CHRONO TRIGGER (SUPER NINTENDO)
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FAQ/Walkthrough (rev. 1.337; May 13th, 2003)
by Phoenix 1911 <
[email protected]>
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This document should be your complete resource for Chrono Trigger on the
Super Nintendo. I hope everything you need is within this guide; if
not, make sure to take note of other great FAQs on gamefaqs.com. Yeah.
Uh, I'm not really inspired introduction-wise, so I'll shut up before I
hurt myself... have a nice day. Before we start, though, heads up to
the people on the gamefaqs.com Chrono Trigger message board--the vets in
particular--without whom this document would never be as accurate as it
is now. Thanks!
As for the legal junk: this guide is unofficial, my property, all rights
reserved, and... stuff. Don't gain any profit! If you value yourself
as much as I value this FAQ, don't mess with it. Do not reproduce or
alter it without my prior permission, except for personal, private use.
Try to remember that copyright infringement and plagiarism both suck and
are punishable by law--please stay away from them. I ask other authors
to ask for permission when they want to use info from this guide, and I
expressly forbid websites other than GameFAQs <
http://www.gamefaqs.com/>
to post this guide. Thanks for your courtesy, and have fun.
Note that I changed e-mail addresses; everything sent to my @hccnet.nl
after September 2004 was not received by me. See above for my new
address, and sorry for any inconvenience.
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WHAT'S NEW?!
Restructured and rewrote nearly all text, general layout revision, and a
few cosmetic modifications. Elaborated on some things and decided to
include some charts. So yes--it was not a _complete_ waste of your time
to download this if you had an older copy. Anyway, this version took a
time to get done, which is why the version number is so cool. You're
welcome.
And... this FAQ is now exactly 1 year old! This update appears exactly
after its first publication (and thus my debut in the world of FAQs and
FAQ authors). Rejoice!
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TABLE O' CONTENTS
1. GAME BASICS
1-A: General Info
1-B: Getting Acquainted
1-C: Combat
2. WALKTHROUGH
2-A: The Millennial Fair
2-B: The Queen Returns
2-C: The Queen is Gone
2-D: We're Back!
2-E: The Trial
2-F: Beyond the Ruins
2-G: The Factory Ruins
2-H: The End of Time
2-I: The Village of Magic
2-J: The Hero Appears
2-K: Tata and the Frog
2-L: The Rare Red Rock
2-M: Footsteps! Follow!
2-N: The Masamune!
2-O: Magus' Castle
2-P: Forward to the Past
2-Q: Unnatural Selection?
2-R: The Magic Kingdom
2-S: Break the Seal!
2-T: The Guru on Mt. Woe
2-U: What Lies Beyond?
2-V: Lavos Beckons
2-W: The New King
2-X: The Time Egg
2-Y: The Fated Hour
2-Z: The Final Battle
3. SIDE-QUEST WALKTHROUGHS
3-A: The Sunken Desert
3-B: Ozzie's Fort
3-C: Origin of Machines
3-D: The Sun Stone
3-E: Cyrus' Ghost
3-F: The Rainbow Shell
4. APPENDICES
4-A: New Game +
4-B: Game Endings
4-C: Damage Calculation
4-D: Miscellaneous
5. CHARTS
5-A: Items
5-B: Equipment
5-C: Magic
6. FREQUENTLY-ASKED QUESTIONS
========================================================================
PART 1: GAME BASICS
========================================================================
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1-A: GENERAL INFO
------------------------------------------------------------------------
A preface ("mini-review", Chrono series breakdown), introduction to
the storyline, and the cast of characters--what more do you want?
== 1. PREFACE ======================================
Chrono Trigger; possibly the best role-playing game ever released on
the Super Nintendo? If not, it's definitely one of the best; with
the "big three" of Squaresoft working on the game, it definitely
_has_ to be good. You gotta acknowledge: for a Super Nintendo game,
audio and video are top-notch, and the various features (New Game +,
and of course, multiple endings) are just pure innovation. The game
is a favorite of numerous people, and not for no reason. The mad
idea of making a FAQ for this game even slipped into my mind, so
that counts for something.
As a small note, Chrono Trigger has been re-released for play on the
PlayStation (it's included in Final Fantasy Chronicles, a package
also including Final Fantasy IV), and though it was apparently not a
good port (the loading times were elongated significantly), there're
extras like anime cut-scenes. I suppose you can't get the original
SNES-cartridge anymore (or actually, don't want to pay hell-amounts
of hard-earned cash to those money-hungry scrubs selling their half-
broken, dirt-infested, empty-battery cartridges on the Internet), so
your only way of playing the game without illegally downloading the
ROM-dump is the PSX-port. Unless this FAQ's version is outdated,
meaning you probably can't get your hands on the PSX-port as well...
oh well.
There's also a sequel to the game, Chrono Cross, released on the
PlayStation as well. I personally enjoyed this game, though there
are many people who thoroughly disgusted it. Have a check at a few
reviews first if you want to see it. Rumors are that another Chrono
game is in the works. The name "Chrono Break" was registered as a
trademark, but for all we know it's the name for a new brand
laxative dog cookies. So... I dunno. Stay tuned, however.
== 2. STORYLINE ====================================
You take the role of Crono, a teenage boy, and the seemingly silent
protagonist of the game. So one day, his mom tells him to wake up
and see his friend Lucca, as he received an invitation to view her
new invention. He goes to the square, which is festooned with happy
colors and stuff to celebrate the new millennium--it's 1000 A.D.!
Crono meets a strange girl, Marle, while walking around, and with
her he heads off to Lucca's site. However! Lucca's invention, a
machine that's supposed to warp things from one place to another,
goes kaput for some reason, and our friends are pumped through time.
Consequently, Crono and co. visit many places, discover many things,
and are joined by new friends from various eras. To their surprise,
though, he will discover that in the future, the evil Lavos has (er,
"will", actually) gone Godzilla and left no future left for humanity
by destroying the entire civilization. I will leave it up to you to
guess what your ultimate mission in the game is.
== 3. CAST OF CHARACTERS ===========================
What's a role-playing game without people whose role you can play?
The following list is sorted in the order that they join you--if you
are *heavily* allergic to spoilers (i.e. you consider being able to
recruit someone a spoiler), well, the scrollbar is to your right.
- a. CRONO -------------------------------------
He is you, and you are da punk rocker of the game! While he may
_look_ like a normal and silent (his dialogue is not displayed)
teenager, he is in fact the hero of the game. Wearing a bandana
(which seem to increase in popularity these days) and having the
name of the game somewhat incorporated into his own name (and how
cool is THAT), he lives in the peaceful Truce village, where
youngsters are allowed to walk around with sharp katana blades,
crossbows, and guns.
In battle, Crono is all-around. He wields a katana blade for
close-up work, and casts lightning-magic to do the rest. Most of
the time, you are going to have Crono in your team because, uh,
you HAVE to. But it's not a biggy; he'll prove to be very useful
in battle. Even though his magic-stat isn't too special, his
physical assaults hurt, and his strongest lightning-spell is the
best single tech in the game. And when it comes to speed: Crono
is as fast as lightning. Get it? GET IT?! Funny... I know.
- b. MARLE (NADIA) -----------------------------
Of course, there's always a woman in the game--mostly a healing
mage at that, in RPGs--and Marle fulfills that role. There is
something strange about this girl, and you're about to find out
soon... She lives in the kingdom of Guardia, 1000 A.D., and you
will meet her in Leene Square in the beginning of the game. Oh,
and she also has blonde hair, if that counts for something.
So yeah, her fighting skills are absolutely nothing compared to
the big guys (and one gal): the only thing Marle's good for is
healing. She has a legion of healing spells in her bag of magic
techs, but oddly enough, she has no good target-all curative
magic to her potential! Which basically makes her a useless
healer later in the game; a darn shame. Marle uses a bow (which
is ultra-weak) and knows a few water-attacks.
- c. LUCCA ASHTEAR -----------------------------
Also referred to as the BRAiNZ (tm) or the Goofy Glasses (tm),
Lucca is a downright genius when it comes to, well, everything.
Her brilliant mind will prove to be useful many, many times.
Even when you don't need it.
Lucca's mainly an offensive magic user. Her fire-techs combined
with her intelligence equals lotsa fireworks--hurtin' fireworks
at that. Lucca will eventually have one of the best magic-stats.
However, she's physically as weak as Marle, and that's REALLY
weak. Another downside is that Lucca's so damn slow that a snail
on a reversed conveyor belt would probably catch up with her; but
providentially, the speed-stat is an improvable statistic.
- d. FROG (GLENN) ------------------------------
Frog is a human-sized, Old English-speaking, sword-carrying and
original name-having frog. Once upon a time, there was a noble
knight in him, but an evil wizard put an end to that by turning
him into what he is now... That certain man also happens to have
killed Frog's best friend; revenge is what he wants! He resides
in a forest in the Middle Ages, where he lives to protect the
Queen, and to one day, avenge his friend. (*cough*--I sound like
a game-magazine writer, man!)
A pretty powerful fighter. Being officially authorized to wield
the legendary Masamune, Frog knows how to kick some rear ends
properly. He employs water-magic to take care of the rest, and
casts healing spells on the sluggish crew. Frog's proficient in
both the physical department and the magical area, making him
very useful in battle.
- e. ROBO (R-66Y/PROMETHEUS) -------------------
Being found in a destroyed dome in the future, Robo seriously IS
the Biggest Toy Ever Seen. After being repaired by the whiz kid,
Robo will assist you on your Quest To Save The World. That Lucca
woman also somehow managed to plug emotions in Robo. If we,
people from the twenty-first century, are not able doing so, and
this li'l Mastermind From More Than A Thousand Years Earlier can,
I guess she must be _extremely_ smart. So. Erm... back to Robo.
Due to his variety in techs and his fantastic physical strength,
and his Heal Beam (which is OH-SO-MIGHTY should you upgrade his
magic-stat enough...), Robo is definitely one of the most useful
characters in the game, and an all-time favorite of mine. Though
he has no elemental affinity, his physical strength and defense
are immense. However, high stats consequent in other stats being
downgraded, and unfortunately, yet fortunately, his speed is not
exactly good. The fact that you can beef up the speed-stat
through the use of Speed Tabs makes up for it, though.
- f. AYLA --------------------------------------
Coming from the prehistoric era, Ayla is a woman whose fists do
the talkin'. With *girl power* like that, she managed to become
the chief of Ioka village, and the threatening Reptites run away
terrified at the sight of her. She will eventually join you to
help fighting Lavos.
Talking about physical strength, Ayla is definitely the one you
must have. The yang of melee attacks suffers greatly, though; do
not even MENTION magic to her, 'cause she's apparently too stupid
to handle it. Ayla is the fastest character in the game as well,
utilizes only her fists when dishing out damage (amount of damage
depends on her level and the power-stat; you cannot "change her
weapons" as you do with other characters), and knows the "Charm"-
spell. With this piece, she can steal items from other monsters!
Spiffy ability, I tell you.
- g. MAGUS -------------------------------------
While Magus may _look_ like a malevolent wizard, he... well, *is*
a malevolent wizard... Being sent from the past to the Middle
Ages resulting from a dimensional break, he lives and prepares to
one day face and SPLAT Lavos once and for all. He'll ultimately
become a member of your party (that is to say, unless you don't
want him to join), to help you on your quest of saving the world
yet again. Although, I don't really think he'd agree with the
"help you"-part.
But oh well, we could always use a new individual in our team!
Magus is the favorite character of many people, and for a reason.
For one thing, he has all four elements to assault with, of which
most of his spells are affiliated with the shadow-element. The
major downside is that he isn't able to handle dual techs (and no
wonder, with a face like that), and given that combo-attacks are
strategically the best method to smash your opponents' skulls to
pieces, that terribly sucks. His magic-stat owns in general,
though, and I guess that makes up for it. Physically not really
a substitute for the real dishers like Ayla, but definitely a
great asset to the team.
------------------------------------------------------------------------
1-B: GETTING ACQUAINTED
------------------------------------------------------------------------
== 1. CONTROLS =====================================
I will draw on the default controls throughout the FAQ. And I will
_not_ serve you a crappy ASCII-drawing of a SNES-controller. What
the hell would be the use of that? Oh yeah, so you can see where to
put your fingers... ah, I get it. I think. Whatever the case, here
is only a quick rundown of the buttons:
X-BUTTON - Open menu (to config, heal, etc.).
Y-BUTTON - Change members in your active party, or move the
message window up or down.
A-BUTTON - Confirm, interact, examine.
B-BUTTON - Cancel, or dash when on the field.
L-/R-BUTTONS - Scroll through lists, or hold both to escape.
START - Pause the game, confirm (sometimes).
SELECT - When on the world map, shows the complete world.
If you press and hold L, R, Start and Select, the usual Microsoft
Windows-- err, Squaresoft thing happens and the screen will black
out. The game resets software-wise and this is handy, at times.
== 2. GENERAL RPG HOO-HA ===========================
Chrono Trigger brings forth the classic system of roasting monsters
and visiting places and whatever you can think of. Here is a brief
introduction this genre of games. I am a lazy man, so this will be
found in my other RPG-FAQs as well. Those that never played a game
like this better listen up, pronto!
-- a. THE NUTS 'N BOLTS ----------------------------
RPG. That's role-playing game, I guess, and this genre involves
gazing at your television screen or PC monitor while controlling a
bunch of people. The A-B-C is simple: your goal is to walk around
and visit wacky places, slapping together a team of super-skilled
personages, and accomplishing a certain goal (which is most likely
saving the world for the thirty-seventh time).
-- b. FIGHTING MONSTERS ----------------------------
But wait; that's not all! While doing this, you have to explore
dungeons and slay monsters the monsters inside. By doing this, you
will get better (a.k.a. gain experience), so that you can slay more
monsters, so that you can slay the boss of the monsters (who usually
resides near the end of a dungeon), and so that you can eventually
slay the boss of the bosses. Isn't that fun?! To be frank, it's
not. Fortunately, there is a storyline that makes you forget most
of this essential RPG-element.
-- c. VISITING OTHER PLACES ------------------------
Besides dungeons, RPGs contain places where special events occur,
and towns. If you wanna save the world, it doesn't help much to
stay in the same place the whole game, eh? Therefore, you gotta
move on. Towns consist mostly of houses, shops and inns. Shops
make it possible to buy and sell things, and inns are sowed just
about everywhere to recover every single lost bit of HP and MP.
EVEN if you've been roasted to a pile of nothingness, or attacked
brutally by a madman, or just lost a few limbs... an inn instantly
cures ANYTHING. The price of an inn, contrary to equipment, varies
from town to town. It's mostly not much, trust me.
-- d. DEVELOPING YOUR STRENGTH ---------------------
You will also have to buy new armor and upgrade your weapons, 'cause
leveling up alone won't be enough to sustain damage you take from
newer enemies. Stronger equipment is acquired as you go; a handful
is hidden in chests, and there are always shops that put these
things up for sale. These stores are your main source of equipment,
and monsters will be your main source of income (as well as selling
your older gear). Defeating them will result in the acquisition of
G (gold; currency in the game), to reimburse the costs, or to sleep
at inns to recover your health, so there you go.
-- e. ENCOUNTERING ENEMIES -------------------------
Unlike many other RPGs, you will not be victim to the grueling and
loathed-by-many "random battles"--these are battles that pop up
randomly as you walk around on the world map or when going through
dungeons. That is *good*. Instead, you'll see monsters (à la
Secret of Mana) allowing you to choose whether you want to avoid
them or ensue in a battle (turn-based). Of course, not every enemy
is avoidable, but in Chrono Trigger, the majority of them is. Take
note as well that there are no pre-emptive or surprise attacks to
speak of, which is nice because I _always_ seem to be attacked in
the back in other games...
-- f. LEVELING UP ----------------------------------
Finally, another typical RPG-element is leveling up; fighting
monsters willingly to get stronger, making future enemies a breeze.
In this game, as long as you don't escape from most battles, it's
not absolutely necessary to spend hours of leveling up, but staying
ahead a couple of levels DOES make the game a tad easier. 'Course,
not only your experience level determines your strength in battle--
you'll have to equip your characters with weapons as well. Wear
armor and helmets to defend yourself, and additionally, we've got
accessories (rings, stones, etc.) that have special characteristics;
some up your stats, while Lucca's SightScope, for example, can view
how many HP enemies (except bosses) have. Handy stuff.
That's that. Now, allow me to thrash out about what happens if you
press the X-button.
== 3. THE MENU SCREEN ==============================
Here's a section covering the options you have in the menu screen--
press X to bring it up when you're outside of battle.
CHARACTERS:
This, my friend, is the character status screen. There are three
boxes at your left hand, representing people in your party (if
you're controlling more than three, you can scroll down). To the
right is information applying to the highlighted character, which
shows things such as stats and current equipment. From here, you
can equip your characters, and... that's about it.
ITEMS:
Like the name intelligently indicates, here is a list of items
that you currently possess situated, complete with the amount and
functions of them. Some items are marked yellow; this indicates
that you can use them outside of battle (which is, in fact, now).
There's a button with "Organize" on top as well, which organizes
the list, should it get unbearably disarranged.
TECHS:
Like the item list, except for techs that you currently have, how
many tech points you'll need to obtain to get the next tech, any
dual and triple techs if any, and if needed, the option to use the
curative spells. Press Up/Down to switch between characters, and
Left/Right to switch between single, dual and triple. Techs
marked yellow can be used right now; however, remember that magic
that should be yellow isn't yellow if the caster isn't in your
active party.
CONFIGURATION:
The configuration sub-screen is the place where you can customize
things and more. At the left-hand side are checkboxes, things to
change, and to the right are the settings that you can change
those things into. Smart! Ahem: I'm pretty sure you can figure
out yourself what does what. I used to have a list in the FAQ
with everything explained, but uh, it was stolen.
EXCHANGE:
You can change the order of your characters, though there aren't
many reasons to do so. The only reason I can think of is to
change the locations in battle, so specific techs whose target
area depends on the caster's location affect different enemies.
You must be REALLY strategic if you do *that*... If you want to
exchange characters with those that aren't in your party, hit the
Y-button while not in the menu screen. Much simpler.
SAVE:
Use this to save your game. You can do this on the world map or
when you're standing in a save point. By the way (I cannot think
of another section in the FAQ to put this in), you _can_ erase
save-games! Reset the game, and at the startup screen (where you
choose at which slot you continue), press Start and Select
simultaneously on the controller plugged in the slot of player 2.
You'll be asked to delete a save--take into consideration that if
you have New Game + and delete all save-games, you'll trash New
Game + as well. Think before you delete!
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1-C: COMBAT
------------------------------------------------------------------------
This section is the junk drawer encompassing a combatant's guide.
Hey, the title is "Combat"--what would you expect?
== 1. THE BATTLE SYSTEM ============================
You might recognize a thing or two if you're not new to RPGs. In
Chrono Trigger, there are three important things that indicate a
character's status in battle:
HP - Hit points--this number determines how much damage you
can take. If it's zero, you're "dead" (knocked out). If
all of your people are dead, it's the curtains for you.
MP - Magic points. If you have enough MP, you can use a
"tech", also known as "magic" in most other games.
GAUGE - This would be the attack gauge. It appears as a bar that
fills up while battling. When it's full, you can attack
or do whatever is possible.
Of course, monsters won't just stare at you and prepare for a hit in
the face. They'll exactly do the same as you; building up their
attack gauge 'til they can attack. The purpose in battles is to
simply attack an enemy, while they attack back, until you win. The
flow of this happening can be configured (at the beginning of the
game, or in the menu):
ACTIVE - Real-time. Your opponents will go through the battle the
same way you do.
WAIT - Nearly turn-based; monsters will "stop functioning", sit
down and relax when you go to a menu (meaning they'll
resume attacking and building their gauge when you're not
choosing which tech/item/etc.).
When your attack gauge is full, there are three things you can do
(and of course, doing one of those will deplete the gauge again):
ATTACK - A regular physical attack. See below for detailed info.
TECH - Each playable character has specific techs (magic) that
are mostly offensive or curative. Takes up MP.
ITEM - You probably have a number of items with you, mostly
healing items (e.g. Tonics or Ethers).
== 2. THINGS TO DO... AND NOT DO ===================
Since it is inevitable that you'll also get hit back, you will also
need to prevent your characters from getting their HP drained down
to zero. The best is to keep your HP high, to prevent being taken
by surprise because of an unexpected attack, killing every each of
your fighters with one blow. Refill your HP by using an item (such
as a Tonic), or by employing techs (such as *Cure).
If you don't want to fight, run. How, you ask? Simple! Press and
hold L and R. You're doing that? Can you feel it, the excitement?
Good, good... After a while, you'll manage to escape. You can't
escape from boss battles, when you're completely surrounded, or when
you fight monsters as a part of the storyline. If you've stolen an
item from an enemy and you run away, you'll drop that item. Of
course, you won't gain experience or anything either.
There are two means of attacking:
-- a. PHYSICAL ATTACKS -----------------------------
If you select "Att." (which stands for Attack, obviously) on the
combat screen, the performer will dash to the enemy and swing with
whatever he's/she's equipped with, hopefully hitting the opponent
successfully. Marle and Lucca are an exception: they'll shoot using
their projectile weapons (when an enemy is very close to them, they
will instead slap them with their weapon, which deals equally much
damage). While you fight, lots o' numbers pop up--these indicate HP
loss.
Maximum damage doesn't cap at an effective level of 9999; even
though not more than that will pop up when you deal a blow, the game
calculates past that. There are two special cases in battle as
well, which you should know:
- The better thing, a critical hit. If the screen flashes for a
split-second, then that indicates you've performed one; damage
done is twice of the regular damage. Alas, this doesn't happen
frequently (see section 4-D for the details).
- To even out the odds, you can miss as well: zero damage. How
many times this occurs depends on your hit rate and the evade
rate of the targeted monster. Some enemies (like Spekkio) are
configured that ALL physical attacks miss.
-- b. TECHS ----------------------------------------
While you _can_ be satisfied of using melee attacks exclusively, the
tech-system wasn't created for nothing! Mostly, techs are far more
powerful than normal physical attacks, and lots of monsters have
weaknesses (e.g. a water-type enemy very much dislikes a fireball
down his throat). It's a paramount thing in RPGs to exploit these
weaknesses; they will roast a monster's below much faster, and this
way, your bacon is saved from any attacks they would do if they'd
lasted the battle longer.
Chrono Trigger introduces a very innovative system when it comes to
techs: (*drums*) dual techs and triple techs! A dual tech is the
combination of two characters' techs in order to perform a (mostly)
more powerful technique, and triple techs are the same except there
are three of them. Moreover, elements are muddled up; if you
combine *Ice with *Fire, you'll produce the *Antipode-spell, which
is of the shadow-element.
LEARNING TECHS: You'll learn single techs as you progress--more the
battles you win, more the tech points you'll get; as soon as someone
has acquired a specific amount of points, he or she will learn a
tech. For dual and triple techs, you just need to have the needed
techs (see 5-C for the requirements) and complete any battle with
the needed characters, upon which you'll learn the combo.
INVOKING ROCKS: Some triple techs require one of the performers to
have a certain rock equipped, or the tech will not be learned and
accessible. This is only needed with some of the groups in which
Crono isn't included. See 4-D for the rock whereabouts and other
blurb.
== 3. ELEMENTS =====================================
In Chrono Trigger, there are only four elements:
- FIRE: The opposite of water. Use it on monsters that like to
play with water. Play with water, you'll get burned... Heh.
- LIGHTNING: Effective against shadow.
- SHADOW: This is lightning, water and fire combined. It does not
mean it's thrice as strong, though; it's just the opposite of our
lightning bro' above.
- WATER: The opposite of fire. Note that in this game (in real
life as well; go ask your chemistry teacher!), there is no such
thing as an apart ice-element; ice is exactly the same as water,
except that it looks different. Obviously, pee with this on
fiery guys.
The elements exist in pairs: lightning/shadow, and water/fire. Make
sure you apply the opposite element on foes so that a bigger number
will pop up; give them more of their element is bad, now (possible
results: healing, little damage, no harm at all).
Some techs have a star right before their name. This indicates that
the tech is an elemental spell (the spells you've learned from
Spekkio, for instance). The star (an asterisk, in this guide) is
just a general indication, though: if it does NOT have a star at
all, it doesn't mean that it doesn't cause elemental damage. Flame
Toss (Lucca) is not together with a star, for example, yet it _does_
inflict fire-damage. Check out section 5-C for a complete list of
techs and what their elemental affiliation is.
== 4. STATISTICS (STATS) ===========================
Each character has specific stats that determine his or her strength
in specific things and all. Some people, for example, are stronger
physically, but others have absolutely no muscles but cast away with
immensely powerful magic. The max for every stat is 99 (except
speed: 16); when a stat reaches that, it will read "**". Here is,
on alphabetical order, the listing:
- EVADE: This is the opposite of hit rate; if you're the evasive
type, enemies will land less hits on you. It's not _extremely_
noticeable, but the stat is there...
- HIT RATE: Affects the amount of hits you'll land on an enemy.
If you have a low hit rate while the enemy has a high evade, you
are going to miss a few attacks. This also affects how much
damage Marle and Lucca do with their weapons.
- LEVEL: The higher it is, the more experienced you are. When you
gain a certain amount of experience points, you will level up,
and stats will increase. This also affects how much damage most
offensive techs do, or how hard Ayla strikes.
- MAGIC DEFENSE: Quite self-explanatory, no? This stat determines
how much damage you'll sustain from magical attacks.
- MAGIC: Determines how much damage you inflict using techs. For
most techs, level is also factored into that.
- POWER: It's the size of your character's muscles; this stat
determines how much damage they'll do when attacking physically
(bar Marle and Lucca) or when using physical techs.
- SPEED: The only stat that doesn't increase as you level up
decides how fast your attack gauge fills. It is maximally 16,
though with Haste-status, you can increase it further.
- STAMINA: Stamina is your base defense. Along with the defense
of armor and helmets you're currently wearing, it determines how
much damage you will suffer from monsters' physical attacks.
== 5. STATUS EFFECTS ===============================
A good deal of enemies' attacks unluckily inflicts negative status
abnormalities. A few of your own techs or items can give positive
status effects to even out the odds a bit. And here is... THE LIST.
-- a. NEGATIVE STATUS EFFECTS ----------------------
In order to cure your status if you're struck, (let someone) use a
"Heal"-item to negate it or throw around a status-healing tech (such
as "Kiss"). No effect haunts you anymore when you end the battle.
Or when you die, so that's a way of "curing" effects as well.
- BLIND: You can't see too well, which means that you'll miss more
attacks. An eye with cross will appear above the character's
head when affected.
- CHAOS: Better known as "Confused". You'll lose control over
your character, and he or she will randomly physically attack
enemies or allies. They have a star above their head and he or
she will be laughing--to cure this, let 'em a hard smack in their
face for not paying attention in a serious situation. It works!
- DEATH: This is when your HP counter reaches the number zero,
i.e. you are "dead", knocked out, fainted, or whatever word
pleases you. You can't do anything unless you get revived. If
you complete a battle, you'll be revived automatically to 1 HP.
- HP DOWN: The affected will gradually lose HP. If you're high in
the levels, this shouldn't pose a real threat. Many attacks that
shake the ground inflict this status effect.
- LOCK: You cannot use techs while in this state. You'll have to
let someone to use a Heal to heal this. Characters suffering
from Lock (a.k.a. Darkness) will have a question mark above them.
- LOCK/ALL: Some monsters have this utterly annoying attack called
"Lock/All". This affects all characters and prevents the use of
techs and items--*nasty*. This can't be cured/prevented, as the
battle starts with it predetermined.
- POISON: Your HP-amount slowly decreases and your attacks are
slightly weakened. Blue bubbles appear above the character's
head when affected. This effect is rare (saw it once or twice).
- SLEEP: This simply means you're sleeping. You can't move and
your defense is lowered. A good hit will wake you up again.
- SLOW: A white line will be bordered around the character. As
the name says, you are slow when this happens. You can cast
*Haste to speed up again, or just employ a Heal.
- STOP: Immobilizes and disables you. Since your attack gauge
doesn't fill up anymore, you can't do anything yourself, so have
someone use a Heal on you or finish the battle quickly. A clock
appears above the affected character's head.
-- b. POSITIVE STATUS EFFECTS ----------------------
- BERSERK: Your character automatically attack. In this state,
you're doing 150% damage, and physical damage sustained is cut by
1/3 (a.k.a. Shield-status). The only method of obtaining this
effect is the wearing of a Berserker.
- HASTE: Your speed is doubled if you cast *Haste (single tech,
Marle) or if you wear a Haste Helm. A red border is outlining
the speedy people.
- REGEN MP: You'll regain 5 MP per 10 seconds. You can get this
by using the accessory SeraphSong, which can't be found in the
game without hacking. If I'm not wrong, Ozzie in the barrier has
this as well.
- RERAISE: Characters with this (I'll just call it Reraise, if you
don't mind) are automatically revived (once) when they get KO'd.
Have the GreenDream equipped for this, or use the triple tech
"Lifeline" for every team member to experience being *me*--a
great Phoenix--for a while... ^_^;
- SAFE: Magical damage is cut by 1/3. Employ a Barrier to get
this or wear a Safe Helm. Safe is indicated by this green border
around those that are protected.
- SHELL: Physical damage is cut by 1/3. You can use a Shield to
get this or wear certain equipment. Characters inflicted with
Shell will have a yellow border around them. Safe and Shell
cannot be simultaneously on a character, unless one of the two is
caused by armor.
* I've stolen some effect titles from the same status effects in
Final Fantasy (III and more, I believe), in case the word
"familiar" pops into your mind.
With the basic futz done, let me proceed to the walkthrough. (Not
that I'd let you stop me.)
========================================================================
PART 2: WALKTHROUGH
========================================================================
A few notes before we start...
+ I wrote this walkthrough while going through a regular New Game, but
I made sure it is compatible with New Game + too. That means that if
you're going through a New Game, ignore data about various endings
scattered throughout the walkthrough, and in a New Game +, you can
safely assume that buying a certain old sword is not needed now that
you're carrying Excalibur II Plus Extreme. But I'm sure you'd be
able to figure that out yourself.
+ Preceding each chapter is a brief intro and a list of items and
monsters, as well as a recommended level (usually a range). It's
based on the level of the monsters you'll encounter in that chapter,
meaning that the lowest level applies to the first monsters, and the
highest number means you should be on that level for the later
enemies (e.g. boss). Sometimes though, the levels are off, so don't
depend on them TOO much.
+ And finally, by reading further, you agree that you shall *not* send
me e-mails consisting of roughly 3/4 of any abusive words-dictionary
because I have ruined your gaming experience. Obviously, this is a
walkthrough full of SPOILERS. I have not made an effort in excluding
every plot-revealing bit of text--something happens, I tell you what.
Remember that a solution to a problem is a spoiler as well; always
try by yourself before you resort this or other guides. Just don't
read more than what you need and you'll be fine.
Since the developers of the game were nice to divide the game in
chapters, I've divided the walkthrough in the same respect. If you're
ever lost, check your save game to learn in which chapter you are, then
find it in the walkthrough. Make sure you keep your controllers un-
broken, and enjoy the game!
------------------------------------------------------------------------
2-A: THE MILLENNIAL FAIR
------------------------------------------------------------------------
Dawn of the new millennium. Huge festival north of the village as
well, and everybody's there having fun. And what about the hero of
the game that is destined to save the world? Sleepin'.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- 200G [Currency]
- Tonic [Item]
- 100G [Currency]
- 300G [Currency]
- Power Tab [Item]
- Shelter [Item]
- Pendant [Key Item]
MONSTERS: Gato
RECOMMENDED LEVEL: 1
== TRUCE VILLAGE / 1000 A.D. ========================
-- ACTIVE OR WAIT? ----------------------------------
Plug the cartridge in your dusty Super Nintendo and power up. After
you glance at the stunningly beautiful intro scenes, start a New
Game (which happens automatically if you haven't played and saved
before). First things first, and that's whether you want to have
"Active" or "Wait"; pick the mode that suits your style. Active
means that monsters won't wait for you to make a choice in battle,
Wait denotes that they'll just take it easy and chill out while you
carefully pick out a can of explosion to unload on your opponent.
Then select a name for the main character, which, in case it wasn't
already obvious, is you. "Crono" is the default name, and I'll use
default names for all personages from now on. Also note that names
are limited to a crappy five characters, so if your name happens to
be six or more characters in length, I feel for you, man. Once
you're done, the game starts...
-- CRONO'S HOUSE ------------------------------------
You'll gain control over Crono after your mom wakes you up. Right
now, you can open and close the curtains, yo! There's a pot with
cat food that you have as well, and your bed where you can... sleep.
Go downstairs and talk to your mom, who mentions a gal who has to be
named at this point (default: "Lucca"). Mom will remind you that
she invented something and that you were invited to come over, and
then she's off--be sure to talk to her again to score your long-
awaited allowance, 200G.
* When you recruit other people, you can bring these new party
members to your mom. Though nothing really important happens
when you do, she may say some interesting, and sometimes even
funny things regarding them, if that strikes your fancy.
Leave the house. North of the village is the happy and colorful
festival Leene Square, where you'll need to go now. Alternately,
you can set foot in some other places to dig up info and a number of
items.
-- RANDOM BITS 'N PIECES (OPTIONAL) -----------------
Of the many places that you can visit, the Mayor's Manor is worth a
mention. It is some sort of a tutorial place where you can learn
tidbits and other crap, and downstairs is a chest with a Tonic. Go
up a floor and there's a chest with 100G--free money! Grab the cash
and mingle with the folks here. Be sure to have a chat with the man
in the middle twice, and for your "attention and devotion" he will
grant you 300G. More free money! Man, I wish I lived here too.
One more thing: this place is apparently an optional area to learn
about the game, so I recommend having a talk with everyone if you're
new to it.
You can barrel straight ahead to Guardia Forest now, to practice the
techniques you've learned in the manor on unfortunate Hetakes and
Beetles. It's not needed, though, but mentionable is that you can
find a Power Tab here! Go to the far right side of the screen and
search the small corner there for a shining dot. If you use it,
Crono's power-stat will increase by one, resulting in greater damage
from physical attacks. (But if you want my advice, I suggest saving
it for later, so that you can give them to those that _need_ it.
And a short reminder: Marle and Lucca's attack damage is not based
on their power-stat, so avoid giving the tabs to them.)
Also, north of here is Guardia Castle, but since the guards only
tell you to scram, just ignore it for the time being. Truce Inn has
nothing of interest, unless you're playing the game with an emulator
capable of removing layers (most emulators do) and if you like out
of the ordinary, weird stuff. Head to the beds and turn off the
first layer (Snes9x/ZSNES: by pressing "1" on the keyboard)--you
will find two knives in a bed! Oh, dangerous.
And if you want to see EVERYTHING, we have the town Porre. In the
Mayor's Manor, you can find a greedy mayor that bestows 10G upon you
should you act like a chicken; you can do this unlimited times. If
you go upstairs, you'll find a chest with a Shelter; be sure to take
it. Ignore the sealed chests; those cannot be opened yet. There's
also a shop:
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
SteelSaber 800 Crono Att. +15
Iron Bow 850 Marle Att. +15
Dart Gun 800 Lucca Att. +7
Karate Gi 300 All Def. +10
BronzeMail 520 Males Def. +16
BronzeHelm 200 All Def. +8
---------------------------------------------------
Additionally, you can buy Tonics, Heals, Revives, and Shelters.
That's that. Head to Leene Square.
== LEENE SQUARE / 1000 A.D. =========================
Before we start playing mini-games, there are a few things that you
have to do.
+ Go one screen up, and you'll bump into the strange chick running
back and forth. After you both fall, get yourself helped up.
Now, talk to her to see if she's alright, and after that nab the
pendant she dropped. Give it to her, and she'll ask you if she
can join you! After all, that was the intention of bumping into
her, eh? You'll get to name the girl (default: "Marle"), and
once she joins, you'll regain control over your party.
+ Before you start playing the mini-games, you'll need to do some
wee things that affect the storyline a wee bit later on. If you
don't listen to me here, you will be SORRY. So anyway, when you
talk to Melchior (the weapons merchant), he'll ask you if you
want to sell that neat pendant you have. Seeing as the jewelry
is not in your ownership, DO NOT YOU TRY to sell it. Or, don't
talk to him at all.
+ In screen two, west, is a package of food. You're probably best
off NOT touching it, as the old guy over there is in fact a
secret FBI agent. So should you feel the sudden urge to trash my
advice and stuff yourself full of (something that tastes like)
chicken, it will be considered _stealing_. You'll recover HP/MP
as well, but those feelings of guilt will follow you THE REST OF
YOUR LIFE. Or something.
+ In the second section, right of the screen, is a little girl. If
you talk to her, you'll hear she lost her cat--however, do not
speak with her just yet. Go to the left of the screen, interact
with the cat *once*. More than once, and the cat will think you
wanna do dirty things with it and rush off. Now, return it to
the girl (make sure it doesn't get stuck), talk to her, she'll be
grateful, you are a good boy.
-- THE MINI-GAMES (OPTIONAL) ------------------------
That's it for the essential hoo-ha; you want to amuse yourself, and
the mini-games are your perfect outlet. The point here is to play
games and win Silver Points; once you've plundered a reasonable
number of them, they can be spent in the Tent of Horrors or you can
exchange them for money (10 points for 50G) by talking to the fellow
in the stall near Leene's Bell. To buy/sell items/equipment, you'll
need to talk to any of the people in the stalls for items and armor,
or the odd-looking guy, Melchior, for weapons. As a small note,
there's really no need to buy the Lode Sword from him, as you will
get it for free, TWICE, later in the game.
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
SteelSaber 800 Crono Att. +15
Iron Blade 350 Crono Att. +7
Lode Sword 4000 Crono Att. +20
Karate Gi 300 All Def. +10
BronzeHelm 200 All Def. +8
---------------------------------------------------
Additionally, you can buy Tonics, Heals, Revives, and Shelters.
REMINDER: Don't forget that the limit of Silver Points that you can
have is only 200, so be sure to spend them when (if) you have
enough. Every other Silver Point that you receive after reaching
the limit, is void.
- a. RING THE BELL! ----------------------------
WHERE TO FIND: First area, west.
REWARD: 1 Silver Point... waste... of... time...
COMMENTS: Press A to start, then press A again to smash into the
bell--the farther away you are from the bell, the higher it'll
go. If you manage to ring the bell, you'll win a rather measly
bunch of total crap.
- b. SODA-GUZZLING CONTEST! --------------------
WHERE TO FIND: Second area, east (guy near a table).
REWARD: 5 Silver Points.
COMMENTS: Talk to the bloke for the game's explanation: your
mission, should you accept it, is to mash A repeatedly, as fast
as you can. The more you press, the more you drink, and if you
manage to gulp every bit of soda contained by each of the eight
cans within the time limit (press 64 times in about 7 seconds),
you'll win an okay number of Silver Points. Turbo-controller?
Then this will be your favorite mini-game in the place; easy,
easy cash...
- c. THRASH GATO! ------------------------------
WHERE TO FIND: Westernmost section (from second screen, left).
REWARD: 15 Silver Points.
COMMENTS: Talk to Gato, Lucca's dumb robot, and he'll initiate a
battle. He's 76 HP and uses a variety of not-too-strong attacks
that pose little threat if you've leveled up. And you will also
receive 10 experience points and 1 tech point after punching his
lights out. If you lose, worry not--the party stays alive with
1 HP left. If you don't care about breaking the law, steal some
of the old guy's snack to recover HP and give Gato another good
beating.
- d. GUESS THE WINNER! -------------------------
WHERE TO FIND: First area, east (guy in stall watching races).
REWARD: A whoppin' 20 Silver Points.
COMMENTS: You can place your bets on one of the four racers.
Then the four race, and if you've guessed the winner, you'll
win. Alas, it's mostly a matter of luck if you managed to get
those many points. Talk to the old man that's watching the race
all the time to get "advice" (that advice is wrong at times, so
you can't rely on it). Place your bets on that racer. Once the
race starts, slow down others by obstructing their path (walking
in front of them) all the time--this may be a hard job, but if
you practice a while, you'll earn some big bucks! Or, just
forget about this altogether and go save the world, whipster.
- e. TRIBAL DANCE! -----------------------------
WHERE TO FIND: Easternmost section (opposite of Gato's place).
REWARD: (none)
COMMENTS: Some people won't even consider this a mini-game, but
I do! No Silver Points involved here. At this tribal dance,
you can whack several buttons to make your character dance. No,
really, it's fun. Talk to the people here to learn the controls
(smackin' your butt... "dancing"?).
THE TENT OF HORRORS: Ladies, gentlemen and everything in-between,
the Tent of Horrors! Spend your Silver Points here! This place is
found in the first screen (big tent to the east). Talk to Norstein
Bekkler. You can choose from three games, of which the prices
differ... but so do the prizes.
- f. THE MEMORY GAME! --------------------------
COST: 10 Silver Points.
REWARD: Poyozo Doll; win again to receive little cat food.
COMMENTS: You'll need to memorize three different people with a
similar exterior. They'll mix up, after which you'll need to
find one among the three. You can choose between Vicks, Wedge,
and Piette (Final Fantasy III, anyone?). It's quite hard to
see; if you're a cheater because you're using an emulator, you
can cheat deluxe by making use of save-states. Otherwise it's
mostly luck, or you'll have to have VERY good eyes, or special
mutant powers.
- g. MIMIC YOUR CLONE! -------------------------
COST: 40 Silver Points.
REWARD: Clone of your character; win again to get cat food.
COMMENTS: A clone of the main character will appear. Clone does
moves, Crono has to do same moves. Controls are given at the
beginning--remember that the clone's left hand is your right
hand, and vice-versa (acts like a mirror). You'll win the game
if you mimic the clone's move long enough.
- h. SAVE YOUR FRIEND'S BACON! -----------------
COST: 80 Silver Points.
REWARD: *drums* ...a cat! Much cat food when you win again.
COMMENTS: This game requires a second character (Marle's fine).
The main goal is to prevent the character's ass from hitting the
fire. There's a shining dot on your left that pops up now and
then; using it raises the second character a bit. Meanwhile,
your other occupation is pushing away three monsters, back into
the cave. Make sure you hold B to run; it really helps. If the
second character hits the flames, or if the monsters hit you,
you'll lose. Or, if you manage to push back the monsters to
where they came from, AND if you've prevented the other one from
having his/her butt burned to a crisp, you'll WIN! Oh my God.
NOTES ON THESE MINI-GAMES: If you return to the tent later with
another party member in lead of the party, you'll win a Poyozo Doll
or a clone for _that_ character. The two toys will be located in
the "home" of them, which is in Crono's case his own room. Getting
these collector's items is fun, but not necessary to continue your
quest. However, there will be one occasion that you'll need to get
a clone of Crono later in the game to advance, and to save the
trouble for later, win it now. You *will* thank me later.
NOTES ON CATS: Once you win a cat, it'll be placed in Crono's room.
Two cats plus cat food is kittens--if you have nothing better to do,
here is something to keep you busy with. Be sure to keep the pot
with cat food filled; without having something to eat, they may run
off! The maximum of cats you can have is eleven; the last one will
be purple. There is no way to prevent them from running off (well,
except winning cat food all the time); sorry.
-- THE TELEPOD --------------------------------------
So anyway, you're here to see Lucca's invention, correct? To visit
her, you'll need to talk to any of the girls near the fountain in
the first screen, or to one of the two shopkeepers. They'll say
something about the invention, after which they will say that it
should be ready and dandy and prepared by now. Go all the way to
the far side of the square; upon trying to enter, though, you'll be
confronted with a Marle wanting to buy some candy at a booth. Once
she's waiting in front of a stand, DO NOT move until she's finished.
When she's done, you may proceed.
Taban, Lucca's dad, will introduce the invention. Talk to him, and
you will become aware that nobody wants to try it... 'cept for you,
of course! Talk to Lucca (the one with the Goofy Glasses), and hop
onto the left pod. Bafflement will strike the public as you are
warped to the pod to the right (Taban: "It... WORKED?! I CAN'T
BELIEVE IT! Uh, er, a thrilling display of science at its best,
ladies and gentlemen!").
* NEW GAME + NOTE: If you're playing a New Game +, a shining dot
will be in the right pod. Making contact with it will warp you
to the final boss of the game instantly--you will watch the
ending "The Dream Project" if you defeat it.
Marle will want to try it too, and apparently needs your permission.
So talk to her, and when you let her use it, something strange
happens... The music changes to a panic-tune, and you know This Is
Not Good (tm). Marle's pendant starts shimmering, after which some
kind of portal appears out of nowhere, sucking Marle in. This
bewilders you and those other whippersnappers watching more than
your first trip through the machine, since the girl is *gone*. Now,
Lucca does the usual "it wasn't me"-thing and gives you hell; *you*
must be the hero of the day and save the gal. Take the pendant,
stand in the pod, and the same thing that happened to Marle happens
to you. But what will happen next?
* USELESS NOTE: You can talk to Marle _before_ you try Lucca's
invention and she'll say she wants to do it _too_. Weird, yes?
You can use this little "trick" to quickly continue, if you're in
a hurry.
------------------------------------------------------------------------
2-B: THE QUEEN RETURNS
------------------------------------------------------------------------
So yeah; Marle has disappeared, and now you'll need to find her.
You've followed her through the portal and landed in a grove, with no
sign of Marle. Upon leaving, you will find out that you're in the
same Truce, except things are *gasp*-ably different... Oh well--
_someone_ has to do it.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Tonic [Item]
- PowerGlove [Accessory]
- Power Tab [Item]
- Shelter [Item] - infinitely acquirable!
- Ether [Item]
- 100G [Currency]
- BronzeMail [Armor]
- Tonic [Item]
- Ether [Item]
MONSTERS: Blue Imp, Roly, Roly Rider, Blue Eaglet, Green Imp
RECOMMENDED LEVEL: 1-2
== TRUCE VILLAGE AND VICINITY =======================
-- TRUCE CANYON -------------------------------------
You will wind up in a grove of some sorts. There's only one way
out, so follow the left path. When you try to leave, though (or if
you wait a while), a set of three Blue Imps attack! These guys need
the love of the *sharp* sword you've got there; frantically swing
with it to flick them back. Once you're content with the condition
of the grove, leave.
* HELPFULLY HELPFUL TIP: If two or more monsters cluster together,
use Cyclone or any other attack that functions the same way (i.e.
hits all enemies in the vicinity of the target), to hit them all.
Make use of this strategy throughout the game.
Climb the ladder, and continue to the left. There's a bridge.
Cross it and eventually you'll be attacked by two Blue Imps; whomp
them the same way you did with the other three fellas and head for
the left. There is a chest with a Tonic at your left hand. Do
something intelligent with it and with the other chest (southeast of
you) as well in order to reveal a PowerGlove. Make sure you equip
this piece; how gloves have the ability to increase one's strength
is beyond me, but it should make some monsters easier to beat. Go
on, and you will cross a pair of Blue Imps playing soccer with a
Roly, but they're the first avoidable enemies. Once you're ready
here, head outside.
-- TRUCE VILLAGE (OPTIONAL) -------------------------
North of you is Truce Canyon, where you just came from. In the
village is a Market--you can stock up on items and equipment and at
this point of the game, that may be useful. See below. There is
also a house with someone forging Leene's Bell. Given the fact that
there was a Leene's Bell in Leene Square a while ago, this must be
the past! These people might be Lucca's famous ancestors. Ban-ta?
...Ta-ban? Oh, I GET IT!
Well, you can visit the houses to get information on what the hell
is going on, where the hell you are and how the hell you get back.
If you visit the places and say hello, you will learn that the Queen
in this era has been rescued...? Ah yes; whatever. You can stay
over at the inn as well (costs you 10 bucks), and once you're done
exploring and all, travel to Guardia Forest.
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
Iron Blade 350 Crono Att. +7
Dart Gun 800 Lucca Att. +7
Karate Gi 300 All Def. +10
BronzeHelm 200 All Def. +8
---------------------------------------------------
Additionally, you can buy Tonics, Heals, Revives and Shelters. Even
now Lucca isn't in your party, I recommend purchasing the Dart Gun
for her. The other stuff is not compulsory; save your money for
later.
