The Monster Rancher 2 Strategy GuideBy B. CampbellCreated on 8/3/1999Updated Updated 2/9/2002This is the Monster Rancher 2 Strategy Guide in progress. This guide isdesigned to provide new and experienced ranchers alike with information on howto get the most out of the game, while not telling the player exactly how toplay the game, step by step.
The first Monster Rancher was a cult hit among players of all ages. Monster Rancher 2, released two years later, retains the basic premise of the original while. Thank you for printing this page from www.SuperCheats.com. Remember to come back to check for more great content for Monster Rancher 2. ALL Codes game shark code for Monster Rancher 2. Comment Bookmark. All our cheats and codes for Monster Rancher 2 on PlayStation. Have a question for this game, find the answers or ask your.
If you're looking for a walkthrough, codes, or thequickest way to get money or 'beat' the game, you won't find them here. Whatyou will find is a guide describing the various aspects and intricacies of thegame, and and understanding of how to raise monsters to accomplish what youdesire.To begin with, there is no true way of 'beating' or 'winning' Monster Rancher2.
If that is your goal, you have already lost. The true goal of the game is tofully explore the game by finding all the hidden items in the expeditions,obtaining all the different breeds of monsters and all of the monster cards,and discovering all the secrets of the various aspects of the game.
This is agame that is more about discovery and personal taste, and less about gettingthrough it as fast as possible and 'winning'.There are two basic tenets that the core of MR2 strategy can be boiled down to:Knowledge is Power and To Each His Own. These two phrases quicklyencapsulate what you need to become a true Master Rancher. As for the first,knowing everything about the various breeds of monsters, along with all theitems, tricks, and subtleties of the game are what give you the edge to becomethe best breeder you can. As for the second, there is no 'right' way to playthe game.
There are no best monsters, and there isn't a best way to go aboutplaying. MR2 is very deep and open-ended, allowing everyone to find a specificstyle of play to suit their taste. On a more direct level, the huge variety ofmonsters, each with thier own abilities, allows every player to have aselection that fits thier own style.Okay, enough with the introductions. Let's get down to business.Your Monster:You can't be a Master Rancher without a monster.
There are three main ways toobtain a monster: From the Market, from the Shrine, or by combining twoexisting monsters. Each method will give you a successively better monster.Monsters from the Market are simple, basic monsters, and are alwayspurebreds. They are excellent choices if you are new to the game, as they helpyou to quickly see each monster's strengths and weaknesses. They are allsolid, effective monsters, guaranteed to be a good 'average' choice.
Theselection at the Market varies from week to week, so check it often.Monsters from the Shrine are slightly more complicated, but they can be moreeffective as well. At the Shrine, You have two options: Disc Stone and Slate.If you select Disc Stone, you insert any other CD into your Playstation, andthe game unlocks a monster from that CD. Some monsters may be 'special'monsters, and locked to novice breeder. You can only unlock them if youcomplete certain criteria.
You will often get a mixed breed of monster from aCD, which will combine the strengths and weaknesses of both breeds thatcomprise it. There are many monsters that can only be obtained through theShrine off of specific CD's. These are the coveted 'rare' monsters.
If youselect 'Slate', you can transfer a monster from the first Monster Rancher overto the sequel. The results of Slating are unpredictable; some monsters mayslate over with different stats and other abilities, and others may changebreeds completely! If the monster was powerful in the first game, chances arethe slated result will be above average as well, so there is some advantage.Combining monsters can produce extremely powerful results if done correctly.When two monsters are combined, not only does it combine thier strengthsand weaknesses as well, but what each monster has learned may be carried overto the offspring.
In this manner, you can create monsters that start off withvery high stats and multiple techniques. This is the manner by which trueMaster Ranchers obtain thier best pets.The Stats:One of the first things you'll notice when you obtain a monster is its list ofstats.
