Walkthrough:Chocobo's Mysterious Dungeon 2/Chocolancer/Part 7
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It's About Time You Finished This Goddamn Walkthrough
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| Dungeon 6 | Final Dungeon |
|---|---|
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A final dungeon isn't a final dungeon if it's not very difficult. You won't be able to traverse the dungeon in its entirety flawlessly until you reach around level 50 with a good claw or saddle (Holy-elemental claws are perfect for when you go deeper) and a hefty amount of Haste or Invis Tonics. For now, at your current level, you can get through half the floors with a good haul of items before getting to a point where you can't traverse further because you ran out of potions or the enemies are too strong. Either way, it doesn't hurt to grind a few times before fighting Glass Goth one last time. Who knows, you might get something very rare.
So... for the first 10 floors, it's the exact same layout as the one you had when you went to Snow Mountain. There's a forest area, a swamp area, and a dry area. The enemies are stronger versions of the previous ones and have the same behaviour as before. Poison Toads are self-explanatory, make sure you have Remedies to counteract this, as they are a much more common find here in this dungeon now. Before you hit 7th floor, you'll see the Mudman, the third version of the Magmen and the Icemen. It's earth-elemental this time, and its long-range attack deals 20 ~ 30 HP damage, which is annoying (unless you have an earth-elemental saddle, which helps lessen damage). You want to save your potions at this point because you haven't gotten to the good part yet.
Mog is an ok ally. He's kinda like Cid, but not as hardy, so use him as your shield sparingly. If you don't have a lot of items on you, Mog can steal from enemies to give you some fancy items. This really helps when you go deeper and you're almost empty-handed. You're bound to get something really useful. Note that the chance of Mog stealing from an enemy is proportionate to how empty-handed you are.
So, once you get to the 10th floor, you'll be just at the skirt of the fallen dungeon, as you can see from the green and brown decor. The Masks and Stone Masks here are something to be feared. DO NOT cast magic at them, as they have an auto-reflect ability that can kill you since your spells are quite strong at this point. When next to you, they will attempt to inflict amnesia on you, which jumbles item names into unidentified types. This will screw you over when you forget which item does what. Just remember where you put those Identify and Verify Cards when it hits you. You can opt to use Mog instead to take them down, as they deal 1 damage when attacking physically.
The King Behemoths are fierce and numerous. Be careful where you place yourself when they close in, because the floors themselves are rigged with corridors. You want Chocobo and Mog facing the Behemoth so they can attack in the same turn and suffer minimal damage in return.
On the 11th floor, a Butcher will be guarding the stairs. This will only happen if you didn't appear next to the stairs for that floor. These guys can take you down in four hits if unprepared. While on the stairs, all he will do is throw a chain whip at a straight line, which can deal around 30 ~ 50 damage to Chocobo and Mog if on the same line as the whip's path. You can take advantage of his position by moving to a blind spot to a side relative to which entry point you arrived into the area, avoiding the whip and attacking from a distance using magic. Close in at your own risk. Take note of this because on the 12th floor, four Butchers will ambush you in the corners and attack you up close, and on the 13th floor, a fifth Butcher will be on the stairs, ready to shred you apart with his chain. Having Aero All or Quake All will put you in a major advantage in this situation.
Now, when you hit the 14th...
You'll be at the base of the dungeon. Does it look familiar? Check the left corner for a chest with a random saddle before going upward through the stairs on the right. Don't bother with the door as it is locked.
You'll be welcomed by a lot of undead for the next eight or so floors. Summoner Hags, Grand Mummies, and Steel Bats in the next few floors. Summoner Hags are a pain in the ass, because unlike the previous two versions of it, the Summoner Hag keeps its distance. It will only attack if you corner it, otherwise it will keep running away from you and conjuring undead from the aether. There will be a lot of Grand Mummies around, so beware if it curses your equipment or drains your energy.
Between the 17th and 18th floor, you'll be back at the shiny-glass records room like the one in the Sea Floor dungeon. Bahamut will be there. He's stumped as to where Glass Goth originally came from and why he came to the future. Just like in the Sea Floor Dungeon, he'll show you the answer via the virtual screen thing (why did he even ask you anyway if he knew the answer? What an asshole.)
