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CHRONO TRIGGER DS
An FAQ/Walkthrough
For the Nintendo DS
Copyright 2008-2009 Richard Beast
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Table of Contents:
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-!NOTE!-
This guide, as you will soon see, is pretty big. Seeing as how this takes
effect, you will most likely be lost in trying to find out what you want to
read. There is one way to get to it, instantly. Press Ctrl + F, and then look
for whatever you want. Let's say you want to go to the Basics section. Type in
"IV. Basics", and then you'll go to the basics section, instantly! Pretty neat,
eh?
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~ -------------------------- * TABLE OF CONTENTS * -------------------------- ~
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I. Introduction
II. Legal Disclaimer
III. Contact Rules
IV. Basics
IVa. Controls
IVb. Battle System
V. Characters
VI. Walkthrough (Part 1)
VIa. Leene Square (1000 AD)
VIb. Truce Canyon (600 AD)
VIc. Guardia Forest (600 AD)
VId. Guardia Castle (600 AD)
VIe. Manolia Cathedral (600 AD)
VIf. Guardia Forest (1000 AD)
VIg. Guardia Castle (1000 AD)
VIh. Trann Dome (2300 AD)
VIi. Site 16 (2300 AD)
VIj. Arris Dome (2300 AD)
VIk. Site 32 (2300 AD)
VIl. Proto Dome (2300 AD)
VIm. Abandoned Sewers (2300 AD)
VIn. Derelict Factory (2300 AD)
VIo. The End of Time
VIp. Medina Village (1000 AD)
VIq. Heckran Cave (1000 AD)
VIr. Guardia Castle (600 AD)
VIs. Zenan Bridge (600 AD)
VIt. Denadoro Mountains (600 AD)
VIu. Cursed Woods (600 AD)
VIv. Mystic Mountains (65,000,000 BC)
VIw. Forest Maze (65,000,000 BC)
VIx. Reptite Lair (65,000,000 BC)
VIy. Magic Cave (600 AD)
VIz. Fiendlord's Keep (600 AD)
VII. Walkthrough (Part 2)
VIIa. Chief's Hut (65,000,000 BC)
VIIb. Dactyl Nest (65,000,000 BC)
VIIc. Tyranno Lair (65,000,000 BC)
VIId. Enhasa (12000 BC)
VIIe. Kajar (12000 BC)
VIIf. Enhasa (12000 BC)
VIIg. Zeal Palace (12000 BC)
VIIh. Medina Village (1000 AD)
VIIi. Keeper's Dome (2300 AD)
VIIj. Terra Cave (12000 BC)
VIIk. Mountain of Woe (12000 BC)
VIIl. Ocean Palace (12000 BC)
VIIm. Blackbird (12000 BC)
VIIn. North Cape (12000 BC)
VIIo. Death Peak (2300 AD)
VIIp. Sunken Desert (600 AD)
VIIq. Fiona's Shrine (1000 AD)
VIIr. Ozzie's Fort (600 AD)
VIIs. Geno Dome (2300 AD)
VIIt. Sun Palace (2300 AD)
VIIu. Choras Village (600 AD)
VIIv. Northern Ruins (600 AD)
VIIw. Giant's Claw (600 AD)
VIIx. Guardia Castle (600 AD)
VIIy. Black Omen (1000 AD)
VIIz. Day of Lavos (1999 AD)
VIII. Side Quests
VIIIa. Lost Sanctum
VIIIb. Dimensional Vortex
VIIIc. Arena of the Ages
IX. Techs
IXa. Single Techs
IXb. Dual Techs
IXc. Triple Techs
X. Items
Xa. Consumables
Xb. Weapons
Xc. Helmets
Xd. Armor
Xe. Accessories
Xf. Key Items
XI. Bestiary
XII. FAQ
XIII. Credits
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~-~ ~-~ ~-~ I. Introduction ~-~ ~-~ ~-~
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After another one of my four month breaks, which I seem to be rather fond of
taking as it seems, I'm back. Oh wait, you don't know who I am? I don't blame
you, with how many breaks I take from my passion/hobby/whatnot known as guide
writing. The name is Richard Beast, and I'm a 20 year old dude from Michigan
who likes to fill up the void in his life by playing games and writing guides
for them, which has been a moderately successful method, if I do say so myself.
Among the games that I like most are RPGs, and one of the old favorites of said
collection is definitely Chrono Trigger (for the SNES, not the PSX, that version
is kinda... messed up, to say the least). Now it's been ported to the DS. I
can't say I approve of Square Enix doing that rather than making a sequel, but
hey, it makes more people aware of the game, so I'm not complaining.
I've actually always wanted to do a guide for Chrono Trigger. I wrote for the
not-as-awesome-but-still-quite-fantastic sequel Chrono Cross, which I consider
to be one of the best of my guides, so you might ask, why did I never cover
Chrono Trigger. Well, I'm finally remedying that, because for one thing, I
actually have an excuse to now. Before, I would just be one of twenty people
to have talked to roughly the same generation about a game that many people
have said roughly the same thing about. You know? But again, there's a whole
new generation of people experiencing this game now, so I'm excused. =P So now
that I've bored you with my ramblings, I'll shut up and proceed with this.
You're welcome.
You are NOT permitted to put this FAQ on your site without my permission first.
All you have to do is email me or IM me saying you want this FAQ on your site,
then you can tell me your site and the chance is high that I'll let you. But if
you put this FAQ on your site without my permission I swear you will regret it.
If I let you, not ONE word should be changed from this FAQ! NOT ONE! Got it?
Good. Also, make sure that no money is involved. If you want this FAQ to be sold
on eBay, then just forget about it, man. And don't sell this guide either, or
pay people to use it, or you'll be in such big trouble you don't want to think.
Another little note is that I will not have this guide hosted on many other web
sites besides GameNotOver, GameFAQs, IGN, and Neoseeker. You need full-on
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site, I won't let my guide be posted on it. I am sorry, but this is how it has
to be. If you ask politely and I like your site, you will definitely have the
luck of getting it up there. Thank you very much.
First of all, feel free to check out the stuff I've written on GameFAQs. Those
include a guide for Mega Man 5, a few other Mega Man games, and tons of random
PSX games. Honor to the PSX, yanno? Hopefully, that'll be added with awesome
Legend of Zelda: Majora's Mask and Wild Arms guides. As you might be able to
guess, I'm a large RPG fan and writer.
Alright, enough shameless advertisement about me. You can e-mail me if there is
a question you wish to ask that hasn't been answered in the guide, but I REALLY
don't want to bother answering questions that have already been done, answered,
and done again in the guide, if it isn't too much trouble. Feel free to tell me
if there's something I've forgotten, however.
My e-mail address is richard_power1000 [at] yahoo [dot] com. Except, replace the
[at] and spaces with a "@" symbol and the [dot] and spaces with a period; I have
to write like that so I don't get a dozen spam bots e-mailing me and getting me
viruses. Just be polite in the e-mail, don't talk like "omg wtf rich ur gides r
t3h su><0rz & how du i beat yakra", and don't ask something that's already been
answered in the guide, and I'll respond.
And don't bother sending things like:
"You friggin' idiot. Your guides suck, you suck, and everything about you
sucks. DIE DIE DIE!"
"BURN IN THE FLAMES OF HELL, YOU STUPID RETARD!!!"
"What the hell did you think you were doing writing all that garbage, you piece
of crap?
"I hope you fall down the stairs and break every bone in your body!"
"u su><0rz, eVrYtInG BoUt u sUx, dIe ass!!!!!!1"
I will laugh at such e-mails and delete them. So... if you're not just playing
a friendly joke on me or something, don't bother with that crap cos I've been
through with it too much.
Okay, that's enough for that. My AIM name is rbeast288; sorry, I don't have MSN
or YIM. The list is closed, but I'll add you if you ask politely via e-mail. I
like chatting with people, but try not to overdo it on AIM if I add you to my
list. Since I am busy a majority of the time and all.
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~-~ ~-~ ~-~ IV. Basics ~-~ ~-~ ~-~
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IVa. Controls
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Control Pad
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- Move on the field
- Scroll through menus in and out of battle
A
---
- Speak to people
- Examine things
- Enter areas on the world map
- Select an option in battle
B
---
- Dash
- Cancel an option in battle
X
---
- Open menu
Y
---
- Change party members
- Switch position of menu in battle
L+R
----
- Run away from battle when both are held
Start
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- Pause
Select
-------
- View world map on overworld
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IVb. Battle System
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I suppose the first thing to actually comment on is getting in battles in the
first place. When you're in an area that is not the world map or a town or
something, you'll typically see enemies scattered around. If they spot you, you
will initiate battle with them. Also, when you're going through certain areas,
there will be certain "forced encounters" that you absolutely can't avoid. They
just happen if you walk past a spot, no way around it. Those are forced though,
not random. Chrono Trigger has no random encounters, so if you hate those, this
is the game for you, I guess.
During battle, you'll always have three options: Attack, Tech/Combo, and Item.
Attack obviously hits one enemy with your given character physically. Item has
the character you're controlling use an item. Techs are a bit more complicated,
so I'll get to those in a minute. Chrono Trigger is also turn-based, meaning
characters with higher speed are allowed to make actions quicker. Basically,
you'll be prompted to use them first, although you can naturally have them sit
there while you control others. Just scroll from left to right on the menu that
appears there.
Alright, back to techs. There's seven characters in Chrono Trigger, and each
gets to learn eight techniques in total. Techniques are learned by gaining TP,
which you will gain from winning battles. They have to be learned in their given
sequential order, and typically the techniques down the road require a lot more
TP to learn, but are stronger and more worthwhile. They require MP to use, which
is one of the statistics you have and acquire more of as you gain experience,
but that's basically the gist of it. That's just for Techs, though. As you gain
a few more techs onto your sleeve, you'll be able to perform combos.
What combos basically are, is two characters who are both able to move,
performing their techs simultaneously. What this leads to is usually an attack
that is stronger than both of the prior techs put together. In fact, in most
cases, the only requirement is that both characters known the techs that can be
put together, and they each have the MP required to use them. In addition to
that, there exist triple techs, in which three characters can put their
individual techs today and produce a stronger attack, although far fewer of
those exist than double techs. There exist seven characters in this game. Six of
those seven have three combo techs with each of the other six. Triple techs are
far less common.
That is basically all you needed to get you set on your way in Chrono Trigger.
Know also that there are four elements governing techniques, though: light,
water, fire, and shadow. Crono's attacks are primarily of light, Marle's and
Frog's are of water, Lucca's are of fire, and Magus's are of shadow, although
Robo's Laser Spin is also shadow-elemental. Light and shadow tend to be strong
against one another, as are fire and water. With that, enjoy Chrono Trigger.
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~-~ ~-~ ~-~ V. Characters ~-~ ~-~ ~-~
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Again, there's a slew of old people who know all about this and would question
why I'm including a section talking about the characters they've come to know
and love for so long, but just bear with me. I'm gonna throw this out there,
so there.
~-~ CRONO ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
HP ............. High MP ............. Average
Strength ....... High Stamina ........ High
Magic .......... Average Magic Defense .. Average
Speed .......... High Evasion ........ Average
There's relatively little to say about Crono except for the fact he's a spiky
haired young teenager living in Truce Village in the year 1000 A.D. He just so
happens to be a silent protagonist. Yet somehow he seems to communicate with
people, everyone likes him and thinks he's nice, so hey, I'll take their word
for it.
I'll be honest when I say that I think Crono is probably the best and most
well rounded character in the game. To me, he really doesn't have any bad
points at all. His HP is extremely solid, he has attack power that is only
beaten by Ayla later in the game, and tons of speed to back it up, which is
once again, only beaten by Ayla. Something he DOES have which Ayla doesn't,
however, is magic power. Crono's magic is far inferior to Marle's and Lucca's
without a bunch of Magic Capsules, but he can cast Lightning and the far more
useful Lightning II, something you'll be using a ton later in the game. The
techs that he learns are extremely well rounded. He has killer physical attacks
like Cleave and Frenzy, a healing ability in Raise, and it all climaxes in
one of the greatest attacks the game has to offer, Luminaire. Overall, he's
beaten by someone in about everything, but he's the most well rounded package
in the game, the way I see it.
~-~ MARLE ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
HP ............. Low MP ............. High
Strength ....... Low Stamina ........ Low
Magic .......... High Magic Defense .. High
Speed .......... Average Evasion ........ Low
Marle is a tomboyish girl who Crono runs into while in the Millennial Fair,
although anyone who looks at her is familiar with her some place. She just so
happens to be Princess Nadia of Guardia in disguise, although she has a desire
to escape from there. Marle, everywhere she goes, comes with a pendant that
seems to react with time gates, and that's how she becomes lost in time in the
first place.
Alright, in sharp contrast with Crono who I consider to be the best character
that this game graces you with, I find Marle to be by far the weakest one in
Chrono Trigger. And why is that, you ask. Well, Marle's strength is very low,
and instead her magic is quite high. That's all well and good, but she only
has two offensive spells: Ice and Ice II. Although she'll do huge damage with
those, that's really it. The rest of her actual spells are all healing spells.
And let me tell you, Marle can heal. She has some incredible dual techs with
other characters that'll literally heal any wound, plus her own spells are
fantastic, but that's really all that she comes down to in the end, is a
healer. Factor in that Marle has the lowest HP of any character in the game,
as well as rather mediocre speed, and she's really the character I use the
least often in Chrono Trigger.
~-~ LUCCA ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
HP ............. Average MP ............. High
Strength ....... Low Stamina ........ Low
Magic .......... High Magic Defense .. High
Speed .......... Low Evasion ........ Low
Lucca is a childhood friend of Crono's, although she couldn't be more different
from Marle if she tried. Lucca is a genius, and with her father Taban, she is
constantly tinkering with things and inventing things, the latest of which is
the Telepod, which causes some unnecessary trouble. Apart from that though,
she's along with the group for her brains.
Lucca is decent. Yeah, that's how I choose to describe Lucca right off, because
while I strongly prefer her in battle over Marle, for every good point about
Lucca I can probably find an opposite negative point. First of all, let's start
with strength. It's a little better than Marle's, but not by much unless you
get her ultimate weapons, which turn her into a complete beast. Lucca's magic
is about the same as Marle's, most of the time, which works out since Lucca's
techniques climax in Flare, an utterly outstanding technique that is beaten
only by Luminaire and Dark Matter. Only problem is if you can find the will to
use Lucca later in the game when you have characters like Frog, Ayla, and
Magus. The most crippling problem of all for Lucca, in my opinion, is her
speed, which is the second worst in the game. That can be devastating unless
you give her specialized equipment and/or Speed Capsules to remedy it. That,
and Lucca gets off to a too slow start to her techs for me, learning Protect
midway through. When you get to her later techs though, Lucca will become a
machine. All in all, great character, just not my favorite.
~-~ FROG ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
HP ............. Average MP ............. Average
Strength ....... Average Stamina ........ Average
Magic .......... Average Magic Defense .. Average
Speed .......... Average Evasion ........ High
Frog, formerly the knight Glenn of the Guardia Kingdom in 600 AD, is somewhat
of a retired knight of Guardia. When he actually did call himself Glenn, he
fought against the Fiendlord Magus with his friend Cyrus, but Cyrus was killed
and Glenn was thrown off the cliff with a spell cast on him, and he awoke as a
frog. That doesn't stop Frog from kicking ass with a sword though, and once he
gets that Masamune, he's unstoppable.
I like Frog. Matter of fact, I can't see how it's possible NOT to like Frog,
to be completely frank with you. I mean, c'mon, he's a frog! Frogs are cool,
especially the talking kind, and Frog rocks in battle too. Frog's stats are
typically rather average. He's got good HP, not as high as Robo's or Ayla's,
but not nearly as low as Marle's or Lucca's. His strength is quite solid, and
when he's got the Masamune in hand, he'll be slaughtering things left and
right. His magic is almost the exact same as Crono's, and as far as speed
goes, he's pretty good. Only beaten by Crono and Ayla, so that doesn't bother
me. Something I do love a lot about Frog though, is that he's a fantastic
replacement for Marle. In that Frog has Cure II and Heal, the latter of which
heals all party members, and the former of which Marle has too, and while
Frog isn't as good a caster as her, c'mon, you don't need all that. Factor in
that Frog has some incredible dual techs, a strong final tech in Frog Squash,
and he's a character I'd take over many.
~-~ ROBO ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
HP ............. Very High MP ............. Low
Strength ....... High Stamina ........ Very High
Magic .......... Low Magic Defense .. Low
Speed .......... Very Low Evasion ........ Low
Robo is exactly what his name would imply, and that is a futuristic robot
dwelling in the, well, futuristic time period. Crono, Marle, and Lucca run into
him when they're exploring 2300 AD, and at the time he's broken, but Lucca
manages to fix him. Because he has nothing to do in his dead time period, Robo
joins the party, even though his original mission before he was reprogrammed,
was to destroy the remainders of the human race.
This isn't going to be the most popular opinion, but I've never been a huge
fan of Robo. Let me start off with a couple good notes, though: his HP is
absolutely titanic, and his stamina is equally high. Bottom line is, it'll take
a lot of physical abuse to bring him down. That, and his strength is extremely
high, but his downfall is that his speed is terrible. At only 6 points, it's the
worst in the game. His MP and magic defense are also pretty abysmal, although
you'd naturally expect that. Now, the only issue I take with this is that there
exists another physical powerhouse character, and that's Ayla. Ayla has a bit
lower HP and stamina, but she's the FASTEST character in the game. Only thing
Robo has going over her for me is that he has superior healing techniques. The
rest of Robo's techs are rather standard in my eyes, but he has Cure Beam and
Heal Beam, which are very useful. But apart from that, when I need a physical
attacker, Robo isn't bad by any means, but I'm just more of an Ayla man.
~-~ AYLA ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
HP ............. High MP ............. Average
Strength ....... Very High Stamina ........ High
Magic .......... Very Low Magic Defense .. Average
Speed .......... High Evasion ........ Very High
Ayla is a primitive looking cavewoman dwelling in the prehistory. She is the
current chief of Ioka Village, because she's the strongest one there. Ayla is
also the leader of the "apes" side in the battle between the primitive human
beings and the Reptites.
Some might choose to disagree with me, I don't care, Ayla is easily one of the
best characters in the game. Ayla has only one real weakness, and that's her
complete lack of magical power, magic defense, healing stuff, or otherwise.
But come on, she's only from 65,000,000 B.C., you don't expect her to have
magic powers, right? She has Kiss, though, which is at least slight healing
power, but you won't even want to use magic when you see her combat abilities.
Ayla has godlike speed. Higher than Crono's, as a matter of fact, and she's
utterly unstoppable. Her strength is absurdly high, she's second only to Robo
in HP, and I might add: she has no need for weapons. She comes equipped with
her fist all game long, until she gets to really high levels and it's upgraded
automatically. Makes her quite inexpensive to use. And while she doesn't have
enough multi hit attacks for my taste, she has just as many dual techs as
anyone else. Also, I might add, she's the only character who can steal from
enemies. Makes her a complete goddess in battle.
~-~ MAGUS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
HP ............. Average MP ............. High
Strength ....... Average Stamina ........ Average
Magic .......... Very High Magic Defense .. High
Speed .......... High Evasion ........ High
Magus is the so-called fiendlord of 600 AD. He is the initial villain because
the group believes him to be the one who created Lavos, but that is quickly
proven to be a misunderstanding, as he was only the one to summon him. Magus
is incredibly mysterious though, and it's common knowledge that his time period
actually isn't 600 AD. However, much later in the game, the choice is actually
given to recruit him or fight him, and if you've got any sense, you'll recruit
him.
Magus is good. No, let me say that again. Magus is really, really good. He's
by FAR the best spellcaster in the game; when you recruit him, he'll already be
miles ahead of Marle and Lucca. He can control all four elements with ease; he
has the level two versions of Lightning, Fire, and Ice, plus his following
techs, such as Dark Bomb and Dark Matter, are shadow. Which he has to learn, but
that's not a problem considering how much TP you receive in battle at the latter
end of the game. And let's not stop there. All his stats are phenomenal. While
his HP and strength definitely aren't on a Robo or Ayla level, they're way more
than you would expect from a spellcaster. Weigh in he'll max out speed almost
immediately, and he completely destroys Marle and Lucca magically, and he's
just about the most useful character in the whole game. Need I mention Dark
Matter is second only to Luminaire in terms of the game's best techs? He only
has one fatal flaw: he has no dual techs. Then again, he's got some of the best
triple techs in the game, so there's at least some compensation, and for
everything else, I can live with that shortcoming.
Okay, whether you're an old timer who's picking up another copy of Chrono
Trigger for the hell of it, or a newcomer, prepare to embark on one of the most
epic odysseys ever committed to a disc. A few notes to kick this off, first.
You're given the option to choose settings as well as the character's name, but
come on, his name's Crono. You play the game in Active, with movies because
that's cool, and yeah, that's all good.
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VIa. Leene Square (1000 AD)
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~ My Level: 1
~ Items: 200 G
So, the first infamous words of "Wake up, Crono!" were changed around a little
bit, but basically the premise right off the bat is that you're Crono, you just
woke up, and you're on your way to the Milennial Fair. After Crono's mother
wakes him up, you get up and stretch, and then you're free to go down the
staircase to the bottom left. Go right ahead and do that, then when you're down
on the first floor, the mother talks to you about your "young inventress friend"
whose name just so happens to be Lucca. Fair enough. She's waiting for Crono at
the fair.
Leave the house through the exit towards the south side, and you're out on the
world map. It's some beautiful scenery, isn't it? Anyway, actually, there's one
thing that you can get before going to Leene Square for the fair. Enter back
into Crono's house and talk to his mother, and she'll give you your "allowance"
in the form of 200 G. Sweet. With that done, enter Leene Square, and as you can
see, there's plenty to do here.
First thing to note. Under the purple tent a little to the left, you can buy
items. Even though you've not got much money on you, I'd personally buy a Potion
or two and maybe a Shelter. In the tent a little to the right you can buy a
little equipment, and from the merchant in blue towards the right, whose name
is Melchior, you can purchase a couple swords, but they're likely above your
price quota. And from the tent on the right of that still, you can predict the
winner of the oncurring race. This will hook you up with 20 Silver Points, which
are basically points to go around for stuff in the fair. I never really bother
with doing these, but if you want to know how to predict it, talk to the old
man on the right, right before the race starts. More often than not, he has the
right guess. Guess the same thing he does before the race starts, and you'll
profit. Hey, it doesn't hurt.
Also, there's a person standing to the left near a bell, who prompts you to
press A when you're ready, then you automatically run back. When you're at the
furthest back you can get, hit A again to hit the bell, and if it goes to the
top, you get 1 Silver Point. Not bad, I guess. And by entering the tent on the
right, otherwise known as the Tent of Horrors, you can play a little game by
spending 10, 40, or 80 Silver Points, where soldiers move around and you need
to guess which one is which. Good fun. When you're ready to move on though, head
north of the main screen.
When you reach the screen up ahead, you'll see a blonde girl running around in
circles. Run into her, and then both she and Crono will fall down, and her
pendant will go flying. After she gets up, talk to her, then get the pendant,
then talk to her again. Give it back to her and then let her follow you around
for a while, and she introduces herself as Marle. Aight, cool. Anyway, when
she joins you, start by heading to the right of this screen. Here you'll find a
girl who's missing her cat, and a man who challenges you to a can chugging
contest. Basically what you have to do is mash the A button as fast as you can,
and if you get eight (not hard), he'll give you 5 Silver Points. Cool.
If you go northeast from there, you'll see a bunch of people dancing in a
prehistoric rhythm, which is... mildly interesting to watch. But otherwise, stay
on the main screen. Head to the left this time, and you'll find an old man with
a bag, and a cat. Do not even examine the bag on the left. You don't want to
be eating the guy's lunch now, do you? Anyway, talk to the cat, and then slowly
walk over to the far right where the girl who had lost it was. Just holding down
the B button and walking over there is enough. You don't get anything out of it
(at least now), but hey, it proves you're a good soul, right?
Keep going further left of that to the next screen, and in the center of that
area is a large robot named Gato, who you can fight to earn 15 Silver Points. I
strongly encourage this, since it helps for stuff other than, you know, the
fair points. He's not hard at all, although I'd use a Potion or two if your HP
winds down too much. Note that he counterattacks stuff, but don't let that make
you hesitate. He'll give you 15 Silver Points, but I always fight him twice,
just because you go up a level after you've done that, which is of course the
most important thing. Alright, in any case...
Go back to the previous screen. If you want you can talk to the guy in the booth
there to exchange 10 Silver Points for 50 G, which I also encourage. Talk to the
people on the stairs to the north and they'll tell you Lucca is still setting up
so go back a screen. Talk to the people at the fountain, and at this point the
device is set up. Didn't take long now, did it. Before you go on, though, talk
to Melchior again. At this point I was able to buy a Bronze Blade, so if you can
I would encourage it. He'll ask if you can talk Marle into selling her pendant,
so tell him NO. Trust me, just say no, I'll explain why later. Head north of the
second screen (Marle will want to buy candy, just let her). When you're there,
talk to Lucca on the left, hop in her invention, and then talk to Marle. Stuff
happens, examine the pendant, and you're warped away to a mysterious area.
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VIb. Truce Canyon (600 AD)
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~ My Level: 2
~ Items: Potion, Power Glove
So that's how Chrono Trigger gets started. Epic beginning though, wouldn't you
say? Same with the premise, you can tell you're in a way different area. Make
sure that you're healed and Gato didn't screw you up too bad, and start heading
to the left. Lo and behold, you get ambushed by three Blue Imps. Just slice them
down (one hit each should do it), collect your EXP and whatnot from it, and
keep heading to the west.
On the next screen, head up the ladder right above, since there's nothing to
see below. Head across the bridge, and sure enough two more Blue Imps come down
to play. Off the both of them, then head west up the hill for a Potion. To the
southeast of that (not down the ladder) is a Power Glove accessory. Head
downhill from the south side, and you'll see two more Blue Imps kicking a
Roundillo around. Ain't that the way to go. You'll have to fight them all if
you touch them, but hell, just go ahead and do that. At this point there's
nothing more to do here, so just head south to exit the place, and you're out
on a very... different looking world map. You can totally see its similarity
to the present's world map, though. In any case, enter the forest to the west.
When you enter this place, start by heading up and then you're immediately
greeted to a fork. Don't worry, this place is plenty simple. Head to the right
at the fork, and you're instantly greeted by two Roundillos and another imp.
Now is the perfect opportunity to test out Crono's Cyclone tech, which hits a
circle of enemies. These enemies will automatically be in a line, so just by
using Cyclone and moving down one target you should be able to wipe out two of
the three. After they're done, keep going right to hit yet another fork. Argh.
Head south and examine the sparkling object in the rock at the bottom, only to
be jumped by more enemies. Same strategy applies. Now examine whatever is
sparkling where they were, and you'll get a Strength Capsule.
When you use those, they increase your strength by 1, so you can't possibly go
wrong with that. So with that, return to that fork and head north this time.
Head up to the top until you can't go anywhere else except to the left. You'll
get jumped by two more enemies, naturally, but that's all well good. Keep going
west until you hit another fork. You'll see at this point there's something
ruffling in the bushes. If you examine that, you get surrounded by two Roundillo
Riders, which I personally see no problem with, but just to call that to your
attention.
The fork is basically two western paths, with the southern more of the two only
leading back to the entrance, so take the northwest path. In the center of the
area you wind up in you'll obviously be attacked by Roundillo Riders from the
bushes, but you expect that at this point, right? That, and if you go back you
run into Blue Eaglets, but again, who cares. Just head up, and when you can
exit to the north, do so. The east only leads to a chest that is sealed and you
can't open it. Which blows, but we'll get to that later. Head out through the
north and enter Guardia Castle.
When you get into the castle, you're instantly stopped by two guards near the
entrance who think you're part of the so called Fiendlord's army, but the queen
stops them and points out that Crono is a "friend of her's". Speaking of which,
doesn't that queen look familiar? In any way? Hehehe... we'll get to that. Now
that's done, head to the left as soon as you start and that's the inn. Since
you probably took a bit of a beating from Guardia Forest, it can't hurt to get
some rest to heal yourself up. The right at said fork leads to the kitchen,
which there isn't much to do in at this point.
Head up the northern door to the throne room, where you can see the king, so
yeah, you know it's a castle. Not that castle isn't in this place's name, but
oh well, whatever. There's two towers here that you can go up. Start by heading
to the left. Go up a couple of the sets of stairs there, and you'll find 100
G right off the bat. As you go up there's a sealed chest there, which you once
again can't open. At the top is a room where the Chancellor is. As you can tell,
he's a bit on the loony side. Head down and to the right, then enter the room
there to find a Bronze Armor there. Highly suggest that on Crono so he won't
take as much damage from friggin' Imps anymore.
Go back down to the throne room and head up the right tower this time. As you
go up there's a Potion there, but just head to the top floor and the guard will
let you pass to talk to the queen. Head forward to her room, and she'll tell
you that basically when she got to this time period, everyone just kept calling
her Leene. She's Marle by the way, if it wasn't already obvious. One second
later she disappears, though. Just like a woman (oh I apologize). After she's
gone, pick up the Ether there, and head back.
As you go back down to ground level from up that tower, none other than Lucca
shows up from below. She informs you that you're in the past, and that Marle
is Princess Nadia from the present. However, the queen from this era (the past,
600 AD) is missing, and if she dies, obviously Marle, her descendant, will die
too. So with that, leave the castle and head back to Guardia Forest. You have
to make your way back to the entrance, but that's obviously not hard. You
handled the enemies there with ease with one character, having an extra one is
hardly going to hurt. When you return to the world map, enter the cathedral to
the west.
Seems they changed it from plain-old Cathedral to Manolia Cathedral with the
re-release of Chrono Trigger. If you talk to the nuns around here, you'll
notice there's something quite a bit... strange about the all of them. At some
point though, something sparkles towards the altar, and if you examine it,
Lucca points out that it's a hairpin with the royal crest of Guardia on it. At
this point the nuns reveal themselves as Nagas and attack. This is by far the
most difficult battle yet, but it isn't too bad. Just hit away with them and
use Cyclone whenever possible to multi-target, and eventually they'll go down.
After that's done, Lucca gets grabbed, but she gets saved by none other than a
frog in armor. Offer to go with the frog after that's done, and he introduces
himself as Frog. What he SHOULD introduce himself as, though, is one of the most
awesome characters ever. I mean, he's a walking talking frog with a sword, how
badass does that get. Now that Lucca's gotten over her aversions to "moist
skinned" creatures, examine the organ on the left to open the door on the right.
This is the main meat and bones of the cathedral, right here. In the middle of
this hall are an Athenian Water (it's Revive though, dammit) and a Potion,
as well as a bunch of Diablos. Smooth sailing.
There's two doors on either end here, but both lead to the same area, so it
doesn't matter which one you take. Head to the left up the stairs and grab the
Steel Saber at the end there, noting you can't enter the room to the northwest
since there's spikes around it. To remedy that, head around the spikes and hit
the skull to the left to open it. Enter to get another Strength Capsule in the
basket. Give it to Crono, I'd say. When you're done, just head down and enter
through the door on the left there to find yourself in a library sort of room.
There's three chests, with a Maiden's Suit, a Potion, and an Ether. Standard
stuff, eh.
In addition to that, if you look on the shelf to the left you can find what's
called Naga Bromide, but you get ambushed by three Underlings. They're not
nearly as tough as they look, though, so you shouldn't have any trouble.
Especially with a tough man like Frog with you. When you're done in there,
head back down to the main floor and go to the right past the Vipers and the
Diablos. Time to explore the right side. Head to the northernmost of the two
doors there, and you'll find a room with what are obviously monsters posing as
the queen and company. Open the two chests in there for 100 G and an Ether, then
walk out only for them to reveal their forms as Vipers. Kill 'em all, leave,
and then on the main floor, head straight ahead past the Vipers and whatnot to
the next area.
First thing obvious here is the save point right in front, so make sure you use
that. After that's done, head up the stairs and go straight to the left all the
way to find a Shelter, and then slide down the stairs there, kill the Underling
if you want, then enter the door that's there. There's two Mad Bats in the hall
if you're interested in finishing them. There's nothing to be found by touching
the skull on the wall except respawning the bats, so don't bother. In the next
room, head to the right and grab the two chests to snag a Potion and a Panacea.