Each stat has an a specific bearing on the monster, and the combinationof high and low stats give your monster personality and defines its variousabilities. The stats, and the effects they have, are as follows:Life: In battle, this is your monster's total amount of 'hit points'. Damagingattacks subtract from your monster's life in combat (this is temporary, damageis healed after each battle), and once a monster reaches 0 life, they are KO'edand lose the battle. A high life score also serves to slightly increase yourmonster's total life span.Power: Power determines the amount of damage done by power-based techniques inbattle.
A higher power will cause those techniques to deal more damage, andwill also slightly reduce damage done by enemy technqiues that are power-based(see Weapons of War for more info on techniques). Power is also used onexpeditions to break through certain barriers.Intelligence: Intelligence is the yin to Power's yang.
It determines the amountof damage done by intelligence-based techniques in battle, and reduces thedamage done by enemy intelligence-based technqiues. It also has an importanteffect during expeditions: the higher a monster's intelligence, the more likelythey are to be successful when searching for items. Also, intelligence is usedto break through certain barriers on expeditions.Skill: Skill is the accuracy stat of a monster. The higher a monster's skillis, the more likely it is to score hits in battle. Skill is run past theapplied technique's hit% rating, and then compared to the enemy's speed todetermine the true hit%. Skill is obviously an important ability in battle.Speed: Speed is the ability to dodge attacks.
A high speed will lower theopponent's hit% in battle, and allow the monster to avoid attacks. Becausedamage in combat lowers a monster's life span, speed has an indirect effect onyour monster's total life span.Defense: Defense has a similar effect as speed, but functions is a verydifferent way. Instead of decreasing the chance of being hit, defense decreasesthe amount of damage done with each hit. A monster with a high defense willtake only negligible damage from even the most powerful techniques, and may nottake any from the less powerful ones.
As with speed, defense has an indirecteffect on life span.All of the above stats run from 0-999, with 999 being the best. There are twoother stats, both of which run from 0-100:Loyalty: A monster's loyalty is the measure of it's devotion to you. Loyaltyhas several effects. In battle, a low loyalty will cause your monster to foolaround, unable to attack and giving the enemy a bonus to hit. During training,a high loyalty slightly improves the chance that the monster will besuccessful. Also, a monster with low loyalty may become belligerent andrebellious, running away from the ranch or even destroying it's pen.
A loyaltyof 60 is good, anything above that is exceptional.Fame: A monster's fame fluctuates as it performs in battle. A high fame has twoeffects: it increases the selling price of your monster at the market, andincreases the chances of the monster scoring a critical hit in battle. Inaddition, once your monster is famous enough, it may be invited to go onexpeditions. There are also side effects to fame. As a monster's fameincreases, it may receive fan mail, for instance.Strengths and Weaknesses:Each monster breed has it's own set of strengths and weaknesses.
These include,but are not limited to, aptitude or inability at specific stats, the willregeneration rate of a monster, its behavior on the ranch, and life span. Theseare all important things to consider when raising a monster.Each breed has specific stats that it is good or bad at. For example, Pixieshave an aptitude for intelligence, while they aren't so hot with strength.Golems excel at power and defense, but are terrible at skill and speed. Theseare things to consider not only when raising a monster, but also when choosingone to suit your style. For example, I value skill in my monsters, so I tend tostay away from those breeds that are bad at it, and gravitate toward thosewhich are good at it. The easiest way to decide what a specific monster'sstrengths and weaknesses are for skills is to look at the numbers it startswith. This is most effective with monsters from the Market, as they are 'pure',with no randomness thrown in.
Monsters from the Shrine or gained throughcombining may have an abnormally high or low stat, which can throw off thisanalysis. Generally, stats that start at 110-130 are average. Any that startbelow that are poor, and above that are good. If a stat starts below 70, themonster is terrible at it, and if it starts above 170, the monster is excellentat it.There is more to stat strengths than just their starting values. A monster whois strong at a particular stat will see increased benefits when training thatstat. A monster with an average stat may see increases of 6-7 points duringnormal drills.
