Mt. Thunderclap is the mountain dungeon of Chapter 2, “Eternal Blue”, in Final Fantasy Resonance. You reach it from Dilmagia on the continent of Dirnado, and your objective is “Cross over Mt. Thunderclap”. Just inside the entrance, Lid offers a shortcut for a fee. It’s worth paying, because the shortcut leads past a chest holding a lightning-resistant robe and ends at the save point before the mid-boss.
Quick answer: Leave Dilmagia by the south gate and follow the road north-east to the cave beside a broken bridge; the cave mouth just west of the Dwarf is the Mt. Thunderclap entrance (Recommended Level 13). Inside, Lid offers an “easy-peasy route” for 1,000 gil. Paying drops a rope ladder up to a quiet upper corridor that leads to a ledge with the Cape of the Raiju chest, and a second ladder from that ledge takes you straight down to the save point before the mid-boss. If you say no, you take the long normal route, and you can still pay later at a spot near the entrance save. Past that save, Liquid Thunder (Lv 13, 10,000 HP, weak to Earth) guards the way to the far exit, which leads on to the Dwarven Forge.
| Detail | Mt. Thunderclap |
|---|---|
| Chapter / objective | Chapter 2, “Cross over Mt. Thunderclap” |
| Entrance | Cave mouth west of the Dwarf at the broken bridge, north-east of Dilmagia |
| Recommended level | 13 |
| Lid’s easy-peasy route | 1,000 gil (“Pay 1,000 gil” / “Don’t pay”; you can ask again later) |
| Chest on the paid route | Cape of the Raiju (robe) |
| Save points | Entrance (save, tent) and the Boss save before Liquid Thunder (save, tent, Teleport) |
| Mid-boss | Liquid Thunder: 10,000 HP, Lv 13, Lightning nullified, weak to Earth |
| Exit | The far side leads on to the Dwarven Forge |
| Best element for most enemies | Earth |
How to get to Mt. Thunderclap from Dilmagia
Once Lid joins at the Dilmagia shipyard, your task is “Cross over Mt. Thunderclap”. Its World Map marker sits north-east of Dilmagia. The recommended level is 13; our party of Rain, Lasswell, Fina and Lid was Lv.14 on NORMAL difficulty.
You’ll run into random battles on the Dirnado field along the way. North-east of Dilmagia, a group of three Zombies (Lv.12) can show up. Each has 260 HP, is weak to Fire and Light, resists Dark, and “Uses Confuse attacks.”

Stagger the enemies and the SELECT RESONANCE screen can appear. Press W for Hibernal Fury (“Deal Ice magic damage to random enemies 5 times.”), press A for Healing Wind, or press C to cancel.

The stagger explainer covers how Select Resonance works. Finishing the Zombies with Hibernal Fury pays 63 EXP, 175 Gil and 11 MRP, plus an Overkill Bonus and a Stagger Finish Bonus.



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Add to Google Preferences →Lid’s easy-peasy route: pay 1,000 gil or not
A scene plays as soon as you enter. Lid explains that one route through the mountain is “super easy. Hardly any monsters at all”, but it’s “an optional extra” with a price attached. As she puts it, “I don’t just like money. I LOVE money.” She then asks: “So what’ll it be? Pay 1,000 gil to be shown the easy-peasy route practically free of treacherous creatures?” followed by “Or would you prefer the normal route, chock-full of vicious, slavering monsters?”

Your two options are “Pay 1,000 gil” and “Don’t pay”.
The selection begins on “Don’t pay”. To take the shortcut, avoid pressing F automatically.

If you pick “Don’t pay”, Rain says “We’ll skip the easy-peasy route, thanks.” Lasswell agrees that you’ll “need to be careful with our funds”, and Lid tells you “if you change your mind at any point, don’t be too proud to ask, all right?” From there, you continue on the normal route.

Just east of your arrival point, a pink circle marks the save point inside the cave. Its menu lets you Save progress or Rest in a tent; use it before proceeding. For more on saving, see how to save in Final Fantasy Resonance.

How to ask Lid again


Move it up to “Pay 1,000 gil” and confirm.

The payment is confirmed by Lid’s line: “Hehe… Glad to do business with you! Let’s head down the easy-peasy trail!” You need 1,000 gil on hand; the fee is taken at once.

