Chocobo's Dungeon 2 FAQ by aces4839

                          Table of Contents

1. Controls
2. Walkthrough
3. Post-Game
4. Feathers
5. Essences
6. How to kill the "Doom" enemies
7. Closure

                                Controls

Directional buttons - Moves the character in the direction pressed
X - Confirm/Talk with villagers. Also attacks monsters in the dungeons
Circle - Dash
Square - Switch (hold down button then press the direction desired while not
moving)
Triangle - Displays Character and Command screens
Start button - Displays the status screen
Select button - Magnify Floor Map (hold down the button)
L1 button - With a stone or empty bottle equipped on Chocobo, can kick one of
either in the direction faced. Only used in dungeons.
L2 button - Speed through messages
R2 button - Speed up cursor (hold down and press up or down)

                               Walkthrough

Greetings, everyone. After the juggernaut that was Chocobo Racing, we move on
to a mystery dungeon type game that recycles the main cast from Chocobo
Racing. I will list the names of each character as they are introduced in the
game. You can rename any of them when you are prompt to give them a name. This
is only limited to those that will join Chocobo on his journey as well as the
lovable bird himself. Shall we begin?

After all the opening scenes, you are found inside your first dungeon with
Chocobo's somewhat companion, Mog. After a bit more talking, they proceed with
the exploration of the dungeon. On the first few floors, you'll encounter
Goblins, Kuzs, and Rats. Everything is relatively easy once you get the hang
of combat. Walk around the first floor and you'll randomly find very useful
items including elemental books, potions, tags and cards. Bad potions, cards
and nuts also exist in the game and are identified as unknown at the start, so
be wary if you use one without identifying it first. If you have an Identify
Card, you can identify one unknown item of your choosing. All known items have
a white text in the name, so it's easy to tell. Teleport Tags and Memory Tags
are very important while exploring. A Teleport Tag can let you escape from a
dungeon if you're in a bind while a Memory Tag lets you save your game when
you go to the next floor. One other thing you'll notice on roughly every floor
is traps. In any given room, a trap may activate if you unknowingly step on
one. If you have an Eye-Drops tonic, you will see every single trap on a floor
and many of them are bad. One very common trap is one that triggers a random
ailment both good and bad. Other such traps exist. Finally, you'll find claws
and saddles in the dungeons. These items help increase Chocobo's ATK and DEF.
Using Polish cards will power up the item further, but watch its DUR! As your
are hit with attacks and some traps, it will decrease until it finally breaks.
When it reaches 10, the game tells you that the item is damaged. When it
reaches 5, the game tells you that it will break soon. When it reaches 0, it
is broken and will be gone for good. You may get a feather in its place
though. Having a higher level means better chances for the feather to appear.
All of them are very helpful, so try to get as many as you can. Refer to the
Feathers section for details. Lastly, keep an eye on your energy. If it runs
out, your HP will decrease every turn until you can recover it back. Now back
to the walkthrough, eh?

IMPORTANT: Don't take too many turns in any given floor or a Life Keeper enemy
will appear and kill you off! You'll get the first message saying that "Doom
is approaching...!". 50 more turns then the music changes and "Doom
appears!!!" appears. Spending 50 more turns will finally spawn one, so get out
of the floor while you can. It has 32,000 HP and is incredibly hard to kill
one off. It is resistant to every single ailment and element in the game as
well and is also very strong against Quake. You can kick a Teleport Tag and
send it off, but Life Keepers will keep appearing every 50 turns, so it's not
worth the hassle. The only surefire way to kill one early in the game is to
lure it into a room with a switch and hope and pray the "Monsters become
items" effect triggers and it triggers rarely.

On the first floor, you may want to encounter a Rat enemy and have it kill off
your partner. This will cause it to level up, but if you have a few elemental
books, you can kill it off before it can do the same. This will unlock its
bestiary description in the village at a much later time in the game. If you
want to wait after you've gained a few levels, have a Teleport Tag on hand and
use it to escape. You'll start on the first floor again, but you'll get back
where you left off in no time. If you have Stones, equip them and kick some at
Mog until he's at critical health. You can check how much HP he has by talking
to him. Anyway, proceed to the next floor and watch the event. After that, you
may chase down the leveled up Goblin and defeat it with spells or try to avoid
it. Because this is the only time you'll encounter a tier 2 Goblin normally,
go ahead and kill it. Continue on to the 4th floor and Mog will talk about how
you can go diagonally. You'll also encounter Hedgehogs, Nut Eaters and Black
Magicians. Unlike the mysterious one from Chocobo Racing that I admire alot,
these Black Magicians are all out to get you and will try to do so with their
magic. When it starts casting a spell, put Mog in front of it and it will be
lured into its death as they only have about 10 HP. Once you get to the 6th
floor, another event triggers and you'll be out of the dungeon unconscious and
with Mog out of the party.

After the events, Chocobo will meet with a young White Mage, who will
introduce herself as Shiroma. She nursed him back to health and also explains
that he can rest on the bed whenever he wants. This lets you save the game, so
make use of it. Shiroma will leave the house to let you explore. Examine the
bookshelf to get an unnamed tonic which will always be a Nitro. Don't drink
it, or you'll take some damage. Since there's nothing else to do, head back
into the dungeon. Make your way to the 5th floor and you'll spy on an event
with Shiroma and her long time friend, Chubby Chocobo. After the event,
continue on. Once you reach the 6th floor, you'll encounter Shiroma nearby.
After the events, she will join Chocobo for the rest of the dungeon. When
Chocobo's health is colored yellow, she will heal him (but not fully). Shiroma
will also explain about how you can combine items to make more powerful
versions of themselves or in some cases, make new ones entirely. More on that
later. Head to the next floor to see a new layout as well as new music. You'll
encounter tier 2 Guzs and Skeletons. You'll also encounter Imps on the 9th
floor. There is also a pattern with a new enemy type on the floor right before
the boss. It ensures that more of them will appear in the next dungeon you go
into as you progress through the game. If you've been using your magic and
have leveled up Fire pretty well, you're ready for the boss fight on the next
floor. Save and enter.