One who trains a stat it is particularly good at may seeincreases from 8-10 points, and if the monster is exceptional, it may receiveup to 12 or even 15 points for one week of training. A poor stat, however, mayonly increase by 3-5 points, or in the case of especially horrible stats, 2 oreven only 1 point.There are several other categories which can be considered under strengths andweaknesses. Guts regeneration rate during battle is an important one. Theaverage guts regeneration rate can be seen by a pure Zuum in combat.
Otherbreeds have the same rate, but the Zuum is the benchmark. Any monster thatregenerates will slower than a pure Zuum has a disadvantage in this area, andany that is faster has an advantage. Generally, smarter, quicker monsters willhave higher will regeneration rates, such as Pixies, Plants, and Ghosts.A monster's nature is also considered among advantages and disadvantages.Monsters that are bad natured often cheat on drills, ask for favors, or evendisobey you outright. Good natured monsters are the opposite, but each naturehas its own advantages.It is important to balance a monster's skills against its weaknesses not onlyto gauge it's overall power, but also to see if that monster's abilities meshwith your playing style. A player who prefers monsters with a high defenseprobably won't like a monster like the Undine with a low defense and highspeed, no matter how good that speed rating is.Likes and Dislikes:All monsters have certain likes and dislikes, some according to breed and somerandomly chosen. Knowing what your monster likes and dislikes is vital toraising it properly, as ignoring them can have effects such as lowering theloyalty value or even shortening your monster's life span.
Every monster hasspecific things it likes and things it doesn't in almost all areas of the game.The most obvious area where likes and dislikes come into play is the monthlyfeeding. At it's base, the more expensive food you pick, the more yourmonster will like it.
This works for some of the more basic monsters, butyou'll quickly find as you raise more exotic breeds that it often doesn't holdtrue. For example, the Zuum typically follows a normal progression. Hatespotatoes, doesn't mind fish, loves meat. However, the Arrow Head normally lovesfish, and the ColorPandora loves potatoes. Feeding your monster a food itdoesn't like may increase fatigue and stress, and decrease loyalty. You willneed to closely observe your monster's reactions to discover what it's tastesare.Another part of the game affected by likes and dislikes is training.
Sometimes,when you select a specific drill, your monster registers disapproval. If youchoose the drill anyway, there is an increased chance that the monster will dopoorly, and it's loyalty may drop as well. On the other hand, monstersoccasionally will register approval when you select a drill. If you choose thisone, your monster's fatigue and stress won't increase as much as normal. Theselikes can change from week to week, but each monster have a few jobs that itgenerally likes or dislikes most of the time. A good rancher will be able tochange his plans if the monster doesn't want to do what he wants, and know whento send the monster to training even if it doesn't want to.
There are manymore areas where your monster's tastes affect the game. Watch closely for yourmonster's reactions, and learn which ones are positive and which are negative.Baby Skills:The most important thing that determines whether a monster will be successfulor not is not its stats or its strengths, but the way in which you raise it.Especially at a young age, the way you treat your monster is vitally importantto its growth and success. Everything you do to your monster has an impact,and certain things may have a very positive or negative one. At this point,all I'm going to focus on are the first few months of a monster's career. Tipson raising monsters as they grow will be included in many of the later segmentsof this guide. One of the most important things to know in the beginning ishow to properly feed your monster. The majority of monsters should be givenmilk when they are very young.
Failing to do this may result in a monster whohas poor health, poor stat increases, and a short life span. Unless milk is afood that the particular monster likes, no monster should be given milk afterit's full grown. Full grown here means the point where the monster appearsbigger on your screen, and begins to make larger improvements in drills. Evenif it's not full grown, the maximum length of time a monster should be fed milkis about 5 months. After that point, experiment to see what other foods yourmonster likes.Sending your monster off to train while still young is a bad idea. Whenmonsters are young, they don't get the full benefit from training that theywill when they are fully grown. This isn't a big deal for drills.
