1. Set the Good Ending in motion

After the player quarantines Evermire at the cost of losing Svezzmond, the Good Ending can be set in motion. While some steps could be completed before this, it would be unnecessary.
In order to begin the Good Ending, the player must enter the room where Edgemire is kept, but after listening to Evermire's speech, leave, and instead talk to the Hint Crystal outside the Throne Room. This will trigger a cutscene where Cyan tricks Evermire into revealing that Edgemire isn't Doomsday and that it was all a trap. 
After this happens, the Hint Crystal will appear throughout the world as a means of fast-travel. Once this is done, the Good Ending has been officially set in motion, and the player will be locked out from speaking to Edgemire.


2. Find the hints (optional)

If you already know what to do in order to open the way to Amalgajonan, then this part can be skipped. However, any new player will need to find the 7 hints in order to figure out what to do.

2-1. The Observatory

The Observatory can be found in the Gimmick Mountains, west of the Skeletown and north of the beginning. To enter the Observatory, head east of the building to a large patch of small trees. Walk through them to find a button. Push it, and the boulder blocking the Observatory will disappear, allowing entry.
Once inside, the player must hit 2 more switches, one is towards the top and on one of the plaques, the other is on the left side and on the grand piano. Pushing both switches allows entry to the top floor, where the player fights Beck Song. 
Defeating Beck Song gives the first hint, which is that Doomsday is being created at "the beginning" of something. This refers to the beginning of Strange Day Out 1, which was walled off with a big red barrier.
Since most people playing will have no idea how or where CSDO1 began, other clues do hint at Doomsday's location.

2-2. Desertshade Castle

Desertshade Castle is located in the Desert of None Tumbleweed in the upper-right corner. To disable the boulder blocking the castle, go south and interact with the Pyramid closest to the Cell Tower. This will trigger the second Pyramid to appear near the beginning, very noticeable as it's all by itself. This Pyramid disables the castle walls, allowing entry.
To reach the upper level of the castle, the player must unlock at least 1 Cursed Chest by finding a chest of the same color earlier in the castle. The most straightforward way of doing this is to head right, proceed up until you reach the green Chest, then go down a room, right a room, and up a room. Claim the Crazy Cannon from the Green Cursed Chest and proceed to the second level.
Here we meet Båtmoon, and defeating him lets the player look at the 2 monitors on the wall. One shows a rusty metal wall, the other shows a glowing eye. This is meant to imply you can look past the rusty wall (in Gimmick Mountains), or in other words, that it's an illusion.

2-3. Cavern of the Beetles

The Cavern of the Beetles is found in the north-most part of the Land Snake Trail for Cyan. Behind the tan brick wall there is a "suspicious pile of dirt", which requires a Shovel. Said Shovel is found in the Skeletown in the upper-right corner exactly, inside a metal chest.
Interacting with the dirt again reveals that Rope is needed as well, and you must interact with the dirt after you've collected the Shovel for the rope to appear. It is in the room with the Mimic in Auburn Ruins. Interacting with the dirt with both the Rope and Shovel allows the player to enter the Cavern of the Beetles. This area has no secondary puzzle to solve.
After walking through the cave and beating the Beetles, you can read Paul's Diary in a bookshelf. Paul says that when Evermire spoke to him, he said something about a Guard who cannot be talked to too many times. This refers to the Skeleton outside the red wall in Gimmick Mountains, as talking to him 15 times is what allows the player to pass through the wall.

2-4. Snowbound Fortress

The Snowbound Fortress is located in the northern area of Whiteout Wonderland, near the start. It will be very apparent, as it is guarded by a line of Horses.
To enter the Snowbound Fortress, the player must bypass the 5 Horses of Amazement. To do this, proceed a little further on in the area until you find 5 tall, blue pillars. These pillars have trivia questions relating to Cyan Crocomire or Dumb Fidelity lore. If the player doesn't know the answer, they can either brute-force the questions and battle an Ectoplasm Hwisp for every wrong answer, or look on the ccroc-dfi.wikia.com , a Wiki for this exact purpose. Once all 5 questions have been answered, the horses will disappear and the player can enter the Snowbound Fortress.
To advance to the upper level of the Fortress, the player must search the first level for 4 pillars, where they will find Gate Needles. Place all 4 Needles in the pattern at the center of the room, and it will become a warp to the second floor.
On the second floor, the player will fight against Crazy Soviet Comrade and Shyguy99. After defeating them, they can find another monitor, which talks about a Sign that is more than just a sign. This refers to the Sign in Gimmick Mountains, as it is the only proper wooden sign in the game.

