Follow TV Tropes


Video Game / Chocobo's Dungeon

Go To

Chocobo's Dungeon is a series of three roguelike games spun off from the ankle-sprainingly popular Final Fantasy series as part of Chunsoft's Mystery Dungeon (Fushigi no Dungeon) franchise. The main character is a Chocobo with only a player-given name, if any. Chocobo adventures through randomly generated dungeons, collecting treasure and saving the world. Just like the mainline games, these take place in seperate continuities: Chocobo meets the same people (including Final Fantasy staples Cid and Mog and a white mage named Shir[o]ma) while living out different stories.

Games in the series:

  • Chocobo no Fushigi na Dungeonnote  (released in Japan only, PlayStation, 1997)
  • Chocobo's Dungeon 2 (Chocobo no Fushigi na Dungeon 2note  in Japan; PlayStation, 1999)
  • Final Fantasy Fables: Chocobo's Dungeon (Chocobo no Fushigi na Dungeon: Toki Wasure no Meikyunote  in Japan; Wii, 2008; rereleased in Japan only for the Nintendo DS)

Other Chocobo games:

  • Chocobo Racing, a Mascot Racer. (PlayStation, 1999)
  • Final Fantasy Fables: Chocobo Tales, a minigame collection. (Chocobo to Mahou no Ehonnote  in Japan; Nintendo DS, 2007)
  • Chocobo to Mahou no Ehon: Majo to Shoujo to Gonin no Yuusha,note  sequel to Chocobo Tales. (released in Japan only, Nintendo DS, 2008)


This series provides examples of:

    open/close all folders 

    General series tropes 
  • Amazing Technicolor Battlefield: During the fight with the Destroyer in physical form. It's a standard of final boss battles in Final Fantasy.
  • Badass Adorable: The titular Chocobo, able to single handedly- er, taloned-ly defeat entire swarms of monsters including the Destroyer in Fables. Somehow, seeing said Chocobo wear the classic Final Fantasy job outfits in Fables makes him even more adorable. Or badass, in the case of the Dark Knight.
  • Baleful Polymorph: The frog ailment in Chocobo's Dungeon 2.
  • Bonus Boss: Leviathan in Chocobo's Dungeon 2.
  • Breakable Weapons: At least in the second game.
  • Clipped-Wing Angel: After taking a certain amount of damage, the final boss of Chocobo's Dungeon 2, Glass Goth X, will transform into Glass Goth Z, who hits harder, but is a lot slower. It takes 1.5 turns just for him to use his regular attack, and his Mouth Beam, while visually impressive, locks him into charging until he is positioned in a straight line towards you to fire it. Thus, he is easily outmaneuvered, especially with Haste.
  • The Computer Is a Cheating Bastard: Inverted in Chocobo's Dungeon 2:
    • When you are invisible, no enemies except for bosses can detect you; however, if they become invisible, you can still target them with magic.
    • Some magic spells (such as Ultima) can hit outside the player's vision range, though there has to be one enemy within targeting range to use them.
    • Whenever the player character is morphed into a monster, either by Morph Tonics or a certain trap, they can use both a standard technique and one of the monster's special techniques. Said special techniques often take 2 or more turns when a monster uses them, but only one turn for the player character.
  • Continuing is Painful:
    • Especially in Chocobo's Dungeon 2, where you lose everything you own.
    • In Fables, it's all played straight, subverted and averted. Like before, you lose all items on hand (wing?), but you don't lose anything equipped on you. In special rule dungeons, since you're required to deposit everything on-hand before entering, death only makes you drop what you picked up. This especially softens the blow in some of the late-game bonus dungeons. Taken to its logical conclusion in the new Hard difficulty Every Buddy, where your equipped items are also lost on defeat.
  • Cursed Item: The series features cursed equipment. You won't know if equipment is cursed unless you use an identification item on it or you equip it. If you equip it, you can't remove it unless you have a dispel tonic, or you wear the gear out.
  • Enemy Scan: The Libra spell.
  • Fake Trap: They don't always go off, and some are beneficial.
  • Fire, Ice, Lightning: The Black Mage job starts with the Fire, Blizzard, and Thunder spells, and later on picks up Firaga, Blizzaga, and Thundaga.
  • From Nobody to Nightmare: In Chocobo's Dungeon 2, a random Kuz you encounter at the beginning of the game eventually "grows up" to be the game's Big Bad.
  • Guest-Star Party Member: Many in Chocobo's Dungeon 2, including Shirma and Cid.
  • Guide Dang It!:
    • In the second game, getting all the feathers in the most efficient manner requires breaking equipment at different levels. Determining which levels will get you the right feathers is best done by finding a guide. Additionally, the Spin-Kick Claws and Ribbon Saddle can only be obtained through crafting in a certain way (the former is especially bad because it's not intuitive at all).
    • Over a quarter of the "romantic phrases" in Fables must be discovered outside the game. The manual claims they're on the official website, which appears to be only partially finished.
  • Hypocritical Humor: Dungeon Hero X says that you're not allowed to use Teleport when fighting him, even though he himself uses Teleport in battle. Justified because he wrote that rule himself.
  • Infinity +1 Sword: The best Claws and Saddle in the second game are the Titan set. They can reach +99 with a base power of 40, and are extremely durable. They are also only available in the post-story game, and have to be crafted by getting the essence of a difficult boss, which means acquiring them may end up being more trouble than they're worth.