You needsome way to pass the time. However, training costs money and quite a bit oftime. A baby monster will not receive large stat increases in training, willfail more often, and has a reduced chance to learn new techniques, makingtraining as a baby a waste of time. However, feel free to drill the monster,even though it will not receive large increases, and battles are fine too aslong as your monster's loyalty is fairly high.Be careful of how you treat your monster as a baby. The effects to trainingstyle are heightened when the monster is young, so that something as simple asscolding your monster for doing poorly on drills may have a bigger, morelasting effect than you'd think. Make sure you know exactly what you're doingwhen you treat your monster well or poorly in it's early stages.Know Your Stuff:Items are an important part of Monster Rancher.
Items have unique effects, andfill holes in a player's raising. Some are used to create special monsters,others are used as small treats for a monster, some can be sold for largeamounts of money, and so on. Some items have hidden, negative effects, but allitems should be considered when raising each monster, as they have have a bigimpact on the monster's success.In general, there are four types of items.
Those that you use on or give toyour monster, those that are used when combining your monster, those that youkeep in your inventory that have a permanent, lasting effect, and those thatcan only be sold for money. The first category has by far the most number ofitems, and each is further broken down into several other categories. I'll gointo as much detail as possible without giving too much away.Monster Items: These are the items that you give to your monster. To do this,simply to to the 'items' menu and pick 'use', then pick the item you want touse (if the item is one of the other types and can't be used, the game will letyou know). These items have a vast array of effects, and you can initially buymany of them at the item shop. Some may raise your monster's loyalty slightly,others may change your monster's stats, and others may keep your monsterhappy and calm. There are many items of this type to be found in the game; somemay appear in the shop as new items as the game progresses, others canbe found on expeditions, and others may be found by your monster itself.
Thereis one specific type of item that will touch on, because it's effects aren'tfully laid out to the player and I think they are very important. Drugs,medicines, and other items of this nature, are a special case. These itemsoften raise a stat or two, or give your monster some special ability, such asincreased training results, for a short time. However, they have one nasty sideeffect: they reduce your monster's life span. If used sparingly, perhaps onceor twice on a monster, you won't see much of an effect.
However, if you usedozens of these items, you may be reducing your monster's life by a year oreven more. These items are generally not worth it for the penalty they inflict;through proper training and raising, you can get the same effects with nodrawback.Secret Seasonings: These items can only be used when combining two monsters.They have a specific effect on the offspring of the combination, sometimesonly changing it slightly, such as a stat or two, and sometimes changing it asdrastically as creating another monster entirely. In some cases, this is theonly way to get certain monsters, and it is often easier than trying to findspecific monsters on CD's. One item I will mention is the CD Fragment. This isan extremely common item that you often win in battles.
Each CD Fragment comesin a color that associates it with a monster breed. The black one is forMonol, the green one for Zuum, the rainbow one for Plant, etc. When used incombining, if there are any chances of getting a monster of that breed, theFragment will tilt the odds in that breed's favor. This is one good way to getspecific monsters from combining.
Also, each CD Fragment has an added affecton the offspring, from a small stat bonus, to increased lifespan, to specialabilities in battle.Money Items: These items are pretty self explanatory. They are simply sold forseveral thousand Gold. If you can't find any other use for an item, and itdoesn't tell you that it has some effect in the description, this is probablywhat it is.Inventory Items: These are hard to find, and often called 'Rare Items'. Theyare extremely powerful because they have a permanent effect on your monster,often an effect similar to one of the monster items. It may help calm yourmonster, reduce fatigue, or help your monster be more obedient. These are trulycoveted items, and having them is a big step toward truly being a masterrancher.Overall, items are an important part of every rancher's arsenal.