== THE KINGDOM OF GUARDIA ===========================
-- GUARDIA FOREST -----------------------------------
In the forest, take a right first to find two iridescent dots--nab
the Power Tab, which is the dot that doesn't sparkle constantly, and
forget about the other because it is an invitation to combat.
Continue, and you will find a row of bushes; one of them shakes. Go
to it and plant your face in the bush. You will scare off a Kilwala
(and for a reason), and while it swifts away like mad, it drops a
Shelter! This can be done ad infinitum; just re-enter the forest.
Make sure you do so every time you walk through this area, and make
sure you DON'T give the other bushes a hello, for you might find
monsters with battle lust instead of a nice item.
-- GUARDIA CASTLE -----------------------------------
Leave the forest and enter the castle. Upon entering, two soldiers
will make fun out of you, though the Queen comes out and lets you
in. Hm? Wasn't she... captured? Mysterious, but anyway, if you
want to explore the castle, be my guest. There's a free in to the
left, and the kitchen is at your right hand. South in the kitchen
is a chest with an Ether. Pick it up, talk to the people, and you
can order food as well! If you're hungry, "sit on" the upper-left
chair near the table and a maid will get to you. The menu chart
consists of "Refresh Salad" (recovers MP), "Power Stew" (recovers
HP), and "Hyper Kabob" (recovers HP/MP).
Now, go to the throne room. Talk to the people if you want to, and
then follow the left path, going upstairs, while you slip the 100G
in your pocket. In the King's room, snatch the BronzeMail as well,
and then backtrack to the throne room. Walk to the Queen's room
(upper-right path), while you pick up the Tonic on your way. Tell
the guard to kiss off, enter, and throw the Ether from the chest in
your inventory. Finally, talk to the Queen... and you will discover
that she isn't the Queen but Marle! While talking to each other,
though, she literally DISAPPEARS! Hmmm... she apparently doesn't
like Crono.
On your way back, you'll find the woman with the telescopes. She'll
explain everything now; you'll learn that Marle is actually Princess
Nadia, that you're in the Middle Ages, and you are confronted with a
new goal: find the real Queen and let history remain unchanged.
Unchanged, meaning that if the now-captured Queen goes bye-bye, it's
the curtains for Marle as well. Also, Lucca joins you. Worth
noting is that she wears the SightScope, an accessory capable of
viewing enemy's HP (except bosses). Handy, ne?
If you didn't talk to the Chancellor earlier, he'll now say, "She
escaped?! But how? She was in a secured room!" Needless to say,
the Chancellor is freakin' suspicious... must be the face. People
in the castle say that the Chancellor sneaks out at night, while
others contradict by stating that he's actually a very good person,
visiting the Cathedral every day (hint, hint). If you spoke with
him earlier, he won't say anything now about an escape, though the
suspiciousness of this grim-looking man-witch leads us to the
Cathedral. There's no other place to visit, so that counts as well.
------------------------------------------------------------------------
2-C: THE QUEEN IS GONE
------------------------------------------------------------------------
If you haven't understood one bit of the story, allow me to explain.
It appears that Marle is actually Princess Nadia, and Queen Leene (in
the Middle Ages), is one of Marle's royal ancestors. However, she got
captured in that era, and she was supposed to be saved--however! The
guards have canceled their search when they've found Marle, who popped
out of nowhere in Truce Canyon's grove. Apparently, she's been
mistaken for the real Queen. And now, Crono does the usual RPG hero
thing by not telling the guards to find the damn Queen, but goes on a
search himself.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Revive [Item]
- Tonic [Item]
- MaidenSuit [Armor]
- Tonic [Item]
- Ether [Item]
- Naga-ette Bromide [Item] - does not appear in inventory
- SteelSaber [Weapon]
- Power Tab [Item]
- 100G [Currency]
- Ether [Item]
- Speed Belt [Accessory]
- Defender [Accessory]
- Shelter [Item]
- Tonic [Item]
- Heal [Item]
- Iron Sword [Weapon]
- Mid Ether [Item]
MONSTERS: Naga-ette, Diablos, Gnasher, Hench, Mad Bat, Yakra [BOSS]
RECOMMENDED LEVEL: 2-6
== THE CATHEDRAL / 600 A.D. =========================
-- NUNS, A SMELL, AND A FROG ------------------------
If you're low on health, return to Guardia Castle and refill your HP
and MP there (knight's quarters, or kitchen). Take the usual route
back (don't forget the Shelter!), and be sure to use the forest to
build up experience, until you learn Flame Toss and Flame Whirl.
The Cathedral is found west of Guardia Castle. Before you enter, be
sure you have the several new equipment equipped (the BronzeMail
from the castle, and the Dart Gun, if you've bought it), and LET'S
ROCK.
Some fishy nuns are located inside the church. Talk to them to
discover _why_ they're fishy... that's right... they just... stink.
Talk to the nun in the upper-left corner, and a sparkle mysteriously
appears. Do you remember the lost hairpin that the King mentioned?
What, you didn't speak with him? No problem--I... just told you, I
guess. So. Examine the royal crest, which is enough in order to
confirm that the Queen is being held captive here.
The nuns don't like your finding the crest, and for that reason,
they turn into their evil true selves, four Naga-ettes! Use Fire
Whirl to roast their asses to coal. After the battle, another Naga-
ette pops up and gives Lucca a good scare, upon which a frog in a
suit (eh?) drops down the ceiling and saves the day! He will
introduce himself and wants to grace your team with his presence in
order to find the Queen. You can also name him (default: "Frog",
but for all we know you call him "Toad"). In the end, Frog tips
that there may be a hidden entrance lurking somewhere... To find
and reveal it, play the organ.
-- DEEPER INTO THE CATHEDRAL... ---------------------
You will be confronted with two paths you can take: up, through a
door, or to the left, through a hall. The best way is left; though
three Diabloses will be blocking your path, they can be avoided, and
there are two chests as well. Empty them of the Revive (right) and
Tonic (left), then open the door. This antechamber is broken up as
follows: there's a large path in the middle that leads to a big
Zelda-esque door, and left/right are side areas that are optional,
but full of cool items and uncool surprises. Here's a rundown:
Rooms to the left:
- In the first room are three chests, ripe to be plundered: a
MaidenSuit, Tonic and Ether. Be sure to check the drawers (by
the white eclipse thingy) to acquire the top-secret Naga-ette
Bromide, but be prepared to smash three Henches that rather keep
it themselves. After you overcome them, exit and go up.
- Outside of the second room, open the chest for a SteelSaber. It
is the strongest saber as of yet, so equip it. Walk past the
spikes and give the skull you see there a punch; spikes go down,
door is accessible. Inside are two soldiers and a pot containing
a Power Tab. Grab the tab as well.
Rooms to the right:
- Inside the first room is a fine dish and some creatures working
down some food. One of them actually reveals that the "humans"
aren't real in this area! In the end, a Diablos leaves; follow
him.
- In room number two, converse with the folks and snatch the 100G
and Ether from the chests. In any case, this is a walkthrough,
so walk through the wall on the right to arrive in some shrine
dedicated to the evil Magus. At the far side, you will find two
chests with a Speed Belt and a Defender. Take the items, go back
and when you attempt to leave the room with the royal family, the
three "humans" revert into three Gnashers! Not unexpectedly, a
battle initiates. Use magic; they DON'T like it.
* NOTE: If you're playing the game on an emulator, remove the
second layer (Snes9x/ZSNES: by pressing "2" on the keyboard)
and go to Magus' shrine. There's a Poyozo Doll in front of
the statue! Mighty, I tell ya... Apparently, this is here to
trigger enemies to attack (or to prevent someone going up the
platform and kicking the statue, heh heh). I... shall end
this absolutely useless note before I hurt myself.
Leave the room and make for the hallway, and pass through the large
door. There's a save point on your left side, which you should use.
Go up the stairs; from here, either go left or the right, it doesn't
matter, though there is a Shelter if you head left. Go down the
stairs after you get a hold of it, and walk down the stairs. They
will flatten--you can't get up anymore! Release your anger on the
sleeping Hench here, and go through the doorway. In the small room,
don't hit the switch (skull) if you don't want to summon two other
Mad Bats. Onward.
Kill any enemies on your way, and whip the Tonic and Heal out of the
chests. There's a note saying that there is no entrance... HMMM...
Go all the way to the right and from there, go down. Crush the
monsters and hit the skull (which, instead of giving you a duo of
bats, invites you to continue). Go down, through the doorway, and
enter the big room. The spikes are now gone. Kill the monsters
inside and open the chest for an Iron Sword. Equip it (Frog), and,
um... well, why don't you play the organ! It might open up a secret
passageway... *wink*
-- LET'S KICK SOME ASS ------------------------------
Go back to the place where the suspicious note was, and enter the
revealed door. Fight the monsters (or dash forward to try to avoid
them all), use the save point to save (and use a Shelter, if your
party feels sluggish), and continue. You will interrupt a dialogue
between the Chancellor and Queen Leene, and the usual thing happens:
the ugly face will revert into a dark blob o' evil, and you will get
attacked. Unfortunately.
- BOSS: YAKRA -----------------------------------
LV - 6 EXP - 50, 5 DROP - --
HP - 920 G - 600 CHARM - --
As you might've expected, the game's first boss isn't terribly
hard. There one thing you have to be 'ware of, and that is his
"Needle Spin". If you can overcome this attack, this boss is in
the bag. He has another bounce-attack, hitting everyone for less
damage, but that's seriously nothing to be afraid of. There are
no other noteworthy things, so just beat the complete blob with a
handful of powerful techs (X Strike is your friend). And Lucca's
job is dishin' an extra butt-kick with Flame Toss, or let her use
Tonics when someone's in need of them.
After the battle, the Queen pops up again. It is time to go home,
but before you leave, open the chests to get the real Chancellor
back (turns out the guy isn't that bad after all), and a Mid Ether.
Then, talk to the Queen to leave the Cathedral.
* NOTE: If you leave the real Chancellor in the chest and leave
with the Queen, this guy will escape all by himself and tell you
to wait for him... The one thing I am wondering about, is WHAT
THE HELL withheld him from doing that *before*.
== GUARDIA CASTLE / 600 A.D. ========================
Inside the castle again, there's some chitchat and all, as well as a
Frog leaving the party. Once he's off, the Queen wonders where the
girl mistaken for her is--oh! Oh yeah, we forgot all about her.
Take the upper-right path from the throne room and head back to the
place where Marle vanished. She'll un-vanish, fortunately. Go say
hello and she rejoins the team. Now your party's full again, walk
back and go outside, after you've spoken with Frog.
Anyhow, we want to go home now, so drag your lazy ass back to Truce
Canyon. The route back hasn't changed, except that a new enemy has
entered the fields (Poly, weak against magic). At the warp site,
Lucca introduces her new invention, the Gate Key! Apparently, it's
a key item enabling you to travel *safely* through time, and its
first utilization is right here, right now.
------------------------------------------------------------------------
2-D: WE'RE BACK!
------------------------------------------------------------------------
Ah, all is good... Marle is saved, everything's restored... THE END.
You will now watch the ending (in fact, you have to play the ending),
which is so darn LONG that I had to divide it into several chapters.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- (none)
MONSTERS: Avian Chaos, Beetle
RECOMMENDED LEVEL: 7
== TRUCE VILLAGE / 1000 A.D. ========================
-- ESCORT MARLE HOME --------------------------------
Now that you're back in Truce, Lucca leaves the party, and Marle
wants you to escort her home. Why? Because you're the one with the
freakin' controller and weird haircut. I'll see you around in the
castle. But before you accomplish your current task, you can throw
the Market a visit, as there's some new stuff for sale. If you talk
to the shopkeeper, she'll say that Fritz is down at the pier again,
and she doesn't like it... In any event, you can shop:
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
SteelSaber 800 Crono Att. +15
Iron Bow 850 Marle Att. +15
Dart Gun 800 Lucca Att. +7
BronzeMail 520 Males Def. +16
MaidenSuit 560 Females Def. +18
BronzeHelm 200 All Def. +8
---------------------------------------------------
* NEW GAME + NOTE: If you play a New Game +, you can interact with
the shining dot that is in the right pod to fight the final boss.
If you win now, you will watch the ending "The Successor of
Guardia".
Once that's over with, enter Guardia Forest. There's no Shelter-
carrying Kilwala here, but if you haven't taken it before (in the
beginning of the game), make sure you take the Power Tab that is
hiding somewhere at the far side of the path.
Upon entering the castle, a pissed Chancellor will storm in and
he'll tell you that Marle was abducted, that you were the one that
kidnapped her, confused her, and then you've tried to take over the
throne. Err, yeah. Unfortunately, it is a "lawsuit" you have to
undergo, and Marle's trying to stop the Chancellor has no effect.
Do you remember the certain actions you should've done and not done
back in Leene Square? Though a trial itself is inevitable, those
things _do_ slightly affect the outcome of it.
== GUARDIA CASTLE / 1000 A.D. =======================
-- GUILTY... OR INNOCENT? ---------------------------
You will be taken to the court room. Alright, here's the deal: the
Chancellor begins asking questions (which you have to answer) and
your lawyer, Pierre, will do the usual lawyer-thing. When everyone
is done trying to convince the jury members, seven of them will say
whether they think Crono is guilty or not. If four or more say that
you are guilty, your punishment will be execution (!) pending in
three days. If you are found innocent, though (which is exactly the
case if you did what I said in Leene Square), you are an intelligent
man and you only have to spend three days in a cell without having
to plant your head under a guillotine. And we wouldn't want that,
eh?
Here's the lowdown:
- When you first bumped into Marle, she dropped her pendant. If
you took the pendant _before_ talking to Marle (i.e. checking if
she's alright), the Chancellor will use this against you.
- If you couldn't resist offering Melchior to buy Marle's pendant,
the Chancellor will use this as well.
- If you took the old guy's pack of food, the Chancellor, well, you
get the point.
- But if you brought back the cat to the little girl, Pierre will
bring this to mention. If you heard from the girl that she lost
her cat and ignored her (didn't do anything or scared the cat
off), this will be regarded evil as well. (See note below!)
- If you didn't let Marle buy her candy (before entering Lucca's
site), the Chancellor will have found a witness for this as well.
- During the trial, the Chancellor starts asking you who started
this mess. The correct answer is saying that _you_ did it; you
have bumped into her (it's impossible to let her bump into you).
- He will also ask you if you were interested in her fortune.
Since at that point of the game, you didn't even _know_ about her
fortune, "no" is the right answer. Not even a little bit.
* NOTE: If you did everything The Right Way, all seven juries
should say that you're not guilty. However, if you did every
move you had to do and did not do anything bad, it is still
possible that one (the second jury member) will say that you
ARE guilty. While I'm not 100% sure, I think this happens
when you bring back the cat _after_ talking to the girl, so if
you return the cat without learning that she lost it in the
first place, the second dude will say that you're not guilty.
For some strange reason, NOT bringing back the cat to the girl
at all works as well.
------------------------------------------------------------------------
2-E: THE TRIAL
------------------------------------------------------------------------
Crono's been dumped in jail! You'll be placed in the detention area
of Guardia Castle, and there you'll have to face your execution... or
will things turn out differently?
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Ether (x0-6) [Item] - amount depends on the trial's outcome
- BronzeMail [Armor]
- Mid Tonic [Item]
- Ether [Item]
- Mid Tonic [Item]
- Mid Tonic [Item]
- Ether [Item]
- Shelter [Item]
- Shelter [Item]
- 1500G [Currency]
- Lode Sword [Weapon] - don't miss this one!
- Mid Tonic (x5) [Item]
- Shelter [Item]
MONSTERS: Guard, Blue Shield, Yodu De, Decedent, Omnicrone, Dragon
Tank [BOSS], Tank Head [BOSS], Grinder [BOSS]
RECOMMENDED LEVEL: 6-7
== GUARDIA CASTLE / 1000 A.D. =======================
-- UNJUSTLY IMPRISONED ------------------------------
Inside, there'll be a talk with the Chancellor and the Supervisor.
Inevitably, if you were found innocent, the Chancellor somehow
convinces the Supervisor that your sentence is execution! This is
_bad_, to be frank, and you'll be brought back to your cell, in
which you wake up. There is a mug inside that recovers HP/MP should
you drink from it. Also, there's a bag that carries one or more
Ethers--the amount depends on how many people have voted for your
innocence (7: 6, 6: 3, 5: 2, 4: 1), and if you were guilty, the bag
won't even be here at all. And lastly, there's a sparkling save
point which you have to be sure of to take note of.
Two things you can do:
- Wait for three days to pass, face execution, right until Lucca
saves your bacon and joins your party. And bust through the
castle and face the boss of the dungeon. [RECOMMENDED]
- Alternately, you can freak out the guards and break out; this
way, Lucca won't join your party initially but she'll join right
before you take on the boss.
- a. WAITING FOR EXECUTION ---------------------
Continue, doing... absolutely nothing. One day (in the game) is
equal to approximately 20 seconds (in real life). After waiting,
you'll be brought to the execution room. Upon stationing your
head under the guillotine, Lucca storms in and saves the day with
her brand new Zonker-38! It would be great if it actually were
usable in other battles, but that aside. She stuns the guards
and joins your party, of which you regain control. Open the
chest for a BronzeMail, equip it, and leave the room. You can
close the cell to lock up the Supervisor (HA!), though that's...
pointless. (Skip the next part and read on.)
- b. BUSTIN' OUT -------------------------------
Go to the door and bonk against it a couple of times. One of the
guards gets mad and opens the cell (this is too easy)--after he
kicks you to the back and leaves, leaving his back uncovered
(this is TOO easy), ditch him by running up to him and pressing
the A-button. You'll have to fight the other guard the regular
way (or you have to fight both if you failed doing the Solid
Snake-thingy).
Head out to a room with stairs and Blue Shields. Follow the path
in the upper-right corner, cross the bridge, and cream the guard
that spots you. Go all the way to the right, defeat the other
one, and open the cell-door. Go north and enter a small room (in
which you're supposed to be murdered), and kill (uh, re-kill) the
Decedents. And open the chest for a BronzeMail; equip it, then
leave the room.
-- INSIDE / THE DUNGEON -----------------------------
(Walkthrough for both ways continues here.)
In the next area is a guy under a guillotine, ready for execution--a
_nasty_ fate, I tell ya... You are confronted with the choice of
saving him or just taking the run--you cannot execute him. I take
it you remember the shopkeeper in Truce, talking about some guy that
was down at the pier? This guy appears to be the one, Fritz. Save
his ass (and he better be damn grateful for that) and he'll leave.
Then borrow the Mid Tonic from the chest near here as well, and...
* TIP: There's a hell of a lot of Guards in this area guarding the
cells. You can fight them, but here's another way to get rid of
'em: sneak up on them and attack them in the back (make sure the
Guard does not see you--Metal Gear Solid-style!--stand behind
him, and press A). Then examine him (or other Guards that were
already passed out) to nab a Mid Tonic! This can be done with
most of the Guards in this place. If you re-enter the area they
are back, with more Mid Tonics just begging to hop into your
inventory.
Onward... Go through the cell-door and head left. At the fork, you
can either take the path to the left, or go up. Take left first (to
get some items; if you don't want them, skip this paragraph and read
on where it says "go up instead of left"), and cross the bridge.
Dispose of the two Guards that block your path, and you'll arrive in
a place with four stairs and two Blue Shields. A note on the Blue
Shields: in order to defeat them, it is necessary to wait until a
Yodu De behind them uncovers them face, which is the moment to
UNLEASH. While the Blue Shield is too strong for you to handle at
the moment, the Yodu De creature is a monster that recently won the
coveted "Weakest Enemy Of All Time Award" (tm). So... take it easy
on him...
Number the paths like this:
<-- (1) (2) -->
<-- (3) (4) -->
(1) - A place filled with oxygen-molecules.
(2) - You came from here, my friend. Luke, I am your father.
(3) - This is your cell; you can heal and save here.
(4) - And this leads to a storage room. Cross the bridge, kill
the Mid Tonic-less Guard, and open the cell to find your
prize: two Ethers and two Mid Tonics! Let 'em shine in
your inventory and go back. En route back, an Omnicrone
(218 HP) stops you, only to be completely baffled by your
supreme fighting skills. Backtrack ALL THE WAY back, now.
Back at the fork, go up instead of left. Follow the path, trounce
some guards, and cross the bridge. Another four-stairs-and-two-
Blue-Shields-place; number the paths like you did above.
(1) - There is a cell with a crack here; go through it and climb
down the wall. You will arrive in another cell. Open the
chest here for a Shelter and then drop down the hole (hit
A in front of it), where there is are chests with 1500G
and a Lode Sword! Yay you!
(2) - To the exit. Make sure you've visited the other cells
first (especially the one with the Lode Sword)...
(3) - You can find a Shelter here.
(4) - This is where you entered this room.
So to continue, take path (2), the upper-right path.
-- INSIDE / FINAL AREAS -----------------------------
In the next area is a duo of Guards waiting for you to come and a
Supervisor that gets shot back (literally) by Lucca once he tries to
get away upon seeing you, if you've broken out. If you decided to
face your execution, the Supervisor will just be on the ground,
stunned ("LUCCA WAS HERE"). Lucca joins you if she hadn't before.
Examine the Supervisor now to find a whoppin' five Mid Tonics. Read
the piece of paper as well; it is a TOP SECRET document: the manual
for the Dragon Tank. Save, kupo! Use a Shelter as well, if it's
necessary, and get out. Cross the bridge. You're almost back in
the castle, but right in front of the entrance, the Chancellor pops
up and the Dragon Tank is sent to demolish you.
- BOSS: DRAGON TANK -----------------------------
LV - 7 EXP - 40, 5 DROP - --
HP - (various) G - 500 CHARM - --
The Dragon Tank is comprised of a body, a head, and wheels. The
body's main job is to *be*. The head is there to heal and stuff,
while the wheels were glued onto the thing to let it move forward
and crush you. If I were you, I wouldn't use lightning- or fire-
techs, because the TOP SECRET manual says so. And you know it;
don't do what the TOP SECRET manual says and you gonna be sorry!
Another thing that needs to be noted is that the head will heal
itself and the other two parts constantly. Which means of course
that attacking the body parts has about zero effect, considering
every attack is countered with a cure. Here's a brilliant idea:
you should, you know, do something about that. Such as, well,
grabbing that heavy sword and performing some decapitation.
The head has a physical defense of zero, meaning it's easier to
defeat it than the other parts. After beheading the tank, it'll
start making use of the wheels--if you don't watch out, the tank
will charge forward (and most obviously doin' some bruisin',
considering there's only air above a deep pit to evade to. After
getting rid of the wheels as well, finish off the body. Mister
Dragon Tank isn't too much of a tough customer, so this round
will be yours in a few turns. As for the HP values: 266 (Tank
Head), 208 (Grinder, wheels), 600 (body).
Crono finishes off the job with a fancy-looking move, and the tank
inevitably goes BOOM. The bridge was bound to blow up as well; it's
collapsed--but of course--our friend Mr Chancellor comes for the
rescue. Once you're within the castle walls, head down the stairs
(there's a Shelter on your way), and...
== GUARDIA CASTLE / 1000 A.D. =======================
Inside the castle, soldiers will notice you leaving, which is...
against the law! Oh no. There is only one way to escape; run. Now
uh... you don't really *have* to run, since soldiers won't be, like,
*really* trying hard to catch you (just observe, dammit; they just
pathetically walk around you--maybe they think their ugly faces
scare you off?). As you're about to leave, Marle arrives on the
scene, gives the King hell, and joins you. Good plan, Marle. Good
plan.
Automatically, you'll arrive in the forest. Take a right (guards
will be blocking the other paths), and you'll find a Gate! Our
party has no other option than entering it, and so be it. (Check
the Chancellor's mouth falling to his feet while you leave! ^_^;)
But--why doesn't the Chancellor SEE the Gate? Another mystery...
------------------------------------------------------------------------
2-F: BEYOND THE RUINS
------------------------------------------------------------------------
Escaping from the soldiers of Guardia Castle, you've found a Gate.
Destination? Unknown. Upon arriving in the new place, which is
apparently advanced; technology seems to be far ahead of ours. Also,
the place seems to be destroyed or something. Is this the future?
More importantly: what has happened here?
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Berserker [Accessory]
- Lode Sword [Weapon]
- Lode Bow [Weapon]
- Ether [Item]
- Seed [Key Item]
- Mid Ether [Item]
- Mid Ether [Item]
- Bike Key [Key Item]
- 600G [Currency]
- Rage Band [Accessory]
- Bolt Sword [Weapon]
- Power Tab [Item]
- Mid Tonic [Item]
- Race Log [Key Item]
MONSTERS: Octopod, Meat Eater, Crater, Shadow, Mutant, Proto 2,
Bugger, Guardian [BOSS], Bit [BOSS], Nereid, Egder, Krawlie [BOSS]
RECOMMENDED LEVEL: 7-9
== DOMES / FUTURE? ==================================
-- BANGOR DOME --------------------------------------
Crono and co. arrive in an unfamiliar place. You cannot open the
door above you (it is "sealed my a mysterious force"--there are
times that I want to say, "game, shut up"). Make sure you have your
companions equipped, and leave. As a small note: I've seen in a few
websites and various FAQs that the air on the world map is poisonous
or something; that you lose HP if you stay too long there. This, my
friend, is utter crap. There was either some idiot spreading a
false rumor and other people mindlessly taking it over, or they
mistook the occasional lightning beam flash for "HP loss".
Let's see... there are several points of interest in this new world.
Above you is Bangor Dome, which you just exited. South of you is
another dome, Trann Dome, which is populated by some people. North
of you is Lab 16. Ahead of that is Arris Dome, and there's a Sewer
Access as well. And we've got Lab 32 too. But first, let's work
our ends to Trann Dome.
-- TRANN DOME ---------------------------------------
* IMPORTANT NOTE--READ THIS: If the screen looks all messed up, in
such a way that the only thing you see is fog, then I *know* you
are emulating, because this does *not* happen on a normal SNES-
cartridge. Please do not ask me why this happens. To put it
bluntly, I am sick of all those questions regarding a dome filled
with fog/smoke/clouds/fart gas/whatever, so don't ask or I will
go to your house and summon a GIGANTIC monster that's gonna eat
you, wakka wakka.
As for a solution to your problem, well, the problem is that the
resolution you're playing in does not support transparency, or
something. You can remove the third layer (with Snes9x/ZSNES by
pressing "3"), but this way, the dialogue text will abscond as
well. The better thing to do is switching to a resolution that
_supports_ transparency. There are several emulators out there
so I can't really tell you what to do exactly, but if you have a
look at the documentation that came with your emulator or if you
just try out random resolutions, I'm sure you'll be okay.
Inside the dome, talk to the people for not-exactly-valuable info,
or talk to this one guy to buy stuff. There is also an Enertron, a
useful device that gives the user(s) a full night's sleep in seconds
(i.e. HP/MP restore), but it *grumble* still leaves you hungry. You
can use the machine unlimited times, so abuse it to hell whenever
you want.
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
Auto Gun 1200 Lucca Att. +15
Iron Suit 800 All Def. +25
Iron Helm 500 All Def. +14
---------------------------------------------------
Additionally, you can buy Tonics, Mid Tonics, Heals, Revives, and
Shelters. Recommended to buy are an Auto Gun, and Mid Tonics if
you don't have some. Make sure that you have at least a total of
five or so Tonics in your inventory, or uh, rats will come at you
and STEAL YOUR MONEY. This is one of the rare occasions that I am
_not_ joking. Ahem.
== LAB 16 ===========================================
* WARNING: My Deepthroat contact gives note that it is probably in
your best interests to avoid the many rats that run around: they
will not attack you here, but instead will steal Tonics from you.
Until you run out of Tonics, that is, in which case you should
REALLY watch out because they'll begin snagging amounts of 500G.
Inside, go right, past the rats, and open the chest for a Berserker!
Wear this piece and your character will attack automatically; the
upside is that attack damage is increased by 50%. Return to the
entrance and go up. Thrash the monsters and keep moving forward,
'til you arrive in a place with a chest (Lode Sword)--beware that
this is a trap, though not something you cannot handle. Avoid the
next rat and you'll find another chest with a Lode Bow (Marle).
Left. You can avoid the Meat Eaters/Octopods by staying as far away
as possible from them (in fact, every monster in these ruins is
avoidable). Whomp the Crater-quintet with techs that hit multiple
foes (Cyclone et al). Then walk to the right, watch out for the
rat, and enter the next screen.
Should you decide to fight the Shadows on the dead car, be sure to
use Slash or Lucca's fire-techs, since physical attacks have zilch
effect. There's a chest here as well (lower-left corner), which
contains an Ether. Grab it and move on--you are confronted with a
fork. Up is an avoidable Mutant, or take the lower path if you want
to face three unavoidable Shadows. You'll stumble upon a hydrant
near the end; to avoid the Mutant you see on the left, walk left of
the hydrant.
== LE DOME D'ARRIS ==================================
There's an old man, Doan, who notices you. You will learn from him
that there is a food storage below, but the people couldn't get in
there because the place is guarded by a robot or something. ...a
*food storage*? Guarded by a robot?? Er, yeah--it's unrealistic
crap, but anyway. There's a kid that sells items and that somehow
got a hold of a license to sell weapons as well (he's behind the
boxes)--he sells exactly the same as the other guy bar Mid Tonics--
and mister Enertron is here as well. Use it, and don't shy away
from the save point as well. Go down the food storage by using the
ladder. Doan and the others will be surprised, as the audacious
party doesn't seem to be scared at all... OF COURSE NOT.
-- INSIDE / PLANKS, STOCK ROOM ----------------------
Upon entering, you'll notice two computers, whereof the left one is
broken. The right one requires a password, so you can't do anything
with that as well. Great! That leaves the passage left of the
screen left give a visit. Here, you'll need to cross a few planks.
Though I think you're smart enough to get this thing over with, this
FAQ was meant for a wide public, if not everyone. So, in case your
IQ is between 50 and 70, here are the directions: go right, up,
right, up, left, left, up, right, up. On your way is some sort of
rat (in the form of a statue), which gives you a warning rather than
stealing Tonics from you: "Warning. Anyone within the vicinity of
the stock room will be attacked!" Gah!
You'll eventually arrive in, yes, the vicinity of the stock room.
An alarm goes off--take into memory that if you press X (to equip or
to use items; whatever), two Proto 2s and two Buggers will arrive
out of nowhere and attack! If you want to use the menu, return to
the planks where it's safe, and do your equipping business there.
When you're ready, go through the room, and the security robot of
the ventilation system (o_O;) stops you.
- BOSS: GUARDIAN --------------------------------
LV - 8 EXP - 300, 5 DROP - --
HP - 1200 G - 1000 CHARM - --
As is usual, bosses feature certain weaknesses or are vulnerable
to particular methods of attacking, or in this case, need to be
taken care of in a special manner. The trick here is not to kick
on the Guardian (the big thing) just yet; doing so while the two
Bit are around will result in a nasty "Delta Attack"-counter down
your throat. It's simple as this--the Guardian cannot attack on
its own so after you've gotten rid of the two pieces of flying
metal, you can direct your attacks on the big machine. However,
the Guardian starts a countdown when the Bit are defeated--go
freakin' wild on the Guardian (don't use fire-techs; they don't
help) and start busting the Bit again when they are revived.
Till you win. Simple, no?
You can also try to destroy _one_ Bit first, and then try to dump
the Guardian. The Bit cannot be revived when the other is still
alive. However, you'll still get to eat an "AmpliFire"-counter,
which is not as strong as Delta Attack, but powerful nonetheless.
Try this when you're high in the levels, if you want. The two
Bit feature 200 HP each, while the Guardian has 1200 HP.
Continue, and you'll arrive in a room with some boxes and a man.
While Lucca notices that the food has completely rotten, Marle finds
out that the man has died a long time ago... However, he holds some
sort of seed, which you'll take with you. There's a chest to the
left as well (Mid Ether). Examine the man again to find a note; it
says that "...the rat is more than just a statue! It knows the
secret of this dome. Catch it!"
Oh no.
Return to the planks. The rat is here--give chase by holding B and
catch it with the A-button. Please take note that the rat won't be
here if you haven't read the man's piece of paper. Anyway, this
shouldn't be any hard. My way (and my way ALWAYS works) is to press
and hold B, run after the rat, and once you get close to the rat,
swiftly release the buttons and press A. You _can_ catch the rat on
your first try, but it's not rare if you fail and need several tries
to accomplish your task. If the rat runs away, leave the area and
return to try again. Once you catch it, it'll tell you that the
password is to press and hold L and R, then hit A. A-ha!
* INSIGNIFICANCY: When you're about to hunt the rat at the planks,
Lucca notes that you need to dash, or else you won't catch it.
(Brains she got, I tell ya.) To be exact, she says you have to
run using the B-button. There's nothing wrong with that, but if
you changed the controls, Lucca says the same! A similar thing
occurs when you try to input the L/R/A-password. So if you've
assigned other functions to the buttons, push THOSE. (My deepest
apologies for noticing such unimportant stupid things and nagging
you with them.)
-- INSIDE / TO THE INFO CENTER ----------------------
Return to the computers and input the password (press and hold L
and R, then press A), and a passage appears... Enter. I am very
sorry to dump another note here, but it's actually a significant and
important note, so SIT BACK DOWN.
* IMPORTANT NOTE--READ THIS: If the input-password doesn't work,
bummer. You're using an emulator, and your hardware (keyboard)
has a limitation that (these) three buttons cannot function
simultaneously. Either use a game-pad, or you might want to
assign L and R to a single button (some emulators can do this).
Inside, dispatch the monsters, and go north for a chest with a Mid
Ether. Continue, while squashing those damn Bugs (or use your mad
skillz to avoid every single one of 'em), and pass through the door
at the end. From here, you can either go up (avoids most enemies),
or to the right. Both ways lead to a door; go inside--it's the info
center! Lucca manages to find a Gate using the computer, which is
in Proto Dome. Then, Marle presses a button. What would normally
result in people getting darn pissed, not wanting other people's
property to be touched, this turns out to be positive, yet negative.
The screen switches over and shows you what happened in 1999 A.D.,
the Day of Lavos (tm): you'll watch a short cut-scene in which Lavos
destroys everything! You now know what's happened here, and have a
new goal: change history, in order to save the future! *music*
Take the usual route back, return to the ladder, and go up to the
people. Doan asks what you've found. Well, you've found out that
you're now in the future, but the people want food! FOOD! You'll
hand over the seeds, which don't really give them much hope. Crono
says that it GIVES 'em hope nonetheless and that if they're not
grateful, pity (though he puts it more tactfully than that by saying
nothing at all). Anyway, in case you ever need it, Doan grants you
the Bike Key. With this, you can use the Jet Bike in Lab 32 (whee!)
and race free. Before you leave, rest in the Enertron (*grumble*),
and then it's time to go.
== SEWER ACCESS AND BEYOND / 2300 A.D. (OPTIONAL) ===
-- SEWER ACCESS -------------------------------------
* The Sewer Access, and other locations covered in this section, do
not need a visit per se, for now. See, there's "OPTIONAL" in the
paragraph header. I recommend docking here anyway, unless you
wish to leave all them lonely 'n ripe-for-the-taking items there.
Alternately, you can skip this, continue 'til you get a new party
member, and return here with him. Okay... so it doesn't really
matter, but you get the idea.
A guard comes in upon your arrival: "Bandits! Must report to Sir
Krawlie!". Yes. Take a right and you will find some monsters that
need some love of your sword. There's a chest here as well, which
contains 600 bucks, so do something tactful with it. Return left,
fight two Nereides, and you'll see some frogs lurking in wait (frogs
my *ass*: "clowns" is the appropriate word). When they're done, go
down the ladder. Marle and Lucca say that they're scared and that
they have a strange feeling about this place, but no worry--*I*
shall be with you.
Swing to the left. Read the piece of paper, which appears to be the
last page of a diary--it says something about someone being attacked
when making the slightest noise... sounds like a warning! And it
is; in fact, there are several items spread out in this area. Don't
touch them, or your greed will result in you getting attacked. Not
even the save point at the end is safe. When (if) you make it to
the end, climb up.
Two Egders will stop you. Kill them, and move on; there is a hidden
passage way somewhere. Find and go through it, and trigger the
switch at the end of the path. Return and find another seemingly
out-of-sight path just north of the other one. Go through (you will
go through a door that you just opened), and you'll witness another
scene with the stinkers. Once that's over with, open the chest for
a Rage Band (good stuff--this lets the wearer automatically do a
counterattack 50% of the time), and you'll find Sir Krawlie. After
his dim dialogue with a guard, it ensues in a fight with this chump.
- BOSS: KRAWLIE ---------------------------------
LV - 8 EXP - 100, 5 DROP - Mid Ether
HP - 500 G - 500 CHARM - --
This is in fact not a real boss; just a mini-boss if you want.
Losing is a challenge here. If you manage scoring a game-over at
this point unintended, you not only *frighten* me, you *really*
frighten me. So anyway, just use physical attacks to damage him.
Magic is not absolutely necessary. The only thing you have to
prepare for is his HP-to-1-attack; it is quite damaging, and must
be countered with a healing spell to avoid a direct knockout.
And that's about it, really; even if you leveled up the slightest
bit, just mash the A-button repeatedly and this guy's in the bag
almost immediately.
If you have 1 HP left, don't hesitate to unload a can of healing
drugs. Follow the path again, and stay close to the wall so you can
avoid a fight with two Nereides and an Egder. Once the path forks,
take the one to the left, get the Bolt Sword from the chest, equip
it, and then trigger the switch in order to open a bridge. Go back
to climb the ladder, and you're out.
...and you'll notice there's pretty much nothing else to do. But
anyway:
-- KEEPER'S DOME ------------------------------------
Nothing of interest. There's an old man here and a strange creature
(a "Nu"). The man says that he misses Schala, and that "NO! You
MUST NOT climb Death Peak!" He'll also ask something else--it's
funny: in the future, you'll learn something about the past, which
will occur in the future. Think about THAT. ^_^; There's a sealed
door here as well, but it's, well, sealed. And the computer here is
pretty much dead as well, so let us do what the old guy tell us
_not_ to do. After all, that's how it goes in a video game every
time, eh?
-- DEATH PEAK ---------------------------------------
But sorry to say: that rule does not apply at this moment. You can
enter Death Peak, but the only thing you can do is trying to walk up
the mountain and eventually get blown away. But wait! There's a
Power Tab on the right side! So your trip to this place was good
for at least _something_. Dash forward and grab it before the wind
gives you a good fart. Then leave (which shouldn't be too much of a
problem) for now and come back later when you have a good reason to.
The route back, through the Sewer Access, should not be any trouble.
Do make sure you follow the bridge to the left, first, so that you
can follow the other bridges, which are shortcuts.
== LAB 32--WHO'S DA MAN?! / 2300 A.D. ===============
Back to the essential stuff--Lab 32 is found north of the Sewer
Access (it looks like Lab 16). If you REALLY need to, go back to
Arris Dome and rest in the Enertron. Then go to Lab 32, take a
right, take the Mid Tonic from the chest, and go north. Here is the
Jet Bike Doan spoke of! Once you try to use it, though, or if you
go to the right, a group of Protos prepares to attack you... 'til
the MAN stops them. His name's Johnny--fasten your seatbelts,
buddy, 'cuz we're gonna race.
- MINI-GAME: RACING JOHNNY! ---------------------
The controls are simple: use the Control Pad to move the Jet
Bike. The point here is that you cannot control your speed.
Your bike just moves back and forward, as does Johnny's bike. If
you touch Johnny, you'll bump to the back or get bumped forward
(depending on where you hit him). You will gain points when you
are in front of Johnny, but not if you're on his tail! So, you
will have to find your way in front of him and then predict what
direction he's going to and ride in such a way as to bump him to
the back. I'm sure you'll get the hang of it soon; mastering it
is the hardest part.
You will win a race if you pass the finishing line _while being
in front of Johnny_. If you were in front of him for 99% of the
race and at the last moment bumped behind him, you're screwed.
Your score will not be recorded as well if you lose. If you want
to log your scores, you must first get the Race Log (read below).
As an addition, you can change the racing mode when you get it.
There are two styles of racing:
MODE 1 - This lets you use boosts (default); press B to use
one. This can only be done three times throughout the
whole race, and boosts must be "charged" before use.
MODE 2 - This, well, doesn't let you use boosts. The game does
not indicate this very well, but only with this mode
you can change the race's perspective with the L- and
R-buttons. I personally like this mode, as turning
the screen 90 degrees helps a hell of a lot.
You can also press the X- and A-buttons to zoom in or out. WOW.
How crap. More features include the line below on the screen,
showing you how far you are, and how far you'll still need to go.
Also, if you want to race, Crono _has_ to be in your party, or
Johnny will refuse.
Furthermore, if you get a certain score, you might gain a bonus:
SCORE: REWARD:
---------------------------------
777 10 Mid Ethers
1300+ 5 Mid Tonics
1500+ 1 Power Tab (once)
2000+ 5 Ethers
2300+ 5 Full Ethers
---------------------------------
* NOTE: If you get a score with three or four equal numbers,
such as 111 or 2222, you will get an Ether, Mid Ether or a
Full Tonic. The only exception to this is 777. There's a
script bug here as well; the game _says_ that when you get
1300+ points, you get 5 Mid Ethers, but in reality you've
acquired 5 Mid Tonics (the bastards). When you get 2300+,
though, they say 5 Ethers instead of 5 Full Ethers, which is
not a bad deal.
So, kid, you wanna get the Race Log? It's in the path that you
would've crossed if you didn't race Johnny. Kill any of those pesky
Mutants that you will come across, and you will eventually find a
chest. Open it (there are Shadows lurking in wait) to score the
Race Log.
If you now return to Johnny and say hello, he'll call upon a robot,
Rx-xR. This piece of machinery will be your personal log keeper and
you can talk to it to switch your style of racing.
== PROTO DOME / 2300 A.D. ===========================
When you're done playing the mini-game (if at all), it's time to
move on. Skip the Factory just yet; the entrance is blocked inside
by a laser and there's no way to get through as of yet. Instead,
set foot in Proto Dome, which is south of the Factory. Once inside,
you'll be attacked by three Buggers. Delete (GEDDIT?!) them, and go
north until you fight four of them (which can be avoided by walking
slowly). After the battles, station yourself in the Enertron and go
to the far side.
There is a robot here. It seems to be kaput, however, but Lucca
thinks she can repair it. Marle finds out that the door, which I
believe leads to the Gate we need, is locked. Which means we have
to wait 'til the Mad Geek Herself finishes her cranking up a robot.
When she's done, the robot goes "alive" and he (I will consider this
robot male in the FAQ) introduces himself as R66-Y. Unfortunately,
we have one of those annoying, you know, people in our party that
think those names suck, leaving it up to you to choose a new one.
Default name is "Robo" (that name will be used throughout the FAQ),
and after you give him a name, he agrees to help your team and beat
up monsters with his fighting skills in order to find the Gate, in
return for reactivating him.
But to open that particular door that leads to the Gate, we have to
activate this dome's generator, which is located in the Factory.
One party member must stay behind, though (Marle or Lucca). So who
will you leave? If you choose Marle, you have a great asset to your
party that is able to heal your party anytime, anywhere. Lucca, on
the other hand, has access to offensive magic. I'll leave it up to
you to solve this dilemma--you can always return here and get the
other one to be in your party if you change your mind, so don't
worry 'bout that.
------------------------------------------------------------------------
2-G: THE FACTORY RUINS
------------------------------------------------------------------------
In Proto Dome, you've found a damaged robot. After fixing it, the
robot joined and told your party that the door to the Gate we're
looking for is shut! Which is not nice; now we need to activate the
dome's generator, which is located in the Factory.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Mid Ether [Item]
- Robin Bow [Weapon]
- Ether [Item]
- Mid Tonic [Item]
- 400G [Currency]
- Mid Ether [Item]
- Shelter [Item]
- Ether [Item]
- Bolt Sword [Weapon]
- Shelter [Item]
- Titan Vest [Armor]
- Hammer Arm [Weapon]
- Plasma Gun [Weapon]
MONSTERS: Acid, Debugger, Proto 3, Bug, Alkaline, R Series [BOSS]
RECOMMENDED LEVEL: 8-10
== THE FACTORY / 2300 A.D. ==========================
-- INSIDE / ENTRANCE AREA ---------------------------
There are two passages. The left one is the exit, but a laser is
blocking the right one. Fortunately, Robo is a robot, so have him
buck wild on the computer to override the security. Right when he's
done, an Acid-monster appears! Punish it for disturbing you in your
ultimate quest to save the world (I... just sounded like an idiot),
and continue; I suggest Slash. Here are two ways you can take as
well; go right first, to an elevator leading to the factory area.
Climb down the ladder and take a left, then go up. There's a room
with an open door; go inside. You can't see where you go so move
around, pressing A repeatedly--you should open a hidden chest this
way. Once you have the contents, a Mid Ether, go back to the three
ladders. Go down the lower-left ladder, walk all the way to the
left, and borrow the Robin Bow from inside the chest. Equip Marle,
if need be, then return to the ladders. Climb down the lower-right
one. Work your way through the area and you'll end up at a conveyor
belt.
-- INSIDE / CONVEYOR BELT, CRANE --------------------
Get on the belt, but try to avoid the robots. This is done by just
running to the other side but quickly going back if you see a robot
coming into you (when it looks like you won't make it to the next
safe area, I mean). On your way is an Ether; be sure to slip it in
your pocket. If you unluckily got hit, say ZUT ALORS, and a crane
will appear and pick you up. It will drop you on the other side of
the belt, from where you'll have to fight groups of one, three and
five robots. On top of that, you also won't be able to heal during
the fights (make sure you heal before facing the quintet of robots),
so it is recommended to avoid this in the first place.
Eventually, you will arrive in a room with four Bugs, whether you've
been caught or not. Have the Bugs taste some, then proceed through
the passage.
Cross the bridge and go to the right. Don't forget the chest with a
Mid Tonic, and go through the doorway. Inside, you'll find 400G and
a Mid Ether. Grab the items, and use the computer--you'll receive
the codes for the crane control (they are X A and B B). Then, the
two Proto 3s will bounce around in the room as if they're heavily on
drugs--a HELL OF A LOT of them--though you _can_ avoid them. Leave
the room, and go for the left one. Here are also two Proto 3s (but
they aren't as freaked as the ones in the previous room). Get the
Shelter and an Ether, and make for the lower-right corner to arrive
in the crane control room. Always wanted to have a crane? Here's
one! Whee.
Input the codes that were provided before (X A and B B; use the
buttons on your Control Pad). Doing this will remove the barrels.
Return, and climb the ladder (which is a shortcut). From here, walk
to the left and enter the room. In here is a Bolt Sword and some
sort of computer; don't forget to access it, as it provides you with
a password! The code is "ZABIE", which is X A B Y, translated into
Super Nintendo-language. Now you have this info, you can leave the
factory area and head all the way back to the entrance. Instead of
taking the right path, go left. Three Debuggers will appear (they
can be avoided), and there's a note that says, "Caution! Do not
turn off the conveyor belt in the factory! The security system will
activate and you'll be in danger." Wasn't a *security system* meant
to keep you... safe?
-- INSIDE / LAB AREA --------------------------------
Anyway. When you arrive in the lab area, you'll see a save point
below you. Use it (and a Shelter, if need be), and go through the
doorway. Kill the three blobs, and the computer activates. Examine
the screen in order to open the hatch, and don't forget to open the
chest with a Shelter before you go down it. You'll now have to go
through a large hall; many monsters await your clobbering in here,
but a battle with each of them can be avoided by staying close to
the outer wall.
When you reach a room, go inside. There's a Titan Vest at your left
hand and a Hammer Arm to the right. Equip them, and let Robo use
the computer to deactivate the lasers so you can continue again.
Unfortunately, five utterly annoying chemically brewed blobs of poop
with a weird color and a face will see a chance to attack... Thrash
them, and go through the path that was blocked by the laser earlier.
Use the elevator and go down. (If you want to save now, you can do
so by going up first, and then down twice.)
Work your rear through the hallway, to end up by a computer screen
and a chest (with a Plasma Gun for Lucca). Start the computer, and
input the password by entering X A B Y using the Control Pad. The
door opens. If a security system in the future is a password-system
with passwords provided in other rooms, I have to say this security
is horribly LAME; of course you won't get that easily in MY system!
