***** * * **** ***** * * ***** * * * * * * * ** * * * * * * * * * * ** * * * * ***** **** * * * * * * * * * * * * * * * * * * * * * * * * * * * ** * * ***** * * * * ***** * * ***** ***** **** ***** ***** ***** ***** **** * * * * * * * * * * * * * * * * * * * **** * * * ***** **** * * * * * ** * ** * * * * * * * * * * * * * * * * * ***** ***** ***** ***** * * ========================================== ~Line Test~ ========================================== If the following line is readable without scrolling over, you can easily read this walkthrough. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMONPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVW ========================================== ~Introduction~ ========================================== Welcome readers! I'm Deathborn 668 on the message boards and this is a walkthrough for Chrono Trigger, the port of the SNES classic of the same name, with a true English translation, for the Nintendo DS. Hopefully you'll enjoy this walthrough as much as I enjoyed playing this game. Some Do's and Don'ts to keep in mind: DO: -Use this walkthrough as a refrence tool -Tell people about it -Print it for personal use -Give to other people for no profit DON'T: -Plagerize this walkthrough without any credit -Call this walkthrough "yours" -Sell this walkthrough for profit ONLY the following sites have permission to use this walkthrough without the need to contact me: -www.gamefaqs.com -www.gamespot.com -www.ign.com -www.supercheats.com Anybody else wishing to use this walkthrough will need to e-mail me at someguy668 (at) yahoo (dot) com Those wishing to leave me comments and corrections should also e-mail me. I generally won't respond to e-mails, and probably won't update if you send me a correction unless it extremely important. Don't feel offended if I don't respond or update with a change. Thanks for your concern. **And remember, use Ctrl+F to search for what you need.** I definitely do not respond to e-mails asking about something you can more than easily find with Ctrl+F. Also, DO NOT ask me about "What level should my characters be at point X". I will not respond to these either. If you are getting destroyed by enemies, obviously you're underleveled. If bosses are way too easy, you're overleveled. It's an RPG. You can, literally, beat the game at any level with the right equipment. If you can't beat something, just level up. Or buy better equipment. ============================================= | ~Table of Contents~ | ============================================= |1.Basic Storyline | ============================================= |2.Controls | ============================================= |3.Main Menu | | 3A.Equipment | | 3B.Inventory | | 3C.Techs | | 3D.Bestiary | | 3E.Settings | | 3F.Party | | 3G.Save | ============================================= |4.Battle System | ============================================= |5.Guide Through Time | | 5A.The Millennial Fair | | 5B.The Queen Returns | | 5C.A Vanished Princess | | 5D.Homecoming | | 5E.The Trial | | 5F.Beyond the Ruins | | 5G.The Derelict Factory | | 5H.The End of Time | | 5I.Fiendish Folk | | 5J.The Hero Appears | | 5K.Tata and the Frog | | 5L.The Rare Red Rock | | 5M.Footprints! Follow! | | 5N.The Masamune | | 5O.The Fiendlord's Keep | | 5P.Forward to the Past | | 5Q.Unnatural Selection | | 5R.The Magic Kingdom | | 5S.To Break the Seal | | 5T.The Guru of Woe | | 5U.What Lies Beyond | | 5V.Lavos Beckons | | 5W.The New King | | 5X.The Time Egg | | 5Y.The Fated Hour | ============================================= |6.New Game + and Extras | ============================================= |7.Sidequests | | 7A.The Fiendlord's Comrades Keep | | 7B.The Legendary Sun Stone | | 7C.Fiona and the Desert | | 7D.The Hero's Grave | | 7E.The Geno Dome | | 7F.Secretive Sealed Chests | | 7G.The Rainbow Shell | ============================================= |8.The Lost Sanctum | | 8A.Sanctum Liberation Squad | | 8B.SLS Returns to the Middle Ages | | 8C.Ogans and the Golden Hammer | | 8D.The Prismastone and the Mountain | | 8E.Prismastone Paradox | | 8F.Finding the Nu Once Again | | 8G.The Bridge Builder | | 8H.Obtaining the Waystone | | 8I.The Primeval Fortress | | 8J.Checking on the Bridge Worker | | 8K.Climbing the Tower of the Ancients | ============================================= |9.The Black Omen | ============================================= |10.Dimensional Vortex | | 10A.12,000 BC Vortex | | 10B.1000 AD Vortex | | 10C.2300 AD Vortex | | 10D.Time's Eclipse | ============================================= |11.Arena of the Ages | | 11A.Finding the Arena | | 11B.First Time in the Arena | | 11C.Training Your Monster | | 11D.Monster Classes | | 11E.Monster Battles | | 11F.Interdimensional Battle | | 11G.Prize Lists | ============================================= |12.Extras Menu | | 12A.Theater | | 12B.Art Gallery | | 12C.Music Box | | 12D.Dojo | | 12E.Bestiary | | 12Ea.Listed Enemies | | 12Eb.Bosses | | 12Ec.Special Enemy Notes | | 12F.Item Encyclopedia | | 12G.Ending Log | | 12H.Treasure Atlas | ============================================= |13.Credits | ============================================= =========================================================================== ~1.Basic Storyline~ =========================================================================== It's the year 1000 AD, and it happens to be the day of the Millenial Fair, celebrating one thousand years of prosperity in the kingdom. Crono wakes up in his house near the fair, and meets the young girl Marle while on his way to see his friend Lucca. After Marle tags along with Crono, the pair head off to see Lucca's newest invention, a short range teleportation machine. Eager to try it out, Marle steps in. However, instead of being teleported to the pod nearby, a reaction with a pendant she is wearing occurs, and she disappears into a blue portal. Crono rushes off to save her, and ends up getting thrown into a trip through time. Little do they know that they are the only ones who can travel through the time streams, and overall prevent an apocalyptic future from occurring. =========================================================================== ~2.Controls~ =========================================================================== Note that these are simple the default controls. In the Options tab you can switch around what the A, B, Y, and X buttons do. All of the other buttons on the DS cannot be changed. A Button-Confirm decisions, scroll through text boxes, examine objects B Button-Cancel decisions, hold to run/walk (dependant on settings) X Button-Bring up main menu Y Button-Makes Time Compass appear (only while onboard the Epoch) Start-Dimly lights the screen and pauses the game Select-Make a blurry view of the era you're in appear (only while roaming the World Map) L/R Buttons-Hold both in combat to escape from battle (doesn't work in some fights, and has a bit of a delay to it) Control Pad-Move characters, move cursor in menus and text decisions =========================================================================== ~3.Main Menu~ =========================================================================== Press the X Button at any point in the game, other than when in dialogue or in battles, to bring up the Main Menu. Here there are seven options on the touch screen, while the current status of all of your party members (current HP and MP) are displayed on the top screen. You will often be using the Main Menu for various things, so get used to the seven options you choose while it is open. -------------- ~3A.Equipment~ -------------- Familiar to anyone who has ever played an RPG, the Equipment tab is where you will, naturally, equip all of your party characters with weapons and armor to boost their stats and aid in combat. You will find a ton of equipment through the game, both purchasable and findable through chests in dungeons, and rewards for sidequests. That last way of finding weapons/ armor, generally, results in much better armor than the ones purchasable. Press the L or R buttons to shift between everyone's current equipment. Also, the top screen notes what level the character is at, current amount of Experience, and the Experience needed to reach the next level. Check this info whenever curious how much Exp is needed to level up. As with all RPG's, leveling up boosts your stats, providing a better chance at surviving in battle. You can equip only four pieces of equipment--weapon, helm, armor, and accessory. Choose the piece of equipment and you can swap it for another type in your inventory. The top screen will show what stats are effected if you switch equipment with whatever the cursor is pointing to. Numbers in blue represent an increase in a stat while red represents a decrease. Sometimes you may need to sacrifice a stat or two for increases in other stats. Also note that some helms and armor are limited to certain characters (for instance, a few pieces of armor can only be worn by the females). Weapon--Every party member uses a unique type of weapon. One uses swords, another katanas, and another uses crossbows. Characters can ONLY use their own catagory of weapons. For instance, Crono can wield any katana, but he cannot wield crossbows (Marle's weapon). Helm--Classified as generally helmets, these items primarily boost Defense and Magic Defense. Higher tiered helms can also boost additional stats, as well as grant useful battle bonuses such as immunity to all status effects, halved ATB gauge fill time, and more. Armor--Identical to helms; these also boost Defense and Magic Defense. Again, additional stats can be boosted such as Strength and Speed. Also like helms, top tier armors feature additional bonuses, still including immunity to status changes, among other abilities. Accessory--You will easily find a ton of accessories in chests throughout the game. Every character is capable of wearing any accessory, and the effects are generally immidiate in battle. Some boost Strength, Speed, give status immunity, increase attack power, and so on. Several sidequests give out some of the most useful accessories as rewards, so try to do these sidequests at some point in the game when you are strong enough to take them on. -------------- ~3B.Inventory~ -------------- In this tab you can view every single item you currently possess. You can use L and R to shift through the various catagories of items, them being Consumables, Weapons, Helms, Armor, Accessories, and Key Items. Consumables in yellow text (which only happens when you're not in battle) can be used to heal your team, or boost their stats in the case of Capsule items. ---------- ~3C.Techs~ ---------- Use this tab to view the learned Techs of each character. If a Tech is greyed out, the character is trying to learn it and requires more TP (the required amount left to learn that Tech will be to the right of that name). Double and Triple Techs that each character is part of will also be listed. Techs with a star next to the name are magic attacks (these are described by players as "story related magic techs" as, for instance, Lucca's Flamethrower attack is a magic attack, but doesn't have the star next to it and she knows it right away). You'll learn magic-related Techs from Spekkio in the End of Time. Complete his annoying little test and he'll teach everyone in your current party, at least those compatible, their basic magic Tech. Swap in members who need their magic techs and talk to him again and he'll teach it to them. ------------- ~3D.Bestiary~ ------------- Exactly as it says:A list of every enemy you've encountered in the game. And by encountered, I mean you just need to have fought it in battle. If the foe runs away, or you run away, it'll still be logged into the Bestiary. The Bestiary gives info on the foe's HP, Defense and Magic Defense, items they may drop after being killed, the item stolen from them if they are hit by Ayla's Charm attack, as well as info on the Techs they use, the magic type attacks they are weak/immune/absorb and replenish their own HP, and finally the locations of where you can fight the foe. ------------- ~3E.Settings~ ------------- This tab allows you to tinker with all of the settings in the game. There are four pages of settings. Page 1: Game Mode--If you choose Classic, the battle system will function exactly like it did in the SNES version. If you choose DS, the Attack/Tech/Item buttons appear on the touch screen, allowing for a much easier method to choose options for all characters. Their HP and MP values are also shown on the touch screen, and so is the Attack Bar. Battle Mode--Just like in the SNES version, you still have this option. If set to Active, enemies can attack you as you are making menu decisions in battle. If set to Wait, enemies will not attack you if you are choosing a Tech, Item, or selecting which enemy to attack. If on this mode, enemies can sometimes attack you while making decisions, generally because they were already in the processing of walking up to attack you just before you choose the Attack/Tech/Item command. Battle Speed--Set how fast the ATB gauges fill, as well as how quickly enemies will attack. At a slow setting the ATB will take an agoninzingly long time to fill up, but enemies will also take a long time to attack in comparison. If set on a fast setting, the bars fill up absurdly fast, but enemies will also attack quickly if you hesitate. Mess with this option a bit and find what best suits you. Battle Message Speed--Set how fast the messages in battle appear. At a fast setting they will appear and disappear quickly, allowing for quick battles. At a slow setting they will stay on the screen for a longer period of time, allowing slower readers the chance to read what they have to say. Page 2: Battle Cursor Memory--Makes the cursor remember it's last position. If set to Off, you'll always have to scroll back to your previous decision if you want to repeat it. If set to Commands, it will remember if you last placed it on Attack, Tech, or Item. If set to Action, the cursor will remain at the last item or Tech you choose for each character. If set to Full, you get both Commands and Action. Status Bars--If On, it places an HP and ATB bar right below the characters (on DS mode, the HP value and another ATB remains on the touch screen). If Off, obviously these won't appear. You cannot turn this feature Off in Classic mode. Battle Gauges--Pick what you want