2-5. Shrine to Wood Man

Also in Whiteout Wonderland is the Shrine to Wood Man. Towards the end you may notice some of the tiny trees look like a stick figure. Stand in the center of the "head" and interact, and this will open a path farther north to the Shrine.
Inside the Shrine is a stone tablet that will teleport the player to their next destination if they have the Leaf Shield. It is hidden in the Desert in the Palm Tree in the Oasis located below Desertshade Castle so long as Toad Man and his team have joined the party. The only hint towards this is that Cayn says "Deert" after interacting with the tablet, Deert being the internal name for the Desert, and the Palm Tree is the only source of leaves there.
Toad Man will use the Leaf Shield to power the Stone Tablet and the party will be taken to "Place", where they can fight Hard Man. Defeating the robot master causes him to reveal that Doomsday requires a very specific key to access.

2-6. Heck

Heck can be found if the player walks an invisible path to a floating island in Land's End. It's towards the middle portion of the area on the Right side, and can be found by hugging the right cliffside. You'll know when you're on the path, as the game will automatically shove you off of the cliff and onto the path. Follow the path up to the island and enter the portal to Heck.
Heck is a maze of sorts filled with Mimics. To progress to the second portion of it, find a Red portal in the Northeast part of it. Do not be fooled, there is also a Green Portal, but it will bring you back to the beginning.
In the second part of Heck you can fight Fricken Heck, and defeating her will let you talk to the statue next to her. It says that she told Evermire to hide a switch in a Rafflesia flower. 
The Rafflesia flower is what the Pokemon Vileplume is based on, and sure enough, there was one Rafflesia in Dusk Forest where interacting with it caused a character to say "Vileplume", and this is the Rafflesia we need to find again.

2-7. Distorted Code

Hidden in Evermire's Castle is an area made of pure Distorted Code, and was deemed too dangerous to explore and/or cultivate. It is hidden under an ordinary floor tile and won't stand out at all. 
To figure out where this tile is, you must go back to the 4 wings of the first floor and interact with the tiles where their bosses once stood, and this will give you directions.
Alternatively, I'll give some directions here. It is to the left of the Gate to Floor 3. Find the cracked tile that borders the north wall. Heading down once and right once from the cracked tile will put you on top of the way to the Distorted Code, interact to open the way and remind yourself where it is for future travels.
The Distorted Code area doesn't have any puzzle, just head to the upper-left and interact with the glowing yellow portal. This allows you to fight code that assembled itself into a distorted version of Donald Trump. After Trump has been taken down, interact with the mirror next to the portal, and this will send you to a secret room in Evermire's Castle.
This had a progress report from Evermire, where it is revealed that a necessary part of accessing Doomsday has been stolen by Christophe, and that whomever has this component and knows Doomsday's location can access it and possibly disable it if he doesn't finish it soon enough.
This is referencing the Cosmic Trophy from beating Christophe EX in the Colosseum as well as the Key mentioned by Hard Man.


3. Access Doomsday

Using the hints, we can create a sequence to follow from setting the Good Ending into motion.

I - Complete all 6 rounds of the Colosseum and win the Cosmic Trophy. This will open the entrance to Doomsday's Chamber.
II - Head back to Gimmick Mountains, where the player first met Starch Billy. Talk to the Sign. This disables a barrier on the way to Doomsday.
III - Head into the Forest where Toad Man first woke up. Talk to the Rafflesia flower in question (the one near the Magic Crystal). This also disables a barrier.
IV - Back to Gimmick Mountains, find the Skeleton near the red metal wall. Talk to him 15 times and he will disappear, allowing the player to travel through the wall.
V - Progress through the first few screens of Cyan's Strange Day Out 1. If something is blocking you, then it means you did one of the previous steps incorrectly.
VI - Once you've gone the farthest you can, you’ll find a Chest which is actually a gateway to Doomsday, but will only open if you have the Cosmic Trophy.
VII - Proceed through the groutesque chamber where Doomsday has been growing and prepare for the fight of your life.


