General tips
Talk to everyone you meet. Who knows, some unexpected person can give you some valuable information.
A new party member is often poorly epquipped. Head for the nearest weapon and armor shop.
Know when to run! But you�ll need to fight to collect Gp and Exp.
Every party members have some kind of special skill. If you get stuck to a sticky spot come back later
with a new friend and try their special skills.
Always search everywhere in dungeons, forests and other places.
Keep a constant supply of herbs, helpbl�s and Wfruits. Wfruits help you to regain AP�s. You�ll lose some HP�s.
Herbs are good for little wounds and theyre not too expensive. Only 4 coins each. Helpbl�s recover 100 HP.
Good for badly wounded party members.
Since you can�t take everyone with you don�t let some characters spend all their time slagging off. You�ll
only gain experience by adventuring.
Save your game whenever you can! Nothing is more nerve-wrecking than letting hours of wandering go to waste
by being defeated.
Capcom screwed up by removing Mrbl 1-3 from the game. They tried to replace it with a worthless spell called
"Smoke". The spell is practically useless and it takes too many AP�s to cast it, so forget it.
I�m not going to start the Walkthrough from the hero�s childhood! If you�re having trouble to get through it
(Shame, shame!) I strongly suggest that you change the game to something else. How about CT or FFIII?
Chapter 1: Suzy
After the preface the game continues from the elders office. 10 years have have passed. Ryu and Bow
have grown up and they are rangers nowadays. The elder gives you a job to Mina�s pet Suzy. Search the shelf before
you leave. Go out and talk to everyone you can and you should get ideas where to look for Suzy. Head south-east of
Hometown to Mt.Fubi. On the mountain you�ll face a lot of foes. There are a few chests scattered around the mountain,
find them. On the other side of the mountain you�ll see ruins of a house. Before going in there save your game. In the
house an old man is attacked by cochroaches. Help him. After you finish em� off the old man agrees to share a pig with
you after it�s cooked. When you realize that the pig is Suzy you take her with you. Crossing Mt.Fubi is easier now.
Go talk to the elder and turn Suzy over to Mina. The elder pays you 500 coins as agreed. Mina leaves back to Windia.
Bow and You are exhausted from the hard day so you go to your room and start sleeping
Chapter 2: The woman thief with wings
In the middle of the night Bow is awakened by a knock on your door. The man is Kilgore and he would like
Bow to break into Trout�s house, towns meanest man (and a thief as well.) You wake up at the middle of the night. Go out
the guard refuses to let you out of the because a burglar broke into Trout�s house. (The thief wasn�t Bow, he just was at
the wrong place at the wrong time.) Walk around until you bump into a woman who has wings. Then return to your room. Bow�s
there. After the conversation guards are at the door. Bow hides in the trash can. Go out of the town. Go to the ruins across
Mt.Fubi. After a negotiation with the old man. You decide that it�s up to you to prove Bow�s innocence.
Chapter 3: Omens
Return to Hometown and ask around. Then head to Coursair NE of Hometown. In there talk to people and go to
the pub last. When you�re asked would you like to kill time until the night say "yes". Then talk to the big guy in the back.
He�s Rand. When you inquire him about meeting the woman fighter of the show he tells that it�s impossible. Talk to the people
to find out how to get to Tagwoods. Save your game before going there. In Tagwoods find a lumberjack called Baba. Defeat him.
He gives you an ax with his name. Return to Coursair and talk to Rand. Enter the Coliseum. Follow the instructions. Listen
carefully to the manager. When you are given the dressing room key, you can enter both lockerooms. (But I strongly suggest
you don�t go to Katt�s room!) In your dressing room take the money and take it to the bank. When Rand asks you to give your
money to him say "yes". He goes and tries to persuade Katt to the antidote, he gets a black eye. Rand gives you the antidotes
and tells you to go the arena. You�ll have to fight Katt. She�s a tough fighter, but if you fight right you should be able to
win. Right after the poisoned needles are shot push Katt into the door way. When you wake Katt joins you and you decide to
beat the manager. Save your game first. When you get to the managers room he changes into a demon and you�re forced to fight
him. (Listen carefully to his words!) After he�s beaten you decide to return to the hideout. There you and Bow decide that
you and Katt are going to find female thief.
Chapter 4: Nina
Yep, you guessed it: return to Hometown. You�ll hear an explosion from magic school. It�s Nina trying to banish
the hoods that are harassing her. After they leave find Nina and talk to her. Nina is soon taken to the hoods�s hideout (Nina
didn�t come freely so "The Joker gang" kidnapped Mina.) You�ll have to follow them. At Mt.Rocko east of Hometown is the Joker
Gangs hideout. Enter it and find out where Nina is held. She about to be forced to become the slave to the leader of the gang.
After you defeat the guards and defeat leader, you decide to take Mina back to Windia.
Chapter 5: Windia
At Windia when Mina is returned to the queen she denies that she knows Nina and tells the guards to escort you
out of castle. (Return to Windia later.)