Nothing to be found by examining the sign, so keep going to the right.
Head down through the door there, and in that room, examine the skull on the
left, and you'll see a huge bed of spikes go down. Hmmm... familiar, much? Go
past the enemies here down, left, and up over there, and you'll have two Mad
Bats and three Underlings to deal with. The Underlings beg for Crono and Lucca's
first dual tech, Fire Whirl, right in the middle of them if you ask me. Pick up
the Iron Sword for Frog in the chest (swords are for Frog and katanas are for
Crono, remember), then play the organ there. You hear something opening in the
distance. Always a sound that I like.
Go back to the top of the room, where you found that note earlier, and you'll
find there's a door there now. That's always a good thing. Now what you have
here is a bridge towards a save point in the back and a door. There's a bunch
of enemies here, naturally, but at this point they should be extremely easy to
wipe out. I will tell you there's a boss through the door, so use a Shelter at
the save point, and enter, to find Queen Lenne and the chancellor, who reveals
himself as a beast named Yakra.
First boss of the game, which is a classic, gets a classic strategy. At this
point, you should probably have leveled Frog up to the point where he learns
Slurp Slash. If you haven't yet, just do that now, it doesn't take that long.
With that done, here's how it goes over. Yakra's physical attacks do about 25
damage, and his signature attack Needle Spin does 40-50, depending on who it
hits. Also, when attacked, he counters with a spin attack which hits the whole
party for around 10 damage. Not too much, but it adds up. Therefore, you want
every hit that you land on him to count. To ensure that, I'd let the damage
here come exclusively from Crono and Frog's dual tech, X-Strike. It's an
immensely powerful attack, does 180+ damage a use, and it'll wear him down in
no time. In the meantime, use Lucca to heal everyone's wounds as they build up
and before you know it Yakra will fade out and die. Not too shabby!
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With that done, Lenne will come in to thank Crono and whatnot, and you're left
to pick up the two chests, which you'll want to do. The left one contains the
real chancellor (god only knows how he fit in there), and the right contains a
Mid-Ether. Head south and you'll automatically end up back at Guardia Castle,
with the group gathered around the king and queen, with the chancellor there
now, naturally. What begins here is Frog's beautiful theme playing, as he walks
away and leaves the castle, considering his presence as the one that endangered
the queen. Geez, would you listen to that beautiful theme. It's blown my mind
from day one, it still does. Captures his capture amazingly.
Anyway, now it's time to find Marle. See Frog off at the bottom, then go back
up to the top of the right tower to find her. She's there, and sure enough, she
was in a cold and empty place where she felt like she was dying. In any case,
though, now you have a party of three characters at last, and you're free to
leave and head back to the present time. So you need to leave Guardia Castle,
go through Guardia Forest all over again, walk over to where you came in from
Truce Canyon, and then you'll reappear in Leene Square, in the present time.
Lucca heads off, so now it's up to Crono to escort Marle back home. Leave Leene
Square, in any case, then head west to the Guardia Forest in the present time.
Geez, this is the fourth trip to Guardia Forest in like one hour. :P
The layout of Guardia Forest hasn't changed much at all. I always wondered
how a forest would stay the exact same over a four hundred year period, but eh,
what do I know. Same thing as before. Head north, east, then southeast, to find
an area with three monsters called Amanitas, and a Strength Capsule as a
sparkling object to the east. Familiar, much? Just like before, head north at
that fork once again, and then go to the top, to the northwest, then to the
northeast and the exit will be there. Interestingly enough though, if you go
east of the exit this time, instead of just a sealed chest, you get a new,
short little area with a sealed chest. Big difference, I know. When you're done
here, just exit and enter Guardia Castle.
As soon as you enter Guardia Castle, the Chancellor of this era appears, and
proves to be an even greater jackass than the fake one in 600 AD. Possible
coincidence there, much? Hehehe... oh, I'm getting ahead of myself. The
Chancellor has the guards seize Crono, and then Crono is thrown on trial. Now,
basically, depending on how Crono acted at the fair, he will be found guilty
or not guilty. The outcome will be the same either way, but if you're found
not guilty, you'll get an Ether out of the deal, plus you won't be charged with
execution, not that it matters. Here's what you needed to have done to not be
found guilty:
-> Talk to Marle before taking her pendant after she ran into you.
-> Bring back the cat to the girl on the right side of Leene Square.
-> Do not take the lunch from the man on the left side of Leene Square.
-> Talk to Melchior after Marle joins, and refuse to talk Marle into selling
her pendant.
-> When Marle wants to get candy, just stay where you are and don't move.
-> At the actual trial, say you started everything.
-> At the actual trial, say Marle's fortune did tempt you.
I told you to do the first things in the actual Millennial Fair, and as for
the last two... consider that me telling you to do those now. =) Either way,
Marle shows up only for no one to listen to her, and the guards take Crono to
the Supervisor who orders Crono's execution regardless of the outcome. You'll
re-emerge in a jail cell, and if you were found innocent, there's a pink bag
near you with an Ether in it. That, and there's a cup of coffee nearby that'll
restore your HP and MP when you drink it.
Now you run into a choice here. You can either stand around and wait for three
days to pass (one day takes about half a minute here, unsurprisingly enough),
or you can pound on the bars three times until the guard gets pissed off and
comes in. If you do the former, then Lucca shows up to bail you out, and if you
do the latter you have to escape from the place on your own. I'd definitely say
wait for the three days to pass, as having Lucca alongside you will help you
tremendously. If you bust out, Lucca will show up right at the end, but hey,
who wants to do that? Just sit around and wait. Eventually he'll get taken to
the guillotine, but Lucca appears and shoots down the guards. You're left to
pick up a Bronze Armor from the chest, which is just icing on the cake.
Head south to get out of this room, and you'll find a chest right off the bat
with a Mid-Potion. You'll notice a man to the side there who's on the
guillotine, so have some heart and save him. His name is Fritz, and he runs
the market in Truce, which you can check out a lot later. In any case, exit
this room and head to the west, to find there's two left paths you can take.
Start off by taking the upper one and heading left, to examine the unconscious
guard there for a Mid-Potion. At this point you can honestly go either of the
two ways and get out of here, as well as get everything, but I opt to take the
lower path first. Head across the huge ass bridge that you get after that.
In this next room you'll notice there's four ways to go (three not counting the
way you came from), with two shields in the middle. These shields are known as
Sentries, and you have to fight them to pass. They're most vulnerable when
the... person behind them rears his head out, in which case they have zero
defense. Otherwise, they take a bunch of hits. When they're gone, anyway, take
the bottom right stairs, go across another large bridge, and in the room you
show up in, kill the guard that you find, and pull the switch to enter a sort
of treasure room behind. This is why I like coming here first. =)
The chests contain two Ethers and two Mid-Potions, which at least count for</pre><pre id="faqspan-2">
something. Head out and then return the way you came, except when you leave that
room you'll be greeted by a stronger guard called a Gaoler. He's still not
strong, just don't use fire based attacks on him, because he's immune. When
you're back in the area with the four staircases, there's nothing much to see
by going northwest OR southwest (just the jail areas), so head back to the
area from where you came in, and instead of taking the southwest path, now it's
time to take the northwest path. You can get ANOTHER Mid-Potion from that guard,
so I'd do that.
Another massive bridge following that, and you'll find yourself in an area with
four stairways exactly resembling the one from before. Start by heading to the
southwest, and you'll end up in a jail area. Open the first cell to find a
Shelter in there (I like how people just happen to have those lying around in
their cells, it amuses me), but note that you can't open the other cell. Head
back to the area with the stairways and go to the northwest this time. Another
jail area, great. This time though, you can actually enter the second cell. Go
ahead and do that, and you'll find a large hole in the wall, that, guess what.
You can climb out of!
Yep. Just go ahead and head out that way and you'll be outside on the tower.
Climb your way down as low as you can (there's only one way out anyway, so
you'll know when you've hit the bottom), and you'll find yourself in another
cell which has a Shelter in it. Coincidentally, though, there's a hole in the
floor. Might as well climb through there. You then find yourself in another
cell, which has 1500 G and a Silver Sword in it (nice prizes there!). At this
point, though, you've got to make your way all the way back to the place with
the four stairways. So basically, back through the hole, out through the hole
in the wall, climb up the tower back to the way you came in, and then out the
cell and back to that room. Not too bad.
Now it's finally time to make your way out of here. Head to the northeast this
time around, up the two sets of stairs, and you'll find yourself in an area
that actually, you know, looks like the castle? Head through the big door, and
you'll find a save point there, not to mention the warden unconscious. Take
Mid-Potions from his ass, and feel free to read the document next to him. It's
kind of an extremely direct hint for the boss you're about to face. Save, use
a Shelter, then head up the staircase to the north. Another bridge, but as you
get to the halfway point you're ambushed by the castle's defense mechanism.
Guess that's the so-called Dragon Tank.
This battle is a tad bit rougher than the one against Yakra back in the
Manolia Cathedral, but if you're on your toes and use a bit of strategy you
should be easily able to handle it. Supposing you have a Potion or two at
hand, that is. First of all, if you didn't read that manual, basically the
Head will heal the three parts of the tank for about 70 HP every turn. Crono
will do about 130 damage to it per turn (well he did for me at least), and
Lucca about 80, so that amounts to about 140 damage per turn, which is fairly
decent, methinks. The main tank's ways of attacking are a laser beam which
does about 20 damage, a chomp for about 12-15 damage, and the wheels running
through the group for about 30 damage to both. That requires a charge though,
so overall this damage will all add up, so when you get below 60 HP or so I'd
definitely say use a Potion on Crono and Lucca each, but otherwise stick to
plain old physical attacks and hit the head til it's goes gray. When it's
gone, hit the rest of the tank with Fire Whirl, Cyclone, etc. (Wind Slash
kind of blows here), and it'll be done in no time.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With that, the Chancellor and guards try to get on the Dragon Tank to fix it,
but they end up blowing up part of the bridge and acting as, well, the
bridge. =) Cross them and you'll find yourself back in one of the towers of
Guardia Castle. Pick up the Shelter on your way down, then eventually you'll
find the guards below you. Head down the hall, only to run into King Guardia
himself and the Chancellor. Marle shows up, unable to do anything about the
guards, and eventually runs out with Crono and Lucca. Back in Guardia Forest,
run to the right and you'll find a warp gate. Where that could lead, who the
hell knows, but hey, better than being here, right? Right.
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VIh. Trann Dome (2300 AD)
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~ My Level: 8
~ Items: N/A
Well, you're actually in a place called Bangor Dome, but we'll overlook that
for now. You end up in an area with a civilization that seems incredibly
advanced, and coincidentally there's a sealed door right above you that you
can't open. For now, step outside and you'll find an overworld that looks
vastly different. It almost chills your blood to look at it. In any case,
head south to Trann Dome. You can see exactly what the civilization in this
era looks like just from here. Talk to the first guy to buy some items if you
want, otherwise you can rest at the "Enertron" on the left to heal yourself.
That's it for this place, though. When you're ready, head outside to the
overworld, and north to Site 16.
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VIi. Site 16 (2300 AD)
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~ My Level: 8
~ Items: Berserker Ring, Silver Sword, Silver Bow, Ether
This is the first of several dungeon type areas that this era have to offer,
you see. Oh well though, you get used to this time era. The first thing to
point out is that this whole place is littered with rats running around,
pretty much in a straight line. If they run into you, they'll swipe a Potion
from you, so try to avoid them. Start by heading to the right past one, and
you'll find at the far right and up a little, there's a rat running in front of
a chest there. If you get past it and open the chest, you'll get a Berserker
Ring. Which I wouldn't use, but hey, it's there for you.
When you come back, you'll find the rats are gone, but just a little to the
north there's a monster called a Floral Horror, which you'll be thrust into a
battle with. Not a problem, it's easy, but note that it heals its allies,
which is a little annoying, but you get used to it. Continue up to the north
on the left side, only to get attacked by another one. Notice that when you
kill it, more rats show up. I guess rats aren't big fans of floral horrors,
eh? Head over to the right and open the chest there, only to get ambushed by
more Ruin Stalkers and a Floral Horror. Same old deal, you can actually open
the chest when that's done for a Silver Sword.
On the far right side, make your way up, and dodge the rats, since some of
them this time around like to follow you. As you make your way to the left
you'll find a Silver Bow along the way, which you definitely need to equip on
Marle. Head down from there and to the left, only for two more Floral Horrors
and Ruin Stalkers respectively to come out to play. Same old deal, plus when
you go up and to the left you've got five Craters to deal with. Though you can
wipe most of them out in one swoop with a Fire Whirl, so that's beside the
point. Head east, then you've only got one more rat to dodge before you reach
a new screen. Yay.
On the next screen, the first thing you have to take out are three Shadows,
each of which have 1 HP but can only realistically be attacked by techs. Take
them out as such. After that, head down and pick up the treasure chest to the
left side for an Ether. At this point, there's a few Shadows and Mutants to
take out, but you're otherwise down. The exit is to the far northeast, just
note that a Mutant will try to stop you as you leave. It's got 300 HP, but hey,
my Crono and Marle were doing a quarter of that damage a turn. Just leave, and
on the overworld, head to the first building east. Arris Dome.
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VIj. Arris Dome (2300 AD)
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~ My Level: 9
~ Items: Mid-Ether, Mid-Ether
Seems this place is rather similar to Trann Dome. In any case, head up and to
the left, then around the structure to the northeast, then approach the old man
in the middle, who introduces himself as Doan. Apparently, the people are
starving on top of their own supply of food, which they can't get to because
of the robot guards below. You can buy stuff from the girl at the far left,
but otherwise, head below Doan to the ladder there, to go to the depths of
Arris Dome.
On the screen that you arrive in, head up and take the door to the left, and
you'll find yourself on top of a structure of pipes. For now you want to get
to the northern exit, so if you can't find it, here's how to go: take the
first right, then go up, right, up, left past one bridge to the second path,
up that, right, then up. Not too bad. You also might want to make sure your
HP and MP are up to snuff. Reason being, you enter the next screen and then take
a few steps forward only to be attacked by a giant robot.
This battle isn't too bad either, but there's something you have to take
note of. If you attack the Guardian while the two Pods are still alive, it'll
pelt you with a Delta Attack, which does 50+ damage to all three characters.
That's nothing something you want to take, like, at all. To get around the
problem, you want to target the Pods first. They die in about 3-4 hits each.
More than I would like, but that'll suffice. When the both of them are gone,
start pounding on the Guardian with everything you've got. It'll start
counting down from 5 to 0, and when it hits zero, it revives the two Pods.
Which is a pain in the ass, but you should be able to destroy the Guardian
easily within two cycles of that. All of the other attacks you have here do
very little damage, but if you're in trouble, just have Crono and Marle
use Aura Whirl. 70+ HP back right there, yo.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
When the battle is done, enter the room ahead, to find that the refridgeration
has completely failed, and the man who came in to get the food died a long time
ago. He's got a note on him that says chase the rat in the pipes, it's more
than a statue, it knows the secret of the dome. Alright, I can do that. Pick
up the Mid-Ether there on your way out, then go back to the area with the
pipe pathways. You'll notice the rat right off the bat, but you have to catch
it. It's not that hard to do, just start mashing the A button to talk to it
when it gets to the turns, which is when it typically tends to be the slowest
compared to you. Otherwise, it tells you the password to get further in the
dome is holding down L and R and pressing A.
On that note, go down one screen, and notice the two panels on the upper part
of that room. Stand next to the right and enter in that code (hold down L/R,
and press A), then a bridge opens to the right. I'll take that. Head through
the door there, only to be instantly greeted by an Exterminator and two Rats.
These rats of which are actually hostile. With that little problem taken care
of, head forward and pick up the Mid-Ether. With that, go back to the entrance
of this room and head up the stairs on the left, and use that walkway to get
to the upper side of the room. With that, go all the way down, to the right and
up to the walkway, and out through the upper door.
This next room has a lot less to offer than you would think based on its size.
Head up the walkway to the left and around to ground level from the left side.
From there, head up the walkway on the left and over to the door at the top.
You can go on the ground over to the panel on the right if you want, but all
that does is a bridge a gap across this place, and since there's nothing over
there anyway, there's not really any point. Enter through that door to find
the supercomputer, which gives the following info: there's a place called
Proto Dome to the east, and in 1999 A.D., a monster called Lavos destroyed the
world, so now this ruined world is the future.
So on that extremely happy note, you have to make your way all the way back to
where Doan was, roughly at the entrance of Arris Dome. That's down through
two screens, then where the panels were, and the exit is the ladder at the
southeast of that place if you forgot. Marle encourages them not to lose hope,
gives them the seed, and now the next destination is Proto Dome, on the other
side of Site 32. That makes Site 32 our next target.
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VIk. Site 32 (2300 AD)
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~ My Level: 10
~ Items: Mid-Potion
And don't worry, Site 32 isn't nearly as long as Site 16 or Arris Dome. =)
The first thing you'll see when you walk in is a Mid-Potion chest. After
picking that up, head north to find a large jet car up above. Examine it, only
to get ambushed by a whole bunch of robots led by a cyclist called Johnny.
Anyway, the premise of this entire place, then, is to get on that jetbike and
race Johnny to the finish. Listen to the explanation if you want, otherwise
jump on the jetbike and let's do this.
This is actually relatively fun, plus the music kicks ass, although it's
simplistic as can be and I find it odd that this site is that straightforward
(like literally, it's a straight and continuous line). You've got three boosts
you can use by pressing B, but what you can do with those is limited. You'll
see that Crono and Johnny are on the map at the bottom, along with the goal at
the end. My advice is, since you're virtually going in circles around Johnny
all race, is that you get ahead of him a bit right before the goal, and then
use the boost. That'll guarantee you a victory. Either way you'll end up at the
other side of Site 32, and... that's it! Whew... head to the southeast building
on the overworld.
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VIl. Proto Dome (2300 AD)
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~ My Level: 10
~ Items: N/A
This is a really, really short trip. Basically you enter the dome, head to the
left to fight an enemy, use the Enertron at the left if you need to, then take
the walkway on the right over to the top, and examine the robot that's broken
down at the top. After an anime sequence, Lucca repairs the robot, makes sure
that it doesn't attack the party, and it is promptly named Robo. That, and
it's apparently unable to open up the door right in front which is the likely
way out, so it and the group need to go to the abandoned factory nearby and
activate a switch.
Here you have the choice to leave one of Marle or Lucca behind, since Robo and
Crono need to be the ones to go along. I leave Marle along since she's a healer
before anything else, but it's your choice. Anyway, the next destination is
the factory to the north, but now that Robo is alongside you, there's a little
optional thing you can do now to get some extra EXP and items. There's an
abandoned sewer access right outside Site 32 on the side next to Arris Dome
(in fact, just to the east of Arris Dome). It's completely optional right now,
but since you have Robo now, I'd really suggest doing it. Supposing you're
doing it, read the next section. Otherwise, skip down to the Derelict Factory
section.
There's a sort of monster civilization making its home here in these sewers,
it seems. Eh. Your first task when you step in here is to head right at the
fork right off the bat and grab the 600 G in the chest, except not before you
get attacked by the nearby monsters. Head back and cross the left bridge this
time, and naturally you'll be attacked by Dondragos if you make noise. The
thing I like about Robo here, is that he's got Cure Beam to heal you (which
makes Marle rather redundant here), plus he has Laser Spin which hits all
targets. Very useful.
Head left and then down to find some monsters talking about how there was
originally a bridge there. Who cares. And yes, Lucca, we know you have a bad
feeling about this, who cares about that either. Go down the ladder that's
there, to enter a new screen. As you'll see here there's another fork. If you
head to the left you'll find a note that explains that if you make any noise,
the Dondragos come out to attack. They aren't hard, I don't think, but they're
annoying to fight, so try to walk across the bridges when you see them. There's
a cat when you take the right at that fork, somehow (why the hell is a cat in
the sewer?), so just leave it alone.
As you head to the right and down you'll find a can of soda and a bin. Just
leave those alone as well, they're just red herrings. Other things you see
along the way are a pizza slice (WTF), and a fake save point. Jackasses. In any
case there's a ladder at the end, so take that up. When you reach the next
screen, head up and then right through the gap that's there. If you can't see
it, just use the map on the bottom screen, it's right there. On the other side
of the gap, hit the switch. You'll notice a door open. I keep wondering, this
is a sewer. Why does it have cats, pizza, and switches in it?
Head back out and then up, and take the second path to the right, east and
then south through the door you just opened. You'll find more frogs talking,
who you can ignore like I do when I see talking frogs, then go up to find a
Rage Band. At this point I'd stock up your characters and equipment just in
case, because as soon as you head across the bridge on the left you run into a
little boss.
Krawlie is actually not that much harder than the regular enemies are here,
if that's at all possible. He basically has two attacks: a scratch type
attack that does rather minimal damage, and an attack where he leaps onto
someone's head and slams them up and down to reduce them to 1 HP. That can
obviously be a bit dangerous and I'd have Robo use Cure Beam or Marle use
Aura if you're using her immediately if that happens. But otherwise, Krawlie
has 500 HP. Seriously, that's less than half of what the Guardian, and you're
way stronger now. This'll take about three turns, tops.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Once that battle is done, follow the path to the right down past a couple more
enemies until you reach a ladder out. Take it out and you'll find yourself on
the overworld with two places to go: the Keeper's Dome and Death Peak. There's
nothing in the Keeper's Dome, but you can actually step on Death Peak and fight
the brutally powerful wind to the upper right, where you can faintly see
something shining (you have to be really squinting though since it's so light).
That's a Strength Capsule. You can never have too many of those. You'll prolly
fall right down right after, too. Heh.
Go back into the Abandoned Sewers and head further left of the ladder to find
the Thunder Blade. Very useful, see, told you coming here would pay off. Hit
the switch next to it, then go up to the ladder at the top. See, that was the
entrance you came in. Didn't take too long now, did it? Now you've got to go
back to Site 32, race Johnny again, and then head up to the Derelict Factory,
but that's fine. The destination is Derelict Factory at last.
So... we've seen several dungeons in this time era. Site 16, Arris Dome, Site
32, the Abandoned Sewers... this is the final one, and it's also by far the
hardest of the lot. Ah well, it's more than manageable, so you can do this.
Start by heading up the conveyor belt on the right, and here you have a choice
of where to go first. The left elevator takes you to the laboratory, the right
one takes you to the factory. I start by going to the factory since that's the
optional part, but if that doesn't really matter, by all means go to the lab.
Anyway, starting with the factory.
Once in the factory, start by heading to the bottom right and then into the
door that's there so that you get placed on the conveyor belt. What you're then
forced to do is fight through three waves of robots. Alright, I can do that.
After you end up on the other side, go out the exit to the bottom, make your
way to the right side of the room you end up in, and exit to the north. Head
all the way up the hall and into the room there, to find a Shelter and an
Ether.
With that done, go back outside and to the right to snag a Mid-Potion. Enter
the other room there to get a Mid-Ether and 500 G. Plus, if you examine the
computer there, you'll see "Pattern 00: X, A" and "Pattern 01: B, B". HINT,
MUCH?! Go back to the room on the left and down the southwest door that's in
there, and here you're given the option to use the crane, by pressing two
buttons after the tone and white flash. I dig. Hit X and then A on the DS, then
B and B, and then the crane will put the barrels on the conveyor belt. With
that, leave that area, the room outside, and back in the large area, go to the
left and in the room there, pick up another Thunder Blade.
In addition, if you examine the computer there, it tells you the code of "XABY",
but we'll use that later. With that, go back down the path directly south of
the room which had the crane off to a side of it, into the room there, and
through the left door. With that, get on the conveyor belt when you emerge,
and get off at the first stairway off for an Ether in the chest. Keep going
back to where you came from, get off through the door, then up the ladder on
the right. Go down the ladder on the left and go all the way to the left on the
floor for a Bandit's Bow, and... nice. That's all there is to do in the factory,
thank god. Head back up the elevator, back to the main area, and take the
left elevator down to the lab this time. Thankfully it's far less confusing.
When you go down the 'vator you'll find a save point there. The primary enemies
here are Acids and Alkalis, who have 9-10 HP each, but take very little damage
from attacks. My advice is to just hack away, don't bother with skills.
Especially not multi-hit skills, those seem to do the least damage of all.
They die very soon, as is evident by their HP. When the acids in the room at
the top are done with, in any case, examine the computer to open up the hatch
in the corner, then get the Shelter that's in there and go down the ladder.
In the room you end up in, head to the left past all the alkalis that jump
you, down, and through the door. Since you can't exactly go to the right with
the red beam blocking your path. In the chest at the upper left, pick up a
Titanium Vest inside, which I HIGHLY suggest giving to Crono. In the chest on
the right you can pick up a Hammer Arm, which is obviously for Robo. There's a
computer on the right side which you need to examine to deactivate the defense
lasers. Naturally right after you'll be jumped on by acids and alkalis, but
that's just a minor side effect, right? Yeah.
With that, head down to where the beam was blocking the path, and cross to the
elevator. Choose to go down, and then in that hall, head way up to find a
Plasma Gun at the top. Obvious Lucca stuff. Examine the computer, which asks
you for a password. Sure enough it's the one we got from the factory. Hit X,
then A, then B, then Y, and the door at the right opens. Head up and hit the
switch there, and... the security system starts breaking down. That can't be
good. Robo tells you to escape at once, so do that. Head down, and after Robo
performs an impressive stunt to help you out, go up the ladder, down, left,
and up, and do make sure your HP is healed. You'll meet there the rest of
Robo's series, who are... incredibly hostile. Robo gets trashed, so it's up
to Crono and the other character you brought to take them down.
This battle has the potential to be a huge pain in the ass if you handle it
the wrong way. Otherwise, it should be a walk in the park as long as you have
a Mid-Potion or two, half decent strength and defense, and you're not
horribly underleveled. First of all, you are indeed outnumbered six to two,
so you want some of these guys to be wiped out as fast as possible. Each
robot has 180 HP, and their attacks are attacking one character for 20 damage
or so, or two of the robots can team up to throw the characters at each other
for around 25 damage to both. Obviously the second attack is the more deadly
of the two. So what I'd do is have Crono launch a Cyclone in the middle of
the first three robots. Two Cyclones will easily wipe them out. Meanwhile,
Lucca needs to be tossing out Potions/Mid-Potions even if you don't think you
need them. Four turns then, and this will be won. You just need to have Lucca
(or Marle if you're using her, even better since she has Aura), and you'll be
just fine.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With that, Robo gets drawn out of where he was beat into, and you're taken
back to Proto Dome automatically. Lucca fixes Robo back up, and since he has
nothing to do anymore, he joins the party for good. With that, the group heads
through a gate to get out of 2300 AD, but it seems they end up in a strange
area instead of home. What else is new?!
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VIo. The End of Time
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~ My Level: 13
~ Items: Magic Capsule, Ether x5
Very empty and bleak place, isn't it? Well, there's some stuff to do here,
nonetheless. When you arrive at The End of Time, head down the path right in
front of you, and talk to the old man standing at the center of the "plaza"
there. He'll basically tell you what's going on, and inform you that you can
only form a party of three. Well that's a bit of a restriction, but that's okay.
MAKE A PARTY OF CRONO, MARLE, LUCCA. I know you just got Robo, but don't bring
him along right now. Trust me, you'll see why soon.
After the old man is done explaining, enter the room right above him. In this
room you'll find what I can best describe as a... creature standing in the
middle of the room. That's important; talk to him and tell him he looks strong,
and he'll offer to teach your characters magic. The first thing you've got to
do though, is start from the door and walk three times clockwise around the
room. That's more frustrating than it sounds, since you've got to be against
the wall at all times, plus be careful as you go past the door, since you don't
want to walk out it. But it's more than doable.
With that, talk to Spekkio after that, and he'll teach Crono Lightning, Marle
Ice, and Lucca Fire. Which is awesome, but do note that Robo can't learn magic,
though his Laser Spin attack is shadow based by nature. Now you get the
opportunity to fight Spekkio, which I recommend. He's not too bad, just keep
at least one character ready to heal at ALL times (preferably Marle), while
at least Lucca is pounding down with Fire every turn. Yeah, only magic will be
worth using here. Crono and Marle's Aura Whirl is a godsend, I'll tell you.
If you win, he'll give you a Magic Capsule, and five Ethers. Nice guy, huh.
Anyway, time to go back to the present time period. Select the light warp on
the left of The End of Time that transports to Medina Village, 1000 A.D.
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VIp. Medina Village (1000 AD)
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~ My Level: 13
~ Items: Mid-Ether, Speed Capsule
Well, it's been awhile since we've been in the present time. Except you don't
show up in Leene Square, you show up in a monster's cupboard. That's right,
Medina Village is the village of fiends. And that's basically what Medina
Village is. All fiends. But while you're here, there are a few things you can
pick up. Start by leaving this residence after the (relatively) friendly
monsters here are done talking, and when you're on the overworld, head to the
Forest Ruins, which is basically the blue diamond looking thing on the map
to the north.
In this place you can pick up a Mid-Ether above, but there's nothing else to
do. Go back to the overworld once you've done that, and then enter the elder's
house. Naturally the elder is a monster looking guy, but the counter to the
left of him has a Speed Capsule on it. You really can never get enough of
those. But anyway, that's all there is to actually pick up. Back on the world
map, go to the far southwest to come to Melchior's cabin. Melchior sells some
rather decent stuff (particularly the Crimson Blade for Crono), plus I'd stock
up on Mid-Potions and Ethers if you don't have too many. With that, enter the
mountain cave to the north of his cabin.
One major note before we start off the Heckran Cave. Every single solitary
enemy in the Heckran Cave is strong against physical attacks and extremely
weak against magic attacks. Therefore, you really want a party of Crono, Marle,
and Lucca. Robo is great for physical attacks, horrible for magic, so bring
the three characters who can use magic, and you'll have a breeze of a way
through this place. The moment you enter this place you'll be attacked by two
Underlings who want to kill anyone who's against "fiendkind", so that's your
first opportunity to test your magic.
After the battle, head north and take a left to get to the ladder. Climb it
down and get the chest there for an Ether, then climb the second ladder to
reach a new area. That place seems calm until you reach the end, when there's
a Djinn Bottle there, which comes with three Cave Stalkers. Yeah, this place is
full of forced encounters, just to throw that out there. Anyway, that's not too
bad if you use magic, so head south after that. In the next area, go as far to
the south as possible, defeat the two enemies that come out, then go to the
next area. In there, head west, defeat some more enemies, and pick up the Magic
Scarf. I'd give that to Marle, personally.
Alright, head back to the previous area, and head to the northwest this time
around, picking up the Mid-Ether in the chest along the way. Keep going to
the northwest, and at the topmost part, there's a chest with an Ether there.
You can imagine why you're getting all of these magic items here, right? Yeah,
it kind of implies why you're bringing these three. With that, head straight
south, and you'll reach a small room, but a room of which has an obnoxious
number of forced enemy encounters. Easy level up material, I say. The exit is
to the west when you're done there.
The next room after that is a straight path north, with a sealed chest along
the way. God damn, these keep peaking my curiosity, but we still can't open
'em. Anyway, in the next area, head down the steps into the water, and though
the path is a bit hard to make out, just follow it to the northeast. Head up
the steps there, and guess what? Save point. You can only imagine what's in
that room right up ahead, right? Yeah, I know, you're swelling with your
anticipation and curiosity. Head on ahead only to be attacked by... a boss. ;]
Heckran is probably the toughest boss yet, because once again you've got to
use a bit of strategy with him otherwise he'll walk through you, but if you
are able to do just that, that is apply a strategy against him, you should
have relatively few problems with him. The first thing to note is that, like
all the other enemies in the Heckran Cave, Heckran is relatively strong
against all physical attacks and weak against magic. That makes Crono, Marle,
and Lucca with their individual spells quite deadly, even though Heckran has
fairly high HP. His attacks can add up, but he's not too fast, so don't worry
about that. One thing to watch out for, is that at random intervals during
the battle, Heckran curls up in a ball. Do NOT attack during this period, or
he will unleash a tidal wave that does 80-90 damage to the whole party. Not
nice, eh. Just use Aura Whirl or something to heal during that time period,
then when he gets back up, keep hitting him. He'll fade out in no time.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Heckran dies off, and starts to talk about how much better it would have been,
had Magus wiped the human race out with Lavos back then. It gets the group
thinking, maybe they could stop Lavos altogether if they went to the past and
killed Magus. So now there's a whirlpool that forms there, and if you jump in
it, it takes you back to the world map around Leene Square. There's something
you really do need to pick up now, though, and that's in Lucca's House. You're
right outside it anyway, so why not.