4. Amalgajonan

Defeating Amalgajonan is no easy feat. He has some of the highest stats in the game and can use some extremely potent magic. The real kicker, however, is that after 10 Turns, you automatically lose.

4-1: Grinding
The first tip to winning is, obviously, to make sure your party is level 50. If not, then grind off of enemies in Evermire's Castle, as they give the most EXP.

4-2: Armor

Next is Armor. Armor is pretty scarce in this game, with each party member getting one unique armor and 4 versatile armors that can be worn by anyone found randomly throughout the quest. Additionally there is the Leaf Shield, a second, better exclusive armor for Toad Man, as well as the B'Tub Ring, which may not take up an armor slot but is completely useless for this fight as Amalgajonan is immune to all status effects. 
The Berserker Gear: 
It lowers a party member's Defenses but increases their other stats besides HP and MP. It may prove useful for offensive powerhouses. This armor is a mandatory pickup and is dropped by the Abomination.
The Paladin's Shield: 
It gives the largest boosts to Defense and M. Defense, but greatly lowers Speed. This also works for damage dealers, as the party Healers will need all the speed they can get. It is given to you by the Paladin after defeating him in Evermire's Castle.
The Red Diamond: 
This gives good boosts to Defenses as well as minor boosts to Offenses, and increases the chance to dodge attacks. It is found by finding the Dopey Sunfish a second time in Cold Skeletown, near the Barrels.
Shyguy's Mask: 
This gives good boosts to Defenses, moreso than the Red Diamond but less than the Paladin's Shield. It is won from defeating CSC and Shyguy in the Snowbound Fortress.

4-3: Weapons

Now let's look at Weapons. There are tons of great weapons to look at, and look at them we shall.
Svezzmond Weapons: 
These are the 7 Weapons Svezzmond gives to the party before he dies. They boost Attack by 350 and whatever stat the character excels at by another 50 (the exception is Toad Man, whose weapon simply gives him a boost of 400 to Attack). These weapons are powerful and can't be skipped, making them a good option if other weapons simply aren't available.
Purple Hat and Red Ribbon Black Hat:
These weapons, while not that great offensively, give Cyanmare the spells Regen Song and Speed Song respectively, which may be more useful than Banhammer from the Forbidden Hat since Amalgajonan is immune to Silence.
Sledge: 
Sledge boosts the character's Attack by 500, the absolute maximum. It has a 1/15 chance of being dropped by the first 4 Bosses in Evermire's Castle as well as a 100% drop chance from the Paladin EX in the Colosseum. While that 500 certainly is a lot, it won't matter if the character it is given to doesn't use their Physical attack prominently (more on that later).
Paladin's Halberd and Hammer:
This weapon is weak, but boosts the Defenses of the wielder, so it may have a niche on Healers. It is received from the Silver Titan that guards Evermire's Castle. Also boosting Defenses is the Hammer from CSC, though to a lesser degree. However, it also is better for Offenses and give a slight boost to HP too. 
Hard Knuckle:
This weapon is Toad Man-Exclusive but quite good. It doesn't boost his attack as much as the W. Buster, but does boost his Defenses, though not as much as the Paladin's Halberd and even with Hammer. It does give him a very strong spell in Airplane Arm, however. It is given to the player after defeating Hard Man.
Bee Movie Script & Daggers of Time:
Neither of these weapons are that great offensively, but they do boost Speed. The Bee Movie Script gives the higher boost, but the Daggers give more offense and can slow down the opponent after a Physical Attack. Bee Movie Script is dropped by the Abomination meanwhile the Daggers are dropped by Furious Bees sometimes and Abomination EX always.
Tendrills of Virusmire:
Not very strong, but your Physical Attacks hit 6 times, which is nice I guess? Dropped by Xenobeings sometimes and Cowman EX always.
The Hackerman, Sickle, and Frickin Scythe:
These 3 weapons are notable for giving boosts to Magic Attack; 100, 180, and 200 specifically. The Frickin Scythe also boosts Critical Hit Rate. The Hackerman is dropped by Thorn Flowes sometimes and Malcolm EX always. Sickle is dropped by CSC and Frickin Scythe is dropped by Fricken Heck.
Dopey Ray of the Sunfish:
Pretty much a direct upgrade to the Hammer, giving the same Defense boosts, more HP, more Attack, and a whopping 300 extra M. Attack. It is given by the Dopey Sunfish after finding him a 3rd time, in the trees to the left side of the Cold Skeletown (he's invisible).
Christophe's Waterfall:
This weapon gives a lot of advantages, most relevant to this fight is a boost in Attack and M. Attack by 400 and an MP Boost of 100, making it hands down the best weapon for any magic user. It can be obtained by defeating Christophe EX.
Note: Because of the bonus round for the Colosseum, it is technically possible to grind Sledges and Christophe's Waterfalls. Losing doesn't result in a game over, so all the player has to do is kill Paladin EX or Christophe EX and they will gain the weapons. Doing this is extremely difficult, however, possibly even moreso than Amalgajonan himself.