Whatever the case, head inside and trigger the switch.
* NOTE: If the door doesn't open when you input the password, be
sure to have LEARNED the password first by going to the computer,
not by cheating and looking in this FAQ.
As noted somewhere before, the security system will activate, and
you gotta escape. Go down (Robo will lend you a hand... er, body),
and you will find out that the elevator has been shut off. No
problem! Climb the ladder left on the screen, which works just okay
as well. Run along to bump into Robo's pals, which Robo gives hello
to.
-- INSIDE / ROBO'S "FRIENDS" ------------------------
These dudes, Robo's past friends, will notice that Robo's defective,
and they'll beat him up pretty badly ("Hello robot buddies, what's
up yo!" *smack*). Once they are done with Robo, they'll continue
their systematic destruction--target: you.
- BOSS: R SERIES --------------------------------
LV - 10 EXP - 80 x6, 1 x6 DROP - --
HP - 150 x6 G - 100 x6 CHARM - --
The R Series aren't hard to beat, even now Robo is gone; I've
always considered them regular enemies and only had a bit of
trouble with them in a low-level game. But that aside. The key
to a quick victory is Cyclone; have Crono throw around some and
hit three robots for the price of one (target a robot in the
middle of a row). If you've leveled up a bit, four rounds should
be enough, and if HP pose a problem, you can always use Marle or
Lucca heal. Don't bother attacking with them; physically they
aren't worth a crap, Marle has no attack-spells, and the R Series
are strong against fire. The Plasma Gun doesn't work on these
fellows as well (WORTHLESS PIECE OF CRAP), so just rely on the
almighty power of Cyclone.
And, that's about it. After you beat the R Series, Marle/Lucca will
get Robo out of the container, and Crono helps her/her to get him
back to Proto Dome.
== PROTO DOME REVISIT / 2300 A.D. ===================
Lucca's second attempt to crank up Robo is a success as well,
thankfully. When she's done, Robo decides to tag along with the
party, for the reason that there's just about nothing left to do in
this world. Even though you might think he's just a walking piece
of scrap (which looks stupidly funny as well), he'll prove to be a
great asset to the team. So, with your new toy, open the door that
is not closed anymore and head for the Gate (notice Robo walking the
"cat"-way, if you know what I mean). Everyone goes in, but the last
split-second, you'll notice that this Gate doesn't close normally...
What could have happened?
------------------------------------------------------------------------
2-H: THE END OF TIME
------------------------------------------------------------------------
Ho ho ho, the End of Time!
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Power Tab [Item] - this one's rarely found! So get it!
MONSTERS: Spekkio [OPTIONAL]
RECOMMENDED LEVEL: 10-12
== "HEY." / END OF TIME =============================
The party ends up in a strange, icky place, called the End of Time.
It's a small area enclosed by, well, nothing, with a door, a few
objects, what seems like a stair set leading to the abyss, and a
scary man. Go say hello. He will explain what has happened (in
such a way that he sounds intelligent); if four or more beings step
into a Gate, they wind up here. Which of course, would not be good,
so it means that a party member must stay behind. One can switch
companions anytime and anywhere (except in battle and in a few other
situations) by pressing the Y-button. For the time being, I suggest
the following lineup.
* RECOMMENDED PARTY: Crono, Marle, Lucca
The geezer tells you that the pillars each connect to different
places in different eras. Additionally, there's The Bucket, which
is special, sort of--it leads to 1999 A.D., annus horribilis; the
day that Lavos popped up and wiped his ass off with the world. Of
course, don't use it just yet; you can imagine you will be squashed
without trouble. Take note of the save point and use the thing
above it that restores HP and MP. Once you try to leave, the man
draws your attention. He says that you should check out the room
behind him...
-- THE MASTER OF WAR --------------------------------
Inside is a mysterious creature named Spekkio. He'll explain the
history of magic and all, and then he'll want you to walk around his
room three times in a clockwise fashion. REJOICE! Do what he says
(BE SURE TO HUG THE WALL AT ALL TIMES) and he'll teach you how to
use magic! Crono learns lightning-based magic, Marle will learn to
use ice (water-magic, that is), and Lucca will get elemental fire-
attacks. Robo's unable to use magic, but some of his techs _do_
inflict elemental damage (e.g. Laser Spin, which is shadow).
As a friendly reminder, this is a video game, and koalas really do
not know magic.
Then, Spekkio will challenge you into a fight. Actually, he is a
mini-boss; check section 4-D for the Exclusive Adventurer's Guide to
Humiliating Spekkio (tm), which is complete with the basics, HP
totals, strategies, etc., all of which are supplied by me--how about
that. In short, Spekkio is a creature that changes form when you
level up, and he will give you rewards if you beat his forms.
Your next goal is 1000 A.D.; go to the pillars. As you can see,
there are three pillars as of yet, but while going through the game,
visiting more places and stepping into more Gates, you will "unlock"
more pillars, generating more ways to reach more places. Enter the
northernmost pillar on the top to lift yourself up in a spaceship-
warp-fashioned way, the one leading to Medina village. But before
you go, you might want to take care of a little thingy...
== RANDOM BIT 'N PIECE (OPTIONAL) ===================
* NEW GAME + NOTE: You will watch the ending "Good Night" if you
defeat Lavos now.
Besides that ending, head back to Proto Dome. Just right under the
Gate is a Power Tab! I mention one SaddQ, who was kind enough to
point this out to me when finding this out. Considering that
approximately 0% of Chrono Trigger players would've found this while
not looking at a guide, I must acknowledge a debt.
------------------------------------------------------------------------
2-I: THE VILLAGE OF MAGIC
------------------------------------------------------------------------
In Medina, the village of the Mystics, everyone is apparently not
really trying hard to be nice to you. Our party's next goal is home;
to get there, they'll have to pass Heckran's cave. Before entering
it, the team visits Melchior, a familiar weapons merchant.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Speed Tab [Item]
- Magic Tab [Item]
- Ether [Item]
- MagicScarf [Accessory] - equip this when you get it
- Mid Ether [Item]
- Ether [Item]
- Taban Vest [Armor]
- Mid Ether (x10) [Item]
MONSTERS: Omnicrone, Hench, Jinn Bottle, Octoblush, Tempurite,
Rolypoly, Cave Bat, Heckran [BOSS]
RECOMMENDED LEVEL: 12-13
== MEDINA VILLAGE / 1000 A.D. =======================
You'll crash into a house, coming out of... a closet. The creatures
that you find inside, Mystics, are demi-humans populating this part
of the land. If you talk to them, you will become aware that most
(other) Mystics don't like humans, so you better keep your ass
covered. You can grab the cake that is on the table to restore your
health (you can only do so once).
I'll cover a few places now; for items only, head directly to the
Elder's House.
== EXPLORATION (OPTIONAL) ===========================
-- MEDINA SQUARE ------------------------------------
Some Mystics, praising a statue of Magus. They will tell something
about him (this place is much like the shrine in the Cathedral).
Talk to the people to learn about the war that's been held 400 years
ago (which they LOST, hah).
-- MARKET -------------------------------------------
In here, there's a Hench, which is the keeper of the shop, while the
Omnicrone is the big boss. If you try to buy something, you'll get
the nasty Omnicrone to attack you! Talk about hospitality...
Anyway, you can finally buy stuff when you show the Omnicrone who's
the REAL boss. The Hench, however, finds it necessary to smash up
the prices, so no soup for you unless you have a *lot* of spare
money.
-- INN ----------------------------------------------
To sleep at the inn, you'll also have to nail some heads, and fork
over more cash than you usually do.
-- ELDER'S HOUSE ------------------------------------
The elder in this village is some fat Mystic who calls himself Ozzie
VIII. Take the Speed Tab (on the kitchen table) and the Magic Tab
(upstairs); they probably just don't care... er, don't know.
-- MELCHIOR'S HUT -----------------------------------
Go west to find Melchior's Hut; finally, someone who's selling stuff
for a reasonable price! Weird he left his stuff in Leene Square,
though. Whatever the case, talk to him to see his list of goods; I
recommend purchasing the Red Katana, as it ups your magic-stat.
Sell the two Lode Swords and the two Bolt Swords as well, if you
have them, to get some extra money (with which you can buy Titan
Vests, which are useful as well). Upon leaving, Melchior points out
there's a shortcut in the Heckran Cave, which leads to Truce. And
Truce happens to be the place you're heading for! My, what helpful
people. Oh, you can also take a look at the swords on the wall--
whee fun!
SHOP: COST: FOR: ATTRIBUTES:
------------------------------------------------------------
Red Katana 4500 Crono Att. +30, Magic +2
Robin Bow 2850 Marle Att. +25
Plasma Gun 3200 Lucca Att. +25
Hammer Arm 3500 Robo Att. +25
Titan Vest 1200 All Def. +32
------------------------------------------------------------
== HECKRAN CAVE / 1000 A.D. =========================
* NOTE: Almost all monsters here are invulnerable to all physical
attacks, so you'll be needing more than brute strength: the key
to conquer them is magic. And what luck: Spekkio jes' teached
you some! Be sure to have your MP-meter filled to the max, and
going through this dungeon can't be _too_ hard...
* RECOMMENDED PARTY: Crono, Marle, Lucca
Beat the two Henches that greet you with a not-too-wonderful shout,
and walk around. While you follow the path, you'll find a chest
with an Ether, as well as a Jinn Bottle with Octoblushes. Go down
the stairs, fry the two Tempurites, and move along until you arrive
at a path that splits in two. First, take the lower path. Exercise
soccer with Rolypolies (ah hah hah), then go to the chest at the end
--open it for a MagicScarf (you'll have to zap three Cave Bats for
that). This accessory ups your magic power, so wear it!
Backtrack back to the intersection and take the upper path. Make
sure you grab the Mid Ether out of the chest on your way. Kill the
group of four Tempurites and travel on until you reach another fork
in the road (sort of); go up first and acquire an Ether out of the
chest, then head south through the passageway. Walk forward and
forward while busting up various monsters... I'm sure you're used to
this already. There's a sealed chest on your way as well, but it's
uh, sealed. Go through the crack and you'll find yourself in some
kind of waterway. Here, use B to run through the place and you'll
eventually reach a save point. Use it, and be sure to use a Shelter
too if you're low on HP and/or MP. Then, enter the subsequent area
to encounter a huge monster clapping around. Ah: another boss.
- BOSS: HECKRAN ---------------------------------
LV - 13 EXP - 250, 10 DROP - --
HP - 2100 G - 1500 CHARM - --
Whip out your swords and USE THEM! You'll... only find out that
damage stays in the single digits, which ain't good. You guessed
it: magic is the key to winning the battle, so have your magic
users pop open their lunchbox of elements to bop this sucker.
However, keep this tidbit in mind--Heckran will eventually say,
"Go ahead! Try and attack...!" At this point, it is best to
steer clear _from_ attacking, because hitting him while he's in
this phase results in a brutal counter-blow. In the meantime, I
suggest you crank out a few healing spells to liven up those
below par, and wait until he says, "Brief counterattack break."
This is his way of saying, "Now you can hit me in the freakin'
face."
Note that Heckran isn't weak against magical attacks, he's just
strong against physical attacks. In order to avoid accidentally
getting countered, don't queue too many attacks (as you'll never
know when he'll taunt you into attacking him) and don't waste
your time to heal unless it's REALLY needed (as you have plenty
of time to cure in Heckran's provocation-phase). Listen to me,
my loyal follower, and you shall prevail. As long as you don't
hit him when he wants to, he's remarkably easy, for the fact that
he then gives you the time to heal.
Right before Heckran goes SPLAT, he'll give utterance to something
about Magus. Lucca/Marle then suggests that you bring a visit to
him, and bump him under a heavy rock in order to change history...
that'd take care of Lavos, she/she thinks. She/she also recommends
to use the Gate at Leene Square, as that Gate was used initially to
give arrival to the Middle Ages.
Now go north, and do an awesome-looking 720 back-flip into the pool
(this was the shortcut that was mentioned by Melchior). You'll land
somewhere south of Guardia and Truce, close to Lucca's house. If
you for some reason want to return to Heckran's Cave from here, run
around on the world map until you stumble across a "Vortex Point",
in which case you need to press A so you'll be sucked up into the
vortex. Before we go to 600 A.D. and put the boot in Magus, we'll
go to Lucca's house to annoy her father.
== RANDOM BITS 'N PIECES (OPTIONAL) =================
-- LUCCA'S HOUSE ------------------------------------
Inside, go through the doorway and go up the stairs, arriving in the
room of Lara--that's Lucca's mom. Taban comes in, says something,
and leaves. Follow him back to the main room, and then have a talk
with him. He will give Lucca his newest invention, the Taban Vest.
Yay you.
-- MARKET -------------------------------------------
And do you remember that guy you've saved in the detention areas of
Guardia Castle? Well, he's back in the shop he mentioned then, and
he's got drugs for ya--talk to him to receive 10 Mid Ethers in
return for salvaging his bacon. Also, you can buy new stuff from
him. If you didn't save Fritz before, well, sucks to be you. Er,
him. Obviously, he won't be here then; the shopkeeper talks about
someone named Elaine, who's down at the pier again (HEH HEH), and
the older stuff is put up for sale. If you _did_ save Fritz, the
same is sold what Melchior sells (scroll up if you want a list).
-- CRONO'S HOUSE ------------------------------------
Your mom is quite a bit worried about you.
== JOURNEY TO MAGUS =================================
Move on to Leene Square, and flip into the Gate to arrive in the End
of Time. You'll see that two more pillars are unlocked! They are
the upper-left and the lower-right ones, which lead to Truce Canyon
(600 A.D.) and to Leene Square (1000 A.D.) respectively. Your next
goal is 600 A.D., as this is the year where you can find Magus.
Don't forget to save/heal if needed.
------------------------------------------------------------------------
2-J: THE HERO APPEARS
------------------------------------------------------------------------
By ditching Heckran, the party has found out that Magus could be the
one that needs to be defeated in order to save the future from Lavos.
So, the party brings a revisit to the Middle Ages, where a war is
being held between Guardia and Magus.
* NEW GAME + NOTE: You will watch the ending "Legendary Hero" if you
defeat Lavos now, after you place one or both of your feet in the
world of 600 A.D.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Jerky [Key Item]
- Power Tab [Item]
- Gold Helm [Helmet]
- Magic Tab [Item]
- Mid Tonic [Item]
- Shelter [Item]
- MagicScarf [Accessory]
- Power Tab [Item]
MONSTERS: Deceased, Ozzie, Zombor [BOSS]
RECOMMENDED LEVEL: 12-15
== AN ERA OF WAR / 600 A.D. REVISITED ===============
-- ZENAN BRIDGE -------------------------------------
You have to do three things now in the following order to continue.
Many people get lost here; remember that step (1) is required to
fulfill step (2), etc.
+ Head over to Zenan Bridge and acquaint yourself with the soldiers
--make sure you speak with the guy in the golden suit to discover
they're hungry.
+ Then, dock in Guardia Castle, and go to the kitchen. Talk to the
overstressed cook, then leave the castle. While you are leaving,
you'll be given a Jerky! You'll also receive a Power Tab for
your support. Apparently, he trusts random strangers and that
you're not gonna eat the Jerky yourself... but that's because the
game won't LET you, so... forget I said anything.
+ Return to the bridge. Give the Knight Captain the Jerky you've
received from the cook, and you'll initiate a conversational
sequence. But not for long, as a soldier roughly ends it by
reporting that Magus and his troops have launched an attack, and
that the lines of defense have suffered greatly.
Hmmm. Sounds like they need YOU! Talk to the captain and say that
you'll help him. He'll give you a Gold Helm if you provide Guardia
with your support. Equip it and go left, crossing the bridge. A
green fellow, Ozzie, will block your path, and summons two Deceased.
Beat all three of them (employ magic on the Deceased, fire physical
attacks on Ozzie). After you wipe the floor with his summoned
flunkies, Ozzie runs off. Follow him, and he turns a handful of
fallen soldiers into more Deceased, and another fight starts! Let
them eat explosion as well, then follow Ozzie, who runs off again.
When you reach the end of the bridge, he brings about five or so of
the dead troops together, forming Zombor, the next boss.
- BOSS: ZOMBOR ----------------------------------
LV - 15 EXP - 350, 10 DROP - --
HP - 960 G - 1500 CHARM - --
800
Important to keep in mind is that the upper part of Zombor is
only vulnerable to water- and shadow-attacks, and the lower part
to lightning- and fire-magic. Magic employed incorrectly will
consequent in it healing a particular part. That is all. If you
just take note of this, you shouldn't have any problems. I would
suggest not using Robo--although it's no problem if you first
focus on the upper parts first, Laser Spin (which targets both
parts) is weaker than Marle and Lucca's elemental spells.
This battle is a piece of cake if you don't use the wrong elements--
just enlighten yourself with my great words (bahaha) and victory
awaits you. To continue, go to the left, leaving Zenan Bridge.
== DORINO AND PORRE / 600 A.D. (OPTIONAL) ===========
The following places that I will cover in this chapter, are optional
(information, items, etc.). You can skip them, if you want; go to
the Denadoro Mountains (walkthrough in the next chapter) to continue
if that strikes your fancy.
-- DORINO ELDER'S HOUSE -----------------------------
You'll eavesdrop on Toma and the headman of this village, who ramble
about the Rainbow Shell, some kind of material that can be used to
make reflective armor. Sounds interesting! Toma eventually leaves,
going to the inn. If you want, follow him.
-- DORINO INN ---------------------------------------
Two things of interest: someone hints that there are goblins on the
mountains with huge hammers, who will become as weak as pussycats
once you burn those hammers. Someone else says that "EnergyWhirls"
can be neutralized by using the Slash-attack. What smart people!
Remember these tips, of course. You can also sleep here for 50G.
-- DORINO RESIDENCE ---------------------------------
The only thing of interest is the shiny dot in the habitants' drawer
--too bad it's locked, though. You can get it by talking to the old
man; if you've gotten the Naga-ette Bromide, he will want to trade
it! If you agree, he'll unlock the drawer for you so that you can
nick the Magic Tab inside. Remember that if you didn't take the
Naga-ette Bromide from somewhere in the Cathedral, the old man won't
notice that you have it (duh), and no trade will occur. Also note
that the Bromide won't shine in your inventory listing. The Bromide
does not serve any other purpose.
-- CURSED WOODS -------------------------------------
The Cursed Woods are west of Porre. In this place are a Mid Tonic
and a Shelter; make sure you get them. If luck is with you, you
might spot a Nu (weird-looking creature); if you have the chance,
make sure to fight it for massive tech points! If not, well, too
bad. In the end, you'll find a shaking bush, which you can enter
from behind it. You'll find yourself in the hideout of... Frog!
Frog leaps down, almost smacks on the ground, and discovers that the
King's been injured. He will ramble in himself for a while. Before
you leave, talk to him a couple of times and open the pot to get a
MagicScarf.
-- PORRE PLACES-WHERE-TO-SPEND-MONEY ----------------
You can sleep at Porre Inn for 20G. In the Market are two people
discussing something... strange. You can shop here, and at your
left hand is a Power Tab. Take it!
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
Gold Suit 1300 All Def. +39
Beret 700 Females Def. +17
---------------------------------------------------
-- PORRE ELDER'S HOUSE ------------------------------
In here, you, a total random stranger, have permission to get the
contents of the two sealed boxes. However, since they're *sealed*,
you can't open them. Apparently, that's the reason why you have
permission--freakin' greedy people... Anyway, the Elder tells you
where you can find the Magic Cave, and by talking to the other folks
you'll discover something... odd. It appears that the "legendary
hero" that everyone is waiting for in anticipation is some darn
little brat with practically no fighting skills. Oh well... we
can't all be perfect, right?
-- PORRE CAFE ---------------------------------------
Nothing of real interest... The people brag about having TEH HERO!
in their village, say that they saw a cave pop open, and tell you
that they noticed an ugly frog that *talked*, and perhaps Toma is
here too, always around for a drink. Scrub.
------------------------------------------------------------------------
2-K: TATA AND THE FROG
------------------------------------------------------------------------
If there was a FAQers' competition on what would have the highest
annoyance factor, having an introductory section like this for each
chapter would most likely be nominated by me. Right now I feel quite
uninspired, so you won't have to suffer reading this crap anymore and
I'll get straight to business.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- 300G [Currency]
- MirageHand [Weapon]
- Ether [Item]
- Revive [Item]
- 500G [Currency]
- Mid Ether [Item]
- Revive [Item]
- Gold Helm [Helmet]
- Mid Tonic [Item]
- Mid Ether [Item]
- 600G [Currency]
- 300G [Currency]
- Mid Tonic [Item]
- SilverStud [Accessory] - useful--see walkthrough to get this
- SilverErng [Accessory] - ditto above
- Mid Ether [Item]
- Magic Tab [Item]
- Mid Ether [Item]
- Speed Tab [Item]
- Shelter [Item]
- Gold Suit [Armor] - don't forget this as well
- Bent Sword [Key Item]
- Hero Medal [Key Item]
- Bent Hilt [Key Item]
MONSTERS: Goblin, Bellbird, Ogan, Free Lancer, Masa [BOSS], Mune
[BOSS], MasaMune [BOSS], Gnawer, T'pole, Nu
RECOMMENDED LEVEL: 13-16
== DENADORO MOUNTAINS / 600 A.D. ====================
-- THE LEGENDARY HERO -------------------------------
Go to the Denadoro Mountains, which are right of Dorino. Be sure to
bring the Goofy Glasses with you, as you'll need her for her fire-
techs. In the beginning, kick Goblin/Bellbird rear (or avoid them),
pick the 300 bucks from the chest, and go north. Upon reaching the
ladder, you'll notice a kid running away from a Goblin (which you'll
fight). After Crono shows the Goblin the size of his muscles, the
boy says something, and an Ogan attacks! First, a commercial break:
* HINT: To defeat Ogans, the Goblins with a hammer, you will have
to use fire-magic in order to burn that hammer, so that their
defense will decrease to the Goblins' vulnerability. Which is
abnormally low--Goblins were nominated for the coveted "Weakest
Enemy Of All Time Award" (tm); though someone else took off with
it, this must say something.
After you accomplish your task, head into the passage to the right.
In here, open the chest (MirageHand), return, and climb the ladder.
Left is another chest (Ether). Walk down, pass the ledge, and you
will find *another* chest (Revive). Backtrack back. Examine the
Goblin for a fight, if the urge to kill rises, and go north. Cross
the bridge, climb the ladder, and you'll bump into a Goblin/Ogan-duo
--use the previously attended trick to show 'em and open the chest
for 500G. Then, cross the wooden bridge. Be careful here, for an
Ogan will suddenly burst out of the bushes! Conflict can be avoided
by walking slowly. Climb again, onto the next screen.
Bust up the Free Lancer, and at the path-split, go up first to prig
a Mid Ether. Go back and take the other path, get the Revive from
the other chest (which is guarded by two Free Lancers). Climb up,
and witness ANOTHER chest. There's a Gold Helm in there--equip it
and continue. Fight a few battles, and go down for a Mid Tonic.
When you have it, go left to arrive at a waterfall, my friend. Work
your way through the place (ignore the Free Lancer, as he's throwing
stones at you, and those stones will do 5 HP damage to the one who's
been hit by it), and get the Mid Ether on your way. It's treasure
haven here, man! Enter the passage.
Go to the right, smoke the Free Lancer and an Ogan, and climb the
ladder. This... gets repetitive. Whatever the case, take down the
Free Lancers, nab the 600G from the chest, and move on. Be sure to
heal the party at this point if you're low on health, 'cause you'll
have to fight four *continuous* battles with Ogans, Goblins and Free
Lancers. After surviving and clearing the path, proceed.
-- WATERFALL ----------------------------------------
Open the chest to get 300G. Then, walk on, and you'll run into a
more of those stupid birds. Frag them, and get the Mid Tonic.
Here, you can either go down the waterfall, or up. If you go down,
you'll bag some sweet items--recommended. If you don't want the
items, skip the next paragraph of text.
So anyway, the closer you get to the waterfall, the more slippery it
gets. That basically means that you'll fall down if you don't watch
out. And why should you watch out? Because there are actually two
paths you can take when dropping down. Walk to the left first, jump
down, and hold the Left-button--you'll reach an extra item! Grasp
hold of the SilverStud, and hop off the ledge to get to a SilverErng
(an abbreviation for Silver Earring) too. If you missed the first
treasure, you'll have to do it over again. Go into the woods to
continue, and trudge back to the falls.
Go to the left, and you'll find some training Free Lancer. Kick him
off the ledge (not literally, you nut), pluck the Mid Ether from the
chest, and continue. Cross the bridge; three Bellbirds will likely
attack you. At the end, you'll see a Kilwala on the ledge, watching
the horizon. Say hello to him four times and he'll grant you a
Magic Tab for your annoyance. Continue to the next screen and make
sure you use the save point; don't forget to use a Shelter as well,
if your party needs a rest. Grab the Mid Ether, trek down the
paths, and get the Speed Tab that's hidden somewhere in the lower-
left corner. Be sure you've saved your game, then take a right.
Hold the B-button again, as the annoying Free Lancer with rocks is
back. Well... he isn't "back", since he actually never left, but...
you know what I mean. Before you climb down the ladder, be sure
you've taken the Gold Suit from the chest hidden beneath the leaves.
The ladder is broken, so once you're down, going up ain't possible
anymore. Get the Shelter and nag one of the Goblins to fight them.
After the battle, try to avoid the Free Lancer (unless you want to
invite another Free Lancer and two Ogans). Enter the cave.
-- MASA AND MUNE ------------------------------------
Inside's a strange kid running around in circles saying that he's
the wind. Well... good for him. When you try to go up the stair
set, he'll stop you--lotsa guts. The kid appears to be interested
whether you're here for the Masamune or not, and if you say you are,
he calls his brother and promptly attacks. *sigh* Can't we all
just get along?
- BOSS: MASA ------------------------------------
- BOSS: MUNE ------------------------------------
LV - 15 EXP - 200 x2, 2 x2 DROP - --
HP - 1000 G - 200 x2 CHARM - --
1000
This fight is pretty simple. I recall that most bosses you have
given a beating until yet have certain weaknesses or things to
remember; same here. The main thing you'll need to know is that
they aren't capable of fighting without a partner, so you'll only
need to concentrate your attacks on one of them. Ice Sword and
Fire Sword are great to use. You can also use Lucca's Hypno Wave
to put one of them asleep, and then assault the one that's still
awake. Be sure to keep your Heals ready too, because they can
inflict Chaos with their attacks. If this battle is too hard,
you might as well stop now and return to level up, so you don't
have to suffer later...
After you've proven yourself to the two, they say you're tough, and
they'll do the fusion dance. There's no time to heal or form a new
party. The new form is a big guy with lots of muscles... no wait;
lots of muscles that form a big guy. Whatever the case, another
boss battle ensues. The fight is accompanied by a new tune, which
indicates an increase in difficulty.
- BOSS: MASAMUNE --------------------------------
LV - 16 EXP - 500, 10 DROP - --
HP - 3600 G - 1500 CHARM - --
This battle is obviously harder than the one before, but not too
hard. It's a typical attack-and-heal-when-needed sort of fight,
with one thing you have to keep in mind: MasaMune will, at a
specific point, store his tornado energy. One guy in the inn of
Dorino noted that EnergyWhirls are neutralized by the Slash-tech,
and it just so happens that you have access to this tech. When
you notice he stores his energy, attack with Slash to dissipate
it (don't use other attacks or he'll counterattack with his own
version of Slash, and make sure you *do* neutralize his energy or
you will get it down your throat). Basically, that is all, and
you will be surprised at the easiness of the fight.
The kids will reappear after you kick their little butts; they're
actually the Masamune itself! Once you get near the sword, though,
you'll notice that there's nothing left but a worthless piece of
metal... and there's not even a hilt! I could swear I just yet saw
a splendid sword over there, so it was either an imagination or we
just whomped the two kids REALLY hard. Whatever the state of
affairs, Crono and company decides to take the blade with them, and
Masa and Mune offer to fly you back to the base of the mountain.
Accept--well, you have no choice, since that ladder to return is
broken anyway...
So! Let's go and search for the real hero.
== THE *REAL* HERO AND A TRIPPIN' SWORD =============
-- TATA'S HOUSE -------------------------------------
Go to Tata's House, and talk to Tata, the legendary hero *echo* that
would save us from the evil Magus. He'll admit that he's not the
real hero, gives you the Hero Medal, and tells how it all happened:
some frog (hint, hint) dropped the medal and Tata took it. When
you've finished business here, disembark and embark upon the certain
individual's home to bring back the Hero Medal he lost.
* NEW GAME + NOTE: You will watch the ending "The Unknown Past" if
you defeat Lavos after you receive the Hero Medal from Tata.
-- CURSED WOODS -------------------------------------
Go to the Cursed Woods, en route to Frog. He'll see that you have a
medal with you: "T-- that medal... 'Tis the Hero Medal? It *is*!
Well... give it BACK!" However, he wants you to leave, as he claims
not to be the hero everyone's gossiping about... so! It must really
be Tata! Anyway. Frog moves away from a pot that starts to glitter
--open it to get the hilt, the other part of the Masamune. I mean,
yay. If you have Robo with you, he'll read that the letters
"ROIHCLEM" are engraved, but he'll reverse the code (system error,
heh heh), so it'll read "MELCHIOR". We know this fellow, so let's
bring him a visit.
-- MELCHIOR'S HOUSE ---------------------------------
Inside his house, Melchior will notice the sword (or what's left of
it). The party requests him to repair it, but in RPG tradition, you
have to do something else first--he needs to have a Dreamstone in
order to repair the sword, but that stone can apparently not be
found anymore. That means you'll have to utilize your brains and
determine that the stone can be found somewhere in the past. But
where? Hint: it starts with "65,000,000" and ends with "B. C.".
* NOTE: If Melchior isn't here (there's a note saying he's out
somewhere), then that is because you haven't visited Frog yet and
gotten the other part of the Masamune, which triggers the next
event. And because I said so, of course.
------------------------------------------------------------------------
2-L: THE RARE RED ROCK
------------------------------------------------------------------------
Melchior, a smartass guy who created the legendary Masamune, said he
wasn't able to repair the sword with only the two parts you brought
him. Additionally, he needs a Dreamstone, but it's a stone that has
not been seen here for aeons. Now, I figured any player with an IQ of
at least 3 can deduce you'll have to travel back into time and get the
stone there.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Berserker [Accessory]
- Dreamstone [Key Item]
MONSTERS: Reptite, Runner, Kilwala
RECOMMENDED LEVEL: 13-15
== MYSTIC MOUNTAINS / 65,000,000 B. C. ==============
-- PREHISTORIC GIRL POWER ---------------------------
Enter the closet (which indeed, sounds quite _stupid_) in the house
in Medina. At the End of Time, use one of the lower time-pillars to
beam back in time to the prehistoric era.
You'll arrive on the Mystic Mountains, which, at the moment you pop
in, is inhabited by numbers of green ugly creatures that look à la
dinosaurs and humans combined; they are Reptites, and quite blood-
thirsty Reptites at that. After you squash the first club, another
set of Reptites arrives to (attempt to) take you down, but then some
prehistoric girl comes for the rescue. To the team's surprise, she
_does_ kick some *sorry* asses around, after which four wee Reptites
still see a chance to attack. Of course, you can't just sit there;
there's a cavewoman to impress, so dispose of 'em.
The woman gets near the group, and a conversation initiates. You
have to name her at this point (default: "Ayla"). After the a bit
unclear (to say the least) chat, Ayla heads for Ioka; follow her.
In the next screen, you'll see a green box-like thingy. That's the
prehistoric version of a treasure chest. Pluck the Berserker out of
it and travel on. Remember that dinosaurs' defense can be lowered
using *Lightning--just fry your way through the path to end up on
the world map.
* MONEY, DUH?: You won't find gold in this era, since uh, there is
none. And you won't really need it here, so... there you go.
== IOKA VILLAGE / 65,000,000 B. C. ==================
Outside, take way into the huts. The Forest Maze is inaccessible as
of yet, and I'm sure you want to give the huts a visit since they
contain some valuable information: in the left hut, a guy says that
the chief has the red stone you're looking for, and someone else
says that she's north in the village. Quite helpful people, eh? In
the other hut is a woman with Sweet Water (recover HP/MP), for free.
In the northeast hut is some dude who wants to trade your gold (your
"shiny stones") for some items (Tonic, Mid Tonic, Heal), and other
people say that thunder stuns dinosaurs (hint, hint).
When you're done, head over to the Chief's Hut and talk to Ayla.
She'll say that the night is about to come, and apparently there's a
party--you are obligated to take part.
-- OOHGA, BUNGA -------------------------------------
You are introduced to the Ioka folks, and then it's time to party
(cue Jackass Party Boy music here). You can have a talk with your
party members for useless things or say hi to the villagers; talk to
Ayla to continue though. She denotes that Ioka is in war with the
Reptites. If you talk to her again, she says that she's got the red
stone you're looking for--however, you'll have to win a challenge
first. It--wait for it!--is a soup race. Yay you. The mini-game
is about slurping an amount of soup as fast as you can. This can be
done by pressing the A-button repeatedly at the fastest pace; don't
worry about losing, as you will then get the opportunity to try
again. Once you win, the rock's yours...
-- WHODUNNIT?! --------------------------------------
However, when you wake up, *footprints* are all over the place...
not only that, but you'll also discover that the Gate Key has been
stolen! Without it, you'll be stuck here forever. Which ain't no
good thing, of course, so let's resume before it's too late.
Go to the Chief's Hut to continue, and wake Ayla. After you explain
everything, Ayla goes freakin' and joins your party! Thereafter,
the usual select-your-party screen pops up; it doesn't really matter
who you choose, as I suggest having Crono and Ayla--and those two
are in the team no matter what. Crono is good for lightning-magic
to stun dinosaurs. Arm him with a SilverStud, if you have it, so
his MP won't run out quickly.
------------------------------------------------------------------------
2-M: FOOTSTEPS! FOLLOW!
------------------------------------------------------------------------
After arriving in the prehistoric ages and becoming aware of the
situation around, the party has found the Dreamstone they were
after. But when waking up from the festivities that were taking place
the night before, they've found out that the Gate Key, an item that is
essential to travel through time, has been stolen! Footsteps have
been found, leading to the Forest Maze. But before going there, you
may want to visit the trading hut to trade some better equipment.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER (ALPHABETICAL ORDER):
- Elixir [Item]
- Full Ether (x2) [Item]
- Full Tonic (x2) [Item]
- Heal [Item]
- Mid Ether (x4) [Item]
- Mid Tonic (x3) [Item]
- Revive (x2) [Item]
- Rock Helm [Helmet]
- Ruby Vest [Armor]
- Shelter [Item]
- Third Eye [Accessory]
- Tonic [Item]
MONSTERS: Croaker, Amphibite, Rain Frog, Ion, Anion, Nu, Gold Eaglet,
Kilwala, Winged Ape, Runner, Evilweevil, Megasaur, Fly Trap,
Shiitake, Nizbel [BOSS]
RECOMMENDED LEVEL: 16-18
== HUNTING RANGE / 65,000,000 B. C. (OPTIONAL) ======
-- SOMEWHAT NOTEWORTHY STUFF ------------------------
- In the lower-right hut is some of the famous Sweet Water to
replenish HP/MP.
- There's a guy as well who grants you a Tonic... yay.
- He also says that the footprints lead to the Reptite's lair
(hint, hint).
- In the lower-left hut, a girl says that she saw Reptites coming
from the Meeting Site, heading for the Forest Maze (hint, hint).
- The man here says Kino has been gone all morning (hint, hint).
- In the trading hut, you can trade for equipment. Talk to the guy
on the left for a list--gold isn't worth anything here.
- To get the "money" from this era, you'll have to do some hurtin'
in the Hunting Range to get trading materials. Suggested is to
get some Ruby Vests and Rock Helmets.
- And why the hell is this hut trading *guns*? Or ROBOT PARTS?
Didn't Ayla know what the hell a robot was? ("'Rawboot?' What
that? Ayla don't know." "What you say?! No rubbish or Ayla,
head go boom!")
Here's a list of what's "for sale":
SHOP: COST: FOR: ATTRIBUTES:
------------------------------------------------------------------
Ruby Gun 3 Petals, 3 Fangs Lucca Att. +40
Sage Bow 3 Petals, 3 Horns Marle Att. +40
Stone Arm 3 Petals, 3 Feathers Robo Att. +40
Flint Edge 3 Fangs, 3 Horns Crono Att. +40
Ruby Vest 3 Fangs, 3 Feathers All Def. +45
Rock Helm 3 Horns, 3 Feathers All Def. +20
------------------------------------------------------------------
-- HUNTING RANGE ------------------------------------
The Hunting Range is somewhat east of the Dactyl Nest. If you go
there to collect trading materials, here is a rundown of who drops
what:
THREE FROGS - Fang (x2), Horn (x2), Feather (x2)
TWO SLIMES - Feather (x2), Petal (x2)
THE NU - Petal (x3), Fang (x3), Horn (x3), Feather (x3)
Your goal is simple: walk around, meet monsters, and rip their body
parts off. Every once in a while, it starts to rain. This is the
game's language for "run like hell"; on this occasion, the Nu gives
appearance (and the other creatures leave). If you manage to find
and beat the crap out of this dude, you will acquire _three_ of
_each_ trading material _and_ a buttload of experience, which is
definitely not a bad deal. And the first time you beat it, you'll
additionally receive a bonus Third Eye. Nice guy!
* TIP: Spend a good while here to not only gain mucho experience,
but you shouldn't forget that that's a bunch of trading materials
hangin' in your inventory as well by the end of the level-up
treat. Buy a bunch of expensive stuff and then sell everything
(for some reason, the Ioka people DO have G). This is a quick
method to earn some easy dough.
== FOREST MAZE / 65,000,000 B. C. ===================
The footsteps lead to the Forest Maze, south of Ioka. Inside, Kino
awaits you! He, well, admits he's taken Crono's stuff, and that his
motive was jealousy. Hahaha... So. It seems this nut did not
really pay attention to evolution, resulting in him staying plain
dumb. Fortunately, Ayla managed to develop some common sense, and
orders him to give it back. However, it appears that the Reptites
took it away from him. So then he returns to the village to await
Ayla's spankin', and Ayla joins you!
* NOTE: If you walk ON the trail, you'll have to fight various
monsters. To avoid them, just walk around the trail, bearing in
mind that there are some unavoidable enemies.
Gripe the Mid Tonic on the right and climb down the vine. From
there, go to the left to find a Revive (plus two Gold Eaglets), then
climb down the other vine. Then, go to the right (or down if you
wish to fight three Kilwalas) and go over the crooked tree. Through
the somewhat hidden passageway is a chest with a Mid Tonic, and all
the way up and then left at the end is a chest with a Mid Ether.
Who's leaving all those items here?
Continue, 'til you end up at an intersection--be sure to grab the
Revive and Shelter from the chests, and watch out for the several
monsters. Though you can take either way, it's recommended to go
for the left one as it's a tiny bit shorter. When you reach another
fork, take the lower path and nab the Mid Tonic. Upon moving on,
you'll fight a Winged Ape and a Kilwala. Settle it, and open the
chest for a Heal. Climb down the trailing plant and go all the way
to the right, open the somewhat hidden chest (Mid Ether), and work
your way back to the left and go down to leave the forest.
On the world map, you may want to use a Shelter if you're low on
health, and save. Then, go into the big rock-like thing to enter
the Reptite Lair.
== REPTITE LAIR / 65,000,000 B. C. ==================
Go to the right. This is the main room, which contains a hole and
four Evilweevils. You can jump into the hole and continue, but you
can also wait for the Evilweevils until they start digging holes,
and jump into that hole to arrive in other areas--that's the main
feature in this cave.
-- INSIDE / DUGTRIO HEAVEN --------------------------
There are actually four rooms you can drop in. The hole that was
already here leads to the Northwest Route, and should be avoided.
The holes that the Evilweevils are going to dig may or may not lead
to the route you're after; if they're digging somewhere where you
don't want them to dig (if you've, for example, already visited the
place the hole leads to), quickly dash into the Evilweevil and bonk
yo face against their armor to push 'em away. Or, just re-enter the
lair and everything's reset--how convenient.
Each path leads to a general room, which I call the "Central Area".
Don't worry--once you've dropped down a hole and followed a route,
you can eventually return to the entrance room to jump into other
holes. Here are mini-guides for each route:
- a. NORTHWEST ROUTE ---------------------------
You can enter this route by just dropping down the hole that was
already dug. Deal with the Evilweevils and go into the hole, as
there's actually nothing else that you can do here. Next, get
rid of the Megasaur (use lightning to lower defense), and jump
into hole! You'll arrive in the Central Area. This route, well,
sucks, unless you're in a hurry.
- b. NORTHEAST ROUTE ---------------------------
There are two Evilweevils, two Fly Traps and a chest (Mid Ether).
After you've gotten the item and defeated the four, drop down the
hole. In the next area are two Evilweevils, one Fly Trap, and a
Ruby Vest! Be sure to get and equip it, then recommence.
OR... Wait for the first two Evilweevils to start digging, then
go into one of the mined holes and arrive in a secret area. Open
the chest to receive an Elixir and dive into the hole to land in
the Central Area. Skip the next two routes (in terms of reading)
and read on.
- c. SOUTHWEST ROUTE ---------------------------
There's a hole, an Evilweevil, a Fly Trap and a chest. Take the
Mid Ether from the chest and ditch the monsters. Then, dive into
the hole and repeat the same process; this time it's a Full Ether
though. Drop down the hole and skip the next route to carry on.
- d. SOUTHEAST ROUTE ---------------------------
The three elements that await you are an Evilweevil, a Fly Trap,
and a chest with a Full Tonic. Get the item but DON'T defeat the
monsters. Wait for the Evilweevil to dig a hole. Once he's done
with that, defeat the Fly Trap and enter the hole. You'll arrive
in a large area with two Evilweevils, a Fly Trap, a Megasaur and
a chest--Full Ether. Frag everyone, snag the item, and drop
down the hole.
OR... If you entered the other hole (not the one the Evilweevil
dug), you'd be in an area with a couple of monsters and a chest
with a Ruby Vest. But that area is the same as the one of the
Northeast Route, so there's no need to enter it.
In the next section, you'll cross four Reptites having the time of
their life happily running around. Let 'em eat explosion, then show
the Reptite guarding the upper-right chest (he'll be accompanied by
a Megasaur) what you're made of. Open the chest to obtain a Full
Ether. Another Reptite is guarding the lower-left chest; defeat it
(and the Megasaur), and open the chest for a Rock Helm. When you're
done, go to the right and enter the passageway. Also, don't forget
to equip the equipment you've gotten.
Upon entering the next area, a fight with a Winged Ape and Shiitake
instantly initiates. Once it's over, head north to find another
Winged Ape and two Shiitakes duo--kill them too. To the left is a
crack in the wall; it leads back to the main area (the place with
the four Evilweevils). This crack can be used to return and get all
items from this place--if you haven't visited every route yet, you
might want to do so now.
Or ignore it and walk on--in the end, you'll meet a Megasaur and two
Reptites guarding the entrance. Finish 'em off, and a save point
pops in. Use it, employ a Shelter if necessary, and enter the
passage.
-- INSIDE / AZALA AND NIZBEL ------------------------
You'll meet Azala, the leader of the Reptites, wondering what this
Gate Key is all about. You'll have the option to tell him or not:
doing so will lead into disbelief, which leads into the summoning of
Nizbel, a big bad evil monster. If you don't tell Azala, he'll, uh,
do the same. Either way, you're bound to fight this Nizbel fella,
and he can be nasty.
- BOSS: NIZBEL ----------------------------------
LV - 18 EXP - 500, 10 DROP - --
HP - 4200 G - -- CHARM - Third Eye
But, like other bosses in the game, they have their weaknesses!
Like dinosaurs, you'll need lightning-magic to lower Nizbel's
defense. The problem here is that he stores your lightning, and
release the electrocution energy after a while. This sucks. If
you're not careful, it might be fatal for some, so have your
healers ready. And don't forget you'll have to lower his defense
again after the energy release, or he'll suffer minimal damage!
Well, I can't really give you any good strategies... just do the
lightning thingy and heal when necessary while pumping him full
of hard-hitting techs. Volt Bite is a great choice, though you
probably haven't learned it unless you've leveled up. Ice Sword
or Fire Sword are choices as well. Don't queue your attacks--if
Nizbel releases when some attacks are still waiting in line, then
that is the loss of a round, and speed is no novelty this time;
you want to crush this rhino like a man possessed.
The usual happens: Azala returns Gate Key, escapes later on, party
gives up and goes back to Ayla's hut. Here, Kino apologizes for his
weird behavior (now, he wants to be like you, whee!). But that's
okay, Kino. We can forgive you. Head back to the Mystic Mountains
and drag your lazy butt to the top of the mountain, and dive into
the Gate. 'Tis time to create Chrono Trigger's version of Excalibur
and whip some butts.
------------------------------------------------------------------------
2-N: THE MASAMUNE!
------------------------------------------------------------------------
After having found the Dreamstone and your stolen Gate Key, it's now
time to return to Melchior and forge the Masamune.
* NEW GAME + NOTE: You will watch the ending "People of the Times"
if you defeat Lavos now.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Masamune [Key Item] - not wearable when you receive it... yet
- Taban Helm [Helmet]
- Masamune [Weapon]
MONSTERS: Vamp, Gremlin
RECOMMENDED LEVEL: 18-19
== REPARATION OF THE MASAMUNE =======================
Some stuff:
- If Crono's current level is 20 or higher, Spekkio will appear in
a new form. Strategies to beat him can be found in section 4-D.
- Go and talk to Melchior; he'll notice that you've the Dreamstone.
He'll use his mad skills to re-forge the Masamune. You can't
equip it the instant it's finished, though you _will_ be able to
later on.
- From this chapter on, once you have repaired the Masamune, you
can go to Taban (in Lucca's house) and talk to him to get the
Taban Helm! If you didn't get the Taban Vest earlier, you'll get
it now; talk to him twice to get both items.
-- RECRUIT FROG -------------------------------------
In the Cursed Woods, meet Frog. Frog, meet party. Talk to him, and
he'll be shocked once he sees that you have the Masamune. Frog will
say that he must consider this twist of events. Meanwhile, some
flashbacks! Since it is my job to stomp every bit of info in this
FAQ--otherwise I don't get paid, y'know--here are the spoilers:
Cyrus, who seems to be an important person in relation to the events
with Frog, leaves the castle with Glenn. In the forest, they fight
a blown-up greenish Pikachu who claims to be a Frog King, to get the
Hero Medal. Later, Cyrus somehow gets defeated by the wizard Magus.
Magus turns Glenn into a frog, Frog. Frog (damn that word) doesn't
know what to do, ten years later... but next morning, he decides to
go to Magus' castle to avenge Cyrus' death. And, he'll join you!
Cool beans. Leave the forest, and head for the Magic Cave (east of
Fiona's Villa).
* NEW GAME + NOTE: You will watch the ending "The Oath" if you
defeat Lavos now.
== ON TO MAGUS' CASTLE! / 600 A.D. ==================
Upon entering, Frog has another flashback. Subsequently, he'll ask
the Masamune from it, and he'll employ it to do some awesome-looking
move to open the entrance to the cave--PSX gamers will get a nice
FMV to look at. From now on, some little bat will follow you; just
ignore it (well, you have no choice). Also, the Masamune can now be
equipped!
Seriously, this dungeon is all about walking forward and whomping
everyone on your way. First victims are a Vamp and two Gremlins;
the Vamp is easily taken care of with a hack from the Masamune, but
the rats need magic to be destructed. Once they're gone, Frog will
notice the magic you've used--even if you didn't use it at all.
While wondering why he sees all weird things that don't happen, you
remember that you gotta go to the End of Time to empower Frog too.
So do that--Spekkio will, because of Frog's frog-appearance, give
him water-magic! Rejoice!
Fry the Vamp and two Gremlins again, and travel on, past the sealed
chest. Just burn your way through the path (it's straightforward,
really, use level 2-elemental spells if you have them). At the end
lies the corpse of a dead soldier; if you examine him, you'll find a
note, saying that Jugglers, enemies in Magus' castle, will raise
their defense once attacked. On the world map, save. Then,
enter...
