find the doctor's house right by the Weapon Shop. Talk to the bearded fellow to learn about the Tonic. In order to make it, he requires four things: a P. Fish, Root, C. Nut, and W. Ant. The W. Ant can be gotten from a WhiteDeer on the world map, or you can search for it under the barrel upstairs in the doctor's house. The P. Fish can be fished up far south of Carmen, on the broken bridge by the red water. You'll have to pass through Cerl's ruined castle in order to get to it (note the scene with Alan and Cerl). Be sure to fish on the bridge by the water. The Root can be dug up with Mogu south of Gramor. Stand in front of one of the plant like things and being digging! Finally, the last ingredient, the C. Nut, can easily be gotten from the palm tree right by Tunlan. Have Ox punch the tree until the nut pops out. With all the ingredients compiled, return to the doctor, where he'll make the Tonic! After thanking him, exit the house, and check the trees at the edge of town in the corner. You should see the same mysterious man from Tunlan. He'll tell you to search the spot he is standing on. Do so to obtain the Pass. Stock up on any supplies you may need, save, and then return to Tunlan!
Tunlan
Talk to Nina with the Tonic in hand and she'll take it. After a brief moment of silence, her memories will come rushing to her, and will embrace the party. It seems the years that passed has caused her to not just become older and mature, but be able to fly as well! Exit town and test out her new ability!
World Map
Press the 'talk button' to initiate Nina's flight ability! Now, you can visit anywhere in the world without trouble, even Scande! There are some side things you can do before heading to Scande if you are in the mood for them. If you are ready, fly over to Scande, directly south of Carmen! It is finally time to pay a visit to leader of the Dark Dragons, Zog.
Scande
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If you have the Pass from Carmen, the guards will let you through without hesitation (I'm surprised they don't acknowledge Ryu as being a Light Dragon). If you take a look around the rooms of the fortress, you will find people of various races that were taken from their homes. On the lower levels, you can talk to one guard to learn that the Mole people escaped earlier. In the same area, you can grab a Herb. If one sits about to think about it, the reign of the Dark Dragons seem to be at the very ends of its ropes (seems sad in a way). The elevator at the very top level of the fortress seems to be broken. If you talk to the man hiding beside it, he'll tell you about a man who climbed the tower from Spring. This fact is, indeed, a clue. Hurry on out of town and fly (or warp) back to Spring.
Spring
Talk to the man inside the house below the Inn to recieve the B. Part! It seems these parts are broken, and the only place you know of getting them fixed is Gant!
Gant
Talk to the red-cloaked woman upstairs in the Guild to wake up the blacksmith (the same house where you got the B. Rang fixed). After you rest, he'll hand you the fixed Parts! Let nothing delay you now! Head back to Scande!
Scande
You will have to show the Pass again to enter. Place the Parts in the elevation control switch and make your way onto the elevator (after saving of course). The clouds will grow dimmer as you make your way up. At the very top, open the doorway and enter.
Zog's Tower
To your dismay, before you can continue deeper, the mysterious man will block you. He'll refer to a powerful anti-dragon weapon in Tunlan. You cannot do anything while he is in the way, so follow his advice and head to Tunlan.
Tunlan
From the entrance, head directly north until you enter a doorway. Inside, talk to the woman in the room and she'll play a mysterious song that causes Ryu to become disturbed. She'll then clasp the song into the bottle and happily hand it to you. If you check the status screen, Ryu will have dropped to 1HP, so heal him! The item you recieve is known as the D. Hrt, a powerful weapon you can use against Zog. Stock up on any supplies you may need, save, and prepare for what may be the final battle.
Zog's Tower
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You can finally enter Zog's labyrinth! Before continuing forth, note that the first floor contains no monsters at all. However, that is untrue on the higher floors. There are five unique enemies you can meet throughout this labyrith, and they are all relatively strong. The first of these enemies is the Entity, which is a yellow version of the G. Knight and D. Knight you have come to love. It can cast Deflect, which will lower the magic effectiveness of your spells. Luckily, it is slow, thus giving you the initiative for magical attacks. A BoltX from Bleu and attack from Karn in Puka form can take it out pretty quick. If you let it attack, it can hit for around 30HP damage. You recieve around 2520EP/1200GP for slaying this foe. The two other opponents are the LancerX and BowManX. Both are relatively weak (maybe because they come grouped), and can be taken out with a Gale and Rang attack. For defeating them, you recieve 1590EP/780GP. Then there is the Soldier, who hits for around 27HP damage and has no other special abilities. Whiff him with a BoltX and physical attacks to take him down easily. He drops 1980EP/1080GP upon defeat. The last, but perhaps most brutal enemy of them all is Claw! This giant crab can hit up to 100HP damage with its physical attack! It also has spells like Atk-Up and Petrify to boost up its spirit. In addition, it has a large supply of HP- so it will take awhile to knock this fiend down. Cast your strongest single target spells and physical attacks to defeat it. You recieve a measly 1560EP/520GP for victory. Well, that wraps up the monster list for this tower! At the first intersection, take the east path, and take a direct turn north when you see a hallway. Skip all the platforms you come across, and make your sole goal to make it north. You should eventually come across a staircase, which you should go up. You can pick up a Glove and PowerHT west of you upstairs. If you choose to head northeast of the entrance, you can go up a different staircase and obtain an IcyCN and Mrbl1. Anyway, in the same area with the PowerHT and Glove, head far south and move a little west to align yourself with a passageway up a flight of stairs. Follow the hallway in the next area to another staircase. On the next floor, follow the pathway up another set of stairs. Pick up a Cure on your way up to another staircase. Finally, you will reach the highest floor, with a Dragon Fountain as your reward. Hopefully, you take a sip of the energizing fountain to renew the party. Take a deep breath, and head up along the winding hallway. If you notice, this is the same passageway where Jade was talking with his four lieutenants! You should eventually enter into a big doorway. You will appear in Zog's throne room. Make sure everything is checked, take a deep breath, and head up the room to confront Zog. He will congratulate you on your efforts to make it here, and then attack! Finally, the battle of the future begins!
Zog
You could use the D. Hrt to easily defeat Zog in this battle, but if you decide not to use it, or want to know what some good attacks to use against him are, then follow this strategy. Because Zog is weak vs. any type of magical attack (including Rudra's attack), Bleu's BoltX can hit for a whooping 600HP damage per hit! As for Ryu, he should transform into Rudra and attack. Nina should do the usual and cast supportive spells, while Karn (in Puka form) attacks. Zog does not disappointment when it comes down to him being the supposedly "Ultimate Dragon." One of the favorite things he likes to do is cast Char, which can do a damaging 135HP damage vs. the party, and Gale, which hits for around the same amount of damage against the party. If he decides to attack, then one character will recieve around 30HP damage (much better to get hit with this than his magical attack). If everyone gets hurt, you may want to use an all-heal item to replenish, or have everyone heal that turn. You shouldn't let anyone's HP fall below 100. When Zog reaches his second wind, "Zog Grinned Fearlessly," he may cast a firebreath which does 20-30HP damage to the entire party. Just keep whacking him and he'll eventually go down. Finally, you have beaten the lord of the Dark Dragons! You get 7000EP/7000GP for this amazing victory.
!!!!Victory!!!!
Zog will seemingly not be surprised at his defeat, and praise you. After all you had worked for, the battle against the Dark Dragons has ended. Zog will pass away, and the floor will begin tearing apart. The party will then fall into a void. As they fall, the memories of their journey can be seen... Has the battle truly ended?