the Battle Gauge to look like. Type A is identical to the SNES version. Type B lets the HP and MP amounts get covered by the Attack/Tech/Item commands. Type C is like Type A, only it also lists the maximum HP value of each character. This setting cannot be used in DS Mode. Help Messages--Choose whether or not you want the descriptions of Techs, as well as enemy names (on the top screen) to appear in battle. This option is stuck as On in DS Mode. Page 3: Control Scheme--Switch what the A, B, X, and Y buttons do. Leave them alone for the nostalgia effect (not to mention they work just fine as default), or switch them to fit your playstyle. Movement--How your characters move by default. If on Walk, your characters will always walk and will run if you hold the B button. If on Run, your characters will always run and will walk if you hold the B button. Shortcut Assignments--The buttons on the side of the touch screen are shortcuts to the various main menu tabs. With this option you can rearrange the order of the shortcuts, or put them in a row at the bottom of the screen if you wish. Menu Cursor Memory--Choose if you want the cursor in the Main Menu to remain in the same spot when you open it again as when you last closed if. If On, this'll be enabled. If Off, it won't. Page 4: Movies--Choose if movies that occur during several plot points in the game will play. If On, they will. If Off, they won't. Window Design--Choose the style of the text and display windows. There are eight different designs and colors, so pick the one you like the best. ---------- ~3F.Party~ ---------- In this tab you can switch the members of your party. For the majority of the game Crono will be forced as the leader of your party (the top slot), leaving only two open slots for party members. Eventually you will be able to have any three characters be in a party, as Crono won't be required past said plotpoint. As a sidenote, characters not in your current party will only gain 75% of Exp earned in battles, and won't gain TP. Also, for unused party members, when they level up remaining experience is thrown out. For example, if they require 200 Exp to level up and you get 400 from a fight, 75% of 400 is 300, and 300-200 is 100, so 100 Exp would not apply to the unused character. --------- ~3G.Save~ --------- Obviously, save the game. You can only save the game when exploring the World Map, or when you are standing in a small circle of green sparkles (only found inside dungeons, usually at the very end). It's best to save often, as I'm sure you already know. =========================================================================== ~4.Battle System~ =========================================================================== The battle system can be a bit complex at first, but it's actually rather simple to understand. First, make sure your characters have the best equipment they can possibly have, and an accessory that tries to aid their weaknesses. Once in combat itself, you'll notice everybody has an Attack Bar, or ATB. The blue bar fills up depending on your characters' Speed stat. The higher that stat, the faster the bar fills. Speed caps at 16, which pretty much means at that point you will never need to wait to make an attack. Once the ATB is full for a character, they can make an action. Your three options are to Attack with your equipped weapon. No, no timed hits in this game. All weapons have a chance to score a critical hit, doubling damage done. Critical Hit percentage is dependant on the weapon equipped, any Critical % boosting items, and other bonuses armor and helms give. I believe the lowest, and base crit %, is 10%. However it isn't exactly known. The second option you have is to use a Tech. These more powerful attacks use of MP, but can attack single or multiple enemies. Some Techs can heal allies, of revive them if they're fainted. Every Tech uses of MP, and you need to have at least the MP cost in order to use the Tech. Luckily, MP restoring items are cheap and easy to come by, and they can also be replenished by staying at an inn. Also, most characters have Double and Triple Techs. These Techs are used by two and three characters respectively. In order for the Tech to even appear on the list in battle, both or all characters in the Tech must be present in the current party. Also, both or all their ATB's must be full. Finally, there's the Items option. Obviously, you can use a consumable from your current inventory to help or heal you in combat. You can also hold L and R, or tap the button in the lower left corner of the touch screen to escape from battle. You'll need to wait a bit before you can escape, and you can't escape from all battles. Finally, enemies can inflict status effects on your party. Here's the list of these effects: Confused--Signified by a star above the character's head. You cannot control the next 2-4 actions they can make when the ATB fills. Instead they will randomly attack someone on screen, whether it be foe or ally. Their liklihood of hitting also decreses a bit. Poisoned--Signified by small bubbles above the character's head, you will take a small amount of damage every few seconds. The length of time between times you take damage depends on the battle speed option. Stop--Signified by a clock over the inflicted's head, Stop prevents the ATB from filling. Until this status effects goes away or is cured, the character cannot make any actions since the ATB isn't filling. Blindness--An eyeball with an X over it appears above the character. This status effect heavily decreases accuracy, making it very likely you'll miss the foe when attacking. Locked--Marked by a question mark above your head, characters that have been Locked cannot use the Tech or Item commands. Sleep--Signified by Z's above their head (and the fact they actually fall asleep on the ground), Sleep is just like being Stopped. Can't perform any actions until woken up, and the ATB will not fill. =========================================================================== ~5.Guide Through Time~ =========================================================================== And now for the meat of the guide itself--the walkthrough. As I do with the majority of my walkthrough, this is split into sections. View the table of contents and Ctrl+F your way to the section you are stuck on. Unlike my other walkthroughs, I did not just make up the titles. These are the exact titles that appear on the save screen during various points of the game. Simply put, if you want to know where in the guide you're stuck, just save the game and head to that section of the walkthrough. Most sections are moderately short, so it shouldn't take terribly long to find your position. If you can't save and don't remember the title of the section of game you are stuck in, you're likely in a dungeon. You will visit almost every dungeon in the game only one time. Thusly, if stuck in a dungeon, just Ctrl+F the name of it (the name of the dungeon is shown on the Main Menu). I capitalize the names of items you find in chests, as well as key items you may obtain in your journey. This should make it slightly easier to keep track of your location in dungeons. Also, I refer to the playable characters by their default names. Finally, this is not a 100% walkthrough because it is impossible to 100% the game in a single playthrough (and even so, it's practically impossible to 100% the game period. I've spent 40 hours trying to obtain a group of 5 items that lady luck isn't handing over. Don't fret, completionists like me--there's still a lot else you can 100%). All sidequests are listed in a seperate section. They should be completed on your first playthrough, but that's your option. And remember to save often. You never know what might happen! --------------------------------------------------------------------------- ~5A.The Millennial Fair~ --------------------------------------------------------------------------- Choose to start a New Game from the title screen menu. You'll then be prompted to change a few settings before starting the game. You need to choose to be in DS or Classic mode (I prefer DS mode--it's much easier to play with), Active or Wait battle style (Choose Active if you want a more challenging battle style, forcing you to hurry your decisions. Wait is advised for most players as it lets you take your time), and whether or not ingame cinematics play (they're the same as the PSX port. Once you're done, press Start to begin the game. You can always change these settings later in the game. You'll get to name Crono before anything starts. I'm referring to everyone by their default names, but change them if you feel like it. ======================== ~Crono's House; 1000 AD~ ======================== Typical for the male RPG protaganist to oversleep some big event. After the rest of the cutscene plays out, Crono will get out of bed. Follow your kitty downstairs. Once down there, your mother will ask the name of your female inventor friend. She's Lucca, and again you can change it to whatever pleases you. Telling you to head to the fair, you're free to leave. Talk to mom one more time to receive 200G in starting funds. It won't buy much, but it's something. Now take the exit in the bottom right corner. ==================== ~World Map; 1000 AD~ ==================== Press the X Button to open the Main Menu. Set any configurations that you wish, change text box colors, and remember that any time on the World Map you're capable of saving the game. Get used to the layout of this menu as you will be returning to it quite often. Now, you can head a few steps north to Leene Square, or if you're a newcomer to the game you can enter the southmost green house which is the Mayor's Manor. It's a small tutorial area. It also has a few free items. ======================== ~Mayor's House; 1000 AD~ ======================== Everyone in the first floor will give you additional tips on playing the game, the majority of which are also in the instruction manual. The chest to the left of the green haired kid contains a POTION. Head upstairs and repeat the process. Talk to the old man with glasses and agree to listen to him. Talk to him a second time to receive 300G. Finally, open the chest behind that man and grab an extra 100G. Head back to the World Map and to Leene Square to the north. ======================= ~Leene Square; 1000 AD~ ======================= Welcome to the Millennial Fair itself. There's a lot to do here. Talk to people here if you want to learn about the fair. The three tents here have some nice stuff. The two on the left are shops--the bottom one sells basic healing items (I advise buying about 3 or 4 Potions for the road). The top one sells a Bronze Helm for a cheap 200G. Buy two of them and equip one on Crono. The right tent houses the four people running around the fairgrounds. When all four are lined up near the man, talk to him to guess who will win. The old man standing a little southeast of the tent will exclaim the winner most likely to win the next race. Place a bet correctly and talk to the man when that runner wins to earn 20 Silver Points. Finally, talk to Melchior, the man standing just left of this tent. He sells two powerful swords. Buy and equip the Bronze Blade (it's a cheap 350G). The powerful Silver Sword is far too expensive for you, unless you want to grind in this area for cash in a minute. Head north into the upper half of the fair. Walk into the girl running about. After you both get up off the ground, talk to her about her lost pendant, then head right and grab it. Talk to the girl again to hand it back to her. Agree to let her follow you around for a little while. You can now name Marle whatever you wish, but as usual I'll stick with the default. **Optional Things: The next few things are totally optional, but are good for experience and can get you free items in an event a little later in the game. Head left, ignore the pink bag on the table at all costs, and head north and to the next screen. Here is Gato, Lucca's homemade training robot. You'll earn 15 Silver Points if you can beat this simple foe, as well as a little TP and some Exp. I advise fighting him a few times so Crono and Marle are level 2 or 3. To fight him again just leave the screen and come back to him. He'll counterattack every attack unless he's standing near the top of the screen. Keep it in mind if you don't want to have to use a Potion every few attacks. If you want you can fight him a ton of times, then go back to the previous screen and talk to the man at the far left tent to trade 10 Silver Points for 50G. You can do this a bunch of times to afford that Silver Sword for Crono, but you can get one for free a bit later if you don't want to grind for cash. Just to the left of the entrance to Gato's screen you can find a kitty. Talk to it and it will follow you. Lead it to the far right side of the screen. It can get stuck behind objects easily if you go too fast. Don't talk to the cat again or it will run off (if you leave the screen and come back it'll respawn). Once you reach the right side of this area with the kitty, talk to the young girl who will be happy you brought her her kitty. The man here hosts a drinking contest. Just mash the A button as many times as possible to drink cans of soda. If you manage to drink eight, you can earn 5 Silver Points. Not really worth the effort. Now head south and to the lower area of the fair. Talk to Melchior near the fountain, see his wares or not, and then he'll ask if you want to sell Marle's pendant. Choose not to. **End Optional Things In the lower half of the fairgrounds, talk to the merchant in the top left tent (if you did the optional things, it's just left of Melchior). Regardless if you wanted to buy goods or not, exit out of the purchase menus and the merchant will inform you Lucca's device is all set up. Head north, through the upper area of the fair, and attempt to go to the next screen. Marle will decide to want some candy before leaving, so wait patiently for her to finish. Do not move whatsoever. Once she's done, head north to the next screen. A bunch of people are gathered here. Wait for Lucca to finish describing her invention, then talk to her. Hop up onto the left telepod and you'll be transported to the right one. After this, talk to Marle and she'll want to try as well. **Note--You may have noticed a part of the right telepod briefly sparkle when you entered