  • Interface Screw:
    • The "Confuse" status makes you move/attack in random directions. Part of the "Blind" effect is disabling the mini-map.
    • In Fables, the "Halt" status occasionally conflicts with the controls to pivot in place without using up turns, resulting in cheap hits if you're surrounded by enemies.
  • Item Crafting: Fusing weapons, which gets game-breaking in Final Fantasy Fables. For example, you could craft together a pair of talons that inflict sleep, blind and poison, boost your attack, and hit three squares, and a saddle that defends against the same ailments, several elements, and gives Chocobo permanent stealth. All with a ridiculous number of pluses and an innate rustproof effect that doesn't take up an effect slot, of course.
  • Kiss of Distraction: Enemies can cause a "confusion" status effect by kissing you.
  • Level Drain: Level down seeds, traps, and vampire monster attacks in the second game.
  • Living Statue: Titan in Chocobo's Dungeon 2.
  • Nigh-Invulnerable: The shopkeepers, should you attack them, take only 1 damage from everything unless you abuse some equipment quirks.
  • Nintendo Hard: It is a traditional Mystery Dungeon roguelite game that heavily evokes Continuing is Painful with tough bonus dungeons after all...
  • No Continuity: Every single Chocobo gamenote  takes place in their own completely different worlds and settings. With the only thing common between the games being Chocobo, Cid, Mog, and Shirma but with different backstories every game.
  • No Name Given: The main chocobo doesn't get a name, but others of his species do.
  • Paper-Thin Disguise: The only person fooled by Dungeon Hero X's disguises is himself.
  • Perpetual Molt: Raffaello.
  • Shoplift and Die: In Chocobo's Dungeon 2, The Grim Reaper will attack if you steal from a shop.
    • In Final Fantasy Fables, trying to steal a super-rare item from the Moogle Shop gets you attacked by Dungeon Hero X. Notable for the fact that either winning this battle or using clever tactics (casting Sleep on him, using the White Mage Teleport ability, or simply outmaneuvering him) is the only way to get Thief's Memories.
  • Stalked by the Bell: Bad things happen if you stay on a dungeon floor for too long...
  • Summon Magic: In Fables, defeating certain boss-level creatures causes them to drop a Magicite, which allows a one-time summoning for a special effect.
  • Tempting Fate: The Destroyer, after a clash with Croma, basically tells her that she'll need much more than Firaga and Thundaga to defeat him... as a Meteor spell starts screaming down in the background. It still doesn't hurt him, though.
  • Too Awesome to Use: In the second game, as your weapons and armor are breakable, the better ones can quickly become this if you don't have any Repair Cards.
  • Unidentified Items:
    • Final Fantasy Fables: Chocobo's Dungeon has talons and saddles (read: weapons and armor) that may harbor curses or stat bonuses, while collars, food, and flasks have generic descriptors until identified. Appraisal Glasses and Scholar's Glasses are consumable items for identifying one or all unknown items Chocobo is carrying, respectively. The Scholar job has the Appraise ability to analyze all items as well. Finally, wearing the Appraiser's Collar lets Chocobo automatically identify items as he picks them up.
    • Chocobo's Dungeon 2 also had unidentified items. An Identify Card let you verify one item, a Verify Card identified all of them, and an Amnesia Card made you forget all of them.
  • Universal Poison: To the point where, in Fables, Chocobo always takes 1 point of damage per turn and (almost) all enemies always take 10. Doesn't matter what level Chocobo is or what kind of enemy or trap inflicted it.
  • Wizard Needs Food Badly: A food meter requires you to keep Chocobo fed with Gysahl Greens. Different jobs get hungrier at different rates, and some equipment effects can further alter this. Fables has a dungeon with a special rule of "permanently at 0% food", so it's like battling a persistent Poison effect.

