Breath of Fire II – Complete Walkthrough (Step by Step Guide)

Breath of Fire II – Complete Walkthrough (Step by Step Guide)

April 11, 2024 Off By Samuel Hardman
Game Sheet:
Release date: December 2, 1994.
Players: 1 player.
Genre: Adventure, RPG.
Developer: Capcom.
Publisher: Capcom.
Available languages:  English.
Available on platforms:  Super Nintendo, Nintendo Switch, Game Boy Advance, Wii, Wii U, New Nintendo 3DS.
Indicative Rating: 7 years.
Game version analyzed:  American version for Super Nintendo.

GATE

Your adventure begins with Ryu, a young hero, in the village of Gate. You wake up in his room and go downstairs to find Gant. Make sure to interact with him and confirm his dialogue with “YES”. Leave your house and talk to the two ladies who are chatting nearby. Your next stop is the top of the village, where a bush is moving. Press A to reveal a secret passage.

Face Beak on this trail. Despite your best efforts, you will be defeated. Don’t worry, this is part of the game. Afterwards, return to your original home and talk to the local priest. Bow, his friend, will ask you a question, respond with “NO” and leave the Gate. Adventure calls! Head left, explore the cave and confront Barubary. No matter how strong you are, defeat is certain here.

HOMETOWN (THE HOMETOWN)

A ten-year time jump finds us in Ryu and Bow’s conversation with the elder. After the conversation, he leaves the village and heads to the mountains to the south. You will find a cave where you can strengthen your skills until you reach level 6. As you go up, you will fight with Palo, Peach and Puti.

Continue your journey through the cave until you fall into a hole. Enter the Ruins, fight the Pests and, later, Roach. After that, it’s time to take the pig to the elder in Hometown.

BOW’S SECRETS

After leaving the elder’s room, Bow will ask you a question, respond with “YES”. When you wake up, go outside and find Patty, who will bump into you. Talk to a man named Kilgore at the top of the church, then return home and meet Bow again. Confirm all options with “YES” and depart Hometown. At the village checkpoint, say “TRASH” to the guard. Return to Ruins, where you defeated Roach, and leave Bow there.

COURSAIR

From Ruins, exit the mountain, cross the bridge on the right and watch out for the Biruburus! Cross another bridge to reach Coursair. Look for a house with a sign that says PVB and talk to the bartender inside. Also talk to Rand the bull, who will mention something about Baba. Leave Coursair and fight until you reach level 8, which will give you an advantage in the next fight.

Climb up until you find a bush at the top of the map, collect the chests and defeat Baba. Then, return and talk to Rand again. Leave the house and enter the coliseum. Go right and talk to the woman, enter the door above and fight HR. Dir. After that, go to the room on the right and talk to Augus. Leave the hall and enter the doors on the left of the coliseum (the one on the left leads to Katt and the one on the right is the correct one). Talk to Rand again, enter the door above and defeat Katt. Gain experience until Rand reaches level 9 and then return to the coliseum to fight Augus.

THE JOKER’S GANG

After defeating Augus, leave the coliseum and talk to the beggar. Then recruit Katt, leave Coursair and return to Niro’s house in Ruins. There, leave Rand and return to Hometown. Head north until you find a group of pirates and an angel, Nina.

Enter the house and go up to the second floor, going to the room on the right. After the pirate takes Nina, leave Hometown and cross the bridge on the right on the map. Climb up to a cave and go inside. Fight the bandits, proceed through the cave. Find a pirate guard guarding a gate, respond with “PAIN” and he will open the passage.

Press A in the next cave and face P. Spider. Continue your path until you find the Joker gang (remember that even after defeating a member, he may reappear). After defeating them, recruit Nina and fight Joker (make sure you are well prepared with plenty of antidotes).