the screen. These sparkly circles are all across the game, usually being hidden stat boosting items. This one, however, is not one of them. If you're curious what trying to grab this circle does, go back to the World Map and save. I won't spoil it...it's pretty funny if you're new to the game. You can only do this before you use the left telepod. After doing that the right telepod event will be inactive until you can access Leene Square again. Marle will attempt teleportation, however her pendant causes an unnatural reaction and she ends up getting sucked into a blue vortex. Pick up the pendant she left behind and Lucca will suck you into the odd blue vortex as well. ==================== ~Truce Canyon; ? AD~ ==================== Try to leave to the left upon entering this area and you'll be ambushed by three Blue Imps. They're quite weak, and a simple Attack will kill each of them off. Head left, up the ladder above you, and across the bridge to a forced fight. There's a ton of forced fights in the game that you, obviously, cannot avoid. I suppose they're there to ensure you keep leveling up so you're never underleveled. After the fight, head left and open the chest to get a POTION. Then head south, go right for a chest with a POWER GLOVE, and then south some more. Fight the Imps here if you wish, then keep heading south and leave the area. --------------------------------------------------------------------------- ~5B.The Queen Returns~ --------------------------------------------------------------------------- ================= ~World Map; ? AD~ ================= Head south a bit to the small town of Truce. Enter the buildings and talk to the people to find out you're in 600 AD. Head into the Truce Inn and pay 10G to fully heal yourself. Head left into the Market and purchase a Bronze Vest if you have the funds. You could use the extra Defense, but if you lack funds that's fine. It'll still be here later. Back out on the map, head left. After a second or two, head north and enter Guardia Forest. It's right below the castle. Not terribly difficult to miss. ======================== ~Guardia Forest; 600 AD~ ======================== Head north, then right at the split. Beat off the Roundillo and Green Imp in a forced fight, then head south. At the bottom of the clearing you will find a sparkling object right below the southern rock. Pick it up to trigger a fight against more Imps and Roundillos. The upper stone also has a sparkling object just to the left of it, holding a STRENGTH CAPSULE. These capsules permanently raise your Strength by one. One point of Strength adds one point to Attack. Use it on Crono or save it for later. Head back north. In the upper clearing here you'll get into another forced fight (remember to heal with Potions if things get dicey). Head left and you'll notice a bush rattle as you walk past it. Examine it and an enemy will get out an run away, dropping a Shelter (these items fully heal your party's HP and MP at a save point, or in the World Map). Head left, then at the split go south if you want more Exp. Otherwise, head north. The clearing here is another fight against Roundillo Riders. Head north after the fight, and at the split head north again to exit the forest. You're on the World Map, but only briefly. Head north a few steps and into Guardia Castle. ======================== ~Guardia Castle; 600 AD~ ======================== You won't get very far into the castle before some guards stop you. Luckily the Queen Leene comes over to save you. Once she leaves you will have relatively free access to the castle. Head left through the hallway and to the bottom floor. Talk to the maid in yellow to rest and restore your health. After this, return to the entrance and follow the right hallway, and down the stairs again to end up in the kitchen. The chest in here contains an ETHER, an MP restoring item. Return to the entrance, and finally go north and into the King's chamber. Talk to the King to find out he's curious why Leene is acting strange, and then talk to the Chancellor to make him leave. Head up the hallway on the left and head up the stairs. On the third floor you can find a chest with 100G inside. Head to the top floor and run to the King's bedroom. Next to his bed is a chest with a BRONZE ARMOR inside. Equip it right away on Crono. Head back to the King and follow the hallway to the right this time. Head up the stairs, get the POTION in a chest on the third floor, then continue to the top floor. Talk to the soldier blocking the doorway to make him move, then run into the Queen's chambers. Talk to her and during the small scene you'll find out, if you didn't already deduce it, that she's Marle. ...and just before your little reunion gets good she gets killed. Or disappears into blue sparkles. Yeah. Probably wanna skedaddle before anyone finds out. Get the chest near where she was standing for an ETHER. Head back downstairs and you'll meet up with Lucca. Somehow. She'll explain that you're causing a ton of time paradoxes right now, eventually leading into Marle never existing. Looks like we have to save two ladies now. Once Lucca finishes her explanation, head back to the entrance of the castle and leave. --------------------------------------------------------------------------- ~5C.A Vanished Princess~ --------------------------------------------------------------------------- =================== ~World Map; 600 AD~ =================== If you didn't want to use the Bronze Armor on Crono, Lucca would also do nicely with it to cover her inadequate Defense. Once ready, head south back into Guardia Forest. ======================== ~Guardia Forest; 600 AD~ ======================== You'll venture several more times through the forest, and nothing will ever change in following trips. The fastest past to and from the entrance is the far left path. If you hug the insides of the turns in the two clearings you pass through, you'll avoid forced fights. I advise fighting here anyway because you need to give Lucca Exp, and you could use a little more traveling cash. The entrance is at the south, and it's easily visible on the map. Head for it. =================== ~World Map; 600 AD~ =================== Head right and to the Market. Purchase a Bronze Helm for Lucca if you didn't buy two of them when your first passed the Market, and if you have the funds go ahead and buy Lucca the Pea Shooter as well. If you can't afford it, I advise going back to Guardia Forest and fighting a bit more until you can. Or just sell unused equipment like the Wooden Sword and the Hide Tunic/Armors. The Pea Shooter is only 800G, so selling all that old equipment should be enough. Don't forget to stock up on a few Potions if you haven't already. Once that's finished, head left of the entrance to Guardia Forest. You should be able to easily spot a small cathedral. Walk through the hole in the woods and enter Manolia Cathedral. Save before entering. =========================== ~Manolia Cathedral; 600 AD~ =========================== Head to the top left corner of the room and talk to the nun. After talking to her a sparkly object will appear on the floor near her. Pick it up to obtain a dropped hairpin. Once you do, all of the nuns in the room will rush over and attack you. The Naga's have a bit of HP, but you can Cyclone both of the center Naga's and finish each off with Lucca. Cyclone is also useful when they move around close to each other, making Cyclone deal damage to multiple foes. They also have an annoying tendency to inflict Slow status on you. Be patient. Heal when needed. After you beat all four, another will spawn. You'll meet up with Frog, and when you get the option, choose to let him join you. Rename him if you wish, and after that's over you should leave the cathedral and return to the Inn to heal. Or just use Potions here and save yourself the time. Whichever you choose, play the organ at the top left corner by examining it. This causes a door in the top right corner to appear. Head through it. Go through the doors right above you, then head up the stairs, fight the enemies on the stairs, then go through the door right at the top of the stairs. In this small room, talk to all of the enemies. Once you do, wait a few seconds and one of them will leave. Exit the room and follow the enemy down the hallway to the left and north, then into another room. In here is the King, Queen Leene, and some soldier. Grab 100G and an ETHER from the chests, then talk to all three of them. Attempt to leave and they will fight you. Kill the trio of Vipers with ease. Back in the main room, head south and down the stairs. Go back to the entrance hallway. Head down to the left and pick up an ATHENIAN WATER and a POTION from the chests. Fight the Diablos, then continue to the end of the hallway. Go through the door, then up the staircase just like the other side of the room. Go through the door at the top and grab the MAIDEN'S SUIT, POTION, and ETHER from the chests. Equip Lucca with the Maiden's Suit. Examine the white egg thing on the left side of the room for a Naga's Bromide, which triggers three Underlings to enter the room. Kill them all. Leave the room and continue up the hallway. Grab the STEEL SABER from the chest. Equip it on Crono. Head left, around the spikes, and press the skull switch on the wall that has glowing red eyes. Once the spikes lower, enter the room they were guarding. Talk to the soldiers, then examine the sparkly thing in the trash can for a STRENGTH CAPSULE. Exit the room and head back downstairs. Proceed up the center hallway, thrashing any enemies in the way, and through the door at the end. Enter the Main Menu first, go to Techs and choose to use Frog's Slurp on your party to heal yourselves. Save at the green sparkly circle on the left, then head up the stairs and go right. Try heading down the stairs and you'll find it was a trap and the stairs retract under your feet, turning into a slide. Now you can't go back up them. Head through the door next to the stairs, then defeat the enemies in the room. Press the skull switch on the wall here, then proceed through the door (if you went down the left set of stairs from earlier, the switch is also there, so you can press that one instead). Head through the hallway, fight some enemies if you wish, and grab a PANACEA and POTION from the chests. Continue to the end of the hallway, then head south into a similar room from earlier. Press the switch on the wall if you want, fight some foes, then keep going south. Ignore the sleeping foe unless you want a fight, then head upstairs, go left for a SHELTER in the chest, and finally through the wooden door here. With the spikes retracted you can fight the foes here. Use your Techs to wipe out the group here as quickly as possible. Cyclone and Flamethrower are great moves here. Grab the IRON SWORD from the chest, then play the organ to make a door appear in this area. Equip the Iron Sword on Frog, then head down either the left or right stairs and proceed to the long hallway in the north. In the middle of the hallway will be the newly created door. Head through this last hallway, fight all the enemies for last minute Exp, and be sure to stand in the save point. When you do, use a Shelter in your inventory to heal everyone's HP and MP, then finally save. Enter the door. You'll find Queen Leene in here, and just in time. Looks like you're up against your first boss. =========================================================================== BOSS-Yakra HP-920 Defense-127/Magic Defense-50 Exp-50/TP-5/G-600 Techs: Counters: Scratch Yakra Rage Iron Sphere Blast Needle Spin Yakra Rumble Recommended Levels-6+ ---------------------------- If you fought almost all of the enemies in the cathedral, and have some Potions, you should be capable of taking down Yakra. He has low Magic Defense, just like most bosses in the game. Magic based Techs (at the end of their description will be a magic symbol, like a fireball, shining light, or a water drop) deal more damage than regular attacks and non-magic Techs. Primarily use these attacks. Unless you really grinded, Lucca's Flamethrower (about 50 damage) and Lucca/Crono's Dual Tech Fire Whirl (about 110 damage) are your only magic moves. Use those attacks. Frog's duty is to Attack when everyone's in good shape, and use Slurp when someone gets low on HP and Ethers when MP is getting low on Crono/Lucca. Using X-Strike (Frog and Crono's Double Tech) does about 150 damage. It's also a good move. If you attack Yakra and the initial attacker (such as if you used a Double Tech with Lucca and Crono, and you chose the Tech from Lucca's menu) is standing far from Yakra, he'll counter with a move that harms your entire party. It does about 15 damage to everyone, but it adds up fast. Needle Spin is a particuarily damaging attack, wasting away about 1/3rd one of your members' HP. Use Athenian Waters if anyone faints, and Potions for everyone if multiple members are at low HP. It should only take about 7 X-Strikes/Fire Whirls and Yakra will fall. Not a hard battle unless you are very underleveled. =========================================================================== After the fight, Leene will thank you for rescuing her. Grab a MID-ETHER from the right chest, and rescue the real Chancellor from the left chest. Talk to Leene by the south door and you'll return to the castle. ======================== ~Guardia Castle; 600 AD~ ======================== Once everyone is done talking, and Frog finishes sulking and leaves, head up to the Queen's room where you first saw Marle disappear. With the timeline fixed she'll reappear in the same spot she disappeared. Choose "Yes I would have" when asked if you'd still would have shown her around the fair. Once she rejoins your party, return to the entrance of the castle. Talk with Frog and he will depart. Don't worry, he'll rejoin you later in the game. Head down the left hallway and downstairs to rest and restore your health. Once that's all done, leave the castle and head into Guardia Forest. ======================== ~Guardia Forest; 600 AD~ ======================== Forest still hasn't, and really won't, change. Avoid or fight against the encounters. Hug the inside of turns to avoid fights in clearings, and make your way to the southern exit. =================== ~World Map; 600 AD~ =================== Head right, back to Truce Canyon. Stop at the Market on the way and buy a Bronze Helm for