Chapter 6: Capitan
Head for Capitan West of Windia after Sten has joined your party. In Capitan save the game. Then go to the dried
up well. There�s a monster. Fortunate for you a priest called Ray defeats the monster with a blinding flash of light. After you
learn what�s going on follow Ray. Then go forward until you reach a large cavern. There find the little boy and defeat the monster
that attacks you. When Ray casts a shield that�ll keep the dam from owerflowing find the villagers arond the cave. Most of them are
possessed by a monster. After you�ve rescued everyone talk to Ray and tell him you�ve saved the villagers. Then head back to the Hideout.
Chapter 7: The power of the dragon
Return to Capitan after Ray has blessed you. There talk to the girl in red. She�s Sana the fire shaman. She asks you to follow
her. In the cabin step into the middle circle. The power of the dragon is pulled out from you. Return to Capitan. Talk to nearest guy. You�re
returned to your town. After you�ve talked to everyone head to Capitan
Chapter 8: Carpenter wanted!
At Capitan it�s up to you which one of the three carpenters you choose. I recommed the yellow haired one though. Take the boat to
the east.
Chapter 9: Witch�s tower
You�ll have to go through the woods. After a while a huge frog appears. He turns out to be prince who is cursed by a witch. (Oldest
fairytale topic.) The witch�s tower is on top of a hill east of the woods. The tower is the hardest challenge so far. The witch is on top of the
tower. After you win her she tells that the spell can be countered if a young girl kisses him. (Also a fairytale topic.) But before you go out of
the tower find Seso the water shaman. She�s locked up somewhere in the tower. Then go to the woods and have either Nina or Katt kiss Jean. (kissy, kissy!)
Chapter 10: Simafort
Before you go to Simafort visit the Wild cat restaurant and swim as a frog behind the waterfall next to the restaurant.
At Simafort you have to prove that the current prince is an imposter. It�s too much work to tell what to do in detail. So ill just tell
you where to go, in what order and what is to be found. 1. Jail: Jean 2: Wild cat restaurant: The royal ring 3. The cooking contest:
All the ingredients are found from the basement of the castle. 4. Treasury room: The legendary sword 5. Castle Jail: The real thief.
After you�ve caught the real criminal head to Hometown to prove Bow�s innocence.
Chapter 11: Revelation and a turn-point
Once you�ve turned Patty over to Trout the whole mess is over, right? Wrong it just begun. After the feast at Kilgore Bow
decides to take a closer look at Trout�s house. Trout has jailed the thieves that were working for him. (A cruel employer wouldn�t you say?)
Trout also turns out to be a demon. He�s a weak one though. After he�s defeated and the episode you see is over go out. Silvia asks you
to come to the guild. Listen carefully what they say. When you are told to find the "Grass man" You�ll need something to transport you
across the seas. Look for it SW of Simafort.
Chapter 12: The whale�s wake-up call
A nightmare in a form of a stone doll is making the whale sleeping. Find the nightmare and defeat it. Then go borrow the
whale bell and head to Tunlan on the whale. (It�s SE of whale cape. It�s an island so it�s easy to miss.)
Chapter 13: Carnival in Tunlan
The carnival is in tunlan. Pay the hundred coins and find the manager. When he tells you to bring him another animal or
a lot of money you have no choice but try and find the Uparupa. But don�t be in such a rush. You�ll need food to lure the Uparupa�s out.
Head for Owlwoods west of Windia. But be careful! A tough boss guards the fruits. She a hard boss but not impossible.
Chapter 14: Uparupa
The Uparupa cave is on a cliffside near Coursair. (I hope you picked all the Owlfruits because you�ll need em�.)
Find Uparupas in the back of the cave. You�ll find the right Uparupa after you fight enough. Catch Uparupas by putting an Owlfruit
in front of a hole. When you�re asked to let the Uparupa go say "yes" and it�ll give you a treasure chest. Then return to the carnival
and tell the leader that you won�t get him anything and fight him. After the grass man tells you what to do go to "Great Sea Of Trees"
south of Simafort. The Greath Wise Tree is the tallest tree in the woods. Unfortunately he can�t remember anything. You�ll need the
"Therapy Pillow" from Tunlan. But in order to communicate you�ll need an instrument like "The famous flute of Highfort".
Chapter 15: Highfort
This is where Sten�s past comes to haunt him. Highfort is south of your town on a mountain. You can only enter the castle
with Sten. Sten isn�t too happy about being back home. When you try to find the famous flute you stumble onto a trapdoor. Again it would
too long to detail Highfort, so I�ll tell you what you have to do: 1. Find the rest of the party 2. Find the place where Shupkay has taken
the princess and rescue her. For services rendered you�ll get "The Famous Flute of Highfort". Now go back to Tunlan.