Boss Battle - Skullhammer
It's a pretty tough customer, but as long as you have plenty of Fire books,
this won't be too tough. When Skullhammer takes enough damage, it will split
into four parts. When you destroy the heart, the battle is over. You can kill
the other parts for additional EXP if you want and I recommend doing so. Go
on to the next floor to trigger a series of events, leading you to the
village.

                                Village

There's a lot to do in the village even if you can't do it all at once. Don't
feel bad for that reason if you can't. Before any optional things, start by
going to the Bomb house next to Shiroma's and watch the event. You'll be able
to save in the Bomb house as well as Shiroma's by examining the bed next to
where Mog always stands. Now go to Shiroma's house and talk to Shiroma. After
that, head for the shop in the southwest part of the village and you'll find
Chubby Chocobo nearby. Talk to him and he'll unlock the gate that leads to
your next destination for the story. Exit his shop and re-enter it and his
store will be open for business. If you have anything to sell, go ahead and
sell it if you need tags. Then it's time for optional stuff.

Just west of the Bomb house is the storage facility. Talk to the turtle there
and if you have 1,000 gil, pay it and you can use the storage facility. This
is vital for holding important items. There'll be more to do with it later on.

Northwest of the map is the restaurant. Inside is a drunken Malboro. He'll
request that you use thunder books on him. Use a total of seven and he'll turn
into Ramuh, his original self. He'll give you a Ramuh feather and he
disappears. Enter and exit a dungeon and you'll start engaging in various
converations with the male and female goblins there and you'll eventually get
to a point where you can get something for the male Goblin to give to the
female. If you acquire a Summon stone, which you'll start seeing soon, give it
to the Goblin and you'll get 500 gil from him also. The next series of events
after that and you'll see that the female Goblin didn't like the gift. You can
then talk to the chef and he'll ask for an Octopus Essence. You can get one
from the next dungeon from a vending machine for 3,000 gil or you can kick
empty bottles at one in the next dungeon after that. A trip in the dungeon and
back and you'll see a new area below the cafe opened up called the juice bar.
Enter it and you'll see a Lamia. She will ask for a Plant Essence which you
can get one from a Cactus enemy in the tower. Give it to her and she'll give
you a rare Dragon Essence in return. Keep it in storage and it will come in
handy later on. Future visits in the juice bar and with essences on hand, the
Lamia will explain about the effects the essences will have. She will
naturally not talk about the Lamia Essence, though. You'll also get access to
the Jukebox, which will play a number of tunes in the game.

East of the cafe is the tree of life monitored by two golems. Talk to the one
with the flowering can and he'll ask for feathers to help the tree. Talk to
the other golem and you can get rare nuts and seeds from the tree to help you
out after the feathers are given. Frequent the area for additional nuts and
seeds as you enter and exit the dungeons.

Just east of the tree is the Black Magician lab. Unlike the ones in the
dungeons, these guys can help you out. Talk to the nearby one and he'll ask
for either a fire or thunder book. Once done, you'll be able to use the stove
at the cost of 300 gil per use. Go left and talk to the one just north of the
head mage named Jessie. She will ask for an essence of any kind and give it
to her. Once done, you'll be able to use it to dispel any equipped cursed
items for 100 gil per use after a dungeon trip. Talk to the head mage now.
After the conversation, he'll give you an area of effect feather you can pick
from. Of the three choices, you may want Thunder Cross more for the upcoming
bosses. That's not the end of it though. Return from a dungeon trip and talk
to the head mage again. This time, you'll get a choice of a feather for a
Cantrip book use. Go with either Slow or Sleep. One more dungeon trip and talk
to the head mage once more. You'll pick a feather from a Spell book. Grab
Meteorite since it can target multiple enemies. The rest all target one enemy
and do the same damage aside from Doom, which KO's the target. Bosses are
immune to it though. Undead enemies are also immune. The last Black Magician
blocks the way to the bestiary, but will move aside later on. I forget when it
unlocks, though.

The next thing to do is the sculpture just east of the shop. First, go to the
Behemoth house just east of the lab and talk to the kid Behemoth there about
5-10 times. Then talk to the Behemoth at the sculpture. A dungeon trip later
and talk to him again. He'll ask what's missing. Pick the "Earthy smell"
option and come back after another dungeon trip. He'll ask for a Quake book.
Give it to him. Another dungeon trip after and an event occurs. Titan will be
freed and you'll get his feather. The Behemoth will return to his home.
There's more though. Another dungeon trip later and talk to him in his home.
Give him a Crash Stone or a Nitro and go on one more dungeon trip. The female
Behemoth appears and stays in the village the rest of the game.

The absolute last thing is the beach. When you lose all your HP in a dungeon,
for every two times it happens, head for the beach. A treasure chest
containing a random item will appear. Keep this process up and when you obtain
the Repair Card, Sylph appears and will talk with Chocobo for a bit. Then she
gives him her feather and disappears. Now we can move on with the game.

Cid's tower has 15 floors. This is also a dungeon where you go up floors and
not down. A new trap also appears in this place, the nest trap. Going through
it can cause you to go down a floor, which is bad in this type of dungeon.
This dungeon also marks the start where you can find shops within the dungeon.
You'll see that it is run by a Life Keeper look-a-like, the Store Keeper. You
can talk with it and it will tell you about the shop and also warn you NOT to
steal any items from the shop you haven't paid for. If you do such an act, it
will summon FOURTEEN Life Keepers and the only way you can escape is by
reaching the elevator to go on to the next floor. Teleport tags are not
effective during that time. You can also try to kill it for its bestiary entry
but hold off until you get lots of Summon Stones because failing to kill it
within 7 turns will turn it into a Life Keeper and follow you instead of
staying still, so don't try to kill it until you are capable of doing so. Also
new here are sealed chests. Use a random elemental magic book on it and it may
open immediately. If not, an animation effect of the correct spell to cast on
it will display momentarily. Using a Drain book will always open the chest,
however.