4-4: Party Members

That's all the relevant weapons, now let's look at each of the 7 Party Members and why they are useful:
Cyan:
Cyan is a Magical Powerhouse, the strongest Magical Attacker in the game, in fact. His Man Meteor spell deals incredible damage and can build SSP fast, but has a very high MP cost. Even more incredible is his Superskill Showstopper, which may be resisted by Amalgajonan, but is still worth a use. 
Starch Billy:
With Svezzmond gone, Starch Billy holds the title of the second highest Attack stat, behind Toad Man. Additionally, he has great Magic Defense, only behind Gavla's Arm, and can revive party members with his Sauce Formula spell, though it isn't as good as the Secret Sauce item. Starch Billy's Sharknado spell, which works off of his Attack stat, is very powerful but almost as costly as Man Meteor. Starch's Superskill, Seismic Shutdown, is very powerful as well, going through defense and hitting 9 times, possibly being the strongest attack the player can have.
Cayn:
Cayn may be slow but he's insanely durable, packing the best Defense and above average Magic Defense and HP. He has 2 useful utility spells in Wall, which boosts party Defenses, and Steak, which heals the HP of an ally. His Cannonslammer spell is inaccurate but quite strong, and his Skullbreaker Superskill can hit hard and lower the foe's Defense. Both these spells are Physical.
Cyanmare:
Cyanmare is quite the strange character, but packs some tricks. His Magic Attack is only trumped by Cyan, though hid defense isn't that great. He normally only uses 3 spells: a decent Magical attack, a decent Healing spell, and a party-wide Attack and Magic Attack buff. Using certain Weapons (detailed above) can also give him Regen Song for party-wide HP Regen or Speed Song to boost the party's Speed. Finally, his Superskill More Bears isn't a strong as Cayn's but does still lower enemy Defense, along with their Magic Defense.
Toad Man:
Toad Man is the premier Physical Attacker, having the highest Attack Stat in the game, however his MP is low and anything Magic-related for him is useless. Using the Hard Knuckle Weapon and Leaf Shield Armor, however give him 2 unique spells. Airplane Arm is a powerful Physical Attack and Leaf Protection can boost his own defense stats, not to mention his ridiculously powerful Superskill in Jet Hop, essentially a better version of Airplane Arm.
The Spooky Ghost:
The Spooky Ghost is fast but has middling stats elsewhere. His main draw is Cheat the System, which restores the MP of an ally and will regain more than it uses if used on Spooky Ghost himself. Additionally, Spooky Note works similar to Wall, but takes less MP lasts less turns, while also generating above average SSP. Unfortunately, since Amalgajonan is immune to Statuses, Spooky Ghost's Superskill Sharpskill is useless, only being a decent attacking spell.
Gavla's Arm:
Very poor offensively but great defensively, Gavla's Arm works well in a Supporting role, especially with Sauce Formula and Nullify, which lowers enemy Speed, Defense, Magic Defense, and Luck. It's Superskill, Lifeforce Assimilation, isn't very good, however. While it does heal Gavla's Arm, it's very weak when compared to other Superskills, and completely outclassed by More Bears.

4-5: Amalgajonan's Attacks

Amalgajonan uses tons and tons of attacks that the player has seen throughout the game, and they all have an equal chance of appearing. Some of them are practically worthless, like Wait or Heal, some are rather weak like Attack, Spark, Flame, and Freeze, but ata the same time he also packs spells like Dark Crash, Dark Dragonbreath, and PK Ground, which could be devastating. So, with a little bit of luck, you should be good.
Amalgajonan also has a 50% chance to attack twice each turn.


I hope this is a thoroughly comprehensive guide to the Good Ending of Cyan’s Strange Day Out 2.