Chapter 16: Tunlan
To get the therapy pillow you�ll need to find a way cure the queen from her SERIOUS owerweight problem. I�ll only catalog
what you have to do and where to 1. Go to Maori island and take magician to Tunlan. 2. Return to Maori island and get mushroom and the
mirror. 3. Return to Tunlan and do an insta-slim diet on the queen. 4. Get the therapy pillow and go to the G.W.Tree.
Chapter 17: The memory of the G.W.Tree
The Therapy pillow enables you to enter the mind of the Great Wise Tree. (From now on to spare time and effort I�ll catalog
the neccesary things to be done.) 1. Talk to everyone in the three towns. 2. When you learn where the memory tower is, go there. 3.Find the
the demon that�s destroying the old man�s memory and defeat it. 5. Go out of the mind and find out what you can about the past. Then travel
south from the Great sea of trees to the Fogvalley.
Chapter 18: Farmtown
1. Head to Skytower and find Spoo the wind shaman and make her stop blowing fog. 2. Return to Fogvalley and go through it.
3. In Farmtown take Rand to your party and find Rand�s mothers house. 4. Plow the fields 5. Go to Namanda and give 100 coins donation.
6. Return to Farmtown and shoo off the messenger from Rand�s field. 7. Head for your town and talk to Nina in private. 8. Head for Windia
Chapter 19: Goodbye Mina
1. Go to the castle wait until the queen lets you in. 2. Go talk to the king. 3. Go to the basement and find the "Mark of the wing".
4. At night go to the ceremonial tower and Mina transforms into the great bird. A sad goodbye. Now head for Evrai.
Chapter 20: Evrai and Cotland
1. Evrai is in the middle of the ocean. Use the great bird to fly there. 2. In Evrai find find a woman called Claris and try to leave
town. 3. Talk to Claris again and get out of the town through the sewer. 4. Fly Cotland south of Farmtown. Talk to the leader of the resistance Tiga
and leave for the thief�s tomb south of Highfort.
Chapter 21: Fight over Katt
1. At Thief�s tomb find the "evidence". (You�ll need to free Patty from the cage.) 2. You find the evidence only to let Patty snatch it.
3. There�s no need to worry so return to Cotland. 4. Patty is the sponsor for the resistance and she brought back a lot of money. 4. You�re forced to
fight Tiga. (You can�t win. If someone knows a way to beat him please tell me. I know that fighting alone is useless.) 5. You�ll head to Bando at morning.
Chapter 22: The turn point
1. At Bando after a moment of frusthration a passage is found. Go there. (Return here after Evrai is ruined to find Seny the holy shaman.
2. Find father Manson at the basement and defeat him. 3. With the EvraiRD you can leave and come as you like to Evrai. 4. Return upstairs. Katt and Tiga
are dressed as a nun and a priest. Return to Cotland.
Chapter 23: Points of departure
1. At Evrai go to Claris�s house. 2. Talk to everyone and go to the grand church. 3. You are not inquired about the teachings, but the real name
of St.Eva. (It�s Evans. You�ll be in trouble if you answer wrong.) 4. In the church listen to the sermon. 5. Tiga attacks Habaruku after he sees that he has taken
Claris as a hostage. 6. Habaruku is too powerful and he kills both Tiga and Claris. Now everything is up to you. 7. After Habaruku leaves follow him. 8. He sents
Ray after you. During the battle you�ll learn the Gold dragon attack. Use it on Ray. Ray begs that you create a peaceful world and he passes away. 9. You�ll find
Daisy upstairs. (Take Rand with you.) 10. Rand can break walls down. After he has broken a few walls he ends up in a trap. After he pleads that you leave Daisy gets
squashed after saving him. (Oh dear...) 11. Follow Habaruku. After you lose him find the energy generator room. 12. Ruy�s father Ganer is held there. (Try to free him
without killing him.) 13. After you�re transported to your town you still have to defeat the devil Deathevan. Head to the Gate.
Chapter 24: The Underworld
1. At Gate find the priest. 2. The villagers tried to kill the dragon. (And damn near succeeded.) 3. Now�s the time to find Patty. Listen carefully to the
clues where she has been and where she went. 4. After Patty returns to the Gate follow her. The priest turns out to be Habaruku. Defeat him. 5. Choose "Defeat" when the
dragon asks you to decide what to do with the devil. 6. Go to the underworld and find your way to Dologany, the city of the Dragon clan. You�ll learn more of the hero�s
past.
Chapter 25: The final showdown
1. When you can go to the tower where Deathevan is sealed. 2. Visit "The wise men of the Dragon" and learn "Anfini" the strongest power of the dragon. It�s
different from the other dragon powers. You learn it after you defeat Deathevan. (With the following party in the following order it�s told straight: Ryu, Katt, Nina and Bow.)
3. After you�ve gotten the Anfini find the Dragon battle gear. 4. Then find Barubary and Deathevan and defeat them. (You�ll need Anfini in order to kill Deathevan.)
5. Deatheven is one of the hardest final bosses I�ve ever encountered in Rpg�s. But when you fight with temper and guts. After he�s defeated the world is saved - Once again!
Back to Breath of fire 2 main page