Oh look, it's Mog when we were still in the first dungeon. In here he chased away the Guz and touched the crystal. It flips out and Mog freaks out as he bolts out of that room.
And then for some reason the crystal "speaks" to the Guz like a genie. Given how Guz is the weakest monster in the game, he's sick of getting picked on and wanted power. And then in a time-lapsed metamorphosis, in some twist of space-time, that Guz became Glass Goth. Then all hell broke loose. Quoth Bahamut, "It appears his vengeance, his hatred, was more powerful than the girl's determination". Mog vainly defends himself, but then Bahamut gets all psychological with Mog: he says Mog only wanted to look for treasure (or become remotely obsessed with treasure) because he didn't want to be alone (and away from Chocobo).
Huh? What the heck?
Well, Mog hesitated, so apparently it's true. Mog has a thing for Chocobo. Congratulations, you just found a very very subtle bestiality reference. Let's move on.
So, from the 18th floor onwards, things get really tough. Creatures from hell have broken loose, and now Demons lurk in every corner of every floor. Either that or Vampires. The Demons hit hard and fast. You're a sitting duck if you by any chance got inflicted with Slow. The Vampires, if left alone, can drain your level. Not HP, not Energy, but your level. Watch for that. They're also pretty strong, too, but they can go down easy if you've got that good Holy-elemental claw I mentioned earlier. Unlike most floors, the next few floors will feel rather claustrophobic with all these enemies. Keep your cool and don't be afraid to use magic, even if sparingly. It's a real lifesaver.
When you hit the 22nd floor, the layout changes entirely. You'll know you're close. The entire next few floors are filled with nothing but dragons. All the dragons have a breath attack that functions similarly to your Blizzard Storm feather when you use magic. It's a scary thought, but some of them have weaknesses. The Red Dragon, obviously, is weak to Blizzard, and breathes fire. The Holy Dragon isn't weak to anything, and breathes as its namesake says. The Dark Bahamut (green one) is weak to Aero, and breathes lightning. The Mist Dragon (pale-looking one with the clouds) breathes ice, and is weak to Fire. The Shadow Dragon (darker-pale) is weak to Holy, and is non-elemental. Finally, the Spirit Dragon (pink one) has no weakness, and breathes drain-elemental.
That was a mouthful. I hope that made sense. Lots of goodies in these floors if you take the time to go through them, but it does make a dent on your resources. If you've survived all that, then you'll find the 26th floor a hell of a lot easier.
Power Overwhelming
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So, once you hit the 26th floor, the battle starts right away after a quick exchange of dialogue (more like Glass Goth screaming POWERPOWERPOWER. It's not really much of a conversation.). I recommend being at least level 50 for this battle. If you're struggling to find good equipment, then I suggest going for 55.
| Boss | Glass Goth X |
|---|---|
4500 HP
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| Boss | Glass Goth Z |
| File:Glass Goth Z.jpg | 4000 HP each
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For a final boss, he sure doesn't have much for an arsenal. He has a strong bite attack if you're too close, which can take out a significant chunk of your HP. It's even worse when he uses his breath attack. Glass Goth is smart enough to aim at you when using both the breath attack or the laser, so unless you're lucky, it's avoidable. The best you can do is to steer the attack away from Mog, because you need him to dish out damage while you keep your distance.
Any Fire Books or MegaSpell Books (if you have the Holy feather) you have should be dished out as soon as possible (better using Fire than Holy, though, given the rarity of MegaSpell Books). If you combo a Haste Tonic with a strong Holy or Fire-elemental claw, that's even better (you don't have to waste any of your precious items this way). Any summoning stones you have can make the battle much easier (that is, if you've run out of other things to throw at him), especially if it's an Ifrit Stone, which deals around 600 HP of damage per pop.
Like most boss battles, once you knock out Glass Goth X, he'll palette swap into Glass Goth Z (there's no ultimate form, sadly, aside from what you see now). There's no big difference between the two, and the strategy is the same, if you call all this drivel I'm writing a "strategy". The only thing you need to know is that Glass Goth X has a breath attack and Glass Goth Z has a stronger laser attack.
THE END
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Chocobo's Mysterious Dungeon 2 Walkthrough by Chocolancer
Main Page (Index) | Gameplay | Dungeon Elements | Characters | Monsters | Monster Village