You'll begin the dungeon by fighting Cactus enemies, Imps and Clay Golems.
Golems are easy to manipulate because they require two turns to attack. Kill
Cactus enemies before they act because they always drop money when defeated.
The fewer actions they have, the more you get. Keep a Plant Essence on hand
for combining it on a saddle. It will make your saddle resist poison, so
always keep it on your best saddle to avoid being poisoned. Using a thunder
book on a generator causes all hidden traps to appear when you see one. Once
you reach the 3rd floor, you'll encounter Cid here. After some converstions,
he joins your party. Talking to him lets him place a landmine for an
unsuspecting land enemy to step on and take damage if it triggers. This
doesn't always work though. He hits hard by himself anyway.

Floors 4 through 9 is where the music changes and you'll see robot vehicles in
some areas. They only take 1 damage per hit but lure an Imp in one and you can
destroy it before it starts up in time. Another new enemy is the toy soldier.
They can strip you of your equipment if you let them. No trouble otherwise.
You'll also see mechanical rollers here too. They have lots of HP and try to
self destruct when its low on HP, but it's a pushover otherwise. Another new
enemy is the floateye enemy. They can shrink you but aren't too tough
otherwise. Continue on to see Thief Chests as well as thieves themselves.
Landmine-dropping Gnomes appear also. This is also the part of the dungeon
where you can explore this area endlessly by going between this part and
coming back from the break section where you encounter Bahamut for the first
time. You can buy the Octopus Essence here for 3,000 gil from the vending
machine on the western side of the area if you choose to. When you're ready to
move on, proceed west where you start encountering the dangerous Tonberries.
Then use a Teleport Tag to leave the dungeon. Why? Because this is vital to
expanding your storage, that's why! First, buy two Teleport Tags from the
shop, then enter the secret entrance that opened up by going north from inside
the shop. Chubby Chocobo will explain about the secret entrances and then go
back to his post. Enter it and you'll see Chip. Give him a Teleport Tag and
enter the secret path. You may Teleport out if you wish also. Go back to the
storage facility and talk to the turtle. He'll allow you to put more storage
in and he can also repair claws and saddles for a fee. 1500 to start but if
you expand your storage after a dungeon trip by talking to Chip, it will
increase and stay at 2000 gil the rest of the game after another dungeon trip.
After the storage is bigger, you can talk to Chip to extend your storage even
more by paying gil in increments of 1,000 gil starting at 4,000 gil all the
way up to 10,000 gil. Your storage count goes up by 10 each time until it
maxes out at 100. Once done, make your way back to where you left off. When
you reach the 13th floor, you'll not only encounter the already powered up Imp
Robo enemies, you'll also encounter Land Turtles. Turtles will drop gil ONLY
when they're defeated with just their shells showing. They enter that state at
critical HP almost all the time. Kick a Polish card or a Level Up nut at one
of the the turtles and kill off the tier 2 for its bestiary entry. On the 14th
floor with space in your inventory, open the chest for a Hi-Potion and proceed
to the boss with plenty of thunder books on hand with Cid in his tank. Summon
stones are also helpful.

Boss Battle - Imp Robo #55
It is accompanied by two Imp Robo #1's who will both drop bombs on the
battlefield throughout the battle. Defeating Imp Robo #55 first will cause
them to attack normally instead, so defeat one of the #1's then #55 and mop up
with the other #1. All are weak against lightning. Stay out of Cid's range of
fire so you don't take damage too. When you defeat all three enemies, the
battle is over.

After the events that follow and if you are ready, proceed on to the next
dungeon where Shiroma awaits. I would suggest saving first.

The third dungeon is much more massive than the last two dungeons combined as
there are a whopping TWENTY-SEVEN floors, all filled with difficult enemies
ready to defeat you. Welcome to the Sea Floor Dungeon!

Before we begin, there is one very important thing to note. A chest may
contain a very unfortunate LOOT KEEPER who will try to kill you. It is much
weaker than a Life Keeper, but it can still do lots of damage to you as well
as it also having 32,000 HP. This may happen from this point forward, but it
is very rare that a Loot Keeper is in a chest, so don't fret over it too much.

The first few floors you will be met by more Land Turtles as well as Mermen
and Octopus enemies. Kick a Polish Card or Level Up Nut at a Merman and
Octopus and kill the tier 2's to gain both bestiary entries. Something else to
mention here. On the 2nd floor and beyond, there may be a secret path to an
underwater area if you use a Map card and see the exit in a corner surrounded
by water. The only two ways to get over there is to either get a rare
Waterwalk Collar from a Merman or hope one of the ailment traps turns you into
a frog. The monster trap is another option as you have a 66% chance of turning
into a Merman or an Octopus that allows you to get to the secret exit. Be
wary though, the octopuses in the underwater section can steal your items like
the thieves at the tower do. On the other hand, there are no traps in this
area, so treat it however you like. Starting on the 4th floor, you'll meet
tier 2 Hedgehog enemies. These guys have a chance to drop Polish Cards, so try
to get some when you can.

On the next set of floors, the music changes and you'll encounter Puppeteers.
These guys can summon a monster that exists on the current floor for you to
mop up. They can attack you from afar for weak damage though. You'll also
encounter Bombs here. They have high HP and begin their self-destructing
attack the moment they're attacked, so kill them off quickly. Kick a Polish
Card or Level Up nut at one of the Bombs so you can get their tier 2 entry at
the Bestiary. Two floors later and you'll be surrounded by lava as well as
encountering Mudmen and Puddings. Mudmen despite their ability to hide are
easy to kill off. Puddings on the other hand can split up when attacked. Let
them do so for extra EXP. It's worth it in the long run. If they attempt a
jump attack instead, kill it off. Also, starting on floor 10, you'll encounter
Magic Pots. They never move and when you try to approach one, they will peek
out and teleport away if you get next to one. If you attack quick enough
though, you can kill them off and there's a decent chance they'll drop gil, so
try to make some more money.