------------------------------------------------------------------------
2-O: MAGUS' CASTLE
------------------------------------------------------------------------
After forging the Masamune, Frog's decided to go with you and fight
Magus to avenge the death of Cyrus, his best friend. It is Magus'
castle where they wind up, and I guess we'll have to tackle this
massive dungeon first prior to having the appointment with Magus.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER (ALPHABETICAL ORDER):
- Barrier (x2) [Item]
- Dark Mail [Armor]
- DoomFinger [Weapon]
- Lapis [Item]
- Magic Tab (x2) [Item]
- MagicScarf [Accessory]
- Mid Ether (x4) [Item]
- Mist Robe (x2) [Armor]
- Revive [Item]
- Shelter (x2) [Item]
- Slasher [Key Item]
- Speed Belt [Accessory]
MONSTERS: Hench, Vamp, Omnicrone, Decedent, Slash [BOSS], Slash
[BOSS], Shadow, Sorcerer, Flea?, Flea [BOSS], Grimalkin, Roly,
Juggler, (save point), Outlaw, Roly Bomber, Groupie, Flunky, Ozzie,
Magus [BOSS]
RECOMMENDED LEVEL: 19-23
== MAGUS' CASTLE / 600 A.D. =========================
-- *SCARY MUSIC* ------------------------------------
In front of the castle, Frog will point out the obvious. Thanks,
Frog, for notifying us from that! Enter. In the interior, either
take a left or go right--it doesn't really matter, take any. For
both sides, opt to walk all the way to the far side while talking to
the people if you want; in the right wing is a number of people that
are suspiciously familiar. Something is fishy... There's a bunch
of items, too (three Mid Ethers and a Shelter). After you reach the
far side of both wings, return to the entrance...
-- OZZIE, SLUSH, AND FLEA ---------------------------
...and you'll find that a save point has emerged. Upon attempting
to utilize it, however, the screen grows dim. Ozzie, ancestor to
the freak you've seen in Medina of 1000 A.D., gives appearance and
denotes that in order to see Magus, you'll need to get past him, the
swordsman Slash, the magician Flea, and each of the hundred of the
monsters in this castle. As you can see from the monsters-list on
top of this chapter, enemies are handed out like Halloween candy; it
is, however, not necessarily true what Ozzie says, since a solid
number of encounters is avoidable. Lastly, Ozzie fades away, and a
battle with four Henches and two Vamps commences. Wipe them out,
and follow the left hall to proceed.
* TONE-DEAF, EVIL FIENDS: As a small note, the names Ozzie, Slash
and Flea might actually be based on actual musicians. Ozzie
refers to Ozzy Osbourne, the singer of Black Sabbath. And Slash
would be the guitarist of Guns 'N Roses, and Flea refers to the
bassist of the Red Hot Chili Peppers. Cool, eh? I, actually...
don't know any of them.
- a. LEFT WING ---------------------------------
There are two groups of an Omnicrone with four Decedents; either
fight or avoid them, and enter the next room. Here are five
people. As you might've concluded by now, they're in disguise.
Talk with the upper one and face off with another battle (five
Decedents). After you kill them (well, they're already *dead*,
so forget I said anything), you'll hear a mysterious voice: it's
Slash. After the chat with him, he invites you to combat.
- BOSS: SLASH --------------------------------
LV - 21 EXP - --, -- DROP - --
HP - 3200 G - -- CHARM - --
This fight is divided in two battles. Although the first part
isn't too hot, the fights are continuous, so you'll have to
stick to the team you've chosen initially. Use physical
attacks to beat him up, or even some triple techs to finish
him off quickly. Once you've done about 3000 hit points of
damage, be sure to heal everyone, and defeat him. He'll do a
counterattack in the end that hits everyone. After the fight,
Slush (that's SLASH, you slimy dolt!) takes his sword off the
wall, and he'll (try to) show you what he's really made of.
- BOSS: SLASH --------------------------------
LV - 22 EXP - 500, 10 DROP - --
HP - 5200 G - 1500 CHARM - --
He's got more attacks to fire off, but if you keep the medics
ready, you can defeat him with no major trouble. If they are
available, use triple techs (Triple Raid worked perfectly fine
for me), otherwise use your best dual techs. Don't try magic,
since their effect is minimal: water-attacks do zero damage to
Slash, and he takes half the damage from other elements. He's
just like the Cyborg Ninja from Metal Gear Solid--no cheap
special attacks, but just hand-to-hand, melee-minded combat!
Okay. That was a terrible example I used there. But... you
get the point.
Once he fades away, pick up and equip the sword he's dropped
(Slasher), and save. Backtrack back to the entrance (you'll meet
the identical monsters on your way back--they aren't counted in
the hundred beasts Ozzie spoke of). Take a right.
- b. RIGHT WING --------------------------------
You'll meet four kids surrounding a chest. If you talk to them,
they'll ask if you want the treasure they're guarding... why of
course, you say! Not quite unexpectedly, they'll revert into a
foursome of Shadows. Unload your bag of magic spells and open
the chest for a Barrier (item). Continue down the hall and you
are about to meet up with the familiar persons. Talk to each of
them for them to revert into their true selves: one Sorcerer, two
Henches and two Vamps, times three. Give them the love of your
swordsmanship.
There's a Juggler-like enemy in the next room. Frog presumes it
is Flea. Before you talk to it and init the battle, be sure to
have Lucca in your party! When that's done, face the mysterious
thing and spank it with the one who has the least magic points.
The Juggler does MP Buster, which steals all MP off the one that
hit it last. As you may have guessed, this monster ain't Flea.
Soon after your discovery, the bat that's been annoyingly tailing
your ass transforms into a demi-human creature. It seems that
nobody really knows whether Flea is a "he" or a "she", and seeing
as I'm neutral on this point, Flea will be considered an "it" in
this walkthrough. o_O; In the end, the gender-confused magician
fights your party.
- BOSS: FLEA ---------------------------------
LV - 21 EXP - 500, 10 DROP - --
HP - 4120 G - 1000 CHARM - --
Something you'll probably be doing all battle is using Heals
on the characters that have been hit by one of Flea's attacks.
The wind-attack causes Chaos, "Rainbow Storm" wreaks damage
and Poison, others can inflict Sleep, and those struck by
"Prism Beam" are disallowed to use techs. Lucca (you did take
Lucca, right?) must fire off with fire-attacks--bear in mind
that Flea's defense against other elements is higher than what
a normal enemy has. I recommend shying away from triple
techs, as they leave you with a gauge-empty party for a while,
and healing is a must in this battle. Instead, employ dual
techs, and just _look_ at Flea's butt... getting kicked
royally.
Flea drops a Magic Tab upon defeat. Take it with you and return
to the entrance. Again, the monsters you'll encounter once more
aren't counted in Ozzie's infamous hundred monsters.
-- OZZIE'S IN... A JAM! -----------------------------
Another save point-warp thingy has appeared. Enter to arrive in a
hallway in the castle; go forward here to meep up with a bunch of
monsters: two Henches; two Henches and two Grimalkins; two Henches
and two Sorcerers; two Henches, two Grimalkins and two Sorcerers.
Ugh! In the end, you'll find Ozzie. Jammed. Once he swifts away,
open the chest here to get a Mist Robe, and follow him.
You'll arrive in "The Guillotine Room"--I'm just making up names by
myself, if you didn't notice. I didn't choose that title for no
reason--while you cross the area, beware of the blades, or you will
go shish kebab. Don't forget that the floor is a conveyor, so stay
in control of everyone. On your way, make sure to get the Dark Mail
out of the chest, and you'll eventually reach Ozzie. Jammed. It's
getting predictable, really: Ozzie runs off (stupid coward). He
leaves a nice chest for you to open (DoomFinger). After getting the
weapon, head outside.
Here are more monsters; if you want to avoid those rolling ones,
find the chain-ladders where you can "hide" for a moment. The
monsters you'll encounter are Rolies, three Vamps and two Jugglers,
not in any particular order.
The next room is full of traps (six). If you fall into one, you'll
land in an area where you'll have to fight six Decedents. There are
also four save points: two of them are actually enemies. One's
real, the last one returns you to Ozzie's room. There are chests as
well: Mid Ether/Lapis/Barrier/Shelter, and a Magic Tab is in the
lower-right corner. Be sure to fall inside at least once to get the
niceties, then avoid the rest of the traps: from the entrance, go
all the way to the left (i.e. you're touching the left wall), then
go all the way down (you're touching the southern wall), then all
the way to the right. Now go north but stay in the middle of the
hall. Right before Ozzie is another hole, so before you approach it,
go to the right and then north. Ozzie... runs off.
* NOTE: When you fight Jugglers, using physical attacks will make
them rise their physical defense. Then, you'll have to use magic
to do normal damage. Once you use that, though, they will rise
their magical defense, and physical attacks are the way to go
again. So, don't queue the same type of attacks, or you will get
nowhere.
On the other side of the castle, the monsters are tougher: some Roly
Bombers, four Outlaws and one Juggler. In the next room, it is yet
again time to kill, kill, KILL--you get the idea. After you smoke
the two Outlaws and two Groupies, two Outlaws and two Jugglers, and
four Jugglers, and reach the end of the hall, you'll meet up with
Ozzie. Jammed. Again. He'll go *meep meep*, leaving behind a
treasure chest with a Speed Belt.
You can avoid the next batches of monsters (two Outlaws; two Outlaws
and a Juggler; two Outlaws, a Juggler and two Flunkies; two Outlaws,
a Juggler and two Flunkies) by hugging the wall, walking behind the
statues. Open the chest for a Revive, and continue. In the end is,
well, Ozzie. Not jammed, but ready with an invitation to fight.
Before accepting it by talking to him, open the two chests behind
him to find a Mist Robe and a MagicScarf. Equip your best stuff,
and talk to initiate a battle.
- BOSS: OZZIE -----------------------------------
LV - 23 EXP - --, -- DROP - --
HP - 1000 G - -- CHARM - OzziePants (N/A)
0
This isn't a "real" boss fight, mind you. The thing here is that
if you assault Ozzie, you'll eat a counterattack. However, there
are targetable chains behind him. Attack them one by one and
Ozzie will fall in his own trap. (If you somehow manage to lower
Ozzie's HP to zilch, he'll become a non-targetable opponent.
Cheater.) You won't receive anything for winning, 'cept perhaps
a laugh.
Two save points give appearance. The right one is a real save point
(use it), and the other transports you to Magus' place. You'll
arrive in a stairway where six Vamps await you. After beating them,
proceed.
* NOTE: If you count all monsters, you'll discover that there are
actually MORE than a hundred of them! So what the hell is wrong
with Squaresoft these days? There are three kinds of people:
they who can count and they who cannot. Obviously, Squaresoft
falls into the latter category.
-- ...SPIDER-SENSE... TINGLING! ---------------------
* RECOMMENDED PARTY: Crono, Frog (with Masamune), Lucca
"The black wind begins to blow... Okay... give me your best
shot... If you're prepared for the void!"
-- Magus
- BOSS: MAGUS -----------------------------------
LV - 23 EXP - 1500, 15 DROP - --
HP - 6666 G - 3000 CHARM - --
Start off by firing off a physical attack. He will then change
his barrier. Whatever magic he starts using; use that same type
of magic to hurt him, as other magic will HEAL him. Don't queue
attacks, since you'll never know what barrier he's going to
change to. If he has changed to a barrier for which you don't
have the appropriate magic, just use physical attacks to let him
change it again.
Use Frog's Masamune (in conjunction with the Hero Medal for more
critical hits) to attack. This will decrease Magus' magical
defense and does not change his barrier. A wise strategy is
doing so and following up with the appropriate magic to do decent
whoop-ass. A not-so-wise strategy was not bringing Frog to
Spekkio if you did so--many people having trouble with this boss
failed to do this, and my suggestion to them is taking a trip to
Spekkio and learning how to pee with *Water.
When "Magus risks casting a spell!" (i.e. when you decrease his
HP to 3333 or lower), pay attention--try to knock him out before
he casts that spell, or you'll have a Dark Matter down your
throat. Have your healers ready. Note that you don't have to
cast a spell to decrease defense once he's in this phase, just
attack with whatever you wish; use your most powerful dual and
triple techs, and again: don't forget to heal.
A large Gate materializes and everyone, Magus included, will be
sucked in. Gah!
------------------------------------------------------------------------
2-P: FORWARD TO THE PAST
------------------------------------------------------------------------
A few seconds ago, you've discovered Magus', well, innocence. It was
apparently not him who gave creation to Magus; the only thing he was
good for is summoning it. You prevented him from doing so, but there
is a force in the universe that doesn't like you. That force comes in
the form of a large Gate, which draws you in and poops you out in the
prehistoric ages. The party wakes up in Ayla's hut, and as was the
case with your 600 A.D. revisit, a war is in progress in this era.
Let's rock.
* NEW GAME + NOTE: You will watch the ending "Dino Age" if you say
hello to Lavos and give him a good kick now.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Mid Ether [Item]
- Mid Tonic [Item]
- Meso Mail [Item]
MONSTERS: Shist, Pahoehoe, Cave Ape, Avian Rex
RECOMMENDED LEVEL: 23-24
== WAKE UP, CRONO! / 65,000,000 B.C. ================
-- THE BURNING WOODS --------------------------------
The screen pans over to a dream of Crono's. Is it... a glimpse of
his possible future? Or is it... a NIGHTMARE?! Or will it turn out
differently? Stay tuned... ERR, I mean, regardless: it was a dream
and the party wakes up in Ayla's hut. A chat with Ayla initiates,
soon to be followed by another nap. And I can't blame them, since
sleeping is my favorite occupation as well.
You are woken up by a freaked-out Kino, however. You'll learn about
the conflict with Reptite; when you regain control over your party,
follow Kino to the north wood; it's burning. Note that Frog is no
"required" character anymore. If you wish, you can switch him for
another character. Also note that if you want to rest, there's no
more Sweet Water, but you CAN sleep in the beds (skins) in Ayla's
hut. When you're ready to go, go to the Laruba ruins, north of the
village.
Upon entering, a girl says that Kino's been captured by the evil
Reptites! ...good riddance. Once you find Ayla, you'll discover
that it was actually her fault that the woods went roast; Reptites
have followed her. Ayla asks elder and company for the Dactyls to
go to the Tyrano Lair, the place of the Reptites, because she's mad
and angry and stuff and wants to reduce the Reptite population to
zero. Boom, boom, boom!
-- NEW STUFF FOR SALE (OPTIONAL) --------------------
Go to the trading hut: new weapons to trade. See the list below.
Once you're finished beefing up your characters, make way for the
Dactyl Nest, northwest of the Hunting Range.
SHOP: COST: FOR: ATTRIBUTES:
------------------------------------------------------------------
Dream Gun 3 Petals, 3 Fangs Lucca Att. +60
Dream Bow 3 Petals, 3 Horns Marle Att. +60
Magma Hand 3 Petals, 3 Feathers Robo Att. +70
Aeon Blade 3 Fangs, 3 Horns Crono Att. +70
Ruby Vest 3 Fangs, 3 Feathers All Def. +45
Rock Helm 3 Horns, 3 Feathers All Def. +20
------------------------------------------------------------------
-- RIDE THE DACTYLS! --------------------------------
* NOTE: If you attack a Shist, it will "change" into a Pahoehoe.
The Shist itself is harmless, so it's recommended to attack them
one by one. However, if a Shist comes with a Cave Ape, then get
rid of the Shist first so the Cave Ape won't have anything to
throw with, and thus prevents your bacon from getting hurt badly.
Kill the Cave Ape and two Shists. Go north, through the narrow path
and up the ladder--you'll have to violate two Avian Rexes (Rices?)
for doing that. Grab the Mid Ether from the chest and follow the
path again. Pick the Mid Tonic on your way, follow the path, go up
the ladder, and go to the right... boring, eh? Fight your way
through the place until you find two Shists (if you battle them, a
Cave Ape joins) and a chest. Take the Meso Mail, and equip it.
Climb the ladder (two Avian Rexes there) and continue to the summit
of the mountain.
Ayla's here. A Dactyl is summoned (cue Command & Conquer EVA voice:
"Reinforcements have arrived"), and if you meet up and talk with
her, an extra duo is called upon. She'll join your party (read: you
will join _her_), meaning you'll have to kick a member out of your
current team. One moment later, you'll find yourself flying on the
Dactyls. I will not insult your intelligence with a control scheme
for riding these beasts, as riding them is truly effortless.
------------------------------------------------------------------------
2-Q: UNNATURAL SELECTION?
------------------------------------------------------------------------
"Ayla fight while alive! Win and live. Lose and die. Rule of life.
No change rule."
-- Ayla
After returning to the prehistoric ages by being drawn into a Gate at
Magus' place, you've found yourself in the middle of a war between
humans and Reptites. To end it once and for all, Ayla has decided to
go to the Reptite's lair. We, of course, will help whoop some belows.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Mid Ether [Item]
- Full Tonic [Item]
- Tonic [Item]
- CeraTopper [Helmet]
- Revive [Item]
- Meso Mail [Armor] - get this!
- Full Ether [Item]
- CeraTopper [Helmet]
- Mid Ether [Item]
MONSTERS: Cave Ape, Reptite, Terrasaur, Avian Rex, Volcano, Nizbel
II [BOSS], BlackTyrano [BOSS], Azala [BOSS]
RECOMMENDED LEVEL: 23-27
== THE TYRANO LAIR / 65,000,000 B. C. ===============
Though you're on the world map, it is not possible to save while on
the Dactyls--ANOTHER worthless fact exclusive from your random FAQ
author! Ahem: your goal is the Tyrano Lair; it's the castle-like
building near the lava.
-- INSIDE / ENTRANCE, PRISON CELLS ------------------
A battle with the two Cave Apes and a joining Reptite can be avoided
so long you beware that the apes run into you once you get in their
vertical range. There are two paths up to take; take the right one
as the left one is still blocked. In the next room, smack the two
Reptites, then whack the switch near the door to release the
prisoners--not even a thank-you? Hmph! Anyway, resume by following
the path, and kill any stupid Reptites that foolishly decide to stop
you (bad choice of 'em indeed).
Let the three Reptites you'll hear the conversation of kick the
bucket, then leave Kino's liberation to Ayla. After the hearsay,
Kino says he's got something to show you. Before you follow him, go
into the cell and open the chest (egg-like thingy) for a Mid Ether.
Trail Kino (if you didn't safe the other dumb, helpless, ungrateful
prisoners, he'll do it now). Let him do his thing on the skull-door
that was locked at first; it opens, and you can enter.
T-split! There are two batches of monsters here and two switches;
stepping on a switch drops the nearby batch of monsters into the
prison below (those prisoners were _lucky_). Of the paths you can
take, I'd suggest to go right first; it holds an extra item.
Bump the enemies off the balcony (not literally, you idiot) and
proceed. Go north to find two chests--the left one keeps a Full
Tonic, but the right one is a trap. That trap drops you into the
prison cells; if you utilized the cheap way to get rid of said
batches of monsters, they are waiting for ya. Once you have the
item, go back to the T-split (you can use the trap for that) and
take the previously-ignored left path.
-- INSIDE / WARP ROOM -------------------------------
While doing some hurtin', follow the path, and go into the next
chamber. Next ahead: the "Warp Room". There are several invisible
spots on the ground that warp you to another spot. There are items
lying down on the floor as well, but as you can see (read: read),
since there're lots of those warps, some of them are hard to get.
Monsters inhabit this room too: north of the entrance and south of
the exit. Originally, I had an ASCII-drawing of the place, but to
save myself from being laughed at, a text-based guide. If you like
all pretty colors and stuff, check out Devin Morgan's map on
gamefaqs.com.
- TONIC: Press and hold Up and Left, going northwest (from the
entrance), and go north once you spot the chest. Open it (no
warps here) to receive... a Tonic! How cool is that, dude...
- CERATOPPER: From the place where you've gotten the Tonic, go all
the way down. A hole is blocking your path, just walk past it
(no warps here). To the left is a chest with the CeraTopper.
- REVIVE: For this, go all the way southwest again (from the place
where you've gotten the CeraTopper) and you will be warped to the
northeast in the place. Go five squares down, then all the way
to the right. You'll be warped to the southwest of the room;
from there go north to find a Revive!
- MESO MAIL: Go back to the place you've been warped to (five
squares south of the chest), and to the right. You'll be warped
to the northeast--the last chest awaits you; open it (no warps
here) to find a Meso Mail. This piece deserves to be worn.
- EXIT: To leave, enter the warp southwest of the chest with the
mail. From where you will be warped to, just go up, then all the
way to the left to find the exit!
Leave the room to arrive on another balcony. Low-level gamers
beware: different monsters lunge for your head--inescapable battle--
depending on where you walk. So they're avoidable, but inescapable.
At the end, head into the entrance to arrive in a room with two
switches. They both open up the skull-entrance, though the left one
additionally invites a pair of monsters. Enter, punch the switch,
and go back outside. Pass through the door that was locked earlier
on.
-- INSIDE / BOSS MANIA ------------------------------
Inside, acquaint yourself with Nizbel. Or is this someone else? If
you speak with him, he'll say that Azala is in the back. Move on
and use the save point. When you get near the stairs, Nizbel stops
you and says that the great Nizbel has been defeated here. Well.
He is either wrong, because you've defeated Nizbel in the Reptite
Lair, or... he's just predicting the future! Ya get it? Heh.
- BOSS: NIZBEL II -------------------------------
LV - 27 EXP - 880, 15 DROP - --
HP - 6500 G - -- CHARM - Third Eye
Similar to the fight with version I of Nizbel, lightning-magic is
required to decrease his defense. The new factor is that any
attacks other than the lightning-affiliated will _increase_ his
defense. On top of that, he bops off his electrocution energy
again, which is a pain in the ass. Luckily, it's just a matter
of trading hits and having your medic ready; throw him a bunch of
powerful lightning-spells such as Volt Bite, never use weak
attacks, and you'll have this guy in the bag.
Once he's done for it, head outside. On the balcony, make it to the
right and enter. You're confronted with three switches: the upper
one makes a save point appear on the left, left will make the ground
disappear (i.e. you can't reach the save point anymore), and right
invites two Terrasaurs. If the ground isn't there, the monsters
just fall into the hole (oh, yeah), but beware! You can fall into
the hole yourself, meaning you'll have to go through this annoying
castle again. But hey, is there no switch to open the skull-door?
No problem! Just interact with it--Squaresoft is just playing with
you with all those switches. Inside the room is another switch and
a Full Ether. Go do something keen with both, then backtrack back
to the large door on the balcony that was previously locked. Before
entering it, though, you'll have to fight some Terrasaurs.
Inside is Azala. He will rant about some stuff, then you'll hear a
mysterious voice, and he leaves. Open the two chests near the walls
to get a CeraTopper and a Mid Ether. Follow Azala; you'll find him
in the back, I guess... After noticing a huge BONK of a dino there,
the BlackTyrano, you'll also see a red star in the background...
what's that? We have to disregard that for the time being, as the
two attack.
- BOSS: BLACKTYRANO -----------------------------
- BOSS: AZALA -----------------------------------
LV - 20 EXP - 800, -- DROP - --
HP - 10500 G - -- CHARM - Power Tab (dino guy)
2700 Magic Tab (dino rider)
First thing to do is aiming your attacks on Azala; you'll inflict
little damage to the BlackTyrano. Azala's attacks aren't a real
threat; only heal when you're in real trouble. Upon defeating
Azala, you will have to face his final attack that'll gradually
lower your HP; there's no need to heal this, though.
With Azala gone, the BlackTyrano removes his high defense, thus
indicating he wants his ass kicked. He'll store his power and
initiate a countdown. At every count, he roars; this inflicts HP
Down-status. Once the count reaches zero, prepare for a powerful
fire-attack flying right in yo face, as well as an eat-and-spit-
out-attack; have your HP in the high numbers when that happens!
After that, he'll repeat the process, and so should you; just
give your most powerful attacks and heal when necessary.
* NOTE: The BlackTyrano can also remove his defense and store
his power when Azala is still on him. This only happens when
the battle takes a very long while, so normally doesn't happen
to most people. If you defeat the BlackTyrano when Azala's
still on him, Azala will automatically be defeated too ('cause
of the fall off him or something). I do not know why I fill
the entire guide with useless blabber like this.
When victory is yours, Azala remains, awaiting thy kick in the arse
finale. Some more about Lavos is learned; it is _this_ era in which
Lavos descended into the world. In fact, right on this moment. In
fact, exactly on the place where you are now. After the cut-scene,
Kino appears to save your bacon from Lavos' impact; thanks, Kino!
On the world map, you'll see the remnants of Azala and the Tyrano
Lair: nul komma nul. It appears you can enter the large crater; do
so.
-- LAIR RUINS ---------------------------------------
In here is another Gate. You'll become aware that Lavos' immense
energy disrupts the time, and therefore, creates the Gates. Or
something like that. Enter the Gate; Ayla becomes a non-compulsory
character by doing this. As always, Crono stays the head honcho and
cannot be switched.
------------------------------------------------------------------------
2-R: THE MAGIC KINGDOM
------------------------------------------------------------------------
Your next destination is the kingdom of Zeal. Great music, beautiful
buildings and landscapes, another wonderful addition to the storyline:
upcoming.
* NEW GAME + NOTE: You'll watch the ending "Dino Age" if you defeat
Lavos now, after it crashes at full speed on Azala (for which the
word "BOOM" is completely applicable, on a second note).
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Speed Tab [Item]
- Black Rock [Accessory] - though it's unusable now, get this!
- Magic Tab [Item]
- Speed Tab [Item]
- Magic Tab [Item]
- Pendant [Key Item] - allows you to open sealed things
MONSTERS: Nu, Golem [BOSS]
RECOMMENDED LEVEL: 26-27
== ZEAL: A WORLD IN THE SKY (OPTIONAL) ==============
-- ENHASA -------------------------------------------
Leave the cave you'll wind up in, and you'll enter the world map.
Take a right, shove your butt into the Skyway, step into the circle-
shaped thing, be warped to a Land Bridge in the upper world, and set
foot in the nearby building, which is Kajar.
There are several points of interest in here. The people here give
you information about Zeal, for one thing. Doreen, a Masa/Mune-like
character, gives you a hint if you talk to her three times. Which
is of course useless if you have a guide in front of you that
reprints that tip: "Seek the hidden path, and open the doors of
knowledge, each in turn." The books in this room can be opened to
in turn summon an element--which is pretty spiffy indeed.
That bit of info will be applied later, however. Furthermore, you
can shop here (you can get Full Tonics, 700G, and Ethers, 800G), and
find a Spring of Recovery. Sort of like an Enertron, without the
full night's sleep thing. Well, okay, so it's _not_ sort of like an
Enertron, but... you get the idea. You will also meet a kid by the
name of Janus; he says that one of your companions will pass away
shortly...? While not knowing what the hell this guy would suggest,
continue by taking the Land Bridge to Kajar, north of Enhasa.
-- KAJAR --------------------------------------------
In here, you'll learn that these funny-looking people are the
Enlightened Ones, and that the people beneath, those who lack magic,
are the Earthbound Ones. A Spring of Recovery can also be found
here, as well as those books that can summon elements. There's a
sleeping Nu here, too; launch something heavy onto it to wake it,
and you can shop. Same is sold as in Enhasa. As for the other
rooms in this palace, there's one in the upper-right corner of the
screen. On your way to it, you'll spot an inaccessible shiny dot--
if you want to get your dirty hands on it, head into the room and
examine the southern walls. You'll get a Speed Tab. You can talk
to the people in this room for blurb on the Sun Stone and the Moon
Stone, the Gurus, and more.
-- FUN WITH BOOKS -----------------------------------
Additionally in the same room is a Nu, which says, "Water summons
wind... ...wind makes fire dance." That's a tip! Remember those
books that pop up elements? Use Doreen's tip in conjunction with
the Nu's--open the books, starting with Water (far left side), then
Wind (far right side), and ending with Fire (by the Nu that sells
items). You'll unlock a secret room, in which a Poyozo Doll can be
found. Examine it. You will get a Black Rock; although the factor
worth approaches zero, this is the only opportunity and place to get
it, and it WILL prove to be useful later. It unlocks the strongest
triple tech in the game.
With the info from Kajar in your mind, head for Enhasa. There, open
the books in order, starting with Water (right), then Wind (left),
ending with Fire (middle). Once more, a hidden room is unlocked.
Inside is a nu and a diary; talk to the Nu to challenge it. You'll
have to fight six of 'em--here's a wee strategy.
- BOSS: SIX ANNOYING NUS ------------------------
LV - 1 EXP - 124 x6, 15 x6 DROP - --
HP - 1234 x6 G - -- CHARM - Mop (WHEE!!)
Okay, so they're not a boss... but Nus are top-class all-around,
so they get their own place here. Nus aren't harmless: they use
HP-to-1-attacks (and that's excessive consumption of it, seeing
as there's six of them), but also attack doing 1 HP damage. That
means that the HP-meter is either 0, 1, or more than 1. It does
not really matter how high your HP-amount is, just keep it above
1. As for the battle itself, use level 2-elemental spells like
*Lightning2 to hit everyone on-screen, or use stronger dual techs
and concentrate on one Nu.
For winning this one-time battle, you'll receive a Magic Tab and a
Speed Tab. If you want, have a look at the diary for a strange but
fancy quote (below), then leave.
"'The Mystery of Life' Vol. 841, Ch. 26 All life begins with Nu
and ends with Nu... This is the truth! This is my belief! ...at
least for now."
And at the Blackbird, there ain't much to do, except that you can go
to the guards, get ordered to kiss off, and hear some chump named
Dalton ramble something about a Prophet. Also, there are some
islands that you cannot reach; they will stay terra incognita as
there is no way to get to them or reach them (that is, unless you
move forward in time 13,000 years).
== 2. ZEAL PALACE: CENTER OF THE UNIVERSE ==========
Let's head to Zeal Palace, that big structure on top of the island.
Here's a comparison of real life and video game life:
REAL LIFE:
- Enter palace.
VIDEO GAME:
- Enter cave at bottom of mountain.
- Go in warp and be warped up.
- Exit cave.
- Enter another cave.
- Go in warp and be warped up.
- Exit cave.
- Enter palace.
Now that you're in the palace, go left, up the stairs at the first
passage. Walk south and you'll find a woman; talk to her and she'll
ask you if you like plants. Say yes, and tell her to secretly plant
it. Don't tell her to burn it, as this part is here to unlock an
event later, and you don't want to get stuck later, eh? Right then.
For an extra Magic Tab, read this paragraph. Walk up and talk to
the Nu; it'll ask you to scratch its back. If you do so, you will
discover the Nu's scratch-point. Fantastic! With your newly-
acquired knowledge, head over to Kajar. Go to the room with the
guys making tabs. There's a Nu here; scratch it and it will drop
the stolen Magic Tab. Take over the role of a thief, put those
feelings of guilt aside, and return to Zeal Palace.
Acquaint yourself with the people here for the latest news. To
actually continue, you'll have to do various things in a certain
order, and I've listed the jazz here:
+ Go to the bedrooms (northeast of the screen), and enter the right
one. Inside, you'll meet Schala (you know... the sexy one) and
the kid you've met earlier, Janus. In the end, Schala leaves.
Follow her; you can talk to Janus, if you wish; you'll only learn
that Alfador is the name of his cat.
+ Follow Schala to the Queen's hall. You'll notice her using her
pendant to open a strange, familiar-looking door. You can use
your own pendant to try to open it, but it won't have any effect!
Darn.
* NEW GAME + NOTE: You will watch the ending "A Slide Show?" if
you defeat Lavos now. Remember NOT to do the following step,
or else you can't leave the palace.
+ Go to the hall of the Mammon Machine (left room). Talk to the Nu
in front of the entrance to tell it to scram. In the chamber is
a large machine; interact with the red sparkling dot in front of
it to place your own pendant in there. This, my friend, charges
it up! Leave here; note that you can't leave the palace, since
guards are blocking the exit.
+ Return to the Queen's hall. Introduce the door to the new toy
you have, and BEHOLD! The door opens... You can't return from
here, and you'll find yourself in the middle of a conversation
upon entering. The Prophet notices you and says that you are the
evildoers he warned the Queen of. What the hell is this clown
smoking? Dalton summons a Golem to do away with you, and a fight
initiates.
- BOSS: GOLEM --------------------------------
LV - 34 EXP - 1000, 35 DROP - --
HP - 7000 G - 2000 CHARM - Magic Tab
You don't really have to defeat this guy! If he blows you
away, you mash buttons, and notice you're dead already for a
few minutes, just give up.
Here's the deal: Golem copies your attacks. This means that
if you, for example, use a lightning-tech, he'll use a similar
tech as well. Physical attacks are countered with "Iron Orb",
which reduces your HP to half of the amount that you had first
(rounded up). There are various strategies to win: (1) use
different elements in a row. He'll only be able to counter
the last attack. And (2), you may want to end the chain by
using a water-attack, since Golem's water-counterattack is
weak. Finally (3), equip Ruby Vests. They halve fire-damage
done to you, so fire away with fire-techs. Combinations are
of course best. And (4), don't attempt this guy. If you're
around his level, okay, but if you're significantly weaker,
don't bother.
Whether victory is yours or not, you're damned either way. Dalton
uses his sexy powers to capture you and kick you into the Mammon
Machine. Fortunately, Schala and Janus will rescue you out of it.
Sure, you wouldn't think they'd do something while getting nothing
in return, eh? Their reason is because you might be able to save
the Gurus in return, whatever the hell that means. But! Mr Prophet
finds all out about this rescue operation attempt thing and is of
course not pleased. He threatens to kill you, but luckily, he
(...realizes he's to weak, *cough*, and...) decides to spare you.
Back at the Gate you've used to enter this era, you're sent back.
Schala is obeyed to seal it, so you won't be able to use that Gate
again... What now? Hint: title of next chapter.
------------------------------------------------------------------------
2-S: BREAK THE SEAL!
------------------------------------------------------------------------
After Schala, forced by the Prophet, sealed the Gate to the dark ages,
a time-line where the solution to the defeat of Lavos may lie, the
party needs to find a new way to travel through time.
* NEW GAME + NOTE: You'll watch the ending "What the Prophet Seeks"
if you defeat Lavos now.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Power Tab [Item]
- ...and a plethora of other treasures
MONSTERS: Beast, Mud Imp [BOSS], Blue Beast [BOSS], Red Beast [BOSS]
RECOMMENDED LEVEL: 26-30
== AND WHERE ELSE DID YOU SEE THOSE SEALED DOORS? ===
-- TO AND IN THE SEWER ACCESS -----------------------
Back at the Lair Ruins, your party members will mention the special
door. They've seen it elsewhere, and they're right; it's the same
type door as the ones seen in the domes of the future! Naturally,
they call for a visit, and we'll give it. Head for the End of Time
via the Mystic Mountains, fight Spekkio if he is in a new form and
if you're interested (check 4-D for strategies), talk to the ol'
geezer for a hint about a time machine, and read this note:
* NOTE: There are two methods to bring hello to the future: the
pillar to Proto Dome, and the pillar to Bangor Dome. Likely,
however, the one to Bangor Dome isn't there. Apparently, you'll
need to unlock it first; to do that, use the pillar to Proto Dome
and travel all the way to Bangor Dome, and go in the Gate--that
unlocks it (as well as the pillar leading to Guardia Forest in
1000 A.D.).
Beam yourself up to Proto Dome, get out, and go to the left. Go
through Lab 32. Head into the Sewer Access. You've probably been
here before. If so, the route through it is easy: just follow the
bridges you've unlocked. If you haven't been here before, or if you
didn't unlock the bridges, refer to section 2-F for a guide. When
you exit the Sewer Access, you'll enter the world map, from where
you need to go to the Keeper's Dome.
-- THE GURU OF REASON -------------------------------
Work your ass to the end of the building. Ignore the Nu... it seems
brain-dead. Open the sealed door--here are various shining dots of
which you have to examine each. They're the personal logs of
Belthasar, the Guru of Reason. After reading them, unseal the next
door (if one manages to unlock the first door, why is there need to
seal another?) and go inside. In here is a huge machine--the time-
traveler Gaspar told you about. After having noticed it, you'll
have to leave the room to continue; a Nu then enters. It says that
Belthasar somehow copied his memory into it, and gives you the
controls of the time machine:
Y-BUTTON - Opens time-gauge.
A-BUTTON - Take off.
B-BUTTON - Buzz off.
L/LEFT/DOWN - Moves the slider to the left (clockwise).
R/RIGHT/UP - Moves the slider to the right (clockwise).
That's that. You get the opportunity to name the machine and become
its new owner (default: "Epoch"). After naming it, hop in and take
off! Normally, one would warp to the dark ages and brutally beat
the crap out of this Prophet fellow while yelling "REVENGE, GWARGH!"
but because I say so, we bring visit to a few other places first.
Here is... (Maestro?) ...the famous (or not) section of the FAQ that
you do not want to miss.
== RANDOM BITS 'N PIECES (OPTIONAL... BUT DO IT) ====
Let's hunt some. You CAN skip this, but don't go nag me 'cuz two
stupid Golems are kicking your sorry ass. In any event, I'm sure
you are interested in a bunch of goodies, such as armor that absorbs
elemental damage, some tabs, and lots of accessories, including the
top-class Gold Erng and Gold Stud (HP rises and MP usage lowers
respectively).
FIRST, THE FUTURE:
- In Arris Dome (near the info center, use the L/R/A-password), you
will find a Power Tab, a Lumin Robe, an Elixir, a Hit Ring and a
Gold Erng! (Gold Erng is short for "Gold Earring".)
- Bangor Dome offers a Charm Top, a Full Ether, and a Wallet.
- Lastly, let's check out Trann Dome! Put your hands on the Magic
Tab, a Gold Stud and a Full Ether. (Oh, and one more thing: if
you haven't unlocked the pillar from Bangor Dome yet, step into
the Gate and then step back into the pillar to return.)
- If you haven't done this before (after your first visit to the
End of Time), you can also go to Proto Dome. There's a Power Tab
right under the Gate!
SECOND, A NOTE:
* You can power-up most of the (sealed) chests from 600 A.D. and
1000 A.D. The trick can be done by examining the chests in 600
A.D., and NOT getting the items, so REFUSE. If you head to 1000
A.D., you can get the upgraded items there. Sequently, you can
find the old items in 600 A.D. as well. If you do it otherwise,
you'll either get one item, or two of the same. And bear in mind
that this trick can't be done with ALL chests: if the option to
accept or refuse does not appear, then the item inside the chest
cannot be upgraded.
THIRD, UTILIZATION OF THAT TRICK; TRIPPIN' ELEMENTAL ARMOR:
- Go to Truce Inn, the Elder's House in Porre, and Guardia Castle,
and examine the chests. Then go to the present, loot the new
items there (Porre's Elder's House is now the Mayor's Manor, and
you need to have Marle in your party to enter Guardia Castle), to
respectively find a Blue, Black, White, and a Red Mail, then head
back to 600 A.D. to grab a hold of the Vest counterparts of those
items. These items are downright sexy, I tell ya.
FOURTH, SOME RANDOM ODDS AND ENDS:
- Go to the Middle Ages (600 A.D.). Using the Epoch, you'll land
next to the Magic Cave, the cave you've used to go to Magus's
Lair. In that cave is a sealed chest with a Magic Ring.
- There's also a chest in Guardia Forest (1000 A.D.), but it's
inaccessible. To find it, use the upper-right pillar at the End
of Time. You'll find the chest with the Power Ring.
- There's another sealed chest in Guardia Forest (600 A.D.). Enter
using the path on the north, and go to the far right to find the
chest with a Speed Tab!
- Then, the Heckran Cave. Explore the cave until you find a crack
in the wall, as nearby is the chest. A Wall Ring and a Dash Ring
are inside. Fortunately, there are no enemies anymore in the
cave, so going in and out shouldn't be too much of a problem.
Leave via the Vortex Point, so you'll land next to Lucca's house.
- Talk to Taban to get the Taban Suit. Talk to him thrice to also
get the other items (Taban Vest and Taban Helm) if you didn't
get them in the earlier stages of the game.
- Lastly, north of Medina Village, the Forest Ruins. Inside is a
Mid Ether, but of course, that wasn't what we were coming for!
Head north. What's that giant sealed thing? It's a giant...
sealed... thing. Unseal it, and two chests and a Nu appear. You
can open one of the two chests; choose whichever you like: left
is Safe Helm, right is Swallow. You might want the Safe Helm,
because there are lots of better weapons for Crono.
FIFTH, THE THINGS I'VE NOT GOT:
- There are sealed chests in the Northern Ruins, but those will be
covered in the appropriate side-quest. Same counts for the
(regular) chests in Guardia Castle, 1000 A.D.
For a quick overview of the sealed treasures, see section 4-D.
== THE EARTHBOUND ONES ==============================
-- ALGETTY VILLAGE ----------------------------------
Use the Epoch to enter 12,000 B. C. The Skyway to the upper world
is locked, so ignore that place for now. Instead, embark upon the
Terra Cave, which is left of you. You'll enter Algetty, village of
the Earthbound Ones. Talk to the folks for info, or shop in the
first "house". But, WHY do people that lack magic sell Ethers?
Maybe they really know how to use magic and just pretend they're
dumb, while they work out a plan to take over the kingdom...? It is
possible?? Erm... anyway. There's an inn in the lowermost "house",
and a save point beneath.
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
Demon Edge 17000 Crono Att. +90
CometArrow 7800 Marle Att. +80
Megablast 9800 Lucca Att. +80
MegatonArm 15000 Robo Att. +90
FlashBlade 18000 Frog Att. +90
Lumin Robe 6500 Females Def. +63
Flash Mail 8500 Males Def. +64
Glow Helm 2300 Males Def. +25
---------------------------------------------------
To continue, go the Beast's nest, the place everyone warns you for.
And you know it, if everyone says you must not go there, you MUST go
there--that's video game logic, after all.
-- BEAST'S NEST -------------------------------------
In the lower-right corner of the nest is a Power Tab; don't forget
it. While you slay several Beasts and Charm R'bow Helmets off 'em,
work your way to the end, where three monsters block the path.
* RECOMMENDED PARTY: Crono, Lucca, Marle/Frog
- BOSS: MUD IMP WITH BEASTS ---------------------
LV - 29 EXP - 954, 29 DROP - --
HP - 1200 G - 2600 CHARM - (various)
5000 x2
As you may have guessed already, Blue Beast is weak against fire
and the Red Beast is weak against water. Don't use inappropriate
types of magic against them, or you'll do no damage! Since the
Mud Imp has high defense, suggested is to take down the two
beasts first, one at a time. Prepare for counter-blows, and keep
your HP high. Once you've defeated the two beasts, finish off
the Mud Imp off quickly (or else he'll heal himself) using strong
techs. This fight isn't too tough, unless you're playing a low-
level game, in which case that's a long time you'll be spending
fighting them. As for Charm stuff: a MermaidCap can be gotten
from the Blue Beast, the Red Beast offers an Elixir, and a Speed
Tab is held by the Brown Beast... er, Mud Imp.
After doing away with them, go back to Algetty, sleep and save, then
climb up the chain. Take note that if you clear the next dungeon,
you can't return here or that dungeon, so make sure you've finished
your business everywhere.
------------------------------------------------------------------------
2-T: THE GURU ON MT. WOE
------------------------------------------------------------------------
This mountain is a place that many monsters inhabit, it stinks, and
there's this stupid fog. It comes, well, close to a game with lots of
random battles. Regardless, Schala saved your ass from the evils of
the Mammon Machine, and now it's your turn to help, by saving the Guru
Melchior (eh?) from the mountain.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER (ALPHABETICAL ORDER):
- Barrier (x3) [Item]
- Full Ether (x2) [Item]
- Lapis (x2) [Item]
- Lode Helm [Helmet]
- Lode Vest [Armor]
- Magic Tab [Item]
- Shelter [Item]
- Shield (x2) [Item]
- Time Hat [Helmet]
MONSTERS: Rubble, Bantam Imp, Stone Imp, Gargoyle, Man Eater, Giga
Gaia [BOSS]
RECOMMENDED LEVEL: 28-32
== THE GURU OF LIFE =================================
-- MT. WOE ------------------------------------------
The first thing that you should do is going to the right. You'll
witness a monster by the name of Rubble. Fight it. If you manage
to defeat it using physical attacks only (whereof most will miss
because of the Rubble's high evade rate), since techs are disabled
by the Lock/All-spell, you will receive a whoppin' 1000 experience
points and 100 tech points. The bad part is that they'll run after
a while--conquer them quickly--and that most of them only appear
once.
Go north first, defeat Bantam Imps (who have an AlloyBlade for you
to steal) and the Rubble that crosses your path, and open the chest
for a Lode Helm. Backtrack to the entrance and follow the left
chain. More Bantam Imps pop out; I'm sure you can handle them. Go
to the next screen.
Kill the Rubble on your left, take a right, smack some Gargoyles,
and use the save point. Soon, the path forks. One of the paths is
a chain; climb it and defeat the Rubble. Note: this's a Rubble that
reappears if you re-enter the screen, so if you're willing to spend
a little while here, it's experience/tech points heaven! Take note
that the mountain becomes inaccessible when you clear it... The two
chests here contain a Shield and a Lode Vest, too. Return to the
chain and follow the other path.
Go left and open the chest (Barrier), violating the four Gargoyles
guarding it. Go back and go through the passage, to the left, and
follow the path. Eventually, you'll find another chest with a Lapis
(guarded by two Bantam Imps). From there, go to the right, up the
chain. Walk on, use the chain to go to the right for a chest with a
Barrier (and four Gargoyles). Southwest of you is a Rubble, and
east is the chain that leads you to the next area of the mountain.
This is quite a boring place, don't you think?
North is a Lapis, and in the far right section are a Barrier and a
Full Ether. Three Gargoyles are lurking by the lower chest. Return
to the Man Eaters (the flower-like monsters, of whom you can Charm a
Pearl Edge) and destroy them, and then follow the path. On your
way, be sure to kill some Rubble, and at the split, go down, kick
some additional monster butt. And then, add the Shelter and Shield
to your item list. Now follow the other path, kill three Gargoyles,
and save.
-- MT. WOE / SUMMIT ---------------------------------
Climb the chain to arrive at the top of the mountain. Go to that
long chain at the end, while picking the Time Hat, a Full Ether, and
a Magic Tab (lower-right corner) on your way. Climb it, and the
screen darkens... oh, *scary* effects. Anyway, you'll find a giant
(well... it's not THAT giant) crystal, in which the Guru of Life is
imprisoned. As you try to save him, a large creature shows up and
you'll face off with a battle.
- BOSS: GIGA GAIA -------------------------------
LV - 32 EXP - 3000, 30 DROP - --
HP - 9500 G - 3000 CHARM - Speed Tab (head)
2000 x2
Three parts of Giga Gaia are targetable: the left hand, the head,
and the right hand (looking from your perspective). All the
right hand is good for is is restoring the head for 250 HP, which
is nothing. Release your most powerful techs on the left one,
because if both are intact you'll eat some NASTY attacks. Those
attacks are elemental, so protective gear (Giga Gaia uses mostly
fire-attacks, as well as shadow-attacks, and weaker water-spells)
may be of some use here. Hack, hack, heal, hack, hack, heal, and
repeat. You'll conquer him in a few minutes.
And then the Guru of Life is freed! Note that this is the Melchior
you've seen before. He is the same one, but he's _not_ the same
one. Er... you'll learn more about this later. Cue cut-scene: the
mountain goes boom, and you'll end up in Algetty.
------------------------------------------------------------------------
2-U: WHAT LIES BEYOND?
------------------------------------------------------------------------
Now that they've finished constructing the Ocean Palace, the people
from Zeal are not far away from the immortality they're wishing for.
Doesn't look good. There are ways to stop them, but will the party
succeed? (Again, I sound like a game-mag writer.)