Enter Lucca's house, head through the northern door, then go up the eastern
stairway. Talk to Lara, and then Taban (Lucca's father) comes in, talks, and
then leaves. Follow Taban back to the first room, and he'll give you the
Taban's Vest, which is basically a piece of equipment for Lucca with superb
defense. Definitely put that on in place of the Titanium Vest or whatever you
have on her.
Another thing you really should do now is go to the Market just to the north
and talk to Fritz at the counter. Remember him? He was the guy you (hopefully)
freed when Crono was about to be executed in Guardia Castle, and supposing you
did that, he gives you ten free Mid-Ethers. Great, that's a lifetime supply
right there. Alright, back to our task at hand. You want to go to Leene Square,
to the place where Lucca's machine sent you back in time, and jump in the warp
hole there. You'll emerge in The End of Time. Notice there's another pillar of
light to the upper left, which heads to Truce Canyon in 600 AD. That's your
destination.
Also, since you're in The End of Time, guess I'll point out that I wouldn't
change party members yet. You still want the magic powers of the three main
heroes, but don't worry, Robo will get his chance to shine yet. When you arrive
in Truce Canyon, make your way all the way down to the exit, and then go south
of Guardia Forest to the Zenan Bridge. Talk to all the soldiers, particularly
their commander in gold armor, and they'll basically tell you they're out of
food. With that, go north through the forest to get to Guardia Castle again.
Naturally the guards will try to stop you when you come in again, though they
quickly identify you this time around. Head to the east as soon as you come in,
and enter the room at the end of the path to find yourself in the kitchen. Go
to the southeast corner of this room to find the Master of Kitchens at the
bottom, running around in a hurry. When you talk to him he seems relatively
hesitant to help out his brother, so I guess that's that. Pick up the Ether in
the chest there, then go back the way you came, and... maybe not. He comes back
out with food for his brother, plus throws in a Strength Capsule for you. Looks
good. Now, guess it's back out of the castle, through the forest again, and then
south to the Zenan Bridge.
When you arrive, you'll find that the troops are in rather bad shape, to say
the least. Talk to the commander to give him the Spiced Jerky you got from the
cook in the castle. One moment later though, it seems a bunch of fiends have
broken through their defenses, and now it's a big battle on Zenan Bridge. Gotta
love that, right? Talk to the commander again and agree to help, and he'll give
you a Golden Helm. You want that on Crono, trust me.
So with that, set off to the west, and you'll run into one of Magus's generals,
Ozzie (sound familiar?), and a couple skeletons. The skeletons take very, very
little damage from physical attacks, but magic attacks will roast them. So
after you wound them, have someone hit Ozzie, and then he'll run away in a
panic. After you do that once, head west and repeat the process again, except
with three skeletons this time instead of two. Same exact procedure. With that
though, make your way to the opposite side of the bridge, and there Ozzie will
send a whole bunch of skeletons together to form a beast called Zombor. Yep,
you guessed it, another boss.
This is another potentially tricky battle if you use the wrong strategy, but
otherwise Zombor isn't too tough. First of all, IMPORTANT: the top half of
Zombor is weak against ice and shadow, but absorbs fire and lightning. The
bottom half of Zombor is weak against fire and lightning, but absorbs ice
and shadow. You can realistically kill the two halves of Zombor in any order
you want, but I'd definitely take out the top one first, since when it dies,
it counterattacks with MP Buster, which reduces someone's MP to zero. The
bottom half finishes by blasting the group with an attack appropriately
called "death, death, death...", which does 80-90 damage to the whole party.
Therefore, finish the top half off first by having Marle cast Ice on it, and
Crono and Lucca slash and shoot it down. If you're using Robo, he can always
use Laser Spin, but Marle just... works better here. Basically, just hit the
top half down, and the rest of the attacks are nothing that Aura or Aura Whirl
can't remedy. Easy battle, regardless.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Ozzie finally retreats, so you might as well leave with him. When you get on
the overworld, definitely use a Shelter to heal the HP damage as well as the
beating that the character who took an MP Buster took. So with that, you end
up in an area with two villages back to back, so you've got plenty to explore.
To start off with, enter the market nearby to buy items if you need to, then
enter the residence near the inn. Remember that naga bromide I told you to make
up in the Manolia Cathedral? Time to put it to use!
Talk to the old man here, and he'll want to trade it for the Magic Capsule in
his drawer. Sweetness, got to have those Magic Capsules. That's about all there
is to do in the Dorino area. On the overworld, head to the southern area,
and enter the market there. This is the Porre area, and it's... not too much
different, actually. However, in the Porre market you can find a Strength
Capsule lying around, plus they've got some pretty damn good equipment to buy.
Lastly, the house in the center of this part of the overworld, Fiona's Villa,
has two chests with a Mid-Ether in each. Alright, that's all there is to do at
this point. Your destination is the Denadoro Mountains to the northeast. I'd
actually switch Robo into the party now in place of Marle. =)
The chest right in front of you as you enter this place contains 300 G, except
you won't get that much time to enjoy it until you get attacked by two birds
and two big land monsters. The Ogans are complete pussycats as of now (note,
as of now), and the Bellbirds aren't too much better, so you shouldn't have
any trouble. Head to the northern side of this screen after those are done
with, and then you'll see a boy running out from above, from another Ogan. It's
easy enough, except another Ogan comes down with it soon after, with a hammer.
Alright, here's the premise. When the Ogans are equipped with hammers, they're
strong and take very little damage. When they're hit with fire, though, the
hammers burn away and the Ogans become extremely frail. HINT, HINT.
So, you see why Lucca is so useful here. With that, climb up the ladder in
front of you, and up the cliff aka the next screen, head a bit to the left
and down. You find yourself on a ledge above the previous area, with an
Athenian Water next to you. Get that, and then go back to the previous area
and pick up the Ether in the chest to the left. Odds are that soon, a
Freelancer will come from the cliff above and wake up the Ogan nearby with a
hammer, but that's okay. You can handle those, right? Right, I knew you could.
I trust you like that, you know.
My rambling aside. Head north, across the bridge, and then up the ladder. Two
Ogans there, right off the bat. One with a hammer, one without. Took me one
turn, but whatever. Get the 500 G behind them as you finish, then cross the
eastern bridge over. Take care of the Ogan that flies down at you, then go up
the two ladders on the northeast side. On the next screen, follow the path and
then take the first upper path you come across up the cliff to pick up a
Mid-Ether at the end. I swear, you must have so many of those by now.
With that, go back to the path and keep following it up and to the right.
Use Crono's Cyclone on the two Freelancers that come down, then pick up the
Athenian Water in the chest on the ground. Head up the ladder after that, get
the Golden Helm on the ledge, equip it on Robo or Crono, depending on who
didn't get the one from the commander, then go up another ladder. Naturally,
there's an Ogan waiting for you there, and a pair of a Freelancer and an Ogan
waiting just to the left of that, but you're used to that by now. Get the
Mid-Potion to the southwest after that, then keep going to the west.
Head up the ladder and keep going up the cliff, getting the Mid-Ether on the
way when you hit the next screen, while trying your best to avoid the rocks
being pelted by the Freelancer. At the top, head right to the next screen,
to immediately be confronted by another pair of enemies. Go up the ladder,
though, and the 600 G you find on the way will instantly make up for that. I
PROMISE. Go north from there, though, and you'll find yourself on some real
heights. On top of this cliff, though, you have four forced encounters to
fight. I have no problem with that, though, since they give rather nice amounts
of TP, and you want Crono's Cleave skill by the time you're done here. Well,
at least I do. And I'm special, so... whatever.
Otherwise, when you hit the next screen, you've got 300 G to reward you. So
keep going, we're almost done with this place. Head up and then start to go
down the hill. Fight off the extremely obvious Bellbird and two Freelancers
that you could probably guess would show up, then head down the hill and around
in the water to get the Mid-Potion above them. What you need to do here is a
bit tricky. You want to fall down the waterfall at the bottom at just a perfect
angle. Fall off as far to the southwest as you possibly can, and then you'll
land on a side ledge where you can pick up a Silver Stud. Which basically
reduces MP consumption by 50%, which is quite nice.
To get off, lean over to the southeast, and Crono and company will leap off
onto a ledge below, where you'll find a Silver Earring right below. From
there, you can exit through the passage to the north, and you'll emerge right
below the place where you went north to reach the top of the cliff from
earlier! Remember, when you hit the four forced encounters? Yep, how that works
I have no idea, but it happens.
Go back up, to the west, and you'll end up right where you came from. You have
to fight the Freelancers again, but who cares about. This time, head northwest
to the dry land, go up the hill to get the Mid-Ether there, then go around
and down the ladder, fight some more monsters, then go to the next screen. Next
one's pretty short and simple. Just a bridge to the left, with a creature who
looks Spekkio, with one of the most interesting quotes you'll ever hear.
Seriously, you gotta hear this one: "Mountains're nice". CLASSIC!
Whatever. Head to the next screen, and you'll find a save point right there.
Head down the ladder, pick up the Mid-Ether, then go all the way down to the
southeast exit. In this place, pick up the Shelter you find on the way, and
at the bottom you run into three naked Ogans (NO, NOT IN THAT WAY), and that
bitch Freelancer who keeps pelting rocks at you. Teach 'em all a lesson, and
then enter the cave you find at the end. You've finally reached the end, and
I hope you've got Cleave at this point for Crono, just because it's awesome.
Approach the sword at the top... except two kids try to stop you.
Even though they're spiritual guardians and whatnot, how hard can two kids
be? Yeah, not too bad. First of all, Mune is the one on the left and Masa is
the one on the right. You only have to defeat one of them for the battle to
end, and of the two you definitely want to take Mune down. Reason being,
when you attack Masa, the two counterattack in an X-Strike type attack that
does about 40-45 damage to one character. That's not THAT bad, but I'd sooner
just avoid that altogether and attack Mune only. Apart from that, their
attacks only do about 25-30 damage each, even though they occasionally use a
whirlwind type attack that causes confusion to one character. That kind of
sucks, so I'd try and wrap it up as fast as possible. If you have Cleave
and/or Napalm though, this will be over before it even started.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The battle is far from over, though. In a moment, the two combine their courage
and their brains to form together into Masamune itself. Well, not as it's
called here. The next boss is actually called "Masa & Mune", but I refuse to
title it that. It's the Masamune, dammit, and it's a classic boss.
Hear that music playing? This second boss theme denotes a more serious and
more difficult boss battle, so whenever you actually do hear it, you'll want
to give the battle you're on, all you've got, because it's a harder one.</pre><pre id="faqspan-3">
Masamune is easily the toughest boss you've seen yet. First of all, he's got
the most HP. You thought Heckran's 2100 was a lot? Masamune's got 3600. Not
nice now, eh? That, and he's got a bunch of attacks on him. His regular
attacks are only about 40 damage, but he also uses a tornado attack that
does around 60-65 damage, plus a slash type attack that does 60 damage or
so. Not only that, but occasionally he'll stop where he's standing and "store
up tornado energy".
When Masamune does this, immediately bust out Crono's Wind Slash on him. Not
the strongest of attacks, I know, but air slashing is what dissipates the
buildup of wind energy. Apparently, that is, and it'll stop it. If you don't
do that, Masamune unleashes an explosion that does 120+ damage to the entire
party. That can easily devastate your entire party, and you'll instantly
need to use Aura/Aura Whirl/Cure/Cure Beam if that happens. Otherwise though,
you'll have to be on the offensive here, just so long as your eyes are open
here for when Masamune stores up the tornado energy. The reason I told you to
learn Cleave is that Crono learns a new dual tech with Lucca called Fire
Sword. That attack will do 500+ damage to Masamune in one fell swoop.
Similarly, there's always Lucca and Robo with Fire Tackle, though that's not
quite as strong. So, in other words, you have to be on your toes more than
ever yet in this battle, but it's an easily winnable fight.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
After that battle ends, Masa and Mune grant you their sword, Masamune, but it's
quite broken, so they trust you to give them to a rightful owner. They're also
nice enough to transport you to the entrance of the mountains, so I appreciate
that. Now that you have the Masamune, your first task is to go to Tata's house,
which is the house towards the southwest in Porre. If you haven't noticed so
far, everyone south of Zenan Bridge has been going on and on about a hero, and
it's apparently Tata. Talk to him (the kid) inside the house, and... apparently
not. He just found the hero's badge, which he gives to you. Now you've gotta
return it to its rightful owner. Enter the woods just a bit to the northwest
of that.
This place is VERY short and sweet. Before we enter though, since you've been
racking up all the TP for Lucca most likely, you should probably make sure
that Marle is getting her fair share of everything as well, since if you
didn't bring her, she definitely missed out on the TP you got in the mountains.
With that, note this place is full of Edible Frogs and Fangtooth enemies. I
personally always wiped them out with Crono and Robo's Supersonic Spin attack,
but however you slice it. They're always 2 TP each and tend to come in packs
of four, so that's nice.
Otherwise, get the Mid-Potion that's next to you a bit to the east as you come
in. Just a little bit north of that is a second chest containing a Shelter. I
might also point out that at VERY rare occasions you'll run into a Nu in here.
They're not the easiest of enemies; they have tons of HP, plus they love to
reduce you to 1 HP, but if you kill them you get a hell of a ton of TP. Just to
point that out. But anyway, you'll see a ruffling bush in the north. Approach
it from above it and climb down to find yourself in a hut where none other than
Frog lives! Remember that guy? Yeah, I knew you did, he kicked too much ass for
you to forget. Talk to him and he'll point out that you have the badge, but he
needs to wield the Masamune to be able to do anything.
While you're here, pick up the Magic Scarf in the chest at the upper right
side, and examine the sparkling object to the left. That's the hilt of the
Masamune, which has Melchior's name written backwards on it. Alright, hint
enough? Now you've got to leave this place, go ALL the way back to Truce
Canyon, to The End of Time, and make your way to Medina Village, since only
Melchior can assemble the sword back together. I know it's a long way, but do
bear with me. Just arrive in the cupboard in Medina Village then head to
Melchior's cabin to the southwest, and he'll point out he can't repair it
without dreamstone, a stone that hasn't been around for millions of years. You
know what this means, right? RIGHT? That's right. Go back to the cupboard in
the fiend's residence to get back to The End of Time, and step in that pillar
of light that transports to the Mystic Mountains in 65,000,000 B.C.
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VIv. Mystic Mountains (65,000,000 BC)
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~ My Level: 17
~ Items: Berserker Ring
You arrive, literally, right on a mountain. Naturally, though, you're going to
land straight down, and guess what? There's characters who are half man and
half dinosaur running around everywhere! That can't possibly be good. Well,
you're thrust into a battle with five of them. Again, Supersonic Spin works
wonders, but if you don't want to use that, note that they're weak against
lightning magic. After that, a bunch more show up, but then an anime cutscene
breaks out as a beast of a woman comes in to take a bunch of them out. Yeah,
when I say beast of a woman, I meant it. I mean, look at that chest muscle.
Damn. I'd tap that. Not really.
Okay, I apologize. She takes care of a bunch of them, but you still have to
kill four more Reptites here. Handle them in whatever way worked for you
earlier, and the... prehistoric woman introduces herself as Ayla, and invites
you to Ioka Village, where there's apparently plenty of dreamstone. Alright,
the Mystic Mountains are just as short as the Cursed Woods, which is nice. Head
one screen south, and once there, pick up the Berserker Ring, and make your
way south. I'd definitely suggest killing all the enemies, since they drop
items that you'll want later, plus they give nice amounts of TP, and they
aren't too strong, but either way, get out of this place onto the overworld.
Times kinda changed over that 65,000,600 year period, eh? Anyway, start by
going northeast of the mountains, and noting the two huts before the bridge.
Enter the right one, and talk to the person on the left to drink some "happy
water". Hey, it's a free Shelter which restores your HP/MP. =) With that, enter
the Chief's Hut to the northwest and talk to Ayla there, and then she'll throw
a party for Crono. Yeah, what a tramp.
In this party sequence, talk to your characters, as well as everyone who's
down below. Note Kino on the right, who's kind of ticked off by the whole
ordeal. After that, go back and talk to Ayla twice, and she'll give you the
dreamstone if you accept her challenge, which is basically a drinking contest.
No joke. Well, just mash A, and then eventually Crono passes out, and you
emerge in the Meeting Grounds in the center of the overworld, and the Gate Key
was stolen. That kinda sucks, doesn't it. You're taken to Ayla's hut right
then, and she joins you. Great, great character, and you're required to use
her here, but hey, I would anyway. I brought Lucca in addition to that, but
again, your verdict. Your next stop is the Forest Maze to the south.
The second you walk in you'll see that guy Kino a little bit to your right,
and if you talk to him he'll admit that he stole your key, but then the
Reptites took it from him, so that doesn't help much now, does it? Start by
heading over to the right a bit under the trees, and getting the Mid-Potion in
the chest below. Yeah, everything here is virtually camoflauged, so you've got
to keep your eyes open. Example: to the right, there's a vine you need to climb
down. I bet you didn't see that. Or maybe you did. I look like an idiot now
either way, so eh.
Climb down the vine and head south, only to be attacked by two Golden Eaglets.
They have a fair share of HP on them, but they go down after a while. Plus
you've got Ayla, who is a godlike character in terms of strength and speed.
Get the Athenian Water below them, then take the vine on the right down. When
you reach the surface there, head across the tree branch to the right, and
then once across, head south below the trees to get the Mid-Potion at the
bottom. Might as well follow that up by going north at that fork a second later
and getting the Mid-Ether that you see to the left.
Now, finally head to the northeast, then go down under the trees. You'll be
attacked by a Bao Bao, which is actually a flying ape, not a dinosaur. Meaning
it isn't weak against lightning. Just have Crono and Ayla pound on it, then
get the chest in the southwest corner which contains an Athenian Water. After
that, head to the southeast, under the grassy walkway above. More footprints,
me like that.
Head to the southernmost part of this patch to get a Shelter there. Get on the
grass to the southeast and then make your way up that walkway. What follows
from there is essentially a straight path around the place. Head up and to the
left, and you get attacked by a couple of Crested Sprinters. Easy dinosaurs,
like all the rest of them. From there, follow the path down and to the left,
then eventually it'll take you to an up-down fork. Head down first, to reach...
yet another fork! How wonderful, ain't life great.
Take the lower path first to get a Mid-Potion there in the corner, then head
up only to be attacked by another Bao Bao. Damn flying apes. There's a Panacea
under the trees there, though, so it pays off. Return to that initial fork I
mentioned and head up this time. What results is a massive long circular path,
but you'll know you're on the track when two more sprinters come out to attack,
and you see some footprints in the middle of the area. At the ground level
there, there's a left-right fork there. Right leads to a Mid-Ether, left leads
to the exit. I like both! You find yourself outside the Reptite Lair directly
after. Heal yourself, and... *cue dramatic music*... let's do this...!
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VIx. Reptite Lair (65,000,000 BC)
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~ My Level: 18
~ Items: Mid-Ether, Elixir, Ruby Vest, Mid-Ether, Hi-Potion, Hi-Ether,
Hi-Potion, Stone Helm, Hi-Ether
At least the music got a bit more interesting, right? Anyway, first room. Not
much, you take the east door to the next room. Don't you wish all rooms were
this easy? Next room, head down the stairs there and approach the center of
the room to be attacked by four Aecyto Weevils. Easy beasts, I just wiped 'em
all out with a Fire Whirl. After they die, a hole is opened up at the top of
the room, which you might as well jump into, since there's nothing else in this
room.
The room you emerge in depends on where the hole actually does show up. It's
completely random where it does, but if it appears to the northwest, you'll
fall into a room with nothing. If it appears to the northeast, you land in a
room with a Mid-Ether, an Elixir, and a Ruby Vest. That's obviously the best.
If it appears in the southwest, you get a Mid-Ether and a Hi-Potion. And if it
appears in the southeast, you get a Hi-Ether and a Hi-Potion. If you don't get
what you want... that sucks, but you can always come back later. Either way,
there will be another hole in the room you end up in which will take you to a
new room.
The room you do land in is a massive room full of Reptites. Apart from that,
there's a Stone Helm to the southwest, and a Hi-Ether to the northeast. Head
east when you're done there, where you'll find there's a rather alarming
number of enemies. Particularly those damn Bao Baos. As you go up, you'll run
into a Megasaur and two Reptites, not to mention a save point there. Looks like
an epic buildup, am I right? Ignore the other path to the left that you saw,
use the save point, use a Shelter if need be, and then head north to run into
the leader of the Reptites: Azala. Azala is too lazy to fight you himself,
though... so he sics his pet Nizbel on you.
Nizbel can do a bit more net damage than most of the other bosses you've
fought as of yet, but he lacks the speed to back it up with. He's a classic
dinosaur in that his defense drops dramatically after he's been shocked with
electricity, so hit him with Crono's Lightning, and then pound on him with
everything else you've got. Ayla and Lucca's dual tech, Flame Kick, should do
at least 600+ damage, and that's not to mention the Fire Sword which Crono and
Lucca have, which nails one target for some rather extreme damage. The only
problem is, after a couple turns, Nizbel releases the damage through Electric
Discharge, which is a good 140-160 damage to the entire party. A few of those
can be devastating, so you'll want to have Ayla use Kiss on you, to use some
Mid-Potions, or something along those lines after that happens. I didn't
bother with Marle here, but if you have her, that could be in your best
interest. Otherwise, the pattern is attack with lightning, don't worry for a
while since the rest of his attacks are slow and weak, and then smash him with
dual techs.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With that, the Gate Key is reclaimed and Ayla... passes out. Yep, she had too
much to drink at the party, evidently. Back in her hut, it's time for everyone
else to go. Yeah, she's like Frog from way back when, she's got too much other
stuff going on in her life to join you right now. Ah well. Anyway, now that
you're done trekking through two big dinosaur places, you might as well go to
the Ioka Hut just east of the Chief's Hut. Notice you've been collecting Petals,
Fangs, Horns, and Feathers? For two sets of three, you can pick up some pretty
damn good stuff. Which is as follows.
All of those weapons are quite good and better than what you've got equipped
right now. So anyway, buy what you can, then since you have the Gate Key, head
back to the Mystic Mountains, and at the last screen, head up the hill on the
left and fall down the ramp, into the warp hole. At The End of Time, head for
Medina Village, then make your way to Melchior's cabin again. At that point
Melchior and Lucca/Robo help him out, and then you've finally got the Masamune
finalized. Awesomeness.
With that done, go back to The End of Time and then to Truce Canyon, then make
your way back to the Cursed Woods, down to where Frog lives. Talk to him, and
then he'll start to have flashbacks. That is, of the time when he fought Magus
the first time, and got blasted off a cliff and turned into a frog. He's got
the courage to do it this time. Frog now FINALLY rejoins the party, albeit
with the equipment he had before. I'd give him everything except his weapon an
upgrade through the best stuff you still have lying around, and then although
there's something still to do, at least enter the Magic Cave to the east first.
When you get here, Frog has more flashbacks about Cyrus's death, but then it
breaks into my absolute favorite anime sequence this game has to offer, as
Frog takes the Masamune and slashes down the barrier to the cave. At this point
Frog is now equipped with the Masamune, and lemme tell you, he kicks ass with
it. Like, he's stronger than Crono with the Mammoth Tusk, and that's strong.
But anyway, now that's done, now you want to go all the way back to The End of
Time. Yeah, I know, bear with me, but another trip is necessary. With Frog in
your party (he's forced in there anyway), talk to Spekkio, and he'll teach him
Water magic. Good, now he'll be on par with everyone else.
Now go back to the Magic Cave, and it's time to really start heading forward
towards Magus's keep. You might notice the second you walk in, that a bat
starts following you, and also flies away when you enter a battle. Don't worry
about that, all that will become clear a little after you walk into Magus's
actual keep. So basically, beat off the enemies that you see when you walk in,
then head to the right and up the curving path. Naturally there's another
sealed chest along the way. But again, ignore, we WILL get the items in all
those soon.
Follow the path up, to find some more enemies. When you actually beat those
ones, a huge pack of rats comes from the left and moves to the right. Gotta
love that, it's entertaining to watch. Keep following the path down to the
lower right, to finally settle the score with about five rats at the same time.
Fun stuff to do, I must say. That's actually the end of this cave though, so
head out and you'll find yourself on the overworld. Now you can head straight
up to the climatic destination: the Fiendlord's Keep.
Epic. Don't you love how that music starts building up the moment that Frog
looks up at the bats circling around the gargoyle statue at the top of the
keep? I do. Maybe I'm alone in that respect. Enter through those doors when
you regain control, and it's time to take on Magus's castle. I'll call to your
attention, though, that the Fiendlord's Keep is by far the longest dungeon
you've seen yet. It's quite probably the longest dungeon in the game. That's
quite suiting, given the epic nature of this place, but just to point that
out. Plus there's four bosses in here. Thought I'd point that out too.
Once you go inside the castle, head up the stairs, and you'll see there's two
halls that you can enter. Indeed, Magus's castle is extremely quiet and there's
not too much going on at the moment. Start off by going into the western hall
and heading forward, getting the Mid-Ether that you see and talking to all the
people you see on the way, who appear to be all lunatics. Eventually you come
to a staircase that leads to nothing but an apparently fake sword. As well as
a Mid-Ether on the left and a Shelter on the right. That's it. Just go back the
way you came.
Go down the eastern hall this time around, and you'll see a bunch of kids all
circled around a treasure chest (which you can't get right now), then in the
next screen is your characters you're not using, doing little to nothing but
taunting you. You can see that something fishy's up with this. Enter the room
right up ahead to find... nothing. Haha. Now, however, when you go back to the
fork between the two halls, you'll find a fake save point. Touch it, then Ozzie
comes out to explain.
You're left with six enemies surrounding you that you must defeat, and he
explains that you must defeat him, the swordsman Slash, and the magician Flea
to get through to Magus. Slash is in the west hall and Flea is in the east,
and you can defeat them in any order you want, though I prefer to fight Flea
first. My preferred party for this is Crono, Frog, and Robo, since I don't
care to use both Frog and Marle here, but it's your choice between Robo and
Lucca. Either way, here's the path to Flea: just take the eastern hall, talk
to one of the kids and offer to "play" with them (they're actually a bunch of
shadows), and in the next room, you have to beat off those monsters posing as
people close to the group. And with that, enter the next room, and the mage
Flea is... apparently the monster sitting there.
So, that's Flea, huh. No crap. If you hit the monster chances are it'll die
in one hit, but it counters the killer with MP Buster, which reduces your MP
to 0. Not a way that you want to start the battle off, but ah well, the bat
that's been following you ever since you entered the Magic Cave reveals
itself to be Flea. No, I do not know which sex Flea conforms to.
Flea isn't too hard. He's not that easy, either, but he's not too hard. I'll
say this, though: he's annoying as hell. His strategy revolves around the
concept of inflicting a bunch of status effects on you, which is what prevents
you from scraping down on his otherwise unimpressive HP. Exactly that reason
is why I bring Robo into this battle. Crono, Frog, and Robo have the Triple
Tech Triple Attack, which should do at least 800 damage to Flea. Five of those
should be more than enough to do him in, the only question is if you'll be
able to use it that many times. Frog and Robo both have healing abilities,
and I'm sure you have a stock of Panaceas and Mid-Potions, which means Crono
should be on constant offensive unless it's an emergency. That means bearing
down with Cleave rather frequently, unless everyone has 200 HP or more, and
are within their ability to do that. Flea's attacks aren't that damaging, but
they cause status effects. So really all I can say is use Panaceas, and try
to wrap him up with as fast as possible. Double Techs are the way to go.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
After that battle is finally over with, Flea drops a Magic Capsule in his/her
place. Hard to complain about that now, eh? At this point you've gotta go
back (and all the monsters in the last hall respawned because they're nice like
that), and because of that, I'd just recommend stepping outside and using a
Shelter, since I'm sure Flea was rather taxing on the HP and especially the
MP. But otherwise, take the west hall, head to the end of it, and then you'll
find a whole bunch of skeletons in Slash's room. Take 'em all out, then Slash
himself comes out to play.
The battle with Slash is a two part battle, much like the battle with Flea,
except I consider Slash to be just a little bit more difficult than Flea
was. First of all, his first form is rather weak. While his attacks are a
little damaging when they add up, he's not too fast, so you should be able
to get in a ton of damage before he takes his sword off the wall. Just hit
him and make sure your HP doesn't go too much below 150 or thereabouts, and
he'll do an explosion attack that does about 50-60 damage to the party.
Nothing too major, except...
...he takes his sword off the wall and starts going on the offensive. Slash
is seriously dangerous now, and you need to do your best to get him knocked
out fast. Despite his high HP, he seems to go down incredibly fast, so I'd
have one character stand by as someone to dish out Mid-Potions, while the
other two characters perform double techs. My favorite of which is Frog's and
Robo's Bubble Breath, which does incredible damage. If you want to use Triple
Attack, speaking of which, that should do nearly 1000 damage. If Frog knows
Heal yet (he doesn't need to, but if he does that's great), then you're in
good shape. Otherwise, your HP can't be too high in this battle. If you need
to use two healers in Frog and Robo to keep up with his speed, by all means
do that. Just stick with physical attacks, though, since his magic defense
is quite high.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With that battle done, Slash fades away, leaving his sword, the Slasher,
behind. DEFINITELY equip that on Crono; it boosts his attack, as well as his
speed by 2 points. There's also a save point left behind, so I'd take advantage
of that as well. Also, now I'd finalize the party as Crono, Frog, and Lucca,
since there's absolutely no way around the fact that's the party you want to
be using in this place's epic showdown. Save and then go back to the main hall,
stand in the fake save point, and you're transported away.
The hall you land up in is pretty straightforward. There's four forced
encounters here, each getting progressively more loaded (consisting of
Sorcerers, Underlings, and Blue Gargoyles), and then at the end towards the
back is Ozzie. No, you're not fighting him, he tries to get Slash and Flea out
to help him, but... nah, they can't help anymore. Grab the Mist Robe nearby on
your way out, and enter the next room to see... damn, that equipment looks
pretty painful.
You can pretty much see when the guillotines here come down, so obviously
you're going to want to dodge. If they spark down and hit you, you'll take some
damage to your HP. Ah well, get past one and you'll see Ozzie up there, who's
controlling them. Two down, and you get a Dark Mail out of it. Definitely equip
that, since it boosts your magic defense. Get past a couple more of them, and
then you'll see two on one conveyor belt. To do this, just wait until the first
one comes down, then right after it does, rush past the both of them. There
you'll find Ozzie. Think you'll fight him? ...Nope.
Grab the Death Claw next to where he was (it's for Robo even though Robo uses
arms, not claws), then head up to the next room. This place is basically a
foggy path up a set of stairs, with some bats and Jugglers to make it unique.
Note with the Jugglers, they alternate between extreme weaknesses to physical
attacks and magic, so watch them carefully. These battles drop lots of TP
though, so hopefully you're on the way to if not have already learned Lightning
II for Crono by now.
Enter the door at the end, and you'll find Ozzie on the other side, controlling
a switchc that causes parts of the floor to drop when you walk on them. You
actually want him to drop you at least once, though, because there's some items
to get if you do. So here's what I HIGHLY recommend you do: head to the left
side of the room and walk along the outside, along the wall. So head down
along it, to the right, and then when you're on the right side of the wall, keep
walking up. You'll fall in, of course.
When you land down there, you'll have six lancer enemies to take care of, but
look at the treasure here. You've got a Mid-Ether, a Lapis, a Barrier Sphere,
a Shelter, plus in the southeast corner is a Magic Capsule. See, coming down
here WAS a good thing. Now, here's the tricky part. There's four save point
esque things, one on each side of the room. One of them is an actual save
point, two of them lead to battles with three fake enemies that die with a bit
of magic in them, and one of them transports you back to the room Ozzie was in.