Knowing whateach item can do is vital to working your monsters toward the goals you havein mind. Also, many items work differently on different monsters, and knowingthese subtleties can make a huge difference in how successful your monstersare.The BattlefieldWell, you don't just raise your monster for the satisfaction of having adigital friend in your Playstation. To earn money, fame, and gain breeder rank,you need to put your monster in the ring so it can duke it out with othermonsters.
This is one of the most important parts of the game, because thebattles are what earn alot of your money, increase your rank as a breeder, andyou can sometimes even learn some secrets of the game from them.To begin with, battles are held in separate ranks, from S to E classes, with Sbeing the highest. Each monster starts at E class, and your monster can onlyparticipate in battles of its class and the class one higher. This means that,somehow, you'll need to raise your monster's class. Every 3 months, an'official cup' is held, and if your monster wins that battle, it will bepromoted to the next rank. Beware, however; if you raise your monster's ranktoo quickly, you may find yourself in a tight spot, as the enemy monsters gettougher and tougher. You need to train your monster as you increase its rank.The battles are set up in one of two ways. They are either round-robin battles,where each monster fights each other monster, or elimination battles, wheremonsters are paired up and the losers are eliminated from the competition.
AllOfficial Cups are round robin tournaments. Each tournament has a prize value,or a purse, that you can win if your monster takes first place. There are alsocash prizes for second and third place, and there is a bonus for each monsteryours defeats. In addition to the cash prize, if your monster wins, you mayreceive an item as a prize. Some of these items are very special and can onlybe obtained through fighting. The Double-Edged Sword for example. Others aresomewhat common, like Disk Chips, and can be easily found on expeditions.See the Items section above for more info.
In addition to money and items, yourmonster's Fame is also affected by battle. Defeat monsters, and it goes up.lose, and it goes down. Many things affect the fame boost, such as the level ofthe battle, how your monster defeated the opponents, and so on.When you fight, the objective is simple: Lower your enemy's life total as faras possible. If your enemy or your monster's life total reaches 0, that monsterisKO'd, and the other wins.
If neither monster KO's the other, the match isdecided by who has a higher percentage of life left. This means that justhaving a large life score doesn't guarantee a win, you need to diversify yourmonster's abilities. If your monster is getting beat really bad, and it lookslike it might be KO'd, a better option may be to just give up by pressingselect. Remember, he who fights and runs away, lives to fight another day!Doing this decreases fame, but if your monster gets KO'd its lifespan will beslightly shortened, and it may become injured or even die on the spot. It'smore exiting and brave to have your monster fight it out until the last second,but sometimes it's better to be smart than brave.One of the best results of battle is a stat increase afterwards. If yourmonster placed 3rd or higher, it will recieve a bonus to three stats.
The bonusgets higher at higher levels (at low levels, it may be 3-4 points, but athigher levels it can be as high as 15). This makes battles not only a goodway to make money, but an effective part of your training regimen.Weapons of WarOnce in battle, your monster tries to defeat the opponent by using thetechniques it knows.
But what are the difference between each technique, andwhat do they really do?There are 6 important parts to each technique. I will quickly describe themhere, and just give an overview, because each technique is good in it's ownway, and it's better for each player to find the techniques and fighting stylethey like best.-Guts: The amount of Guts the technique uses.
This is a vitally important partof each technique, as one that takes 50 Guts may be difficult to use in abattle where your enemy is withering it all away. Keep a close eye on whichtechniques take how much guts so you can select the ones that are useable.-Range: This is which of the four distances the technique is in. This has aneffect because each monster has a certain range it's more effective techniquesare in. Pixies, for example, aren't very hot in the very close range, so ifyour monster is, you have an advantage. If you have a great attack at very farrange, you can use it at the very beginning of battle, before your opponent hasthe chance to attack.-Force: This is how much damage the attack will do.
This is modified by therelevant stat (power for power techniques, intelligence for intelligence ones),and then by your enemy's defense to determine the amount of damage done. Damageis also modified by how much Guts your monster has when it launches thetechnique. If it has lots of Guts, it will do more damage.-Hit%: How accurate the attack is. Often, techniques with high force have alow hit%, and vice versa.-Withering: A technique that withers your opponent will drain away thier Gutson a successful hit.