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Ruby Knife [Key Item]
MONSTERS: Dalton [BOSS]
RECOMMENDED LEVEL: 32
== THE RUBY KNIFE ===================================
-- ALGETTY VILLAGE ----------------------------------
Melchior says that Lavos sleeps deep underground, consuming the
planet's life energy. Bringing the Mammon Machine closer to it may
awaken it, so it has to be stopped! Schala will then come in. She
says that she's turned her back to the Mammon Machine and the evil
plans of her mother; thumbs up for that, sister. However! Dalton
pops up as well and captures Schala soon after. With her captive,
she slips away.
Once you regain control over your characters, talk to Melchior (you
can't leave). After the convo, in which you'll decide to stop the
Queen, Melchior gives you the Ruby Knife, made from the same stone
as the Mammon Machine, to destroy it. You can now go to the inn and
rest, if you need to. Make sure to use the save point below as
well. You can't enter Mt. Woe anymore; it's gone, alone with any
items on it. Instead, your next goal is Zeal Palace, go there using
the Skyway Schala reopened.
-- ZEAL PALACE --------------------------------------
Before going to Zeal Palace, you might want to bring a visit to
Kajar first. Talk to the Nu and tell it that is not the pendant of
Schala you're wearing when he asks so--if you say yes, he'll call
you a liar, you can't buy anything. If that happens, go outside and
I will use my awesome powers to make the Nu forget everything. Re-
enter, and voila!
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
AlloyBlade 21000 Crono Att. +110
Big Hand 18000 Robo Att. +105
Pearl Edge 22000 Frog Att. +105
Lode Vest 8500 All Att. +71
Lode Helm 6500 All Def. +29
---------------------------------------------------
In Zeal Palace, go all the way north, to the Queen's hall, and save.
Then, enter the room, wherein you'll find Dalton.
- BOSS: DALTON ----------------------------------
LV - 32 EXP - 1000, 30 DROP - --
HP - 3500 G - 2500 CHARM - Power Meal
Dalton's attack pattern is simple. He has two attacks: (1) Iron
Orb, which he uses at any given time and as a counterattack, and
(2) is his final attack ("Darn! Buurrrp!"), which he only uses
when his HP is zero. You can't get knocked out from Iron Orbs
only, so you'll not need to heal 'til you give him the final
blow. So once you've done about 3000 HP of damage, heal (if you
actually need to do that), and BLAST HIM AWAY like a beast.
In the end, Dalton leaves a portal, which leads to the Ocean Palace.
------------------------------------------------------------------------
2-V: LAVOS BECKONS
------------------------------------------------------------------------
The Undersea Palace. After freeing Melchior and beating up Dalton,
you've finally found the Ocean Palace; this chapter should free you of
any questions about the weird plot.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Rune Blade [Weapon]
- Aeon Helm [Helmet]
- Aeon Suit [Armor]
- Kaiser Arm [Weapon]
- Star Sword [Weapon]
- Shock Wave [Weapon]
- Demon Hit [Weapon]
- SonicArrow [Weapon]
- Elixir [Item]
- Magic Tab [Item]
MONSTERS: Scouter, Jinn, Barghest, Red Scout, Mage, Blue Scout,
Thrasher, Lasher, GolemTwins [BOSS]
RECOMMENDED LEVEL: 30-35
== THE OCEAN PALACE / 12,000 B. C. ==================
-- CENTRAL AREA AND SURROUNDING ROOMS ---------------
In the room you'll land in, you can find a save point, and Mune. He
will say that something big is going on; a cut-scene ensues, as
Schala is forced to employ her powers to use the Mammon Machine. To
continue, enter the room below.
* HINT: Monsters you'll bump into are Scouters, Red Scouts, and
Blue Scouts. You must attack those with elements they correspond
to: lightning on Scouters, fire or shadow on Red Scouts, and
water on Blue Scouts, otherwise you'll heal them.
* RECOMMENDED PARTY: Crono, Lucca, Frog
Let's see... This large hall, which I call the "Central Area", has
eight entrances surrounding it. I'll describe the rooms place by
place, and it's sorted in the way that you SHOULD visit them (which
is to first score the equipment scattered around here, then hit the
final switch, and continue).
+ You'll start off in the Central Area. Right of the first batch
of Scouters you see is a chest with a Rune Blade for Frog. Equip
it, if the need arises, and head for the northeast area.
+ Step on the switch (the round blue thing in the middle). This'll
provide you a bridge in the southeast room, though it invites a
Jinn and Barghest as well. To dispatch these guys, attack the
Barghest (the gray, moving one) first, which in turn lowers the
Jinn's defense. Once you're finished, go through the doorway in
the lower-right corner.
+ You'll arrive in the east room. Put on that Aeon Helm from the
chest here and meet up with two Red Scouts and a Mage. Execute
the Mage, eradicate a Red Scout, and exterminate the other.
There's a lot of killing up ahead, and frankly, that sucks.
Anyway, go to the right, back to the Central Area, and follow the
lower-left path. Grab the Aeon Suit, then take the lower-right
path, going to the southeast room.
+ Here are two Blue Scouts (which can be avoided). Follow the path
till you get to the bridge. Directly to the left is a chest with
Robo's Kaiser Arm; equip it if he's in your party. Return, back
to the Central Area. Go to the left, then all the way north, and
enter the northwest room.
+ Step on the switch to form a bridge in the Southwest Room.
Assassinate the Jinn and obliterate the Barghest that attacks,
and enter the room in the lower-left corner, which brings you
to...
+ ...the west room. Here are two Blue Scouts. Murder, slaughter,
and slay them plus the Mage that joins the battle upon its
initiation, and open the chest for Crono's Star Sword. Go to the
right, entering the Central Area. From here, go to the southwest
room by following the path closest to the wall (which is monster-
free).
+ Here are two Red Scouts and a chest with Lucca's Shock Wave.
Annihilate the first and eliminate the second, then go all the
way down, until you get to the bridge. Instead of going over it,
go to the left, following the narrow path. At the end, look for
a hidden passage, which leads to a Demon Hit for Frog! Since it
is effective to magical monsters (most enemies in these rooms),
equip it. Return, and cross the previously-ignored bridge.
+ You'll find several pairs of Blue Scouts and Red Scouts on small
towers. These can be avoided by not stepping on the blue squared
platform between them. In the end, you will find a chest with a
SonicArrow for Marle.
+ Go to the right, and step on the switch. This will form the
bridge you'll need to go to the south room. If you've followed
the above walkthrough, you've gotten all items from this area.
Now, go to the south room (either by following the left or the
right path) to proceed to the next area. If you haven't done it
before, don't forget to equip the weapons and equipment you've
gotten.
-- STAIR SETS ET AL ---------------------------------
When you enter, kill the Blue Scout and a Red Scout, and a Thrasher
that joins them (or just avoid them). Go to the left; the entrance
below leads to an area with an inaccessible tab. Work your way
through the stair sets in this area, fighting the number of Mages
and Thrashers. Eventually, you're confronted with four jumping
Thrashers on the second stair set. They are stupid and have nothing
else to do. Touching them will result in a battle later on, so if
you don't want a fight, dash under them (one by one) while they're
airborne.
After the third stair set, watch out! The nearest statue shoots
fireballs, which inflict 10 HP damage to those unlucky. There are
also some clowns running from side to side, blocking the path, which
you have to take care of. After stair set four and a Thrashers/
Lashers-group, you'll find Masa. He'll explain about the ancient
Red Rock (that's the Dreamstone), after which a cut-scene involving
Zeal and Schala follows. Go down the stairs to continue. There's a
save point, as well as a Jinn and a Barghest. Save, and go south to
the elevator.
Flick the switch (which is guarded by monsters). On your way
downstairs--you guessed it--you'll have to bust three batches of
monsters. After the battles, you're downstairs. Enter the next
area.
* EXTRA ITEM AND EXPERIENCE: But before continuing, you may want
to get that Magic Tab! Return to the elevator and hit the switch
(now located to the right) to go up to the place where the Magic
Tab is hidden (on the upper-left wall). The downside is that you
have to work your way through the stair sets and elevator again.
(Which is indeed, a decent way to level up: if you beat everyone,
you'll get 11,866 experience points, 312 tech points and 15,450G
in total!)
-- HURT. ME. MORE. --------------------------------
I hope you weren't bored by the piece of walkthrough above; this
area was (and will be) quite limited to walking and fighting. In
any event, take either path at the fork. Pop inside a small room
and beat the Scouter, Blue Scout and Red Scout-formation. Lastly,
whack the switch. Repeat this process in the opposite room, and
return to the center. Step on the bridge to form a large bridge; of
course, you have to follow it. Before going into the next area, be
sure you've used the save point and opened the chest for an Elixir,
as Dalton will be in that room. He summons the Golem Twins, which
are basically two of the same Golems you've seen earlier.
- BOSS: GOLEM SISTERS ---------------------------
LV - 34 EXP - 1000 x2, 35 x2 DROP - --
HP - 7000 x2 G - 2000 x2 CHARM - Magic Tab
Magic Tab
If the previous Golem *completely* thrashed you, then be afraid--
you're going to have a hard time fighting these _two_. If you're
low in the levels, then the Golem Twins are almost undefeatable
and it's a short trip to the game-over screen before you can say,
"Hey there are two of them!" Like before, the Golems counter
your attacks with the same kind of magic (physical attacks will
be countered with Iron Orb). Here's a summary of strategies:
- Use different elements quickly in a row, and the Golems are
only able to counter the last one.
- If doing the above, it's best to end the chain with a water-
spell, because the Golems' water-counter is weaker. Physical
attacks should be avoided at all costs.
- Equip element-absorbing armor (the ones gotten from the sealed
chests)--really, that does a WORLD of good. Use appropriate
elements, and damage is either absorbed or greatly reduced.
- If you don't have them, then you're going to have a hard time;
either get them or use the "chain-strategy" above while you
let someone heal, to prevent you'll be turned into a pile of
nothing.
- You may want to try to use Hypno Wave (single tech, Lucca) to
put one or both of them to sleep. Or, use Boogie (dual tech,
Robo and Ayla). You can Charm them safely before they wake
up. Then, unleash a dose of ass-whoopin' techs--the Golems
can't counter the first one, but they'll probably wake up.
- Each time someone asked for strategies to beat these two at
the gamefaqs.com Chrono Trigger board, at least one person had
the words "Falcon Hit" in his or her post.
Good luck with this one! Oh, and please don't ask me for more
strategies; this is all I can give you... and don't GIVE me
either, since what I've listed above is good enough for normal
people, and dumb idiots won't read here anyway.
After relieving Dalton of his two pets, he prepares to call the
Golem Boss, but since he's got more things to do, you're lucky (or
HE is...). Go back and save, as you probably don't want to face the
two Golems again. Continue to...
-- THE MAMMON MACHINE -------------------------------
In the large hall, talk to the Nu blocking the path and tell it to
beat it. Walk forward to find the Mammon Machine. After it starts
to release its immense energy, our party uses Melchior's Ruby Knife.
The Mammon Machine turns it into a sword, the Masamune--but alas...
even that is not enough. Lavos sequently awakens. Oh, crap.
- BOSS: LAVOS -----------------------------------
Unless you're doing a New Game +, it's nigh-impossible to defeat
this sucker. Don't try anything. You probably won't even get
the chance to try... Lavos is a tad harder than usual, but not
completely impossible to beat. If you win, you'll watch the
ending "The Dream Project". Perhaps I will add in strategies
later, but don't count on anything.
After tasting some of Lavos' power, everyone's KO, and the Prophet
reveals his true identity... Magus! He's determined to defeat
Lavos, so sit back and laugh at him failing. But! After Zeal joins
Lavos, Crono awakes. *Somehow*, he gets the neurotic idea he might
be able to go Super Saiyan and bonk Lavos' puny head to one of
Jupiter's moons. However, fate has determined that this is the time
for Crono to kick the bucket, so Janus' prophecy back in Enhasa has
come true: Crono's incinerated dead meat. Schala will then use the
last power in her pendant to send the remaining of your party and
Magus away.
== ZEAL DESTROYED ===================================
-- LAST VILLAGE / COMMONS ---------------------------
Cue cut-scene. The entire realm in the sky gets destroyed, which is
a darn shame. After that, you'll find yourself in the remaining of
the Earthbound Ones' village.
The elder tells you what's happened before you came along (a typo,
Ted Woolsey!): a large Gate materialized, dragging Melchior, Janus
and a lot of other people to different time-periods (which explains
what the heck Melchior was doing in 1000 A.D.). After he's given
back the pendant, you'll take a rest and form a new party.
* RECOMMENDED PARTY: Ayla, and whoever else you wish
There's a save point in the lower-left side of the hut, and you can
sleep later on in the bunch of hay. In the first tent is a Nu
selling some items. Also, there's a tab behind the Nu--just stand
there and the Nu will move away after a while, allowing you to get
it. (If you want to shop but the Nu is gone, just re-enter.) In
the other tent is a hint about a Moon Stone becoming a Sun Stone
(not that it's important now). And the last noteworthy thing is the
woman at the plant in the Commons. She's the same plant freak from
Zeal Palace; advise her to plant it, so you'll unlock a certain
event later on. If you don't, your controller is risked to give up
the ghost.
Anyway, talk to the elder to continue. Dalton interrupts. Now that
Zeal and the Gurus are gone, he's decided to go all your base are
belong to us! Besides the kingdom, he's also decided your Epoch
looks nice, and you're captured as well. Dalton, I want to kick
you. In any case, a new chapter begins...
------------------------------------------------------------------------
2-W: THE NEW KING
------------------------------------------------------------------------
After the fall of Zeal, the disappearance of the Gurus and many other
people, and Crono's death, Dalton has taken over the throne. When our
party wasn't exactly in top-class state, he striked and captured them.
It seems that the programmers of the game wanted that not Crono only,
but the others also had to be imprisoned at least once.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Magic Tab [Item]
- Amulet (x0-1) [Accessory] - either dropped by or comes with Magus
MONSTERS: Basher, Byte, Turret, Golem Boss [BOSS], Dalton Plus
[BOSS], Magus [OPTIONAL]
RECOMMENDED LEVEL: 35-37
== THE BLACKBIRD ====================================
-- TACTICAL ESPIONAGE ACTION... JUST PLAY ALONG -----
After regaining from your unconsciousness, you'll find yourself and
your other two companions imprisoned. Everything--your equipment,
items and money--has been taken from you, as well as the ability to
switch party members. Instead, you are provided with a save point
and a ladder; if you go up it, you'll notice that you're on the
Blackbird, and unless you're in for a splat, the ladder is no method
for escape. Upon returning, the second member of the party notices
that there's an air duct. There are two ways to break out; the
stealthy way of climbing into the air duct and sneaking out, or the
louder method of busting out.
* NOTE: If you have Ayla, you can fight battles. However, if you
get knocked out (without a weapon equipped, only Ayla can fight),
you'll lose the game and have to start over! If you run into a
guard without Ayla, you'll be dumped back in your cell, but you
can't act sick afterwards. (You can still load your saved game
and try again.) Characters without a weapon just stand there,
but they can't get hit either.
To break out, go to the cell door and choose the first option. Act
sick, whereupon a guard comes in. That wasn't a great idea of him,
and after a bonk in his head, you're free to go. Or if you want to
sneak out, enter the air duct. In the ventilation system, you'll
find various bright rosters. You can examine them to see what is
directly under you... but I find that completely useless. Also, you
can whack the switches next to the conveyor belts to reverse the
direction of them.
The following steps can be carried out in any order, but if Ayla is
not in your team, you are obligated to accomplish the first step
prior to doing the others.
GEAR ONE:
In the ventilation system, (from your cell) first go down, then
right, then up, left, up, up, left, up, and enter the room. Here
is the chest with the equipment of whomever you chose to be the
leader. There's also a Basher, but if you just leave him be, you
will be alright... and he as well.
GEAR TWO:
The second character's equipment is in a room north of your cell.
Before entering, you'll have to defeat two Bashers in front of it,
and inside is a Byte waiting for you.
GEAR THREE:
Go all the way down, then to the left for the third character's
equipment. Two Bashers are inside, and once you leave via the
door, a Byte will attack. Ignore the room to the right, which is
a "trap": six Bashers.
GOLD:
In the room left of your cell, guarded by three Bashers.
ITEMS:
Go to the second area, then enter the very first room to the left.
Two Bashers and one Byte are inside. Note that if you've gotten
this, but not all of your equipment, you can equip your characters
with the "older" equipment from your inventory listing!
NOTHING:
You can also (optional) go all the way south in the ventilation
area and check out the roster. You'll find Dalton and some of his
flunkies messing around with the Epoch. ...an "Airthrone"? What
is he talking about?
MAGIC TAB:
And lastly, if you want, and you want, a Magic Tab. Once you've
gotten ALL of your equipment, gold and items back, it will be
shining in the upper-right corner in the ventilation area.
Remember: you don't have your stuff back, and no tab for you.
In the room with your items is a door. And that door leads to the
exit, so go through it and climb the ladder. You'll wind up on the
left wing of the Blackbird. If you haven't gotten all of your stuff
back, someone in your party reminds you of that. You _can_ ignore
this, continuing without having your stuff. Of course, this is Not
Recommended. Anyway, there's this annoying wind that blows you back
like on Death Peak, and there are several Turrets on the wing; they
are like Rubbles, so try to defeat them quickly (mucho experience).
To continue, place your feet on the lower-left part of the wing, and
the Golem Boss appears...
- BOSS: GOLEM BOSS ------------------------------
LV - 34 EXP - 2500, 40 DROP - --
HP - 15000 G - 2000 CHARM - --
Worry not! This is another one of those battles that don't
require a victory in order to continue storyline-wise. The only
difference is that a victory is guaranteed: Mr Golem will run
after a while. However, if you still manage to kill him before
he does, you'll net a bunch of experience. So, get explosive on
his ass and use your most powerful techs here (nothing to steal,
so don't use Charm), hopefully winning. 15,000 hit points is a
lot, but not something you can't handle. Have fun. Er, I mean,
good luck.
After the battle, Dalton appears on-screen on the Epoch. That
Epoch, to our surprise, is empowered by wings! Mighty. After some
confusion about the music (rather funny ^_^;), the Aero-Dalton
Imperial takes off. The screen returns to the party, which prepares
to attack Dalton again.
- BOSS: DALTON PLUS -----------------------------
LV - 32 EXP - 2500, 40 DROP - --
HP - 2800 G - 2000 CHARM - Power Meal
If each of your three characters are armed, Dalton Plus is a
laugh. His abilities are limited to attacking a single person at
a time, so just release a couple of single or dual techs. He'll
breathe his last breath in no time. Even with a single character
armed, he can be beaten, so don't count on any difficulty. Also,
notable is his behavior with magic-attacks; he will counter with
the opposite elements (e.g. you use fire, he whomps back with
water). However, this guy is so darn easy that strategies should
not be necessary. Dalton Plus has, strangely enough, less HP
than Dalton Minus...
...and when that amount is zero, he will summon the Golem Boss. Er,
*try* to summon the Golem Boss, and of course, to no avail. Ha!
Once you regain control over your party (and also the Epoch), press
Y and then X to continue. After the cut-scene, in which for SOME
reason the Blackbird is destroyed, you'll find your equipment and
items in the Epoch--if you didn't recover them in the Blackbird.
That, except for G. That's lost if you don't have it. Why didn't
Dalton take it with him? I don't know, but I *do* know I'd rather
take money than worn, under-/over-sized and no doubt *smelly*
clothes. Once again: Dalton, you suck.
You'll land in Algetty.
== MAGUS' TRUE IDENTITY =============================
Before we continue, worth mentioning is the Nu in the tent. It's
got more goods. What's new, you ask? Well, mostly what you (could)
have gotten in the Ocean Palace:
SHOP: COST: FOR: ATTRIBUTES:
-------------------------------------------------------------
Star Sword 25000 Crono Att. +125
SonicArrow 10000 Marle Att. +100
Shock Wave 11000 Lucca Att. +110
Kaiser Arm 21000 Robo Att. +120
Rune Blade 24000 Frog Att. +120, Magic +4
Hurricane 35000 Magus Att. +135
Aeon Suit 9000 All Def. +75
Aeon Helm 7800 All Def. +33
-------------------------------------------------------------
-- NORTH CAPE ---------------------------------------
At the far side of North Cape, you'll find a shining dot. Touch it,
and heads up to Magus, who shows up and explains what's happened
lately. You'll learn that the Mammon Machine in another dimension
has awakened Lavos, who dragged the Gurus into the other dimensions.
Melchior to the house in Medina, Gaspar to the End of Time, and
Belthasar to the future, as well as Janus to 600 A.D., where he's
met Ozzie. So you'll discover that Magus is actually Janus! The
conversation ends up in nothing but disagreements, after which Magus
asks you if you want to fight him. If you say yes, you'll do so.
OR... say no, and he'll join your party later on! If you decide to
fight him, here's some stuff.
- BOSS: MAGUS -----------------------------------
LV - 37 EXP - 3000, 50 DROP - --
HP - 6666 G - 4000 CHARM - MegaElixir
If Frog was in your party upon talking to Magus, he'll push the
rest of the team away and battles Magus alone. Seriously, little
_frog_, do you think that a mage, which turned you into a pile of
what, well, what you are now, can be beaten by the insignificant
remnant of that? The answer to that question seems to be yes.
If you're having trouble with Frog alone, then you might want to
try it with three of you. Although, this battle is not awfully
hard.
In the beginning, Magus just randomly attacks party members with
physical attacks. Yay. However, once you deplete his HP down to
3333 or lower, he'll pop out his real business: level 2-elemental
spells are attacked *and* countered with instead. This does make
the fight a tad harder. Hit him with your most powerful attacks
while not forgetting to heal. If you've saved prior to entering
the battle, and you're having trouble, you might want to equip
absorbing armor. You are randomly healed. Useful.
If you've defeated him, he'll leave behind a shining dot, the Amulet
that Schala has given him. With his last breath, he'll also tell
you to go to Gaspar, the Guru of Time, if you want to revive
Crono...
If you've said no to him, however, Frog and co. realize that killing
Magus doesn't return Crono. Leave. Magus realizes that the only
way to beat the crap out of Magus is a combination of his and your
powers, and decides to tag along. After you've realized you kicked
so much butt that Magus' max HP has decreased DRASTICALLY, you can
name Magus (whose default name is, er... um, Magus!). With or
without this great asset in your party, leave and board your Epoch.
Magus said that Gaspar knows how to restore lost or misplaced time
streams. Translation: go to Gaspar to revive Crono.
* To clear up things... you CANNOT get Magus to join your party
after you've turned him into a pile of nothingness. Why? You
killed him. There is NO in-game cheat or something; you'll just
have to play the game over again. If you opt to infest my e-mail
inbox with nothing but dirt by asking me how to get Magus after
you've killed him, I will steal your girlfriend.
------------------------------------------------------------------------
2-X: THE TIME EGG
------------------------------------------------------------------------
Upon meeting Magus again, you've learned how Melchior and the other
Gurus were sent to other eras, as well as Magus' true identity: none
other than Janus. He also told you that Gaspar, the Guru of Time,
knows how to revive Crono. Could this be true? Or is Magus filling
you with total crap?
* NOTE: You will watch the ending "Reunion" if you defeat Lavos now.
If you don't have New Game +, you will get it after you bust the
Black Omen.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- C. Trigger [Key Item]
- Magic Tab [Item]
- Clone [Key Item]
- Magic Ring [Accessory]
- Wall Ring [Accessory]
- Giga Arm [Weapon]
- BraveSword [Weapon]
- StarScythe [Weapon]
- VedicBlade [Weapon]
- Dark Helm [Helmet]
- Memory Cap [Helmet]
MONSTERS: Krakker, Macabre, Lavos Spawn [BOSS]
RECOMMENDED LEVEL: 36-37
== TAKIN' CARE OF THE REQUISITES ====================
-- VISIT THE GURU OF TIME ---------------------------
Hop onto the now-flying Epoch. Upon entering it, the camera pans
over to the Ocean Palace; it rises from the ocean and becomes the
Black Omen. It is enterable via the Epoch, but unless you are on a
New Game + or if you've been leveling up like a MAD FREAK, you are
still too weak to survive in there. Instead, opt to bring a visit
to the End of Time.
Talk to the guy. After the chat regarding Crono, leave and the man
will "hey" you. Talk to him once more and he gives you the Chrono
Trigger (C. Trigger in your inventory). He explains what it's used
for, gives le mode d'emploi, and tells you that you need to visit
Belthasar to hatch it. Lastly, you will discover that this guy is
actually *gasp* Gaspar, the Guru of Time! *Gasp*ar! Har har har!
*gasp* *har*!
...excuse me.
* REMINDER: Since you now have the Epoch, time-traveling (and
traveling in the first place) has become a lot easier. If you
haven't done the black chests and doors-hunt, it is in your very
best interests to hunt chests now. Go to chapter 2-S for all the
junk.
* BUG: And there's a little bug with the Epoch. If you don't like
the music you hear when flying, just keep hopping on and off the
Epoch as fast as possible, and at one time, you'll hear the
normal world map-music! Quite pointless, but still...
-- VISIT THE GURU OF REASON -------------------------
Use the Epoch to reach the Keeper's Dome (2300 A.D.). Inside, go to
the far end of the area, to the Nu. There will be a Magic Tab
somewhere behind the first sealed door; make sure to grab it. Talk
to the Nu (Belthasar), and he'll tell you to go to Death Peak. Up
there (appropriate name for that mountain, by the way), you will
find the power to restore life. There's a however to this, though:
the requirements need to be met first. You need a clone identical
to the one you wish to revive, and that clone can be gotten from
Norstein (or Nolstein, if you prefer) Bekkler in the fair.
-- VISIT THE GURU OF, ER, MINI-GAMES ----------------
If you have the clone already, you don't have to do this (just go to
Crono's house, get it, and skip this place). Most people didn't get
it in the earlier phase of the game, though, and now they're in duty
bound to take part in those annoying mini-games. Head over to Leene
Square and get at least 40 Silver Points (section 2-A for guides).
When that's done, save on the World Map, and go to the Tent of
Horrors. Talk to Norstein Bekkler.
He'll challenge you to get the Crono-clone; you'll do the regular
mimic-game, but the longer you stay in the game, the lower the price
will be. What? You'll have to pay--ugh--EXTRA cash? You have only
one try (unless you don't have the required money). If you win, you
will receive the clone for free, but if you fail, it is a price
ranging from 1000G to 30,000G you have to fork over. Spend the 40
points and see section 2-A for a description of this mini-game, or
if you have nothing better to do. When you're done, the clone is in
Crono's House. Enter it and go upstairs; Crono's mom is here. Talk
to her to ask permission to take the clone, and leave to Belthasar.
== HATCHING THE EGG =================================
Belthasar explains everything once more, and summons three entities
(which I'll call "Poyozo Dolls" for the sake of understandability)
to help you on your quest. After that, he'll ask you to switch off
the Nu. Be a good fellow and do so. (I have no idea what happens
if you don't. I guess it's nothing, though.)
-- DEATH PEAK ---------------------------------------
It should be common knowledge already that on this mountain, you're
blown back by the wind. So you'll have to run forward (hold B); as
soon as you enter, run up and talk to the first Poyozo Doll. It'll
turn into a tree. Stand behind it and keep holding the Up-button.
Unfortunately, this is not something trouble-free, so read the note
if you're having problems.
* If the first thing that pops into your mind is to e-mail me about
this, then I will whip out my stick and throw it at you. Make
sure you are (1) almost exactly south of the tree and (2) as
close as possible to it. Accomplish your tasks by releasing the
B-button (but still holding the Up-button), so that you can move
horizontally. That eliminates the problem of slipping around the
trunk, if applied correctly.
Once the wind goes down, quickly run forward again and repeat the
process with another tree. Then, when the wind dies again, run to
the next area. Here, fortunately, the wind is not a problem. (Note
that if you haven't taken the Power Tab earlier in the game, take it
now! It's somewhere in a corner to the right.)
Take a left. Fight the three Krakkers, and head left again to find
a chest with a Magic Ring. Take it, climb the ladder, fight two
Krakkers, and continue to the next section. There are some more
Krakkers here. Walk on till you get to a fork in the path. Take
the lower path first to find a save point and a Wall Ring in a chest
northeast of it, then go up. Go into the cave. On your way to its
entrance, you will fight Macabres, unless you stay close to the left
wall. It seems that the general rule for avoiding monsters in this
mountain is staying close to the wall/ledge/etc. The miniature
version of Lavos inside the cave is not avoidable, however.
- BOSS: LAVOS SPAWN -----------------------------
LV - 37 EXP - 747, 120 DROP - --
HP - 4000 G - 500 CHARM - Elixir (head)
(10000)
Lavos Spawns are similar to the Whelk of Final Fantasy III--be
sure not to attack the shell of the spawn, as that results in a
nasty "Lavos Spawn Needle", which all party members _will_ feel
in the morning. Instead, focus all of your attacks on the head,
as that's the only part that needs to be defeated. Do not use
techs that hit both parts (not even if they don't do damage), and
immediately cure the status effect Chaos. You don't want to end
up with them touching the shell, eh?
Open the chest for a Giga Arm (Robo). Equip it and go through the
entrance. Outside, circle around to the other side of the cave you
exited. Get in and pick up a BraveSword (Frog) outside of the
chest inside. Continue on. Outside, examine the shining dot in the
upper-left corner, which in turn opens up a passageway. Now, head
all the way back to the save point, and go north. Climb the ladders
and take Magus' StarScythe on your way. A Lavos Spawn is just ahead
--kick its face DEEP in the shell (see above for strategies).
In the next area, have a talk with the second Poyozo Doll. It warns
you: if you fall from the slippery road, you'll have to start over
again (you'll land near the save point). Run along the path as best
as you can, pressing the Up-button when it's needed, not being in a
rush, but not being too slow either. If you've successfully passed
it, you'll arrive near a waterfall... no, wait. A Krakkerfall. A
plethora of Krakkers fly down the road. They can be fought; if you
don't wish so, stand still when one gets near you. To the left is a
sword for Crono, a VedicBlade, and south is the exit. Head south
again to find the last Poyozo Doll.
Here's the last Poyozo Doll, which hints that you must "Push the
shell... Climb the shell..." Hmmm. Climb down the ladder, follow
the path, and walk down the other ladder. This leads to a chest,
containing a Dark Helm, as well as a save point. Make sure to log
your game and head up to find the last Lavos Spawn on this mountain.
See above for tips and defeat it. Upon defeating it, the shell
remains--guess what; it can be moved! Push it under the incomplete
ladder, and climb the shell by pressing A. Climb the now-accessible
ladder to continue, go to the right for a Memory Cap, then follow
the path until you're at the summit of the mountain.
-- DEATH PEAK / SUMMIT ------------------------------
The party puts the Chrono Trigger to use, and you'll be brought to
the exact time just before Crono was wiped out by Lavos. It's not
that you'll watch him die for the second time, though; time's frozen
now. Interact with Crono to exchange his body with the clone, and
you are returned to the mountain's top. Yeah yeah, it's all totally
unrealistic crap, but hey--whatever. You'll find yourself in the
End of Time after chatting up.
------------------------------------------------------------------------
2-Y: THE FATED HOUR
------------------------------------------------------------------------
Yes... this may be one of the last chapters, but we are certainly not
nearing the end of the game. After preventing Crono's butt-roast, it
is now time to deal with the side-quests. Instead of dumping them all
in this chapter, I've divided them into separate chapters, and kicked
them to section 3--I'm so thoughtful.
* NOTE: You will watch the ending "Beyond Time" if you defeat Lavos
now. You will additionally receive New Game + if you have gone
through the Black Omen.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER (ALPHABETICAL ORDER):
- 30,000G [Currency]
- Elixir (x2) [Item]
- Haste Helm [Helmet] - don't miss this top-class helmet
- Magic Seal [Accessory]
- MegaElixir (x6) [Item]
- Nova Armor [Armor]
- Power Seal [Accessory]
- Speed Tab (x4) [Item]
- Vigil Hat [Helmet]
- White Rock [Accessory]
- ZodiacCape [Armor]
MONSTERS: Laser Guard, Mega Mutant [BOSS], Incognito, PeepingDoom,
Martello, Goon, Synchrite, Panel, Boss Orb, Side Kick, Metal Mute,
Flyclops, Ruminator, Cybot, Tubster, Blob, Alien, Giga Mutant [BOSS],
TerraMutant [BOSS], Lavos Spawn [BOSS], Zeal [BOSS], Mammon M.
[BOSS], Zeal [BOSS]
RECOMMENDED LEVEL: 40-50
* NOTE: The two lists above only apply to the Black Omen; not to the
various side-quests, since they have their own breakdowns.
== END OF TIME ======================================
Say hi to Gaspar. He will say that now is the time to defeat Lavos.
There are many ways to find the big spiky monster:
- By using the bucket.
- Via the Epoch (use the dial to go to 1999 A.D.); this way, you do
not need to defeat all pre-bosses.
- After defeating the Black Omen, you are automatically warped in
front of Lavos (though you can choose to retreat).
- In New Game +, a shining dot is in the second pod of Lucca's
Telepod invention in Leene Square. Use this to skip pre-bosses.
- By tossing any random heavy object out of a closed window so that
the item splashes into the water, making it unattainable for a
certain diminutive yet abnormally significant beam of sunlight to
come into contact with it to get reflected to the nearby "green"
power plant that should have converted it into electricity, what
then results into your system not receiving sufficient power for
a short indefinite period of time, obviously consequenting into a
part of the system not functioning normally in such a way as to
cause the screen to display Lavos' butt-ugly face.
However, he'll also tell you that before you fight Lavos, there are
several events, people and places that will empower you. Ah! The
famous side-quests that are completely optional and that can be done
in any order. Give the people not in your active party attention
and they will give hints or share their own thoughts regarding the
side-quests. As a small note, no longer is Crono obliged to lead
the party; with the come of the non-linear part of the game, you can
form a party consisting of whomever you like. And as a small other
note, triple techs require either Crono or a rock, so there you have
at least one reason to keep Crono.
Anyway, from here on, the storyline is no longer linear. If you
wish to fulfill some or all side-quests first, refer to section 3 of
the FAQ for walkthroughs for them. If you want to bust up Lavos
immediately, have a look at section 2-Z. Or if you want to continue
storyline-wise, beat the Black Omen (for which a walkthrough is
below).
== RANDOM BITS 'N PIECES (OPTIONAL) =================
Or if you want to hunt treasures, if you haven't done so before,
check out the two treasure-hunting-sections in chapter 2-S for a
listing and guides to all items that I consider "treasures". With a
machine popped out of its cocoon (with a li'l bit o' help from that
Dalton bloke) so it's now able to fly, hunting items is much easier.
As for other noteworthy things, in the trading hut of Ioka is a new
item (which Ayla refers to). For the price of 10 of each trading
item (Petal, Fang, Horn and Feather), you can get a Ruby Armor (can
be worn by anyone, defense is 78, fire-damage reduced by 80%).
While you're around, head to the Laruba ruins as well. There should
be a Nu in the back, whose function is renaming your character (it
changes the name of the one in front of the party). Additionally,
it will grant you a SilverRock once the first time you say hello (or
just leave the name as is if you want to keep your original names).
With the rock, you will be able to perform the triple tech "Spin
Strike" by Robo, Frog and Ayla.
== THE BLACK OMEN / (VARIOUS ERAS) ==================
* PLEASE READ: Before you tell me, "YOU *IDIOT*! DAMN IGNORANT
*FOOL*! The Black Omen is a FREAKIN' SIDE-QUEST!!" please injure
yourself with a chair. I'm positively sure the Black Omen is not
a side-quest (explained in section 6), and The One Whom Gaspar
Refers To most definitely is not Lucca's mom, Marle's dad, Bart
Simpson, or Queen Zeal. This FAQ is all mine, so the Black Omen
is not a side-quest here, so ha. Ha, I say!
Anyway, the Ocean Palace had previously risen out of the ocean in
order to become the Black Omen, floating in the air. It appears in
every era, except for 65,000,000 B. C., because it didn't exist back
then. It is enterable by flying under it using the Epoch, except in
2300 A.D., because the Day of Lavos would have already passed by
then. Logic. If you're not confused yet: the Black Omen exists out
of time, yet for some reason does not--if you pick up an item in
1000 A.D., it's gone in 600 A.D. and 12,000 B. C. (certain monsters
and three final bosses remain), but if you blow away the complete
structure, it's still gone to pieces in later time periods.
* NOTE: Like I said above, there are some monsters that can be
fought only once, others will reappear. I have placed mysterious
symbols "R:" throughout the guide for the Black Omen ("R" stands
for Reappearance) and whether yes or no in brackets to note if
the monsters mentioned in the paragraph show up again. Handy,
eh? You're welcome. Every boss in here does not reappear, bar
Zeal, the Mammon Machine and Zeal again at the end.
* RECOMMENDED PARTY: Ayla and whomever to fill up the ranks (there
is a solid chunk of monsters with something very nice to Charm--
bring Ayla, preferably with the Charm Top, and have her go wild)
Three notes in a row! World record! So... anyway, fly under the
Epoch and hit A once the text "Black Omen" appears. To return to
the Epoch, you'll need to interact with the shiny dot beneath you.
Of course, why enter just to leave, so near the entrance. Six Laser
Guards attack upon doing so. Destroy them, and head inside the
building. Queen Zeal appears, and it's a pity you can't kick her
sorry hiney immediately, as she summons a Mega Mutant that you'll
have to take care of first.
- BOSS: MEGA MUTANT -----------------------------
LV - 45 EXP - 900, 50 DROP - --
HP - 4600 G - 1500 CHARM - Vigil Hat (bottom)
3850
The Mega Mutant is comprised of a body and a head, and is the
easiest boss in the Black Omen. And because it's the easiest
one, just unleash some strong dual techs to lower this one's hit
points quickly. It should really be no problemo; just watch out
for its variety of attacks (status effects). The general rule is
that if you seem to have major trouble with it, then that is a
sign that you shouldn't even BE here yet.
Onward. You'll find two Incognitos (Charm for MuscleRing); these
are similar to the Blue Shields in Guardia Castle. Wait until they
reveal their faces and become a PeepingDoom enemy (no Charm), whose
defense isn't to the utmost extreme. Go to the next area when you
are done. [R: NO]
Here are two Martellos. If you wish to ignore them, stay as far
away as possible from them. The two Goons you'll meet up next are
not avoidable, however--Charm them for a Nova Armor and make sure
not to use lightning and shadow, which they absorb. After those,
you'll encounter another Martello that comes with two Synchrites
(Charm for a Gold Erng). And when _that_ is over with, take a right
to find a save point. Save, and head into the next area. [R: YES]
While working your way through the hall, two pairs of two Panels
(Charm for a Speed Tab) attack. And be sure to GET those rare Speed
Tabs--they are rare and extremely useful! In the next section is a
Boss Orb and two of his Side Kicks. Don't attack the Side Kicks
when the Boss Orb is around, but DO kill those Side Kicks for a good
lot of tech points. Soon after that you'll have to get rid of
another group of them, and then another one... [R: YES]
In the following area, you'll find two Metal Mutes, and after that,
a set of two Metal Mutes and two Flyclopses (Charm for a Gold Stud).
As you see, this is getting repetitive. Destroy them and make your
way to the warp-pod at the and. Beam yourself up to a big lift; hit
the switch on the left to go down, and of course, monsters lurk
here. You'll randomly fight two Goons, or four Ruminators (Charm
for a MegaElixir), or two Cybots (Charm for a Power Meal). [R: YES]
In the next area are danger zones/trigger points that when you walk
over them, a battle starts. If you do not wish to fight, don't
press the B-button because this area is programmed in such a way
that you'll fight them only when you're running. Or something.
Just don't run if you dislike to combat. Pick up a MegaElixir right
from the stair set, and don't forget the 30,000G left of the exit as
well. In the subsequent part of the palace, you might not want to
step on the blue squares (two Ruminators left, or two Flyclopses
right). Continue to the path-split, and take the right road. This
leads to a Magic Seal. After defeating the Synchrite and Martello
(hardly avoidable), go through the entrance to arrive in another
hall. [R: YES]
And here's the Big Whoop (tm): six chests, containing an Elixir,
Vigil Hat, Nova Armor, two MegaElixirs, and a Haste Helm! There's a
save point here too. Use it, and talk to the two Nus should you
desire so; the left one lets you shop (you can buy HyperEthers), and
talk to the right one to return to the entrance (or say "stay" to
stay here). Examine the wall in the back to uncover a door. Follow
the path and fight the Tubster (weaker against fire). Charm it for
a Power Tab, and be sure to stockpile those Power Tabs; head back to
the Nu's place and return to find that the Tubster has reappeared.
There is a save point nearby, so if you have a lot of Shelters
(they're relatively cheap, now), and some free time, this is your
opportunity to make your party members gangsta-powerful (however,
power-stats max out as you level up, except for Marle and Lucca's,
but they don't count).
In the next hall, you'll find two Cybots and an Incognito (x3). At
the far side, there are four Ruminators, and behind them is a chest
with a ZodiacCape. Follow the Ruminators into the entrance on the
right, and continue going right. You'll find Boss Orbs and Side
Kicks, as well as two Goons and a Flyclops (behind them is a chest
with a MegaElixir). Boss Orbs and Side Kicks can be avoided by
quickly dashing through the place while they have their eyes closed.
[R: YES]
Go into the next area, and pick the Power Seal on your way. A
battle follows: two Flyclopses and a Tubster. After you deal with
them, prepare for a Martello with a Cybot in the back, as well as a
partially-hidden chest in the lower-right corner. Be sure to nab
the Speed Tab out of it, then go left. Continue going left. You'll
find another Speed Tab. Get it, go into the entrance, and walk onto
the platform to be warped to another part in this palace. This is
not an elevator, but another of those pesky sort-of mazes. [R: YES]
Head left first. In the center, you'll meet up with two Blobs
(Charm for Magic Ring, kill with water-magic) and two Aliens (Charm
for Magic Tab), unless you stay close to the upper platform (and I
recommend against not fighting and Charming them). At the far left
side, go down to find a chest with an Elixir, then go up. Just go
down the path, until you encounter four Side Kicks (who are joined
by a Boss Orb when attacked; they're all avoidable). Work your way
through the maze 'til you encounter two chests. Open them to find a
Speed Tab and a MegaElixir, as well as two Aliens that are hiding
between them. Onward, through the entrance! [R: NO]
To the left is a save point. Use it. Go up, and Giga Mutant pops
out to kick your little butt. Return the favor.
- BOSS: GIGA MUTANT -----------------------------
LV - 45 EXP - 1500, 80 DROP - --
HP - 5800 G - 2000 CHARM - Wall Ring (head)
4950 Hit Ring (ass)
Giga Mutant is basically a beefed-up version of Mega Mutant.
Fortunately, this fellow's not a but threat either: his amount of
hit points is relatively low. Much like with the first Mutant,
release some powerful single and dual techs (preferably target-
all spells), and don't even THINK about using anything that deals
physical damage. Because they don't deal any physical damage at
all; both parts feature maximum defense.
Status-protective equipment (Nova Armor, Vigil Hat, Amulet) is
extremely helpful, as Giga Mutant bring out a variety of status
ailments. Additionally, it makes use of "Life Shaver", which is
not a life saver (ha I sound so funny) for you (reduces HP to 1),
and not too friendly for Giga Mutant as well. Reason being it
unlocking the power of Frog Squash or Frog Flare. It lies within
your best interests to utilize one of those spells and following
up with a healing-spell. As for the rest, it's attacking, and
curing (especially after the "Shining Bit"-attack), and repeating
that. Simple, correct? Right then.
North, into warp, get warped to elevator, hit switch to the right,
get up, randomly fight Goons/Ruminators/Cybots/nothing, head into
entrance. Argh! [R: YES]
Two Synchrites are your next opponents. After beating them, work
your way through the area 'til you see two bats, flying breadthwise,
blocking your way. Touching them results in a fight with two Goons.
It _is_ possible to run past the bats and avoid confrontation, but
only if luck is with you. Probably not. Two Tubsters are here as
well, and a door. Go through that door. Man... that's a lot of
monsters around here. I'm starting to wonder what it'd feel like to
have a handful of blood-thirsty teens with freaky weapons in front
of you. [R: NO]
Inside the next area, there are four Panels. Be sure to Charm Speed
Tabs off them before you defeat them, and open the chest on the left
platform for an additional tab. By defeating those Panels, a save
point comes into view--be sure to have taken note of that too. Then
go north to find... no... not *another* one... [R: NO]
- BOSS: TERRAMUTANT -----------------------------
LV - 48 EXP - 2000, 100 DROP - --
HP - 7800 G - 3800 CHARM - MuscleRing (top)
20000 Power Seal (bottom)
Have two things in mind while fighting TerraMutant: (1) do not
use physical attacks, and (2) do not attack the lower part at
all. That is a waste of your time and strength; factor HP is the
reason for that, and when the top goes, the bottom decides to
leave as well. The head thinks it's cool to absorb about 1000 HP
from the lower part every now and then. For you, that's not cool
at all. The various status ailments it can inflict aren't your
best friends either; equip protective stuff. A strategy would be
having two attackers and one healer that is immune to negative
statuses. Remember: you don't need to beat the lower part!
This was your last Mutant for the night. Open the two chests for a
White Rock (left) and a MegaElixir (right). Return to the save
point and save again, and then go up, up all the way, up till a Gate
appears. This teleports a Lavos Spawn to this room. What the hell
it's doing here is beyond me.
- BOSS: LAVOS SPAWN -----------------------------
LV - 46 EXP - 2450, 120 DROP - --
HP - 10000 G - 2500 CHARM - Haste Helm (head)
13500 Safe Helm (shell)
Consider it your "Peta Mutant"; a modified version of TerraMutant
above to whose shell attacks MUST not be directed, rather than
should. Furthermore, this fellow is not as weak as those you've
fought on Death Peak. Luckily, this one isn't too hard either,
as long as you did not forget from your trip through Death Peak
that you mustn't even try to push, climb or attack the shell. Do
not use target-all techs, even when they dish no damage--doing so
will result in a VERY painful counterattack.
"Lavos Spawn Needle: Disorder" is used by this baby, and it is
the real threat. It hits everyone *and* does a lot of damage.
"Destruction Zone" does the same for less damage, and "Water
Rise" and "Dark Bomb" hit a single character for medium-to-high
damage. I suggest having two characters pumping the face full of
strong dual techs (Blaze Kick and Drop Kick are the tops; they
hurt and hit a single target), while a third character's main
occupation is healing. As an added bonus, you may want to get
the Haste Helm from the head by using Charm. Highly recommended!
Exit north again and be attacked by five Panels. Again, be sure to
snag those darn Speed Tabs off them, then defeat them to reveal a
save point to your left. After using it (and it's really advised to
do that), head north. You will find clones of you and your flunkies
(except Magus) left and right... looks like Zeal's been doing some
homework! Speaking of Zeal, go north and your spider-sense will
freak out. After the chat, a fight (no wait... fights) commences.
...unfortunately.
...for her.
-- LET'S SWIPE SOME BOSS BUTT -----------------------
* NOTE: Once you trigger this battle, you can't go back. This
means that you'll have to stick to the chosen party for the next
three _consecutive_ boss battles. I recommend having Ayla in
your team to steal Prism-goodies. My other suggestion is putting
Robo and Lucca in your team as well, for they have DoublevBomb, a
dual tech that hurts. Make sure to put Robo in the lead of the
party, if you take him.
- BOSS: ZEAL ------------------------------------
LV - 48 EXP - --, -- DROP - MegaElixir
HP - 12000 G - -- CHARM - MegaElixir
MegaElixir
Zeal starts the fight with Hallation, an attack that reduces HP
of all your characters to one. And yes, she'll use this quite
frequently. However, with only 1 HP, the strength of Frog Flare,
Frog Squash and Dino Tail is bumped up to the extreme, allowing
you to inflict lots, LOTS of damage. Besides Hallation, Zeal
absorbs MP and uses the Golems' orange balls-attack. There's no
need to heal completely (i.e. don't waste MegaElixirs that will
be needed in upcoming battles), as those attacks aren't too much
of a threat. When you beat her, she'll toss you into the Mammon
Machine, without you having the time to heal.