It's completely random, so just mess around until you get back. When you're
back in that room, keep walking on the outside of the room until you get to the
hole, then go VERY slightly to the left of it. You've got to walk up on the
left side of that hole to the top of it, then head to the right of it, then up
until you're right next to Ozzie. That way you won't fall in.
Ozzie runs away again, of course. Next room is another one of those straight
path stairway things with a lot of fog, so just make it to the end of that,
until you come to a room with a bunch of pulleys on either end. You can guess
what's going to happen here. You have three forced encounters with monsters
pulled up from there, of course, then Ozzie at the end. Once again, he runs
away. This is getting pretty old, eh? Ah well, there's a Speed Belt left
behind, which is a fantastic accessory. What follows is another room with a
bunch of forced monster encounters in it, finishing with an Athenian Water in
it, and then in the next room is Ozzie at last.
This battle is actually a bit of a joke, but it's something that can kind of
trick you up if you don't know what the deal is with it. First of all, Ozzie
is covered with a barrier of ice which is inpenetrable, and if you attack
him he'll counterattack with an explosion that blasts the whole party. Not
something you want to deal with. Note the pulleys around him, though, and if
you change the target you're attacking, you can hit one of them at a time.
Indeed. Just hit the first one, then the next one, then the next one, then
the next one, and then a hole will appear under Ozzie, which he just falls
right through. Whew. You don't get any bonuses out of that, though, which
kind of sucks.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Whew... Ozzie's ass is FINALLY done with. Get the Mist Robe and the Magic
Scarf in the two chests, and then two save points show up. The right of which
is an actual save point, the left of which is the transport to the next area.
Don't worry, we're almost done with this place. In fact, you merely have to
walk down a staircase, in which you can fight six Vampire Bats if you so
desire, and then you find yourself in a pitch black room. Walk forward, to find
the path becoming illuminated as you walk. And at the end is none other than
the Fiendlord Magus. Time to save the world, right?
This is it. By far the most grandiose battle that you've yet come upon, most
likely the finest battle in the game, and one of the greatest ever period.
For one, that music. DAMN. Now that's some fine stuff right there, and all
fitting. But alright, let me start by actually describing Magus's arsenal.
Magus constantly has a magic barrier on him, that gives him immunity to all
but one element of magic. Therefore, you want to be able to control as many
elements as possible. Crono has light and Frog has water and those two are
forced. Marle is bad as she's another water, so it's between Lucca and Robo
for fire and shadow respectively. I choose Lucca, but that's just me. When
you hit Magus with the corresponding element, his elemental weakness does
change, but that's to be expected.
Not only that, but when Magus is hit by magic, he will change his elemental
weakness and hit you with the corresponding element that he's weak against,
in the form of a level two spell. This will do 70-100 damage to the party,
depending on where they stand magic defense wise. The same is true if he is
physically attacked by anything EXCEPT Frog with the Masamune. When Frog
hits Magus with the Masamune, his magic defense decreases, and he does not
counterattack. This is useful, but Frog's primary duty above anything else is
to use Heal when necessary. That spell will heal 100-120 HP to the party,
which is usually enough to make up for Magus's spells. Right now, in any
case, Magus's other attacks are Dark Bomb, which he uses when his elemental
weakness becomes shadow, physical attacks which do about 60 damage, and Hell
Geyser, which is about 30 damage to the party, but it causes Sap on top of
all that, which isn't great. That's right now, though, and until he reaches
the halfway mark of his HP. Yes, he does indeed have 3333 HP. So, when the
battle begins, hit him with a physical attack or something, and then he'll
change his weakness, as well as hit you with it.
So, you basically hit him with the element that he uses before you, do that
damage to him, heal if necessary, then use the next element. Over and over
again, until he tears the barrier down and starts casting a spell. When he
does this, make absolutely sure Frog uses Heal and gets everyone back to full
HP, because Magus is about to unleash his ultimate attack. At the same time
though, he doesn't absorb anything anymore, so hit him with all you've got.
X-Strike is always good, but my favorite choice is Fire Sword, which will do
nearly 700 damage. Five of those or so will finish Magus off without any
trouble. Or if you brought Robo, you're more than welcome to use Triple
Attack, but note that Dark Matter does 210-240 damage to the entire party.
He'll resort to using that and only that, though, so a couple Heals from
Frog should be able to handle it, since he requires so much charge time for
it. Keep an eye on your MP while you're at it, as that's the last thing in
the world that you want running out. Eventually, you'll be able to win.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The aftermath of that, is Magus explaining that he only "summoned" Lavos. He
did not create him; Lavos has apparently been sleeping below the world and
draining its energy for eons. You can imagine what happens then, though. Yep,
the place starts rumbling, and a warp gate appears behind Magus. He ends up
sucked into it, along with the rest of the group. Now, I consider this to be a
fairly epic moment, hence why I divided the guide in two at the place I did.
I'm such a genius, right. Right.
Alright, just a word to the wise right about here. Part two of this game and
guide is approximately equal to the length of part one, but that's assuming
you're doing all the side quests, which is what this part of the game is
essentially dominated by towards the end of it. Just to throw that out there.
Speaking of which, this part of the game starts the exact identical same way
that part one did. Seriously, just watch it, it's the same thing.
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VIIa. Chief's Hut (65,000,000 BC)
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~ My Level: 25
~ Items: N/A
Or... maybe not. Your party basically emerges in 65,000,000 B.C., in Ayla's
hut, except Magus isn't there with you. Guess he escaped or something or other.
After a brief explanation to Ayla that Frog isn't food, she and Kino both
leave. Sounds like some important stuff is up. Anyway, leave the chief's hut,
and now if you want, you can go back to the hut to the east of the chief's hut
and pick up some new items for your fangs, petals, horns, and feathers. Even
though you probably don't have new stuff right now, so ah well. Just pointing
that out.
I also recommend restocking on Mid-Potions there, since the Fiendlord's Keep
probably taxed your supply of them a bit. In any case, head out of the chief's
hut and enter Laruba's Ruins, which is the structure in the mountains to the
northwest. Looks pretty chaotic there, right? At the top is the elder yelling
at Ayla, saying that the Reptites attacked and it's her fault. Kino was taken
too, which kinda sucks. Ayla leaves for the dactyl nest to the north, so follow
her out. Yep, next trip is the dactyl nest at the top of this place.
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VIIb. Dactyl Nest (65,000,000 BC)
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~ My Level: 25
~ Items: Mid-Ether, Mid-Potion, Mesozoic Mail
Very, very short and sweet dungeon here. Well, not one of those nippy little
one screen dungeons in 600 AD, but it's still pretty nice. There's a Cave Ape
and two Schist enemies that will attack the second you walk in, but just wipe
the ground with them. They DO drop those special items that you need to trade
for the dreamstone items, remember. Follow the path up to the north, where two
Avian Rexes will come down to attack. After they're done with, climb up the
wall to the north, and get the chest there for a Mid-Ether.
Now that you're on the upper walkway, head to the southwest, defeat the three
Schists in the center there, and open the chest you see in the corner for a
Mid-Potion. Head east and to the north, then climb up the next wall that you
see, continuing to the east. On the next screen you come to, it's basically
the same deal as last screen. Some enemies in the way, yeah. Head up to the
north, climb up the wall, and take the upper walkway down. You'll find a
Mesozoic Mail along the way, which is some damn tasty stuff.
Climb up the next wall, beat off the two Avian Rexes, then proceed to climb up
another wall and head north, until you actually do reach the actual nest. Isn't
it sad that two screens of the so called "Dactyl Nest" consisted of climbing
up ledges, and the third screen is the actual nest? Anyway, Ayla is at the top
with a pterodactyl, about to take off for the Tyranno Lair, but she brings some
spare dactyls for Crono and company to come with her. An anime cutscene breaks
out as the dactyls take to the sky, and then you're on the overworld... and
flying! Yep, I just love these moments when you're on your first thing that
can fly. Anyway, the dactyl nest is east of the mainland, as a gray structure
on top of a mountain. You can also stop by that hut if you want, to trade in
items, but I prefer to go to Tyranno Lair straight off, and you'll see why.
The reason I love going to this place right away is because the music kicks
ASS. This is the single greatest piece of music in the entire Chrono Trigger
soundtrack, probably the single best theme that was ever used in the entire
SNES's library, and you know what's even better about it? IT PLAYS DURING SOME
BATTLES. Squaresoft KNEW that this theme kicked ass. How appropriate, since
Tyranno Lair rivals the Fiendlord's Keep in epic proportions. And this theme
just riles you up to kill some dinosaurs. Like, take a few steps forward and
you get attacked by two Cave Apes and a Reptite. Aren't you pumped up to fight
them with this music in the background? Yes, you are.
Now that I'm done spending a paragraph rambling about how awesome this music
is, I might also point out that if you have Lightning II for Crono, it will
come in tremendous handy here. Mainly because a lot of the enemies here are
dinosaurs, and dinosaurs are weak against lightning. Once the enemies are done
with, you'll see two dino heads to the north. Enter through the right one,
then go down the stairs. The room you emerge in has two sets of Reptites in it,
neither of which are anything special, as well as a cage in the center, which
has a whole bunch of the village people locked up in it. Open it via the switch
on the right, then keep going on to the right, down the stairs.
In the next room you'll find three Reptites, who just so happen to be guarding
a cell which Kino is contained in. After you kill the Reptites, talk to Kino
through the bars, and Ayla with her manly physique and whatnot, breaks him out.
Once you do that, go back to the entrance where there was a second dino head,
and Kino actually makes himself useful for the first time ever, by opening it.
Nice, that's our next trip right there. In the first room of the second dino
head's path (for lack of a better definition), you can choose to fight the
enemies on either side, or you can hit the switches at the bottom to drop them
into a pit. Your choice.
Below this place is two doors, both of which lead to the outside of the lair.
Take the eastern door first, only to end up in two forced encounters with
enemies that come from behind you. Damn, if I had that many volcanoes behind
me, I'm be REALLY scared, but that's just me. When they're done though, enter
the door on the right, to find two eggs aka chests there. The left one has a
Hi-Potion in it, the right one drops you down to the first cell in the right
wing of the entrance. Might as well do that, it's a quick ride back. Either
way, go back to the room with the two switches and take the western door down.
Out here on the west wing, you'll notice a bunch of Reptites running around,
and then when you approach the door to the left you'll be attacked by an Avian
Rex. Usual stuff, right? Right. Enter through that door, and here you will
reach the most complicated room in the entire game. Basically, in this room,
at certain squares which have no indication on them whatsoever, you'll be
warped to other squares. That's really the best way I have of describing this.
But anyway, there's four chests in this place, and here's how you get 'em:
Starting from the entrance, head left until you reach the hole, then head up
until you see the pathway across to the left (nine squaqres up), then follow
that path to the left all the way until the hole. From that point, head two
squares up, three squares to the left, and all the way up to the Potion in
the chest above. From that point, head back to where you came from, up until
you were at the leftmost point and started going two squares up. This time, go
down as far as you can and then to the left, and you'll find the Triceratopper
right there. As the name vaguely implies, it's a helmet.
Now here's where it gets tricky. To get the other two items, you actually do
need to get warped. To get the chest in the west side, start from the entrance
again. Count twelve squares up (to the hole that's above), but do NOT go
straight up, as there's a hole there. Just reach the hole that you get to and
head to the right to get warped away to the far left. From there, you can go
straight up to the Athenian Water there. As for the northeast chest, here's
what you do from that exact point: go back to the point you warped in from
(count five squares down from the chest you just got), and then the warp point
is just a couple squares to the right. Take that warp over there, and then you
can just pick up the chest, for a Mesozoic Mail.
Whew, that was hard enough to do. The exit is to the northwest, and you
shouldn't have too much trouble getting to it. In the next extremely short
room, just head down to find yourself back on the outside of the lair. Head to
the right and enter through that door, and inside you'll find yourself in front
of two switches. The right one opens the dino head just like that, and the left
one opens the dino head after spitting enemies at you. Your call. With that,
hit the switch there, and then go back to the previous area. Three more forced
encounters with the usual stuff, then you'll find in the next room... Nizbel.
He even lets you pass! You'll find a save point in the middle of that room,
but don't think you can just head up the stairs. Nizbel IS gonna stop you.
Nizbel is more or less the same as he was back in the Reptite Lair, except
he's slightly faster and very slightly stronger. Example: that Electric
Discharge this time it does about 180 damage to the party, which should
probably seem like nothing at this point compared to Magus's Dark Matter,
for instance. However, his defense and magic defense now increase when he
takes damage after the initial lightning damage that you need to do to him,
which kind of sucks. But apart from that, I used Ayla and Frog, and their
dual tech Slurp Kiss should be more than able to heal everyone back after
Electric Discharge. Meanwhile, Nizbel has the same amount of HP he had
before, and you're way stronger. Especially in the dual tech field. Crono and
Frog have Lightning Rod, Crono and Ayla have Thunder Chomp... Nizbel can't
even compare.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With that battle done with, Nizbel fades away and the save point comes back.
I strongly suggest using it, as well as using a Shelter on it, since you've
got much bigger fish than that to fry. Enter the room right ahead, head
straight to the right, enter that door, and don't hit either of the switches
that you see on the left/right. Hit the switch in the center to make a save
point appear on your left. Use it, then head through the gate and flick the
switch inside. With that, go back to the outside area and take the center door.
A few more enemies, then inside is... Azala. At last. Follow him outside, and
then you've got quite the battle on your hands.
This makes the second time that this boss theme has played, and for a battle
that in terms of climatic proportions, is only beaten by the battle with
Magus in the Fiendlord's Keep. This battle, though, actually isn't nearly as
tough as you would think it would be. And honestly, there may be two targets
here, but neither of them are going to do anything that you aren't very used
to at this point. In any case though, Azala is obviously the first target.
Not all of the reason because he has less than a quarter of the HP his pet,
the Black Tyranno, has. Come to think, Azala has some pretty scarily large
pets, I've noticed.
Azala uses an attack called Psychokinesis which does about 60 damage, and
an attack where he summons a boulder to smash you, for about 80 damage. The
Black Tyranno is slow as muck. Occasionally he'll chomp on a character and
spit him out for 200+ damage, but that's quite rare. Bottom line is, focus on
Azala. Hit him with lightning magic and the same dual techs that worked for
you with Nizbel, and don't even look at the Tyranno. Its HP and defense are
both way too high. Eventually Azala will go down, and your target full on
will be the Black Tyranno. In any case, the Tyranno will lower its defense
dramatically and start counting down from 5 to 0. When it gets to 0, it'll
use a fire breath attack on the party, which does up to 300 damage to the
whole party. That's not too good, but taking into account how slow it is, you
don't have too much to worry about. Slurp Kiss should get you right back on
track, or Heal, or Heal Beam from Robo if you're using him, or whatever.
Meanwhile, hit him with the strongest stuff in your arsenal. I basically
used Thunder Chomp over and over again from Crono and Ayla while Frog used
Aerial Strike, but that's just me. Long-ish battle, but not too bad.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
And with that, only Azala is left there (presumably), and as he gives his last
words, Lavos falls from the sky. That's right, Lavos fell from the skies as a
comet in prehistory, became burrowed in there, and started an ice age, and
such was the end of the Reptites. I have to say, Chrono Trigger gives a pretty
damn good explanation for why the dinosaurs died out. But anyway, after that's
done, a sequence takes place that shows that, and Kino shows up on the dactyls
to rescue the group as Tyranno Lair is blown to smithereens.
Now, from where you end up, the dactyls are just to the south of you. I'd
highly advise going to the hut to the east of the chief's hut again to exchange
items, but otherwise enter the Tyranno Lair ruins to find a warp gate there.
Great, it's the Fiendlord's Keep all over again! Ah well, take it, and you'll
find yourself in a similar cave... except in a very cold, different looking
area. Which also happens to be my favorite era in the game. Start by heading
east and entering the Skyway, and damn, that's some technology they've got
going there. You end up on an island in the sky, with the cool music playing in</pre><pre id="faqspan-4">
the background. I seriously love this theme. Ah well, on the "overworld", enter
the city to the east.
There is honestly next to nothing to do in Enhasa, I just like to stop by here
because the music is cool, and because 12000 BC in general is just pretty
stunning overall. First of all, the only interesting things to note here, are
that Masa and Mune are here, and that there's a merchant up over to the left,
who sells Hi-Potions and Ethers. I would definitely stock up, were I you. Also,
if you head up the northwest stairs, a boy with blue hair will give a familiar
quote: "The black wind howls", and point out that someone among you will
shortly perish. Creepy!
Above that, if you're interested, is also what's called a Font of Recovery,
which will restore your characters' HP and MP back to full. But that really is
all that there is to do in Enhasa now. So with that, leave the city and head
north to the Land Bridge. In there, take the teleport down to ground level,
and then when you're back on the overworld, go to the north, to where you see
another structure. Take this one back up to the city in the sky, for lack of
better terminology, and when you're on that overworld, head west to the city
of Kajar. Of course you can always go to the Blackbird, but you just get kicked
out.
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VIIe. Kajar (12000 BC)
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~ My Level: 29
~ Items: Speed Capsule, Black Gemstone
Another one of those futuristic cities of the dark ages. Anyway, while you're
here, head up the stairs and get into the upper right room of this place, and
you'll see a bunch of people working on shiny capsules. You can't take any of
the samples on the table, but you can actually get a Speed Capsule in the
bottom right corner of that room. Also, if you talk to the nu in the upper left
corner of this room, he'll inform you of this cryptic truth: water summons
wind, and wind makes fire dance. Intriguing!
With that, leave this room, and then examine the book at the upper left part of
this city. Open it, and you'll see what appears to be water dancing out of it.
At the lower right corner of this room is the book of wind. Open that, then
finally find the fire one by the nu in the center, and you'll see a door open.
Enter through there, and you can then pick up the Black Gemstone. Although you
can't equip that now, just wait. Just wait, I tell you. Anyway, now that we
know the water/wind/fire thing, let's play around in Enhasa next, shall we?
Head all the way back down there.
Back in this place, start by heading to the upper right section to find the
water book there. Then you can find the wind book in the upper left section,
and the fire book is just a little above the entrance, in the center. Once the
door opens there, you'll find a nu there, and if you talk to it, you'll have to
fight six of them. MAKE SURE YOU BRING CHARACTERS THAT NEED TP INTO THIS BATTLE.
YOU GET 90 TP AFTER THIS BATTLE. Thank you.
The Nus aren't too bad, but note that their attacks either reduce you to 1 HP,
or do 1 damage. Therefore, having Frog along to cast Heal on you is highly
recommended. Apart from that, they each have 1234 HP, so my advice would be to
use Crono and Ayla's Falcon Strike (because Ayla needs to learn Charm anyway
if she already hasn't) to hit each row, then use your other character to wear
that Nu down. When you're done there, you'll get a Speed Capsule and a Magic
Capsule. Oh, I approve. But now, it's on to the actual destination. Leave
Enhasa, go back to the Kajar area, then go into the northeast cave. Make your
way to the warp, outside, to the right into the next cave, warp out, go outside,
and enter the palace. That was a bit more fuss than it needed to be, eh?
Alright, when you hear music like that you can pretty much guess that there's
something dark going on around these parts. Yep, this is the palace of the mad
queen Zeal, after all. Most people here have interesting things to say, but
either way, head to the upper section of this room and through the door on the
right. There's two doors in the room you enter; take the eastern one to find
the bedroom of that boy you saw in Enhasa, Janus, as well as her sister Schala.
Someone comes, telling Schala that her presence is required at the Ocean Palace
though, so that's that.
Head out of that area and go back to the main room, where you'll see Schala
going up to the northern door. Follow her up that hall, and you'll find at the
end of it once of those sealed doors. Remember those? Haven't seen any of those
in awhile. Schala can open it, but you can't, even with Marle's pendant which
seems to react to it. Might as well fix that, right? Leave this room to the
south and enter the northwest door. At the end of there you'll find the Mammon
Machine, and if you observe it, a red light will be shone on Marle's pendant.
I guess it's blessed now, eh? Anyway, go back to that sealed door, and lo and
behold, it opens now! When you go inside, though, you'll meet Zeal, who's quite
hostile. So she sics her servant Dalton's pet Golem on you, just like that.
If you can't tell by the sheer power that the Golem possesses, this is one of
those battles that you're supposed to lose. Actually though, the Golem is
quite beatable, but it's going to be a very, very hard task. The Golem has
the following attacks: an orb type attack that reduces a character's HP by
half, a blast of fire that does about 400+ damage to one character (for that
reason, Marle and Lucca are suicide paths in this battle), and if you attack
it with an element, it will respond with a corresponding counterattack of that
element. That pretty much means instant doom right there, but if you want to
try and win, try this: have Crono use whatever he's got in his arsenal to use,
while Ayla and Frog are constantly using Slurp Kiss, unless you're totally
sure that one of them can land a hit. And with 7000 HP, it's going to take a
while to wear down, but once again, you ARE supposed to lose.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
So basically what happens with that battle done, is that Queen Zeal captures
the group and subjects them to torture experiments, but Schala comes to bail
the group out, only to be caught by the prophet who was with Zeal. The group
gets freed, but they're thrown back in the time gate and end up back in
65,000,000 B.C., with the gate being sealed. So now you have to find your way
back there without that gate. But oh, now you might realize that we can indeed
open all those sealed doors and chests, now that Marle's pendant has been
powered up. So with that, get on the dactyls, go back to the Mystic Mountains
and back to the time gate there, go to The End of Time, and let's start in
Medina Village.
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VIIh. Medina Village (1000 AD)
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~ My Level: 29
~ Items: Guardian Helm/Swallow, Barrier Ring, Speed Ring, Taban's Helm, Speed
Capsule, Magic Ring, Blue Plate, Red Plate, White Plate, Black Plate,
Blue Vest, Red Vest, White Vest, Black Vest, Strength Capsule,
Luminous Robe, Elixir, Acuity Ring, Golden Earring, Magic Capsule,
Golden Stud, Hi-Ether, Alluring Top, Hi-Ether, Workman's Wallet,
Power Ring
NOTE: This section serves primarily to cover all the chests that you can get
in the present, past, as well as part of the future too, at least up until you
go to the Keeper's Dome. I just choose to start in Medina Village, that's all.
Fair enough?
-> When you arrive in Medina Village, start by going to the Forest Ruins to
the northeast. Remember that blue triangular shaped seal that's there? Now
you can get past that, and when you break it, a nu will come to speak with
you, and it'll give you a choice of a Guardian Helm in the left chest, or a
Swallow in the right chest. Definitely take the Swallow. The Guardian Helm is
only decent, while the Swallow is essentially a far, far stronger version of
the Slasher that Crono most likely has equipped. Get the Swallow, the right
chest.
-> After you do that, head into the Heckran Cave. You'll want to go through
the entire thing, but towards the end you'll run into another sealed chest.
This one contains both a Barrier Ring and a Speed Ring. After you do that,
go all the way to the whirlpool to land outside Lucca's house.
-> Enter Lucca's house with Lucca in your party and talk to Taban to get
Taban's Helm. I wish all dads were that useful.
-> Back on the overworld, now go to Leene Square and take the time gate to
The End of Time. Now head to 600 AD.
-> Make your way to Guardia Forest while in 600 AD. At the upper right portion
of that place is a Speed Capsule. After that, enter the castle itself. Head
up the upper left wing, and up one of the stairs is a chest. It will prompt
you to open it -- REFUSE.
-> With that done, leave Guardia Castle/Forest altogether and head to Truce
Inn. Inside you'll find another sealed chest that prompts you to open. Again,
REFUSE.
-> Go down to Porre when you're done with that and enter the elder's house.
He's got two chests there, which I know you want, but again, examine them both
and REFUSE.
-> Let's actually get some items now, shall we? Go to the Magic Cave, which
was that cave that transitioned you from the overworld over to the Fiendlord's
Keep. In there you'll find a sealed chest containing a Magic Ring.
-> Alright, go back to Truce Canyon and warp to The End of Time, now it's time
to go back to 1000 AD. Head back there and go to the places you refused in 600
AD. The Truce Inn has a Blue Plate in it. Guardia Castle if you go in there
(you need to have Marle in your party) has a Red Plate. And the Porre mayor's
house has a White Plate and a Black Plate.
-> Now you can go back to all those respective places in 600 AD and get those
same chests, actually accepting them this time. They contain a Blue Vest, a
Red Vest, a White Vest, and a Black Vest.
-> With that, we're finally done with the past and present. Let's tackle the
future, shall we? Go back to The End of Time and warp over to Proto Dome. Leave
and head to Lab 32, get across, and head to Arris Dome.
-> Within Arris Dome, you can find a Strength Capsule, a Luminous Robe, an
Elixir, an Acuity Ring, and a Golden Earring. At this point you want to cross
Site 16 again and get to Trann Dome. Inside, you can find a Magic Capsule, a
Golden Stud, and a Hi-Ether.
-> Now enter Bangor Dome. Through the sealed door, you can find an Alluring
Top, a Hi-Ether, and a Workman's Wallet.
-> Still not done. Still in Bangor Dome, go outside and take the time gate
there to The End of Time. Which is convenient, I must say. Then take the new
pillar there to Guardia Forest, and where you land, pick up the Power Ring.
-> Whew, we're finally done picking up the sealed chests. Now, to advance in
the game, head to Proto Dome again. You need to make your way over to the
Abandoned Sewers, cross those again, and emerge where Death Peak and the
Keeper's Dome are. Enter the Keeper's Dome.
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VIIi. Keeper's Dome (2300 AD)
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~ My Level: 29
~ Items: N/A
When you get here, talk to the nu that you see right off the bat, and what
you see in front of you is a straight path from right to left, which has
several stars on it. As you examine each, it unfolds more and more of the story
of Lavos, although once again, we know the story by now, right? It's just
clarification, for lack of a better term. At the end of the path is another
sealed door, so use the pendant on it and enter, and you will see the extent
of Belthasar's work: the Wings of Time.
The nu then reveals itself as Belthasar, having copied the guru's memory to
that body and lost his insanity after the cataclysm. With that, try to walk
out of the room, and then you're given the option of what to name the Wings of
Time. The default name is Epoch, and that's a sweet name, so might as well
stick by it. Now you can transport to any time era that you wish, but our
destination is 12000 BC, the Antiquity. Go back there, and then enter the
Terra Cave which is to the west.
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VIIj. Terra Cave (12000 BC)
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~ My Level: 29
~ Items: Strength Capsule
Not too colorful of a place, this, is it? Ah well. When you enter, start by
heading straight to the west and entering through the gap in the wall there.
Those pass for doors in this place, so it seems. In here you're able to buy
items and equipment, and the equipment here is quite good. I'd definitely
recommend stocking up here even if it completely drains what's left of your
wallet out. Either way though, your destination is down all the ladders, where
you see a save point as well as a door to the east.
At this point, I want you to stop. Do not continue until Ayla is in your party
and has the Charm technique, okay? Cool? Good. With that, pick up the Strength
Capsule in the corner of this room, and then proceed up to run into a pair of
Mudbeasts. In which there are two pairs in this room, and it's in your best
interest to have Ayla Charm them, as you can get Rainbow Helms off of them.
Good helmets, it's in your best interest to pick a couple up. Otherwise, head
up the path and you'll run into a boss fight. Just knew we'd get one of those,
didn't you.
You're probably thinking this is some kind of really easy battle, given how
it compares in proportions to the battles with Azala, the Golem, etc. Don't
be fooled, this battle can trip you up like none other. The attacks played
on here are the Mud Imp throwing rocks at you, throwing rocks at the beasts
to provoke them into attacking you, for the beasts themselves to cause
earthquakes for damage to everyone, and to do an X-Strike type attack on
one character. The actual damage done by these attacks, on its own, isn't
too horrible, but it adds up incredibly fast. As such, Frog with Heal here
is great, while Crono and Ayla fend them off. You can't go for the Mud Imp
first, even though it likes to heal the whole enemy party for 150 HP, its
defense is too high while the beasts are alive. Focus on one beast at a time.
If you're like me and brought that party, target the Red Mudbeast first,
hitting it with Sword Stream and/or Bubble Burst, whichever one does more
damage. There's always Crono and Ayla's devastating dual techs if Frog is
busy healing. With one gone, the battle becomes substantially easier. Then
you can focus on the Blue, then the Mud Imp. Also, one thing to note: all of
the enemies have good stuff to Charm. The red beast has an Elixir, the blue
beast has a Mermaid Helm, and the Mud Imp has a Speed Capsule.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Now that that's done, walk up the gondola thing that you see on the ground,
and you'll see yourself on the overworld, walking up to a mountain that's
floating in midair. No, seriously, it's floating in the air. Geez, this game
doesn't conform to any rules, does it.
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VIIk. Mountain of Woe (12000 BC)
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~ My Level: 30
~ Items: Platinum Helm, Platinum Vest, Shield Sphere, Barrier Sphere, Lapis,
Barrier Sphere, Lapis, Barrier Sphere, Hi-Ether, Shield Sphere,
Shelter, Time Hat, Hi-Ether, Magic Capsule
Okay, let me start this off on a very positive but warning note. The battles
in the Mountain of Woe give utterly ridiculous levels of TP. Each Crater
enemy here gives 100 TP per kill. Because of that, you're going to want to
spread this around as best as you can. Obviously you're probably going to end
up learning Frenzy for Crono here since you can't switch him out, but for the
other five, keep them in contast rotation. But anyway, kill the first Crater
you see and then at the fork, head right and down the path, following it to a
Platinum Helm.
Once you get that, go back to the fork at the entrance and take a left this
time, following it to a new screen. When you reach the new area, start off by
killing the Crater on the left. But again, you see that Crater, and the warnings
should ring off in your head about who you're using in battle. But on that note,
at the left-right fork there at the entrance, that's all there is to see by
going left, so head right after you're done. Follow the path you see up past
two gargoyles until you come to a path branching off to the right.
Follow that over to a ledge there, where you can find another Crater there, a
Platinum Vest, and a Shield Sphere. 'k, with those in hand, go back to the main
land you're on and head to the upper left this time, where at the end you'll
find a Barrier Sphere, and a dead end. Oh noes. Actually not really, head a
bit back between those two paths, and up the hill around the middle to keep on
going. That's an immediate fork though, and since right goes absolutely nowhere,
just head to the left.
Go that way and around, until you eventually come to a choice of continuing
north up the mountain, or to the right. Again, going right yields nothing, so
head up. If you keep going to the far north you'll run into another forced
encounter, as well as a Lapis. Otherwise, head to the right across the bridge.
On the other side of said bridge, head to the east, south, and then over to the
left, and there you get a south-north fork. North leads to nothing, south leads
to a ladder. What is this place's habit with a bunch of paths leading nowhere,
anyway? A true mountain of woe.
So in any case, when you go down that ladder, you get a choice of south and
east. South leads to a Crater, which is certainly more than nothing; you don't
want to miss those. As for east, that leads to a Barrier Sphere, and a hill up
that goes to a bridge. Cross that to a new screen, and once there, get the
Lapis up above and head right past a field of Death Lilies (I think the name
speaks for itself), and to the right to pick up a Barrier Sphere and a Hi-Ether.
With that, go back to the main field and head north up the ladder.
Take that path straight up to the north and then to the west and down, where
it merges into a hill. From there, go south past two Death Lilies and three
Gargoyles, to pick up a Shield Sphere and a Shelter. Then go back and to the
east this time around, where you'll find a bridge to cross, a hill, and a
bridge to the north. Not to mention a save point nearby. This dungeon has been
fairly predictable so far, so I guess you can pretty much guess what's on the
other side of the bridge.
..Well, I kind of lied. It's basically a straight path up a hill and across
to the right. Pick up the Time Hat that you see, the Hi-Ether, and then in
the lower right corner, you'll find a Magic Capsule, and we all know how great
those things are. Make sure you're completely healed and have all the items
that you got from the sealed chests equipped on a strong party, and then climb
the next ladder. In a dramatic twist it gets darker as you ascend, and at the
top you see a thick crystal of ice. Approach it, and...
