Act III: Trail of Blood is the third act in Shadow Fight 2. Act III comprises 5 modes of play: Tournaments, Challenges, Storyline fights, Survival and Duel.

Act III is set in a town near the Sea, after Shadow beats Hermit and gets his magic power. Shadow, May and Sensei move on to the town to beat next demon boss, Butcher.


The player must go through simple fights in 24 stages one by one with a maximum of 3 rounds each and must win two rounds in each stage. Winning rewards the player with gold coins and XP.

Enemy Weapon Rewards
XP Normal Eclipse
Various(1-24) Various 2500    2790-24700 Coins       -

Challenge Edit

Challenges, unlocked after six stages of tournament, put the player into fights with altered rules and conditions in 24 stages one by one with a maximum of 3 rounds each and must win two rounds in each stage, unless otherwise enforced by the challenge. Winning rewards the player with gold coins and XP.

Enemy Weapon Rewards
XP Normal Eclipse
Various(1-24) Various 2500     5110-24700 Coins       -

Storyline FightsEdit

Check: Butcher for further information about Butcher and his bodyguards

Shadow has to defeat Butcher and his 5 bodyguards to collect the Red seal.

Enemy Weapon Rewards
XP Normal Eclipse
Bird Knives 5000  10.300  Coins     -
Rhino Crescent Knives 5000  15.000 Coins     -
Bull Steel Batons 5000  21.100 Coins     -
Redhead Tonfas 5000  25.200 Coins     -
Reaper Kusarigama 5000   41.200 Coins     -
Butcher Cleavers with enchantment "Bleeding"

+ Ability "Earthquake" (Makes player fall)

25000     3 Gems     Butcher's



At the completion of round 10 the player is awarded the achievement "Swamp warrior".

Reward for completion of each attempt is:

10 XP; 1000-16110 coins


Duels are unlocked after defeating two bodyguards of Butcher. It has a maximum of 3 rounds in every try; two of which are required to win (unless otherwise enforced by the rules). Rewards are 2 tickets and small XP. It has altered rules and conditions. It is only available once every 4 hours and needs internet connection.


The three companions journey onwards. They follow Hermit's instructions, and reach the next town. They meet a girl, Bird, wandering around at night time. Sensei wonders what she is doing roaming the streets in the middle of the night. Bird greets them and "welcomes" them. She shows them around town, and Sensei becomes very suspicious. May, however, insists that Bird is simply being "friendly". Bird then takes them to a deserted area of town. She says that it is her favorite part of town, and it will take their breath away. She suddenly turns hostile, and adds: "once and for all". Bird is fought and defeated.

The three companions, after defeating Bird, become aware of the gang Hermit mentioned. They learn that Bird is one of the members of the gang. As Shadow becomes stronger and stronger by fighting the tournament fighters and opponents in the town, he takes down the gang members one by one. Each gang member reveals a bit of information. They reveal that some members were raised by Butcher from childhood. They reveal that one of the members was apparently saved as an orphan by Butcher. They also reveal that Butcher is a murderer and that he orphaned one of his own gang as a child, and then seemingly rescued him and trained him to be one of his own servants.

Sensei is disgusted, and says that Butcher's group was much worse than a gang; it was basically a private army. Shadow then faces Butcher. The Butcher says that he made the gang members strong by sharing his teachings with them. He reveals his beliefs that the gift of violence is the key to strength, and that is why he is taught his gang members that way. Shadow fights the Butcher. Butcher holds back in the beginning, not using his strongest moves until later. However, as Shadow proves to be a tough adversary, he unleashes his stronger attacks, such as his shockwave-generating ground slam and advanced magic spells. However, ultimately, Butcher is defeated.

Butcher then repeats his beliefs, stating that he believes in what he teaches his servants. Shadow collects Butcher's seal. The three companions are then forced to continue on their journey. Their path leads across water, and they require a boat. May recalls that Sly said that he had a boat waiting for him when he left them previously, and says that they should hurry and catch him and his boat before he leave.


Characters Introduced in act IIIEdit

New Equipments and ItemsEdit

More in Sf2 mainpagelogo dark
Characters    Bodyguards    Challengers    Bosses

Act I   Act II   Act III   Act IV   Act V   Act VI   Interlude   Act VII

Armors    Weapons    Helm    Ranged Weapons    Magic

Enchantments    Shadow Orbs

Modes of Play
Tournament    Challenges    Survival    Duels    Gates of Shadows

Ascension    Old Wounds    Underworld    Eclipse

Combos    Fight Terms    Difficulties    Perks    Experience

Currencies   Shop   Energy   Achievements