On Floor 11 marks the beginning of tough times. In addition to more Magic
Pots and the music changing again, you will encounter Lamias who will try to
charm you to add Confusion for a few turns in addition to the Fire spells they
can cast. Kick a Polish Card or a Level Up nut at one of the Lamias and kill
off the tier 2 to gain the Bestiary entry. Try to get essences from them too
so you can make the rare Brandname set. Both have powerful feathers you can
get from. You'll also encounter tier 2 Black Magicians on this set also. In
addition to getting their spells off quicker, they can cast all tier 2
versions of said spells. The same applies to the tier 1 though, put Shiroma in
front of one and watch it get lured to its death. Another dangerous enemy
you'll encounter are the Ogres. These guys are strong and can launch a
dangerous leaping attack at you for more damage. Try to kill them off as
quickly as possible.

On Floor 15, you'll encounter Bahamut again. After the event, move on to the
next floor.

On Floor 16, you'll encounter more Ogres and Black Magicians as well as a new
enemy: Ghosts. The Ghosts have a thunder attack that misses quite frequently.
Their dangerous ability lies in their possession ability. If one gets to an
enemy, it will level up. Try not to let this happen too much! You should let
one possess a Gargoyle that will guard the exit on this set of floors for its
Bestiary entry though. If you happen to be near the exit upon entering a
floor, no Gargoyles will be there. You'll also encounter the green Puddings
here. They act the same as the red ones if just a bit stronger. Still easy to
handle.

On Floor 20, the music changes back to the one from Floor 11 and you'll
encounter more Gargoyles and green Puddings as well as a new enemy: Zombie.
These guys have high HP also and can slow you with their breath. Kick a Polish
Card or a Level Up nut at a Zombie to gain its tier 2 entry after killing it.

Before you enter the 22nd floor, you'll encounter Bahamut once more. Watch the
event and after it's over, proceed onwards.

You'll encounter Mummies here and they can steal your energy if you let them.
They can also curse your equipment from a weak attack, so avoid that at all
costs. You'll also encounter the tier 2 Puppeteers on this set. They can
summon up to two monsters instead of just one so you can rake up extra EXP.

Floor 24 brings you to new music as well as more mummies and you'll also
encounter the tier 2 Skeletons. When you go to Floor 25, you'll get an event.
Proceed to Floor 26 and you'll encounter Malboros as well. When you save your
game, you'll encounter the big bad boss of this dungeon:

Boss Battle - Ultros
The same big bad octopus from Final Fantasy VI makes an appearance here. It
has two tentacles that all try to kill you. Keep far from it and just cast
thunder on it every time as it is weak against it. It will use Drain to absorb
HP back, so fight fire with fire! When you defeat the head, the battle is
over.

When you're ready to tackle the next dungeon after all the events that follow,
head for the location, the Snow Dungeon. It has 23 floors. You'll begin in the
forest with Cid.

The tree enemies try to camouflage themselves but show themselves whenever
you get close. They can drop some gil also, so be sure to pick it up. They
don't always drop it though. You'll also encounter more Malboros and Worms
that try to put you to sleep with their spit wad. The usual tactics apply here
for these enemies.

Floors 4-6 you'll start encountering slugs and the ever dangerous toads. Slugs
will leave trails of slime behind that slow you when stepping in one. Toads
have a long range attack that can turn you into a frog, so watch out!

The next set of floors you'll encounter the powerful tier 2 ogres. They're
quite strong as you might've seen from the Sea Floor Dungeon from when a Ghost
possessed one. Keep on going from there.

When you reach floor 10, you'll start encountering moles. They have a digging
technique which they use to try to find summon stones which they are obsessed
with. If you happen to let one finish up with one, it will level up. Also on
this set of floors are the mighty Behemoths. They're as strong as the tier 2
ogres with a lot of HP, so be wary. Lastly, you'll encounter vampire bats.
They can bite you to inflict slow but other than that, they are no problem.

On floor 14, you'll get an event with Mrs. Bomb. After that, proceed onwards.
You'll get brand new music unique to this set of floors. You'll also encounter
the blue Puddings here. They really aren't different from the other two
Puddings you've beaten endlessly. You'll also encounter mammoths and vultures.
Mammoths can cast haste on themselves much like the rats can then they go to
town on ya with their jumping attack endlessly. Vultures often flee from you
unless you're at critical health. Kick a Polish Card or a Level Up nut at a
mammoth and a vulture to get their tier 2 entries.

Before you enter the 17th floor, make sure there's room in your inventory.
Now enter the floor. Before crossing the bridge, head north to a hut. On the
north side of the hut, examine the cabinet to get an unnamed nut, which will
always be a Feast Nut. This restores 100 HP and Energy. Very handy.

Continue onwards and you'll still be in the ice cave section. This is where
you encounter the ice mudmen. They are not any different from the other mudmen
you've dealt with previously. On Floor 19, you'll be in a new section where
you encounter the very dangerous Dark Titans from this point forward. They
have a quake attack, but they never use it. You'll encounter the tier 2 Ghosts
also. Let one absorb a Dark Titan before you move on to the big bad boss of
this dungeon so you can get its tier 2 entry. You'll also see the tier 2 imps
on the 22nd floor as well. Save and get ready for:

Boss Battle - Glass Goth
This guy is quite tough. He has moves that can cause status ailments, so be
wary. He's weak against fire though, so unleash whatever you have and he'll go
down soon enough.

After all the events, head for the shop. You'll be able to purchase Hi-Potions
from this point forward. You're gonna need em for the rest of the way. Your
next dungeon will be back at Cid's Tower, but it will be no picnic whatsoever.
So save up and away ya go.

All of the enemy types are the same only they have leveled up and are much
more dangerous than before, but compared to what you've been though already,
this won't be so bad. First thing to note are the cactus enemies. They can
poison you with their attacks if you let them, but if you are still immune to
poison, this will be easy to counter. The imps and golems still act the same,
so deal with them as you see fit. When you see the robot vehicles, you can
easily physical attack them to death so you don't have to worry about an imp
climbing into one.

