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But yeah, clearing all the traps / events would be my top guess as well. It's an obvious option.
If not that, then maybe something like making sure that you have a pet of each element in the team plus some material of each element in the team's inventory. That'd fit the theme of the chameleon being able to change its element. (side note: The element change is only for traps/events, right? No effect in combat?)
A less likely thought would be if it required that your team has the right selection of classes represented. That's not really fitting for the theme of the pet though.
(That last one inspires a thought: Mime pet. Special ability that it possesses instead of campaign bonuses would be copying the class functionality of all pets in the same row of the party. Maybe with something like 1/3 of the value (or whatever fraction he feels would be best for balance - or individual rules for each class being copied), so if one of the copied pets is an Assassin that can deal 30% extra damage maybe for the Mime that would mean that it can deal 10% extra damage. When the Mime eventually evolves it'd use copied bonuses in addition to its own class functionality... although maybe (if balance concerns call for this) its own class ability (excluding blacksmith, alchemist, or adventurer) is half the strength of what other pets of that class would get. I wonder if that'd be a good idea for a pet (and whether Ryu would agree that it sounds interesting.))
Muljostphos second guess is close to the truth, for those that want to be spoiled:
First complete depth 2 normally (kill depth 2 boss), then send a pet of the dungeon element and at least 1 tier 3 material into the dungeon, this will lure a stronger boss out.
For example: for water dungeoin you will need a water pet and 1 magic ice.
On a semi.related note there is currently a new beta for itrtg running, which mainly adds depth 3 dungeons.
Due to the fact that a team with 2 mages can basically kill everything except the boss in one turn ryu also changed it so that all depth 2 dungeon have a 50% ambush chance and depth 3 dungeons 100%.
Even though I don't use such a team I'm not a fan of this change as it seems unnecessarily punishing even for balanced teams.
If it only happens in the first turn of each room and only moves their single attack that turn to the front of the queue, then I'm much less concerned.
I'm not completely sure but most pet unlocks require you to do all of the unlock conditions in the same rebirth so you might want to do all of the dungeon in a single rebirth just to be sure.
So if you are planing a run on those areas without flying boots make sure to extend the run by 1-2 hrs
and you have to slog through the lower tier dungeons to reach the higher tier ones, so keep in mind events on those as well.
(mistakes were made or i would of had it yesterday TT)