WINDIA

After the confrontation with Joker, leave the cave and guide Nina and Mina to the Windia region, which is northwest of the cave, far to the left of Coursair. At the castle, interact with the guard to make Mina appear and then look for their mother. After leaving the castle, interact with the monkey, Sten, who will join your group. Level up until Nina gets the S.Boom skill. Head to Capitain, which is to the left of Windia, and go to an empty well. Here, a combat with Creon will occur. When you overcome him, explore the cave, collect all the treasures, climb on the turtles and talk to the boy, preparing to face Terapin. After this victory, return and talk to Ray, refusing if she asks any questions, and then search the cave.

TOWNSHIP

At this moment, Ray, the monk of light, joins your team and you leave Capitain for Windia. However, instead of entering the village, you will come across two tree stumps on the map. Using Sten, press the ‘Y’ button to interact with these objects.

Afterwards, return to Niro’s house in Ruins and leave Ray there. She will grant you a special power that will be crucial for the upcoming challenges. With this power in hand, make your way back to Captain. Use Sten in the same way as before to talk to a woman dressed in red. This interaction will grant you the power of the dragon, expanding your combat abilities.

After receiving the dragon’s power, return to Capitain and look for a man who will have taken the place of the woman in red. Talk to him to get important information for your journey. Once you leave Township (Ruins), use Sten again to return to Captain.

Here comes an important choice point on your journey. You will need to define what you want your village to look like. To do this, you will need to enter each house and talk to its respective owner. Each home type offers distinct benefits and features to enhance your adventure.

  1. Type 1 allows you to monitor your game progress, showing you how many hours you’ve played, how many times you’ve lost, and how many times you’ve saved your progress, giving you a detailed perspective on your overall performance.
  2. Type 2 offers the advantage of gaining secret weapons. However, to take advantage of this benefit, you must have at least 10 Tolen’s.
  3. Type 3 has the option of a kitchen, which allows the production of items that increase your strength and defense attributes, among others, which is a significant tactical advantage for battles.

It’s important to note that each house type has different characters that can be allocated, which adds another layer of strategy to your choice.

At this point, the Township phase requires planning and strategic decision-making that will affect the rest of your journey in Breath of Fire II. Each action must be considered, each interaction and choice can make a difference, shaping your path in a unique way.

JEAN

After choosing the type of house in Capitain, it’s time to start exploring the village. Ascend through the village, leaving it behind, until you find yourself in a forest full of frogs.

In the forest, Jean, the noble and friendly blue frog, will contact you. After this encounter, your next destination will be a castle known as WichTower, which is located just north of the forest. To reach it, you must leave the forest and advance in a northerly direction.

When entering the WichTower, the first thing to do is step on the button on the floor. This will trigger a series of challenging fights. As you triumph over your adversaries, a previously closed door will open. Now, strategy is crucial. Proceed to the right, but be careful: if you come across a statue, avoid any interaction with it. Otherwise, you’ll be transported back to the start of the castle, which adds an extra layer of challenge to the exploration.

Continuing your exploration through the castle, you will eventually come across a set of floating platforms that move. Here again, it is essential not to head right, as this decision will result in an unwanted trip back to the start. Instead, proceed cautiously along the path, staying to the left or center.

Eventually, you will meet Nimufu, the witch who cursed Jean. This is the time for a crucial clash. You must defeat Nimufu, freeing Jean from the curse that afflicts him. Once the witch has been defeated, return to Jean to share the good news.

Now, with Jean free of her curse, the next step will be to change the formation of her group. Using the ‘R’ or ‘L’ buttons, position a female character at the forefront of the group. Nina, with her magical abilities, or Katt, with her strength and agility, are exemplary choices for this position.

SIMAFORT

At this stage, the game delves into the mechanics of character transformation, and this is the moment in which Jean will shine.

Place Jean at the head of the group and activate the “Y” command on the map. Jean, due to the residual effects of the curse, will transform into a giant frog. Use this new ability to enter the water and reach SimaFort.

