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
========================================================================

------------------------------------------------------------------------
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!


------------------------------------------------------------------------
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