Alright, so I told you after the Zeal Palace first trip, pick up all the
stuff you can find in the sealed chests, because you're gonna fight some
hard bosses which use elements that you need to be able to absorb, because
otherwise you will get your ass beat. If you don't have elemental protection
Giga Gaia will be a very, very hard boss. He'll be beatable, sure, but quite
hard.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
And with that, the ice is broken and the Guru of Life freed from the ice is
revealed to be Melchior. Yeah, I think we all figured that out by now, but
moments later the Mountain of Woe starts crumbling down. And I'm quite sorry
to see that, too, since it's possibly the best dungeon in the game. You end up
back in Terra Cave, where Dalton appears and abducts Schala, to take her to
Queen Zeal. So at this point, you've gotta go after her. Now you've got to make
your way all the way past the skyways and land bridges, back to the Zeal
Palace, to that room you fought the Golem in. Easy task, right? And when you
enter that room, Dalton wants his own share of fun.
I didn't make those stats up. Dalton really does have only 3500 HP, and he
really does give just as much TP as Giga Gaia did. But yeah, it's no secret
that this battle is a total joke. Dalton does exactly what his Golems did,
pretty much. He has that iron orb attack that halves your HP, he pelts
fireballs at you for some rather weak damage, and this is important: when he
dies, he belches out some dark gas that causes about 100 damage or more to
the party. No joke. But that's really all you have here, and since he dies
in about two or three hits anyway, that's not going to be a problem. Just use
your strongest dual techs or a triple tech if you've got one, and Dalton
will be gone in no time at all.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
He's not dead though, obviously. After that battle, Dalton disappears into a
time gate that appears in the center of the room, so he can search for eternal
life. Great ambition he's got goin' on there. But with that, take the time
gate in after him, and you'll see yourself being drawn into the ocean, into a
much bigger looking fortress. Yep, it's the third climatic dungeon of the game,
the Ocean Palace.
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VIIl. Ocean Palace (12000 BC)
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~ My Level: 33
~ Items: Aeonian Suit, Empyrean Blade, Aeonian Helm, Shockwave, Sonic Bow,
Kaiser Arm, Demonslayer, Elixir, Magic Capsule
And when I said climatic, I meant that in the same sense that I mean the
Fiendlord's Keep and Tyranno Lair were. The Ocean Palace is the final dungeon
of the Antiquity, it has kickass music, and it's long as hell, ending in an
epic boss battle. All fits into place, right? Start by heading down the path
south, to find a save point along the way, as well as Mune standing there. When
you talk to him, though, you see Schala and Zeal giving power to the Mammon
Machine. That can't be good.
You'll find soon enough that much like in the Tyranno Lair, the music plays in
some battles. I dig that. Also, I strongly advise bringing Lucca around here,
because the Red Scouter enemies, though they may not look it, can only be
damaged by fire magic in terms of elements, and they counterattack other magic,
so Lucca with Fire II is definitely the best way to go with them. Same with
Frog/Marle for Blue Scouters, though those are rarer. Anyway, while you're in
this room, head to the south section for an Aeonian Suit. After that's done,
let's start tackling some of the rooms here.
Start off by heading into the western room. In there you'll find an Empyrean
Blade, as well as two Blue Scouters and a Zealot Mage. with that, head
northeast, and if you step on the switch in the center you will be attacked by
a Djinn and a Ghul. Kill the latter first, as it creates a protective barrier
around the former. After that, head southeast to get out of there, and you'll
be back in the main area. This time go over to the center and take the northeast
door. You'll have some more enemies to take care of, then after that, take the
southeast door to go to another area. More enemies, same as usual, and then you
can pick up an Aeonian Helm.
There's no more doors there, so go back two screens, and back in the main area,
take the southwest door (the southeast works too, but just for my sake). Pick
up the Shockwave for Lucca that you see there, then head down, and in a corner
at the bottom you can pick up a Sonic Bow for Marle. Note that right here, if
you stand on the diamond shaped thing next to the two scouters, you'll have to
fight them and a Zealot Mage, so just watch out for those. With that, cross
the bridge in the center and stand on the switch in the center, and pick up
the Kaiser Arm for Robo on the right.
We're still not done in here, if you can believe that. Head back to the west,
right below the door that leads from the top left part to everything else. Walk
along the narrow little walkway to the west, around to the bottom, and at the
southeast wall you can walk through a hidden passage to find a Demonslayer for
Frog. Now that you've done that, go back to the main area of the Ocean Palace,
and you'll find that a bridge has formed to the south. Might as well take that
down, right? Naturally in the first room there'll be some enemies to play with,
but after that, take the staircase on the left down. Long flight of stairs,
that.
When you emerge in the next room, you've got some more enemies to fight. Not
anything new. After that, take the next staircase on the right down, bumping
off a bunch of enemies on jet propellers up as you go. Only to fight them when
you get to the bottom, of course. =) Head down the stairs to the southwest,
and then when you get to the next area, get down quickly, as the statue there
will spit fire at you, causing damage. Just another set of stairs, some more
enemies, and then you'll find Masa near a final set of stairs. Tells you to
stop Queen Zeal.
Another scene as you see what's going on with the Mammon Machine, then you can
go down the stairs to find a save point there, along with a Djinn and a Ghul.
Head down, fight another battle, then hit the "switch" on the left to trigger
your ride down. Yep, it's a looong way down. Three random battles, then it'll
finally stop. Next area, go to the two rooms on either side of this place and
hit the switch in each one (after fighting one spotter of each type of course),
then go back to the last area, hit the switch in the center, and a two screen
bridge with a save point at the end forms. Oh that can only mean one thing.
Enter the room ahead after you get the Elixir they're kind enough to leave
there, and then you'll run into Dalton. Who sends more pets after you.
This will either be the hardest battle in the game, the easiest, or far less
likely, somewhere in between. Yeah, you thought that one golem was impossible,
now you are REQUIRED to beat two of them. The primary difference now, though,
is that you've got armor with elemental protection. Remember that last time
when you attacked a golem with an element, it responded with that same
corresponding elemental attack. That's the key here. So, figure out which
element you've got the most protection against. For lightning you've got
Rainbow Helms, White Plate, White Vest, etc., for water you've got Mermaid
Helms, Blue Plate, Blue Vest, etc., for fire you've got Ruby Vests, Red Vests,
and Red Plate. You only need to have your party become immune to, strong
against, or absorbant of one element, then. Take a party of Crono, Lucca,
and either Frog or Marle. Now, let loose with a chain of second level magic
attacks against them. Only thing is, the element that you've chosen to be
strong against, have that be the last one. Example, if you chose lightning,
use Fire II, then Water/Ice II, then Lightning II (or Luminaire if you have
that!). The Golems will only counter the LAST element. And in that way, you
can win easily. Just beware that they'll use that burp attack when they die,
which amounts to about 70-120 damage to the whole party from each.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
So, was that the last battle here, you ask? Head forward past where Dalton was
and past the nu, and then you'll find Schala and Zeal activating the Mammon
Machine. Crono tries to throw the ruby knife at it, but then you're instantly
thrust into a battle with Lavos. You cannot possibly win that battle (well you
can, but don't try). It rains down destruction from the heavens and slaughters
you instantly.
The group is left there after Lavos destroys the all of them, but then that
prophet appears, reveals himself to be Magus. Haven't seen that guy in awhile.
He tries to fight Lavos himself, only to quickly get his ass kicked. So when
Crono regains himself, talk to Schala, and then approach Lavos again. Crono
tries to fight, but then you see an anime video as the prophecy that Janus
talked about is fulfilled. Crono basically just dies right there. He's not
alone, though, because right then Lavos destroys the entire kingdom of Zeal.
When you end up in the Surviving Village there, your two other party members
are there alone, with the Epoch. Therefore you're given the option to put
someone else in your party, which you should definitely take up. Now while
you're on the ruined world map, enter the northern tent of the surviving
village, stock up on some items, and get the Magic Capsule behind the nu as it
walks out. Also, at this point, I HIGHLY recommend having Ayla in your group.
Just saying. But after you get some items, enter the village commons (forest
looking area above) and talk to the elder at the top... and Dalton launches an
attack and captures you. Crazy bastard.
When the group awakes, they realize they've lost their money, equipment, and
items. Not a good sign now, is it? When you emerge, head up the ladder to the
upper right to realize that you're floating in the air above the clouds,
meaning you must be on the Blackbird. Now, climb back down, and here's the
tricky part. If you brought Ayla, you can get out of here because she fights
with her fists and has no need for weapons, but if not, then you've got to
take the air duct. Hey, I told you to take Ayla, so... let's break outta here,
shall we?
Head to the door and pretend to be sick, only for Ayla to wipe the floor with
the guard the second he walks in. Now that you're outside, head straight to the
left and enter the door there, then after you kill some Daltonite guards you'll
pick up your money again. Don't bother going up the ladder, as it only leads
outside. Your party isn't crazy enough to jump ship or anything here, you see.
Speaking of which, you might want to dodge the Bytes that you see outside, as
they summon guards and are rather damaging for Ayla alone to handle. But hey,
Ayla has Cat Attack and Tail Spin and whatnot, so she'll PROBABLY be okay.
Ignore the upper left door for now and head up to the northeast door, kill the
Daltonites in front and the Byte inside, then at the top of a few ladders
you'll find one of your party members' equipment, which suddenly makes this
place a hell of a lot easier. Get done there, head outside, then use the
conveyor belt at the top of this room. In the next area, which looks rather
similar to the last, enter the room on the left, and inside this room you'll
come across your party's inventory. Hey, that's something.
At this point, head up either of the conveyor belts and make your way to the
northwest part of the room. You'll find a ladder there, then you'll finally
find yourself inside the ducts. Note that in the far northeast corner of this
place is a Magic Capsule, but for now, head east until you see a path going
south. Take that, then head west at the first opportunity, then down the
ladder right above that vent. There you'll find another party member's
equipment, as well as a Daltonite lying asleep. Ah well, get the equipment, do
what you want with the guard, then go back up.
Now would be a good opportunity to get the Magic Capsule to the northeast. Now
your destination is gonna be the very southwest of the air duct passage. Head
there and go down the ladder you see there, then at the door there you'll be
able to get the final party member's equipment back. Awesome, now you've got
all your stuff back, and now it's time to kick Dalton's ass. Leave the room
you're in, and now you want to head to the very northern part of the main
room. That is, go up the conveyor belt to the northern room again.
In there, enter the door on the left, and inside, keep on going to the left,
through the door. Through there, go up the ladder that you see in front of
you, then you're on the top of the Blackbird. While you're here, you've got to
wipe out the Turrets. But hold on, don't jump the gun yet. Each Turret gives
100 TP. But they're incredibly hard to hit. Therefore, take your character
with the highest hit (probably Ayla) and give them the Acuity Ring that you
got from the sealed chests. That'll seal the deal. With that, wipe out the all
of them, and then stand to the southwest. None other than yet another one of
those golems will come to attack.
The final battle against these damn golems is the easiest one of all. If you
could actually believe that. This Golem behaves differently from any other
golem, and starts counting down as soon as the battle begins. When he starts
doing this, unleash every attack that you have on him as fast as you possibly
can, because you want to deplete his 15,000 HP as fast as you can, if you're
within your ability to do so. When the Golem Overlord actually does get to 0,
he won't actually use his attack, because as it turns out, he's afraid of
heights. That's why you don't fight a battle on top of a ship in the sky,
genius. He'll try it twice, so you have that much time to finish him off. If
you aren't able to, fear not, because he escapes. But if you ARE able to,
you'll reap some very nice rewards in the EXP/TP departments, so try it out.
Dual techs, or a triple tech if you have one, are the way to go.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
And as the Golem Overlord dies/escapes, you'll bear witness to Dalton's
remodeling of the Epoch complete with background music to it, and then he
launches off into the sky. Somehow though, the party is able to jump off of
the Blackbird and get on top of it. What the hell is up with that, can you
even imagine how hard that would be to do? You would need years of training to
be able to pull that off, yet people from 65,000,000 BC and 600 AD are able to
do it with ease. Boggles the mind. Oh, I'm rambling. Time to fight Dalton.
Okay, Dalton is absolutely no harder than he was the first time around. He
still does the exact same thing; he shoots those fireballs at you, he uses
the iron orb attack which halves your HP, but he doesn't even use the burp
attack when he gets finished off. Ain't he a nice guy? But yeah, you only
have 3500 HP to finish off, which is absolutely nothing compared to what you
at least attempted in the last battle. The only thing that boggles me is how
Dalton is able to fight against you while he's (apparently) piloting the
Epoch at the same time. But that's not really the issue now, is it? Just hit
him. He dies. You get just as many rewards as you do for the Golem Overlord.
Which is truly messed up, if you ask me.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
When that little pain in the ass gets finished off, he starts trying to summon
the Golem Overlord but instead gets sucked into the very gate that he brings
up. Dumbass. With that, push Y and then X when you're prompted, and then the
party gains control of the Epoch, which can now fly! Incredibly useful, now
you have infinite access all over the world. The first thing that you need to
do, however, is right here is 12000 BC. Start by going to the upper tent of the
Surviving Village to buy equipment (yep, they've got new items now), and then
head to the North Cape, which is to the northwest.
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VIIn. North Cape (12000 BC)
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~ My Level: 36
~ Items: Schala's Amulet, Magic Capsule
When you enter this place, you will find nothing there, even though there was
supposedly someone who was here. Ah, lo and behold, just examine the shiny
thing to the north, and then Magus appears out of nowhere to explain everything.
He's back in 12000 BC, but explains that he used to live here himself. Except
back then, his name was Janus. Yep, when Zeal banished the gurus out of the
Magic Kingdom, Janus was one of the people there, and he ended up in 600 AD.
Somehow, he became the lord of fiends. Who would ever know. But now, anyway,
he disses Crono again, and you get the opportunity to fight him.
Do NOT, I repeat do NOT fight Magus. You will regret it for the remainder of
the game. If you do choose to fight him, he's not that bad. If Frog is in your
party, Frog pushes the rest of the party aside to fight him solo, and he's not
that bad even considering. He basically uses the same magic that you're used
to (and counterattacks with it too, when he's at half or less HP), but that's
about it. Frog can just hack at him with Aerial Strike and use Heal or Cure II
when the going gets tough, but if that's what it comes to, that's that. If you
fight him, then he'll drop Schala's Amulet and tell you with his dying breath
that you need to seek out Gaspar, the Guru of Time.
Let's assume you're not either insane, stupid, or overly obsessed with
completing this game's bestiary, though. In that case, Frog or whomever tells
him that his death will bring back neither Crono nor Cyrus, then you can just
walk away, and Magus joins your party. No, no kidding, Magus literally joins
your party, and despite his lack of dual techs and the fact he's way behind
everyone else in the TP department, he's an AMAZING character. Like you can't
even imagine. That's certainly a lot better than fighting him. Either way,
though, we're seeking out the Guru of Time.
The Guru of Time, Gaspar, is in The End of Time. Matter of fact, he's that
old man there who we've been having as our guide for a while now. Just take
the Epoch to there (isn't it useful being able to fly everywhere now?), and
talk to Gaspar, then after he's done rambling, walk away to the left, and then
he'll give you the Time Egg and tell you to talk to the same person who
created your Wings of Time aka Epoch about how to use it. That person is
Belthasar, in the sealed room of the Keeper's Dome in 2300 AD.
While you're here in The End of Time, go have a chat with Spekkio and fight
him. It shouldn't be any problem at all if you've got Magus with you and maybe
someone to heal you up. That's if you're Level 30-39, which I assume the
majority of people are. If you're Level 40 or above, he's in the Masamune form,
which is a tad bit harder. If you're in the former and beat him, you get a
Magic Capsule and five Hi-Ethers. If you're in the latter and beat him, you get
a Magic Capsule, a Power Capsule, a Speed Capsule, and ten Elixirs. Needless to
say, you want those.
But Spekkio aside, leave The End of Time via the pathway on the right, to get
on the Epoch. From there, fly to 2300 AD and land by the Keeper's Dome (it's
next to the white frigid mountain of death known appropriately as Death Peak),
and head to where you found Belthasar, beyond the sealed door. You'll find a
Magic Capsule along the way which is nice, and then when you talk to him, he'll
tell you that Death Peak yields the ability to give someone life over again,
but you need an exact replica of them. A little man known as Norstein Bekkler
is able to help you out in that regard. This Bekkler guy can be found at fairs.
HINT, HINT.
In Leene Square in 1000 AD, go into that tent of horrors over to the right, and
for 40 Silver Points, you can play his game to get a Crono doll. If you don't
have the points, just go fight Gato until you do. With that, talk to Bekkler
and you'll have to play a little game to reduce the price on the doll. So
basically when Crono's doll raises its arm that's to your left, hit L. Right
arm, hit R. When he laughs, hit Y, and when he looks surpised, hit A. Magus's
facial expressions are rather amusing to watch. Not that that had anything to
do with anything. Once you're done all that, the doll is sent to Crono's house.
Pick up the Crono doll from Crono's house by talking to his mom upstairs (and
Marle forging a rather nice lie there), and with the doll in your possession,
go all the way back to the Keeper's Dome in 2300 AD. Again, doesn't take long,
since you can fly through space and time. Head over there and talk to Belthasar
and then he'll set up a program which will help get you past Death Peak's
awfully annoying wind. And with that, he asks you to push the button on his
stomach to kill him off once and for all. Kind of sad, really. But as you can
imagine, the next target is Death Peak.
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VIIo. Death Peak (2300 AD)
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~ My Level: 37
~ Items: Magic Ring, Barrier Ring, Gigaton Arm, Brave Sword, Hadean Sickle,
Yaksha Blade, Dark Helm, Memory Cap
And now we begin the place that was way back at the beginning of the game
renowned as the place worthy of the quote: "No! You must not climb Death Peak!"
or whatever. The difference is now you're actually able to get past the first
screen, which is the most frustrating thing that the place has to offer by
far. You've got to climb up while fighting the winds here. The two trees that
are in the way help out.
So when the heavy wind starts blowing, you need to be behind the trees hugging
them like an environmentalist. The wind starts soft, so just run up the peak
while that's going on, then settle the behind the tree. Approach it slowly so
that it can actually stop you, then keep running up against it. First one's
easy, second one's a bit harder. Get behind it slowly, and with any luck you
should be able to stop yourself there. Once you've done that, keep going up,
and we actually get music. Feels relieving, doesn't it?
Too bad this place can't rival the Mountain of Woe in awesomeness, but I guess
you can't have everything now, can you. For a party, I'd definitely suggest
Magus for the whole thing, and two characters that are a bit behind the others
in terms of learning their final skills. For me, Marle and Robo. With that,
start off by heading west past the three Blood Yolks, and picking up the Magic
Ring there. Head up the rock ladder there and head a bit to the right. At the
choice of going up the hill or down the hill, head down the hill as there's
nothing to see by going up. It's like the Mountain of Woe all over again...
Head up the ladder and then take a right to get to the next screen, only to
find some more Blood Yolks in front of you, with a Macabre to accompany them
to boot. From there, head up to the right and across what looks like water on
the ground, and you'll find a Barrier Ring over to the far right. Plus at the
bottom there's a save point, which I'd definitely take advantage of. Moving on
though, head back up the hill that you came from and go straight up to the
north, through the cave that you see there. Finally a color other than white,
except you can't take too many steps upward without a boss being thrown at you.
DO NOT ATTACK THE SHELL. That is all you need to know for this battle. If you
hit the shell, you'll do about 10 damage tops, and it'll counterattack with a
needle attack that does about 350 damage to the whole party. Not to mention
it uses that attack regularly too, rather than as a counterattack. Two of
those will wipe everyone out. Therefore, you're going to want someone here to
heal. The head is your target, and with only 4000 HP, it's not going to take
that long to beat down. If you were like me and brought Robo, he's your man.
Rapid-fire Fist for the win, yo. Just make sure not to use any multi-hit
target attacks (if you're using Magus, physical attacks will suffice), and
you'll be fine. I just used Ice Tackle every turn for about 1600 damage a
use, so I was good. Note that the spawn uses sleep and confusion attacks
though, so watch yourself.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
As that thing dies off, enjoy the plentitude of TP that you got from that,
and pick up the Gigaton Arm over to the side. Head to the north to get out of
this cave, then you'll find yourself on a zigzag sort of path outside back on
the peak. Head over to the right, kill off the Macabres you see on the way,
then enter another cave to get a Brave Sword for Frog right off the bat. Head
south to get out. No, you can't go up the path above as it stands.
On the outside of the cave, head up the narrow little path and observe the
little sparkling object there to... open up a passage below. Damn, that's
disappointing. Though I hate to point it out, but now you've got to go ALL the
way back down there, to the second screen into this place. You know, where
there was a save point down at the southern side? Go all the way back, use a
Shelter there if you so desire, then head north into the newly opened cave
passage.
Head up the stairs, kill the Blood Yolk that falls, then pick up the Hadean
Sickle (weapon for Magus) on your way up. Then you can merely take one step
outside before you have an eyefull of Lavos Spawn. Yep, you have to fight that
boss all over again. But don't worry, it's the same as before, and if you
suffer from short term memory loss or something and can't recall how to handle
it, just use the same strategy laid out above. Once you're done there, go to
the west. I know it looks like there's a cave there, but there's not.
You'll find another of Belthasar's dolls there, informing you that the footing
is slick, so watch your step. Getting across isn't that hard, you just need to
run across while constantly forcing your way up. The problem to me seems more
like there's a strong wind forcing you down, more than icy footing, so just
keep fighting your way up and you'll make it across. On the next screen, kill
off the falling Blood Yolks, get the Yaksha Blade which no one can even equip
right now because they are so kind like that, and make your way down. That's
really all where you can go, is down the path south.
</pre><pre id="faqspan-5">
Then on the next screen, overlooking a previous area, just take the path down
southwest. You'll come across the last one of Belthasar's dolls there, who
gives you a cryptic hint: "Push the shell. Climb the shell". I bet you can
see where this is going. Climb down the ladder and head to the left, and you'll
see a ladder down below. Take it down to find a Dark Helm there, then head up
the hill to find yet another one of Lavos's spawn. Same deal as last time, same
deal. After it's dead though, you need to push the shell (and trust me that
looks painful) over to the upper right. You know, below where there's half a
ladder. Climb up when it's there, then get on the ladder so you can keep going.
Get the Memory Cap there, and then head up a screen.
You'll find yourself at the summit of Death Peak. Didn't Belthasar say Lavos
was here, though? Because I definitely didn't see it. So when you get here,
climb up to the top, and then the group will use the Time Egg, then after a
while you'll be caught in a suspended time freeze at the point where Crono was
killed. Ain't that spiffy. Anyway, take Crono from there to replace his body
with that of the doll, and then he'll be drawn back into Death Peak. Yay, you
just brought the dead back to life. Now that's done, you'll be right back in
The End of Time, and Gaspar will inform you of all the side quests you have
available to you.
NOTE: You can do the side quests in any order you want. And from here on out
to the very last section of this guide, the Day of Lavos, everything is side
quests (well, I don't really consider the Black Omen a side quest, but that's
just me). You can go to the bucket or use the Epoch to get to the Cataclysm any
time you want, but the final battle will be pretty damn hard if you do that.
Plus there's still a ton of stuff up in the air to do. So, I guess the standard
first one is the Sunken Desert. Lucca's side quest.
The Sunken Desert is the beginning of Lucca's side quest, which is actually
one of the longest ones (Crono's and Frog's are really the only longer ones),
and it all starts by going to the desert below the Zenan Bridge, in 600 AD.
Take note, though, speaking of Lucca. If you don't have Taban's Suit for her
yet (the last piece of equipment Taban makes for her), go to her house in 1000
AD and get that now. As for the Sunken Desert itself, bring at least two
characters that can use ice/water magic. That's two of Marle, Frog, and Magus.
Not hard to do.
With that, go to the desert and look for the black hole in the middle. Head
there, and then walk towards the quicksand in the center, and it all begins.
The reason I said bring 2+ characters that can use water, is because some of
the enemies here (notably the Vilepillar) can only really be damaged after
they've been hit by water, which hardens sand and thus lowers their defense.
You'll find those all over the first screen of the actual sunken desert. You
land in an area filled with flowing sand. At certain points all over this
place, you'll be attacked by monsters. These monsters give very good TP,
though, so keep your characters in constant rotation. Becomes a lot easier
when Crono isn't mandatory, eh?
At the four corners of this room, there's a treasure. Northeast corner where
you land has a Lapis, then when you move to the northwest corner you can get
a Hi-Ether. Southwest corner has an Elixir, and the southeast corner's got an
Aeonian Suit. Apart from that there's two doors here. North leads out of the
Sunken Desert altogether right back the way you came, south leads further in.
Let's go further in. Beat up the Sandragos on your way down, then in the next
area, go down the stairs and get the Hi-Potion as soon as you walk in.
So this room is a little bit tricky, so to speak. If you go down from there,
you'll pick up a Hi-Ether and a Memory Cap, but eventually the ground starts
trembling and the group notices that there's a monster moving in and out of the
sand. At that point you can fight it at any time you want. I'd personally go to
the other two chests you can see and get the Muscle Ring and the 5000 G, then
hang a right and get the Turbo Ether, and wrap it up by getting the Aeonian
Helm at southeast, but that's just me.
And with that little problem taken care of, the next step is to talk to Fiona
about this. Head to the north going back the way you came, and pick up the
Strength Capsule that is now there to honor your victory over Melphyx and
whatnot. But now that that's done, leave the Sunken Desert and head to Fiona's
Villa, just to the north. At this point, you want to have Robo in your party.
Talk to her, and she'll request someone who can stay with her for eons and
harvest the forest. Well holy damn, that's a lot to ask for, but Robo agrees
to do it anyway. So, you basically drop Robo off, get in the Epoch and go to
the same place in 1000 AD, and lo and behold. It's a forest rather than a
desert, and there's a shrine in the middle!
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VIIq. Fiona's Shrine (1000 AD)
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~ My Level: 41
~ Items: Green Dream
Save before you enter this place, even if you didn't think to. That's all. So
yeah, the work done by Robo was so great, they made a forest for him and Fiona.
The third nun up as you head up sells you some really damn good headgear (the
Vigilant's Hats are some of the best in the game), so check that out. At the
top of this place is a wrecked Robo, so just examine him to drag him down, and
then the group is taken to a campsite in the woods, where Lucca repairs Robo,
and the group discusses Lavos.
Marle ends up asking Lucca if she'd like to go back to any moment in time, and
apparently she would indeed even if she won't admit it. When you emerge, you're
controlling Lucca. Head east over to the time gate, and you'll end up in Lucca's
house, ten years ago. Now, this is important. Head down the eastern stairs,
then in the room you end up in, go south. You'll see young Lucca and Lara, and
Lara gets trapped in a machine. Examine the sparkling object in the machine,
and after it prompts you, you have to enter the password. It's LARA. So on the
DS, hit L, then A, then R, then A again. Simple enough, right?
So that stops the machine and saves Lara. If you didn't get it in time and she
got smashed into the machine... you won't lose out on items or anything, but
damn, that's not too pleasant. You'll be able to read a diary entry or two on
the floor about what occurs, then go back in the time gate, and Lucca will meet
up with Robo outside. Either way, Robo hands her a Green Dream accessory, which
automatically revives a character when they die. Quite nice, I must say. That
puts an end to Lucca's side quest, which ended in making Lara a more active
human being and turning a desert into a forest, so now let's do Magus's, shall
we?
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VIIr. Ozzie's Fort (600 AD)
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~ My Level: 41
~ Items: Hi-Ether, Doom Scythe, Gloom Helm, Gloom Cape, Speed Ring, Clarity
Cap
Magus's side quest ain't bad at all. All it consists of, is one short little
dungeon with three easy boss fights and one moderately hard one. You can do
that, right? You can, I know. So basically, Ozzie's Fort is just to the east
of where the Fiendlord's Keep used to be. Head there on the Epoch and enter
the massive building there, and the second you enter, you'll see Ozzie there.
If you're using Magus, the dialogue changes slightly, but otherwise it's the
standard bugger off thing. Yeah, whatever. Head up the stairs, and you'll
instantly be thrust into a battle with Flea.
Except he's not called "Flea" anymore, now he's "Diva Flea". To indicate how
incredibly special he is, yes? No. Diva Flea is very, very easy. First thing
to note is that he has even less HP than he did when you fought him in the
Fiendlord's Keep, and all he really does is shoot some fire at you for about
70 damage tops anyway. Not hard, and I don't even consider this a boss fight
in the real sense of the word. Lay him to waste, reap the rewards, and head to
the next room.
Enter the next room, and you get ready to fight a big battle against the two
monsters that Ozzie brings forth out from the pulleys... but they just kill
themselves and Ozzie's in a pickle once more. Why am I so not surprised. Go up
one room, and then you'll run into "Super" Slash. He's even easier than Flea,
if that was humanly possible, only featuring a slash attack that does about
20-40 damage, depending on who it strikes. I finished him off in two hits, you
probably should too. When he's done with, head to the next room.
In there you'll see a chest behind one of Ozzie's blades that are coming up
and down constantly, so ignore that for a moment and just head to the right.
He'll get ticked off, but guess what, an imp comes in to go to the blade and
gets himself killed instead. Sucks to be Ozzie. With that, pick up the Hi-Ether
in the chest, and notice that there's a secret passage below there. Head south
right below the door out, and you'll find a Doom Scythe, a Gloom Helm, and a
Gloom Cape. Magus will officially kick even more ass now, but let's finish this
place off, shall we? There's no save point, so make sure you have Ayla in the
party, and enter the next room. Now the real boss battle begins.
A grand and glorious battle, no kidding. It's also the game's third battle
to feature that second boss theme, plus if you know what I mean, it's a
decently big climax. What you have before you is a battle that looks quite
tough. I mean, Slash and Flea don't suck anymore, plus Ozzie is there to
actually fight with his might this time. But this time is quite doable. Let
me start by listing their attacks. Slash and Flea both have their own
corresponding attacks that they used in the battles against them. They don't
do much damage. Flea has Rainbow Beam and Rainbow Storm, which are pretty
annoying, as they cause blind and poison respectively. Slash has his own
version of Crono's Frenzy, which is about 150 damage. Ozzie does absolutely
nothing. But Slash and Flea have a double tech called Heartfire Sword which
does anywhere from 50-250 damage, depending on the magic defense of who it
hits. Overall pretty damaging, though. The three also have TWO triple techs:
Evil Impulse, which hits one character for a little more than Heartfire Sword
damage, and Delta Force. Delta Force is automatically used whenever you hit
Ozzie, so for the love of god DON'T TARGET HIM FIRST. You don't want to take
200 damage up your ass. They can use that whenever they want; it's not just a
counter. When you hit Slash with a tech, prepare for Heartfire Sword. Same
applies to Flea and Evil Impulse.
So if you didn't get that, I'll repeat it, FOCUS ON ONE OF THEM AT A TIME.
Personally, I would target Flea first. Reason being, if one of the other two
is killed, Flea can escape at any time, and you don't want that now, do you?
The first thing you want to do, though, is steal from them. That's why I
bring Marle and Ayla here. Equip Ayla with the Alluring Top if you want,
otherwise use Twin Charm to get the Flea Bustier from Flea, and then the
Slasher II from Slash. After that, start ripping into them. Dual techs are
the way to go here, since you want to do as much damage as possible at a
time. Iceberg Toss did 2000 damage for me, and if you only focus on one at a
time, you're not going to take that much damage, so Marle won't be busy
healing. You'll have either Heartfire Sword or Evil Impulse to deal with
depending on who you hit, that's true, but one at a time is more than
tolerable. With one of the two gone, the fight suddenly becomes a whole lot
easier. Slash and Flea are both very easily to handle, and then when it comes
to Ozzie, whew, he doesn't even attack at all. Feel free to steal the Ozzie
Pants from him even though they suck ass, and just hit him. Then it's done.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Slash and Flea are killed off finally, but Ozzie still has some life in him.
Get the Speed Ring and Clarity Cap in the two chests there, then enter the next
room to find him, then you have to battle him again. It's the same deal as the
first encounter with him in the Fiendlord's Keep; hit the switch to the left of
him, then he sends you falling into a hole. Go back, and then in one of the
most hilarious scenes in the game, a cat comes in and hits the third switch,
then Ozzie goes falling. It's awesome. But anyway, Magus's side quest is
already done. Fast, wasn't it? Next target is anyone's call. I choose Robo's
quest.