Upon arriving in SimaFort, enter the castle. However, prepare for a twist: the guards will capture Jean. At this point, leave the castle and witness Petape destroying the boat. After regaining consciousness, you will need to navigate underwater. Look for an underwater door and through it climb to the top, where the confrontation with Leader awaits.

After defeating Leader, you will have an interaction with Jean, after which you must leave SimaFort and head to the WildCat Bar. This establishment is located in a cave next to a waterfall. Once inside, go to the bathroom and find the real Nimufu. Then go down to collect the Royal Ring. With the ring in hand, return to SimaFort for another conversation with Jean.

Leaving the kitchen, head to the king’s bedroom. Once there, look for an arrow – when you press it, a secret door will open. Go up and free Tata, before going down and talking to your girlfriend.

Return to the place where Tata was trapped for another conversation, now with the key that opens the doors of SimaFort in hand. The next door to open is the middle one. Follow it and go down until you reach the area indicated in the photo, where Ryu is positioned.

Next, head left and prepare for the confrontation with Gold Fly. For now, it is not possible to defeat her, but follow her and you will face J. Worm, one of the essential ingredients for the royal kitchen.

After that, return to the area with the path on the right and proceed with caution – the B. Roach’s are lurking around. Continue your path and face G. Roach, another necessary ingredient. After defeating her, proceed to the final confrontation with Gold Fly.

Return to the royal kitchen and talk to Jean, before heading up the stairs to the dining room. Once there, go down and talk to the cook blocking the doorway. Try the dishes prepared with the ingredients you’ve collected, and then follow Jean and the others to the royal kitchen’s bathroom.

Find and hit the switch on the right to go down. Then head right and prepare for the final confrontation of this stage with Kuwadora. After defeating her, the awaited prize is SoleSD.

BOW’S SECRETS – PART I

Immediately after the battle against Kuwadora in the underground of SimaFort castle, proceed until you find a peculiar scene: two cooks holding a girl, named Patty, captive. She interacts with them to free her and welcome her into their group.

With Patty safe, their next destination is Hometown. Inside the city, look for a house that is being blocked by a guard – located just above the inn (INN). When you enter the house, go up to the top and go down the stairs.

Upon returning, you will be confronted by Trouth, who will have a dialogue with you. Upon leaving the house, a new figure, Kilgore, will make his appearance. Follow his instructions and go down to the statue that allows you to save and change the character group. Here, choose the “CHANGE” option to bring Bow back into action.

With Bow in your party, take him to Kilgore’s house. Place him at the front of the group and talk to Kilgore to trigger the next sequence of events. As soon as Bow enters Trouth’s house, a battle will automatically start against Footman. Make sure you are prepared for this confrontation.

After winning the fight, take some time to explore Trouth’s house. Locate and go down the same ladder you used earlier. Underground, you will find a passage that will open thanks to Bow’s presence. Proceed and find Patty again. Your next task is to kill Trouth.

W. CAPE (WEST CAPE)

As you exit, you will be confronted by a girl, Silvia, who is blocking the path. Interact with it to unlock the path. Then leave Hometown and head south of SimaFort.

When you arrive south of SimaFort, locate a house. Inside, you will find a man – talk to him. Inside the house, you will notice a hole in the floor. Approach and use Katt to interact with him by pressing the “Y” button.

When you go down the hole, you will come across Maiyouru. Although this encounter may seem insignificant at first glance, it is essential for progress in the level. Once you’ve found Maiyouru, return to the surface and explore the rest of the level. The Cape West stage is known for having high-value items, so don’t leave any corner unexplored.

In the course of your exploration, you will come across holes in the ground that can be opened by pressing “Y” with Katt. Do this and keep moving forward. At some point, you will come across Munmar – a creature that must be defeated to proceed.

After beating Munmar, go back to the beginning of the level. There, look for a tall, movable structure. Interact with her by pressing “Y”. This will reveal the entrance to a cave.

Inside the cave, locate and acquire the W. Bell item. With this object in hand, you gain the ability to summon a whale by pressing “Y” in locations close to the sea.