Marle, and a Padded Vest if you don't already have a spare for her. Once she has some more Defense, head over to Truce Canyon. ====================== ~Truce Canyon; 600 AD~ ====================== Make your way through the really short and linear area, get through the lone forced fight, and back to the area where the blue vortex spat you out quite some time ago (it's directly right of the last ladder). You'll encounter an odd blue sphere. Lucca pulls out a Gate Key, allowing these blue Time Gates to stay open long enough so you can time travel through them. You'll head in it, back to 1000 AD. ======================= ~Leene Square; 1000 AD~ ======================= Lucca will take her leave. You're now tasked with bringing Marle over to the castle so she can thank you properly. If you want to shell out 4000G on Melchior's Silver Sword, feel free to. You probably have the dough now. Otherwise wait a little while and you'll get one for free from a chest. You won't be in much combat until then so I say save your cash. Leave the fairgrounds. --------------------------------------------------------------------------- ~5D.Homecoming~ --------------------------------------------------------------------------- ==================== ~World Map; 1000 AD~ ==================== Head over to the Market. Purchase an Iron Bowgun for Marle, as well as a Maiden's Suit for her. With your tasks here complete, head left and into Guardia Forest. ========================= ~Guardia Forest; 1000 AD~ ========================= Head north, then right at the split path. Then head for the bottom right clearing. Fight the enemies here, then look at the top right nook in this clearing to find a sparkly circle containing a STRENGTH CAPSULE. Head north, through another clearing, and eventually under a Gilded Bellbird, who will ring for reinforcements in a fight. After you kill them all off, head north and left, and engage the enemies in this clearing in combat. After that, head right and then north at the split to get out of the forest. Heal up with Potions or a Shelter, then enter Guardia Castle. ========================= ~Guardia Castle; 1000 AD~ ========================= Yeah, unlike in 600 AD you aren't going to get terribly far in the castle. Hell, you won't even make it past the entrance hall. You'll be deemed a terrorist for kidnapping Marle. Before you know it, you'll be held in trial. You're aiming for a not guilty verdict, of course. When asked, say that you were responsible for initiating contact with Marle. The rest of the trial is just some talking, and the little girl from the fair will testify good things about you if you brought her kitty back to her. And when asked if greed tempted you to turn in Marle, choose that it didn't tempt you both times you're asked. Once that's all done, the seven jurors will determine your fate. Here's how to get each of them to say not guily. Keep in mind that all of these events, bar two of them, were triggered during your first trip to the Millenial Fair. If you didn't do them then, they'll likely say guilty. 1.Get the kitty back to the little girl 2.Talk to Marle after knocking her down before retreiving her pendant 3.Don't touch the pink bag near the entrance of Gato's area 4.Talk with Melchior, but tell him you won't try selling Marle's pendant (I am also led to believe that simply not talking to Melchior after getting the pendant also results in not guilty) 5.Don't move while waiting for Marle to get candy 6.During the trial, admit you hit Marle and deny that you had greed in mind 7.One of the jurors is glitched (as far as everyone knows), and randomly chooses guilty or not guilty Regardless of the outcome, you'll be thrown into jail for three days. --------------------------------------------------------------------------- ~5E.The Trial~ --------------------------------------------------------------------------- ======================== ~Prison Towers; 1000 AD~ ======================== Drink the coffee cup to restore HP and MP, and grab the pink bag. You'll be given Ethers based on how many jurors deemed you not guilty--4 for 1, 5 for 2, 6 for 3, and all 7 nets you 6 Ethers. Save at the save point. Now, you have two options for busting out of jail. One is quicker, but nets virtually no Exp, while the other is longer but will get you a lot more Exp (and for the record, a boss is up ahead). Take your pick. **The Quick Escape Walk into the cell door and Crono will bang on it. Ignore the guards telling you to shut up. Bang on it again, and repeat a third time. Now one of the guards will enter your cell and thwack you. As he slowly walks back out, walk behind him and hit A to knock him unconcious. Exit the cell and fight the other guard. Now that you're out, head right and into the next room. Here there are three staircases you can choose. Attack both Sentries (you can only deal large amounts of damage to them when their masks are tilted right and the white eyes behind them are visible). Then head up the top right stairs. You'll be outside. Cross the long bridge, attack the two guards that try to stop you, then enter the room on the other side. You'll spot a guard up ahead. If you can run to him when his back is turned and press the A button, you'll kill him without battling him, although no Exp will be won. Do as you wish, then head north and left. Kill the guard here by any means necessary, then head left up the stairs. You'll be outside again. Head across the bridge and back inside. Kill the Sentries, then go up the top right staircase. Head up the stairs in this next room and you'll appear near two guards. Kill them both, then head through the only door in the room. You'll appear back in the warden's office. He'll freak and attempt to get help, only for Lucca to bust in. A save point will appear near his desk once Lucca finishes speaking. Try talking to the collapsed warden to swipe five Mid-Potions off of him. **The Long and Rewarding Escape Wait out the three days in your cell. You'll be alerted when a day passes (each "day" takes about 20-30 seconds). Once the three days have passed, you will be escorted by the guards to the guillotine. Just when you think you're a goner, Lucca will burst in to save you. This is what makes this path much better-you're as far away from the end of the dungeon as possible and you have Lucca with you to also gain Exp. Nice. Grab the BRONZE ARMOR from the chest. Head south and to the next room. Grab the MID-POTION from the chest, then talk to the man on the guillotine to free him. Head south and out of the execution cell. Examine the collapsed guard to earn a free Mid-Potion. Ignore the north path for now if you don't want some goodies remaining in the prison (if you wish to skip the goodies, move down to the next section indented with **). Head down the hallway to the left, kill the guard, and exit the room further left. Run across the bridge and two guards will attack you. Dispatch them then continue left into the next room of the prison. Ignore the Sentries and go up the stairs in the top left corner. Press the switches near each of the cell doors to open both of them. If you go in the right one and try to leave, the Lancer will awaken and attack you. The left cell door doesn't open all the way, so head right and exit the room. Back in the room with four staircases, fight the Sentries. Wait until they tilt their heads and expose the white eyes before attacking them (otherwise they'll take very little damage). Head through the bottom left stairs to appear near your starting cell. Heal and save, then go back to the previous room and take the bottom right stairs. Head across the bridge, and in the next room kill the guard. Hit the switch on the wall to open the cell. Go inside to find four chest containing 2 ETHERS and 2 MID-POTIONS. Head back left to the room with four staircases (you'll encounter a Gaoler on your way). Take the top right staircase now. Head across the bridge and in the next hallway kill the guard. **Now that we've looped back here, head up the north hallway and then left. Kill the guard blocking the staircase, then head up them. Run left across the bridge, then in the next room head down the bottom left staircase. Flip the right switche to open the right cell, grab the SHELTER from the chest in the right cell, then leave the room. Take the top right stairs after killing the Sentries. Enter the left cell and walk through the hole in the wall to appear outside. You can climb up and down these walls. Walk right and hold down to climb downwards. When you land on the ledge below, head left and climb down the small gap between the two ledges. On the next ledge, walk right and climb down to a ledge with an opening. Walk into it and grab the SHELTER from a chest. Examine the hole in the top left of this cell to climb down it. In the cell you land in open the chests for 1500G and a SILVER SWORD. See, told ya you would get a freebie sometime later. Equip that baby on Crono. With that done, examine the wall in the top left corner to climb up the hole. Then go through the hole in the wall and climb back up the wall. Back in this upper cell, leave this room. Back in the staircases room, take the top right stairs. Head up the next staircase in this small room, then through the nearby wooden door to end up in the warden's office. --->And this is where both paths end up. Regardless of which you chose, save at the save point and use a Shelter there. Be sure to read the fallen note next to the warden for tips on the obvious upcoming boss. Examine the warden for 5 Mid-Potions if you haven't already, then head up the stairs at the top of the room. Head across the bridge all the way to the end. =========================================================================== BOSS-Dragon Tank Dragon Tank Head HP-600 Dragon Tank Wheel HP-208 Dragon Tank Body HP-266 Head-Defense-0/Magic Defense-80 Wheel-Defense-120/Magic Defense-60 Body-Defense-160/Magic Defense-60 Exp-40/TP-5/G-500 Magic: Head is Immune to Fire and Light Head Techs: Dragonfire (Fire tech) Repair Body Wheel Techs: Dragon Charge Body Techs: Missiles Body Counters: Laser (Shadow tech) Recommended Levels-7+ ---------------------------- An incredibly annoying fight if you're unlucky. If you read the note the warden had, you already know that you should simply attack the Head of the Dragon Tank with non-magic Techs. Crono's Cyclone Tech and Lucca's normal attack is best to use against the Head. The Head is really obnoxious as it can heal all body parts about 70 HP. The annoying part is it can use this multiple times in a row if you're unlucky. Every few attacks the wheels will store a charge. A turn or two later the Dragon Tank will charge at you, dealing over 40 damage to your team. Overall, kill the Head first because of it's repair ability. This can be practically impossible if it spams the hell out of Repair Body. It can heal twice before Crono can use Cyclone, and Cyclone at this point can only do about 150 damage. So you essentially aren't dealing damage to it if the tank spams its heal ability. During this time, have Lucca heal herself and Crono, and restore his MP for Cyclone when it gets low. Once the Head is finally destroyed, things get much easier. Blast the Body with Fire Whirl, Wind Slash, and Flamethrower. When the Body is killed, finish off what little HP the Wheel has to win the battle. =========================================================================== Once the tank explodes, walk across the bridge the soldiers and Chancellor make into the next room. Grab the SHELTER from the chest, then run down all the flights of stairs until you notice the floor with two soldiers guarding the stairs. Once they notice you, make a bolt for the exit of the castle. You just won't be able to escape, but luckily Marle will bail you out. ========================= ~Guardia Forest; 1000 AD~ ========================= With nowhere else to run, head all the way right to a clearing. Luckily for you there happens to be a Time Gate here. Enter it once you get the chance. =================== ~Bangor Dome; ? AD~ =================== You'll appear in an odd metallic place. After the conversation ends, leave to the south. --------------------------------------------------------------------------- ~5F.Beyond the Ruins~ --------------------------------------------------------------------------- ================= ~World Map; ? AD~ ================= Wow, this place is really depressing. Let's start by getting more info on where we are. Head into Trann Dome, just south if your current location. ================== ~Trann Dome; ? AD~ ================== Talk to the first man in here. Say you have cash and you can buy some stuff from him. Stock up on a few Mid-Potions and Athenian Waters for the road. Get the Pocket Blaster for Lucca, and Iron Helms and Suits for your entire party. If you can't afford them, get them at least for Marle and Lucca. Crono has enough Defense to suffice for now (don't forget to sell all your unused and now obsolete equipment for some extra cash). After that, talk to everyone, then enter the metallic Enertron on the far left. It fully heals you for free. Nice. With that done, leave the dome. ================= ~World Map; ? AD~ ================= Head all the way north and a bit to the right until you reach the ruins of Site 16. =============== ~Site 16; ? AD~ =============== Head all the way to the right, then north a bit to find a chest containing a BERSERKER RING. Try your best to dodge the rats in the site because touching one makes them steal a Potion. If you have no Potions, they'll steal 500G. You probably won't want that happening. After getting the chest, return to the left and proceed north. When you reach a small area with a bunch of enemies, you can choose to fight them all or avoid them via a small nook on the right. Be careful of the rat if you do so. Heading right regardless of what you did, you'll be ambushed just before you can reach the chest. Kill the foes, grab the SILVER SWORD from the chest, useful if you didn't get on the Guardia Prison, then head north. Dodge more rats, head left for a chest with a SILVER BOW inside (equip on Marle). Then head south. Fight the enemies here in this clearing, then head left and north. Defeat the five Craters, then proceed down to the right, avoiding the rat, and to the next screen. Here you will be forced into a fight with three Specters. They can only be hurt by your magic based Techs. If