The better the withering, the more Guts it will drain.This can be very useful, and some monsters are so good at it that thieropponents always have a very low amount of Guts.-Sharpness: A high Sharpness increases the chances that the technique willscore a critical hit. Even with a low force, a high sharpness can make anattack deal alot of damage.It's up to you to find which attacks you like best. Sometimes it's better tojust go in there with your most powerful ones and hope they hit, and sometimesit's better to just consistently take off small amounts of life. Each monster'scombination of abilities and techniques will determine what style of fightingis best for it.There is one more attribute of a technique that you may notice every once in awhile. Certain technqiues have small 'eyebrow' symbols when you examinethem. Some of the 'eyebrows' look good, while some look evil.
These symbolsrefer to the nature of the technqiues; a good-looking symbol means a goodtechnqiue, an evil-looking one means a bad technique. This refers to the natureof your monster. A good or bad technqiue can only be learned by a monsterof the same nature, so it is important to figure out what the best nature foreach particular breed is.Battle PlanThere are two basic ways to battle in Monster Rancher 2. You can either letyour monster fight for itself, with no guidance from you, or you can controlthe monster yourself. Most people prefer to control the monster themselves,because of the unpredictable nature of the AI, but for the feel of the game,you may want to try letting your monster make it own choices sometimes. Afterall, if you're standing on the sidelines, how much advice will some dumbmonster listen to, anyway?If you do choose to command your monster, you need to do more than just get inthere and pound on some buttons.
You need to have a carefullyformulated plan that takes into account your monster's strengths andweaknesses, it's techniques available, and the enemy's abilities. If you don'tplan out your battles, you'll find it very difficult to win consistently.There are several different styles of battle.
I'm not going to go into too muchdepth on each one, because these aren't the end-all-be-all of battle strategy,and it's best for each person to discover a best way for them to fight. Beloware some basic strategies that you can try. Keep in mind that certainstrategies work better with certain monsters because of thier abilities.-Guts Miser: This tactic is somewhat of a 'quality, not quantity' one. For thefirst few seconds of battle, don't attack.
Save up your guts, until they reacha very high level, at least 90. Then, all of your attacks will have a bonus tohit% and damage. Whenever you do attack, wait for your guts to refill beforelaunching another. This technique works pretty well with many types ofmonsters.
Those with high guts regeneration get to launch many attacks athigh power, and those with low regeneration get the bonus of always having afew extra attacks at thier disposal in case they need them. One big weakness ofthis strategy is a monster with very low spd; if you're up against a witheringopponent, you may never get to save your guts.-All Out: This is a 'shoot first, ask questions later' tactic. All you do isattack as much as you can, ignoring hit% or guts. Launch two or three attacksoff the bat, and as soon as your guts goes back up a bit, launch another one ortwo. This tactic is best for monsters with high skill, because they will beable to hit no matter how much guts they have. This is a dangerous tactic touse, because once you're low on guts, your opponent has a better chance ofhitting and you can't retaliate, but if it works, it can make for quick,victorious battles.-One-Hit Wonder: This tactic attempts to use one attack once to KO theopponent.
The technique used is very powerful: it often takes 30 or more guts,and has hit% and Force of at least B rating. Many monsters actually do havetechniques like this, and they are often in the very far range, facilitatingthis tactic. This can be the most effective tactic if you have a monsterpowerful enough and with a capable technique. Beware, however, because if yourely on this tactic and it fails, the results are often very ugly.-Wither Away: This is a 'keep-away' tactic. It is best used with monsters whohave many techniques with high withering ratings. All you do is attack youropponent with a withering attack, and keep thier guts low, preferably below thelevel where they can launch attacks.