- BOSS: MAMMON MACHINE --------------------------
LV - 48 EXP - --, -- DROP - --
HP - 18000 G - -- CHARM - MegaElixir
There are two phases this Mammon guy can be in: one in which the
"Mammon M. modifies all energy..." and one in which the "Mammon
M. stands still..." The machine starts by modifying energy, and
after that it'll stand still, and after that it repeats the
process. I'm sure you've got no idea what the hell I'm talking
about, so read on. If you attack while it's modifying energy, it
will either raise its attack power (if you used a magical tech),
or raise its defense power against physical attacks (if you used
a physical attack). After a while, the machine releases energy
it stored (depends on the damage you did using magical techs).
In the other phase, all stats (its attack and defense power) are
reset, and it doesn't matter which attack you use.
It's best to start off with a couple of strong physical attacks,
and resume assaulting with elemental techs once your physical
damage do little damage. Additionally, Frog's Masamune will
absorb some HP when he Frog attacks physically with it, if he's
in your party. In phase two, that trick doesn't work anymore,
and it doesn't matter anymore which kind of attack you use.
Immediately pump it full of whatever tech suits you, until the
Mammon Machine returns back to phase one. Repeat the process
until you win, in which case you'll once again have a not-so-
friendly talk with...
- BOSS: ZEAL ------------------------------------
LV - 50 EXP - --, -- DROP - --
HP - 20000 G - -- CHARM - (various)
28000 x2
The series of combat continues on top of the Black Omen, on which
Queen Zeal appears once again to form a more deadly enemy. Now,
she consists of a head and two hands. If you have Magus in your
party, he'll utter some lines, and his music will play during the
fight. Otherwise, you'll get to hear the "hard boss"-music,
which isn't too bad either. As for the battle, it's all about
avoiding hitting the hands. Attack left to get a "Life Shaver"-
counterattack (HP to 1), and attack right for the famous "MP
Buster" (MP to 0). The hands have an abnormally high amount of
HP, and are also nearing maximum defense. As with the Lavos
Spawns, the use of target-all spells is not recommended, and if
the face bites the dust, the rest will do so as well.
Zeal (head) has three attacks to attack with: "Dark Gear", which
is the most powerful target-all shadow-spell, "Skygate", the most
harmless target-one lightning-spell, and "Hexagon Mist", a water-
spell that hits all. The hands have laser-attacks, but those are
so friggin' weak that fearing them is only case after eating a
Life Shaver-attack. The best strategy to use here is to hit the
head using strong dual techs, and healing when necessary. If you
followed my advice prior to the first fight (i.e. putting Robo in
the lead and having Lucca in your party too), use DoublevBomb.
This tech hurts. If you have Ayla, let her heal with MegaElixirs
or Charm the hands when she's not busy (immediately follow up
with a MegaElixir in that case)--the face has a MegaElixir, the
left hand a PrismDress, and the right hand a Prism Helm. Have
her do Triple Kick to do decent damage as well.
Right after defeating Queen Zeal, she'll attempt to summon Lavos.
Alas, she's successful, after which both Zeal and the Black Omen
disappear... You'll have to fight the first forms of Lavos now.
------------------------------------------------------------------------
2-Z: THE FINAL BATTLE
------------------------------------------------------------------------
Well, this is it! The final battle... Get ready to fight the ugly,
over-sized hedgehog, defeat it to save the future and become famous,
or prepare to get squashed by his giant feet and be forgotten. There
are various ways to go to Lavos, all of which are detailed in chapter
2-Y. To do it storyline-wise and to get New Game +, go there via the
Black Omen, which seems to be connected with it in some way.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- (none)
MONSTERS: Lavos [LV50]
RECOMMENDED LEVEL: 50 (recommended levels are based on enemy's
levels; in this case, it's off, as Lavos can be beaten on level 40, or
even 30)
== THE DAY OF RECKONING / 1999 A.D. =================
-- LAVOS' OUTER SHELL -------------------------------
Ignore this part if you've used the Epoch to burst into Lavos, as
the outer shell is then destroyed by the Epoch's impact. Also do so
if you used the second pod at Leene Square. Otherwise, head north
to face the almighty Lavos, and try to discover whether the word
"almighty" applies to it or not. Upon nearing it, you'll have the
choice of running away for now, or to fight him. I take it you're
here for a reason, eh? Select to fight him! (Note: if you're here
via the Black Omen, then you won't get that choice.)
- BOSS: HEDGEHOG XXL (tm) -----------------------
LV - 50 EXP - --, -- DROP - --
HP - (various) G - -- CHARM - --
In this round, Lavos mimics various bosses you've encountered
before. The stats are similar to the originals. Most likely,
this is to sign whether you're ready or not to fight the true
Lavos: if you get your ass royally kicked, then you should return
and train more... If you're on a decent level (like 40 or 50)
but you still get blown away, then this game is not for you. It
is not THAT hard.
* NOTE: Upon initiating each battle, Lavos alters attack mode,
at which point will be briefly shown whom you'll be combating
against. (I just sounded abnormally intelligent.) Between
battles, nothing happens; you're free to heal or whatever you
want, but you can't leave yet. Below is the breakdown.
DRAGON TANK - Mash the A-button and wait till you're done.
GUARDIAN - Don't hit the center while the two Bit are alive.
HECKRAN - Don't use physical attacks but magic, and don't
attack when Lavos provokes you to assault.
ZOMBOR - Water/shadow on head, lightning/fire on bug.
MASAMUNE - Have Crono in the party. Use Slash when Lavos is
storing tornado energy, and pound him with any
physical attacks when he's not.
NIZBEL - Use lightning-magic to decrease Nizbel's defense.
MAGUS - A great character to bust Magus is... Magus! Be
sure to attack with correct spells when a barrier
is up, until you deplete 3333 HP--then let him
taste him the TRUE power of Dark Matter!
BLACKTYRANO - Kick the little bug off the shoulder of Lavos,
then start bonkin' the little head (about 10,000
HP) until you're done.
GIGA GAIA - Defeat the left (your perspective) hand first,
then go for the head. Don't hit the harmless
right hand, and defeat the left upon its revival.
After Giga Gaia, you'll have to fight Lavos itself! It may be
wise to wear status-protective armor, as a short hint. Lavos
starts using this attack, "Destruction rains from the heavens!",
which may be painful. Heal after this, and heal after its oh-so-
annoying needle-attacks. These two are the real threats here,
unless you're on a high level. For the rest, use powerful spells
(e.g. *Luminaire, *DarkMatter).
As said before, the mimicked bosses have the same amount of HP as
the real ones. The last form has 10,000 HP. You will not gain
experience, tech, G, items, and nobody here has something to
Charm. After the battles, Lavos' head disappears, and you can
now go inside Lavos by entering the hole you've just made. What
lies beyond?
-- INSIDE LAVOS -------------------------------------
Inside your ultimate enemy's stomach (warm, fuzzy feeling), you'll
find a Gate and a save point. What people eat nowadays... The Gate
will return you to the bucket at the End of Time, and the save point
allows you to save or use a Shelter to rest the night. I'm sure the
party would love to. Note: the Gate and save point won't be here if
you've used the Epoch to get here, as they would then allow you to
leave and end up without an Epoch. According to the programmers,
that is uncool.
* REMINDER: Don't worry if you use up all your items, because once
you start a New Game +, they will still be in your inventory!
Remember, you saved, and in a New Game +, you will start the game
using THAT save.
* NOTE: Oh, and if you want to get the famous New Game + option in
the first place, make sure you've killed Zeal at least once. If
you are playing the game on some emulator, then be sure to save
by using the save point, thus the IN-GAME save function. Chrono
Trigger was not designed to work with save-states of an emulator,
ye ken?
* PREPARATION: Equip all Haste Helmets that you have on those who
you think you're going to use quite frequently, and don't forget
to arm your attacker(s) with PrismSpecs (or Sun Shades, if you
don't have PrismSpecs). Be sure to use up all those tabs prior
to entering (see reminder above), and having a good number of
MegaElixirs won't hurt either.
Once you're done, head north to face... IT.
- BOSS: LAVOS (WITH SLAPPERS) -------------------
LV - 50 EXP - --, -- DROP - --
HP - (various) G - -- CHARM - --
Lavos now consists of a left and right hand, and of course a head
as well. You'll need to attack the two arms first, because the
head features almost max defense in the beginning. Let's begin
this strategy by assigning tasks: if you have Marle, let her cast
*Haste on everyone with no Haste Helm (and let her be the backup,
because her fighting skills aren't worth a bean here). Crono,
Lucca and Magus should use their ultimate spells. Robo should
alternate between Shock and Heal Beam. If you have Frog or Ayla,
let them use Frog Squash or Dino Tail if their HP are almost low
(at most, half of their max), so try not to heal them too much.
Don't completely neglect healing, of course.
After a while, the ground under Lavos flashes up for a couple of
seconds ("Engaging main body..."), which is your note that the
head has removed its defense. It also means Lavos starts to use
more powerful spells, unluckily. Watch out for "Shadow Doom
Blaze", which is, aside from very cool-looking, Lavos' most
powerful attack. This might even be fatal for some; possibly,
you'll need to revive and/or sacrifice a MegaElixir for this.
Lavos' other attacks include healing the head for about 1500 HP.
This can only be done by the right hand, so you might want to get
rid of that first. Most of its other attacks are usually very
weak, and Lavos doesn't seem to attack frequently... just be sure
you've used up all those Speed Tabs! For the rest it's the usual
attack-and-heal-when-needed sort of crap. The left arm has 8000
HP, the right arm has 12,000 HP, and the head has 20,000 HP.
Found this easy? Well... we're not done yet. (Lavos, I... don't
like you.)
-- THE SHOWDOWN -------------------------------------
This is the final form of that ugly behemoth everyone's talking
about. He's not all that hard, especially considering he's been
doing NOTHING all those 65,000,000 years.
- BOSS: LAVOS (CORE) ----------------------------
LV - 50 EXP - --, -- DROP - --
HP - (various) G - -- CHARM - --
The thing in the middle is the Lavos Core, the thing on the left
is the left Bit, and the thing to the right is the right Bit.
While you may think that the Lavos Core is your main target, it's
not; that is the right Bit! If you defeat the right Bit while
one or both supports are still intact, those will automatically
go down too. Remember that. Each part Lavos consists of has its
own function: left constantly heals the Lavos Core for 1000 hit
points, and absorbs all kinds of elemental attacks (i.e. attack
it physically). The core is the main attacker (normal defenses),
and the right Bit is the reviver (maximum defense).
The deal with this is that if you destroy one or both left parts,
the right Bit (your eventual goal) will prepare to revive them.
However, it will have to get rid of its maximum defense in order
to do so, which is your chance to assault. Furthermore, Lavos
uses "Time Warp" frequently during the battle. You can see by
looking at the background what "area" you're in. The Lavos Core
uses a variety of very powerful attacks, and what it uses depends
on what time you're in. Here's a list of when and what:
GRASSY CLIFF - "Grand Stone"; ultimate physical attack, all.
MAMMON MACHINE - "Invading Light"; inflicts Slow-status, all;
only used when all three parts are alive.
MAGUS' CASTLE - "Evil Star"; halves HP of the entire party.
LEENE SQUARE - "Spell"; random status effects, all.
CITY RUINS - "Dreamless"; ultimate magical attack, all.
Lavos will also use "Crying Heavens" (lightning-damage) and the
painful "Lavos Pimp Slap" (whoop!) during any "time period",
although not too frequently. Make sure to heal after Lavos'
"ultimate" attacks; characters with low defense will NOT be happy
with those. In addition, the left and right Bit can also attack
on their own (the left Bit can do "Protective Seal", disabling
status protection), but they're not a real threat. And if you
defeat the Lavos Core first, the two Bit can counterattack your
moves using something like X Strike.
A while after killing one of Lavos' units, the right Bit uses
"Active Life" to revive its fallen supports (be it the left Bit,
the core, or both)--it can do this infinitely. Fortunately,
Active Life doesn't _instantly_ restore the right Bit's defense.
Once it _does_, you'll have to repeat the process of killing one
of the two left guys, until you win. The right Bit can revive
both parts infinitely.
The best strategy here is defeating the left Bit first, as
quickly as possible; one or two moves of strong physical techs
should do it. In few moments, the message "Lavos Core shuts off
def" appears, indicating the right Bit (not the core!) now takes
full damage. Initiate attacking using your best spells, while
curing as needed. Check out the previous Lavos strategy for tips
on who should do what. Make sure not to forget about those "Low
HP = greater damage"-techs; I find them uberly useful as they
inflict pain and don't heal the left bit. Keep the casters' HP
low. When Frog or Ayla dies, use a Revive (which only recovers
50 HP). Rinse and repeat, lo and behold, and poof! You win.
Whee! That was one HUGE strategy, don't you think? To conclude,
here are the HP values: the left Bit has 2000 HP, the center Bit
has 10,000 HP, and the Lavos Core has 30,000 HP.
If Lavos just faced three kids it easily squashed, it'll erupt from
the ground to destroy the world... But if Lavos had rotten luck to
face three teenagers with violent thoughts that manage to beat the
crap out of it, I congratulate you--you've just finished the game!
Depending on which point you decided to fight Lavos and what you've
done in the past, the ending is different. Are you good enough to
do it again?
Just don't beat this game too often, because consequences might
include addiction to gaming, brain damage, a snail getting squashed
followed by "I HATH DEFEATED THEE, LAVOS!!" and low grades.
========================================================================
PART 3: SIDE-QUESTS WALKTHROUGHS
========================================================================
These side-quests are listed in the order that Gaspar tells you about
them. That doesn't mean that you should do them in THAT order, though.
It's best to start with the easiest, ending up with the hardest... here
is a rough order (easy first): Sun Stone, Cyrus' Ghost, Geno Dome,
Rainbow Shell, Ozzie's Fort, Sunken Desert. That is only a ROUGH order
and is debatable. If you use Magus regularly, you might want to go
halfway through Ozzie's Fort first.
------------------------------------------------------------------------
3-A: THE SUNKEN DESERT
------------------------------------------------------------------------
Gaspar sez: "In the Middle Ages, a woman's sheer determination brings
a forest back to life..."
This first side-quest involves both Robo and Lucca. Our first job is
helping a woman named Fiona rebuilding a forest, and sequently we'll
discover some more about Lucca's past...
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Mid Ether [Item]
- Mid Ether [Item]
- Full Ether [Item]
- Lapis [Item]
- Elixir [Item]
- Aeon Suit [Armor]
- Full Tonic [Item]
- 5000G [Currency]
- HyperEther [Item]
- Aeon Helm [Helmet]
- Memory Cap [Helmet]
- Full Ether [Item]
- MuscleRing [Accessory]
- Power Tab [Item]
- GreenDream [Accessory]
MONSTERS: Mohavor, Hexapod, Retinite [BOSS]
RECOMMENDED LEVEL: 28-30
== SUNKEN DESERT / 600 A.D. =========================
-- FIONA AND MARCO ----------------------------------
This is a side-quest that needs to be unlocked, will you want to do
it. I think (hope) you've already done this. If you haven't yet,
go to the Commons in 12,000 B. C., have a talk to the lady in the
lower-right corner, and tell her to plant the sapling. Don't tell
her to burn it, or no desert for you (...just talk to her again),
meaning this quest cannot occur. If you e-mail me asking why there
is no desert, don't be surprised if you find your room filled with
trinitrotoluene the next time you wake up. I don't mind questions,
but I do mind having to repeat myself.
Head for Fiona's Villa in 600 A.D. Talk to Fiona twice and Marco to
learn that the monsters in the desert prevent the growing of the
forest, as well as a hints about the monsters in the Sunken Desert:
they hate water! I'm sure you can deduce that you'll need to clear
the desert of any opponents in order to give birth the forest. Take
the two Mid Ethers from the chests, then head for the Sunken Desert
to do some bustin' up.
* RECOMMENDED PARTY: Robo, Frog, Ayla (the monsters in the Sunken
Desert are vulnerable to water, so that's why you should bring a
water-user; there's really no need to bring all of them... de
facto--it's recommended NOT to do so)
-- THE SUNKEN DESERT (SAID THAT, LIKE, THRICE) ------
The ground is very slippery here, so stay in control. Sometimes,
you'll have to dash. You'll encounter many Mohavors and Hexapods
here on various spots; they are tough customers, and shadow- and
fire-spells are preferred over lightning, fire and physical attacks.
There's also a quartet of chests here: from the upper-left corner,
clockwise, you can find a Full Ether, Lapis, Elixir, and Aeon Suit.
Continue south.
This part of the desert is a shaky one; every instance the screen
quakes stands equal to 30 HP loss (wherever you are)--handle FAST.
Each quake also lets a monster, Retinite, crawl out to show you its
ugly face. Before you actually fight this thing, you'll want to
collect some items--clockwise: Full Tonic, 5000G, HyperEther, Aeon
Helm, Memory Cap, Full Ether, and in the middle, a MuscleRing. Be
sure to have Marle OR Frog in your party, then run up to Retinite to
fight it.
- BOSS: RETINITE --------------------------------
LV - 30 EXP - (various) DROP - --
HP - (various) G - (various) CHARM - Speed Tab (core)
Retinite consists of a top, a bottom, and a core, something I
notice becoming very popular lately in this game. All three have
maximum defense. However, the trick is to use water (as "Water
hardens sand") to decrease the core's defenses against physical
attacks. That defense is increased a bit again with each attack
of yours. Also, you're best off using no magic, seeing as that
does no damage to the body. Speaking of no damage, remember that
water-magic hurts zero--it ONLY lowers defenses. So, don't waste
MP to fire a strong water-tech; it's equal to a weak water-tech.
Retinite's actions include the absorbing of HP from the core (it
might even destroy it that way), as well as sapping HP from you.
Two strategies can be applied throughout this fight:
- The bottom and lower parts won't raise their defense with any
hit of yours... if the core is still there. So a strategy may
be using a target-all water-spell, then start kicking the head
and tail while healing when it's needed, and employing any
elemental non-water tech on the core to cure it (i.e. it won't
be destroyed by the absorbing).
- I myself prefer to start with a target-all water-spell, then
to attack the head 'til it's gone, then healing the core ONCE,
then going for the lower part without healing the core. If
you're low in the levels (you won't do very much damage), the
core will eventually bite the dust by the absorbing. But if
you're high in the levels, avoid healing the core, or else it
will stay alive and run away once you defeat the body.
The top half has 5000 HP, gives 500 experience points and 20 tech
points. The bottom has the same, except 4800 HP. The core has
only 1000 HP, and 1600 experience points, 60 tech points and
2000G. So, if the core runs away (which occurs when it's alone),
you'll only get 1000 experience points, 60 tech points and 2000G.
Return to Fiona, now that you've destroyed the root of her troubles.
There isn't a single monster to spot, you can now get the items from
the chests without being bothered by them, and there's a new Power
Tab (first screen). To leave, enter the path in the middle of the
northern wall.
Include Robo in your party, if you haven't done so before. Fiona
will thank you for defeating the monsters in the desert; since it'll
take some time for the forests to grow, Robo will volunteer to stay
at Fiona's and help rebuilding the forest. Allow him to help. He
will leave your party for a short (or _very_ long; depends on your
point of view) time. You'll appear on the world map. From now on,
Robo's planting the fields on the 600 A.D. Now, it's time to go to
1000 A.D. to recruit Robo again and see the results.
-- 400 YEARS LATER... -------------------------------
But before you continue, SAVE YOUR GAME.
As you can see on the 1000 A.D. world map, Fiona's wish has been
granted. Go inside Fiona's Shrine... WHAT? *Fiona's* Shrine? She
did just about _nothing_; it was the work of Crono and his team! If
you feel that this isn't justified, go rename "Crono" to "Fiona".
There. Inside _your_ shrine (bahaha), you'll find three nuns,
whereof the uppermost sells you valuable hats. In addition, Robo's
remnants are here. Reactivate him and he'll rejoin your party,
after which he'll be taken to a camp in the woods to be repaired and
to celebrate the new forest.
SHOP: COST: FOR: ATTRIBUTES:
------------------------------------------------------------------
Sight Cap 20000 All Def. +30, prevents Chaos
Memory Cap 20000 All Def. +30, prevents Lock
Time Hat 30000 All Def. +30, prevents Stop/Slow
Vigil Hat 50000 All Def. +30, protects status
------------------------------------------------------------------
Here, your characters talk about Lavos, that it may actually not be
responsible for the Gates, and that someone or something, an Entity,
wanted them to see all of this... At this moment, there's is no
real agreement on who this Entity is (I don't need your theories).
Marle asks Lucca if there was a point in time she'd want to return
to, but Lucca seems a bit hesitant to answer... In the end, the
characters decide to take a nap.
During the night, while everyone's asleep, the BRAiNZ (tm) (that's
Lucca) awaken. Take her to the lower-right corner of the screen to
find an unusual red Gate--this confirms Robo's idea of an Entity.
Enter it, and Lucca will be taken back to "that moment", ten years
ago... *scary music*
== FLASHBACK POINT / LUCCA'S PAST ===================
-- 990 A.D. -----------------------------------------
Check out the diary, and go through the entrance. You'll see Lara
(Lucca's mom) and Lucca herself (as a child), in the living room.
While Lara tries to dust off the huge machine in the room, she gets
stuck! In some way, the machine activates, and she gets dragged
into the machine... There's a way to stop the machine, but our li'l
Lucca doesn't know the password! You are confronted with a dilemma:
discover WHY THE HELL the machine has a password or find out what
that password is. If you go for the former, good luck. If you go
for the later, there is limited time to do it! Unless you're not in
the main room, handle fast.
Go back to Lucca's room and go down the stairs, then north into the
kitchen. Read the note on the table to find out that the password
is the name of Taban's wife--the password is Lara. Enter the main
room by the main entrance (not upstairs). On the machine, there's a
shining dot. Quickly run to it, press A to begin, and input the
password (LARA). To do that, press the L-button, the A-button, the
R-button and the A-button again. If you manage to do it before Lara
gets in real trouble, congratulations: you've just saved your mom
from getting her legs crippled (which would be ouch indeed).
Afterwards, read the notes from Lucca's diary if you want, and
return to the forest by using the Gate. (You can't leave the room,
the exits are blocked by two pieces of paper. Yeah. Two pieces of
paper.) If you failed in saving Lucca's mom and witnessed one of
the more depressing things in this game, the game will just continue
as if nothing has changed back then. But it is NOT POSSIBLE to
return and try again, unless you saved. Sorry.
-- THE GREENDREAM -----------------------------------
You'll find Robo waiting at the red Gate. Talk to him; he'll give
you a piece of amber he had created during the planting of the
forest. It's a GreenDream, an accessory that allows the user of it
being revived one time per battle. Very useful when you're low in
the levels! (Doesn't carry over in New Game +, by the way.)
Anyhow, this ends this side-quest. Refer to section 2-Y if you have
ended the side-quests and want to end the game via the Black Omen,
or to section 2-Z if you want to meet Lavos via other ways.
------------------------------------------------------------------------
3-B: OZZIE'S FORT
------------------------------------------------------------------------
Gaspar sez: "A fugitive in the Middle Ages, Ozzie, maintains an evil
hideout..."
This quest covers, as the name of the chapter implies, Ozzie's Fort!
You can get Magus' ultimate equipment here. As a tip: if Magus is one
of those you use regularly, but if you're low in the levels, you might
want to go halfway through the fort, get the equipment, then go back
and do other side-quests. This way, you stand a better chance in the
other side-quests. Thank me later.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Full Ether [Item]
- Gloom Cape [Armor]
- Gloom Helm [Helmet]
- DoomSickle [Weapon]
- Magic Tab [Item]
- Dash Ring [Accessory]
- Sight Cap [Helmet]
MONSTERS: Flea Plus, Super Slash, Great Ozzie, Super Slash [BOSS],
Flea Plus [BOSS], Great Ozzie [BOSS]
RECOMMENDED LEVEL: 37-38
== OZZIE'S IN... A JAM! EPISODE TWO! ===============
-- OZZIE'S FORT / 600 A.D. --------------------------
Ozzie's fort is right of Magus's Lair. There, you'll find a fort
surrounded by darkness and forest. Or if you're in 1000 A.D., just
fly above Medina Square, go to 600 A.D., and you'll appear right
above the fort. In any event, you may want to bring Magus with you,
for he's quite involved with the people in the fort. And Ayla as
well, to relieve those people of their items. Head inside, and your
buddy Ozzie salutes... till he discovers that it's _you_ again. Hi,
Ozzie! He'll leave (talk about hospitality). Follow him to the
next chamber, in which he calls Flea. Whip out your sword, because
you'll have to fight her. Uh, him. ...it.
- BOSS: FLEA PLUS -------------------------------
LV - 35 EXP - 2000, 20 DROP - --
HP - 2500 G - 2000 CHARM - --
This is in fact an easy battle, but that's because it's supposed
to be... The real fight is still coming up! Just conserve your
magic and pound it with physical attacks. You'll emerge as the
winner in no time, mainly due to its relatively low amount of HP.
After the battle, Flea escapes. In the next room, you'll find Ozzie
again, ready to make your life miserable. Replace that word with
"enjoyable", however, as Ozzie's accompanied by a SWITCH. And you
know what that means... After the hilarious scene, go to the next
room, and Flea's counterpart is called upon, at which point another
battle initiates.
- BOSS: SUPER SLASH -----------------------------
LV - 35 EXP - 2000, 20 DROP - --
HP - 2500 G - 2500 CHARM - --
Like Flea's battle, this one is easy. Just swing a handful of
attacks, and you'll be acquiring experience points before you
know it. If you lose, I must behave with contempt towards you.
In the next room, you'll find Ozzie, again, and again with a switch.
There's a chest in this room, but Ozzie guards it with a blade...
If you go under it, your party will remain with 1 HP left, so don't.
Instead, just move on, ignoring the chest and Ozzie. An Imp will
come for the rescue. When he's done (...er, gone), you can safely
open the chest for a Full Ether. And DON'T go into the next room
yet.
Because there's a secret passage in this room. Instead of going
through the visible passage on the north, search the wall south of
it to find a secret area. Inside, you'll find Magus' ultimate
equipment: a Gloom Cape, Gloom Helm and the DoomSickle! So if you
have Magus in your party, be sure to stuff him full of that, and be
sure not to forget the Magic Tab in the corner to the right. Head
north now (unless you only came here to collect Magus' equipment, in
which case return outside).
-- INSIDE / THE INFAMOUS TRIO -----------------------
Before continuing, be sure to check up on equipment and have your HP
and MP filled. In the next room, you'll find Ozzie, Slash and Flea
altogether, who are just about to equipping their trademark-items to
make themselves invincible. According to them. Now, you'll have to
fight all three of 'em at once.
- BOSS: OZZIE, SLASH, AND FLEA ------------------
LV - 38 EXP - (various) DROP - --
HP - (various) G - (various) CHARM - (various)
Don't be fooled by the previous fights with them, as they now, due
to their unique items, are hard (which the music also indicates),
but not impossible to beat. The trio features dual and triple
techs (!), of which the triple tech really hurts. It's better to
take one down as quickly as possible, as then the fight becomes
much easier.
In the beginning, Ozzie sits down and does nothing, while Slash
just attacks with his sword and uses his own version of the Slash-
tech, and Flea throws around with fire and status-affecting magic.
After a while, Ozzie decides to join the fight and uses "Delta
Force", the triple tech. That is, if you do nothing. Because if
you attack them, they will counterattack. Should you hit Ozzie,
prepare for Delta Force (all). If you hit Slash, you'll have to
face a dual tech by him and Flea, that looks a lot like Fire Sword
(single), and attacking Flea results in the "Bad Impulse" triple
tech (single). Delta Force is your worst friend, so don't attack
Ozzie yet.
The trick is that they can't use their dual and triple techs when
one of them is down, so just focus on either Slash or Flea. Don't
use target-all techs. After one of them is gone, the other one
left over will run away (Charm quickly if you haven't done that).
Soon, Ozzie will be the only one left; just attack since he'll
do... nothing. The battle is hard and then easy, rather than
vice-versa.
If you want them, and I'm so damn sure you wanna have a bra worn
by a gender-confused magician, (Twin) Charm the unique items
(OzziePants/Ozzie; Slasher 2/Slash; Flea Vest/Flea). I see that
the stat-values aren't printed above, so I will list them here:
Great Ozzie has 6000 HP, 2500 experience, 20 tech, and 1000G,
Super Slash has 4000 HP, 2500 experience, 30 tech, and 2000G, and
Flea Plus has 4000 HP, 2500 experience, 30 tech, and 1000G. (Man,
that lined up almost perfectly.)
After the battle, Ozzie manages to escape (what would you expect).
Take the Dash Ring and the Sight Cap from the two chests, and follow
him. In the next room, you'll fight a similar battle as in Magus'
castle earlier.
- BOSS: OZZIE -----------------------------------
LV - 23 EXP - --, -- DROP - --
HP - 1000 G - -- CHARM - OzziePants
0
Like in the castle, just attack the switch behind Ozzie. If you
attack Ozzie, he'll counterattack with a rather weak target-all
attack. But if you somehow manage to defeat Ozzie (because of
the ice-barrier, he has VERY high defenses), he won't die but he
will just become a non-selectable opponent... You can Charm for
yet another OzziePants; make sure to have a Charm Top or use Twin
Charm.
Looks like Ozzie's learned from his first encounter with you: rather
than placing the trap under himself, it's now under you. Oops! You
will strangely enough fall into the previous room, so go north to
find Ozzie again. Just as another fight begins, a cat comes in and
whacks the switch to the right--just amazing... how a feeble little
cat like that can take Ozzie down. Literally. The word "memory"
then becomes applicable to him...
(You see, my friend, why _you_ land in the previous room instead of
a trap, and Ozzie not... that is video game logic.)
-- UNIMPORTANT CRAP (OPTIONAL) ----------------------
As you see in Medina Square, there's no longer statue of anyone
anymore. First, it was a statue of Magus, and after his defeat it
became one of Ozzie, and since Imps are just too dumb to conquer the
world, there's peace now! The inn allows you to sleep for 10G,
rather than 250G, for one thing. And in the Market, prices are much
lower now. You even get a discount!
SHOP: COST: FOR: ATTRIBUTES:
---------------------------------------------------
Iron Blade 262 Crono Att. +7
SteelSaber 597 Crono Att. +15
Demon Edge 12684 Crono Att. +90
Lumin Robe 4850 Females Def. +63
Flash Mail 6342 Males Def. +64
Glow Helm 1717 Males Def. +25
---------------------------------------------------
This side-quest comes to a close. Refer to section 2-Y if you have
ended the other side-quests and want to end the game via the Black
Omen, or to section 2-Z if you want to meet Lavos via other ways.
------------------------------------------------------------------------
3-C: ORIGIN OF MACHINES
------------------------------------------------------------------------
Gaspar sez: "There's a task to be done in the future, where machinery
originated."
This is coverage of Robo and his past; you'll learn more about the
origination of machinery, a bit more about Lavos, you'll obtain Robo's
ultimate weapons, and a whole lot of items (including the Blue Mail,
if you need one).
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Full Tonic [Item]
- 50,000G [Currency] - that's a solid chunk of cash--don't forget it
- Full Tonic [Item]
- Power Tab [Item]
- Magic Tab [Item]
- Elixir [Item]
- Lapis [Item]
- Full Ether [Item]
- HyperEther [Item]
- Vigil Hat [Helmet]
- Speed Tab [Item]
- Lapis [Item]
- MegaElixir [Item]
- Magic Tab [Item]
- 15,000G [Currency]
- Full Ether [Item]
- Terra Arm [Weapon]
- Crisis Arm [Weapon]
MONSTERS: Debuggest, Proto 4, Laser Guard, Atropos XR [BOSS],
MotherBrain [BOSS], Display [BOSS]
RECOMMENDED LEVEL: 35-38
== GENO(CIDE) DOME / 2300 A.D. ======================
-- INSIDE / A MYSTERIOUS VOICE ----------------------
Geno Dome is in the lower-right corner of the 2300 A.D. map (press
Select). Inside, be sure to have Robo in FRONT of the party, then
interact with the computer screen on the left. Some unknown voice
then speaks, referring to Robo by "Prometheus". It will then
welcome you, close the door behind you and open the door in front.
Enter it.
* THE HECK?: The voice also mentioned a serial number "R-66Y".
A strange thing indeed, because when you met Robo for the first
time, he introduced himself as R66-Y. Notice the difference?
Yeah, yeah, all insignificant tidbits. Never mind me. Nothing
to see here. Let's move on.
The voice decides to test your powers. Now, if you for some strange
reason want to return, return now and the door to leave seems to be
open again. Otherwise, step on the long, famous conveyor belt to
start five consecutive battles with Debuggests and Proto 4s, each
growing in both number and difficulty. This's worth 8286 experience
points, 144 tech points, 10,200G and a couple of items; a nice place
to level up. In the next chamber is a "Dust Chute", which returns
you to this belt.
The voice will kind of challenge you to find him or her. Head up to
the next area, go left, and up at the first passage. Here, you'll
witness a Proto 4 going in some kinda pod, in which it electrically
charges itself. Follow it when it leaves; don't fight it just yet.
The robot goes into another pod near the entrance, and by doing so,
the door left of it opens up. (Hint hint!) Go inside. Unless you
have entered the place before the robot did, you'll immediately face
off with a fight. After it, open the two chests for a Full Tonic
and 50,000G (which is pretty much, actually). Return to where the
Proto 4 originally charged itself, and fight the remaining two
robots. Get the Full Tonic from the chest and start the computer.
It gives you information about Geno Dome, and that info is reprinted
below, along with my notes.
- DOOR: "To open locked doors, simply charge the energy pods
beside them. Energize first, in the pod to your left, then enter
the pod next to a locked door." Note that when Robo is charged,
the energy will wear off after some seconds.
- CONVEYOR BELT: "The belt conveyor to the right can be reversed
with a switch above it." Because the energy will wear off sooner
or later, you'll need to reverse the belt to win time. (And now
we're on subject, if you walk on the belt to the far end of it,
you'll notice that there's a secret passage in the back...)
- GUARD MACHINE: "The robot guarding the figurine will block
anyone that tries to pass. But if you place 2 guards in front of
each other, they will short circuit. Return the broken guard to
the room upstairs." Hint... hint...
- DOLL: "You must obtain the 2 figurines on this floor to fight
the Mother Brain. Do not leave with them." I'll just call them
"Poyozo Dolls" again, for the sake of simplicity, and because it
sounds *mighty*. No--I'm not obsessed with Poyozo Dolls, I in
fact detest them stupid toys, but I somehow like the name...
The first goal is to get the two Poyozo Dolls. You can get them in
any order, but figurine 1 is covered first.
-- INSIDE / FIND THE FIGURINES ----------------------
Go to the lower-right area and fight the two Debuggests. Then, go
up. Here's the previously mentioned Guard Machine, which blocks the
way to the Poyozo Doll wherever you walk. Instead of wasting your
time trying to pass it, let's find another guard to let them short
circuit. Go all the way to the right. There's a Debuggest here
(x3), and a sparkling dot in the lower-right corner--that dot is the
Dust Chute and returns you to the beginning of the dome. Make use
of this opportunity if you want to level up; once you defeat the
final boss in this area, you can't re-enter this place. So this is
your friendly little reminder.
Anyway, head through the door, use the elevator, and get out. Don't
forget to use the save point, and go through the steel door (rather
than going down, which we'll do later). Snag the Power Tab in the
lower-right corner, go down the hall, and the voice rambles on--it
seems that he or she holds a grudge against humans...
Fight the two Proto 4s and the two Laser Guards. Enter the door,
use the lift, and go out. There's a hidden passage in the wall to
the left; go through it. While going through it, make sure to grab
the *very* well-hidden Magic Tab; there's a hidden passage in the
hidden passage! Pfft. Here's how to get it: from the entrance to
the right, press and hold up and left. Once you "stand still",
release Left, then release Up. The Magic Tab is to the left of you.
Once you have it, move on and hit the switch to reverse the conveyor
belt. Return to the door and go down. Fight the two Laser Guards,
(if you didn't know about the hidden passage a Proto 4 will show it
for you and join the battle) and flip the other switch to remove the
laser beam. Go all the way to the left and hit another switch to
release the safety lock on the pod.
On your way back to the energizing pod, enter the steel door to find
two chests and three Proto 4s inside. The chests contain an Elixir
and a Lapis (nearing the lower chest will start a fight). Return to
the pod after getting those items, and charge yourself. The hard
part is that you have to go from the pod to the other pod as fast as
possible. So when you witness the first beams of electricity around
Robo, quickly RUN like Ozzie (i.e. faster than you can) to the other
side of the area and quickly get into the pod. There is enough time
to do this; just keep trying. And trying. And trying.
Inside the small room is the guard you were looking for, as well as
a Full Ether and HyperEther. Get them and touch the guard. It will
now follow you everywhere you go. Slowly walk back to the guard you
wish to pass; since the doll tends to get stuck *A LOT*, take note
of the keyword "patience"... When you finally arrive at the Guard
Machine, bump into it a couple of times till it's stuck. Then, you
can freely take the Vigil Hat from the chest, as well as the first
Poyozo Doll. Whoo hoo!
Now for the second doll, which is a hell of a lot easier to get: go
to the upper-left area and head north from there. Fight the four
Laser Guards and go to the area in the back. There are three panels
here: switch the first and the last one so that only the middle one
is green (you were supposed to guess this. I couldn't find any hint
in this dome regarding the correct combination). This opens the pod
next to the door to the doll. Charge Robo at any nearby pod and
unlock the door. Claim the Poyozo Doll inside the room, and wait a
second or two; a Speed Tab appears on the green platform. Take it.
-- INSIDE / ROBO'S FOLKS ----------------------------
Use the lift near the Dust Chute. Save, go down and fight the two
Laser Guards. Open the chest in the lower-right corner for a Lapis,
and then go to the left. A robot chick, who Robo recognizes to be
Atropos, appears. Like the voice you've been hearing before, this
one also has a grudge against humans. When it starts to get messy,
Robo wants to fight her alone.
- BOSS: ATROPOS XR ------------------------------
LV - 38 EXP - --, -- DROP - --
HP - 6000 G - -- CHARM - --
Atropos is Latin for "pink bonk of metal". Although you're on
your own, don't worry too much. Atropos' attacks include, well,
Robo's attacks--however, Atropos' versions of them are weak.
It's just a matter of trading hits--showing her who's the boss--
and healing when your HP get VERY low. Atropos explodes upon her
defeat--this is an "attack" but it won't do much damage. In this
order, she'll use RocketPunch (weak), Cure Beam (restores 300
HP), Laser Spin (weak), Atropos Tackle (halves your HP), Cure
Beam, Uzzi Punch (medium), and after that, she decides to do Area
Bomb (can be absorbed by Red Mails or Red Vests) repeatedly.
After eating six of those, she, uh... explodes. Strange. o_O;
Atropos' memory is a bit restored after the fight; she seems to be
not _that_ bad after all. However, she was damaged too badly to be
restored again (not even the Goofy Glasses (tm) are able to repair
her), so I guess this is the last you'll see of her. Just before
she disappears, though, she grants Robo her ribbon, which he plugs
into himself. This will up Robo's speed by 3 and his magic defense
by 10, permanently. Whee!
North of you is an entrance blocked by a laser. In order to whack
the switch, let Robo face it, say "open sesame" and dash into it.
Inside, you can snag a MegaElixir and a Magic Tab.
Continue down the rest of the dome. Go down the first ladder, and
follow the path. Open the chest on the left for 15,000G. Then, go
through the door to discover something horrifying: a machine is
reducing the human population here! Don't worry kids, it's just a
video game... but unfortunately, this can't be stopped right now:
you'll have to destroy the main computer first. Go through the door
in the lower-right corner, open the chest to get a Full Ether, and
return.
On the bridge again, fight six Laser Guards, move, fight six Laser
Guards, move. Press A in front of each of the pedestals in the back
to station those cute dolls on them; this opens the large gate. You
may want to return and save now. Onward, and you'll find the Mother
Brain, who originally created to both Robo and Atropos. She offers
Robo to join her again, but Robo offers her to shut her trap.
- BOSS: MOTHERBRAIN -----------------------------
- BOSS: DISPLAYS --------------------------------
LV - 38 EXP - 3000, 40 DROP - --
HP - 5000 G - 3000 CHARM - Blue Mail (face)
1 x3 Elixir (screen)
The MotherBrain (the head) is your main target here. Behind her
are three Displays in addition, which heal her frequently for
about 1000 HP. So, you'll have to get rid of those Displays
first if you want to inflict some decent damage--the trick here
is NOT to "delete" all of the Displays; if you do so, MotherBrain
will increase her attack AND defense power every round. Not only
that, she'll start using a target-all explosion quite frequently.
Ouch!
I'd suggest to get rid of TWO Displays first, then unleash with
strong dual or triple techs (no target-all spells!) and not
forgetting to cure when needed. Immediately heal Chaos-status;
otherwise you might hit the last Display. Or do it the cheap
way: cast Boogie (dual tech, Robo/Ayla) to inflict Stop on all
Displays. The head won't get healed AND will not increase attack
and defense! Perfect time to Charm them now. Another strategy,
which is faster but only recommended for them high in the levels,
is to use the most powerful techs (*Luminaire, *Flare, etc.)
repeatedly. If you're successful, the MotherBrain will go down
in few rounds.
After defeating the MotherBrain, Robo acquires the Terra Arm and the
Crisis Arm, his ultimate weapons. All systems in the dome are shut
down, so you can't enter it anymore for this play-through. This
ends Robo's side-quest. Refer to section 2-Y if you have ended the
other side-quests and want to end the game via the Black Omen, or to
section 2-Z if you want to meet Lavos via other ways.
------------------------------------------------------------------------
3-D: THE SUN STONE
------------------------------------------------------------------------
Gaspar sez: "And there's a very special stone that can shine its light
on each generation, from the distant past to the far future..."
There's more exploring involved here than battling--there's only one
fight (hard boss). No need to fear this boss, though, since you have
a kick-ass FAQ (yadda yadda) in front of your snout, providing you
with ultra-effective tips! ...ahem. You'll acquire Lucca's ultimate
weapon here, and a Black Mail can be gotten as well. But what's this
side-quest all about? Well, remember this woman in Algetty? She said
that a Moon Stone placed in a sunlit spot for a LONG while becomes a
Sun Stone. The kingdom of Zeal had such a stone; before the Mammon
Machine, it was the source of the kingdom's power. Sounds useful.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Moon Stone [Key Item]
- Power Tab [Item]
- Jerky [Key Item]
- Sun Stone [Key Item]
- WonderShot [Weapon]
- Sun Shades [Accessory]
MONSTERS: Son of Sun [BOSS]
RECOMMENDED LEVEL: 40
== ITINERATION ======================================
-- THE MOON STONE -----------------------------------
To find the Sun Palace, just fly to Porre in 600 A.D. or 1000 A.D.,
then switch to 2300 A.D. to find the Sun Palace. Be sure to save,
then go in. There's a shining dot at the far side of the area, and
nearing it will start a battle with the Son of Sun! And its babies.
Be sure to bring a handful of fire-protective armor with you (Red
Mail, Taban Suit, Ruby Armor, etc.), as this boss happens to be a
pyromaniac.
* RECOMMENDED PARTY: Marle, Lucca, Magus (best magic defenses)
- BOSS: SON OF SUN ------------------------------
LV - 40 EXP - 3800, 40 DROP - --
HP - 2100 G - 2000 CHARM - Black Mail (core)
30000 x5 Elixir (flames)
The wearing of Red Mails and Red Vests carries my unsolicited
recommendation. There are six targets: the core in the middle
(i.e. Son of Sun), and the five flames surrounding it. One of
the flames is "real", the others are decoys. Do not attack the
Son of Sun in the middle: the core will show Lucca what a Flare
really is, and there's no need for such a demonstration.
To win, you'll need to find out which flame is real, and start
attacking that one. If you attack a fake flame, prepare for a
"Flame Counterattack". If you hit the right flame though, you'll
hurt the core for damage that does not depend on how much damage
you did to the flame (which is why Marle and Lucca are okay to
use). However, the core frequently uses "Roulette Shuffle"; this
forces you into finding the real flame again. PFFT. Repeat as
necessary. Only use physical attacks, unless you have Magus, who
has access to *Black Hole; this gets rid of two flames, leaving
three left to choose from.
Son of Sun follows a pattern: (1) start with Roulette Shuffle,
(2) use Flare, and (3) a laser-attack, and repeat. If you have
equipped all of your party members with fire-ABSORBING armor (the
sealed chest-stuff, and one can be stolen from Rust Tyrano), then
you are practically invincible. Make sure to exploit this when
you can. You can Charm a Black Mail from the core (but you'll
receive a Flare-counterattack as well), and an Elixir off each
flame. Don't bother doing that, though, as it's hard to keep
track from which flame you've already stolen.
Son of Sun pops open a path upon its defeat. Follow it, and acquire
the Sun Stone at the back. It seems that there's no energy in it
left (i.e. it's a Moon Stone), and the party, naturally, takes the
courtesy of recharging it. Which will of course take some time, so
let's try the prehistoric era. Fly to the isolated island northwest
of the world map (press Select to see it) and land the Epoch there.
Go inside, and go north to find the sun's favorite spot, where the
sun shines 24 hours a day. Place the Moon Stone in it, and return
to the same place but then about 65.2167 million years later in 2300
A.D.
-- THE LOST STONE -----------------------------------
It's not here! According to the lead character in the party, it
seems that the stone's gone for quite a while now. Head in the year
1000 A.D. to the exact same place. It isn't here either, but this
might be the era where it's been taken away... To be sure, let's
check if the stone is still there in the Middle Ages (600 A.D.). It
appears so; to the left of is also a Power Tab, and be sure to grab
that. Go back to 1000 A.D.
Fly to Porre. You'll notice the Mayor's Manor shining, so that MUST
be the place where the stone is located. Inside, though, nobody
seems to have heard of a Moon Stone. Obviously, the mayor is lying,
so we'll have to find a (not violently) method to let him give us
the stone. Your solution, believe it of not, is a piece of beef
jerky.
Go to the Snail Stop, east of the Mayor's Manor. Talk to the clerk
and buy the Jerky for 9900G. Although that may be a high price for
a Jerky, it's the BEST, according to the clerk. Go back to 600 A.D.
and enter the Elder's House. Talk to the woman standing by the
kitchen (it's a kitchen, right?). She happens to need Jerky, and
you happen to have Jerky--you have the option of selling it for
10,000 squid, but DO NOT sell it. Rather, give it away for free,
and be a good boy. She'll say that she's going to teach her kids
the value of sharing. Let's find out how this affects the future
mayors.
And yes, everything has changed. Who would've thought THAT could've
been possible? Not me. Talk to the mayor and he'll give you the
Moon Stone for free. That woman before OBVIOUSLY didn't teach her
children not to trust weird strangers--punk rockers, talking frogs,
etc.--respectlessly barging into your house. It's time to return
the stone to the Sun Keep; place it on the sunlit spot, and travel
to the future.
-- THE SUN STONE ------------------------------------
The Moon Stone's now a Sun Stone; a source with an incredible amount
of energy. Have the BRAiNZ (tm) in your party and let her witness
it. Lucca thinks she can make some good stuff with this, upon which
the game automatically switches over to Lucca's house. There, Lucca
creates the most powerful gun she can wield--the WonderShot! And
also, Taban comes in and gives you the Sun Shades, which he had also
made using the stone. See the charts at the end for an explanation
of these babies, with which you should go outside and kick some
butts.
* ALSO: If you have finished the Rainbow Shell quest too, you can
make other neat equipment here as well, with the power of the Sun
Stone and the Rainbow Shell combined. Check out the end of the
sixth side-quest (section 3-F) for more information about this.
------------------------------------------------------------------------
3-E: CYRUS' GHOST
------------------------------------------------------------------------
Gaspar sez: "There's the ghost of a lofty knight, slain by Magus in
the Middle Ages, who haunts the present..."
Cyrus was Glenn's good old friend. However, when both of them went up
the mountains and fought Magus, Cyrus was killed and Glenn turned into
what Frog now is. A frog (bahaha). If you enter the Northern Ruins
of 1000 A.D., you are confronted by a big guy with a big sword and big
armor--this seems to be Cyrus' ghost, and you cannot defeat him.