Continue making your way up the tower and once you reach the break section on
floor 10, you'll get another event. The gnomes will be quicker with their
landmines, so deal with them quickly. On the 13th floor, you'll encounter the
Imp Robos as well as the tier 2 Malboros. When you're ready, save and get the
Hi-Potion from the chest on the 14th floor. Then it's boss time!

Boss Battle - Imp Robo #99
Once again, it is accompanied with two Imp Robo #55's that use same tactics as
previously. All three enemies have over a thousand HP with the boss having
2500, so it will be a long fight. Once all the enemies are gone, the battle is
over.

After the events that follow, Mog will finally join Chocobo to take on the
last dungeon of the story. When you're ready, head for the forest where Mog
awaits. 26 floors in this madhouse.

The first 9 floors are very similar to the start of the Snow Dungeon portion,
only the and toads can now poison you if they attack you normally. The real
fun begins on the next set of floors past that.

Floor 10 features the mighty tier 2 Behemoths that can really unleash
devastating attacks, so watch out. They can drop X-Potions and King's Saddles
though, so it's worth the trouble. Also here are the very dangerous mask
enemies. Floor 10 is the only floor where you can get the tier 1 entry, so be
sure to kill one. DO NOT use magic on a mask because they can reflect all
magic types including summon stones right back at you. They can also inflict
amnesia on the player. They do 1 damage on Mog otherwise, so let him have some
fun. Floor 11 and higher though and their tier 2 versions appear. Kick a
Polish Card or a Level Up nut at a mask though so you can get the tier 3
entry. Guarding the exit are the mighty Hill Gigas enemies. They have high HP
and will use their long-range attack to keep you from getting close if one is
on the stairs. The others attack you from close range. Let one of the gigas
kill one of their own off so you can get the tier 2 entry or you can kick a
Polish Card or a Level Up nut at one.

When you reach the 14th floor, you'll find the treasure chest room here that
you can't enter. On the left side of that though, you can find a chest with
something in it. Proceed upwards to face tier 2 mummies, vampire bats and
your first tier 3 enemies, the Puppeteers. These puppeteers can summon up to
three monsters, one at a time for extra EXP. They also take two turns to
attack you both close and long range, so they always try to keep their
distance. You'll get an event at the 18th floor. After that, you'll proceed.

The enemies on these floors provide the best chance to gain levels as you
encounter vampires as well as demons. Vampires don't have a lot of HP, but do
NOT let one attack you. A single attack will start decreasing your max HP, so
let Mog do the fighting. They can drop Level Up nuts and Level Seeds that let
you gain a level. Level Down nuts of course level you down one level, but your
max HP is not decreased, so it can be worth it to keep some on hand. Demons
have an energy draining skill but never use it. They have tons of HP though.
Kick a Level Up Nut you likely have spares of at a vampire and a demon to get
their tier 2 entries. Get a vampire to critical health and it will turn into a
tier 1 vampire bat that will try to escape from you. Kill it off to gain its
tier 1 entry. When you reach the 21st floor, follow the path to a chest with a
random nut in it if you have space in your inventory. Then the real fun
begins.

Floors 22-25 are littered with DRAGONS! And MIST DRAGONS! All will try to kill
you with their various elemental breath. Try to kill off the tier 3 Mist
Dragons that are colored pink for a chance at the best tonic in the game: an
Elixir! It completely restores your HP and Energy! Also on this set of floors
are the tier 2 Magic Pots. Unlike the ones at the Sea Floor Dungeon, they are
already out of their pots and actively move around. They can throw Hi-Potions
at their dragon allies, so kill them off first. When you're finally ready,
proceed to the final story boss in the game!

Boss Battle - Glass Goth X (Phase 1)
This is a two-part boss battle, so prepare well beforehand. It is weak against
fire again, so unleash whatever you have until you inflict enough damage to
start the second phase.

Boss Battle - Glass Goth Z (Phase 2)
This is it. This boss isn't too different from the previous phase. It will
unleash a long range attack for quite a bit of damage. Another 4,000 HP and
the battle finally ends.

Enjoy the ending and you'll be thrown into the post-game.

                                Post-Game

After the credits roll, you'll see Chip appear. You'll get a brand new ally to
name and its default name will be Kuz. After that, you'll find yourself in
Shiroma's house where she will explain what goes on in Post-Game. Listen to
the explainations she provides and you'll know all there is you need to know.
If you've bought space for storage, you're ready to go. Throw everything you
have in storage and you'll start doing the dungeons again with a specific
character. Before entering a dungeon, talk to the Behemoth at the new statue
and he'll explain that he'll need a magnificent summon stone. If you have a
Bahamut Stone, give him one and you'll meet Asura. Asura will give you his
feather and you'll be able to use him. Both him and Bahamut are the strongest
allies, so make good use of him. Now we'll head for the easiest of the rebuilt
dungeons, the Sea Floor Dungeon, so save up first and here we go again!

Sea Floor Dungeon (Revisited)
You'll only have Shiroma for this dungeon and her stats have weakened to match
the enemies. Throughout the dungeon, you'll want gil to buy items, especially
energy ones as you'll have a tough time early on. But as she gets levels and
her DEF boosts tremendously, nothing should stand in your way too much. Save
up on Crash Stones for the red Puddings. Throw one at them and they'll split
into two. You can then kill them off for easy EXP. They'll barely hurt her
with their jumping attack. Unique to this dungeon are the very rare Mystery
Tags that can be in Sealed Chests. After the first trip, save them for Chocobo
as they raise all magic levels by one for each use. Frequent the dungeon for
more Mystery Tags. They're very handy! And necessary, trust me. Shiroma will
have every area of effect magic feather on her, making her a huge threat with
her magic. Finally, pressing L1 will make her do a non-critical attack. This
comes in handy for essences and getting gil from the turtles early on. Ultros
will try to put up a fight, but prevent it from using Drain and he's a piece
of cake. Next up is the Snow Dungeon where you will be controlling your new
ally, Kuz. Make sure you leave whatever items you had obtained at the storage
facility or you can sell whatever you don't want first. Then save your game.