SPAR

begins with a journey south, following the directions provided by the whale image. Sail until you reach a sizable island. Here, move to the right and look for the entrance to a circus.

Once at the circus, pay the entrance fee and look for the character known as Chief. Engage in a conversation with him to obtain valuable information for the development of the level. After this encounter, leave the circus and locate a house located between Windia and Capitain.

Upon entering the house, head towards the upper floor where you will find a girl. At this point, prepare for a confrontation with Algernon. With victory assured, collect all the fruits present on the plants in the house – these are the Owl Fruits, which will be useful later.

Next, head to the region below Coursair. Here, under a sea bridge, you will discover a cave. Explore this cave carefully and look for the Uparupa’s. Leave an Owl Fruit and, as you watch them eat the fruit, press “A” right in front of them. Attention: place the fruit in front of the hole and hide so you won’t be seen. To acquire the BusterSD item, you will need to defeat the Uparupa that appears in the image.

With the BusterSD item in hand, return to the circus and speak to Chief again. This time, choose the “I’LL GIVE YOU NOTHING” option. This challenge will trigger a fight against MC Tusk. By defeating him, you will finally rescue Spar, adding a new member to your party.

WISE TREE (GARANDOOF’S DREAM)

It begins with the quest to take Spar to Wise Tree, an entity that resides west of W. Cape. To get there, you will need to navigate through the map, using the location of W. Cape as a reference point.

Once Spar meets up with the Wise Tree, a crucial interaction will unfold. Pay attention to the dialogue between Spar and the wise tree, as the information obtained here is vital to progress in the level.

After this conversation, the next stage of the mission will take you to Tunlan. Here, you must add Sten to your team. As soon as you enter the village of Tunlan, an NPC (non-playable character) will start a conversation with you. After this interaction, you will be directed to HighFort. This location is south of the Township, situated below the mountains.

Inside HighFort castle, Sten’s skill will be essential. Use the Y command with Sten to overcome the obstacles that appear. Continue through the castle, ascending until you find Shupkay.

From this point on, Sten takes on a more prominent role. Keep moving forward and you will eventually come across Torubo. You will have to defeat him not just once, but twice. After your second victory, when Torubo falls, go left. Use Sten’s Y ability again to proceed.

The exploration continues in this phase, where you must search the place in search of the rest of your group. Upon finding your companions, the journey continues until you find Trubo. After defeating him, a new challenge arises: facing Portal. Once you’ve overcome this obstacle, move forward to find Shupkay once again. Prepare for the final showdown with Shupkay and do your best to emerge victorious.

TUNLAN

It starts with your departure from HighFort. Your first task is to head to an island located just above Hometown. It is recommended to place one of the female characters at the head of your group – be it Nina, Katt or Spar – for this next step.

When you arrive on the island, you will find a cave. Enter it and talk to the old resident. Then you must proceed to Tunlan. Your mission in Tunlan is to go up to the top floor and leave the old man there.

After leaving the old man safe, return to the place where you initially found him and talk to your assistant. Here, it is recommended that you explore the entire level. The Tunlan stage is full of valuable items that can help on your journey. Sten will be particularly useful for overcoming obstacles like stumps.

When you reach the top of the level, you will find a mushroom. This is a key item you need to collect. Also, get the Mirror.

With these two items in hand, return to Tunlan and talk to the old man again. Here begins a particularly unique and challenging part of the level. You will be instructed to enter the fat character’s body. It is crucial that you understand the importance of this part of the game: within it, you must defeat all enemies.

There is no rush at this stage. Take time to fully explore the character’s interior, fighting all the enemies you encounter. Only stop fighting when the battles completely stop. This part of the game can be complicated, with many paths and enemies to face. The maze-like design of this part of the level can make it easy to get lost, so remember to stay oriented as you explore.

GARANDOOF’S DREAM

It starts after the task of losing weight for the princess. Once this task is complete, you need to head to the room that is being guarded by El. Enter the room, talk to the girl you will meet there and obtain the Therapy Pillow item. This item will play a key role in what is to come.