Geno Dome is the site at the southeast corner of the 2300 AD map that rather
resembles the Derelict Factory, and this is where the entirety of Robo's side
quest takes place. Except as a dungeon, it's far more complex than Lucca's or
Magus's, so just know what you're getting into before you start this. Anyway,
to kick this off, enter the Geno Dome whose location I just specified, and move
Robo to the front of your party. Inside, examine the front computer, which is
already rather evil looking. With that, enter through the door on the right.
You'll immediately be put on a conveyor belt and forced to fight five battles
with a combination of Deverminator EX's and Version 4.0's. What incredibly
creative names, yeah, I know. Personally, if you were like me and brought Magus
with the Golden Stud, you can instantly win all these battles with one usage of
Dark Mist which costs a mere 3 MP to use, but eh, that's just me. Either way,
when you're done you'll emerge in the next area with a lot more TP than you
came with. There's a lot of different ways you can go from here, but while
you're in this room, head to the northeast and up to the door that you see
there. I might add, on your way up you can head out via dust chute on the
right.
Obviously you're going to have some robots to fight in that room, but you'll
come out with an Elixir and a Lapis. Hard to top that. Having done that, go
back to the entrance to the big room you entered, and take a left, going up the
hall you see. You'll see a Version 4.0 up ahead, but don't fight it yet. Just
watch as it energizes itself in a pod, then goes down the hall, to the door in
front of you from where you come in, and opens the door by entering the pod
while charged. Amazing, eh? It provides a fairly decent example of what you
have to do here, though.
Fight the Version 4.0 inside that door when it opens, then pick up the two
chests containing a Hi-Potion, and 50000 G. Yeah no joke, fifty thousand gold.
So with that, go back outside, head up the hallway to where you saw that robot,
and pick up the Hi-Potion nearby. Plus you can access the terminal on the side,
which gives you as much information about this place as you need to know. But
no more, sadly. Damn computers.
So the task we actually have at hand here, as the computer tells you, is to
find the two figurines so we can find the Mother Brain. The first one you can
see to the left, but you can't get through because a sentinel is blocking the
way. So now we gotta find another sentinel to short circuit it. Let's do that,
shall we? Head to the lower right corner of this room and through the door just
to the left of the dust chute, and then head up the elevator that you find.
Exit, use the save point, and use the door just nearby the one you came in
from.
In that hall you'll pick up a Strength Capsule to the lower right corner of
where you come in, then keep walking up to hear the computer ranting about
humans. My computer does that a lot too. No, not really. Anyway, in the next
room there's two more Version 4.0's, plus they even throw in a couple Laser
Guards. Finish the all of them off and enter through the door right up ahead,
then take the elevator down, back to where you came from. Exit, and you'll
immediately have some more robots to lay to waste. Yada yada yada.
When you're done with that, head through the left passage that the robot which
attacked came from, and here's the thing: MASH A AS YOU GO THROUGH IT. There's
a Magic Capsule in the passage. No kidding, you can't even see it and would
never think to do that, but sure enough, it's there. Pick it up, then go the
whole way and hit the switch at the end. From there, go back in front of the
entrance and head south. You'll want to head down, hit the switch there to
remove the laser beam, then cross the conveyor belt over to the left.
Now here's the hard part of it all. Hit the switch next to the pod, but don't
enter it. What you need to do now is go down while fighting the conveyor belt
(since you hit that first switch it's going up now), to the right, down and
around, up to the left where you found that first pod and the computer, and
energize yourself. As soon as the electricity starts flowing around Robo, dash
out of there as fast as you possibly can and go all the way back to that
conveyor belt, up, and to the left into the pod you just opened. Sounds hard,
and it is, but with any luck you'll pull it off.
Your reward for getting into the pod next to the door is opening the door, and
then inside are a Turbo Ether, a Hi-Ether, and the sentinel nearby, which when
you examine it will follow you wherever you go. Loyal for a robot. With it
following you, you need to go ALL the way back to the left side of this room
where you can find the first sentinel. Walk slowly though, since it tends to
get stuck in crap. You'll eventually make it down there, though, and then when
it gets in front of that sentinel, they'll both short out. Then you can head
behind it for a Vigilant's Hat (great), and that figurine which we need. Looks
like one of Belthasar's tools, if you're curious.
You're almost completely done now. Now, you've got to head up that hallway to
the energizing pod that I keep mentioning, but this time go through the steel
door on the left. From there, fight the Laser Guards and head to the north
wall at back, then switch off the left and right switches. You know, so only
the middle one is green. At that point the pod on the left opens, and you can
go to the actual energizing pod which is just a little bit over to the right,
and enter the pod that just opened, which opens the door to the left, and what
is in there, you ask? Oh, a figurine. Wasn't that easy? Not only that, but just
hold on for two seconds, and a Speed Capsule appears where it was. Awesome.
You can probably figure out where to go now, but if not, take the door at the
lower right of this room (to the left of the dust chute) to the elevator, take
that down to the lower floor, then head outside. Go south all the way to find a
Lapis, and then continue west to run across a perfect clone of Robo... except
she's pink. And she seems to be Robo's girlfriend. I'm tempted to make my usual
sex jokes, but the relationship between them turns violent, and he's got to
handle her (not that way you sick people) himself.
Atropos really is a carbon copy of Robo. She has all the exact same attacks
that Robo uses, except they have different effects. Rocket Punch isn't too
bad damage-wise, she uses Cure Beam to heal herself, Laser Spin isn't too
bad either. Robo Tackle is her worst attack, as it halves Robo's current HP.
She also uses Rapid-fire Fist, which isn't too bad either. Then there's
Proximity Bomb, which you would think would really hurt, but doesn't. All you
really do have to worry about here is Robo Tackle, which is relatively rare
anyway. You've got 6000 HP to take down. Robo Tackle does about 800 while
Rapid-fire Fist does about 1100, so because of the massive MP difference, I'd
just stick with Robo Tackle. Just alternate between that and Cure Beam if you
need to use that (NOT Heal Beam), and this'll be over before it started.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With that battle done with, Atropos dies off, but gives Robo a plug which he
adds to himself (yeah, it's not even an accessory), which increases his speed
by 3 and his magic defense by 10, making him FAR better. Let's move on now,
though. Stand under the red switch near the gate with Robo in front, then he'll
smash into it to open it, then on the other side you can find a Megalixir (!)
and a Magic Capsule. Good stuff. Continue to the left, go down the ladder when
that option is available to you, get the 15000 G you find down there, and enter
the door. Inside, you'll find a transport system using humans. Not too nice.
Robo can't stop it without destroying the Mother Brain mainframe, so with that
head out the right door and get the Hi-Ether outside, then go all the way back
to where you came in, go back up the ladder, and head up this time. Prepare to
fight a ton of Laser Guards, and then you'll find two green platforms on either
side of the gate in the center. I bet you know what to do now. Put one figurine
on each and then the gate opens, then right up ahead you run into what's been
taunting you through this whole dome... the Mother Brain.
Not a difficult battle at all, you just need to be careful a bit when you
get started here. First of all, you've got the Mother Brain and the three
Displays behind it. Do NOT destroy all three Displays. That's the most
important thing. If all of them are destroyed, the Mother Brain will
exponentially increase her attack and defense and slaughter everyone. You'll
want to destroy two of them, except you also want Ayla there to steal Elixirs
from each of them. =) The Displays by themselves spend their entire time
healing about 1000 HP a turn to the Mother Brain. Which is annoying, but
when there's only one of them, it's not too bad. The Mother Brain's attacks
are a Laser Spin esque thing which does 100 or so damage to the party, and
an attack that causes confusion. Which sucks, so be ready with Panaceas when
that happens. Apart from that, there's nothing really to worry about her, so
fell two of the displays and then wail on the Mother Brain.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The immediate rewards for that are two weapons: the Teraton Arm and Crisis Arm.
Once that battle is over, Robo goes to shut the entire Geno Dome down so that
events like these never happen again. At this point you can never go back in
there either, but to hell with that, I'm not gonna miss it. Now that you're on
the world map of 2300 AD, the next side quest just so happens to be in this
very place. Assuming you're going by my (and Gaspar's) order, that is.
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VIIt. Sun Palace (2300 AD)
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~ My Level: 44
~ Items: Wondershot, Sunglasses
The Sun Palace is on the island southwest of Death Peak, and appears to be a
cave. To my eyes at least, and when you get in there you're going to fight an
extremely rough boss right then and there. As such, I strongly recommend
coming with a bunch of fire resistant equipment. Taban's Suit, Red Vests, Red
Plates, it's all good. When you're ready for a true brawl, enter the palace
and walk a bit forward, to fight the son of the sun itself.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Son of the Sun, Prominence x5
HP: 12000 (Son), 30000 (Prominences) My Party:
EXP: 3800 - Ayla (Lv. 44)
TP: 40 - Lucca (Lv. 43)
Gold: 3000 - Frog (Lv. 42)
This is anything but an easy battle, and you're going to have to be on your
toes to pull through this one. It's also far from ordinary too, so a word
about the party you're bringing. Lucca is pretty good here since she has
Taban's Suit, which gives her fire immunity. You're going to want someone to
heal, so since he can cure the whole party, Frog is my man. The other one
can be anyone, but since I like to Charm a little stuff in this battle, I
bring Ayla. That's that. I can't exaggerate enough that you need fire
protection before starting this battle. All but one of the Son of the Sun's
attacks are fire based. Now, next most important thing: NEVER attack the Son
of the Sun. It will counterattack with Flare, which is tons of damage to the
whole party. Sure, a lot of characters may absorb it, but why bother with it.
You've got to target the Prominences.
There are five Prominences surrounding the boss. When you hit one of the
five (it's random), it will then cause damage to the core. If you hit any of
the other four, it'll counterattack with a flame attack which isn't too
powerful, but still burns (no pun intended). Therefore, you need to go by
trial and error, attacking each Prominence until it causes damage to the
core. When you actually find the right one, as quickly as possible bear down
on it with all that you've got until the Son of the Sun uses Roulette Spin
and switches the order. Then you've got to do the looking all over again.
That's really all there is to this battle. The damage that it does is 214 or
so, but you don't have to deplete the entire 12,000 HP. Just after a while,
it'll say the sun is losing its light, and then it'll be about over. All I
can say is, make sure that you've got a healer while the other two are
carrying out that operation. Also, speaking of Charming, you're going to get
hit by a Flare as a counterattack, but the Son of the Sun has a Black Plate,
which you can never have enough of, and each Prominence has an Elixir.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With that long, tedious, and hard boss battle done with, the Son of the Sun
bounces backward and is turned into the Moon Stone. It's apparently going to
take eons before it regains its power though, so that's rather unfortunate...
not really. Now, you're looking for an island to the northeast of the world
map. That's called the Sun Keep. Fly above that place, and then use the Epoch
to get to the exact same place in 65,000,000 B.C. Once you arrive back at that
time period, enter the Sun Keep, and then set the Moon Stone there. Now we wait
for eons, right?
Well, sort of. Switch ahead from 65,000,000 B.C. to the same place in 1000 A.D.
and you'll find that the Moon Stone... has been stolen. Ain't that always the
case. You could just go look for it, but I'll tell you that the mayor in Porre
Village has it. And he's a greedy jackass and won't give it to you either. You
can make him, though. While still in Porre Village, enter the nearby Snail Stop
and talk to the guy behind the counter to buy some Spiced Jerky. A little on
the expensive side, but you need to buy it.
Now go to the same place in 600 AD, take the Spiced Jerky, and enter the elder's
house and give it to the woman. That means give it to her, don't sell it to
her. That has a drastic change on her entire family, thank god. Now just go to
1000 AD and enter the mayor's house this time, and then talk to the actual guy
and he'll fork it right over. Sweet. Head to 1000 AD, set it down there again,
then go back to the same place in 2300 AD, and it'll be a full fledged Sun
Stone! Make sure Lucca is in the party, and she'll take you to her house. Your
rewards for that are the Wondershot (an excellent weapon for Lucca), and the
Sunglasses, an equally excellent accessory. Shall we move to the next side
quest?
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VIIu. Choras Village (600 AD)
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~ My Level: 44
~ Items: N/A
And here we've got Frog's side quest, which is a bit of a long-ish one
compared to most of the others, as it's more than a simple dungeon to go
through. Start off by flying the Epoch to the island on the southeast of the
world map in 600 AD, and you'll find yourself in Choras Village. The first step
is to enter the tavern there and talk to the guy who's guzzling drinks down
there, and he'll tell you that he can't work because he lost his tools. Uh huh.
Guess we've gotta go get them.
Using the Epoch, go straight to the exact same place in 1000 AD, and then enter
that place's inn, where you'll find a guy who looks exactly the same as him.
Talk to him and he'll say you have to get his tools from his wife (that could
totally be interpreted the wrong way...). On that note, head to his residence,
which is the southwest one here, talk to his wife, and you'll pick up the tools.
And with that, use the Epoch to go back to 600 AD to give the tools to that
carpenter in the tavern, then follow him back to his residence (same house as
before), as he gathers up his boys and heads to the Northern Ruins to repair
that place. I think you guessed it. We gotta follow him.
Also, just one quick note before we start the Northern Ruins in 600 AD. If
you're one of those completionist people who want to have everything in the
bestiary, go to the Northern Ruins in 1000 AD. Just enter and head a bit over
to the left and you'll run into Cyrus's ghost. Who you cannot damage, though
he's not really too rough on you. Just pointing that out, since he won't be
there after the next side quest. Alright then. Northern Ruins, 600 AD.
DO NOT OPEN ANY CHESTS HERE. That is the most important thing about this side
quest. We're going to come back here in 1000 AD to get the stuff, so do NOT
open ANYTHING, sealed or no. Got that? Alright, so you enter this place, and
the carpenter can't finish everything because it's full of monsters. So you
get the dirty work and have to fix that, evidently. There's two ways you can
go right off the bat. Let's go left, shall we?
Head down there and down, and as you go around you're going to have to fight
two sets of Ghost Knights. They're not too bad, but they like to finish by
using Grudge, which does about 100-150 damage to the killer. When you reach
the end you'll find a big hole in the floor right in front of the door that's
there, and a chest. DON'T OPEN THE CHEST. That's essential, people. But
anyway, the monsters in here you needed to get rid of are (mostly) done. Except
when you head back you'll be attacked by four more. I'd use a spell and get
rid of them all in one shot, but note you'll get pelted by MP Buster twice.
So now that you're done in the left pathway, go back and take the right one
this time. Head through the door you see on the side, and when you get to the
large room there, guess what, you're going to have to wipe out every monster
in this room. Life is wonderful, isn't it. It's only three sets of skeletal
monsters anyhow, so it won't take long if you're like me and just have a Golden
Studded Magus use Fire II on the all of them. After you do that you can head
north, but it's a dead end. We've accomplished what we came for, which was
clearing out the monsters. Go back to the carpenter's house.
This time you have to pay him 2000 G to repair the Northern Ruins, but ah
well, just do it, it's worth it. At this point, return right back the way you
came into the Northern Ruins, and take the west door. Of course they didn't
repair the entire thing, but that's to be expected. But you'll find now that
past that treasure chest I mentioned earlier, the floor has been repaired and
you can cross to the next room. Head up through another door, then make sure
Frog is in your party, and head all the way up to find Cyrus's grave.
Frog and Cyrus's ghost will have a little chat, and then Frog's Masamune is
upgraded to a far more powerful version. Definitely equip it now, it'll rock
your world. And now of course, this will put Cyrus at peace at last. We're
still not quite done with the Northern Ruins though (actually now it's called
Hero's Grave). Now that the ghosts have been put to rest, go back to the
carpenter guy AGAIN, and pay him 2000 G... again. It's necessary to repair the
eastern part of the ruins. Just do that, go back to the place, and go back to
that large room with three doors in it, none of which you could get to because
of the holes in the floor. Now they're all repaired, which is nice.
The left and right doors each only lead to a chest in them. DON'T OPEN THEM.
However, one of them is sealed. At least examine it, so that the pendant can
react to it, but REFUSE TO OPEN IT. Thank you. With that, head up through the
northern door. You'll then have to go through a couple rooms, one of which is
swarming with monsters called Fallens and Souls. Relatively important note for
bestiary people: if you leave one Fallen and one Soul alive for long enough
they will merge into a separate monster called Fallen+Soul. Relatively minor,
but yes, that's one of those things that ends up in the bestiary. With that, at
the end of this path you'll find two more sealed chests. Examine them both, but
again, DON'T OPEN THEM. Just examine, then leave the Northern Ruins altogether.
Back outside at the Epoch, warp over to 1000 AD and enter the Hero's Grave.
You'll notice now that there's not one single enemy to be found here, plus the
floor is repaired here, making it a fairly peaceful visit. Start off by going
to where Cyrus's grave was. Which means over to the left, then follow the path
around to get that Turbo Ether finally. Then when you get to Cyrus's actual
grave, look over to the side and you'll find a Magic Capsule there if you let
him rest in peace. Nice. =) Having gotten that, return to the entrance and head
into the right wing this time. In the small room before you step into the wooden
door at the side, examine the lower left corner to pick up a Strength Capsule.
Then once you hit the next room, get the chest on the left for an Elixir, then
you can finally open the sealed chest on the right for a Moonbeam Armor, which
is a truly awesome piece of equipment. Now head over to the northern two
chests that I mentioned earlier, to retrieve a Valkyrie Bow and a Suzaku, great
weapons for Marle and Crono respectively. Now guess what we're going to do? Go
all the way back to 600 AD and get those same chests, that's what. Not many
enemies here anymore, so head down the right wing, and you'll get the following
items: another Elixir, a Nova Armor, a Siren's Kiss, and an Onimaru. Not quite
as good as the 1000 AD items, but still great stuff, plus you can get the Turbo
Ether down the left wing if you want. That's it for Frog's quest... we are
totally done now. Ayla's comes next.
Okay, this side quest doesn't really have anything to do with Ayla, but it
does bring dinosaurs back, so that's cool. Alright, really quick, to get in
here. Start in Choras Village's cafe in 600 AD and talk to Toma the adventurer
inside, who will give you Toma's Spirits, to pour on his grave if he doesn't
come back. With that, go to the same place in 1000 AD and enter the West Cape
to the northwest. Pour it on his grave, then he'll tell you about a place
called the Giant's Claw where he went back then, and tells you that's where the
Rainbow Shell he was looking for was. So with that, pick up the Speed Capsule
behind his grave, then use the Epoch to get back to 600 AD and head to the
island northwest of Choras. The cave in the mountain is the Giant's Claw.
You can tell after one second of stepping in here that it is pure awesomeness.
The Tyranno Lair theme is back! Haven't heard this utterly outstanding piece of
music in a long time, so it's more than welcome back. Plus it plays in all
battles, just to drive the hardcore factor up another notch. Phew, this music
rocks so much I get carried away a little. Start by following the path to the
right to find a note that Toma left. Says something about jumping into holes or
whatever. Enter the next room and look at the throne and you'll realize... this
really is the ruin of Tyranno Lair of old.
Go south to get out of that room, then walk over to the west to encounter some
rather new and more powerful dinosaurs. Aecytosaurs and Aecytonyxs, to be
precise. Makes having Crono or Magus useful here though, for lightning magic.
Get the Clarity Cap in the chest that they leave, then go down the steps and
go over to the right. Three Lizardactyls (wonder how long it took them to come
up with that name) appear on the way, so waste 'em with an attack and head
into the room there.
This place looks a bit familiar. In any case there's three switches on the
floor. If you stand on the center one first it'll make a save point appear,
which you might want to use, since when you hit the left switch it makes the
floor disappear, and the pits that appear are actually your next destination.
Right sends some monsters down if you want to fight them. In any event, head
down the left pit, and down there you'll find two more switches. If you stand
on the right one, you'll have to find some Aecytonyxs. If you stand on the
left one, the dino head above opens up, and you can get a Strength Capsule on
the other side. I do both, personally.
Head south to get out of this room after doing that, and walk over to the left
to come to a ladder. Climb down, get the Hi-Ether on the left, and yet another
Strength Capsule on the right. Which equates to me being happy. Go back up the
ladder after, and follow the path left, down, and to the east, killing the two
Fossil Apes along the way. At the end you'll find a Blue Gemstone in the chest
above and a doorway out, both of which I dig. Go out the door, head east and
down (not up) the ladder you see there. Take the path to the west and open the
semi-hidden chest at the end for a Zodiac Cape. Which I think you should give to
Marle or Ayla pronto.
Go down the path and over to the east to pick up a Lapis, climb down another
south ladder, and head into the door to the left. Inside you'll find some more
dinosaurs that you need to kill off, and two dino heads. Enter the one on the
left, go up the stairs to the next area, and you'll be in a room that should be
blatantly familiar. You really are going backwards through the old Tyranno
Lair... ah, excuse me. Head left and either fight the enemies or stand on the
switch to drop them into a pit, then go out the southern door and follow the
path to pick up a Wrath Band. Go back into that room afterwards, kill the
monsters again, and then it's the same old deal to head out to the southeast.
In the room you emerge in from there, however, you'll come across two Rubbles,
which are the same deal as Mountain of Woe. If you still have characters who
haven't learned their final skills, the 200 TP that this room gives will
definitely help, I assure you. After that head into the room on the right, and
inside, examine the egg looking thing on the right, only to be dropped into a
pit. Hey, if that's what Toma said, let it be. Coincidentally you're in a cell
you observing in Tyranno Lair. Head southwest to get out, then northwest to keep
going. You'll find a Strength Capsule right outside that room. Third one so far
in this dungeon, yay.
Not to mention you're outside the dino head you saw on the right. Don't go that
way, though. Go back down the stairs, southeast, then north into the next room.
In said next room, you'll find a save point right below you, which can only
mean one thing. I know I've said that a lot for false alarms, but it's true
this time. Enter the cage on the left, get the Mid-Ether on the way, then head
north to immediately be confronted with a series of roars. So in other news,
remember that Black Tyranno from 65,000,000 B.C.? It's STILL here. Just go to
the northeast around it, and it'll attack.
That Black Tyranno is some beast. You only killed it 65,000,600 years ago,
and it's STILL mad at you? But yeah, something else that's unfair. This is
the fifth battle in the game to play that super serious boss theme, and the
second battle of the six in the game total, which features the Black Tyranno.
What's so special about this thing? Because I'll let you know, the Rust
Tyranno has almost nothing going for it except its massive HP count. And that
definitely doesn't make it warrant this awesome music.
So the Tyranno will do the exact same thing that it did back in the battle at
Tyranno Lair, and that's count from 5 to 0. I might add that it is almost
ridiculous in how slow it is, so all your characters should be able to get in
two turns for each one of its countdowns of a number. When it gets to 0, it
hits you with a fire breath attack on the party, which depending on your
magic defense, will do 200-300 damage to the party, which is utterly nothing
now considering how slow it is. It will rarely do the chew and spit attack,
which isn't too bad either, while in all its slowness, you can completely
destroy the 25,000 HP it features. Try to have Ayla Charm the Red Plate off
it, though. Overall, one of the easiest battles in the whole game.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
After that little problem is out of your way, head right beyond to find the
massive Rainbow Shell right behind. It doesn't help that it's extremely heavy
though, and requires the assistance of Guardia Castle to lift. Just head about
halfway down the path, and then you'll automatically reappear in Guardia Castle
in 600 AD. While you're still here in 600 AD though, since we're about to take
leave of this place for good, I'd recommend putting Frog at the front of your
party and going up the Denadoro Mountains again. If you go to that freelancer
a few screens up who's still throwing rocks, if Frog is carrying the upgraded
Masamune, he will catch it and obtain the Golden Gemstone. I'd advise that. But
in any case, the next stop is back to Guardia Castle in 1000 AD.
This is obviously Marle's side quest, although I suppose at this point we can
say in retrospective that Marle's and Ayla's quest are one and the same, since
they're both about the rainbow shell. This is just one great big complication
of that, all revolving the jackasses at Guardia Castle that got Crono thrown in
jail before. So when you're ready to give this a go, put Marle in your party,
park the Epoch right outside 1000 AD's Guardia Castle, and enter.
As soon as you get in, the Chancellor will come to talk to Marle about how her
mother, Aliza, was indirectly killed by King Guardia because he didn't have the
time for her. Well, that was kind of random. If you talk to the guards here
you'll be made informed that he's actually on trial now for stealing a royal
heirloom. Oh wow, I wonder what that is. Not really. Head to the right hall once
you're able to, and head up the stairs through the left passage. Go up one
floor and pick up the Turbo Ether along the way.
Go all the way up the top, then head to the right to find some guards blocking
passage to the courtroom. Marle screams her way through, though, and lo and
behold, the chancellor's got the king on trial. Suddenly the Ocean Palace theme
starts playing around the whole castle, which only makes this that much more
awesome. But anyway, to prove his innocence, we've got to find the Rainbow
Shell, since it's apparently in this castle somewhere and the chancellor is
telling a white ass lie.
Now that we've got the plan in mind, head back to the first room, with the two
passages at left and right. You can't leave, because of the trial going on, but
you can head to the right now, thankfully. Head down there, to find the guard
passed out because a rat bit his toe. Damn wuss. Alright then, head over to the
right and kill the two Vipers in the way (which are beginning of the game
enemies for the record). Marle overhears them talking about a plot, though, if
it weren't already painfully obvious.
So, another battle then you're in the treasury, where you can get a Lapis, a
Turbo Ether, and an Elixir from the chests lying about. Your task then is to
basically head north through several hallways, until you eventually run into
the last treasure room, where you can find another Elixir, another Turbo Ether,
another Lapis (damn, be creative)... and the Rainbow Shell. So now that you've
got a shard of that as well as a letter for Marle, go back the way you came,
into the left pathway in the first room this time, then up the stairs to the
courtroom. The guards won't let you through, so during the oncurring scene,
Marle breaks through the stained glass window of the courtroom, proves the
king guilty, and the chancellor reveals himself as none other than the ancestor
of Yakra. The first boss of the game, remember? Yep, long generation of bugs.
Yakra isn't quite as easy as he was in 600 AD, but that's not exactly saying
much if you know what I mean. He'll immediately let loose with some Miasma
attacks which will confuse you, but that's honestly the most threatening
thing that the battle has to offer, if you ask me. Use some Panaceas if you
need to, then start bearing down on him. When he gets down to 9000 HP or
less, he starts rambling about knowing what your weakness is, and then uses
Needle Spin. This will do about 200-400 damage, depending on who it hits, but
since you're using Marle anyway, you can just Cure II and fix that right off.
He uses it on the whole party occasionally for 150-300 damage, but that's
still not too bad. He'll die before you know it.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
After the battle's done, Marle and her father have a touching little reunion,
and finally with the chancellor done with, you're free to roam around Guardia
Castle in 1000 AD. Melchior barges into the castle a moment later, though, and
offers to make you some armor with that Rainbow Shell. Now that is JUST what I
wanted. However, you might have noticed that during the scene in the courtroom,
Yakra XIII dropped a sparkling object that was left there. THAT right there is
our first destination, as you might say.
Head back up there and the item you get is the Yakra Key. Now you may have
noticed when going up the right wing, that one floor above the Turbo Ether
there was a chest that was locked. Indeed, in that chest is the real</pre><pre id="faqspan-6">
chancellor, who just runs off after that's done anyway. Ah well. With that,
let's go find Melchior. He's in the treasury where the Rainbow Shell is, so
once you get there, he'll offer to make you either a Prismatic Dress or three
Prismatic Helms. Tough choice, but I'd go with a Prismatic Dress. Also, if you
have the Sun Stone (which you should), he'll make you Prism Spectacles, and the
Rainbow, one of Crono's best weapons. Alright then, that's all the character
quests, wrapped up rather nicely.
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VIIy. Black Omen (1000 AD)
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~ My Level: 48
~ Items: Megalixir, 30000 G, Magic Crest, Vigilant's Hat, Elixir, Megalixir,
Nova Armor, Haste Helm, Megalixir, Zodiac Cape, Megalixir, Power
Crest, Speed Capsule, Speed Capsule, Elixir, Speed Capsule,
Megalixir, Speed Capsule, White Gemstone, Megalixir
Alright. The Black Omen is the last side quest of the game, and it's also most
likely the most difficult. What the Black Omen is, is the final dungeon of the
game, and it's a most excellent final dungeon at that, but it's optional. Yes,
you can take the Epoch right to the Cataclysm or ride the bucket in The End of
Time straight to the Day of Lavos, but even with the levels you gained from the
character quests, doing the Black Omen will help out tremendously. Note that
there's still the Lost Sanctum to do if you want, but that's a bit too extreme
to cover in this section, so hit up the side quests section for that.
Now, here's the thing to note before you enter the Black Omen. It appears in
all of the eras from 12000 BC onward, but entering in 2300 AD is obviously
useless as Lavos has already destroyed the planet. You want to enter the latest
one possible, so that leaves 1000 AD. I'll get more into the reasons later, but
just enter it in 1000 AD; it's the big black, well, omen overlooking Melchior's
cabin. When you enter, head forward and destroy the six Laser Guards on the
door, and then a few steps in, you'll run right into Queen Zeal. Evil bitch.
But you can't deal with her before fighting a boss right off.
This battle is relatively little more than a joke which only exists to make
sure you're not a complete wimp before attempting the Black Omen. Because
I'll tell you, it gets way harder than this as you proceed through the
dungeon. But yeah, I don't think it needs to be said that the Mega Mutant is
a pathetically easy boss. Just look at that HP and the EXP it gives, I think
that says it all. What it does exist to do, though, is provide some targets
for Ayla to Charm. The top has an Elixir and the bottom has the superior
Vigilant's Hat, so definitely try to get one or more of those two items. The
only real threat that the Mega Mutant poses is an attack that causes Confuse,
but if you're like me, you have status protection anyway so one character
will have to deal with that, tops. I just used Magus's simple Dark Bomb attack
as well as a Cleave and Frenzy from Crono, and this was over in no time.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
That's just the beginning. You've got a long way to go, and we've gotta tackle
this all. Once that little joke is gone, head north up the path, going straight
to two Shieldsmans (or is that Shieldsmen?). Speaking of which, the Black Omen
is really the last opportunity to learn techniques, so if you still have a few
characters who haven't learned their final techniques (though realistically
even Magus should probably have learned his by now), be sure to bring them
here. Ayla is also a great character to bring along for her Charm skill. But
ah well, get past the Shieldsmen and take the northeast door.
Destroy the two turrets called Martellos that you see straight off in the next
room, then keep heading north past some more monsters that come out to play.
Now the exit is to the north, but IMPORTANT: put Ayla in your party now if she
isn't. In the next room you will fight a total of four Panels, and each one
can be charmed for a Speed Capsule. That's four free Speed Capsules. You can't
possibly refuse that. So please, go through there and do that. You will thank
me later.
In the next room right up ahead you'll find three sets of a Watcher and two
Nomads. Not hard battles, so long as you can actually hit the damn Nomads
before they escape. Go out through the northwest, then the moment you step on
the next screen you have to fight a pair of Metal Mutants. Who are actually
relatively annoying, so eliminate them as quickly as possible. Then you go up
further north only to find another pair of them, except now they come with a
pair of Flyclopsi (how creative...). Luminaire/Dark Matter for the win.
One more room and you'll find a warp beam. So one to beam up, so they say.
Enter and emerge in a new room, then go south. You'll come across that same
thing you saw in the Ocean Palace with the elevator which activates via a
shining object to the left, but you only battle one set of Fangbeasts on your
way down. Strange, eh? At the bottom though, just take the northern exit out of
there. In the next room you enter you'll immediately be faced with another
Watcher and two Nomads. Damn, I hate the lot of 'em.
When they're done though, head right and follow the path all the way up until
you see a pair of steps in front of you. Keep going to the right to get the
Megalixir on the side before you go up, then head on up. Get the 30,000 G over
to the far left before continuing, then go through the northern door to keep
on going. In the next room it may look like there's a bunch of Panels to fight,
but there's not, it's just some really useless monsters on either side of the
pillar in the center here. And if you could actually believe it, another
Watcher and two Nomads to the north.