Snow Dungeon (Revisited)
Kuz by himself is pretty weak, so use his laser by pressing L1 on an enemy and
he will turn into that monster for a time. Defeat enemies in monster form and
try to level up the Fire spell along the way also. When you reach the hut,
you'll encounter Bahamut one final time for an event. After that, grab the
unnamed Feast Nut from the cabinet and continue making your way carefully to
the boss. The boss himself is much tougher than the story one as you get no
access to additional monsters, so use up everything you've got to defeat him.
When you are able to do so, save and prepare yourself for Cid's Tower.

Cid's Tower (Revisited)
Even though Cid is very strong by himself and can leave landmines at will, the
enemies here can easily pummel Cid into next week if you don't know what
you're doing. First, avoid close combat with the Cactuars so they don't poison
you. Imps are manageable while golems are easy to manipulate. Once you've
escaped from the Cactuars with hopefully some gil to boot, most of the rest of
the way becomes much more manageable. Just make sure you stay healed so you
don't get killed too quickly. You may want to continously do floor 10 before
going upwards so you gain levels and become tougher to get killed. When you
get to the boss, you don't get access to the Cidtank, making this a very tough
fight. Try to kill one of the Imp Robo #55's before taking out the boss. Then
deal with the other Imp Robo #55 and heal when necessary. If you make it
through this, you are ready to take on the last dungeon with just Mog once
you're ready.

Last Dungeon (Revisited)
Mog is by himself and already starts with decent ATK but low DEF. The enemies
at the start are strong and will pick him apart if you don't use his L1
ability to steal. Find a tree enemy and steal a Lost-Child Card that will be
unnamed at first. Kick it at the tree and assuming it wasn't a Warp Card, it
will be camouflaged as long as the ailment is in place. Steal Hi-Potions from
it and fill up your inventory with at least ten of them. Then kill off the
treeman and continue on. When you see the Poison Toads later on, try to steal
Polish Cards from them. They're very helpful when going for max level
equipment. More on that later. If you have a claw or saddle in your inventory,
drop it near a slug and let it level up from it. Drop another item and it will
never move or attack, letting you steal Amnesia Tonics and, more importantly,
X-Potions. Kick the unnamed tonic to let it break and it becomes more easier
to distinguish which is which. When you have enough X-Potions, move on. When
you reach the tier 2 masks, kill off as many as you can as they give 400 EXP
per kill, letting you reach higher levels quicker. In the section with undead
enemies, steal a Doom Card from a mummy, which will likely be unnamed unless
you got one from a Mudman on the earlier floors. Hold onto the Doom Card for
now. When you get to the 18th floor, steal Level Up Nuts and Level Seeds from
vampires and level up, healing appropiately. Keep leveling up until you reach
Mog's max level in the dungeon, which is 83. Then kick two Level Up nuts at
a vampire to its tier 3 version. Steal a few Brandname Collars from him and
hold on to them until after you're done with the dungeon. Move on to the next
floor before a Life Keeper appears and kills Mog off even with his high DEF
stat. Kick two more Level Up nuts at a Demon and steal Energy Nuts for
Chocobo to use. You may want Feast Nuts and an Absolute Claws if you want too.
Now use the Doom Card and a Loot Keeper appears. Just keep attacking it and it
will eventually die. It may hurt Mog with the occasional critial hit, but it's
not exactly enough to prompt any healing unless you really need to heal. Move
on to the dragon floors when you're ready. Steal Elixirs off the pink mist
dragons and move on to the super easy boss. When you win, you will finish with
the dungeon and keep your very nice goodies! Sell off the Brandname Collars
for a whopping 32,000 gil apiece! That is why you saved them! Now for end-game
preparations.

To absolutely prepare for the horrors that await you in the Secret Dungeon,
you need the following:

Be level 99.
Max out HP at 999. This means leveling down and leveling back up until maxed.
Have really good Claws & Saddles. You can get Polish Cards easily from the
Poison Toads.
All magic values at least level 50 and beyond. Mystery Tags from the Sea Floor
Dungeon serve you well here.
99 of the following books: Fire, Thunder, Drain, Spell and MegaSpell. Most can
be gotten from the dragons. The dragons that are colored blue have thunder
books, the green dragons have both Fire and MegaSpell books and the mist
dragons that are colored pink have the Drain books. Spell books can be gotten
from the tier 2 masks.
Feathers are very important too. The Fireball and Thunder Cross feathers as
well as the Drain Up feather are incredibly helpful. Summon UP increases the
damage from summon stones. Miss DOWN ensures you'll never miss an attack.
Meteor or Ultima from the MegaSpell book is also necessary and do the same
exact damage. Haste from the Spell book works well. Atk UP and Def UP also.
Magic UP is a huge help with the super bosses. Phoenix can save you if you're
incapacated and is also the only way you can get the Phoenix entry in the
bestiary as no summon stone for him exists. Many others exists, so figure out
which works best for you. There is one feather that is only obtained on a
dungeon clear with either Mog alone or clearing the secret dungeon. Save
before the boss and you may get the ultra rare and helpful Energy UP feather.

Once you're finally ready, be prepared for the fight of your life. All the
enemies are tier 3 and are out for blood. Head for the shop. What you've been
using as shortcuts before is now the entrance to the toughest dungeon in the
game. Fortunately for you, you can pick who to take with you into the dungeon.
Because it's your first trip, I heavily advise Shiroma as she can heal and
dish out some punishment on your enemies also. Time to get started! 30 floors
await in the Secret Dungeon!

And so it begins. The first few floors aren't too bad even though the rats
can poison you. Continue pushing through and you'll come across the gnome
enemies in the second set of floors. Try to get a very rare and very helpful
No-Traps Collar from one of them. If you get one and equip it, you'll never
have to worry about traps ever again. If you stand on an ailment trap with it
equipped, examine it and you'll find out what the effect will be.

When you reach floor 10, you'll come across two Skullhammers with 1000 HP
each. They're cake for the power you have, so kill em off and move on. This is
also the best floor for your duel with a Life Keeper as they can still spawn
when you go the 700 turns. Just dash around the floor and you'll see one. More
on that later.