    Tropes specific to Fables/Everybuddy 
  • All the Worlds are a Stage: The Wii game has this in the Bonus Dungeon. Justified as the theme is memories and the Bonus Dungeon is about Chocobo's memories — including the dungeons he explored during the game.
  • Anti-Frustration Features: Every Buddy adds some touch-ups to the initial Wii game.
    • Polishing Cream, a new item found in dungeons, allows you to hone talons and saddles without directly going to the Forge.
    • The Knight job can be gotten in Mayor Gale's memory dungeon at the very beginning, compared to when it was in Freja's memories.
    • The Buddy Registry shows which elements your monster partners (and by extension their enemy counterparts) are resistant or vulnerable to.
  • Asskicking Equals Authority: The Phoenix summon fully understands the importance and virtue of your quest, but she ain't gonna risk her neck by fighting alongside a weakling. Cue boss battle.
  • Badass Bookworm: The Scholar class in Fables. His low-end powers (among them are the ability to fill out the map for a dungeon floor, heal Chocobo a little and restore some Food, or identify every item in his pack) are indispensable for safe exploration in the random dungeons, and his high-end powers (one that doubles the power of potions, and one that doubles the power of spellbooks) can wreck bosses.
  • Badass Normal: Compared to the other jobs in Fables, the Natural Chocobo can be considered this. Whilst other jobs depend on power from various lost memories, the Natural Chocobo can be used throughout the entire game, and does exactly what you expect a large, yellow bird to do- it runs fast, digs, and kicks things to death, which, again, includes the Destroyer. And it works if you've been leveling said job properly.
  • Batman Gambit: The Destroyer needs Chocobo to try to save Memoria in order to free himself from Raffaello's body.
  • Big Eater: In Fables, the bankers are both rather hefty, but the one for item storage is even more so. In order to increase his storage capacity, Chocobo can bring him different fish.
  • Boring Yet Practical: The default, "Freelancer" job isn't as fancy as the others, but the ability it grants- to attack everything around you- is useful in a game where getting surrounded is usually a death sentence.
  • Break the Cutie:
    • In Fables, pretty much anyone in Lostime that can be considered a 'cutie' qualifies, considering what the town witnessed: the Destroyer obliterating Lostime overnight.
    • Shirma gets this big time in Fables. Croma is revealed to be her sister, then apparently gets killed by the Destroyer, just like what happened to their parents. However, Croma is kept safe by Raffaello inside the Destroyer.
  • Brutal Bonus Level: The Interdimensional Rift in Every Buddy, which is level capped at 70 and forces you to start with an empty bag. It's only six-floors long, but that has the side effect of limiting potential items you could find. What's at the boss floor? Enigmatic Entity, Omega. Unlike the Omega waiting in the 50-floor Mystery Dungeon, this one is the one from Final Fantasy XIV. And your reward for clearing this dungeon? The 'Alpha' job. Just like the boss, it's a reference to Final Fantasy XIV; this case being a reference to the namesake chocobo.
  • But Now I Must Go: Raffaello in the epilogue of Fables. Specifically to atone for his sins as the Destroyer.
  • Character Level: In Fables, not only does Chocobo himself have an experience level for his base stats, but each of his job classes (including Natural, the "job-less" one) has to be leveled up separately, gaining a different set of abilities for each. A few special dungeons limit his base level, but don't affect the jobs.
  • Checkpoint: Every 10 levels of a main dungeon.
  • Church of Saint Genericus: Dedicated to "the gods". Presumably the gods like mirrors and stained glass windows, because there isn't anything else notable in there.
  • Dark Is Not Evil: Played with. It is stated that the Destroyer was created when Pastor Roche was afraid that, as the oracle of darkness, darkness would consume him. So, he and Cid's grandfather separated the evil from the darkness. Unfortunately, he realized too late that darkness was not inherently evil, and his actions had in fact created a new dark being that was inherently evil and set the plot of the game in motion. Oops.
  • Early Game Hell: The first few plot-required dungeons of Fables are the most challenging because you won't have had the chance to level up jobs or craft equipment. Once you make it past the first guardian's dungeon, the difficulty curve evens out.
  • Elemental Tiers: In Fables, the elemental talons and saddles (weapons and armor, respectively) feature a gradual progression of values for base strength and upgrade limit. The sequence is Fire < Water < Thunder < Ice < Earth.
    • The elements are expanded upon in Every Buddy, adding enemy resistances and weaknesses. This also applies to Talons and Saddles. The effectiveness order is Fire > Ice > Wind > Earth > Thunder > Water > Fire. Light and Dark are effective against each other akin to Granblue Fantasy.
  • Embedded Precursor: Pop-up duels in Final Fantasy Fables, which previously appeared in Chocobo Tales on the Nintendo DS.
  • Emissary from the Divine: The Oracles, despite their titles, do not do much oracle-ing. In practice their job is more like this trope; keeping the elemental spirits happy and telling them when a visitor is coming.
  • Emotion Eater: The Destroyer's M.O. Specifically, he feeds off fear and suffering to gain power, which is why he attacked Lostime.
  • Fishing Minigame: In Fables, the fish you catch can be used to feed the Fat Chocobos at the bank to allow more storage space.
  • Flashback Nightmare: Raffaello reveals he has these while sleeping in the cocoon. They're memories of his past life as the Destroyer.
  • For Doom the Bell Tolls: In Final Fantasy Fables: Chocobo's Dungeon, the tolling of the Bell of Oblivion signifies that one person within earshot will lose very important memories. Its true purpose is to keep the townspeople from remembering the Destroyer so that the seal on him won't be undone. The "Raffaello" persona exists to break the seal and Chocobo unknowingly helps him accomplish this.