At the left-right fork here, head right and pick up the Magic Crest that you
see at the end, which is just another the pinnacle of magic related accessories
in my eyes aside from the Golden Stud, then just take either of the pathways
around to the northern exit. Come the next room, pick up the Vigilant's Hat
and the Elixir on either side of you, then a few more steps up yield a Nova
Armor, a Megalixir, and a save point. You would think there's a boss right up
ahead, but there's not. Not even close.
Even further ahead from there are two nus. The left one will sell you some
items (Hi-Potions, Hi-Ethers, and Turbo Ethers... that's a rare sight), and
the right one will let you escape from the Black Omen if you so desire. Decline
that little invitation, and pick up the Megalixir and Haste Helm above the nus.
Now make sure that Ayla is in your party yet again, enter the upcoming room,
and make your way to the left. Just head over that way and you'll encounter a
monster called a Blubber Hulk that resembles Heckran. YOU CAN CHARM A STRENGTH
CAPSULE OFF IT. 'Tis important.
So I know it'll piss you off being unable to get the chests on the right, but
you really only can follow the path to the left and enter the door you see for
now. Enter the next room to fight two Cybots who resemble Gato and are rather
disturbing in design. Continue north from there, fighting the Shieldsman if
need be, then make your way through the wave of Hydrocondas for a Zodiac Cape.
Continue into the next room, beat off the Watcher/Nomads inside, and proceed
east past the Flyclops and Fangbeasts, to get a nifty little thing you might
know as a Megalixir.
I hate to say this though, but when you head to the right you'll run into
two Watchers and four Nomads. No, I couldn't make something that horrible up
if I tried. Ah well, in the next room you can take the left path down south
for a Power Crest. Continue to the south when that's done, and note there's
another Blubber Hulk coming up, so if you want another Strength Capsule, Ayla
is your woman. Keep going down though, and pick up the Speed Capsule in the
chest at the southeast corner (since when do they come in chests?), then
leave to the southwest.
If that wasn't good enough, follow the path all the way to the west, and guess
what you find in the chest at the end. That's right, ANOTHER Speed Capsule. I
love the world. Enter the door there and then take the green warp beam that
you see there to the floor that's apparently above, leave that room, and let's
keep on going. We're almost there, guys. Put Ayla in your party and then move
up the path to the north and take the first left path you come across, then
take to the southwest and you'll encounter two Narbles and two Ghajes. The
Ghajes can be Charmed for Magic Capsules. I encourage it.
Proceed all the way west, get the Elixir below, then head straight north as
far as you can until the last east path. Try and dodge all the enemies there
by staying around the corners, and keep heading to the east. Go up the north
path and pick up the Speed Capsule to the west on the way (that's three now!),
then around to the left to get a Megalixir. The exit's to the northwest. A
save point right there, too. Could this be it, you ask? Well... the answer
would be yes. Head north to meet another one of Zeal's mutant loves.
The Giga Mutant isn't actually stronger than the Mega Mutant was, it's just
faster and a bit more on the annoying side. First thing of all, it's got
rather high physical defense, so magic is the way to go here, and the party I
brought here is pretty much perfect for that. The top half has a Barrier Ring
to charm and the bottom half has an Acuity Ring, but those aren't really
anything too special anymore though, especially not the former, so I'd just
stick with the party I brought above. If you've got the Black Gemstone and
can thus use Eternal Darkness, the Giga Mutant will be gone in two hits.
Otherwise though, you want to eliminate it quickly, since the top likes to
counterattack by draining MP. This thing can cause sleep status, plus it
attacks rather quickly, but there's no way it'll be able to do damage fast
enough to actually get you hurting. Easy battle.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thought you were done with the Black Omen? Well, I hate to say it, but no. Not
yet. Enter the room to the north and use the orange-ish warp beam in there to
get to the next floor, then head south out of there, to come to another one of
those elevators. Activate it to the right, battle the four Hydrocondas that
come on the way up, then head out to the north. You can tell the entire place
looks a bit... different now, but it's no big deal. Fight the two Synchrites
that come down instantly, then keep going to the west.
Two Fangbeasts await you, and you get to thinking, they really are the most
dangerous monsters in this whole dungeon. Keep going over to the east to find
two Blubber Hulks along the way, so you can use Ayla there if you want, but her
real shining moment is in the next room. Follow the straight path over to the
next room, MAKE SURE AYLA IS IN YOUR PARTY, and you'll find four Panels. Damn,
that's good, four Speed Capsules to Charm right there. Then when they die, a
save point appears and you can get the chest on the side for another Speed
Capsule. Could life get ANY better? Well, you just want to go north and get the
chests, but before you're able to, another boss appears.
This battle is actually even easier than the one against the Giga Mutant,
if that's at all possible. It's a bit different from the other two mutants
though, in that this time, the bottom has a ton of HP, and the top will
drain about 1000 HP from it occasionally to restore its own HP. Not too bad,
now, is that. The only thing that they have which can be even slightly
alarming, though, is the use of Chaotic Zone, which causes confusion, but
come on, if you have Vigilant's Hats equipped, you're immune to status
effects anyway. Meanwhile, since the Tera Mutant has such high physical
attack defense, just unload with your ultimate attacks. Luminaire will do
2400+ damage to the top of it, which is all you need to kill. Flare,
Electrocute... that's all good. If you want to bring Ayla to steal stuff,
go ahead and do that. I personally didn't bother though.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
With the third joke of a battle done with, get the White Gemstone and the
Megalixir in the chests right behind, and brace yourself. We're almost done with
this place. Matter of fact, it's just one massive long bridge after this
screen, and you'll enter a new room which has none other than a fourth boss
battle. Gotta love them boss fights. I recommend switching Ayla in here though,
by the way.
Well, this is certainly a bit more challenging than those three mutated
jokes that we went through to get here. All the same though, despite this
being an "Elder" Lavos Spawn, it's not really that much different from
the Lavos Spawns you fought back on Death Peak. Once again, though, if you
attack the spawn's shell, you have a death wish. This time though, instead of
attacking the whole party, it just attacks the character who hit it, with a
needle spin attack that does about 600-700 damage. Not too pleasant, but you
want to Charm the Guardian Helm that it has though, just because it's one of
the best defensive items the game has to offer. But anyway, if you can get
through that, then the rest of the fight just falls into place. It will
occasionally use the needle barrage attack for 350-400 damage to the party,
but the rest of its attacks are fairly weak. If you were like me and brought
a party that can use a big one hit triple tech, it'll be over in no time.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
So one could say that at this point, no more messing around, it's time to get
serious. You'd be right. Stick with Ayla in your party at least until the next
room, then proceed north to encounter no less than five Panels. Yeah, I don't
make this stuff up, you fight five Panels in the next room. Five free Speed
Capsules right there. Joyous. But anyway, a save point appears after you take
them down, and then you're thrust into a series of four straight boss fights,
back to back. There's no turning back after you enter the next room, so be
sure you're ready. I'm serious. Which means selecting a party, since that party
will have to handle eveything themselves. When you're ready though, advance to
the next room, walk past a serious of clones of the party, and then you'll find
Zeal. She's not too friendly. Note, the absolute PERFECT party for the upcoming
three battles and the three final battles is Crono, Frog, Ayla. I promise.
The first battle with Zeal isn't too bad, but right off the bat you're going
to have to be on your feet. Immediately after the battle starts she uses an
attack called Halation, which reduces everyone's HP to 1. That's not too
good now, is it. Right after she uses that though, I would do the following:
have Frog immediately use Frog Squash, Ayla use Dino Tail, and then Crono
throw out a Lapis. That'll keep you at low HP, but allow you to survive
everything that Zeal will continue to throw at you. But yes, those two
attacks will severely hurt Zeal's HP, and trust me, if you can get through
the first turn, there won't be too much more to worry about here. Zeal uses
an attack called Death Kiss that drains MP, some physical attack that does
about 1 damage, or a blast thing that does about 100 damage to one target.
But she can use Halation whenever she wants, so just look out for that.
Before this finishes, try to have Ayla pilfer a Megalixir from her, then just
lay into her. Won't take too long.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Zeal then sends you into some oceanic looking realm (that's what it looks like
to me, at least), where the Mammon Machine is waiting there. That is our next
boss.
Alright, this battle is barely harder than the one against the mutants, it's
just a bit more confusing and different. The first thing you'll probably want
to do is use Slurp Kiss to heal yourself up, since you're probably a little
low off from the battle with Zeal. So, here's the thing with the Mammon
Machine. If you hit it with physical attacks, it will raise its defense. If
you hit it with magic attacks, it will raise its attacking power. That's a
bit of a trade off there, but I would actually raise its defense and just use
the Triple Tech 3-D Attack here. Mainly because it'll start off by doing
about 4000 damage and do gradually less with each blow, but it still does
devastating damage. Eventually the machine will release its energy, doing
moderate but not really that much damage to your party, and it will "stand
still". Now its real only attack is Point Flare, which does about 120-150
damage to a character, not that bad. Now you can just unleash anything you
want, and before you know it that 18,000 HP will be done with. Not before
you Charm a Megalixir off of it though. ;]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
So then everything fades out, and then you find yourself on the roof of the
Black Omen. I was wondering when we were going to get there. Heh. But anyway,
Zeal awaits you at the top, says some more of her fanatic things about Lavos,
and then transforms to try to slaughter you.
Okay, as is evident by the super boss theme playing again for the last time,
this is going to be a bit more serious than the rest of the battles in the
Black Omen. While the first six bosses in this place were a bit on the easy
side, the final battle with Zeal is one that you're going to have to be a
bit more careful on, or you could find yourself getting your ass beat. The
first thing to note, is that there's three targets, Zeal's head and her two
hands. NEVER attack the hands. The left hand (the one on your right) will
counterattack by reducing your MP to 0, and the right hand will counterattack
by reducing your HP to 1. However, there is one exception we have to make,
and that is Ayla. You can Charm a Prismatic Helm off the left hand, and a
Prismatic Helm off the right.
To remedy the fact that it counterattacks though, if you were like me and
had Ayla equipped with the Third Eye, the counterattacks may very possibly
miss. That would be quite nice. But yeah, moving beyond that, let's get to the
actual other attacks. The hands aren't really that bad if you don't attack
them: they use beam attacks, that's about it. The face can use Halation again
which reduces everyone's HP to 1, MP Buster, Heavenly Gate, which is about
100ish damage to one character, Starburst, which is 200ish to the party, and
Gears of Darkness, which is about 150 to the party. Doesn't add up to a very
pleasant experience, and I'd definitely have someone ready at all times to
use a Lapis, just so that if she uses Halation, you won't be totally screwed.
Thankfully Halation is rather rare, so if you want to risk it, and if your
characters are fast, definitely pull off a 3-D Attack on the head. It's only
got 20,000 HP, which isn't that much anymore, so in the end you can very
definitely win this. Just make sure you heal. Oh god, make sure you heal.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
And believe it or not, it STILL isn't over with Zeal. Even though she's pretty
much finished off at this point, she summons Lavos up from underneath the Black
Omen. Or wherever it is, I never really got this scene. If you were like me
you finished this in 1000 AD. But then you see yourself in 12000 BC, and Lavos
is stirring up from under the sea. And he's attacking you right now, so believe
it or not, you've got to fight Lavos too, on top of everything else you've been
having to do.
Now, however, here's the thing that I want to note, which is why I said to
start the Black Omen in 1000 AD: after the first Lavos battle which is covered
in the next section (which you're forced to after this anyway)... if you did
the Black Omen you will be able to escape from the Day of Lavos and go back to
The End of Time, get on the Epoch, and go anywhere you please. If you did the
Black Omen in 1000 AD, it will still be there in 600 AD and 12000 BC. In those
two eras, however, all the items are gone, as well as some of the monsters and
bosses. However, some monsters are still there to provide you with experience if
you want it, and the three final bosses (Zeal, Mammon Machine, Zeal) are still
there. The chance that you will want to go back through there and do all that
again is rather slim, but hey, if you did it in 1000 AD, it leaves that
possibility open if you want to. But enough of that. On to the Day of Lavos.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
VIIz. Day of Lavos (1999 AD)
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
~ My Level: 52
~ Items: N/A
Let me just start this off with a note or two. The Day of Lavos is indeed the
final battle, but it's not a dungeon. Matter of fact, it's one straight path up
to Lavos. But you took one of three methods to get here: you rode the Epoch to
the Cataclysm, you took that bucket in The End of Time to get here, or you went
through the Black Omen and got dropped off here. If you take the Black Omen or
the bucket at The End of Time, you'll have to fight its shell. If you ride the
Epoch there, the Epoch breaks through the shell... but it gets itself destroyed
in the process. If you're using the Black Omen though, you automatically fight
the Lavos Shell. If you rode the bucket to 1999 AD, just walk up the crusty
path and fight the shell that way. Either way, here's the shell.
This is a unique, but an extremely easy battle, and no matter what way you
started this off, and no matter what time in the game you're at, you're going
to have to fight incarnations of nine old bosses from the game. Those bosses
are the Dragon Tank, the Guardian and two Pods, Heckran, Zombor, Masamune,
Nizbel, Magus, Azala and the Black Tyrano, and Giga Gaia. Lavos automatically
inherits their characteristics and HP, so basically, all of those nine battles
are going to be pretty much the easiest thing ever if you're coming here from
the Black Omen, which you realistically should. So basically, if it comes
with buglike accomplices, kill those first, then just kill the shell. After
that, though, the Lavos Shell will assume its own form, which is basically a
much weaker version of what you faced in the Ocean Palace way back when. The
destructive rain from the heavens, for instance, will only do about 150 damage
to the party, and its other stuff if basically status effects, needle spins...
the usual thing. Just hit it with double and triple techs and that ends that.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
That's FAR from it. While the outside shell of Lavos is killed off, its the
inside of it that's doing the destruction, and that's perfectly fine right now.
So let's say you're still at the Black Omen. That's the fourth straight boss
fight, but you end up inside Lavos. There's a warp gate next to you as well as
a save point. If you came here just straight from the bucket at The End of Time,
then the time gate and save point will still be there. If you rode the Epoch,
though, you can't warp out. It's like, the developers don't want you leaving
the Day of Lavos to go back to The End of Time, and not having an Epoch to go
anywhere. Too right they shouldn't. But anyway, you've come here, and now is
your last opportunity to heal and save. Go back and explore the world some more
if you want, otherwise just head to the next screen to encounter what really
does lie inside of Lavos. Here's a hint: I wouldn't hit that.
Well, this is it. We're finally doing battle with the beast of all beasts,
and the beast inside the beast, so to speak. It's Lavos. And he's not exactly
too friendly. The first thing that will happen as soon as this battle begins,
is he will open with Laser Beams. This can do anywhere from 250-500 damage to
the party. Depends on who it hits, you know. But anyway, the perfect final
party here, the way I see it, is Crono, Frog, and Ayla. Actually, Frog is
optional, but Crono and Ayla are absolute necessities. And why, you might
ask? Because they're powerful as hell, that's why. Plus they have tons of HP
to go on, which always helps. And they have Falcon Strike, which is the key
attack in this battle. So once that first Laser Beams comes off, have Frog
immediately use Heal, supposing you're using him. If you're someone else,
have them use a Megalixir or a Lapis. Then have Crono and Ayla use a Falcon
Strike.
After that, you're not going to have too much to worry about for a while. The
arms use physical attacks for about 110-120 damage each, and one or the other
may use Life Grip on the body to heal back 1000 HP or so, but that's about it.
There's Curse, though, which removes one character's status immunity. Ah
well. Falcon Strike should be doing 2700-3000 damage to both arms, which is
good progress even though it's only 80-ish to the body. When the arms are
gone though, the body's defense reduces. Its attacks are as follows: Dark
Will, which causes 200ish damage as well as confusion, Umbral Embrace which
is much weaker but causes poison, Flames of War which hits one character for
pitifully weak damage, Dark Flame's Embrace which is his ultimate attack for
about 300-600 damage to the party, and Evil Emanation, which increases his
attack. He uses them in that pattern, which means every time, Dark Flame's
Embrace is going to get stronger. Which means you need to finish him off
fast, which won't be that hard if your party is decently fast. 3-D Attack
should do 4000 damage. Five of those will do it, plus if you get in a tight
spot, Frog and Ayla always have Slurp Kiss. Use your best double and triple
techs here, and you'll pull through. So will Lavos at the end, though.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
You thought that would be the end though? Not quite yet. There's always going
to be one final form, and that's the core within the inner core of Lavos. Haha.
That's the way it is. After your characters say their final condemnations of
what Lavos actually is, the real final battle begins.
Okay, let's get one thing straight before we start this battle. I know the
center entity looks like the core, but it's not. It's just one of the big
attackers. The right pod is the real core of Lavos. It's the one with 30,000
HP that you've got to kill to win this game, but there's a few obstacles in
your way to doing so, as you would expect from a decent final boss battle.
But I'll say this right off, though. The center pod, in other words the one
that's by far the biggest, is the attacker here. The left pod uses Curse on
you which really isn't that big of a deal in this battle, heals the other
two, and if the center pod is destroyed while it and the core are alive,
it'll do an X-Strike kind of attack on you that does about 150 damage, but
quite frankly you aren't likely to see that. You might also see from the left
pod occasionally an Evil Touch that absorbs MP, but that's not anything to
concern yourself with. Let's talk about the center pod.
It has 10,000 HP, but it will be constantly brought back to full life by the
core. The center pod has a magic attack called Heavenly Tears, which does
anywhere from 400 to 700 damage to a character. All depends on their magic
defense. Its Diabolic Whisper causes a random status effect on a character.
Its Demon Star reduces the entire party's HP by half (Slurp Kiss for the win),
and then you've got its two ultimate attacks. Grandstone, the ultimate
physical attack, varies. If you're using Crono or Robo, it could do as little
as 300 damage to them. If you're using Marle or Lucca, it could do as much as
1000 damage to them. Now you see why I didn't bring the either of them here.
;] And then there's Dreamreaver, the ultimate magic attack. This is about the
exact same thing as Laser Beams/Dark Flame's Embrace from the last battle,
roughly. Expect anywhere from 200 to 700 damage, depending on who it hits.
So, a strategy, you ask. Again, this all comes down to a party, and if you
breezed through the last battle, this one probably shouldn't be too hard. You
know what characters work for you, and for me, Crono, Frog, and Ayla is the
perfect party. They've got the Slurp Kiss double tech which heals about 450
HP to the group or thereabouts, Falcon Strike which is PERFECT for these
two battles, and a devastating single hitter triple tech in 3-D Attack. Crono
and Ayla are total beasts in their own rights, plus Frog is an extremely well
rounded character for anything, so it just works. So once again, my advice is
to start this battle off immediately with Falcon Strike. That will destroy
the left pod in one hit, do about 2800 damage to the center pod, and about
80 damage to the core. To be expected. The core will constantly lower its
defense to resurrect the other two parts, so when that goes on, you've got to
give this all you've got. Luminaire is perfect for this, as is Falcon Strike.
Both are very damaging, plus that leaves Frog there to use a Megalixir or
Heal if the going gets bad. When the Lavos Core is left alone, though, use
3-D Attack. Otherwise, you'll want to use multi-hit attacks on the center pod
and the core, because if you leave the center pod alone for too long, it may
give you a run for your money. Also, feel free to use all the Megalixirs you
have in your inventory, since they won't be affected by New Game Pluses. Give
it all you've got, Luminaire/Falcon Strike when appropriate, Megalixirs when
appropriate, and 3-D Attack when appropriate, and eventually the Lavos Core
will be done for, and you will have beaten the final boss of Chrono Trigger.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
That's all I'm going to say. Enjoy the ending, whichever one of the many it is,
and yeah, congrats on beating the game. You'll notice the Dimensional Vortex
popping up when you're done, so that's probably a relatively realistic next
destination.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
~-~ ~-~ ~-~ VIII. Side Quests ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Note that this does NOT cover the character side quests, or the Black Omen.
These are the extra material that was added to Chrono Trigger DS. Namely the
two post-game dungeons and the Arena of the Ages.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
VIIIa. Lost Sanctum
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~ My Level: 52
The Lost Sanctum can be accessed for the first time after the Epoch gains the
ability to fly. So basically, after you've finished the Ocean Palace and the
Blackbird. Of course you're probably not going to want to do it until Crono is
brought back though, so that sort of makes it after Death Peak then, doesn't
it? I dunno. Either way, after the Epoch gains its wings, you will see two
gates open up. One in 65,000,000 B.C., and one in 600 A.D. Right now though,
there's too many monsters in the 600 A.D. one, though, so you're pretty much
forced to go into the prehistoric one. You go right ahead and do that, when
you're ready. Personally I don't consider it to be that bad difficulty wise, so
you can go any time. If you're doing it right before the Black Omen and that's
your last side quest for instance, you will breeze through it. But yeah, enough
of that. Enter the prehistoric gate.
*~- Village ---- Prehistory ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-*
-------------------------------------------------------------------------------
Alright, so when you enter this place for the first time, it's going to be
deserted. At least, that's what it appears. You can wander around this place,
and there's a lot of what appears to be doors here, but you can't go in them.
You'll see why in a moment. You'll probably notice a southern path to a forest,
but your characters stop you from going there. Why? I wanna go in the forest,
dammit, why should Frog be able to talk back to me like that? Whatever. Head
to the forest to the northeast.
Your goal here is to wipe out all the enemies. There's some forced encounters
here as well as monsters just lying about here, and you've gotta kill 'em all.
Thought I was going to say gotta catch 'em all there, didn't you? Bah. Walk up
to the northeast to run into some Ogan Youths, then just keep going north.
You'll soon run into the primary enemies that the entire Lost Sanctum consists
of, and those are Slate Imps and Pink Imps. Hate those things. There's a chest
there with a Hi-Potion, too. But as you might be able to tell, this place is
in roughly a straight path.
As you keep going, you'll eventually come across an Ogan Youth and an Ogan
Chieftain, as well as a semi-hidden path to the southeast under the trees,
where you'll find 20000 G. That's how most of the chests are in this place, is
hidden. Just a little bit beyond that you can find another pathway in the
trees to the northwest, where you can pick up a Hi-Ether. But with that, keep
going north, keep finishing all the monsters you see, and at the end of the
path you'll find something sparkling on the ground. It's naught more than a
seedling which you can't do anything with right now. But we'll be back. Oh
believe me, we'll be back.
While we're still here though, make sure that all the enemies are done with,
and from the seedling, head north to find an Athenian Water at the end of the
path, and west from it to find an Elixir. That really is all to do in this
wood for now, though. Return to the village.
*~- Village ---- Prehistory ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-*
-------------------------------------------------------------------------------
When you walk in, a Reptite will come out one of the openings which I guess
we can safely say are houses now. You'd expect him to be hostile, but all the
Reptites here were apparently locked up because they had to hide themselves
from the monsters. Wow, that's rather sad, but hey, I'll take that. They're
all very friendly, plus you get a Dragon's Tear (accessory that boosts your
critical rate) for your work, but now they want you to do some tasks for 'em.
For rewards though, so I'll take that. Such is the concept of the Lost Sanctum.
Talk to the reptite at the southwest, for instance, and he'll set you up for
your first quest, which is finding the so-called Golden Hammer. Alright, let's
enter that forest to the south now, shall we?
*~- Great Southern Swamp ---- Prehistory ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~*
-------------------------------------------------------------------------------
Let's get this search for a Golden Hammer on, as they say. When you walk in,
head to the west and pick up the Hi-Potion above, then head down the bridge
to the south and take to the east. You'll be attacked by some Kingfrogs, but
whatever. Keep going east until you come across a north-south fork. Head north
first and follow the path to find 8000 G at the end, then go back and head
southeast this time. What that leads to is a chest with a Shelter, and an east
path that leads to a mountain guarded by some jackass nu who won't let you
pass. Bah.
Take the southwest path this time, going straight west until you can go sort
of inside the set of pine trees to get a Turbo Ether inside. Then keep going
west to find a Mid-Potion at the end. Just keep going north from there, then
when you can go east, head in there and examine the sparkling object for some
Golden Sand. Now your goal is to learn how to make a hammer out of sand. Trust
me, it can be done by the laws of Lost Sanctum-ism. Whatever. Get the
Athenian Water to the west and then make your way back to the village.
*~- Village ---- Prehistory ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-*
-------------------------------------------------------------------------------
Enter this place, then talk to the reptite straight northeast of you from
where you came in, and he'll tell you that you can sprinkle golden sand on a
sapling to make it produce golden wood. Okay, that's cool. To go about doing
that, you need to enter the Millennia Wood all over again, then make your way
all the way back to the sparkling object which we concluded was a seed, and
douse it with that Golden Sand. Once you've done that, leave the Lost Sanctum
altogether, get on the Epoch, and transport yourself to 600 AD. The Lost
Sanctum of the Middle Ages is nearby.
*~- Village ---- Middle Ages ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~*
-------------------------------------------------------------------------------
One of the sincerest forms of flattery ever to kick off the place, when the
elder mentions how there's a legend that back when the reptites were being
threatened by monsters and getting on the brink of extinction, a pair of
"apes" came and saved them. Uh huh. Yeah, nice. So, this elder wants you to
clear this forest of monsters too. Meh, sure, just head there, it's in the
same place as before.
The layout of the Millennia Wood in the Middle Ages is the exact same as
before. Except the treasure in the chests this time around is different, and
better at that. So go on killing monsters the same as ever, and in the same
places as before you will respectively find a Shelter, 25000 G, a Turbo
Ether, a Dragonhead, and a Megalixir. At the end though, you'll see the gold
seed is gone. Lo and behold though, there's a gold ogan with a gold hammer
walking off. If you cleared the monsters out here, you can just head back a
little bit and find it though. Just walk around, it'll come eventually. And
that marks the first boss fight of the Lost Sanctum.
Uh, you do realize that this whole while, we've been fighting bosses with
quintuple digit HP? Doesn't even matter if you've gone past the Black Omen and
fought Lavos yet or not, the Goldhammer still has a pathetic amount of HP.
And while I'll admit he has a fair bit of defense, no matter when you do this
battle, his attacks are weak, and he takes a ton of damage from magic. Crono's
Luminaire, Lucca's Flare, Magus's Dark Matter if he's got that... all of that
will just utterly devastate this monster. Only thing to watch out for is that
the Goldhammer can reduce your HP to 1 as a counterattack to some things, but
it dies so fast anyway it can't really take advantage of that.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Now no matter if you're level 35 or 55, THAT was an easy battle. The party
manages to recover the Golden Hammer, which means the quest here is done, now
all you've gotta do is reap the rewards. Make your way back out of the
Millennia Wood and go back to the village, where the elder will give you a
Megalixir for clearing that forest out. A perfect example of killing two birds
with one stone. Alright, back to the village of 65,000,000 BC.
*~- Village ---- Prehistory ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-*
-------------------------------------------------------------------------------
Talk to the same reptite who gave you this quest to begin with, and your prize
for bringing him the Golden Hammer is 100,000 G. Not exactly what I had in
mind, but I'll take that. From there, go north and find the two reptites next
to the save point. The right one is a shop, the left one there wants you to
bring him some Prismastone from Mount Emerald, which is beyond the swamp. Well
that's good, I wanted to head there anyway, the damn nu was in the way. So go
back to the swamp and take the southeast exit to arrive on Mount Emerald.
*~- Mount Emerald ---- Prehistory ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-*
-------------------------------------------------------------------------------
Not much to do here right off the bat, as you can imagine. You walk in, talk
to the nu, and he won't let you pass. You fix that.
Now that little problem is out of the way, time to make your way up this
mountain. Head to the left and up that ladder, then go up the path, fighting
the rather hard to hit Jadewing that comes along the way. Head right from
there, down the ladder, then down a second ladder to pick up a nice batch of
10,000 G. Return up the ladder and head across the bridge to the right. Beat
up the Slate Imp if you so desire, then at the fork go south to get a Shelter.
Afterwards, climb up the ladder to the north.
Across the bridge you'll find an Elixir and another ladder. Is it just me, or
is this place just a tid bit too straightforward? Go down to ground level, to
the left, up a couple ladders, up the path, then south down the bridge at the
end. Then to the east you'll find two more ladders, and at the top, a save
point. You would think there would be some big epic thing on the other side of
the bridge (okay, not really), but there's not. Just a path to a new screen.
Head up the ladder, across the bridge on the right, fight the three Exiles on
the way (those reptites look more like demons than dinosaurs the way I see it),
then to the east, up two ladders, left, down one, and across a bridge. All
starting to look the same. Two Hercules Beetles (now that's imaginative) and
a Jadewing along the way, then to the west, another ladder and bridge. Bah.
Take the ladder at the bottom down first for an Aeonian Helm, then take the
north bridge.
From there, it's basically up to the east, a ladder, get the Hi-Potion you
find there, and climb up another ladder. Take the bridge and the next ladder,
go past some more Exiles, then at the western side, take a grand total of
three ladders up the cliff to find an Aeonian Suit on the right. The exit is
to the northwest. There you'll find yourself at what looks like a summit, where
there's a Hercules Beetle and a save point. Treat both as you normally would,
I guess.
You're just about done with this place. Head east and up the path, then at the
actual peak you'll find the Prismastone. Now I hate to tell you this, but you
need to make your way all the way down the whole Mount Emerald, back through
the forest, and go to the village. Talk to the reptite who gave you this task,
resist the urge to slap him, and your reward is two of every type of capsule.
That makes up for it. Now, head to the east and talk to the first reptite
there, who will ask you to find an equally powerful stone as the prismastone
for this place's sanctuary. Fine. Feel free to climb up the central ladders
and place the Prismastone in the cave there, then head to 600 AD.
To be continued...
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
VIIIb. Dimensional Vortex
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
~ My Level: 53
Coming soon...
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
VIIIc. Arena of the Ages
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Coming soon...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
~-~ ~-~ ~-~ IX. Techs ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Single, double, and triple, all you need.
~- IXa. Single Techs ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Just for the record, "circle" means a circle, but that might be a circle of
enemies, or the enemies that are surrounding the user of said tech. I specify
that in the effect thing. 'k?
User | Name | MP | TP | Range | Effect
------+----------------+----+-----+--------+----------------------------------+
Crono | Cyclone | 2 | 5 | Circle | Hits a circle of enemies |
| Wind Slash | 2 | 90 | Line | Slashes a line of enemies |
| Lightning | 2 | N/A | One | Hits one enemy with lightning |
| Cleave | 4 | 200 | One | Hits one enemy for 2x damage |
| Lightning II | 8 | 500 | All | Hits all enemies with lightning |
| Raise | 10 | 400 | One | Revives one ally |
| Frenzy | 12 | 800 | One | Hits one enemy for 4x damage |
| Luminaire | 20 |1000 | All | Deals heavy lightning damage |
| | | | | |
Marle | Aura | 1 | 10 | One | Heals one ally slightly |
| Allure | 1 | 50 | One | Confuses an enemy |
| Ice | 2 | N/A | One | Hits one enemy with ice |
| Cure | 2 | 150 | One | Heals one ally |
| Haste | 6 | 250 | One | Speeds one ally up |
| Ice II | 8 | 400 | All | Hits all enemies with ice |
| Cure II | 5 | 600 | One | Heals one ally a lot |
| Arise | 15 | 900 | One | Revives one ally to full HP |
| | | | | |
Lucca | Flamethrower | 1 | 10 | Line | Burns a line of enemies |
| Hypnowave | 1 | 60 | All | Puts enemies to sleep |
| Fire | 2 | N/A | One | Hits one enemy with fire |
| Napalm | 4 | 150 | Circle | Bombs a circle of enemies |
| Protect | 6 | 250 | One | Increases an ally's defense |</pre><pre id="faqspan-7">
| Fire II | 8 | 400 | All | Hits all enemies with fire |
| Megaton Bomb | 15 | 600 | Circle | Blasts a circle of enemies |
| Flare | 20 | 900 | All | Deals heavy fire based damage |
| | | | | |
Frog | Slurp | 1 | 10 | One | Heals one ally slightly |
| Slurp Slash | 2 | 15 | One | Slashes one enemy |
| Water | 2 | N/A | One | Hits one enemy with water |
| Heal | 2 | 10 | All | Heals all allies slightly |
| Aerial Strike | 4 | 250 | One | Slashes one enemy for 2x damage |
| Water II | 8 | 400 | All | Hits all enemies with water |
| Cure II | 5 | 600 | One | Heals one ally a lot |
| Frog Squash | 15 |1000 | All | More damage to all with lower HP |
| | | | | |
Robo | Rocket Punch | 1 | N/A | One | Damages one enemy |
| Cure Beam | 2 | N/A | One | Restores HP to one ally |
| Laser Spin | 3 | 5 | All | Hits enemies with shadow lasers |
| Robo Tackle | 4 | 150 | One | Damage one enemy for 2x damage |
| Heal Beam | 3 | 400 | All | Restores HP to all allies |
| Rapidfire Fist | 12 | 600 | One | Damage one enemy for 4x damage |
| Proximity Bomb | 14 | 800 | Circle | Blasts surrounding enemies |
| Electrocute | 17 |1000 | All | Blasts all enemies |
| | | | | |
Ayla | Kiss | 1 | 10 | One | Slightly heals ally |
| Roundillo Kick | 2 | 60 | One | Damages one enemy |
| Cat Attack | 3 | 100 | One | Kicks one enemy for 2x damage |
| Boulder Toss | 4 | 200 | One | Throws an enemy like a stone |
| Charm | 4 | 400 | One | Steals an item from an enemy |
| Tail Spin | 10 | 600 | Circle | Strikes surrounding enemies |
| Dino Tail | 15 | 800 | All | More damage to all with lower HP |
| Triple Kick | 20 |1000 | One | Does massive damage to one enemy |
| | | | | |
Magus | Lightning II | 8 | N/A | All | Hits all enemies with lightning |
| Ice II | 8 | N/A | All | Hits all enemies with ice |
| Fire II | 8 | N/A | All | Hits all enemies with fire |
| Dark Bomb | 8 | 400 | Circle | Blasts a circle of enemies |
| Barrier | 8 | 400 | One | Increases an ally's mag defense |
| Dark Mist | 10 | 400 | All | Hits all enemies with darkness |
| Black Hole | 15 | 900 | One | Wipes out one enemy |
| Dark Matter | 20 | 900 | All | Deals heavy shadow based damage |
------+----------------+----+-----+--------+----------------------------------+
Just for the record, Magus has NO Dual Techs, so when I put an "M" for the two
characters, that's Marle. Comprendes? No, I don't like the fact Magus gets no
Dual Techs either.