Next, you must add Spar to your party. With Spar on your team, head to the Wise Tree, which is located west of W. Cape. When you find the Wise Tree, talk to it. As a result of this conversation, you will be allowed into your dream. This is a particularly intriguing space that contains several houses and characters that you need to interact with.

There are three villages within Wise Tree’s dream: Old Ville, Young Ville and Child Ville. Your goal here is to visit every house in these villages and talk to everyone you meet. This is a crucial part of the level, as it allows you to collect valuable information and advance the story.

After you have interacted with everyone in the three villages, return to the first house you visited. You will notice that it has changed since your first visit. Your next task is to climb to the top of this modified house, where you will face Aruhamel. This is a confrontation you need to win.

After the victory over Aruhamel, return to Child Ville. Once there, search the store and talk to the boy on the right inside. This final encounter is the last task to be accomplished within the dream. By completing this interaction, you can finally leave the Wise Tree dream.

SKYTOWER

To begin, you must locate a small castle situated in the sea east of SimaFort. This castle, despite its modest appearance, is actually the entrance to the Skytower. Upon arriving at the castle, your next step is to find one of the goblins that inhabit the place. By talking to one of them, you will be able to access the interior of the Skytower.

The Skytower presents a unique and urgent challenge: you have just three minutes to remain submerged in the water inside the tower. If you exceed this time limit, unfortunately, the result is the death of your character. Therefore, time management is essential at this stage, requiring you to act quickly and efficiently to avoid an unwanted fatality.

The primary objective inside the Skytower is to find the Wind Shaman. Navigate cautiously but quickly through the tower’s maze of corridors and rooms, always keeping an eye on the time. Remember that every second counts. When you find the Wind Shaman, you will have completed the main task in the Skytower.

Act quickly and make sure you locate the Wind Shaman. After you succeed in your mission, exit the Skytower immediately.

FARMTOWN

Starts after successfully conquering the Skytower and obtaining the Wind Shaman. Once you have obtained the Wind Shaman, your next destination will be a bridge located south of the Wise Tree.

After crossing said bridge, you will find yourself in the city of FarmTown. This bucolic settlement brings a calmer atmosphere, with its agricultural and picturesque setting, but make no mistake, it also brings unique challenges that require both skill and strategy.

Upon arriving in FarmTown, you must reorganize your team, placing Rand at the head of the group. Rand, a charismatic armadillo warrior, is an important character at this stage of the game. His presence is crucial to interacting with the inhabitants of FarmTown, particularly with Daisy, the town’s matriarch.

Once you have Rand in the lead, head to the biggest house in FarmTown and talk to Daisy. She will give you valuable instructions and provide the necessary context for the challenges ahead.

Shortly after your conversation with Daisy, you will face a series of obstacles in the form of rocks, bushes and logs. However, the real threat emerges in the form of the S. Golem. Despite his harmless appearance, he is a formidable opponent and will require a strategic approach to defeat him. When you conquer the S. Golem, talk to Daisy again.

Once the conversation with Daisy is complete, you must make a significant donation of 30,000 to Namanda. Namanda is located in a cave above FarmTown, inside a small box. Making this donation is a crucial element of this phase.

After completing all these steps, you must return to FarmTown at night and return to the place where you defeated the S. Golem. This time, you will meet Paladin, a new adversary to defeat. After defeating Paladin, you will have successfully completed the FarmTown phase.

MINE

Here it starts after you defeat Paladin in the previous stage, FarmTown. Once Paladin is defeated, your next step will be to reorganize the group, placing Nina, the princess of Windia, at the front. With Nina in the lead, your next mission will be to return to Windia. In town, look for the guard. With Nina at the front of the group, he will allow you to enter the castle. Windia Castle is an imposing and complex building, and will be crucial to this phase of the game.