Therefore, you'll need to find a way to put him to rest, which is what
this quest is all about. You'll "acquire" Frog's ultimate weapon, as
well as the ultimate weapon of Marle and some other stuff.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER:
- Tools [Key Item]
- Masamune [Weapon] - kicks more ass than before
- Power Tab [Item]
- HyperEther [Item]
- Magic Tab [Item]
- Elixir [Item]
- Moon Armor [Armor] - upgraded version of Nova Armor
- Shiva Edge [Weapon] - upgraded version of Kali Blade
- Valkerye [Weapon] - upgraded version of Siren
- HyperEther [Item]
- Elixir [Item]
- Nova Armor [Armor]
- Kali Blade [Weapon]
- Siren [Weapon]
- Gold Rock [Accessory] - only acquirable after finishing side-quest
MONSTERS: Sentry, Defunct, Reaper, Base, Departed, Cyrus
RECOMMENDED LEVEL: 40
== NORTHERN RUINS ===================================
-- THE LOST TOOLS -----------------------------------
Choras Inn in 600 A.D. offers you a place to rest the night for 10G,
if you wish. The Market is here as well--you won't find any weapon
or armor there, though. As a small note, Choras is the only town
that sells Mid Ethers in the game. Furthermore, there are some
houses with people to have a chat with. All in all, Choras is a
boring place.
Go to the Cafe and talk to the soda-guzzling man; he'll tell you
that his tools were stolen so he can't continue with work. What
idiot steals *tools*? It is a mystery to me. You can also talk to
Toma at the bar, but since that belongs to another side-quest, we'll
do that later. In any event, we'll lend this guy a hand by getting
him tools: go to Choras Inn in 1000 A.D. (it seems that the cafe and
the inn have merged since 600 A.D.). Here, talk to the descendant
of the soda-guzzler. He'll tell you that he has the tools you're
looking for, but since he's busy, you'll have to get them from his
wife.
"My husband's never around! I'm gonna show him who's BOSS. Next
time, POW, right in the kisser!"
-- A Woman's Husband's Wife
So, go to his Residence. Talk to the woman inside, and she gives
you the Tools you need. What idiot gives things away to strangers?
Why the guy in 600 A.D. lost his stuff is no longer a mystery.
Anyway, now that you have them, return to Choras in 600 A.D. to the
Cafe. Talk to the soda freak and grant him the Tools; he will get
back to work. Follow him to his house, have a talk with him, and he
announces that he's going to repair the Northern Ruins.
-- FIXING AND CLEANING THE NORTHERN RUINS -----------
Head to the Northern Ruins yourself and the man and his workers tell
you that they cannot work further because of the monsters. A direct
translation is that you'll have to reduce the monster population in
the ruins first, then give a shout again. An indirect translation
is that the dude wants to see cash. Fortunately, you're armed, so
let's do some cleaning.
* RECOMMENDED PARTY: Frog, Lucca and anyone except Magus (most
enemies dislike fire, and absorb shadow)
From inside the building, you can either go left and right; we'll go
left first. Defeat the two Sentries here, go to the right, do not
pick up the HyperEther (which we'll get our hands on later), head
left, and fight another four Sentries (prepare for MP Busters).
Back at the entrance, take the right wing, defeat three Defuncts,
and a number of Reapers that join them. By getting rid of this
collection of monsters that haunt the area, the carpenter can resume
his work. Go to his house and talk to him. He'll ask you if you
want the Northern Ruins repaired, but it will cost you 2000G. Fork
it over, then head back to the ruins.
Of course, they're already finished, but there are still spots where
they can't repair because of the monsters. Follow the left wing and
you'll end up at Cyrus' grave. Be sure to have Frog in your party,
and examine the grave. Cyrus' ghost appears, and you'll have to
witness a short scene between the two. When they're done, Frog's
spirit is revealed, after which the Masamune will upgrade to a more
powerful Masamune! Cool beans!
== HERO'S GRAVE (OPTIONAL) ==========================
-- RANDOM BITS 'N PIECES (OPTIONAL) -----------------
Actually, we're "officially" done with this side-quest. However,
there's still a bunch of stuff you can do. First, return to the
carpenter's home (actually, you could just return to him, while not
having visited Cyrus' ghost) and give him another 2000G to repair.
Just pay the friggin' money--the rewards _will_ make up for it.
Resume your itineration by traveling to the Northern Ruins. Explore
all the rooms in the back. If you find a regular chest, DON'T open
it yet. If it's a sealed chest, then let your very cool pendant
interact with it but DON'T get the item inside. Then, pass through
the door in the middle path. On your way, you'll meet Reapers,
Defuncts and Bases. Note that if a battle with a Defunct and a Base
takes a while, they'll merge to form a more powerful Departed, so
watch out! Destroy them as soon as possible with fire-techs. After
wiping the last monsters in this place, go to the far side in the
hall to find another two sealed chests. Impress them with your
pendant, but don't accept the items they offer.
Head for the Northern Ruins in 1000 A.D., which is now called the
Hero's Grave. Instead of going to the left, go to the right. Go up
the stairs, then search the lower-left corner for a Power Tab. Head
back, and go to Cyrus' grave. Is the entrance blocked by some huge
ghost?
* NOTE: If you haven't met Cyrus in 600 A.D., then he cannot rest
in peace. Which means that he now haunts the present. Which
means that you haven't "officially" finished the side-quest yet
(the Gaspar geezer still mentions this quest). Which means that
he'll be here blocking the way to his grave, and he's almost
undefeatable. If you're wondering how to kill him, you can't:
well, he's already dead. You CAN inflict damage using Tail Spin
or PoyozoDance (or Grand Dream in theory; this tech is not
available at this point), but winning won't make a difference.
Move on. On your way, kick-open the chest, take the HyperEther out
of it, and proudly hold it above your head. That is, unless you've
already taken that 400 years ago--but I think I told you not to do
so. At the place where the grave is is now a Magic Tab, which never
hurts.
In the right wing of the ruins, explore the rooms once more to get
an Elixir from the regular chest (unless it's gone), and the Moon
Armor (if upgraded from the Nova Armor) from the sealed chest. In
the hall, open the other two sealed chests to receive a Shiva Edge
(if upgraded from Kali Blade) for Crono, and Marle's ultimate bow,
the Valkerye (if upgraded from Siren). With this stuff in the bag,
you can now return to 600 A.D. and loot the "old" items as well. In
the left wing, there's still a HyperEther, and the right wing offers
an Elixir, Nova Armor, Kali Blade and Siren.
-- ONE EXTRA THING... (OPTIONAL) --------------------
Have Frog in the lead, then go to the Denadoro Mountains. Work your
way through the place until you find a Free Lancer _still_ having
the time of his life by throwing rocks at you. Frog will catch one
of those (...too bad he doesn't throw it back madly, which would be
oh so damn cool...), and it'll become the Gold Rock, enabling Marle,
Robo and Frog to do the triple tech Grand Dream!
* HAVING PROBLEMS? Doesn't Frog catch a rock? You more than
likely haven't gotten the upgraded Masamune yet; do that first.
Please don't e-mail me about this, or I will personally come to
your house and throw a rock right in your face. Or does the tech
fail to work? I suspect your problem this time is that Frog is
not wearing the upgraded Masamune--it is required for the tech to
work, so equip it.
Refer to section 2-Y if you have ended the side-quests and want to
end the game via the Black Omen, or to section 2-Z if you want to
meet Lavos via other ways.
------------------------------------------------------------------------
3-F: THE RAINBOW SHELL
------------------------------------------------------------------------
Gaspar sez: "There's an object in the Middle Ages that sparkles like a
rainbow..."
We're going on a search for the Rainbow Shell! It's a long quest, but
rewarding. This quest is also (VERY) loosely connected with the quest
for the Sun Stone, as that stone can be used in conjunction with the
Rainbow Shell to forge some incredible stuff. You can also get the
Red Mail and White Mail here, but those are not as important.
ITEMS ACQUIRED THROUGHOUT THIS CHAPTER (ALPHABETICAL ORDER):
- Blue Rock [Accessory]
- Elixir (x3) [Item]
- FrenzyBand [Accessory]
- Full Ether (x2) [Item]
- HyperEther (x4) [Item]
- Lapis (x3) [Item]
- MegaElixir [Item]
- Power Tab (x3) [Item]
- Prism Helm (x3) [Helmet] - you get to choose either this, or...
- PrismDress [Armor] - ...this
- PrismShard [Key Item]
- PrismSpecs [Accessory]
- Rainbow [Weapon]
- Sight Cap [Helmet]
- Toma's Pop [Key Item]
- Yakra Key [Key Item]
- ZodiacCape [Helmet]
MONSTERS: Lizardactyl, Gigasaur, Leaper, Fossil Ape, Rubble, Rust
Tyrano [BOSS], Gnasher, Naga-ette, Yakra XIII [BOSS]
RECOMMENDED LEVEL: 35-45
== THE RAINBOW SHELL ================================
-- DEALING WITH TOMA LEVINE (OPTIONAL) --------------
First things first--speak with Toma in the Choras Cafe (he's the one
drinking at the bar). He tells you that he's found out more about
the Rainbow Shell, and then gives you Toma's Pop, something he wants
you to pour on his grave after his death. Uh, okay. If he doesn't
appear here at all, then you must go to Dorino and Porre and talk to
him there; I think he'll then appear here. Or, you already spoke
with him earlier, likely in the previous side-quest.
Travel to 1000 A.D. and you'll notice the West Cape, northeast of
Choras village. That's Toma's grave. Inspect the gravestone, and
the one in lead will pour Toma's Pop on it. Soon after that, Toma's
ghost will appear ("It's about time!"), telling you that he's found
the Rainbow Shell. Northwest of this cape is an island called the
Giant's Claw, so that would be our next goal... Before going,
though, first examine the back of the gravestone. You can find a
Speed Tab there.
-- TYRANO LAIR (YES YOU HEARD ME) / 600 A.D. --------
Now, off to the Giant's Claw (which is in 600 A.D.). Go to the
isolated island northwest of where Toma's grave is (going to be).
There, enter the mountain via the opening. Useless trivia: if you
didn't pour Toma's soda over grave and spoken to his ghost, he never
told you about this place, and there is neither opening nor the name
"Giant's Claw". It is, however, possible to enter. That's why the
previous part was "optional".
Inside, read Toma's crumpled note for a hint. Go south to arrive in
a throne room of some sorts; you'll be experiencing déjà vu here, as
this place is actually the Tyrano Lair (but then buried beneath the
land)! You can also sit on the empty chair--whee fun. Some million
years ago, you could get a few items here. If you didn't take them
back then, you can get them now (more than likely, they're opened
already, though). In this room, there are chests that contain(ed) a
CeraTopper and Mid Ether.
Work your way through the hall. To the left is a chest with a Sight
Cap. Getting near it invites a Gigasaur and two Leapers as well;
like in the prehistoric ages, use lightning against dino-monsters
for best results. Beware for a one-time counter from the Gigasaur,
and Charm him for a Ruby Armor, if you need it. Go to the right
once you're done. Here are three Lizardactyls you have to fight
against; forget about using lightning here, as this _heals_ them.
Defeat them via any method you prefer and head through the entrance.
Another familiar room: first, step on the upper switch, then save,
then step on the lower-left one and laugh at a cat that falls into
the hole. The last switch invites two Fossil Apes; leave the button
untouched if you don't want to fight them. (And if you didn't take
it way back before, find a Full Ether in the room behind the skull.)
Like you read in Toma's note, jump into one of the holes on purpose.
(If you've laughed at the Fossil Apes falling into the holes before,
they're now laughing at you, ensuing in combat.) Step on the left
switch to open the giant skull's mouth, leading to a Power Tab, or
step on the right one to invite three Leapers.
In the next area, climb down the first ladder you see. Go to the
far right to find another Power Tab, then to the far left to find a
chest with a Full Ether. Return and continue through the area; it
seems that some groups of monsters can be avoided by staying against
the outer wall. When you get to the end, take note of a chest with
a Blue Rock hidden in the upper-right corner. You want it, since it
invokes the second-to-best triple tech of the game. In the next
room, do your best ignoring the ladder leading off the screen; it
takes you to a broken ladder that brings you back to the beginning.
Instead, climb the ladder south. From there, go to the left and
open the well-hidden chest, containing a ZodiacCape. Equip it if
you need to and go southeast to find a chest with a Lapis. Lastly,
search for the passage to the left and enter the next area.
In this chamber is a duo of Leapers guarding the path. It _is_
possible to avoid them: walk left of the left fire-pillar to get
past them. They won't notice you. If you desire, get them from
behind (anyone laughing will be destroyed) and you'll scare the holy
crap out of them. When you're done, enter the left skull (right is
closed) to proceed. Another place that should be familiar to you:
it's the room with two paths, and these buttons that drop the nearby
monster to the prison cells below. Ozzie style.
First off, make the turn left, nab the FrenzyBand (80% counterattack
rate!), and go back to take the right path. Here are two Rubbles.
Defeat them quickly and acquire lots of tech points, and go into the
next room. If you haven't opened the left chest when this was still
an operational Tyrano Lair, do that now for a Full Tonic. Then,
open the right one to fall into a trap. (And yes, you will have to
do that to continue.)
You'll fall in the prison cells. Fortunately for you, you won't
have to fight the Fossil Apes if you've sent them below. Get out
and head left. Go up the stairs, take the Power Tab, and go down
the other path. This leads to the cell in which Kino was imprisoned
once ago.
-- AND FINALLY... THE RAINBOW SHELL! ----------------
There's a save point. Use it, since a boss is nearby. Head into
the new path from inside Kino's cell (also get the Mid Ether if you
didn't take that before), and you'll meet up with a big Tyrano.
This time it's the Rust Tyrano; walk right of it, and show this boy
what the word "obliteration" means.
- BOSS: RUST TYRANO -----------------------------
LV - 35 EXP - 3800, 40 DROP - --
HP - 25000 G - 2000 CHARM - Red Mail
Practically, this is a simple fight. The only negative factor is
this guy's solid amount of hit points. Like BlackTyrano, Rusty
counts down from five to zero, meanwhile doing no attacks (except
for a roar: your characters will gradually lose HP, which is
negligible). When it hits zero, the Tyrano will assault with a
powerful fire-attack, as well as two eat-and-spit-out-attacks
that heal him.
After every round, Tyrano decides to up his fire-power, meaning
that his next fire-attack is gonna hurt more. Furthermore, his
countdowns are much faster than before: the second countdown goes
faster, the third count starts at three, the fourth and fifth
count start at one (although he won't use the spit-attacks), and
from six on, the countdown starts at five again. However, since
he ups his fire-power every round, he'd probably have knocked you
out by then. Or vice-versa, let's hope.
The key to winning is not doing any dumb things such as employing
very weak attacks or waiting too long. Don't fear him if you
meet that requirement. To up your chances, equip fire-blocking,
or better yet, fire-absorbing armor. This makes the battle quite
a hell of a lot easier. Be sure to only use your most powerful
attacks (*Luminaire, *Flare, etc.), because you'll want to
overcome Sir Oxidized as fast as possible. You can also Charm
him for a Red Mail, which is useful... if you had it BEFORE.
Once he's finished, you can finally go north and witness the beauty
of the Rainbow Shell... However, the word "heavy" applies to it,
and even Ayla's strength isn't enough to move it. Someone in your
party then suggests to get help from the Knights of Guardia, who are
our next stop. When leaving, the screen fades and you'll be taken
back to Guardia Castle, automatically.
The King agrees to help you and asks the Knight Captain to find the
Rainbow Shell. He'll keep it in his castle as a family heirloom,
until the next era. Now, having in your mind that the shell is in
good hands, leave and use the Epoch to go to the same place in the
present.
"I ask for the sake of Magus. Please carry out their request."
-- Queen Leene (...huh?)
Yes, you can return to the Giant's Claw. However, the only thing
that you see is the Knight Captain along with a couple of Knights
trying to lift the Rainbow Shell. If you wait for 30 minutes, their
process is... zero (rounded UP). Rumors are, however, that if you
wait 400 years, they'll have finally succeeded in bringing it to
Guardia Castle. I've tested it, and the rumor is true.
== THE TRIAL / EPISODE TWO ==========================
-- GUARDIA CASTLE / 1000 A.D. -----------------------
Make sure that you have Marle in your party, prior to entering the
castle--otherwise, you cannot enter. Inside, the Chancellor informs
Marle about what's happened when Marle was still young. He'll say
that Marle's mom, Aliza, didn't have much time left before passing
away... She wanted to see the King one last time, but he couldn't
find the time to visit her, which means that the King indirectly
killed her! Oh, my...
You'll regain control over your party. If you speak with soldiers,
you'll become aware that said King is on trial for selling the
Rainbow Shell. So! It seems that he's actually a DIRTY CRIMINAL.
But naturally... we don't believe it, and we're going to find out
what's really going on here. Each path is blocked by soldiers, with
the exception of the hall; follow the left entrance, going up.
Retrieve a HyperEther out of the chest on your way upstairs. The
locked chest is, well, locked, disallowing you from opening it.
Don't mind it for the moment. Two soldiers are guarding the door to
the trial. Fortunately, we're armed with a nasty woman by the name
of Marle. She'll talk her way in. Inside, the King says he ain't
know 'bout nothing: he claims that the Chancellor is framing him.
This is of course not something we aren't familiar with, but there's
nothing we can do now. We'll need proof first, so let's get some.
You can't leave the castle at this point, as guards are leaving the
exit.
To proof the King's innocence, you'll need to show the jury that the
Rainbow Shell is still in the castle; Marle suggests it's in the
basement. Find your way there. Upon entering, you'll find a guard
who seems to be knocked out by... a rat. Talk about creepy, dude.
Regardless, you can enter, and you'll find two Gnashers! Marle and
co. take the eavesdrop and discover that this IS all set up. Then,
unluckily, a fight with the snakes starts. You should whomp the
living daylights out of them like a Super Saiyan 4 Goku can (should)
do with this guy named Mr Satan (a.k.a. Hercule). If you manage to
score a game-over now, you frighten me (...go away! Your rotten
luck in video games might be contagious...).
Meanwhile, the hearing is still in process. Crush those puny, weak
and no doubt ugly Naga-ettes and Gnashers, then relieve the chests
of a Lapis, Elixir and HyperEther. The other two are blocked, and
are just "for the show". Onward, you'll find various enemies trying
to block the hall, ripe to be squashed. After those are out of your
way, pick up the same three items you've receives just before.
Then, witness yet again the beauty of the Rainbow Shell (you have to
have Marle in your party). There's a letter on the shell. After
giving it a read, Marle pins a PrismShard off the shell to use it as
proof. With that in the bag, backtrack back to the prosecution room
and enter. Unfortunately, guards are not to keen on letting you in
now, but Marle knows of an alternate method to enter...? This can't
be good. Meanwhile, the judge finds the King guilty, and the same
fate that befell you befalls him. Marle jumps through the glass
wall in the back right in time (check out that Chancellor's mouth
again! Oh my God!), and blows the gaff of the Chancellor by showing
the piece of the Rainbow Shell. In turn, the Chancellor starts plan
B and reveals what's going on: he's a descendant of Yakra! The
correct word here is "revenge".
- BOSS: YAKRA XIII ------------------------------
LV - 45 EXP - 3500, 40 DROP - MegaElixir
HP - 18000 G - 2000 CHARM - White Mail
MegaElixir
The big blob is back. Brand new color, still ugly, and beefed-up
--he's been upgrading his Needle Spin for the last 400 years,
which is the real threat in the battle. However, most of this
fight is basically fire-off-some-powerful-techs-and-heal, with a
few things you should take note of. This fight is divided in two
parts. In the first part, he'll only use "Drrrrrooooo", which is
so damn weak you will be amused. Additionally, he throws around
with "Blizzard", which can inflict Chaos. That's about it.
Once you lower his HP down to 9000 or less, however, he'll start
using more powerful attacks: mostly "Needle Spin: Version 13!" to
be exact, and sometimes Blizzard or his Drrrrrooooo-attack (which
this time is a Needle Spin-attack that hits all of you). These
stand equal to pain if you're not careful. Don't use lightning
or you will regret it (he's the White Mail equipped, I guess...).
Heal when the need arises and attack brutally.
When the fight is over, Yakra drops something. You aren't able to
get it just yet, however. Instead, the King comes in, a sappy scene
ensues in which Marle and dad make up, and then you'll find yourself
in the throne room. Melchior says he's gonna make some goodies for
you, but before you visit him, let's take care of some odds and
ends.
-- WAIT! WE'RE NOT DONE! (OPTIONAL) ---------------
Wait! We're not done. Do you recall the chest that was locked a
moment ago? Well, that shining key that Yakra dropped is the Yakra
Key. Pick it up and jam it into the chest. You will free the real
Chancellor (which... is either good or bad). He'll leave, going to
prepare for the Moonlight Parade. This will slightly change an
ending.
Wait! We're not done. Go to Melchior; he's in the Rainbow Shell's
chamber. Talk to him and he'll offer to buck wild on the shell in
order to make some equipment for you. Accept, of course. You can
choose between a PrismDress and three Prism Helmets; if you ask me,
I would go with the dress. It's more useful; however, note that you
can get both of the items by Charming a boss, so this doesn't really
matter now.
Wait! We're not done. If you happen to have done the quest for the
Sun Stone, talk to him again and he'll open his bag of tricks for
you. He'll make you the PrismSpecs--WHICH IS A WHOOP-ASS ACCESSORY
INDEED--and the Rainbow, Crono's ultimate weapon. The PrismSpecs
will make you do 150% damage, be it physical or magical, and the
Rainbow is Crono's ultimate weapon, dishing critical hits 7 times
out of 10. Oh, oh!
Wait! We're not done. Since there are still a couple of items
lying around in the castle, collect them. It doesn't matter whether
you've griped the stuff 400 years ago or not; they're here no matter
what:
- Elixir (on your way to the King's room).
- Full Ether (in the King's room).
- HyperEther (on your way to the Queen's room).
- MegaElixir (in the Queen's room).
Wait! We're not done. You can also go to the kitchen to order some
food, just like in 600 A.D. Here's what they have: "Refresh bread"
(recovers MP), "Power roast" (recovers HP), and be sure to check out
the "Crono special" (recovers HP/MP). Refer to section 2-Y if you
have ended the side-quests and want to end the game via the Black
Omen, or to section 2-Z if you want to meet Lavos via other ways.
------------------------------------------------------------------------
3-G: THE BLACK OMEN
------------------------------------------------------------------------
Gaspar sez: "One of you is close to someone who needs help... Find
this person... fast."
I do not consider this a side-quest. If YOU do, then that's good for
you. You will not find the guide here in the side-quests section,
however. Instead, scroll up to section 2-Y and voila! There's the
walkthrough for the Black Omen. See section 6 (question 9) for the
reasons why I deviate from other walkthroughs.
========================================================================
PART 4: APPENDICES
========================================================================
------------------------------------------------------------------------
4-A: NEW GAME +
------------------------------------------------------------------------
New Game + is acquired by defeating Lavos after going through the
Black Omen at least once. It will be available as soon as the ending
starts. Upon resetting the game, you'll notice the text "New Game +"
right next to "New Game"--that's the thing you're looking for. It
requires you to select a save-game to copy stats from--if there are no
save-games, you won't get New Game +. So emulator users: make sure
you save using a normal save point before fighting Lavos!
It is exactly the same as a regular New Game, but you will have the
same stats and items as in the previous game. This way, you won't
have to spend time leveling up, and of course, many battles will be a
piece of cake. Also, Lavos can be fought at any (almost any) point in
the game. The most common reason to use New Game + is to see the
various endings scattered throughout the game. To allow players to
fight Lavos any time, there will be a shining dot in the right pod of
Lucca's Telepod; interact with this to warp to Lavos.
Things that will _not_ carry over:
- Most of the key items, such as the Hero Medal and Masamune. The
"trading items" from the prehistoric era will carry over, though.
The Race Log as well, meaning your scores will not be erased.
- Cash. You'll start off with a pitiful amount of 200G. Blargh.
- Initial equipment, *unless* it is equipped on someone else other
than the original owner.
- Somewhat storyline-related stuff: the Ozzie, Slash and Flea stuff,
the Taban equipment, and the GreenDream.
Some trivia: if you defeat Magus at North Cape, you'll RECEIVE his
Amulet, and it carries over in a New Game + no matter what. If you
didn't kill him and he comes with you, the Amulet will only carry over
if it's equipped on someone else other than Magus himself; if it's on
Magus or in your inventory it'll be gone upon starting a New Game +.
Also, make sure you have a powerful weapon for Frog before ending the
game, since his Masamune will be discarded as well. And if you want
to save your money, buy a lot of weapons and armor you do not need
anymore, and sell them in the New Game +. Yes, you will only get half
back (a bit more if you buy your stuff in Medina, after clearing
Ozzie's Fort), but that's better than nothing anyway.
------------------------------------------------------------------------
4-B: GAME ENDINGS
------------------------------------------------------------------------
Here's a complete list of the endings that can be acquired in the
game. I'm including every "real" ending, and what the variations (if
any) on them are. Not included are "bad endings", like that one when
you lose the game by getting defeated by Lavos.
AYE, MAJOR SPOILERS AHEAD, CAPTAIN!
OH NO! REALLY REALLY REALLY MAJOR SPOILERS!!
I warned you. Twice.
== BEYOND TIME ======================================
HOW TO GET THIS ENDING:
This ending is shown if you defeat Lavos after preventing Crono's
death. So, after Gaspar tells you about the side-quests. This
ending additionally unlocks New Game + (see part 4-A), if you've
defeated Lavos after going through the Black Omen.
The ending starts just like the game started, but instead some
soldier wakes you up. The screen pops over to the throne room in
Guardia Castle, where the King pretends to be upset, but then it
seems he knows all about Crono saving the past, present and future!
Goody. Several characters (Doan, King Guardia, Kino) appear--of
course, Lucca's behind this. Marle sequently realizes that these
characters are in fact her ancestors and descendants, and then goes
to the Moonlight Parade. There, after the polonaise, you'll gain
control over Crono and Marle. You can mingle with the various folks
here if you wish, but go to the Telepod's place to continue.
There, everyone leaves through the Gate. Once everyone is gone,
your cat(s) will appear and jump into the Gate! Your mom will go
after them, but the Gate closes soon after that... which seems to be
no problem for Crono. Lastly, a soldier comes in and says that the
King asks for Marle. Go to the King and he'll introduce Nadia's
Bell to replace Leene's Bell, but Marle apparently has better things
to do and leaves. Taban fires off some fireworks, after which the
credits roll. You'll see the Epoch flying and visiting many places,
and after a while, "The End" appears!
Variations:
- When soldier wakes you up, your Poyozo Dolls and clone are there
if you have them.
- If you've saved the Chancellor out of the chest, he'll be in the
throne room. If you've prevented him from rearing his ugly face,
it'll be Pierre.
- During the Moonlight Parade, Lara will be standing instead of
sitting if you've saved her from getting her legs crippled,
during the quest to save the forest.
- If you recruited Magus, he'll show up. If you didn't, then, uh,
he won't show up. Go figure. Also, Frog turns back into Glenn
if Magus kicked the bucket.
- The cats that jump in the Gate: the number of them depends on the
number of cats you had. They are all the same color now, for
some odd reason.
- If you've used the Epoch to break into Lavos' shell, the cat-
escapade does not occur.
- And Crono and Marle will place Nadia's Bell rather than running
off. They float off with the balloons.
== REUNION ==========================================
HOW TO GET THIS ENDING:
You'll acquire this ending by defeating Lavos after Crono's death,
and before restoring him back to life. Again, this unlocks New
Game +, but only if you've defeated Lavos after going through the
Black Omen. This ending is a variation on the "Beyond Time"
ending.
The entire party, bar Crono, and Magus if he wasn't recruited, are
at the End of Time. You are in control of Marle--talk to Gaspar to
continue, and everyone wakes up. Talk to them. Marle wants to go
back in time and save Crono, but... the others' interests lie
somewhere else! Suckers. After everyone's left, Gaspar realizes he
has forgotten to give them the Time Egg...
You're in control of Marle in the Moonlight Parade. The ending is
almost the same as the previous (see above). Go to the Telepod, and
have a talk with Lucca. A Gate suddenly opens up and Gaspar plus
the rest of your team shows up. It appears that Gaspar knows how to
bring back Crono, and so our people head out to save Crono. Except
for Marle, whose presence is requested by the King. Marle has no
time for him either, though, and heads off to find Crono by herself,
much like in the previous ending.
Note that if you've used the Epoch to crush into Lavos, the ending
is slightly different. Lucca has tinkered with the Telepod and
Gaspar appears, then the usual stuff happens, and the King asks for
Marle. This time, she _does_ help him place Nadia's Bell, and the
balloons carry Marle away. She lands on Death Peak's summit ("You
see, my friend, those are *magical* balloons."). After the credits
have rolled, you'll see Crono coming in the distance. Marle runs
towards him, and the screen fades black...
== THE DREAM PROJECT ================================
HOW TO GET THIS ENDING:
There are two methods to obtain this ending. One of those is via
a New Game +; right at the beginning of the game, when Lucca shows
her Telepod invention, there is a shining dot on the _right_ pod
of the machine. If you interact with it, you are warped to Lavos
instantly; with or without Marle. The second way is by defeating
Lavos at the Ocean Palace. Lavos was then supposed to kill Crono.
And this, this is an ending you definitely want to see. The entire
goings-on takes place at the End of Time, and you'll wind up there
with whatever party you fought Lavos (most likely Crono and Marle).
If you talk to Gaspar, you'll learn that this is the development
room of the game, and that you should talk to everyone to hear what
the developers of the game have to say to you. Do so. I'm not
going to write down and spoil everything for you; just see for
yourself. Note that you can jump in the place where the Epoch is
supposed to be to find two more people. Once you have spoken to
(nearly) all people, talk to Gaspar again and he'll open the door to
the Dream Team. Enter.
* There's one fellow that says that there are 10 endings in total.
This is partly true; there are 10 EXTRA endings, beside the first
two. Another guy has a broken map to fix; the amount of cash he
asks is not attainable in the game and thus it's bogus rambling.
Finally, there's someone who denotes something about a 9999
damage attack; he refers to Ayla doing 9999 on critical hits when
she gets the BronzeFist (go down to section 4-D for more info).
The Dream Team, Squaresoft's "big three", has totally redecorated
Spekkio's room. Talk to everyone. You will be given the shortest
credits I've ever seen in my life ("And since you blew through the
game so fast, we have adjusted the credits to suit your style!").
And lastly, the words "The End" pop up.
== THE SUCCESSOR OF GUARDIA =========================
HOW TO GET THIS ENDING:
Use the Telepod as soon as you return from your first visit to 600
A.D.; thus after saving Leene from Yakra. Do it before the trial
takes place. New Game + is required to attain this ending, and
you confront Lavos with Crono and Marle only.
Crono and Marle return to Leene Square upon saving the world yet
again. The people at the fair act rather strange, saying mysterious
things like, "Princess! Wearing our disguise again, are we?").
Even stranger is that you hear a *ribbit* after Marle speaks...?
Role-playing game my ass--this is SURVIVAL HORROR.
To continue, talk to the two guards near the exit (well, the
entrance). You'll find yourself in Guardia Castle a short moment
later (in which there's no evil Chancellor waiting to take you to
prison, thank God). The King says that he's found an old wedding
album, which just so happens to date back to 600 A.D. While the
credits roll, pictures from that album are shown: you'll see that
Frog and Queen Leene married! Taking this bit, one can deduce that
Marle is in fact... a... frog. Only the word "YUCK" is applicable
to that new fact.
== GOOD NIGHT =======================================
HOW TO GET THIS ENDING:
Use the bucket at the End of Time as soon as you get there. That
bucket becomes accessible after visiting Spekkio. You can still
do it after defeating Heckran, but not once you've revisited 600
A.D. on your search for Magus. You can fight Lavos using Crono
and two out of Marle, Lucca and Robo.
One might say, "What?! I've spent months to get all endings and now
I get something crappy like THIS?!" This ending features a Nu and a
frog, as well as a Kilwala, doing all kinds of dumb stuff (i.e.
chasing and harassing each other). It's not that you might fall
asleep while watching this, but don't count on being amused.
== LEGENDARY HERO ===================================
HOW TO GET THIS ENDING:
Defeat Lavos after you hear that Tata is a legendary hero *echo*,
but before he admits that he isn't (i.e. when he gives you the
Hero Medal). You'll fight Lavos with Crono and two out of Marle,
Lucca and Robo.
This ending consists of two parts. The first features Robo coming
out of a Gate, landing in front of the future's version of Leene's
Bell. That bell rings, and Atropos appears. They bump in each
other just like how you bumped into Marle, which is... weird to see.
Then, you'll see them sitting on the Denadoro Mountains. Robo's
music fades away, making place for the music you hear in Magus'
castle... You'll see Tata sitting on the throne in Guardia Castle.
It's strange, but he is The Hero. He leaves, Off To Find Magus And
To Put An End To The War. When he reaches the castle, however, he
finds Crono, Marle and Lucca laughing at him. A fierce and brutal
battle ensues... which we won't get to see.
== THE UNKNOWN PAST =================================
HOW TO GET THIS ENDING:
You can get this ending after getting the Hero Medal from Tata,
the fake hero. Be sure to bop Lavos before getting the Dreamstone
(i.e. before you talk to Ayla in the Chief's Hut). Lavos can be
fought with Crono and two out of Marle, Lucca and Robo.
I'll keep it short. The name "The Unknown Past" means that this
ending mostly shows what you're supposed to see if you continued the
game normally (e.g. Reptites chasing and being chased, and more).
In the end, Robo runs across the screen, and leaves to make place
for the words "The End".
== PEOPLE OF THE TIMES ==============================
HOW TO GET THIS ENDING:
Acquiring this ending is possible after you get your Gate Key back
(i.e. after you defeat Nizbel). Defeat Lavos _before_ recruiting
Frog for the second time; it can still be done while repairing the
Masamune. Again, you can fight Lavos using Crono and two out of
Marle, Lucca and Robo.
While the credits roll, various characters (still pictures) are
displayed (alone or in groups). Now... I'm not going to write down
who appears and who not; just see for yourself. It's not that I'm
lazy, but... well, perhaps it is. In any case, the pendant appears
on-screen in the end, and "The End" pops up as well.
== THE OATH =========================================
HOW TO GET THIS ENDING:
To get this ending, defeat Lavos after you recruit Frog, before
fighting Magus in his lair. Lavos is fought with Crono and Frog,
and either Marle, Lucca or Robo.
It is Lucca's house in which this ending starts. Lucca's repairing
Robo, Crono's doing his usual thing (sleeping), and Frog's thinking
about something. There's a conversation, which Frog ends by leaving
(and failing to do so for a second)--off to Magus' castle. Bye,
Frog!
In the lair, he shows Slash, Flea and Ozzie what he's made of, and
finally runs into Magus. Just when the fight begins, when the REAL
action begins, the screen fades black and credits give appearance.
In the background, you hear the weapons of the two clashing and
their magic trembling the castle. Eventually, you'll see a person
standing on top of the castle. Is it Frog? Is it Magus? We will
never know... *ominous music*
== DINO AGE =========================================
HOW TO GET THIS RATHER STRANGE ENDING:
Defeat Lavos after doing some major hurting to Magus in his lair,
and before repeating that process with Azala. You can fight Lavos
with Crono and anyone else (bar Magus himself, who is of course
not to keen on helping you after that butt-kick a moment ago).
It seems that Squaresoft has a habit for ending games the same way
they start them. The same applies here, with the only difference
that your mom is... a Reptite! Everyone else is too! Funny aside
is that the Green Ambler (from the square's racers), who's supposed
to be a Reptite, is a *human* now. The entire reason behind this is
that you finished the game before helping Ayla to exterminate the
Reptites, and therefore, Ayla failed. Reptites rule the world now,
and what about Azala? Azala is, uh, unfortunate.
== WHAT THE PROPHET SEEKS... ========================
HOW TO GET THIS ENDING:
Defeat Lavos after defeating Azala, and before meeting up with it
in the Ocean Palace. There's only one occasion where this does
not count: see the ending "A Slide Show?" (below) for that. Lavos
needs to be fought with Crono and anyone else, except Magus.
This starts with Frog visiting Magus' statue in the Cathedral. Then
you'll see some scenes with the people from Zeal, one being rather
interesting: Alfador, Janus' cat who's supposed to only like his
owner, meows at the Prophet. You'll also see some parts involving
the party in Leene Square and Crono's house, while the Prophet goes
through the Ocean Palace, searching for Lavos. Ending the ending's
description, I quote this masterful phrase:
"If history is to change, let it change! If the world is to be
destroyed, so be it! If my fate is to be destroyed... I must
simply laugh!!"
-- The Prophet
== A SLIDE SHOW? ====================================
HOW TO GET THIS ENDING:
Defeat Lavos after you witness Schala using her own pendant to
open the door to the throne room in Zeal Palace. But, don't place
your pendant in the Mammon Machine. If you do, guards will block
the way out. Lavos can be fought using Crono and two others,
excluding Magus.
The words "The End" appear instantly. Wait, that's all? Of course
not. Marle and Lucca decide to start a slide show, commenting on
various characters. Quite humorous, I'd say. After that, Crono
appears and is upset (you can actually see him talk here!) and the
party goes to the present. This is a definite must-see...
------------------------------------------------------------------------
4-C: DAMAGE CALCULATION
------------------------------------------------------------------------
Thanks to SSJVegeta69 for helping me realizing this section. All info
you'll find here is either found by him or by me, with the exception
of Ayla's AP formula, which is of Terii Senshi's origin. As always,
if you have a correction or addition, feel free to drop us a line!
A note about the "random variance" (RV): this is a random amount of
damage added to make sure you won't do exactly the same damage every
time. We're not totally sure about how this is calculated; if you DO
know it and want to share your accurate info with us, your input is
muchly appreciated. Here is what we have currently about the RV:
- For physical attacks and techs, it's probably a percentage of the
power-stat.
- For elemental spells, it's probably a percentage of the magic-stat.
- For curative techs, the RV is between 1 and the magic-stat. This
is the only thing we're sure of.
And lastly, the key:
AP - Attack power (explained under "Physical Attacks")
D - Damage (or HP gain under "Curative Single Techs")
ED - Enemy's defense against tech's element; default is 4
H - Performer's hit rate-stat
L - Performer's level
MD - Enemy's magical defense; default is 50
P - Performer's power-stat
PD - Enemy's physical defense; default is 127
RV - Random variance (explained above)
S - Performer's stamina-stat
TP - Tech's power
W - Performer's weapon strength
== PHYSICAL ATTACKS =================================
FORMULA: D = AP * 4 * (1 - PD/255) + RV
EXCEPTIONS:
- Critical hits; there's a chance you will do double damage. One
exception is Ayla's BronzeFist, which deals 9999 damage on a
critical hit no matter what.
- Miss; there's a change you will do no damage as well.
- WonderShot; randomly does 1/10, 1/2, 1, 2, or 3 times damage.
- Crisis Arm; AP(new) = AP(old) * 1/2 * HP ("HP" is the _last_
digit of Robo's _current_ HP).
- DoomSickle; does 200% damage when one ally is down, or 300% when
two have bitten the dust.
- Berserker; 150% physical damage.
- Sun Shades; 125% damage.
- PrismSpecs; 150% damage.
ATTACK POWER: Damage you do depends on your attack power (AP), the
number next to the weapon-icon in the menu screen. Here's how it's
calculated--take note that the number is rounded DOWN in the game
menu, but the fractions REMAIN when you fight:
CRONO - AP = P * 4/3 + W * 5/9
MARLE - AP = H * 2/3 + W * 2/3
LUCCA - AP = H * 2/3 + W * 2/3
ROBO - AP = P * 4/3 + W * 5/9
FROG - AP = P * 4/3 + W * 5/9
AYLA - AP = L * L / 45 + P * 16/9
MAGUS - AP = P * 4/3 + W * 5/9
MECHANICAL ENEMIES: Lucca's Plasma Gun (found in the Factory) might
inflict Stop-status to the following enemies: Bug, Bugger, Byte,
Cybot, Debugger, Debuggest, Martello, Proto 2, Proto 3, Proto 4,
Synchrite.
MAGICAL ENEMIES: These enemies have magical properties: Barghest,
Blue Scout, Egder, Jinn, Jinn Bottle, Juggler, Krakker, Mage, Nu,
(Octobino,) Red Scout, Scouter, Sorcerer. The following weapons are
effective against them: Demon Edge (150%), Pearl Edge (150%),
BraveSword (200%), Masamune (2) (200%), Demon Hit (200%).
== PHYSICAL SINGLE TECHS ============================
FORMULA: D = AP * TP/2 * (1 - PD/255) + RV
EXCEPTIONS:
- Crisis Arm; AP(new) = AP(old) * 1/2 * HP ("HP" is the _last_
digit of Robo's _current_ HP).
- Sun Shades; 125% damage.
- PrismSpecs; 150% damage.
TECH POWER: The TP of each single tech is listed in section 5-C.
Go check there. Note that Confuse deals 4x RV and Triple Kick 3x RV
--this is because they assault the enemy three times.
SPECIAL CASES:
- Robo's Robo Tackle attack formula is as follows:
D = ((L * L / 100) + (P / 1.25)) * 21 * (1 - PD/255) + RV
- Frog's Frog Squash attack formula is as follows:
D = (HP(max) - HP(cur)) * (S / 140) * 10 * (1 - PD/255) + RV
- Ayla's Dino Tail attack formula is as follows:
D = (HP(max) - HP(cur)) * (S / 140) * 9 * (1 - PD/255) + RV
== ELEMENTAL SINGLE TECHS ===========================
FORMULA: D = (L + M) * TP * 3.2 * (1 - MD/102.4) / ED + RV
EXCEPTIONS:
- If MD = 100, then D = 1
- If ED = 0, then D = 0 (can't divide by zero)
- If ED > 127, then ED = (ED - 128) (hexadecimals' version of
negative digits)
- Sun Shades; 125% damage.
- PrismSpecs; 150% damage.
TECH POWER: The TP of each single tech is listed in section 5-C, as
are the elemental affiliations.
ELEMENTAL DEFENSE: Each enemy has four of these: one for lightning,
shadow, water and fire. Default: 4. If we're talking non-elemental
attacks, just factor the default 4.
== CURATIVE SINGLE TECHS ============================
FORMULA: D = M * TP + RV
TECH POWER: The TP of each single tech is listed in section 5-C.
EXCEPTIONS:
- Kiss also removes negative status.
- *Life 2 revives and heals 999 HP.
== DUAL TECHS AND TRIPLE TECHS ======================
FORMULA: Damage consists of a percentage of each involving tech and
the RV. See section 5-C for the percentages.
EXCEPTIONS:
- Sun Shades and PrismSpecs; if performer 1 has one of these, then
ONLY performer 1's part is boosted by 125% or 150% respectively.
- Life Line doesn't inflict damage but casts Reraise-status on
every party member. Those in this state will be revived with an
amount of (M * 5) HP when they die.
- PoyozoDance additionally inflicts Chaos-status.
- Grand Dream and Spin Strike, which are addressed below.
SPECIAL CASES:
- Grand Dream's attack formula is as follows (depends on Frog):
D = (HP(max) - HP(cur)) * (S / 140) * 24 * (1 - PD/255) + RV
- Spin Strike's attack formula is as follows (depends on Frog):
D = (P * 48 + W * 20) * (1 - PD/255) + RV
USELESS TRIVIA:
- The menu says that Spin Kick requires 4 MP of Robo (Robo Tackle),
but it actually consumes 2 MP from him (Laser Spin).
- The menu says that Spin Strike requires 10 MP of Ayla (Tail
Spin), but it actually 15 MP (Dino Tail). Damage still depends
on Frog only, though.
------------------------------------------------------------------------
4-D: MISCELLANEOUS (STUFF THAT DOES NOT FIT ELSEWHERE)
------------------------------------------------------------------------
== RANDOM CRAP ======================================
See the section above for more trivia...
-- CRITICAL HIT RATES -------------------------------
You'll do double damage on a critical hit. See section 5-B for the
percentages on this happening--it varies for each weapon. Check
under "CHR", which stands for Critical Hit Rate.
-- WONDERSHOT ---------------------------------------
When Lucca wears this piece, her attack power is each time you use
the weapon randomly multiplied by either 1/10, 1/2, 1, 2 or 3, which
means you will either do one tenth of the expected damage, half,
normal damage, twice or thrice as much.
-- CRISIS ARM ---------------------------------------
Your AP (attack power) is multiplied by half of the last digit of
Robo's current HP. So, if you have 999 HP, you'll do 450% damage,
but if it's 990 or 10, you'll do zero damage. Note that whether you
have 999 or 9 HP, damage you do depends on the LAST DIGIT only; the
in-game description is a bit misleading (or stupid). This applies
to physical attacks and techs, except Robo Tackle, for which the
game uses a special formula.
-- AYLA'S FISTS -------------------------------------
As Ayla gains levels, she'll automatically acquire new fists; Fist
(level 1+), Fist (level 24+), Fist (level 48+), Iron Fist (level
72+), BronzeFist (level 96+). To actually get them, you'll have to
be on the required level (or higher) and fight one additional
battle. When Ayla has the Iron Fist, she might inflict Chaos, and
the BronzeFist deals exactly 9999 damage on a critical hit.
-- OTHER EQUIPMENT ----------------------------------
Check out the Damage Calculation section above or the charts below
for additional oddities.
-- DUMMIED-OUT MONSTERS -----------------------------
There are some enemies that were supposed to be in the game, but
deleted later on. Or so I think. Their names (and sometimes enemy
data such as HP, etc.) are still available, and I thought you might
be interested... and if not, this is just for reference: Bull Frog,
Frog King, Johnny, Octobino, Octorider, Ogre, Omicrone (i.e. not
Omnicrone).
-- DUMMIED-OUT PLACES -------------------------------
While messing in the game's data, I've found names of locations that
I couldn't find in the real game: Ayla's tent, Breakwave Pt.,
Chanting Mt, Eternal repose, Exoskeleton, Gobb's house, and Robot
village. Weird, eh?
-- SOME LOW-LEVEL GAME RAMBLING ---------------------
Experience gain is minimized by killing off every party member
(unfortunately, you cannot target your own people), and completing
the battle with the one that gets the load of experience down his
throat. New characters join your party at a predetermined level.
People not in your active party will gain 75% (rounded down) of what
the active people get (which explains why Marle levels up during the
Queen Leene incident), and this happens as soon as they join your
party, even when they leave soon after (Frog, Ayla). The levels are
as follows: Crono (1), Marle (1), Lucca (2), Robo (10), Frog (5),
Ayla (18), Magus (37).
== CHECKLISTS, OR SOMETHING LIKE THAT ===============
-- SEALED CHESTS / SEALED DOORS ---------------------
ARRIS DOME: Power Tab, Lumin Robe, Elixir, Hit Ring, Gold Erng
BANGOR DOME: Charm Top, Full Ether, Wallet
FOREST RUINS: Safe Helm/Swallow
GUARDIA CASTLE (600 A.D.): Red Vest
GUARDIA CASTLE (1000 A.D.): Red Mail
GUARDIA FOREST (600 A.D.): Speed Tab
GUARDIA FOREST (1000 A.D.): Power Ring
HECKRAN CAVE: Wall Ring, Dash Ring
MAGIC CAVE: Magic Ring
NORTHERN RUINS (600 A.D.): Nova Armor, Kali Blade, Siren
HERO'S GRAVE (1000 A.D.): Moon Armor, Shiva Edge, Valkerye
PORRE ELDER'S HOUSE (600 A.D.): Black Vest, White Vest
PORRE MAYOR'S MANOR (1000 A.D.): Black Mail, White Mail
TRANN DOME: Magic Tab, Gold Stud, Full Ether
TRUCE INN (600 A.D.): Blue Vest
TRUCE INN (1000 A.D.): Blue Mail
-- POWER TABS ---------------------------------------
GUARDIA FOREST (600 A.D.): At the far right end, lower dot.
GUARDIA FOREST (1000 A.D.): At the far right end.
CATHEDRAL: In a room with soldiers, in a bucket.
DEATH PEAK: Dash to the upper-right corner.
LAB 32: Race Johnny and get 1500+ points (only once).
PROTO DOME: Under the Gate, after visiting the End of Time.
GUARDIA CASTLE: Given to you by the chef, along with a Jerky.