Continue fighting through the powerful enemies and when you finally reach the
23rd floor, you'll run into new enemies: the Komegas. They have a whopping 500
HP and are weak against lightning, but the damage you can already inflict will
see them dead in a few turns. On the 24th floor is where you can find the
second strongest boss in the game: Omega! It has 8,000 HP and is weak against
lightning. This is also where you can get the coveted Omega Essence. Be
extremely careful when you do encounter it as it can easily do a lot of damage
in a single attack! Keep track of how much HP it has left using a calculator
and when it's down to a little bit, kick empty bottles at it and, assuming
you're still alive, you will have your Omega Essence! Hold onto it because
you can make the best claws or saddle in the game once you leave if you choose
to. Anyway, move on and you'll encounter the toughest of the tough in the
game. Behemoths, Dark Titans, Vampires, Demons and more all await. Fight
through and go to the second secret boss!

Boss Battle - Leviathan
This guy is pretty tough, even with all the preparations. He can launch a
blizzard attack that does about 100 damage and can also use drain. Don't
engage in close combat because it can really hurt you! Its tail will follow
suit. Kill him off with fire spells and save the game when the stairs appear.
You will qualify to watch the secret ending or return to the village and keep
playing however you want from this point forward because you have done
everything there is to do in this game! Congratuations! When you return to the
village, you will see a statue of Chocobo that the sculpture Behemoth has made
in Chocobo's honor. Enjoy and thank you for playing.

                                Feathers

Feathers play a vital part in this game and are commonly acquired by breaking
a specfic claw or saddle and obtaining the feather afterwards. Higher levels
mean higher chances of obtaining the feather. A list of each feather below
along with the claw or saddle it can be obtained from:

Fireball - Flame Claws+5 or Flame Saddle+5
Blizzard Storm - Frozen Claws+5 or Ice Saddle+5
Aero All - Hurricane Claws+5 or Wind Saddle+5
Thunder Cross - Blitz Claws+5 or Lightning Saddle+5
Quake All - Digging Claws+5 or Earth Saddle+5
Drain UP - Healing Claws+5

Slow - Slowpoke Claws+5, No-Slow Saddle+5 or Weak Saddle+5
Poison - Poison Claws+5 or No-Poison Saddle+5
Sleep - Sleep Claws+5 or No-Sleep Saddle+5
Mini - Dwarf Claws+5 or No-Dwarf Saddle+5
Frog - Frog Claws+5 or No-Frog Saddle+5
Confusion - Chaos Claws+5 or Calm Saddle+5
Silence - Silent Claws+5 or No-Silence Saddle+5
Power UP - Poison Claws+7 or No-Poison Saddle+7

Haste - Lite Claws+5 or Lite Saddle+5
Remove - Cross Claws+5 or Mirage Saddle+5
Gravity - Critical Claws+7 or Reflect Saddle+5
Meteorite - Brandname Claw+7 or Brandname Saddle+7
Doom - Kiai Claws+7 or Kiai Saddle+7
Flare - Crystal Claws+5 or Crystal Saddle+5
Bio - Counter Saddle+5 or Grudge Claws+7

Meteor - Brandname Claw+10, Mirage Saddle+7 or Spin-Kick Claws+5
Ultima - Genji's Claws+7, Ribbon Saddle+5, Titan Claws+5 or Titan Saddle+5
Holy - Cross Claws+7, Holy Claws+7, Holy Saddle+7, King's Claws+7 or
King's Saddle+7

Max HP UP - Iron Claws+5, Iron Saddle+5, King's Claws+5, King's Saddle+5 or
Vibro Claws+5
Atk UP - Genji's Claws+5, Grudge Claws+5, Kiai Claws+5, Kiai Saddle+5 or
Mythril Claws+7
Def UP - Genji's Saddle+5 or Mythril Saddle+7
SPDEF UP - Grudge Saddle+5
Critical UP - Critical Claws+5, Gambling Claws+5, Mythril Claws+5 or
Mythril Saddle+5
Miss DOWN - Order Claws+5
Dodge UP - Wood Claws+5 or Wood Saddle+5
Recover HP UP - Multi Claws+5
Exp UP - Iron Claws+7 or Iron Saddle+7
Energy UP - Only obtained after clearing either the Last Dungeon with Mog or
clearing the Secret Dungeon randomly.
Magic UP - Holy Claws+5 or Holy Saddle+5
Summon UP - Arc Claws+7
Power Shoot - Weak Claws+5
Drill Shoot - Vibro Claws+7
Super Shoot - Frog Claws+7 or No-Frog Saddle+7

Ramuh - Blitz Claws+7 or Lightning Saddle+7
Shiva - Frozen Claws+7, Ice Saddle+7 or Order Claws+7
Ifrit - Flame Claws+7, Flame Saddle+7, Silent Claws+7 or No-Silence Saddle+7
Titan - Digging Claws+7, Earth Saddle+7, Slowpoke Claws+7 or No-Slow Saddle+7
Sylph - Dwarf Claws+7, No-Dwarf Saddle+7, Hurricane Claws+7 or Wind Saddle+7
Carbuncle - Crystal Claws+7 or Crystal Claws+7
Unicorn - Healing Claws+7, Sleep Claws+7 or No-Sleep Saddle+7
Odin - Counter Saddle+7 or Multi Claws+7
Bahamut - Brandname Saddle+10, Ribbon Saddle+7 or Spin-Kick Claws+7
Asura - Titan Claws+7 or Titan Saddle+7
Phoenix - Lite Claws+7, Reflect Saddle+7, Weak Claws+7 or Weak Saddle+7
Random Summon - Gambling Claws+7 or Lite Saddle+7

About Summon feathers: Using one within a dungeon will replace Chocobo's
partner with the summon monster and deplete 30 energy as a cost to bring it
out. While the summon monster accompanies Chocobo, energy will deplete at a
faster rate than normal. If the summon monster is defeated in battle, it will
unleash its summon spell the same way it does when you use a summon stone
before the feather disappears from your inventory. If you want to avoid that,
talk to it and you'll get a prompt if you want to get your original partner
back or not with your partner's HP fully restored.