  • Godzilla Threshold: In-universe for Lostime's residents. Croma mentions that it's useless to fight a beast that feeds on human fear as he keeps coming back, so the mayor decided to round up the oracles, call their guardians, and seal all their memories away, keeping the Destroyer powerless. Given what happened during the course of the game, it's safe to say that failed spectacularly. The Guardians themselves openly tell the people before sealing the town that all they're doing is giving themselves a momentary respite, a superficial peace, by running away from the problem, and that it inevitably will come back to haunt them.
  • Good Wings, Evil Wings: Happens in the turning point of Fables. Raffaello changes from white angel wings to black "fallen" angel wings.
  • Have a Nice Death: Fables, when not giving you suggestions on how to avoid dying next time, has some of the most encouraging Game Over messages this side of Undertale, mainly reassuring Chocobo to keep going.
  • Heroic Sacrifice: Happens in Fables. Croma takes the bullet for Shirma, something that the Destroyer counted on happening as he absorbed her essence. She gets better at the end thanks to Raffaello.
  • Improbable Infant Survival: In Final Fantasy Fables, you follow an infant into a monster-infested dungeon, and he's always fine when you reach the last level. This is justified because Raffaello may well be a demigod.
  • Intellectual Animal: All chocobos are intelligent, even though they can't speak. There are a pair of chocobos in Lostime who run a bank, and no character finds it odd that the protagonist Chocobo is wandering around alone and buying stuff.
  • It's Up to You: For some reason, all of the various warriors, Oracles, and clerics around instinctively rely on you, an animal, to get things done. (They will help, but you have to explicitly ask them to go into dungeons with you.) It's vaguely handwaved by non-humans being immune to the sound of the bell.
  • Laser-Guided Amnesia: Well, bell-guided.
  • Memory Gambit: The entire town of Lostime in Final Fantasy Fables.
  • Metal Slime: The Mini Cactuar in Fables and Every Buddy, drops a tremendous amount of Job Points, provided you kill it before it successfully casts Escape.
  • Mind Rape: The bell only represses memories, but...some of those memories are pretty fucking important to their holders' psyches, resulting in this trope. Shirma forgot she had a sister. The priest forgot he overcame his clinical depression. Charlotte forgot she was married.
  • No-Gear Level: In Final Fantasy Fables, all of the special dungeons prevent you from bringing in items including gear from outside; upon entering, your inventory is put into your storage (if there isn't enough room in storage, you can't enter). Upon leaving the dungeon you get to keep everything you found inside and can go to storage to retrieve your former gear as well.
    • The above remains true in Chocobuddy, except for the part about bringing items out. Only XP and Job Points carry over.
  • One-Hit-Point Wonder: Certain dungeons in Final Fantasy Fables reduce you to 1 HP.
  • Peninsula of Power Leveling: If you do Camilla's, Atla's, and the Scarecrow's respective dungeons, you get access to the dungeon "Insatiable Hunger". Even going a few floors in gives you access to post-game level equipment, making the rest of the game much easier. This can be done around the midway point of the game, though the recommended levels for the dungeons required to unlock it are likely higher than what you are at that point, not to mention the fact that Insatiable Hunger itself, as a post-game level dungeon, will KO you very easily if you are not careful.
  • Reverse Cerebus Syndrome: The early game is quite bleak: every single NPC is broken in the head, the town is both creepy and unfamiliar, Chocobo's only companion has lost so much memories he's bedridden from the mental dissonance, and you can't go fishing. Mere hours of gameplay later, all those characters will be healed, they will happily sell and forge things to help you out, and Chocobo will have plenty of cute recreational things to do in between fighting for everybody's souls.
  • Scenery Porn: The main story's dungeons go well beyond the generic vomit-colored ruins you started fighting in.
    • The Fire Dungeon rests atop lava and inexplicably well-maintained floor tiles.
    • The Water Dungeon, reached by going inside a massive dragon statue's jaws, is constructed out of hard underwater corals, around which various plant-covered ledges float.
    • The Light Dungeon's first levels are built almost entirely of glass and cogs, with the gigantic workings of Lostime's clock tower around them. Its lowest floors are solid rainbow, surrounded by a moving projection of the countryside.
  • Shout-Out: Cid is not quite in search of lost time, but Lostime is close.
  • Sibling Yin-Yang: Shirma, the Oracle of Light, is the first to help you. Her sister- Croma, the Oracle of Dark- is the last to switch sides.
  • Slasher Smile: Raffaello begins sporting these all the time once his true nature is revealed.
  • Surprise Creepy: Chocobuddy starts off with cool isekai and treasure-hunting adventures...and then suddenly a town of docile, incurious Stepfords is gaslighting a little girl and telling her how wonderful it would be to forget her own identity.
  • Trial-and-Error Gameplay: One of the side dungeons in Fables, Volg's Memories, is a series of boss fights with breaks to switch jobs and restore your HP/SP. However, you don't know what the bosses are the first time around, and you can't bring along any inventory items, so you just guess which job to use and retry when you get it wrong. The character dialog between the first few floors seems to lampshade the scenario.
    Everyone makes mistakes.
  • Jack of All Stats: Chocobos are the all-rounders of the monster world, which is likely why so many humans domesticated them. They can't inflict any fancy status effects or elemental attacks...but they're tough, kick hard, can carry lots of loot, and can assume any Job class imaginable.
  • What Kind of Lame Power Is Heart, Anyway?: If loot drops are any indication, most monsters can only carry one item at a time. A chocobo such as yourself can carry fifteen, giving you far more options in battle than 'rely on your natural abilities'.
  • White Magic: Shirma specializes in it.
  • Year Outside, Hour Inside: An example in Fables. It's revealed that fifty years have passed since the Destroyer originally attacked Lostime and the town disappeared from the world. All the residents haven't aged a bit and are completely unaware of the outside. To drive the point home, the Destroyer mentions that he knew Cid's grandfather and didn't expect his grandson to take the bait fifty years later.