PORRE MARKET (1000 A.D.): On the floor.
TYRANO LAIR: Charm from BlackTyrano.
ARRIS DOME: Behind the sealed door, requires powered-up pendant.
TERRA CAVE: It's in the Beast's nest--the lower-right corner.
BLACK OMEN: Charm from Tubster (UNLIMITED!).
SUNKEN DESERT: In the desert, after defeating Retinite.
GENO DOME: In a hall.
SUN KEEP (600 A.D.): It's right there.
HERO'S GRAVE: Right, up the stairs, lower-left corner.
GIANT'S CLAW: Behind a skull's mouth.
GIANT'S CLAW: The far right of a certain area.
GIANT'S CLAW: Take the path left of the prison.
END OF TIME: Defeat Spekkio (11 tabs max).
-- MAGIC TABS ---------------------------------------
MEDINA ELDER'S HOUSE: Upstairs.
DORINO RESIDENCE: Trade it for the Naga-ette Bromide.
DENADORO MOUNTAINS: Nag the Kilwala four times.
MAGUS'S LAIR: Dropped by Flea upon defeat.
MAGUS'S LAIR: In the room with the save point-enemies.
TYRANO LAIR: Charm from Azala.
ENHASA: Won from the six Nus.
ZEAL PALACE: Scratch the back of the Nu (tab-making room).
ZEAL PALACE: Charm from Golem.
TRANN DOME: Behind sealed door; requires powered-up pendant.
KEEPER'S DOME: Appears after you get the Epoch.
MT. WOE: Near the chests with a Time Hat and Full Ether.
OCEAN PALACE: Go down the elevator, then go back up.
OCEAN PALACE: Charm from Golem.
OCEAN PALACE: Charm from Golem.
LAST VILLAGE: Behind the selling Nu (wait a while).
BLACKBIRD: In the vent shaft (northeast); after getting stuff.
BLACK OMEN: Charm from Alien (four tabs max).
OZZIE'S FORT: In the "secret area".
GENO DOME: Hidden passage! See the walkthrough for this one...
GENO DOME: In the room north of where you find Atropos.
HERO'S GRAVE: At Cyrus' grave (finish the side-quest first).
END OF TIME: Defeat Spekkio (15 tabs max).
-- SPEED TABS ---------------------------------------
MEDINA ELDER'S HOUSE: On the kitchen table.
DENADORO MOUNTAINS: At the save point, lower-left corner.
KAJAR: Above the bookcase, search the other room.
ENHASA: Won from the six Nus.
GUARDIA FOREST (600 A.D.): Sealed chest.
MT. WOE: Charm from Giga Gaia (head).
TERRA CAVE: Charm from Mud Imp.
BLACK OMEN: Charm from Panel (13 tabs max).
BLACK OMEN: In the room with a Power Seal; lower-right corner.
BLACK OMEN: See above; go one room to the left.
BLACK OMEN: In a chest in the room with Aliens and Blobs.
BLACK OMEN: A chest right before you face the TerraMutant.
SUNKEN DESERT: Charm from Retinite (core).
GENO DOME: Under a Poyozo Doll; wait a few seconds.
WEST CAPE: Behind Toma's grave.
END OF TIME: Defeat Spekkio (11 tabs max).
== THE "HOW TO HUMILIATE SPEKKIO" (tm) GUIDE ========
Spekkio is the dude at the End of Time who teached you to use magic.
In return, he wants you to kick his ass with his own stuff. You may
have already noticed that his forms change as you level up; remember
that only the level of the party member in lead matters. Your HP/MP
are restored when you win or lose, so don't you worry about the
game-over screen. You will also not gain experience points or the
stuff like that, though you get other, much better rewards, once per
form (that is, if you get a reward set, you will not get it again if
you beat him once more, until he changes form). Here is a table
that lines up everything you need, except the strategies, which I've
bumped below it.
LEVEL: FORM: HP: REWARDS:
------------------------------------------------------------------
1-9 Frog 350 Magic Tab
10-19 Kilwala 800 Magic Tab, Ether (x5)
20-29 Goblin 2200 Magic Tab, Mid Ether (x5)
30-39 Omnicrone 4800 Magic Tab, Full Ether (x5)
40-98 MasaMune 10000 Magic Tab, Power Tab, Speed Tab,
Elixir (x10)
99/** Nu 20000 Magic Tab (x10), Power Tab (x10),
Speed Tab (x10), MegaElixir (x10)
------------------------------------------------------------------
-- FROG (LEVEL 1-9) ---------------------------------
Avoid having Robo (because of his low magic power) and unleash a
couple of elemental attacks... You will probably not see Spekkio in
this form, but if you do and you lose, you... suck.
-- KILWALA (LEVEL 10-19) ----------------------------
Again, try not to use Robo. It's not really hard; just attack him a
few times and you're done.
-- GOBLIN (LEVEL 20-29) -----------------------------
If you can't beat him, you might as well level up until your magic
does 220+ damage, and you'll only need ten rounds to get him in the
bag.
-- OMNICRONE (LEVEL 30-39) --------------------------
This is where it starts to get tough; from here on, casting elements
until he dies is no more choice. Spekkio's attacks inflict quite
some damage, so cast Lucca's *Protect-spell, use a Barrier, and make
sure you heal when HP drops significantly. Casting *Haste is a very
wise choice. For the rest, it's just trading hits and healing
intelligently.
-- MASAMUNE (LEVEL 40-98) ---------------------------
This shouldn't be a problem at all. It's highly recommended to have
the ultimate single techs (from *Luminaire to *DarkMatter) ready,
and of course using them! Spekkio has an instant death-attack, but
this is nothing to worry about (whip out a Revive and that's over
with). Unleash those strong techs while healing when needed, and
you're done before you know it... If you can't defeat him now,
worry not! At level 98 he'll still be in the MasaMune-form, and you
can imagine he'll be a piece of cake then.
-- NU (LEVEL **) ------------------------------------
Maxed speed, PrismSpecs and Haste Helmets on everyone. The party of
choice is Lucca, Frog, and anyone else. Spekkio's attacks include
the "ultimate" techs, of which *Luminaire hurts, Hallation, and Salt
(which, kindly enough, heals one party member). Since he uses those
techs, I suggest to equip element-absorbing armor; a different one
for each. Reason for this is that if he casts Hallation, you're
close to dead meat, and if Spekkio casts a target-all spell, at
least you're not dead instantly.
Anyway, the general rule with Spekkio is that all magical attacks
hit, and all physical attacks miss. Spekkio's magical defense is
higher than normal, and his physical defense is regular. The trick
is that if you use a dual tech that consists of both, it'll hit (it
is also magical), and he sustains full damage from the physical
part. The strategy--dun dun DUN--is to cast Frog Flare whenever he
casts Hallation. As you know, that dual tech is based on Frog
Squash, which does more damage if Frog's HP is low. Utilize this
strategy and you're done in only a few rounds. You'll receive
"...enough of Spekkio's praise to last a year!"
========================================================================
PART 5: CHARTS
========================================================================
You'll find lists and charts here, except for information on monsters;
that would pump up this FAQ's size significantly and it's large enough
as it is already. Who cares, anyway? Your half-brother's Turok-playing
buddy's pet canary, maybe! Shop info is listed when you get to the shop
in the walkthrough, and there's no need to repeat myself here. Anyway,
I hope you can find your way out here; the charts look quite jumbled up
(especially the magic section). Simple solution: alcohol. The more you
drink, the better everything looks.
------------------------------------------------------------------------
5-A: ITEMS AND EQUIPMENT
------------------------------------------------------------------------
ITEM: BUY SELL: EFFECT:
----------------------------------------------------------------------
CONSUMABLE ITEMS -----------------------------------------------------
Barrier -- 2500 Sustained magical damage but by 1/3
Elixir -- 10000 Restores 999 HP/MP to a single target
Ether 800 400 Restores 10 MP
Full Ether 6000 3000 Restores 60 MP
Full Tonic 700 350 Restores 500 HP
Heal 10 5 Removes negative status effects
HyperEther 10000 5000 Restores 99 MP
Lapis -- 250 Restores 200 HP for each party member
Magic Tab -- 5 Permanent magic-stat +1 bonus
MegaElixir -- 25000 Restores 999 HP/MP to everyone!
Mid Ether 2000 1000 Restores 30 MP
Mid Tonic 100 50 Restores 200 HP
Power Meal -- 1 Randomly heals amount of HP/MP/both
Power Tab -- 5 Permanent power-stat +1 bonus
Revive 200 100 Restores 50 HP to a KO'd party member
Shelter 150 75 Restores HP/MP at save points
Shield -- 2500 Sustained physical damage cut by 1/3
Speed Tab -- 5 Permanent speed-stat +1 bonus
Tonic 10 5 Restores 50 HP
KEY ITEMS ------------------------------------------------------------
Pendant Mysterious pendant... true function unknown
Gate Key Item required to travel through time safely
Seed Hope for the future's people
Bike Key Given by Doan, use to race with Johnny
Race Log Logs race scores
Jerky Given by 600 A.D.'s cook, give to soldiers
Bent Sword Part of the legendary Masamune
Bent Hilt The other part
Dreamstone Required item to forge the Masamune
Petal Trading items for use in Ioka village
Fang Trading items for use in Ioka village
Horn Trading items for use in Ioka village
Feather Trading items for use in Ioka village
Masamune The legendary sword--need I say more?
Pendant Powered-up version which can now open sealed things
Ruby Knife Pre-Masamune, might be able to stop the Mammon Machine
C. Trigger Does you-know-what to you-know-who because you-know-why
Clone Just a stupid clone, won in the Tent of Horrors
Moon Stone A drained, "empty" version of the Sun Stone
Jerky Food; either causes or prevents generations of greed...
Sun Stone Stone that was once the source of Zeal Kingdom's power
Tools What? They're tools. Just... *tools*!
Toma's Pop Coke that Toma wants over his grave; I know it's stupid
PrismShard A shard from the legendary Rainbow Shell
Yakra Key Key gained from an ugly monster to save an ugly monster
----------------------------------------------------------------------
------------------------------------------------------------------------
5-B: EQUIPMENT
------------------------------------------------------------------------
WEAPON: BUY: SELL: ATT.: CHR: ADDED EFFECTS:
----------------------------------------------------------------------
CRONO / KATANA BLADES ------------------------------------------------
Mop -- 1 +1 10%
Wood Sword -- 50 +3 10%
Iron Blade 350 175 +7 10%
SteelSaber 800 400 +15 10%
Lode Sword 4000 2000 +20 10%
Red Katana 4500 2250 +30 10% Magic +2
Bolt Sword -- 2500 +25 10%
Flint Edge TRADE 3250 +40 10%
Slasher -- -- +43 10% Speed +2
Dark Saber -- 4350 +50 10% * (1)
Aeon Blade TRADE 6250 +70 10%
Demon Edge 17000 8500 +90 10% * (2)
AlloyBlade 21000 10500 +110 10%
Star Sword 25000 12500 +125 10%
VedicBlade -- 15000 +135 10%
Kali Blade -- 17500 +150 20%
Swallow -- 19000 +145 10% Speed +3
Slasher 2 -- -- +155 10%
Shiva Edge -- 20000 +170 7% * (3)
Rainbow -- 30000 +220 70%
MARLE / BOWS ---------------------------------------------------------
Bronze Bow -- 40 +3 20%
Iron Bow 850 425 +15 20%
Lode Bow 1700 850 +20 20%
Robin Bow 2850 1450 +25 20%
Sage Bow TRADE 2100 +40 20%
Dream Bow TRADE 2900 +60 20%
CometArrow 7800 3900 +80 20%
SonicArrow 10000 5000 +100 20% * (4)
Siren -- 14000 +140 40% * (5)
Valkerye -- 19000 +180 40%
LUCCA / GUNS ---------------------------------------------------------
Air Gun -- 150 +5 20%
Dart Gun 800 400 +7 20%
Auto Gun 1200 600 +15 20%
PicoMagnum -- 900 +20 20% * (1)
Plasma Gun 3200 1600 +25 20% * (6)
Ruby Gun TRADE 2900 +40 20%
Dream Gun TRADE 3700 +60 20%
Megablast 9800 4900 +80 20%
Shock Wave 11000 5500 +110 20% * (7)
Graedus -- 6000 +60 20% * (1), (8)
WonderShot -- 16000 +250 40% * (9)
ROBO / PARTS ---------------------------------------------------------
Tin Arm -- 500 +20 10%
Hammer Arm 3500 1750 +25 10%
MirageHand -- 2750 +30 10%
Stone Arm TRADE 3750 +40 10%
DoomFinger -- 4900 +50 10%
Magma Hand TRADE 5600 +70 10%
MegatonArm 12500 7500 +90 10%
Big Hand 18000 9000 +105 10%
Kaiser Arm 21000 10500 +120 10%
Giga Arm -- 12000 +135 10%
Terra Arm -- 14000 +150 10%
Crisis Arm -- 1 +1 5% * (10)
FROG / BROAD SWORDS --------------------------------------------------
BronzeEdge 350 175 +6 23%
Iron Sword -- 550 +10 23%
Masamune -- -- +75 23%
FlashBlade 18000 9000 +90 23%
Pearl Edge 22000 11000 +105 23% * (2)
Rune Blade 24000 12000 +120 23% Magic +4
Demon Hit -- 13000 +120 23% * (11)
BraveSword -- 16000 +135 23% * (11)
Masamune -- -- +200 23% * (11)
AYLA / FISTS ---------------------------------------------------------
Fist -- -- -- 20%
Fist -- -- -- 25%
Fist -- -- -- 30%
Iron Fist -- -- -- 35% * (7)
BronzeFist -- -- -- 10% * (12)
MAGUS / SCYTHES ------------------------------------------------------
DarkScythe -- 10000 +120 10%
Hurricane 35000 17500 +135 10%
StarScythe -- 21000 +150 10%
DoomSickle -- 1 +160 10% * (13)
----------------------------------------------------------------------
* (1) - This weapon is dummied out and doesn't appear in the game
(2) - 150% damage to enemies of the type "Magic"
(3) - Does 400% damage on a critical hit
(4) - Inflicts Slow-status
(5) - Inflicts Stop-status
(6) - Inflicts Stop-status to enemies of the type "Machine"
(7) - Inflicts Chaos-status
(8) - Cuts enemy's HP by 1/2; doesn't work on some enemies
(9) - Attack power is randomly multiplied by 1/10, 1/2, 1, 2, or 3
(10) - Attack power is multiplied by half of the last digit of
Robo's current HP
(11) - 200% damage to enemies of the type "Magic"
(12) - Deals 9999 damage on critical hits, regardless of enemy's
defenses
(13) - Attack power goes up by 100% for each fallen ally
ARMOR: BUY SELL: DEF.: WHO: ADDED EFFECTS:
----------------------------------------------------------------------
Aeon Suit 9000 4500 +75 CMLRFAM
Black Mail -- 4100 +70 CMLRFAM * (1) (shadow)
Black Vest -- 2900 +45 CMLRFAM * (2) (shadow)
Blue Mail -- 4100 +70 CMLRFAM * (1) (water)
Blue Vest -- 2900 +45 CMLRFAM * (2) (water)
BronzeMail 520 260 +16 C RF M
Dark Mail -- 1900 +45 C RF M Magic Defense +5
Flash Mail 8500 4250 +64 C RF M
Gloom Cape -- 8200 +84 M
Gold Suit 1300 650 +39 CMLRFAM
Hide Tunic -- 40 +5 CMLRFAM
Iron Suit 800 400 +25 CMLRFAM
Karate Gi 300 150 +10 CMLRFAM
Lode Vest 8500 4250 +71 CMLRFAM
Lumin Robe 7500 3250 +63 ML A
MaidenSuit 560 280 +18 ML A
Meso Mail -- 3000 +52 CMLRFAM
Mist Robe -- 3400 +54 ML A
Moon Armor -- 6500 +85 C RF M Magic Defense +10
Nova Armor -- 5500 +82 C RF M * (3)
PrismDress -- 6000 +99 ML A * (4)
RavenArmor -- 7900 +76 M
Red Mail -- 4100 +70 CMLRFAM * (1) (fire)
Red Vest -- 2900 +45 CMLRFAM * (2) (fire)
Ruby Armor TRADE 7000 +78 CMLRFAM * (5)
Ruby Vest TRADE 1800 +45 CMLRFAM * (6)
Taban Suit -- -- +79 L * (7), Speed +3
Taban Vest -- -- +33 L * (6), Speed +2
Titan Vest 1200 600 +32 CMLRFAM
White Mail -- 4100 +70 CMLRFAM * (1) (lightning)
White Vest -- 2900 +45 CMLRFAM * (2) (lightning)
ZodiacCape -- 5000 +80 ML A Magic Defense +10
----------------------------------------------------------------------
* (1) - Absorbs sustained damage of the corresponding element
(2) - Cuts sustained damage of the corresponding element by 50%
(3) - Protects status
(4) - Cuts all sustained elemental damage by 1/3
(5) - Cuts sustained fire-damage by 80%
(6) - Cuts sustained fire-damage by 50%
(7) - Cuts sustained fire-damage by 90%
HELMET: BUY SELL: DEF.: WHO: ADDED EFFECTS:
----------------------------------------------------------------------
Aeon Helm 7800 3900 +33 CMLRFAM
Beret 700 350 +17 ML A
BronzeHelm 200 100 +8 CMLRFAM
CeraTopper -- 1250 +23 CMLRFAM
Dark Helm -- 6000 +35 C RF M * (1)
Doom Helm -- 4750 +29 M
Gloom Helm -- 6500 +42 M * (2), Speed +1
Glow Helm 2300 1150 +25 C RF M
Gold Helm -- 600 +18 C RF M
Haste Helm -- 6000 +35 CMLRFAM * (3)
Hide Cap -- 25 +3 CMLRFAM
Iron Helm 500 250 +14 CMLRFAM
Lode Helm 7500 3250 +29 CMLRFAM
Memory Cap 20000 10000 +30 CMLRFAM * (4)
MermaidCap -- 8000 +35 CMLRFAM * (5)
OzziePants -- -- +45 CMLRFAM * (6)
Prism Helm -- 4400 +40 CMLRFAM * (7), M. Def. +9
R'bow Helm -- 8000 +35 CMLRFAM * (8)
Rock Helm TRADE 1000 +20 CMLRFAM
Safe Helm -- 5000 +38 CMLRFAM * (9)
Sight Cap 20000 10000 +30 CMLRFAM * (10)
Taban Helm -- -- +24 L Magic Defense +10
Time Hat 30000 15000 +30 CMLRFAM * (11)
Vigil Hat 50000 25000 +36 CMLRFAM * (2)
----------------------------------------------------------------------
* (1) - Cuts sustained shadow-damage by 50%
(2) - Protects status
(3) - Inflicts Haste-status
(4) - Prevents Lock-status
(5) - Cuts sustained water-damage by 50%
(6) - Inflicts Chaos-status, and then HP Down-status (i.e. stinks)
(7) - Cuts all sustained elemental damage by 1/3
(8) - Cuts sustained lightning-damage by 50%
(9) - Cuts all sustained physical damage by 1/3
(10) - Prevents Chaos-status
(11) - Prevents Stop- and Slow-status
ACCESSORY: EFFECTS:
----------------------------------------------------------------------
Amulet Protects status
Bandana Speed +1
Berserker Attack power +50%, physical damage -33%, auto-attack
Black Rock Enables Marle, Lucca and Magus to use DarkEternal
Blue Rock Enables Lucca, Robo and Magus to use Omega Flare
Charm Top Ayla's Charm success rate rises
Dash Ring Speed +3
Defender Stamina +2
Flea Vest Magic Defense +12
FrenzyBand Counterattack rate is 80%
Gold Erng Max HP rises by 50%
Gold Rock Enables Marle, Robo and Frog to use Grand Dream
Gold Stud MP use goes down by 75%, quadrupling your MP
GreenDream Inflicts Reraise-status (one-time revive per battle)
Hero Medal In conjunction with Masamune, Frog's CHR rises to 50%
Hit Ring Hit Rate +10
Magic Ring Magic +6
Magic Seal Magic +5, Magic Defense +5
MagicScarf Magic +2
MuscleRing Stamina +6
Power Ring Power +6
Power Seal Power +10, Stamina +10
PowerGlove Power +2
PowerScarf Power +4
PrismSpecs Physical and magical damage upped by 50%
Rage Band Counterattack rate is 50%
Relic See enemy's HP; doesn't work on bosses (dummied out)
Ribbon Hit Rate +1
SeraphSong 5 MP is recovered every 10 seconds (dummied out)
SightScope See enemy's HP; doesn't work on bosses
SilverErng Max HP rises by 25%
SilverRock Enables Robo, Frog and Ayla to use Spin Strike
SilverStud MP use goes down by 50%, doubling your MP
Speed Belt Speed +2
Sun Shades Physical and magical damage upped by 25%
Third Eye Evade x2
Wall Ring Magic Defense +10
Wallet Changes experience points gain into G
White Rock Enables Marle, Lucca and Ayla to use PoyozoDance
----------------------------------------------------------------------
------------------------------------------------------------------------
5-C: MAGIC
------------------------------------------------------------------------
* TP: Tech power; indication of a tech's strength, and the number
factored in the damage formula (see section 4-C).
RN: Range of the tech. Here's what the codes mean:
1E - Single enemy
AE - All enemies
1A - Single ally
AA - All allies
DL - Direct line between caster and target
FL - Full line between and around caster and target
HL - Horizontal line
EZ - Zone around target enemy
CZ - Zone around caster
P/E/O: Whether the tech is Physical, Elemental, or Otherwise. The
element or effect is listed under "DESCRIPTION", unless the tech is
physical, in which case it just inflicts physical damage.
REQ: Requirement; amount of tech points needed to learn the tech
(values are not cumulative).
SINGLE TECH: MP: TP: RN: P/E/O - DESCRIPTION: REQ.:
----------------------------------------------------------------------
CRONO ----------------------------------------------------------------
Cyclone 2 10 EZ x - 5
Slash 2 10 FL x - Lightning 90
*Lightning 2 12 1E x - Lightning --
Spincut 4 16 EZ x - 200
*Lightning2 8 14 AE x - Lightning 500
*Life 10 10 1A x - Revive 400
Confuse 12 29 1E x - 800
*Luminaire 20 50 AE x - Lightning 1000
MARLE ----------------------------------------------------------------
Aura 1 5 1A x - Cure 10
Provoke 1 -- 1E x - Status (Chaos) 50
*Ice 2 11 1E x - Water --
*Cure 2 14 1A x - Cure 150
*Haste 7 -- 1A x - Status (Haste) 250
*Ice 2 8 14 AE x - Water 400
*Cure 2 5 24 1A x - Cure 600
*Life 2 15 -- 1A x - Revive 900
LUCCA ----------------------------------------------------------------
Flame Toss 1 6 DL x - Fire 10
Hypno Wave 1 -- AE x - Status (Sleep) 60
*Fire 2 11 1E x - Fire --
Napalm 3 12 EZ x - Fire 150
*Protect 6 -- 1A x - Status (Protect) 250
*Fire 2 8 14 AE x - Fire 400
Mega Bomb 15 32 EZ x - Fire 600
*Flare 20 34 AE x - Fire 900
ROBO -----------------------------------------------------------------
RocketPunch 1 11 1E x - 0
Cure Beam 2 14 1A x - Cure 0
Laser Spin 3 10 AE x - Shadow 5
Robo Tackle 4 21 1E x - 150
Heal Beam 3 10 AA x - Cure 400
Uzzi Punch 12 25 1E x - 600
Area Bomb 14 30 CZ x - Fire 800
Shock 17 40 AE x - Lightning 1000
FROG -----------------------------------------------------------------
Slurp 1 5 1A x - Cure 10
Slurp Cut 2 11 1E x - 15
*Water 2 11 1E x - Water --
*Heal 2 6 AA x - Cure 10
Leap Slash 4 18 1E x - 250
*Water 2 8 14 AE x - Water 400
*Cure 2 5 24 1A x - Cure 600
Frog Squash 15 -- AE x - Desperation 1000
AYLA -----------------------------------------------------------------
Kiss 1 14 1A x - Cure 10
Rollo Kick 2 14 1E x - 60
Cat Attack 3 20 1E x - 100
Rock Throw 4 30 1E x - 200
Charm 4 -- 1E x - Steal item 400
Tail Spin 10 40 CZ x - Non-elemental 600
Dino Tail 15 -- AE x - Desperation 800
Triple Kick 20 37 1E x - 1000
MAGUS ----------------------------------------------------------------
*Lightning2 8 18 AE x - Lightning 0
*Ice 2 8 18 AE x - Water 0
*Fire 2 8 18 AE x - Fire 0
*Dark Bomb 8 25 EZ x - Shadow 400
*Magic Wall 8 -- 1A x - Status (Safe) 400
*Dark Mist 10 25 AA x - Shadow 400
*Black Hole 15 -- CZ x - Instant-kill 900
*DarkMatter 20 38 AE x - Shadow 900
DUAL TECH: WHO: RN: MP: P/E/O - DESCRIPTION:
----------------------------------------------------------------------
Antipode ML EZ 2 2 x - Shadow
Antipode 2 ML EZ 8 8 x - Shadow
Antipode 3 ML AE 8 20 x - Shadow
Aura Beam M R AA 1 2 x - Cure
Aura Whirl CM AA 2 1 x - Cure
Beast Toss R A 1E 12 4 x -
Blade Toss RF FL 3 2 x - (line from Robo)
Blaze Kick M A 1E 8 20 x - Fire
Boogie R A AE 4 4 x - Status (Stop)
Bubble Hit FA 1E 2 2 x -
Bubble Snap RF 1E 4 2 x -
Cube Toss M A EZ 8 4 x - Water
Cure Wave RF AA 3 5 x - Cure
Cure Touch M R AA 5 3 x - Cure
Double Cure M F AA 5 5 x - Cure... duh?
DoublevBomb LR CZ 15 14 x - Fire (around Robo)
Drill Kick C A 1E 2 2 x -
Drop Kick FA 1E 4 20 x -
Falcon Hit C A HL 4 4 x -
Fire Punch LR EZ 2 1 x - Fire
Fire Sword C L 1E 4 2 x - Fire
Fire Tackle LR 1E 8 4 x - Fire
Fire Whirl C L EZ 2 1 x - Fire
Fire Whirl L A AE 8 10 x - Shadow
FireSword 2 C L EZ 12 8 x - Fire
Flame Kick L A 1E 2 2 x - Fire
Frog Flare L F AE 20 15 x - Desperation
Glacier M F 1E 8 8 x - Water
Ice Sword CM 1E 4 2 x - Water
Ice Sword 2 CM EZ 12 8 x - Water
Ice Tackle M R 1E 2 4 x - Water
Ice Toss M A EZ 2 4 x - Water
Ice Water M F AE 2 2 x - Water
Line Bomb L F HL 15 4 x - Fire
Max Cyclone C R CZ 4 3 x - (around Robo)
Red Pin L F 1E 2 4 x - Fire
Rocket Roll C R AE 2 3 x - Shadow
Slurp Kiss FA AA 1 1 x - Cure
Spin Kick R A 1E 2 2 x -
Spire C F 1E 8 4 x - Lightning
Super Volt C R AE 8 17 x - Lightning
SwordStream C F 1E 4 2 x - Water
Twin Charm M A 1E 1 4 x - Steal item
Volt Bite C A 1E 2 3 x - Lightning
X Strike C F 1E 2 2 x -
DUAL TECH: TECH 1: TECH 2:
----------------------------------------------------------------------
Antipode 1.00 *Ice 1.00 *Fire
Antipode 2 1.50 *Ice 2 1.50 *Fire 2
Antipode 3 1.25 *Ice 2 1.25 *Flare
Aura Beam 1.00 Aura 0.00 Cure Beam
Aura Whirl 0.00 Cyclone 1.00 Aura
Beast Toss 1.25 Uzzi Punch 1.25 Rock Throw
Blade Toss 1.25 Laser Spin 1.25 Slurp Cut
Blaze Kick 1.25 *Fire 2 1.25 Triple Kick
Boogie 0.00 Robo Tackle 0.00 Charm
Bubble Hit 1.25 *Water 1.25 Rollo Kick
Bubble Snap 2.00 Robo Tackle 0.00 *Water
Cube Toss 1.25 *Ice 2 1.25 Rock Throw
Cure Touch 1.00 *Cure 2 0.00 Heal Beam
Cure Wave 0.00 Heal Beam 1.00 *Cure 2
Double Cure 0.00 *Cure 2 1.00 *Cure 2
DoublevBomb 1.50 Mega Bomb 1.50 Area Bomb
Drill Kick 1.00 Cyclone 1.00 Rollo Kick
Drop Kick 1.50 Leap Slash 1.00 Triple Kick
Falcon Hit 2.00 Spincut 0.00 Rock Throw
Fire Punch 1.00 *Fire 1.00 RocketPunch
Fire Sword 1.25 Spincut 1.25 *Fire
Fire Tackle 1.50 *Fire 2 1.50 Robo Tackle
Fire Whirl 1.00 Cyclone 1.00 Flame Toss
Fire Whirl 1.50 *Fire 2 1.50 Tail Spin
FireSword 2 1.00 Confuse 1.00 *Fire 2
Flame Kick 1.25 *Fire 1.25 Rollo Kick
Frog Flare 1.25 *Flare 1.25 Frog Squash
Glacier 1.50 *Ice 2 1.50 *Water
Ice Sword 1.25 Spincut 1.25 *Ice
Ice Sword 2 1.00 Confuse 1.00 *Ice 2
Ice Tackle 1.50 *Ice 1.50 Robo Tackle
Ice Toss 1.00 *Ice 1.00 Rock Throw
Ice Water 1.00 *Ice 1.00 *Water
Line Bomb 1.00 Mega Bomb 0.00 Leap Slash
Max Cyclone 1.50 Spincut 1.50 Laser Spin
Red Pin 1.25 *Fire 1.25 Leap Slash
Rocket Roll 0.00 Slash 1.50 Laser Spin
Slurp Kiss 1.50 Slurp 1.00 Kiss
Spin Kick 0.00 Laser Spin 2.00 Rollo Kick
Spire 1.25 *Lightning2 1.25 Leap Slash
Super Volt 1.25 *Lightning2 1.25 Shock
SwordStream 1.25 Spincut 1.25 *Water
Twin Charm 0.00 Provoke 0.00 Charm
Volt Bite 0.00 *Lightning 2.00 Cat Attack
X Strike 1.25 Cyclone 1.25 Slurp Cut
----------------------------------------------------------------------
TRIPLE TECH: WHO: RN: MP: P/E/O - DESCRIPTION:
----------------------------------------------------------------------
3D Attack C FA 1E 2 2 20 x -
Arc Impulse CM F 1E 4 8 4 x - Water
DarkEternal ML M AE 8 8 20 x - Shadow
Delta Force CML AE 8 8 8 x - Shadow
Delta Storm C L F AE 8 8 8 x - Shadow
Final Kick CM A 1E 8 8 20 x - Shadow
Fire Zone C LR CZ 4 8 3 x - Fire (around Robo)
GatlingKick C L A 1E 8 8 20 x - Shadow
Grand Dream M RF AE 15 2 15 x - Desperation
Life Line CM R AA 2 15 3 x - Status (Reraise)
Omega Flare LR M AE 20 3 8 x - Shadow
PoyozoDance ML A AE 1 1 20 x - Non-elemental
Spin Strike RFA 1E 4 4 15 x -
Triple Raid C RF 1E 2 4 2 x -
Twister C R A AE 2 3 10 x - Shadow
TRIPLE TECH: TECH 1: TECH 2: TECH 3:
----------------------------------------------------------------------
3D Attack 1.25 Cyclone 1.25 Slurp Cut 1.25 Triple Kick
Arc Impulse 1.25 Spincut 1.25 *Ice 2 1.25 Leap Slash
DarkEternal 1.25 *Ice 2 1.25 *Fire 2 1.25 *DarkMatter
Delta Force 1.25 *Lightning2 1.25 *Ice 2 1.25 *Fire 2
Delta Storm 1.25 *Lightning2 1.25 *Fire 2 1.25 *Water 2
Final Kick 1.25 *Lightning2 1.25 *Water 2 1.25 Triple Kick
Fire Zone 1.25 Spincut 1.25 *Fire 2 1.25 Laser Spin
GatlingKick 1.25 *Lightning2 1.25 *Fire 2 1.25 Triple Kick
Grand Dream 0.00 Life 2 0.00 Cure Beam 0.00 Frog Squash
Life Line 0.00 Cyclone 0.00 Life 2 0.00 Laser Spin
Omega Flare 1.25 Flare 1.25 Laser Spin 1.25 Dark Bomb
PoyozoDance 0.00 Provoke 0.00 Hypno Wave 1.00 Tail Spin
Spin Strike 0.00 Robo Tackle 0.00 Leap Slash 0.00 Dino Tail
Triple Raid 1.25 Cyclone 1.25 Robo Tackle 1.25 Slurp Cut
Twister 1.50 Cyclone 1.50 Laser Spin 1.50 Tail Spin
----------------------------------------------------------------------
* There is a couple of triple techs that require a performer to have
a certain rock equipped. That's only the case with groups in which
Crono isn't included. Here's the location of each rock:
BLACK ROCK - In the Water/Wind/Fire-room in Kajar.
BLUE ROCK - In a chest in the Giant's Claw.
GOLD ROCK - AFTER you get the upgraded Masamune, go to the
Denadoro Mountains and Frog will catch one of those
rocks a Free Lancer throws at you.
SILVERROCK - Given to you by the Nu in the Laruba ruins (after
you reach a certain point in the game).
WHITE ROCK - In a chest in the Black Omen.
For a triple tech to become accessible (for use), you need to have
the rock equipped, all ATB gauges must be full, and all techs need
to be learned. Not only that! In case you're having trouble with
Grand Dream, you MUST have the Masamune (and Gold Rock) equipped on
Frog! Otherwise it won't work.
========================================================================
PART 6: FREAKIN' ANNOYING QUESTIONS (F.A.Q.)
========================================================================
In this section, you'll find the most-asked questions, along with my
puny answers. Be sure to check this section if you're stuck somewhere
and _before_ consulting me or other people... thank you. I'm quite sure
that this will answer most of your questions, and even those you haven't
thought of yet (I can read the future). If you e-mail and ask me
ANYTHING you find here, I will whip out my dead rubber chicken with a
pulley in the middle and practice violent stuff on you. Okay... well,
maybe not *that*. But guaranteed is that I'll ignore you. Questions
are okay, but not if they're answered below.
1. HOW DO YOU OPEN THE BOXES THAT ARE SEALED BY A MYSTERIOUS FORCE?
------------------------------------------------------------------------
You can't. Just continue playing and you will automatically gain the
ability to get the nice items inside the chests.
2. WHEN I WALK INTO TRANN DOME, ALL I CAN SEE IS FOG!
------------------------------------------------------------------------
What rock ARE you living under? You are playing the game using an
emulator (this ONLY happens on emulators). Getting a newer version just
MIGHT solve the problem, which is the game's transparency--it's either
not supported by your video card (rarely) or it's not enabled (most
likely). Set the resolution to one supporting transparency. You can
also remove the third layer, but that gets rid of the text as well. If
you want to know how to set resolutions, go check the documentation that
came with your emulator. The README-file usually helps you out.
3. IN ARRIS DOME, NOTHING HAPPENS WHEN I INPUT THE PASSWORD!
------------------------------------------------------------------------
Again, this is a problem that only happens by emulating the game; this
doesn't happen if you're playing the original. The problem isn't your
emulator; it's your PC, having some hardware limitation that you can't
press more than two keys (with some exceptions) at a time. The solution
is to assign multiple buttons (in this case, L and R) to a single key
and use THAT button. Or if this is not possible, set L to Ctrl and R to
Alt (and don't set A to Delete, smartass). If you don't know how the
hell you're supposed to alter controls... you are the complete opposite
of a PC techie.
4. THE GAME CRASHES AFTER/WHILE SWITCHING CHARACTERS!
------------------------------------------------------------------------
Again, this... you get the point. Squaresoft apparently hates you guys
using emulators. But the solution to your problem is simple: enable
sound. Check the documentation that came with your emulator if you're
having trouble (which I doubt).
5. I WALKED AROUND SPEKKIO'S ROOM THREE TIMES BUT NOTHING HAPPENS!
------------------------------------------------------------------------
THREE times and CLOCKWISE are the keywords here. Don't forget you must
be touching the walls all the time (except for the door)--this bit is
left unmentioned by Spekkio so that might be the problem you're having.
Whether you walk or run doesn't matter a crap; just touch the damn walls
all the time, and lastly talk to Spekkio. If it does not work, then you
gots yourself a problem and I can't help you, buddy.
6. WHERE IS THE HUNTING RANGE!!!?
------------------------------------------------------------------------
For some reason, some people have no idea where this place is. What do
you want me to do... drag you to the damn place? See the Dactyl Nest
over there? The Hunting Range is somewhere right of it. If you still
can't figure out where it is, stand in the Dactyl Nest so that the words
"Dactyl Nest" pop up (but don't enter it), and go FIVE steps down, then
EIGHT steps to the right, then TWO up. Enter, and have fun.
7. ON DEATH PEAK, THE FRIGGIN' WIND JUST BLOWS ME BACK! HELP!
------------------------------------------------------------------------
First off all, you can stop e-mailing me thank you very much. First
off, you'll have to be behind the tree, so SOUTH of it, as close as
possible. You'll also have to press and hold the Up-button while behind
the tree. If you still get blown back, you're doing one or both of
those two things wrong and you're not trying hard enough. A common
problem is that when you're behind the tree, while running up, you slip
around the trunk because you aren't EXACTLY behind it. In that case,
don't run, but only hold the Up-button when behind a tree, because when
you run, you go forward, and when you walk, you stay in place.
Understood? Excellent. (Bad tree!)
8. I... KILLED MAGUS AT NORTH CAPE! NO!! UH, CAN I GET HIM BACK?
------------------------------------------------------------------------
After you kill Magus, there's no way you can return him. No, sorry.
Just hope you have a save-game right before you fought him, or something
like that. Please let me clear up again: NO, you CANNOT get Magus after
you have killed him. Why, you ask? Because, well, you killed him.
Makes as much sense as why a beach is arenaceous. It _seems_ fairly
obvious, but I'm worried about those who can't handle the *truth*, the
*whole* truth, and *nothing but* the truth.
9. SOMEONE CLOSE TO ME NEEDS HELP. WHOM IS GASPAR REFERRING TO?
------------------------------------------------------------------------
This is THE subject I get the most e-mails about. The one Gaspar refers
to is, well, unknown. Some think it's Zeal, others say it's Lara, and
Marle's dad is thought to be the one as well. First off, let's debunk
some false theories (watch out for SPOILERS if you're allergic). It is
not Lara, Lucca's mom; despite what nintendo.com says, saving Lara is a
part of the Sunken Desert side-quest. No arguing. Second, it's not
King Guardia (Marle's father) either; that is part of another side-quest
(Rainbow Shell). These "theories" are proven false by just finishing
the quests; Gaspar will still mention this.
Queen Zeal would be close to Magus, but if you killed him, he would not
be in your party and Gaspar still mentions this. However, it is very
possible that he *does* refer to Queen Zeal, but not as an additional
side-quest. "GASPAR:" is displayed right before the famous sentence,
which denotes he's not talking about the side-quests anymore. I'm
pretty sure that the Black Omen is not a side-quest, but a part of the
storyline, seeing as "beating the game" gets you New Game +, and New
Game + can ONLY be gotten after defeating Zeal and destroying the Black
Omen. There you have it.
Various people think it's an overlooked error and that he actually
refers to all of you--this might be it, but I'm not 100% sure. You do
not need to contact me about any of this, because I (1) do not give a
crap and (2) your "theory" probably stinks anyway. Sorry.
10. THERE SHOULD BE A "SUNKEN DESERT", BUT I DON'T SEE IT! AM I BLIND?
------------------------------------------------------------------------
You don't see it because it isn't there. Have you not seen the twelve
or so notes about in order for this side-quest to become available, you
will need to have spoken to the lady from Zeal Kingdom, and you must've
told her to secretly plant the sapling? If you've missed that part, you
can talk to her in the Commons. And if you've told her to burn it,
well, just talk to her again and the usual video game thing happens and
she asks you the same freakin' thing while you've already told her what
you think about the stupid plant.
11. I'VE FAILED SAVING LARA'S LEGS! CAN I GO BACK AND DO IT RIGHT?
------------------------------------------------------------------------
Sorry, you can't go back again, but you can go back to a previously-
saved game and start over. That's the only remedy. On the other hand,
it won't make an immensely huge difference in the storyline: Lara will
be standing instead of sitting. Whatever strikes your fancy.
12. HEY, ABOUT AYLA'S FI--
------------------------------------------------------------------------
Ayla's fists are acquired automatically. She'll get the Iron Fist once
she reaches level 72 and completes a battle. For the BronzeFist, you'll
have to be at level 96. The Iron Fist can inflict Chaos, while the
BronzeFist dishes out 9999 damage at every critical hit, no matter what
are your enemy's defenses! By the way, as for damage the regular way,
what fist Ayla has doesn't affect it; that's what level and power do.
13. WHICH TECHS ARE THE BEST? I WANNA KICK THE CRAP OUT OF SOMEONE!
------------------------------------------------------------------------
Assuming that no magic tabs are used, I recommend the following. For
single techs, physical, Triple Kick is all-around the best, with Rock
Throw, Confuse, and Uzzi Punch on a distant second, third and fourth
place. Magically, go *DarkMatter. Additionally, *Luminaire, *Flare and
*Shock are great choices as well. For dual techs, Doublevbomb (if the
enemy is close to Robo) and Beast Toss (if the enemy is not "locked" in
place; otherwise it misses) carry my recommendation, although their
versatility is not top-notch. Blaze Kick, Drop Kick and Antipode 3
aren't bad too. The most damaging tech (*potentially*) is Frog Flare,
if you just get Frog's HP to 1. And as for triple techs, it's simple:
DarkEternal and Omega Flare are the tops. Speaking of triple techs...
14. I CAN'T GET THIS TRIPLE TECH WORKING! YOU SUCK!
------------------------------------------------------------------------
In case you're talking about the Gold Rock (Grand Dream), then you also
have to have Frog equipped with the Masamune. If otherwise, it won't
work. If the tech still doesn't work, then be sure all three members
have their attack gauge filled in battle and have enough MP. Also, be
sure to know all required techs! If you *still* don't see the triple
tech, make sure to put on your glasses. Or, perhaps you need to turn ON
your TV. Seriously, if you're still having trouble, you're doing one of
these things wrong...
15. WHERE CAN I LEVEL-UP QUICKLY?
------------------------------------------------------------------------
Depends on where you are. Quick thank to the guys from the gamefaqs.com
message board for their input.
- If you just entered the future, the Sewer Access is a good choice.
There's no need for leveling up at this moment, though.
- When you get to the prehistoric ages, I suggest to bring the Hunting
Range a visit. Beat up the various enemies and ALWAYS go for the Nu
when it appears for LOTS of experience. Afterwards, you can trade
what you have for items, to sell them for cash.
- Fight every monster in Magus' Lair. There's a hallway in where you
will meet groups that grow in size as you progress; these respawn.
- In Mt. Woe is a Rubble that reappears--see section 2-T for more info.
The mountain becomes inaccessible when you clear it.
- In the Ocean Palace; head downstairs and fight everyone, and use the
elevator to go up again.
- If you're near the end of the game (side-quests), the most popular
place is the conveyor belt in Geno Dome. Return to this place using
the Dust Chute. But! Once you defeat the final boss around, you
can't return.
- The Giant's Claw and Black Omen are good choices, but not as good as
the conveyor belt.
16. HOW DO YOU GET NEW GAME +?
------------------------------------------------------------------------
You'll acquire New Game + if you complete the game after busting up the
Black Omen once, then finish Lavos (the save-game will read "The Final
Battle"). You don't need to have done the side-quests. Remember, use
the in-game save function if you're emulating. See 4-A for details.
========================================================
========================================================
THE FAQ'S REAR BUTT
--------------------------------------------------------
DISCLAIMER
This document is (c) 2003 R.D. van Heuven van Staereling. Chrono
Trigger, the names, logos and suchlike described throughout this FAQ are
(c) and (tm) 1995 SQUARE Co., Ltd. All other copyrights and trademarks
contained within this document are owned by their respective holders--
any usage of them in this file does not comprise a challenge to those
rights.
As a short reminder, this FAQ may _not_ be found anywhere outside of
GameFAQs <
http://www.gamefaqs.com/>. Don't bother asking.
--------------------------------------------------------
SPECIAL THANKS
You think I could've done this all by myself? Well... probably not.
This FAQ is my very first project, and I feel obliged to give my thanks
in this guide to a few people, because they influenced this and my other
FAQs in one way or another.
- CJayC for hosting and maintaining that uber site. YOU ROCK.
- All the great authors that inspired me. J. Parish, T. Wilde, and
AdrenalineSL get their well-deserved mention here... I love all your
work. And go check Adrenaline's FAQ for this game!
- D. Simpson gets a mention as well, because I was somewhat inspired by
his FAQs, to indent my own FAQs as well.
- The vets at the Chrono Trigger board, who drastically increased my
knowledge on this game during my first days on GameFAQs: SSJVegeta69,
Some Other Guy, The 3 Percent Rarity, DarkBear33, and probably more
I forgot (not in any order). This FAQ wouldn't be *anywhere* near
accurate without them.
- And a quick hi goes to each of my old gaming friends from the on-line
Turok 2 (PC) community... You know who you are.
Many-a-thanks to the FAQ's contributors as well:
- Jonah Adkins for info about Lavos' Time Warp.
- AdrenalineSL made a kick-ass FAQ that includes two items I missed.
- SaddQ for info on the New Game + system, for finding an ultra-rare
Power Tab, and for correcting a stupid mix-up.
- Some Other Guy for a wee correction, and for providing me with the
method to delete save data.
- G*Paladin for another item (Dark Helm/Death Peak).
- SSJVegeta69 again, for a lot of help on the damage calculation-
section, of course. Also for corrections here and there.
- All the folks that critiqued this FAQ, for general comments and info.
--------------------------------------------------------
REVISION HISTORY
Dates are in (mm/dd/yy) format.
0.0 - After long consideration, I decided to start on this, my first
ever real FAQ. I'm so cool. [11/02/01]
0.6 - After little work and too long breaks, half a year later, it's
there! Historical to the nth degree. [05/13/02]
0.65 - Exactly 400 KB! Corrected some blunt errors and added the
endings. [05/20/02]
0.75 - Plugged out unnecessary stuff and tweaked a bit. [06/26/02]
0.76 - Proofread, and added single techs. [07/11/02]
1.0 - Reorganization, corrections, completions. [08/02/02]
1.1 - Rewriting boring pieces of text. (Mostly failing.) [08/10/02]
1.2 - Birthday-update. Kicking out errors, adding oddities, and of
course, layout changes. For, like, the fifth time. [09/08/02]
1.3 - Damage calculation (with help from SSJVegeta69)! And some
proofreading and minor error corrections. [10/27/02]
1.31 - Moved a section that caused confusion. [12/17/02]
1.32 - Added an ASCII-logo (now removed, though). [01/24/03]
1337 - Bigger! Better! Changed layout! Many text edits! Charts!
New everything! Huzzah! [04/30/03]
1337 - Guide is now exactly 1 year old. [05/13/03]
--------------------------------------------------------
CLOSING
First of all, congratulations for surviving the crap I typed up. I
think it's safe to say the FAQ is finished--everything I wanted to have
in here is there. I'm sure there is a bunch of errors and inaccuracies
throughout the guide, and that's where you come in: if you think you've
spotted a mistake, don't hesitate dropping me a line. And please don't
do anything evil with this document, as I've spent countless of hours on
it. Countless. Failure in doing so will result in your destruction.
"If history is to change, let it change! If the world is to be
destroyed, so be it! If my fate is to be destroyed... I must simply
laugh!!"
-- The Prophet
Thanks for reading!
SHAMELESS PLUG--other FAQs written by me, myself, and I:
http://www.gamefaqs.com/features/recognition/19734.html
Copyright (c) 2002-2003 Phoenix 1911