Users | Name | Techs | Effect
------+-----------------+-------------------+--------------------------------+
C, M | Aura Whirl | Cyclone, Aura | Restores HP to all allies |
C, M | Ice Sword | Cleave, Ice | Hits enemy with ice blade |
C, M | Ice Sword II | Frenzy, Ice II | Hits circle with ice blade |
C, L | Fire Whirl | Cyclone, Fthrower | Attacks a circle with fire |
C, L | Fire Sword | Cleave, Fire | Hits enemy with fire blade |
C, L | Fire Sword II | Frenzy, Fire II | Hits circle with fire blade |
C, F | X-Strike | Cyclone, S. Slash | Slashes through one enemy |
C, F | Sword Stream | Cleave, Water | Hits enemy with water |
C, F | Lightning Rod | Lig II, A. Strike | Blasts enemy with lightning |
C, R | Supersonic Spin | Cyclone, L. Spin | Attacks all with shadow lasers |
C, R | Cyclone Sweep | Cleave, L. Spin | Spins Crono through enemies |
C, R | Megavolt | Lig II, Elec.cute | Hits all enemies with light |
C, A | Drill Kick | Cyclone, R. Kick | Hits enemy with a kick |
C, A | Thunder Chomp | Light, C. Attack | Bites enemy with lightning |
C, A | Falcon Strike | Cleave, B. Toss | Strikes a line of enemies |
M, L | Antipode Bomb | Ice, Fire | Hits a circle of enemies |
M, L | Antipode BombII | Ice II, Fire II | Blasts a circle of enemies |
M, L | Antipode BombIII| Ice II, Flare | Nukes a circle of enemies |
M, F | Ice Water | Ice, Water | Hits all enemies with water |
M, F | Glacial Freeze | Ice II, Water II | Hits all enemies with icicles |
M, F | Double Cure | Cure II, Cure II | Fully heals all allies |
M, R | Aura Beam | Aura, Cure Beam | Restores HP to all allies |
M, R | Ice Tackle | Ice, Robo Tackle | Smashes an enemy with ice |
M, R | Cure Wind | Cure II, H. Beam | Restores many HP to all allies |
M, A | Twin Charm | Allure, Charm | Higher chance of stealing |
M, A | Ice Toss | Ice, Boulder Toss | Freezes a circle of enemies |
M, A | Iceberg Toss | Ice II, B. Toss | Freezes a circle of enemies |
L, R | Fire Punch | Fire, Rocket Punch| Punches a circle of enemies |
L, R | Fire Tackle | Fire II, R. Tackle| Blazes one enemy with fire |
L, R | Double Bomb | M. Bomb, P. Bomb | Blasts enemies around Robo |
L, F | Red Needle | Fire, A. Strike | Impales enemy with fire |
L, F | Line Bomb | M. Bomb, A. Strike| Blazes thru a line of enemies |
L, F | Frog Flare | Flare, Frog Squash| Blasts enemies with flames |
L, A | Flame Kick | Fire, R. Kick | Kicks one enemy with fire |
L, A | Inferno | Fire II, Tail Spin| Hits all enemies with flames |
L, A | Blaze Kick | Fire II, T. Kick | Strikes an enemy with fire |
F, R | Frog Launcher | S. Slash, L. Spin | Shoots Frog at an enemy to hit |
F, R | Bubble Breath | Water, Robo Tackle| Drops Robo on an enemy |
F, R | Cure Wave | Heal Beam, Cure II| Strongly heals all allies |
F, A | Slurp Kiss | Slurp, Kiss | Uses Kiss on all allies |
F, A | Bubble Burst | Water, R. Kick | Drop Ayla on an enemy |
F, A | Dropdown | A. Strike, T. Kick| Smashes down on one enemy |
R, A | Boogie | R. Tackle, Charm | Stops all enemies |
R, A | Spin Kick | R. Tackle, R. Kick| Slams one enemy with a kick |
R, A | Beast Toss | R-F Fist, B. Toss | Launches an enemy away |
------+-----------------+-------------------+--------------------------------+
This may just be the ugliest list ever composed, right here. Ah well, I really
apologize, but that's just to put all the info right there so it's easy to
see. As you can see, the last five require their respective gemstones, and all
of them kick lots of ass. Also, 'G' obviously refers to Magus.
Users | Name | Techs | Effect
------+-----------------+-------------------------+--------------------------+
C,M,L | Delta Force | Lig II, Ice II, Fir II | Shadow blast to all |
C,M,F | Frost Arc | Cleave, Ice II, A.Strike| Hits one enemy with ice |
C,M,R | Lifeline | Cyclone, Arise, L. Spin | Auto-revive to all |
C,M,A | Final Kick | Lig II, Ice II, T. Kick | Shadow kick to one foe |
C,L,F | Delta Storm | Lig II, Fir II, Wat II | Shadow blast to all |
C,L,R | Ring of Fire | Cleave, Fir II, L. Spin | Burns foes around Robo |
C,L,A | Gatling Kick | Lig II, Fir II, T. Kick | Shadow kick to one foe |
C,F,R | Triple Attack | Cycl, S. Cut, R. Tackle | Smashes one enemy |
C,F,A | 3-D Attack | Cycl, S. Slash, T. Kick | Smashes one enemy |
C,R,A | Twister | Cycl, L. Spin, T. Spin | Hits all with dark winds |
M,L,A | Poyozo Dance | Allure, H.Wave, T.Kick | Requires White Gemstone |
M,F,R | Master Mune | Arise, F.Squash, L.Spin | Requires Golden Gemstone |
M,L,G | Eternal Darkness| D.Matter, IceII, FirII | Requires Black Gemstone |
L,R,G | Omega Flare | Flare, L. Spin, D. Bomb | Requires Blue Gemstone |
F,R,A | Spin Strike | A.Str, R.Tac, T.Spin | Requires Silver Gemstone |
------+-----------------+-------------------------+--------------------------+
Chrono Trigger DS was kind enough to provide an item encyclopedia as an extra to
it, which is rather convenient as far as this guide goes, if you know what I
mean.
Consumables including the items you use in battle and the ones found in the
Arena of Ages and Lost Sanctum.
001. Potion
------------
Effects: Restores 50 HP
Purchase: 10 G
Sell: 5 G
Shops: Leene Square, etc.
Chests: Manolia Cathedral, etc.
Won: Amanita, etc.
Charm: Sentry
002. Mid-Potion
----------------
Effects: Restores 200 HP
Purchase: 100 G
Sell: 50 G
Shops: Trann Dome, etc.
Chests: Prison Towers, etc.
Won: Boundillo, etc.
Charm: Edible Frog
003. Hi-Potion
---------------
Effects: Restores 500 HP
Purchase: 700 G
Sell: 350 G
Shops: Kajar, etc.
Chests: Reptite Lair, etc.
Won: Arena of Ages
Charm: Mutant, etc.
004. Ether
-----------
Effects: Restores 10 MP
Purchase: 800 G
Sell: 400 G
Shops: Kajar, etc.
Chests: Prison Towers, etc.
Won: Gaoler, etc.
Charm: Dondrago, etc.
005. Mid-Ether
---------------
Effects: Restores 30 MP
Purchase: 2000 G
Sell: 1000 G
Shops: Surviving Village, etc.
Chests: Manolia Cathedral, etc.
Won: Sorcerer, etc.
Charm: Ruin Stalker, etc.
006. Hi-Ether
--------------
Effects: Restores 60 MP
Purchase: 6000 G
Sell: 3000 G
Shops: Black Omen
Chests: Sunken Desert, etc.
Won: Ghost Knight, etc.
Charm: Macabre
007. Elixir
------------
Effects: Fully restores HP and MP
Purchase: 20000 G
Sell: 10000 G
Shops: Lost Sanctum
Chests: Guardia Castle (Present), etc.
Won: Fangbeast, etc.
Charm: Version 4.0, Deverminator EX, various bosses, etc.
008. Turbo Ether
-----------------
Effects: Fully restores MP
Purchase: 10000 G
Sell: 5000 G
Shops: Black Omen
Chests: Northern Ruins
Won: Cybot, etc.
Charm: Ghost Knight, etc.
009. Megalixir
---------------
Effects: Fully restorres party's HP and MP
Purchase: 50000 G
Sell: 25000 G
Shops: Lost Sanctum
Chests: Guardia Castle (Present), etc.
Won: Yakra XIII, etc.
Charm: Hydroconda, Queen Zeal, Mammon Machine, Queen Zeal (Face)
010. Panacea
-------------
Effects: Removes status ailments
Purchase: 10 G
Sell: 5 G
Shops: Leene Square, etc.
Chests: Manolia Cathedral, etc.
Won: Bellbird, etc.
Charm: None
011. Athenian Water
--------------------
Effects: Revives KO'd ally
Purchase: 200 G
Sell: 100 G
Shops: Leene Square, etc.
Chests: Manolia Cathedral, etc.
Won: Viper, etc.
Charm: Cave Bat, etc.
012. Shelter
-------------
Effects: Fully restores HP, MP at save point
Purchase: 150 G
Sell: 75 G
Shops: Leene Square, etc.
Chests: Manolia Cathedral, etc.
Won: Guardia Forest (Middle Ages)
Charm: None
013. Ambrosia
--------------
Effects: Restores HP or MP
Purchase: --- G
Sell: 1 G
Shops: None
Chests: None
Won: None
Charm: Gato, Dalton, King Dalton
014. Lapis
-----------
Effects: Restores 200 HP to entire party
Purchase: --- G
Sell: 250 G
Shops: None
Chests: Fiendlord's Keep, etc.
Won: Vilepillar, etc.
Charm: Volcanite, etc.
015. Barrier Sphere
--------------------
Effects: Casts Barrier
Purchase: 5000 G
Sell: 2500 G
Shops: Lost Sanctum
Chests: Fiendlord's Keep, etc.
Won: Version 4.0, etc.
Charm: Freelancer, etc.
016. Shield Sphere
-------------------
Effects: Casts Protect
Purchase: 5000 G
Sell: 2500 G
Shops: Lost Sanctum
Chests: Mountain of Woe, etc.
Won: Deverminator EX, etc.
Charm: Hammer Ogan, etc.
017. Strength Capsule
----------------------
Effects: Permanently raises Strength by 1
Purchase: --- G
Sell: 5 G
Shops: None
Chests: Guardia Forest (Middle Ages), etc.
Won: The End of Time, Arena of Ages, Lost Sanctum
Charm: Black Tyranno, Blubber Hulk
018. Magic Capsule
-------------------
Effects: Permanently raises Magic by 1
Purchase: --- G
Sell: 5 G
Shops: None
Chests: Dorino Residence, etc.
Won: The End of Time, Arena of Ages, Lost Sanctum
Charm: Azala, Golem, Ghaj
019. Speed Capsule
-------------------
Effects: Permanently raises Speed by 1
Purchase: --- G
Sell: 5 G
Shops: None
Chests: Denadoro Mountains, etc.
Won: The End of Time, Arena of Ages, Lost Sanctum
Charm: Mud Imp, Giga Gaia, Melphyx (Core), Panel
020. Slops
-----------
Effects: Restores some HP to monster
Purchase: 100 G
Sell: 50 G
Shops: Arena of the Ages
Chests: None
Won: Arena of the Ages
Charm: None
021. Flameclaw
---------------
Effects: Causes monster to use fire tech
Purchase: 200 G
Sell: 100 G
Shops: Arena of the Ages
Chests: None
Won: None
Charm: None
022. Seafang
-------------
Effects: Causes monster to use water tech
Purchase: 200 G
Sell: 100 G
Shops: Arena of the Ages
Chests: None
Won: None
Charm: None
023. Duskeye
-------------
Effects: Causes monster to use shadow tech
Purchase: 200 G
Sell: 100 G
Shops: Arena of the Ages
Chests: None
Won: None
Charm: None
024. Luxwing
-------------
Effects: Causes monster to use light tech
Purchase: 200 G
Sell: 100 G
Shops: Arena of the Ages
Chests: None
Won: None
Charm: None
025. Hawk Talon
----------------
Effects: Temporarily raises Strength by 5
Purchase: 400 G
Sell: 200 G
Shops: Arena of the Ages
Chests: None
Won: None
Charm: None
026. Shield Cloak
------------------
Effects: Damage reduction
Purchase: 400 G
Sell: 200 G
Shops: Arena of the Ages
Chests: None
Won: None
Charm: None
027. Feral Wrath
-----------------
Effects: 4x damage for critical hits
Purchase: 500 G
Sell: 250 G
Shops: Arena of the Ages
Chests: None
Won: Arena of the Ages
Charm: None
028. Smoked Meat
-----------------
Effects: Restores 250 HP
Purchase: --- G
Sell: 5 G
Shops: None
Chests: None
Won: Lost Sanctum
Charm: None
029. Dried Mushroom
--------------------
Effects: Removes status ailments
Purchase: --- G
Sell: 5 G
Shops: None
Chests: None
Won: Lost Sanctum
Charm: None
030. Sweet Banana
------------------
Effects: Restores 20 MP
Purchase: --- G
Sell: 5 G
Shops: None
Chests: None
Won: Lost Sanctum
Charm: None
031. Millenia Fruit
--------------------
Effects: Restores 150 HP
Purchase: --- G
Sell: 5 G
Shops: None
Chests: None
Won: Lost Sanctum
Charm: None
032. Dried Mushroom
--------------------
Effects: Restores 40 MP
Purchase: --- G
Sell: 5 G
Shops: None
Chests: None
Won: Lost Sanctum
Charm: None
073. Shockwave
---------------
Effects: Inflicts Confuse
Attack: 110
Usable by: Lucca
Purchase: 11000 G
Sell: 5500 G
Shops: Surviving Village
Chests: Ocean Palace
Won: None
Charm: None
074. Turboshot
---------------
Effects: Speed +3
Attack: 140
Usable by: Lucca
Purchase: ---- G
Sell: 10000 G
Shops: Lost Sanctum
Chests: None
Won: None
Charm: None
075. Wondershot
----------------
Effects: Random damaqge
Attack: 250
Usable by: Lucca
Purchase: ---- G
Sell: 16000 G
Shops: None
Chests: None
Won: Lucca's House
Charm: None
076. Spellslinger
------------------
Effects: Damage based on last digit of MP
Attack: 0
Usable by: Lucca
Purchase: ---- G
Sell: ---- G
Shops: None
Chests: Dimensional Vortex
Won: None
Charm: None
077. Tin Arm
-------------
Effects: None
Attack: 20
Usable by: Robo
Purchase: ---- G
Sell: 500 G
Shops: None
Chests: None
Won: Starting equipment
Charm: None
078. Hammer Arm
----------------
Effects: None
Attack: 25
Usable by: Robo
Purchase: 3500 G
Sell: 1750 G
Shops: Melchior's Cabin, etc.
Chests: Derelict Factory
Won: None
Charm: None
079. Mirage Hand
-----------------
Effects: None
Attack: 30
Usable by: Robo
Purchase: ---- G
Sell: 2750 G
Shops: Ioka Village Hut trade
Chests: None
Won: None
Charm: None
080. Stone Arm
---------------
Effects: None
Attack: 40
Usable by: Robo
Purchase: ---- G
Sell: 3750 G
Shops: Ioka Village Hut trade
Chests: None
Won: None
Charm: None
081. Death Claw
----------------
Effects: None
Attack: 50
Usable by: Robo
Purchase: ---- G
Sell: 4900 G
Shops: None
Chests: Fiendlord's Keep
Won: None
Charm: None
082. Magma Hand
----------------
Effects: None
Attack: 70
Usable by: Robo
Purchase: ---- G
Sell: 5600 G
Shops: Ioka Village Hut trade
Chests: None
Won: None
Charm: Reptite (Green)
083. Megaton Arm
-----------------
Effects: None
Attack: 90
Usable by: Robo
Purchase: 15000 G
Sell: 7500 G
Shops: Algetty
Chests: None
Won: None
Charm: None
084. Heavy Hand
----------------
Effects: None
Attack: 105
Usable by: Robo
Purchase: 18000 G
Sell: 9000 G
Shops: Kajar
Chests: None
Won: Arena of Ages
Charm: Gargoyle
085. Kaiser Arm
----------------
Effects: None
Attack: 120
Usable by: Robo
Purchase: 21000 G
Sell: 10500 G
Shops: Surviving Village
Chests: Ocean Palace
Won: None
Charm: None
086. Gigaton Arm
-----------------
Effects: None
Attack: 135
Usable by: Robo
Purchase: ---- G
Sell: 12000 G
Shops: None
Chests: Death Peak
Won: None
Charm: None
087. Teraton Arm
-----------------
Effects: None
Attack: 150
Usable by: Robo
Purchase: ---- G
Sell: 14000 G
Shops: None
Chests: None
Won: Geno Dome
Charm: None
088. Dragon Arm
----------------
Effects: None
Attack: 170
Usable by: Robo
Purchase: ---- G
Sell: 11000 G
Shops: None
Chests: None
Won: Lost Sanctum
Charm: None
089. Crisis Arm
----------------
Effects: Damage based on the last digit of HP
Attack: 1
Usable by: Robo
Purchase: ---- G
Sell: 1 G
Shops: None
Chests: None
Won: Geno Dome
Charm: None
090. Apocalypse Arm
--------------------
Effects: May deal 9,999 damage
Attack: 0
Usable by: Robo
Purchase: ---- G
Sell: ---- G
Shops: None
Chests: Dimensional Vortex
Won: None
Charm: None
147. Iron Suit
---------------
Effects: None
Defense: 25
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: 800 G
Sell: 400 G
Shops: Trann Dome, etc.
Chests: None
Won: None
Charm: None
148. Titanium Vest
-------------------
Effects: None
Defense: 32
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: 1200 G
Sell: 600 G
Shops: Truce, etc.
Chests: Derelict Factory
Won: Arena of Ages
Charm: None
149. Taban's Vest
------------------
Effects: Speed +2, Halves Fire
Defense: 33
Usable by: Lucca
Purchase: ---- G
Sell: ---- G
Shops: None
Chests: None
Won: Lucca's House
Charm: None
150. Golden Suit
-----------------
Effects: None
Defense: 39
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: 1300 G
Sell: 650 G
Shops: Porre, etc.
Chests: Denadoro Mts.
Won: None
Charm: None
151. Ruby Vest
---------------
Effects: Halves Fire
Defense: 45
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 1800 G
Shops: Ioka Village Hut
Chests: Reptite Lair
Won: None
Charm: Bao Bao
152. Dark Mail
---------------
Effects: Magic Defense +5
Defense: 45
Usable by: Crono, Robo, Frog, Magus
Purchase: ---- G
Sell: 1900 G
Shops: None
Chests: Fiendlord's Keep
Won: None
Charm: None
</pre><pre id="faqspan-8">
153. White Vest
----------------
Effects: Absorbs 50% of Light
Defense: 45
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 2900 G
Shops: None
Chests: Porre Elder's House, Mayor's Manor
Won: Arena of Ages
Charm: None
154. Black Vest
----------------
Effects: Absorbs 50% of Shadow
Defense: 45
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 2900 G
Shops: None
Chests: Porre Elder's House, Mayor's Manor
Won: Arena of Ages
Charm: None
155. Blue Vest
---------------
Effects: Absorbs 50% of Water
Defense: 45
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 2900 G
Shops: None
Chests: Truce Inn
Won: Arena of Ages
Charm: None
156. Red Vest
--------------
Effects: Absorbs 50% of Fire
Defense: 45
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 2900 G
Shops: None
Chests: Guardia Castle
Won: Arena of Ages
Charm: None
157. Mesozoic Mail
-------------------
Effects: None
Defense: 52
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 3000 G
Shops: None
Chests: Dactyl's Nest, etc.
Won: None
Charm: None
158. Mist Robe
---------------
Effects: None
Defense: 54
Usable by: Marle, Lucca, Ayla
Purchase: ---- G
Sell: 3400 G
Shops: None
Chests: Fiendlord's Keep
Won: Arena of Ages
Charm: None
159. Luminous Robe
-------------------
Effects: Magic Defense +5
Defense: 63
Usable by: Marle, Lucca, Ayla
Purchase: 6500 G
Sell: 3250 G
Shops: Medina, etc.
Chests: Arris Dome
Won: None
Charm: None
161. White Plate
-----------------
Effects: Absorbs Light
Defense: 70
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 4100 G
Shops: None
Chests: Mayor's Manor (Post-upgrade)
Won: Arena of Ages
Charm: Yakra XIII
162. Black Plate
-----------------
Effects: Absorbs Shadow
Defense: 70
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 4100 G
Shops: None
Chests: Mayor's Manor (Post-upgrade)
Won: Arena of Ages
Charm: Son of the Sun
163. Blue Plate
----------------
Effects: Absorbs Water
Defense: 70
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 4100 G
Shops: None
Chests: Truce Inn (Post-upgrade)
Won: Arena of Ages
Charm: Mother Brain
164. Red Plate
---------------
Effects: Absorbs Fire
Defense: 70
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 4100 G
Shops: None
Chests: Guardia Castle (Post-upgrade)
Won: Arena of Ages
Charm: Rust Tyranno
165. Platinum Vest
-------------------
Effects: None
Defense: 71
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: 8500 G
Sell: 4250 G
Shops: Kajar
Chests: Mountain of Woe
Won: None
Charm: None
166. Aeonian Suit
------------------
Effects: None
Defense: 75
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: 9000 G
Sell: 4500 G
Shops: Surviving Village
Chests: Ocean Palace, etc.
Won: Arena of Ages
Charm: None
167. Raven Armor
-----------------
Effects: None
Defense: 76
Usable by: Magus
Purchase: ---- G
Sell: 7900 G
Shops: None
Chests: None
Won: Arena of Ages
Charm: None
168. Ruby Armor
----------------
Effects: Reduces Fire damage to 20%
Defense: 78
Usable by: Crono, Marle, Lucca, Robo, Frog, Ayla, Magus
Purchase: ---- G
Sell: 7000 G
Shops: Ioka Village Hut
Chests: None
Won: None
Charm: Aecytosaur
169. Taban's Suit
------------------
Effects: Speed +3, Halves Fire
Defense: 79
Usable by: Lucca
Purchase: ---- G
Sell: ---- G
Shops: None
Chests: None
Won: Lucca's House
Charm: None
170. Zodiac Cape
-----------------
Effects: Magic Defense +10
Defense: 80
Usable by: Marle, Lucca, Ayla
Purchase: ---- G
Sell: 5000 G
Shops: None
Chests: Black Omen, etc.
Won: Arena of Ages
Charm: None
171. Nova Armor
----------------
Effects: Status immunity
Defense: 82
Usable by: Crono, Robo, Frog, Magus
Purchase: ---- G
Sell: 5500 G
Shops: None
Chests: Black Omen, Northern Ruins, etc.
Won: Lost Sanctum, Arena of Ages
Charm: Fangbeast, Crimson Shade
172. Reptite Dress
-------------------
Effects: Magic +10
Defense: 82
Usable by: Marle, Lucca, Ayla
Purchase: 14000 G
Sell: 7000 G
Shops: Lost Sanctum
Chests: Lost Sanctum
Won: None
Charm: None
173. Dragon Armor
------------------
Effects: Strength +10
Defense: 83
Usable by: Crono, Robo, Frog, Magus
Purchase: 15000 G
Sell: 7500 G
Shops: Lost Sanctum
Chests: Lost Sanctum
Won: None
Charm: None
174. Gloom Cape
----------------
Effects: None
Defense: 84
Usable by: Magus
Purchase: ---- G
Sell: 8200 G
Shops: None
Chests: Ozzie's Fort
Won: Arena of Ages
Charm: None
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
~-~ ~-~ ~-~ XI. Bestiary ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
One of the things that Square Enix has been doing with their ports is including
in-game bestiaries in them, and that's something you REALLY come to appreciate
after a while. Well, at least I do. Doesn't that count?
Elements Locales
Weak - None Lost Sanctum
Absorb - None
Immune - None
Techs Counters
- Golden Hammer - Rush / Sets HP to 1
- Boulder
- Thrash
Combos Combo Counters
- None - None
+++++ +++++ +++++ ~ 235 ~ +++++ +++++ +++++
Name: Nu Guardian
HP - 6100 EXP - 2500
Defense - 200 TP - 0
Magic Defense - 80 G - 0
Treasure Charm
None Mop
Elements Locales
Weak - None Lost Sanctum
Absorb - None
Immune - None
Techs Counters
- Charge - Luminaire
- Head-butt / Sets HP to 1 - Dark Matter
- Flare
- Ice II
- Hypnotize / Sleep
- Time Freeze / Stop
Combos Combo Counters
- None - None
+++++ +++++ +++++ ~ 236 ~ +++++ +++++ +++++
Name: Nu Master
HP - 8800 EXP - 3800
Defense - 185 TP - 0
Magic Defense - 70 G - 0
Treasure Charm
None Mop
Elements Locales
Weak - None Lost Sanctum
Absorb - Shadow
Immune - None
Techs Counters
- Devil's Drop / Halves HP - Drain Health / Absorbs HP
- Thunderbolt
- Head-butt / Sets HP to 1
- Death's Rainbow / Instant KO
- Telekinesis
- Overdrive
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
~-~ ~-~ ~-~ XII. FAQ ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Otherwise known as frequently asked questions. This just because every guide
needs one of these.
[Q] What are the differences between this and the SNES/PSX version?
[A] Here's some, off the top of my head:
- The load times are MUCH faster than the PSX version.
- The addition of the Soul Shrine, Dimensional Vortex, and Arena of Ages.
=-=
[Q] Who is the best character and what is the best party?
[A] That's really up for debate. I personally consider the best character to be
Crono. That's because his HP, strength, defense, and speed are all most
excellent, and he doesn't suffer from any particularly weak stats, with a
fairly well rounded set of techs. After him would be Ayla and Magus. That
doesn't necessarily mean those three are the best party though; it all
depends on the battle. Some parties have advantages over others, all have
some weaknesses in some ways.
=-=
[Q] How the hell are you supposed to defeat Giga Gaia?!
[A] Whoa there. Take a chill. Go back to 600 A.D., since you have the blessed
pendant now. Examine those chests, but don't open them. Then go back to
1000 A.D. in the same places and open them. You'll get armor that absorbs
elemental attacks, which is what Giga Gaia's whole repertoire consists of.
Then it'll be a breeze.
=-=
[Q] Can you recruit Magus but still have him in the second bestiary entry?
[A] By a bit of a stretch, yes, it's doable. Go to the North Cape to speak to
him, defeat him, and then you need to go finish the game. Which you may not
be able to do at that point anyway, but do that, get an ending, and then
reload your previous save. Magus will still be there, and he'll be in your
bestiary.
=-=
[Q] What order do you recommend doing the side quests in?
[A] I'd definitely suggest doing the Black Omen last. Apart from that, Ayla's
you'll need to do before Marle's, plus you want to do the Sun Stone quest
before then as well. So, apart from Crono's, which isn't really a side
quest at all, do Lucca's, Frog's, or Robo's, since the enemies in theirs
aren't too hard. I like the order that Gaspar gives for them (Lucca's ->
Magus's -> Robo's -> Sun Stone -> Frog's -> Ayla's -> Marle's -> Black
Omen). You can realistically do the Lost Sanctum at any time after doing
Crono's.
=-=
[Q] Where are Magus's double and triple techs?
[A] Magus has no double techs. As for triple techs, you can need a gemstone
equipped on him or any other character involved in the tech to use them.
Their locations are as follows (all gemstones, only the first two involve
Magus).
Black Gemstone: Found in Kajar, by solving the puzzle of the books and then
fighting the Nu battle. Open the book of water, then that of
air, then that of fire. This opens up a door. Enter, fight the
Nus, and this is your reward. Enables Eternal Darkness.
Blue Gemstone: Found in a room of the Giant's Claw. Enables Omega Flare.
Silver Gemstone: Found in the Laruba Ruins. Enables Spin Strike.
White Gemstone: Found in a chest in the Black Omen. Enables Poyozo Dance.
Golden Gemstone: After completing the Northern Ruins, return to the Denadoro
Mountains with Frog leading the party, Masamune in hand.
Head to the cliff where the Freelancer pelts rocks at the
party, and get hit by one of them. Frog will pick it up and
find it to be the Golden Gemstone. Enables Master Mune.
=-=
[Q] So when's Chrono Break or some sequel coming out?
[A] I wouldn't know. Probably never.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
~-~ ~-~ ~-~ XIII. Credits ~-~ ~-~ ~-~
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
You have just gone through yet another huge RPG guide, copyrighted and written
by none other than a lifeless nerd. Or, in other words, me. Interpret that in
any way you wish. So with that, hope you enjoyed this guide and this game, and
expect to see my name on many more guides in the future. I'm awesome like that
and stuff. With that, buhhh-bye.
- Sailor Bacon: For taking over GameFAQs in the place of CJayC, which I'm sure
must have been extremely difficult shoes to fill. He's doing a great job, so,
my hat is tipped.
- Stephen Ng: For being the FAQ editor for IGN, which is the other site that I
write for. I am honored to write for IGN, since it is a great site. I was also
very glad to do an exclusive for IGN.
- Led Zeppelin, Pink Floyd, U2, The Eagles, Queen, Van Halen, The Beatles, and
many others: You probably know why I'm thanking you, but I don't believe this
guide would be up as quickly if it weren't for all of you.
- All the guys who first got me started writing from GameFAQs and all of my
best friends like SinirothX, Psycho Penguin, Meowthnum1, CVXFREAK, Karpah,
ZoopSoul, Crazyreyn, Gobicamel, asa2377 (OH EM GEE YOU TROLL), Warhawk, Cyril,
supernova54321, Minesweeper, AlaskaFox, me frog, RHarrison, masterzero99, Tom
Hayes, wayalla, djg40, MTincher, NickBush24, BurningFox, AquaBlast, and
definitely more that I'm forgetting: you are some of the best friends that
anyone can have, and I may have quit FAQing/left FCB forever without all of
you. Thank you for everything and for motivating me to get my ass in gear.
"No frogs were harmed in the making of this guide." - Richard Beast