you can't use Flamethrower or Wind Slash, you can't really beat this fight. Use Ethers to restore MP if needed. If you lack MP in the battle, just run away. Head south. In the bottom left corner of the area is a chest with an ETHER inside. Head right for a fight against more Specters, or slightly north and right to fight a Mutant. Head for the top right corner's exit, fight a second Mutant, then get out of here. ================= ~World Map; ? AD~ ================= Still clueless as to where we are, head south into Arris Dome. ================== ~Arris Dome; ? AD~ ================== Follow the map on the touch screen to work your way through this moderately linear maze of walkways until you reach the small area with a bunch of dishelved people. After the old man mentions you, talk to everyone here to learn about their current predicament, rest at the Enertron and save at the save point on the left, then talk to the old man again. You'll be told that there is a food storage facility in this dome. If only you could reach it. Head down the ladder south of Doan. There is a door on the right, however it is currently blocked off and you need a password to get by. Instead, head left and up the ladder. You'll be on a large series of catwalks. Follow the simple path to the top right corner of the room. Refer to the touch screen map if needed. In the next room a siren will be going off. Head north and a large machine will attack you. =========================================================================== BOSS-Guardian Guardian HP-1200/Pod HP-200 Guardian-Defense-127/Magic Defense-50 Pod-Defense-127/Magic Defense-50 Exp-300/TP-5/G-1000 Magic: Guardian Techs: Guardian is Immune to Fire Revive Pods Pod Techs: Guardian/Pod Combos: Missile Amplifier (Shadow Tech) Laser (Shadow Tech) Guardian/Pod Combo Counters: Amplifier (Shadow Tech) Delta Attack (Shadow Tech) Recommended Levels-8+ ---------------------------- A really easy fight if you know what to do. If you don't, you're going to be killed in seconds. Essentially, do not attack the Guardian at all. You must kill the two Pods first, otherwise they will annihilate your party. If both Pods are still up, the Delta Attack counter used when Guardian is hurt will easily do about 100 damage to your whole team. Amplifier, used when only one Pod is left as well as sometimes as a normal attack, does about 50 damage to one of your characters. Obviously enough you need to kill the pair of Pods. They have little HP, so it will only take a few Flamethrowers and Wind Slashes to take each down. Make sure Marle heals the party whenever necessary. Once both Pods are down you can freely attack the Guardian. After an attack or two it will start counting down from 5. It'll likely attack you every now and then, but it won't be terribly strong. When the counter reaches 0, the Pods will get revived and you'll need to repeat the process of destroying them. You should be able to kill the Guardian the second time you destroy the Pods if you're at a good level and you're using Wind Slash, or other strong Techs. Keep in mind that it absorbs Fire Techs, so Flamethrower is useless against the Guardian. =========================================================================== After the relatively easy fight, head north to the room it was guarding. Sadly, all the food has gone rotten, so there's nothing left but a seed. Examine the man again to find out the rat is hiding a secret. Hmm. Open the chest next to him for a MID-ETHER, then leave south. Head south again to be back in the catwalks room. Now you need to chase the rate running about the catwalks. He's fast, and if you get too slown down you won't reach him before he gets off the screen. If that happens, leave and reenter the catwalks room for another shot at grabbing him. All you need to do is run behind him and press the A button. Not terribly hard if you don't go the wrong way on the catwalks. You find out the password this way. You'll end up back in the room with the panels that were password controlled. Move to the sparkling switch and hold the L and R buttons, then press A to open a path to the door on the right (you should head back up the ladder on the right to heal at the Enertron and save). Attack the enemies and head north to a chest with a MID-ETHER. Then head back near the entrance and head up the stairs on the left to the metal gratings. Follow this trail all the way north, then head down the stairs on the right. Now you'll have to make your way down south in this room. There are a ton of Bugs in the way, but they are quite weak. Head right up the stairs onto another metal grating at the end, then head north and through the door at the end. Attack the Version 2.0 in here, then head all the way to the right and fight several Shadows (merely Specters with more HP). Head north and attack all of the rats and an Exterminator. After that, head left until you reach a roaming Version 2.0. Kill that, then head left onto the metal grating. Loop around to a door and head through to find the supercomputer. You'll find out the nearest Time Gate is in the Proto Dome to the east. You'll also discover just where you are--2300 AD, long after the menace Lavos has destroyed the world. Head south out of the room once that's all over. Head left, over the metal grating, then proceed south. Head right on some metal grating, then follow them as they go around a wall and back left. You'll be at the bottom left corner of the room, so leave. Head right on the metal grating, then head south. Head back north along solid ground, then left and south upon more metal grating. You'll be at the entrance of the room, so leave. Now head up the ladder in the bottom right corner of this room to be back at the surface. Talk with Doan and the survivors to give them the bad news about the food. He'll give you a Jetbike Key to help you get through Site 32, the area that blocks you and Proto Dome. Walk into the top left survivor to make him back up so you can get out of here. Rest at the Enertron and leave the dome. ==================== ~World Map; 2300 AD~ ==================== Head north and right into Site 32. The dome on the right, just south of the site is the Abandoned Sewers. If you're willing to head down, you'll get a decent amount of Exp as well as some nifty goodies. This is completely optional, and you're not forced to come here until later in the game. Like WAY later. If you're not up to it, just skip down to Site 32. =========================== ~Abandoned Sewers; 2300 AD~ =========================== Move down the ladder and an enemy will spot you, heading off to alert Krawlie about you. We'll worry about that later. Head right, fight a group of enemies. Defeat them all quickly because the group can pile on damage quick, then grab 600G from the chest. Head back to the beginning, but head left now. Kill the pair of Dondragos, then head down the south path. You'll see two enemies converse before they head down a ladder. Follow them to the ladder they went down, then go down it. Head right once you get to the bottom. Along this long waterside path, if you examine any of the items you will get attacked, Good for Exp if you want it, but if you don't want to waste your time with these fights then proceed through the hallway without examining anything (and that includes not touching the fake save point). You'll fight 2-4 Dondragos for each trap you set off. At the end of the pathway, head up the ladder. Fight the pair of Egg Oozes when you get to the top, then proceed north. You should see a hallway on the right that makes you think you should be able to pass through it but can't. There's an invisible wall slightly south of it. Run through the wall and flip the switch at the end to open the door on the right. Head back through the wall, then go all the way north, right through the wall, north, right through another invisible wall, then south and through the open door. Ignore the pair of enemies that keep chattering, then head north. Grab the RAGE BAND from the chest, then go right. You will fight Krawlie when you enter the small clearing. He's not a challenge, really. He has an obnoxious attack that will bring you down to 1 HP, and the rest of his attacks do moderate damage. He has really low HP, so thwack him with a few magic Techs and the battle will be won. Once that's out of the way, head south, fight the group of enemies in the forced encounter, then keep on going south. Once you reach the bottom, head left. Ignore the first ladder; it takes you to the World Map in an area that you can't do anything with for a long time. Head left and north instead, and grab the THUNDER BLADE from the chest. Equip it on Crono right now. Flip the switch on the left to make a bridge appear. Go across it, then head all the way north and left across another newly made bridge. Head north, then right and you'll land up back at the ladder leading back to the Overworld, with a new weapon for Crono and a good amount of Exp in tow. Head to Site 32 now. ================== ~Site 32; 2300 AD~ ================== Grab the chest on the right containing a MID-POTION, then head north and attempt starting the jetbike. A group of Exterminators will appear...only for Bro "Johnny" to come in. He'll challenge you to a jetbike race. If you don't know what to do, he'll ask if you if you want instructions or not. Basically in this short minigame both of you are racing to the end of the highway, naturally. There's no acceleration or brakes--just pure speed. Both of you will constantly pass each other. You can only move up and down, and you want to get ahead of Johnny to block him from passing you while dodging his attempts to do the same. You can press the B button to boost, but you only get 3 boosts. Each boost has a charge time of about 3 seconds. The race is about 30 seconds long, and your position on the track is on the bottom of the screen. You HAVE to win the race in order to stay on the other side of Site 32. Otherwise you'll just have to try again. Use a boost right at the end for a generally ensured victory. Or, if you absolutely cannot win, leave the screen to the right of the jetbike and walk through Site 32. There's a bunch of enemies, so it's good for Exp if you're lacking it. Once you reach the other side of the site via either method, head south and leave. ==================== ~World Map; 2300 AD~ ==================== Head right and then south to the Proto Dome. ===================== ~Proto Dome; 2300 AD~ ===================== Head left, fight the enemies, then head north for more enemies to fight. Once everything is dead, rest in the nearby Enertron and head onto the metal grating on the right. Follow it north until you reach a broken robot. Examine it and Lucca will set out to repair it. Enjoy his funky beat once he awakens, then choose to rename Robo if you wish. The door at the top of the room can't even be budged by Robo. It needs power, which is supplied by the nearby factory. One of your partners needs to stay behind, though. If you keep Marle behind, you'll lose your healer in your party, but trade that for powerful magic attacks. Leave Lucca behind and your party will be easily healed by Marle, which you'll need when you take longer to kill foes. I prefer keeping Marle behind. Your call. With Robo in tow, head south and leave the dome. --------------------------------------------------------------------------- ~5G.The Derelict Factory~ --------------------------------------------------------------------------- ==================== ~World Map; 2300 AD~ ==================== Head right and up north to the building you ignored just a little while ago. This is the Derelict Factory, so naturally you'll want to enter it. =========================== ~Derelict Factory; 2300 AD~ =========================== Examine the computer infront of you and Robo will toy with it a bit, disabling the red laser guarding the northbound converyor belt on the right. An Acid will attack you after doing so. These guys have insane Defense, but low HP, so a few basic attacks will take them down. With the laser gone, head up the belt on the right and fight the enemies on the left. You have a choice now. Those glowing green spaces on the left and right are elevators. Flip the switches behind them to go down. You'll need a password up ahead on the left elevator, and you find it through the room the right elevator leads you to. However, you don't need to find the password in order to use it. Thusly, you can skip the right elevator's room. But there are a few items and some Exp to be had, so the call is yours. Move down to the paragraph indented with an arrow if you want to skip the right elevator's path. You'll appear in the factory area. Head south down a ladder, then ignore the next ladder and head left and north. Head up the ladder up here to enter a hallway you can't see, then head north into a wall, then move right. When you reach a dead end, examine the spot for a chest holding a MID-ETHER. Head left and south, down the ladder again, then south and right again. Head down the right ladder and follow the path through the door. A crane will pick up your party and drop you on a converyor belt. You will go through three consectutive fights, with one, three, and five enemies in each one respectively. The Deverminators have a decent amount of HP, so lay them to rest with strong Techs to get through the fights quickly. After the fights you will end up in the bottom left corner of the factory. Exit through the indent in the wall in the south. Just keep walking south in that little nook and you'll find the exit sooner or later. In this next room, heal up and then take on the group of Bugs to access the ladder. Head up it, then go through the door at the top. You'll be some catwalks above the conveyor belts. Head north, then right to a chest with a MID-POTION. Head inside the door next to the chest. Examine the computer in this room to discover two password codes:XA and BB. Keep these in mind. Both Version 3.0's that were on the wall will walk around the room now. Fight them if you wish, but be sure to grab the 400G and MID-ETHER from the two chest on the right. Head back to the main factory room, then head left and enter the door there. Fight both Version 3.0's in this room, then both Deverminators, and finally grab the SHELTER and ETHER, then head out the bottom left exit. You will appear at the crane control panel. You'll be instructed to input the control