Once inside the castle, you must climb the castle levels until you reach the room on the left. This is the king’s room, who is also Nina’s father. Here, you must engage in a conversation with him. This dialogue is essential to the progress of the story and will allow you to advance to the next stage of the level.

After talking to the king, go down to the lower level of the castle, where Nina’s mother is. Go to the last door on the right, go down again, and here you will find a statue that you should talk to.

The next part of the level involves a series of obstacles. You will have to pass through moving rocks, a challenge that will require patience and precision. Once you overcome this obstacle, you will find a passage where you must fight Guardian, who is Nina from Breath of Fire I.

After winning the battle against Guardian, go back and talk to the statue that brought you here again. Then go back upstairs and go to Nina’s father’s room (make sure to keep her at the front of the group) and talk to him.

When Nina wakes up, go up and just go left. Go down through the door with a guard and go up until you find Mina. Upon meeting Mina, a moment of transformation will occur: Mina will transform into the Great Bird.

With Mina’s transformation into the Great Bird, you now have the ability to fly anywhere you want, as long as Nina is at the front of the group. To do this, press the Y button (if you are playing on the Super Nintendo. If you are playing on another platform, be sure to check which button is the correct one).

EVRAI

It all starts with possession of Great Bird, acquired in Mina. With Great Bird, you will be able to access a high island in the south of the map, southeast of Guntz, which cannot be reached by the whale. On this island, you will find Evrai.

Once you arrive in Evrai, explore all the houses. In one of them, you will find Claris. Talk to her and try to leave Evrai. However, you will not be able to leave, and you will need to return to Claris, who will remove the barrier preventing you from leaving. Next, you must find the INN exit.

Your next destination is Cotlnd. There, use Katt’s Y button to destroy rocks and find Tiga. Then proceed to TvsTomb, located south of HighFort. Pay attention to the holes in the floor. They are marked with symbols representing evil, good, doubt and the cunning spirit. Depending on the symbol you fight under, different events will occur – avoid fighting on top of the evil symbol.

As you head north, you will encounter Patty. Step on the buttons and follow her. Open the chest by pressing A to find the “Evidence” item. Return to Cotlnd and talk to Tiga again. Important: Never select the “NO” option for him, as he will become hostile and fight you. He is invincible, so avoid conflict.

Afterwards, go to Bando, the church to the south. There, talk to Tiga again and continue through the hole. You will have to fight Footman. When you find two arrows on the ground, step on the one that advances. Each time you step, the wall will move and open more doors. The last door leads to the meeting with Manson. You will have to defeat zombies and then Necroman.

After defeating them, return and talk to Katt and Tiga. Then he goes to Evrai and enters the house where Claris was. He talks to Tiga, the guard, and press A on the door. Reply “Evrans” to him, enter and follow Habaruku. When you find Ray, fight him. At a certain point, he will stop the fight and give you G. Dragon, the strongest power in the game. Once you acquire power, release it.

Go forward and you will find Daisy. Press the button to free her and, with Rand, press Y on the cracked wall. Go up and find Habaruku. Defeat the two Archers and follow him. When you find a floating platform full of arrows, follow this sequence: forward, up, forward, down, up, forward. Follow the correct path, open the chest you find along the way and you will find Ryu’s father, trapped with a monster. Press A on the pillar and destroy GuardianEye, but don’t kill Ganer.

GATE

Here, locate a dragon skeleton and talk to the Priest standing next to it. After speaking with the Priest, return to Cotlnd and look for the guard to interact with him. Your next destination will be Township, where you must enter the room next to Bow’s to find Patty.

With Patty in hand, return to Gate once again and talk to the Priest again. Now it’s time to face Babaruku. During the fight, there will be a moment when the dragon will start a conversation with you. When this occurs, choose the “DEFEAT” option and then confirm with “YES”. If you don’t follow these instructions, the character will die and a specific photo will appear.

After the battle, advance into the cave, where you will reach the place called Infinity. Once you reach Dologany, look for and talk to a white-haired old man located in the house just outside the village. At this point, you will control Valerie, Ryu’s mother. Enter the house again and a dialogue will unfold with Elder.