The damage inflicted is inconsequential,because if your opponent can never attack you, the bits and pieces of damageyou do while withering them will give you a win. When combined with a highspeed, this technique can be extremely effective. This is one of the hardeststrategies to pull off, however. There aren't many monsters with greatwithering attacks, and it can easily be foiled by a high speed or gutsregeneration. Alternately, a monster with very fast guts regeneration may beable to pull this technique off with a technique or two that has a middling tolow withering.
This is because, even if they only take away 10 guts from theopponent, they can recover enough to do it again before the opponent regainsthat 10 guts. This tactic also requires a high skill, however, as it'simportant for as many techniques to connect as possible.There are several other ways of defeating your opponent, and you can mix up thestyles above as well. Try coming up with your own method of winning,because each monster will have a specific strategy that is best for it'sabilities.Take a Hike!One of the most exiting parts of the game, and another way to make some money,are expeditions. Once your monster is C class with enough fame (someexpeditions have other criteria as well), you may get asked to go on anexpedition. Here, you can find special items that are otherwise unattainable,learn the secrets of special monsters, and discover totally new breeds. Theexpeditions are important if you want to unlock all the breeds and learn allthe secrets of the game.There are three important stats when you go on an expedition. The mostimportant is intellgence.
A high intelligence makes it easier for your monsterto find items in the buildings. An intelligence of 650+ should be sufficientfor most places, your monster will have about a 3 in 4 chance of sucessfullyfinding an item.
Also, a high intelligence will alow your monster to findthings like secret passages. Life is also important, because the more lifeyou have, the more energy your monster has to explore, and the longer you cando so. Eash step you take and every time you explore a building takes awayenergy from your monster, so a high Life score is neccessary to ensure you canexplore and come back.
Power is important as well because there are variousobstacles scattered throughout the expeditions that block off vital areas, andyour monster needs to break through them.When you go on an expedition for the first time, try to get used to where allthe paths go and where everything is. After you know the layout, plan ahead oftime where you want to go and how long you can stay. Keep in mind that you needtime to get back, because if your monster runs out of energy before itreaches the base camp, it's life span is shortened! Each step takes 1 energypoint, and searching a building takes 10, so make sure you have enough time.When searching a building, don't move on to the next until you have found allthe items. Usually, the best item will be found last, and it may be anextremely rare and special possession.Locked OutYour first time playing, you'll notice that many CD's are locked, not allowingyou to get at the monster inside.
In MR2, many many breeds are locked fromthe outset. The number of breeds you can use at the beginning of the game isfairly small compared to the total number available. Of course, there are waysof unlocking them, you just have to know how.There are two things you can do that will unlock several breeds and get you onyour way. If you see a tournament titled 'Elimination' (this is the title, notthe type of tournament), enter that, and if you win it, you will be invited toa special IMa vs.
Wether you win or lose that match, it willunlock four breeds at once for you. Also, if you save up enough money and areof a high enough rank, Colt will ask you if you want to upgrade the stable. Doso, and you can raise two more breeds. Doing these two relatively simple thingscanopen up several new breeds to get you started.Beyond those two things, to unlock the rest of the breeds you generally have toget that monster in the game first (there are a few exceptions). As you play,you will get hints about special breeds when you go raise your rank, go intobattle, or go on errantry or expeditions. Sometimes, a new breed might just'fall out of the sky', so to speak! Be patient, and eventually you will be ableto breed them all.Overall, Monster Rancher 2 is a game of choices.
You can choose from manydifferent types of monsters one that will suit your style and tastes. Youchoose how you want to train an raise it to meet your goals. The most enjoymentis gained when you find some monsters you really like, and experiement withdifferent raising styles, while disovering new facets of the game. So, just popin a CD or three, see what you get, and go with it!
There are no wrong ways todo anything!Thanks for reading this. If you think a specific section is hard to understand,or if there is something else you think should be added, feel free to email meusing the link below.Created on 8/3/1999 by Bennett CampbellUpdated This original document is protected by US and international copyright laws.
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