codes, one button at a time, after the ding. Wait for the ding and then hit the X button, then the A button. The crane will remove one of the red barrels that formerly blocked your path. Examine the control panel again, this time inputting the B button twice. The crane repeats the process for another barrel. You're all done here, so head back to the previous room, dodge the Version 3.0's, and through the bottom right exit. Head down the far left ladder. At the bottom, follow the path to the left until you reach the door in the top left corner of the factory room. Enter it and turn on the computer to reveal to ultra-secret security code:XABY. With that in mind, grab the THUNDER BLADE from the chest (you'll already have one if you did the Abandoned Sewers), and exit the room. Follow the pathway all the way to the right, passing the ladder you used a few seconds ago, and go up the ladder at the end. Head south and you'll be near the two ladders at the start of the room. You took the right one a long time ago, so now take the left one. Walk to the chest at the end for a BANDIT'S BOW. Equip that on Marle (you can equip items on characters regardless if they're in your current party). Head back right, up the ladder, then up the ladder right above that and head north to leave the room via the elevator. Take the left elevator back in the entrance room to the Derelict Factory. --->Down here, if you went to the factory area be sure to use a Shelter at the save point. Save, then head through the door on the left and head north. Fight the few enemies guarding the computer, then examine the now turned on computer. A nearby hatch will open, revealing a ladder in the bottom right corner. Grab the SHELTER from the chest before heading down the ladder. Head left through this hallway, fight the few enemies you come across, then follow the path all the way south. Then head right through the hallway until you get blocked by a laser. Enter the door to the north, grab the chest containing a TITANIUM VEST in the top right corner (you can walk behind the structure seemingly blocking it). Lucca or Marle could use that vest. Grab the HAMMER ARM from the chest in the bottom right. Good new weapon for Robo. Examine the computer in the top left corner of this small room. Robo will disable the laser systems in the facility. A group of five enemies will ambush you, so kill them all off for a good amount of Exp. With this done, I advise heading out of this small room, head right in the hallway and take the elevator up to the save point, save, then return back to this room because there is a boss fight up ahead. After doing that or not, head down the ladder the bottom left corner of the computer room, or take the elevator down to the bottom floor. Head up the long hallway and grab the PLASMA GUN from the chest. After equipping that on Lucca, examine the computer and you'll need to input the password. If you went through the factory area, you'll know what it is. After the ding, press X, A, B, Y in that order. If you didn't do the factory...well, that's the password. I said that part was optional after all. Head through the now opened door and flip the switch on the large machine. With the security system haywire, get the hell out of here. Go south, through all the closing doors, then up the ladder on the left. Exit the computer room to the south, then follow the hallway left and north. A bunch of blue robots will appear and bash up Robo. There's nothing you can do but watch. After a bit, they'll shove him up a chute, then attack you. =========================================================================== BOSS-R-Series (six of them) HP-150 Defense-127/Magic Defense-50 Exp-80/TP-1/G-100 Magic: Weak against Light Techs: Counters: Robo Punch Robo Laser (Shadow Tech) Robo Cable Punch Robo Pitch Robo Explosion Recommended Levels-11+ ---------------------------- Pretty annoying boss fight if you're underleveled, not to mention you lose Robo for the fight. If you have Marle, she'll primarily be healing the group. If you have Lucca, both of you will occasionally need to use Mid- Potions, but the pair of you can unleash a lot of damage with powerful Techs and end the battle fast. Of note is that they are weak to Light magic, so Crono's Wind Slash (try to select an enemy that has an enemy also in the line of fire that also gets hit by the blast) will do a lot of damage. Lucca's Flamethrower as well. Marle can't really do much to these guys. Mainly focus on one of them at a time. Individually they won't cause a ton of damage, but all six attacking you, each doing around 25 damage, adds up very quickly. Don't worry about those counters--they are hardly used (although they all do around 50 damage if you see them, primarily used when the group is down to one or two foes left). Once you get down to about two or three of them the remainder of the fight gets considerable easier, and you'll be poised for victory. =========================================================================== You'll escape the Derelict Factory. Nice not making us go back through the rest of it! ===================== ~Proto Dome; 2300 AD~ ===================== Lucca will repair a battered Robo, and the door to the north becomes accessable. Head inside to find the Time Gate. Finally we can get out of this depressing dump. ================= ~The End of Time~ ================= Much more peaceful place. Hm? This isn't 1000 AD and whatnot? Yeah, true. Head right and talk to the sleeping man. The man will explain the situation to you, saying that it's impossible to continue your journey with more than three people. Thusly, you can only ever have a three-man party. You must keep one member behind. I prefer to keep Lucca and Robo, Robo for power and Lucca so she can learn new Techs (which become available shortly). Don't forget you can switch party members in the main menu at any time. --------------------------------------------------------------------------- ~5H.The End of Time~ --------------------------------------------------------------------------- ================= ~The End of Time~ ================= Grab the sparkle above the save point to replenish your HP and MP. Then try heading back towards the blue portals where you started. The old man will call for you, so head back over and talk to him. He'll tell you to head inside the door behind him. You don't have a choice in this matter. Do as he says. Talk to the creature Spekkio in here. Regardless of whether he looks strong or weak to you, he mentions that you all possess a type of magic within you. Crono has Light, Lucca Fire, Marle Water, and Robo is magicless, but several of his Techs inflict Shadow magic type damage. In order to learn magic, you'll need to run clockwise (from the bottom, that'd be moving left then up, right, and back down) around the room three times. Start at the bottom right corner. Move right past the door, then up the wall, right across the wall, then south back to the starting point. When you pass the door on this lap, count 1 in your head. Repeat twice more, then after pasing it the third time go talk to Spekkio. If done right he'll grant your team magic abilities. You can now start learning magic Techs, which will prove invaluable later in the game. Agree to try it out in a test fight against him. Spekkio proves to be surprisingly strong. He has low Magic Defense, but really high Defense. Obviously, stick with magic Techs. If you manage to beat him, and it can be tough (don't worry--if you get killed there's no game over, you'll just be fully healed right away. It's a test fight after all), Spekkio will hand over a special set of items. They vary depending on Spekkio's current form. His form changes into stronger and stronger versions depending on your highest character's level. You'll probably get the Refresher Set, containing a Magic Capsule and 5 Ethers at this point in the game. Dump that Magic Capsule into Robo. May not make sense, but Robo is a really good healer when he gets more Techs, and that runs off the Magic stat. He needs all the boosts he can get. If you hate Robo, Crono should get it instead. Light is the most powerful magic type, but his Magic stat is pretty poor. Spekkio notes that you should bring him any new party members you obtain so they can be taught magic (no need to run around the room either!). Do this with Marle or Lucca right now if one of them isn't in your current party. Exit Spekkio's room and talk to the old man. He advises that you head back to 1000 AD. Also, see the bucket on the right? Leads to the final boss. You probably don't wanna enter that. The portal just left of the door to Spekkio leads to the Arena of Ages. It's a new area for the DS version of Chrono Trigger. See that section if you're interested in it. For now, head left and go to the portal leading to Medina Village, 1000 AD. ========================= ~Medina Village; 1000 AD~ ========================= You'll appear out of a closet. Neato. Try leaving and one of the Imps will warn you of this area and how many of them aren't terribly friendly towards humans. Leave the house. --------------------------------------------------------------------------- ~5I.Fiendish Folk~ --------------------------------------------------------------------------- ==================== ~World Map; 1000 AD~ ==================== Head to Medina Square, the sparkling spot right near you. This is optional, and it merely says a little tidbit on Lavos and the fiendlord Magus. After going through here or not, proceed left on the World Map. You'll find a lone cabin belonging to Melchior out here. Talk to him inside and choose to look at his wares. He's got good new weapons for everyone except Robo (assuming you picked up his Hammer Arm in the Derelict Factory). He also has Titanium Vests. At the least get them for the female you're primarily using in your party. Also get more Mid-Potions if you're low on them. When all's said and done, leave his cabin and head to the mountains directly behind it. Enter Heckran Cave here. ======================= ~Heckran Cave; 1000 AD~ ======================= You'll get attacked as soon as you enter the cavern. Proceed along the linear path, then head down a ladder. Grab an ETHER from the chest, then head down another ladder. Move left and you'll get attacked by a large group of enemies. Use an attack all attack like Supersonic Spin to wipe them all out quickly. The Djinn Bottle can steal MP from you, so make it your primary target first. Once that threat is over, head down the stairs in the bottom left. Head south into a clearing to fight some Rhino Weevils. They are resistant to normal attacks, so use magic Techs here. Once killed, proceed all the way south and through a doorway. In this small area head left to get attacked by some Boundillos. They aren't a huge threat. Once eliminated, head left to the end of the room and fight a trio of Cave Bats. These are also resistant to normal damage, so more magic to be used here. Grab the MAGIC SCARF, then head right and back to the previous room. This time head left at the clearing, grab the chest with a MID-ETHER inside, then head north to another clearing and, as guessed, another forced fight. Use a Supersonic Spin to wipe them all out quick. Once killed, head north to find a chest with an ETHER inside, then head back all the way south and through a doorway. Fight more foes not long into this room, proceed left through the hallway, up the stairs, and then left more and into a fight with some Cave Bats. Afterwards, head through the doorway. Head north and fight the enemies in this room if you wish. Ignore the sealed black chest by the doorway at the end. Back in the room with the rushing water, step down the stairs onto it. Head right, walk under the pathways, and head north up some stairs and onto dry ground. Use a Shelter at the save point just before the stairs leading to the next room. Once you've saved, go through them. Not long after entering the next room you'll fight the boss. =========================================================================== BOSS-Heckran HP-2100 Defense-253/Magic Defense-50 Exp-250/TP-10/G-1500 Techs: Counters: Water (Water Tech) Water II (Water Tech) Yah! Nereid Cyclone (Water Tech) Recommended Levels-12+ ---------------------------- That beastly Defense is nothing to scoff at. You'll struggle to deal more than single digit damage with regular attacks, so stick with your magic Techs. Don't use Dual Techs here--damage output with individual single magic Techs outweighs damage with magic Dual Techs. Nereid Cyclone and Yah! are dangerous attacks, and can easily lower one of your party member's HP by half. Keep Mid-Potions on hand, or heal with Marle if she's in your party. Midway through the fight Heckran will state "Go ahead and attack, see what it gets you!" and change stances. Obviously, don't attack him. He'll counterattack with the powerful Water II Tech. Use this time to heal your party. When he gives up his gambit by disengaging his counterattack stance, resume pounding him with magic Techs. It's not a very hard fight. None of his attacks, save the easily avoidable Water II move when he's in counterattack mode, will hit the entire party. =========================================================================== Once the fight is over, head north to a small pool of water. Try walking into it, and choose to jump in. ==================== ~World Map; 1000 AD~ ==================== You'll end up being spit out next to Lucca's House. Enter it and go through the door at the north end, then up the right stairs. Talk to Lucca's mom and her father will appear. Head back downstairs when he leaves and talk to her father Taban near the entrance to receive Taban's Vest. Equip it on Lucca right away. Leave her house and head north to the Market. If you helped Fritz escape Guardia Prison way back when, he'll hand you 10 Mid-Ethers. Really useful things. Stock up on any extra supplies you may need, then head into the Leene Square. ======================= ~Leene Square; 1000 AD~ ======================= Nothing special is going on still that pertains to you. Make your way to the back end of the fair once again and enter the Time Gate. ================= ~The End of Time~ ================= Take the top left portal to Truce Canyon. ====================== ~Truce Canyon; 600 AD~ ====================== You should know this place pretty well. Up the ladder, fight easy enemies, head