Now, go to Ganer’s house, which is the same as at the beginning of the game, and interact with him. Return to the house, go upstairs and talk to Ryu. As you exit the house, you will find Ganer fighting a monster. Return inside the house and talk to Ryu again. Patty will also be present. When leaving the house, go back to the gate you came from in Dologany.

Next, walk down and place Ryu at the front of the group, as he is the “Destiny Child”. Proceed to enter Infinity. Note that this is a phase that requires a lot of movement between different locations, interaction with different characters and critical decisions, such as choosing “DEFEAT” during the battle against the dragon.

ANFINI

Your first task is to find and enter the door in this place.

Once you enter, you will come across an old man dressed in red. Have a dialogue with him and, when asked, respond with an affirmative “YES”. Now, look at the different doors you see around. Your next objective is to enter each of these doors and leave one of your characters inside each of them. This action requires planning and deciding which character is in which door, as the team’s balance can be fundamental for the following battles.

After placing the last character at the door, leave the place where you are. At that moment, the old man in red will start another conversation with you. Pay attention to what he has to say, as it is an important step towards advancing in the level.

Now, enter the final door that will reveal itself to you. Once inside, search and talk to Ryu. Again, when asked, choose “YES”. Return to the old man and repeat the process of entering the door. This time, however, always choose “NO” when asked.

Congratulations, you have acquired ANFINI, a powerful resource that will be crucial in continuing the game. Now continue the level. Pay attention to the setting, enemies, and story development as you progress.

BARUBARY

First, you’ll need to face Barubary. Prepare for this battle by equipping Ryu and his companions with the best weapons and equipment you have available. Remember to use your skills and spells strategically to maximize damage, while keeping your team’s health high. Keep an eye on Barubary’s attack patterns and adapt your tactics as needed.

After the confrontation, when asked, respond with an affirmative “YES”. This will result in Ryu stepping up for single combat against Barubary, a face-off where Ryu’s strength will be put to the test. This battle will be an opportunity for Ryu to demonstrate his courage and determination.

Beating Barubary alone will be quite a challenge, so make sure Ryu is adequately prepared. He will need to be at a high level, equipped with the best weapons and armor available, and with a well-planned strategy. Take into account Barubary’s weaknesses and strengths, as well as Ryu’s strengths.

After defeating Barubary, your next objective is to defeat Evan.

FINAL

Battle with Evan and Deathevan

The Breath of Fire II journey is nearing its end, and the final challenge lies ahead. After the crucial victory against Barubary, your next destination is the gigantic room, where the final boss, Evan, is waiting for you.

The way to Evan is through the door at the top of the gigantic room. This strategically placed door offers a passage to where the final battle will take place. Navigate to the top of the room and go through the door, preparing to face the last obstacle that stands between you and completing the game.

Finding Evan, however, won’t be enough. You will notice that your character, Ryu, is standing still. To overcome this situation, you must quickly and repeatedly maneuver the cursor left and right. This repetitive action will finally free Ryu from his immobility.

Once Ryu is free, you must continue moving forward. Head up and cross the bridge in front of you. This bridge is the path that leads to Deathevan, the last challenge of this incredible game.

With the bridge crossed, now is the time for the final showdown. The battle against Deathevan will not be easy, but you are prepared. A crucial strategy for this battle is to use the Anfini skill. Anfini is a powerful asset that could be the difference between victory and defeat in this final fight.

Using Anfini, however, is only one aspect of the battle. You should also focus on applying the skills and strategies you learned during your journey in Breath of Fire II. With persistence and tactics, you have everything you need to defeat the last boss and finish the game.

After defeating Deathevan, you will have triumphed over Breath of Fire II’s last great challenge.

Congratulations on your victory and the conclusion of this exciting game.

Now it’s time to relax and enjoy the ending of the game you’ve worked so hard to earn.

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