The paid route: rope ladder, Cape of the Raiju and the shortcut to the Boss save


With 45 Phys. Def and 57 Mag. Def, the Cape of the Raiju robe has the effect “Halves damage taken from Lightning attacks. Increases MP by 30.” It sells for 500 gil. Compare it with other robes in the armor list.



Another rope ladder, at the northern tip of the ledge, goes up. The hidden route to Ramuh lies in this section of the mountain; details on the optional battle are in the Ramuh question answer post.
Should you pay Lid 1,000 gil?
Yes, if you have the gil. You’re climbing a mountain named for thunder, the mid-boss is a lightning creature whose trait is “Uses a special skill after charging electricity.” and Ramuh, the master of lightning, is nearby. On the paid route, you’ll find a robe that halves Lightning damage, adds 30 MP and has Mag. Def 57.
Taking the shortcut means just one corridor and a ladder between the entrance and the Boss save. By contrast, the normal path takes much longer through the 2F caves and exposes you to random battles throughout. The mountain’s rewards also make the small fee worthwhile: Liquid Thunder alone drops 1,500 gil.
There are two good reasons to say no:
- You need the gil for upgrades at Dilmagia’s shops.
- The Lv 13 Captain awards 500 EXP on its own, making it worth fighting for EXP if your party is below the recommended Lv 13.
You can change your mind later; the pillar near the entrance save point still lets you pay.
Mt. Thunderclap enemies and weaknesses
These enemies all appear on Mt. Thunderclap. Earth hits every one of them except the Sprinter (weak to Wind) and the Bomb (weak to Water).
| Enemy | Lv / HP | Weak to (resists) | Drop |
|---|---|---|---|
| Footpad | 12 / 230 | Earth | Potion (rare: Ether) |
| Thief Boss | 13 / 260 | Earth | – |
| Sprinter | 13 / 260 | Wind | Ether |
| Wolf | 11 / 240 | Earth | Potion |
| Damia | 12 / 260 | Earth (resists Thunder) | Phoenix Down |
| Warlock | 12 / 1,000 | Earth | Phoenix Down (rare: Ether) |
| Captain | 13 / 2,835 | Earth, Water | Mist Potion (rare: Knife of Silence) |
| Bomb | 12 / 1,000 | Water (resists Fire) | Flame Scroll I |
Each enemy’s in-game traits tell you how to handle it:
- Footpad: “Steals gil.”
- Thief Boss: “Easily staggered.” “Steals gil.”
- Sprinter and Wolf: “Easily staggered.”
- Damia: “Counterattacks when hit with magic.”
- Captain: “Powerful and difficult to stagger, but rewards handsomely when defeated.” “Uses Paralysis attacks.” Worth 500 EXP.
- Bomb: “Self-destructs when HP is lowered.”
Lid brings Earth with her from the start, with Mechabo Kick (Lv.1) and Stone (Lv.3). The Dilmagia item shop sells Earth Scroll I for 1,000 gil, with only 3 in stock (see the Dilmagia shops). Kill Footpads and Thief Bosses first, before they can take your gil. Use physical attacks on the Damia, since it counters magic. The full enemies list covers foes beyond this mountain.
After the Boss save: Liquid Thunder and the way to the Dwarven Forge
Past the Boss save, the path leads on along the top of the mountain to the mid-boss, Liquid Thunder. The Lv 13 enemy has 10,000 HP, takes extra damage from Earth and nullifies Lightning attacks. Its trait says, “Uses a special skill after charging electricity.”
The victory rewards are 1,350 EXP and 1,500 gil, and the drop is a Lightning Scroll I. Bring Earth (Lid’s Stone and Mechabo Kick, Earth Scroll I) and leave Lightning spells out of the plan. Find details on other major battles in the bosses list. Beyond Liquid Thunder, the far-side exit leads to the Dwarven Forge, Chapter 2’s next destination.
Other things on Mt. Thunderclap
A hidden trail in this area leads to the optional Ramuh encounter. He is Lv 20, has 24,000 HP and is weak to Earth. The linked Ramuh post above gives the answer to his question. Tablet Shards are also found on the mountain; their locations appear under tablet shard locations.
The next Chapter 2 destination is the Dwarven Forge. Continue the story in order with the Final Fantasy Resonance walkthrough.