south and get out of here. Nothing hard. --------------------------------------------------------------------------- ~5J.The Hero Appears~ --------------------------------------------------------------------------- =================== ~World Map; 600 AD~ =================== Head all the way left and then south to find Zenan Bridge. Enter it. ====================== ~Zenan Bridge; 600 AD~ ====================== A group of knights will block access to the bridge, but you can still talk to the commander in gold armor. He'll state provisions have yet to arrive from the castle. Our next destination should be pretty obvious. =================== ~World Map; 600 AD~ =================== Head to the forest. ======================== ~Guardia Forest; 600 AD~ ======================== You've been here enough to know the layout. Head left and north along the slightly winding trail. You'll appear back on the World Map at the end. Enter the castle once you make it. ======================== ~Guardia Castle; 600 AD~ ======================== Once the guards clear you for access in the castle, head down the right hallway, up north, and down the stairs at the end. You'll be in the kitchen. Head south and talk to the head chef who is running about furiously. Once him and his wife stop arguing, leave the kitchen and head to the exit of the casltle. Before you make it the chef will come up to you, handing you Spiced Jerky for the troops, as well as a Strength Capsule for you. Once the chef takes his leave again, exit the castle and head back to the forest. ======================== ~Guardia Forest; 600 AD~ ======================== Head south back to Zenan Bridge. Be sure to save and heal with a Shelter if necessary. A boss fight is approaching. ====================== ~Zenan Bridge; 600 AD~ ====================== Talk to the commander and give him the food. Not long after this Magus will launch an attack on the bridge. Follow the bridge left and you'll end up battling two Skeletons. Don't bother attacking Ozzie as it won't get you anywhere. Magic Techs are the only attacks that can deal a ton of damage to these guys, so be sure to use them. Shadow Techs heal these guys, so don't use much from Robo. A few seconds after they're dead, Ozzie will run to the left. Chase after him to fight three more Skeletons. Repeat the same process here. Follow Ozzie further left once this group is dead and he will summon a group of Skeletons that will combine into Zombor. =========================================================================== BOSS-Zombor Upper Body HP-960/Lower Body HP-800 Upper Body Defense-127/Magic Defense-50 Lower Body Defense-175/Magic Defense-50 Exp-350/TP-10/G-1500 Magic: Upper Body absorbs Light and Fire Lower Body absorbs Water and Shadow Upper Body Techs: Counters: Flame Strike (Fire Tech) Annihilation Ray Annihilation Ray MP Buster (reduces MP to 0) Drain (heals based on damage dealt) Fangs Lower Body Techs: Skull Drop Earthquake Recommended Levels-13+ ---------------------------- Each part of the body gets healed by two different magic types. Don't use hit all magic Techs as you'll just end up healing one of the parts of the body. Start with the Lower Body first as it has fewer HP. Lucca and Crono are capable of pounding on the Lower Body, and will drain its HP with Lightning and Fire really fast. It should only take a few attacks to kill the Lower Body. By now you'll probably have been hit by Zombor's Annihilation Ray, which deals around 90 damage to your entire party. It's quite devastating, so spend a turn healing or use Marle's healing Techs to get everyone back to high HP. Once everyone gets back to high HP, finish off the Lower Body. The Upper Body is only weak to Robo's Shadow Techs. Everyone else should use normal attacks or magicless Techs. Don't forget to keep healing when Annihilation Ray gets used, and you'll get through the battle without too much of an issue. =========================================================================== Once you get through the battle, leave the bridge to the left. =================== ~World Map; 600 AD~ =================== Stop by the Market just to the south and grab more Mid-Potions. Head into the Residence and talk to the old man on the left. Agree to give him the Naga Bromide and he'll unlock the dresser left of the fireplace. Open it to grab a Magic Capsule. Very nice. With business in this village done, head south until you reach another village by the ocean. Go to the north point of the village and head left, then follow the path left of the village and to the Cursed Woods. ====================== ~Cursed Woods; 600 AD~ ====================== Grab the MID-POTION from the chest on the right. Proceed north through the linear forest. Get a SHELTER from another chest on the right in the middle of the forest, then continue to the end. There's a hidden ladder behind the suspicious bush at the end. Head down it. After getting down the ladder you'll find out that this is Frog's abode. Talk with him until he gets depressed saying that he's no hero. With that, grab the MAGIC SCARF from the chest in the top right, leave his home, head south, and get out of the forest. =================== ~World Map; 600 AD~ =================== Head north and into Fiona's Villa. Grab the pair of MID-ETHERS from the two chests in her room. Leave, then head northeast to found some mountains. Enter Denadoro Mountains. Make sure Lucca is in your party as she is insanely useful in this mountain range. --------------------------------------------------------------------------- ~5K.Tata and the Frog~ --------------------------------------------------------------------------- ============================ ~Denadoro Mountains; 600 AD~ ============================ Grab 300G from the chest on the left, then fight the enemies and proceed north. Just before reaching a ladder you'll get into a scene with a small kid. Fight the Ogan that followed him, then a Hammer Ogan. These guys have insane Defense, but if you burn the hammer away with one of Lucca's fire Techs, then they turn into normal Ogans with pitiful Defense. Keep it in mind (these guys are common in this area). After the young kid gets off screen, head up the ladder. On the next screen, walk off the screen in the bottom left (just left of the top of the ladder) to appear back on the first screen, but on the high ledge next to the ladder. Grab the ATHENIAN WATER from the chest, the walk back to the previous screen. Examine the Ogan, then head north and you'll fight him and a Freelancer. Once killed, head north for real, go across a bridge, and up a ladder to end up fighting two Ogans. Burn off the hammer of one of them, then pound them both with ease. Grab 500G from the chest behind where they were, then head right across a bridge and then follow the path south. A hammer Ogan will ambush you. Burn and kill, then go up the ladder and proceed north all the way to the next screen. Head right, then at the split path take the left one to a dead end with a MID-ETHER in a chest. Go back to the split and take the right path. Defeat the pair of Freelancers guarding the chest holding an ATHENIAN WATER, then go up the ladder. Grab the GOLDEN HELM from another chest before going up the next ladder (equip on Crono, or Robo if you really want to). Burn and kill another hammer Ogan, then head left for a fight with another one and a Freelancer. Follow the path south to a dead end with a MID-POTION in a chest, then go back north and left off the screen. You'll be out of the trees and near a waterfall. Head north up the ladders quickly. A Freelancer is flinging rocks at you, and they hurt you for 5 HP if you get it. Grab a MID-ETHER from the chest, then head right off the screen at the top of last ladder. Head right, burn and kill the hammer Ogan and Freelancer, then go up the ladder. Grab 600G from the chest on the right, then keep moving north. Before getting off the screen, be sure to heal all of your HP. The next screen hosts a series of four consecutive battles, all with Ogans, hammer Ogans, Freelancers, or a mix of them. It's not hard if you have Lucca with Fire. If you still aren't using her, prepare to use a lot of MP using Techs to take down those hammer Ogans. After the last fight, head left off the screen and you'll be higher up the waterfall. Get the chest just below you for 300G, then move north onto the water where several foes will attack. Head north (DO NOT go south! You'll fall off the waterfall and will need to climb a bit to get back here!), get the chest for a MID-POTION, then move left onto dry land where there's a Freelancer. Get the chest on the left for a MID-ETHER, then go down the ladder and head left off the screen. Fight the enemies you come across in this suspiciously open area, then cross the bridge. Head left and to the next screen. Use a Shelter at the save point, save, then head down the ladder on the left. Grab another MID- ETHER from a chest on the right, go down another ladder to the south, and off the screen to the right. Head south, down the broken ladder, grab a SHELTER from the chest, and fight the Ogans. Head up the ladder on the right. If the Freelancer knocks you off, you can fight it, or climb the ladder again and Crono will take 5 HP damage. Head into the cave at the north end. Head to the north end to find the legendary Masamune. Confirm the child that you're taking it and, well, boss fight. =========================================================================== BOSS-Masa, Mune/Masa & Mune Masa HP-1000/Mune HP-1000/Masa & Mune HP-3600 Masa Defense-127/Magic Defense-50 Mune Defense-127/Magic Defense-50 Masa & Mune Defense-127/Magic Defense-50 Masa, Mune Exp-400/TP-4/G-400 Masa & Mune Exp-500/TP-10/G-1500 Masa Techs: Mune Techs: Punch Multi-Punch Combo Counters: Combos: X-Strike Typhoon (Confuse) Masa & Mune Techs: Masa & Mune Counters: Doublehand Chop Wind Slash (Light Tech) Hurricane Vacuum Wave Recommended Levels-15+ ---------------------------- The first part of the fight is insanely easy, so don't waste a ton of MP getting through it. All you need to do is drain one of their HP's to 0. Not both of them. Masa and Mune are individually insanely weak, with only a few magic Techs draining their health. They'll counterattack with X-Strike every time you hit one of them, but it only does a pitiful 35 or so damage by now. As you could probably guess the battle won't be this easy. They'll merge into the bizarre looking Masa & Mune. The giant creature has a lot more health, so taking it down will be tougher. Stick with your magic Techs as usual as they'll cause a lot more damage than non-magic attacks. The fight isn't particuarily hard--Masa & Mune's attacks mainly hit only one of your characters, but beware when you get the notice it's storing whirlwind energy. Heal up your party before they use Vacuum Wave. This attack does around 120 damage to your entire party. Very, very bad. Heal up right away. Masa & Mune's other attacks only do about 50 damage to one character, as mentioned. You can work-around this as Marle or Robo can easily heal up that damage, and Mid-Potions get the job done too. Just heal before and after Vacuum Wave and you won't have a terribly hard time with this slightly tedious, but simple, boss fight. =========================================================================== Once the fight is over, walk up to the sword and grab it. You'll obtain the broken Masamune. Luckily, you'll get blown out of the mountain, saving you the tedious trip back. =================== ~World Map; 600 AD~ =================== Use a Shelter to heal yourselves, then go south to the oceanside village. Go inside the Market. In the bottom left corner is a sparkly spot containing a STRENGTH CAPSULE. Buy more Mid-Potions to replace the ones you used up recently, and buy Porrean Berlets for the femals and Golden Suits for everyone if you've got the cash to spare (and I'm sure you do). Now head directly south into Tata's House. Talk to the young boy Tata (the one who fleed Denadoro Mountains) and he will hand you the Hero's Badge. Leave his house and head just north of the village then dead left, and follow the trail back to the Cursed Woods. ====================== ~Cursed Woods; 600 AD~ ====================== Head through the linear path and down the ladder behind the bush at the end. Talk with Frog to present him the Hero's Badge. The chest he was standing infront of will now sparkle, and he grants access to it. You'll receive the broken hilt of the Masamune. After analyzing it, it seems this sword is the work of Melchior. Or something. Maybe. But it all leads to him! I'm sure you remember where he lives, right? Leave Frog's house and head south out of the forest. =================== ~World Map; 600 AD~ =================== Remember how to get back to Truce Canyon? Head north, across Zenan Bridge, and directly right. Not terribly hard to get back in a small world map. ====================== ~Truce Canyon; 600 AD~ ====================== Nothing special here. Just run through this place, kill the simple foes, and enter the Time Gate. ================= ~The End of Time~ ================= Take the portal just right of the one you arrive in to Medina Village. ==================== ~World Map; 1000 AD~ ==================== Walk out of the house as you've done before. Head directly left to reach Melchior's Cabin. Enter and talk to him and he'll mention that he's unable to repair the Masamune. He requires Dreamstone, which hasn't been seen for a long, long time. Hint hint, nudge nudge. --------------------------------------------------------------------------- ~5L.The Rare Red Rock~ --------------------------------------------------------------------------- ==================== ~World Map; 1000 AD~ ==================== Our business in this time period is over with. Head back to Medina Village, into the Residence, and use the Time Gate in the wardrobe to leave. ================= ~The End of Time~ ================= Take the bottom left portal to Mystic Mountains: 65,000,000 BC. You could have come to this location earlier, but no plot events would occur until after your conversation with Melchior. In any case, get inside the portal. ================================= ~Mystic Mountains; 65,000,000 BC~ ================================= Oh, real nice Time Gate. Don't even put us on solid ground. Thanks. Oh, double thanks for dropping us into an enemy ambush. Real great! The Reptites you