                                Essences

Essences are obtained by kicking an empty bottle at a monster when it has 4 or
less HP, killing it and dropping its essence. Not every monster type has one
though. If you talk to the Lamia in the Juice Bar, she will explain what
essences you have on you will do. She will naturally not talk about the Lamia
Essence. She also doesn't know what the Omega Essence does either aside from
it having the same effect as an Elixir. A full briefing of each one below:

Bomb Essence
Has the same effect as a Nitro.
Adds Fire element to a claw and a saddle.

Creature Essence
Has the same effect as a Life Nut.
Sets the DUR to 50 for a claw and a saddle.

Critter Essence
Has the same effect as a Peanut.
Combine it to a claw to reduce the chances of missing and raise dodge for a
saddle.

Demon Essence
Has the same effect as a Wisdom Nut.
Does a Superior and a Merge combine for both a claw and a saddle.

Dragon Essence
Has the same effect as a Holy Seed.
Also does a Superior and a Merge combine for both a claw and a saddle.

Floateye Essence
Has the same effect as a Sleep Card.
Combine it to a claw to add the sleep ailment and combine it to a saddle to
resist sleep.

Giant Essence
Has the same effect as a Hi-Potion.
Add Toughness to a claw or a saddle.

Goblin Essence
Has the same effect as a Lasan Nut.
Combine to a claw or saddle to raise energy.

Iceman Essence
Has the same effect as an Ice Seed.
Adds ice element to a claw or a saddle

Imp Essence
Has the same effect as a Lasan Nut.
Combine to a claw to raise Critical and combine to a saddle to raise SPDEF.

Jelly Essence
Has the same effect as a Wind Seed.
Adds wind element to a claw or saddle.

Lamia Essence
Has the same effect as a Confusion Card.
Combine to a claw to make a Brandname Claw and combine to a saddle to make a
Brandname Saddle.

Mage Essence
Has the same effect as a Silence Tonic.
Combine to a claw to add the silence ailment and combine to a saddle to resist
silence.

Mask Essence
Has the same effect as a Reflect Card.
Combine to a claw to raise Toughness and combine to a saddle to add the
Reflect ability.

Magman Essence
Has the same effect as a Fire Seed.
Adds fire element to a claw or saddle.

Merman Essence
Has the same effect as an Ice Seed.
Adds ice element to a claw or saddle.

Minimage Essence
Has the same effect as a Mini Card.
Adds the mini ailment to a claw and combine to a saddle to resist mini.

Mole Essence
Has the same effect as a Blind Tonic.
Combine to a claw to add the Dig ability and combine to a saddle to add the
earth element.

Mousse Essence
Has the same effect as a Ice seed.
Adds ice element to a claw or saddle.

Mudman Essence
Has the same effect as a Slow Tonic.
Adds the slow ailment to a claw and combine to a saddle to resist slow.

Octopus Essence
Has the same effect as a Tasty Nut.
Does a Set and Fusion combines for both claws and saddles.

Omega Essence
Has the same effect as an Elixir.
Combine on a claw to make Titan Claws and combine on a saddle to make a Titan
Saddle.

Plant Essence
Has the same effect as a Feast Nut.
Adds the poison ailment to a claw and combine on a saddle to resist poison.
Very helpful!

Pudding Essence</pre><pre id="faqspan-2">
Has the same effect as a Fire Seed.
Adds fire element to a claw or a saddle.

Slug Essence
Has the same effect as a Slow Tonic.
Adds the slow ailment to a claw and combine on a saddle to resist slow.

Thief Essence
Has the same effect as a Haste Tonic.
Adds the Take Gil ability on a claw and raise Dodge on a saddle.

Toad Essence
Has the same effect as a Frog Card.
Adds the frog ailment to a claw and combine on a saddle to resist frog.

Tonberry Essence
Has the same effect as a Lasan Nut.
Raise Critical on a claw and raise SPDEF on a saddle.

Turtle Essence
Has the same effect as a Slow Tonic.
Combine on a claw or a saddle to raise Toughness.

Undead Essence
Has the same effect as a Confusion Card.
Adds the confusion ailment on a claw and combine on a saddle to resist
confusion.

Vampire Essence
Has the same effect as an Elixir.
Add the Drain ability on a claw and does a Superior combine to raise ability
points on a saddle.

Wing Essence
Has the same effect as a Wind Seed.
Adds wind element on a claw or a saddle.

Worm Essence
Has the same effect as a Tasty Nut.
Combine on a claw or saddle to level it up and also does a Merge combine.

                    How to kill the "Doom" enemies

Each tier is tougher than the last even though the first tier doesn't really
do anything to hurt you. If you don't kill the Store Keeper within 6 turns, it
becomes a Life Keeper and will act like one even though you can still talk to
it. As for the Store Keeper itself, it only has 3,200 HP. At max level and
with the Summon UP feather, merely four uses will kill it off and gain its
bestiary entry.

For the Loot Keeper and I've stated this in the Post-Game section, have a Doom
Card on hand and max out Mog's level in the Last Dungeon at level 83. Use it
and just keep attacking it. You'll eventually defeat it while taking minimal
damage most of the time.

For the strongest and toughest enemy in the entire game, the Life Keeper, lots
of preparation is needed. The bare minimal is to have 27 Bahamut/Asura stones
as well as a Haste Tonic. At max level and the Summon UP feather, it will get
one attack in, but you should be fine. After all the stones are used, the Life
Keeper is gone. The alternative is to have other summon stones as well as 99
MegaSpell books. Each use with the Magic UP feather should do over 500 damage.
The best area to encounter one is on the 10th floor of the Secret Dungeon
after killing the two Skullhammers. Dash around the floor and they will still
appear. No additional monsters will bother you.

                                  Closure

Thanks to Squaresoft for making a very enjoyable experience and to the music
composers for one of the most catchiest soundtracks of all time. Thanks to the
reader for reading my FAQ as well. Peace, doods.