face here are pretty annoying foes, especially in a large group such as this. Use several hit all Techs, like Crono and Robo's Supersonic Spin Dual Tech. That should kill them all handily. Lucca's Napalm is good too for wiping out part of the group. Once killed, another huge group will come. Luckily, a woman will chase away the majority of the Reptites, leaving you with just four more to kill. Do whatever you did in the previous battle and you'll kill them all just as quickly. Like, Supersonic Spin quickly. Rename Ayla if you wish when she talks to you. Once the conversation with her ends, she invites you to Ioka Village. Follow her off the screen to the right and south. In the next area, just follow the linear path south, grabbing the BERSERKER RING near the beginning from a chest, fighting all enemies for more Exp (and especially TP. Crono should learn Lightning II as soon as possible. It's amazing for this era), and finally leave the area through the southern exit. ========================== ~World Map; 65,000,000 BC~ ========================== Pangaea! And to think this all becomes a civilization one day. Head right and you will see two huts south of the river. Head inside the right hut and talk to the woman on the left. Drink happy water (guess what's in it?) to restore all HP and MP. Head across the river. Go inside the Chief's Hut on the left to find Ayla. Talk with her and she will invite you to the party that's about to commence. ================================ ~Meeting Grounds; 65,000,000 BC~ ================================ Party! And the music! So nice! You'll have control over just Crono now. Talk with Ayla, then talk to both of your partners. The right partner, being Marle or Lucca, will get up to go talk/dance or make a drink respectively. Talk with the roaming female again while their dancing/ finished making the drink, and then you should be able to trigger a new conversation with Ayla (I'm clueless if that's all it takes to activate it. If you can't do it, keep talking with your partners until Ayla eventually says something new). Now she should mention something about the Reptite tribe and their leader Azala, and then go right back to telling you to enjoy the party. Talk to your dancing/drinking female again, agree to whatever they ask of you to do, talk to the other partner, talk to some of the dancing villagers, then talk to Ayla once more. She should now ask if you want the shiny red Dreamstone. Agree to her challenge for the stone. In this "simple" mini-game, all you must do is drink more than her. To drink you need to mash the A button. Which turns "simple" controls into something much more infuriating. If you can't mash it fast enough to beat her? Nothing I can really say to help. I *think* she drinks slower and slower each time you fail. May just be my off perception so I don't know. It's not terribly hard to win--just mash the A button 50 or so times in about 10 seconds. Once you finally win the game, the Dreamstone is yours. You'll awake in the morning, only to find an important item missing. And you kinda need this item. ========================== ~World Map; 65,000,000 BC~ ========================== You'll appear in Ayla's hut. Talk to her to wake her up and she agrees to help you fight the Reptites who obviously stole the item. You'll have to swap someone in your party out for her. You have to use Ayla for a little while. I advise keepin Robo in the team for pure power. The trio of Crono/ Ayla/Robo is broken in this game. Lucca's good too if you want her to gain more Techs. Now leave her hut. --------------------------------------------------------------------------- ~5M.Footprints! Follow!~ --------------------------------------------------------------------------- ========================== ~World Map; 65,000,000 BC~ ========================== And now for something completely optional. This is only if you want a few good items. If you don't, skip to the next World Map segment's --> to continue with the plot. If you want the goodies, head north of the Meeting Grounds and right to find a path leading to two locations--one to the Dactyl Nest plateau, the other to the Huning Range forest. You want the Hunting Range. ============================== ~Hunting Range; 65,000,000 BC~ ============================== Let me explain--the hut right of Ayla's houses a trader who will allow you to trade 3 of an item, and 3 of another item, for a powerful weapon/armor. The items you can use to trade are Feathers, Horns, Fangs, and Petals. All enemies in this small forest drop some of these items, and Ayla's Charm move can swipe additional items. It's a great place to farm them. Also, there's the occasion you will find it raining in the range. This signifies that a Nu has appeared. The blue beast will be in one of three specific spots, and you have about 20 seconds to find it before it leaves and you'll have to wait awhile before another appears. Nu's hand out a ton of these items (three of each), and give out 30 TP from a battle. So, yeah, this is good trading item farming AND TP farming. Wonderful! Head north from the starting point to find, and defeat, a Prehistoric Frog. >From there, head left and south to find another group of frogs. Once killed, head north to another fight with frogs, then a bit further north to find an Ion Cloud. By now it has probably started raining. The trees just southwest of the Ion Clouds you can walk through to the top left corner of the Hunting Range. This is one of the spawning spots for the rain-making Nu's. >From the Ion Cloud's location, climb the vines to the high ledge. Head right a little bit, and before the path goes south you can climb down vines back to the lower ground. Heading right is the top right corner of the Hunting Range, and another spawning spot for Nu's. South of the vines is an Ion Cloud. If you were to go back up the vines and follow the linear path to the bottom right corner, this is the last spawning point for Nu's. If you stayed at the Ion Cloud spot, follow the trail right and south, fight one last group of frogs, and you'll be right back at the starting point. Attempt to beat a Nu for the TP (a solid 30), as well as the THIRD EYE accessory for the first one you beat. These guys aren't too deadly. They rarely attack, and if they do it's with their headbutt that knocks its target down to 1HP. No worries--he rarely does anything that'll actually inflict non-set damage. ========================== ~World Map; 65,000,000 BC~ ========================== Head south and into the hut right of Ayla's. Talk to the tribal man in the middle and agree to trade with him, assuming you've got at least three of two of the items: Feathers, Horns, Petals, and Fangs. Here's what you can trade for (note that the order of the items given is irrelevent, i.e. you can give a Petal then Fang, or Fang then Petal, and you'll still get the Ruby Gun. Also, you're asked to confirm if that's what you want, so don't worry about messing up): Petal + Fang-->Ruby Gun Petal + Horn-->Shaman's Bow Petal + Feather-->Stone Arm Fang + Horn-->Mammoth Tusk Fang + Feather-->Ruby Vest Horn + Feather-->Stone Helm Of these six items, the Ruby Vest is by far the best. It's resistant to Fire magic damage, and provides good Defense. Get a pair of these. The Mammoth Tusk is a more powerful sword for Crono than his likely equipped weapon presently, the Crimson Blade. The other three weapons aren't terribly special, but useful if you don't want to wait a little later for better weapons for Lucca/Marle/Robo. The Stone Helm is also good for additional Defense. Get a pair of these if you can. -->Well, with new items in tow or not, head south of the river and into the Forest Maze. ============================ ~Forest Maze; 65,000,000 BC~ ============================ Head right and talk to Kino. Once he and Ayla finish talking, you have free access to the maze. This place is a tad complicated to get through, bearing shadows all over the place, paths behind trees and under arches hard to see, and so on. Head right through the trees and grab the MID- POTION in the chest. Head up and right, then go down the vines and proceed right, down more vines, then head right around stone structure here and across the wooden log. Follow the path south to a dead end with a MID-POTION in a chest, then return all the way north, going left for a MID-ETHER in a chest, and then following the path right to the top right corner of the maze. Head south to get into a battle against a Bao Bao. Don't use magic against these guys as it does little damage. Proceed south, hugging the left side to get an ATHENIAN WATER from a chest, then going right and south. You'll get into another fight near the footprints. Head all the way south for a SHELTER in the chest, then walk right and up onto the high ledges of the forest. Proceed north, left, then south until you reach more footprints and another battle. Kill the foes, then follow the path south and left to a split. If you keep going north, fighting several battles along the way, you'll head into a large clearing. Head towards the bottom right corner, under the pathway, and grab a MID-ETHER from the chest. Head back to the split, going left this time. Go all the way left to grab a MID-POTION from a chest, then go north and left to a clearing. Fight one more set of enemies, go all the way left and in the bottom left corner grab a PANACEA from the chest. The bottom-middle of the clearing has vines. Climb down them, then walk south and out of the maze. ========================== ~World Map; 65,000,000 BC~ ========================== Take the time here to heal yourself with a Shelter. When ready, enter the Reptite Lair. ============================= ~Reptite Lair; 65,000,000 BC~ ============================= Proceed through the door in the bottom right corner. In this large room you will find a hole and four enemies. Don't fight any of them. After a bit of waiting one of the enemies will dig a hole. You can choose which hole you wish to fall down, but keep in mind you miss out on some goodies depending on the hole you use. They all end up at the same destination, however. In some of the rooms you drop into, you can wait and sometimes another blue foe will dig another hole in addition to the one already present in the room. Some of these paths have chests containing various items, one of them holding a sweet Ruby Vest. If you encounter a Megasaur on your way down, not that these guys won't take much damage until you shock them with a Lightning Tech. Here are the four holes, and the chests you can grab on your way down: Top Hole-->Nothing Middle Hole-->Mid-Ether, Hi-Potion Left Hole-->Mid-Ether, Elixir, Ruby Vest Right Hole-->Hi-Potion, Hi-Ether Once you reach the bottom room, you'll find a ton of Reptites running around. Get the chest near the bottom left corner (a Reptite is infront of it, obstructing easy view of it) for a STONE HELM. Another chest guarded by a Reptite in the top right corner (where the exit to this room is) to get a HI-ETHER. In the next room you'll encounter enemies to the south right away. Head north after that, kill the foes here, then head left and through the doorway into another room if you wish. If you head up the ladders, up the stairs, and down the hole in the room after that, you'll fall back to the large clearing with the enemies that make holes. If you keep heading north instead, you will fight Reptites and a Megasaur guarding the stairs to the next screen. Kill them all off, creating a save point on the right. Use a Shelter and save, then head up the stairs. Sit through the conversation and get ready for a boss fight. =========================================================================== BOSS-Nizbel HP-4200 Defense-252/Magic Defense-100 Exp-500/TP-10/G-0 Techs: Charge Earthquake Electric Discharge (Light Tech) Recommended Levels-18+ ---------------------------- Nothing you do will hurt him for more than 10 damage until you use Lightning on him. This will severely reduce his Defense, allowing you to strike him. Magic Defense also gets lowered. At this point all you honestly need to do is pound the hell out of him. Use Robo's Robo Tackle and Crono and Ayla's Dual Tech Drill Kick. By this time he will use Electric Discharge which will do a huge amount of damage to your party (nearly 200 to everyone). Spend the following turn healing up, then use Lightning again to lower his Defenses and repeat the process. Earthquake hits everyone for light damage, while Charge does twice as much damage to only one character. Overall it's a pathetically easy fight as Nizbel attacks for about every six attacks you use. Yeah. This isn't very hard. Just heal up after Electric Discharge and it'll be simple. =========================================================================== ========================== ~World Map; 65,000,000 BC~ ========================== With the Gate Key in hand, Ayla will leave your party to stay here in the era. All you need to do is walk back to the Mystic Mountains. ================================= ~Mystic Mountains; 65,000,000 BC~ ================================= Follow the linear trail north, kill any foes you meet, and move to the next screen. Head to the top left corner and to th enext screen. Climb the hill and walk off the cliff at the top, choosing to fall down into the Time Gate. ================= ~The End of Time~ ================= Take the portal to Medina Village; 1000 AD. ==================== ~World Map; 1000 AD~ ==================== Leave the house and follow the trail left, back to Melchior's Cabin. Head inside and talk to him. After he and one of your partners heads downstairs to assist in reforming the Masamune, follow them. Sit through about a minute of them dawdling around. The end result is worth it as the Masamune will be reassembled. Time to give it to Frog. --------------------------------------------------------------------------- ~5N.The Masamune~ --------------------------------------------------------------------------- ==================== ~World Map; 1000 AD~ ==================== Our affairs are set here. Head back to Medina Village, into the residence, and through the wardrobe. ================= ~The End of Time~ ================= Take the top left portal to Truce Canyon. ====================== ~Truce Canyon; 600 AD~ ====================== I'm sure you know what to do by now. Get through this simple two screen area and out to the... =================== ~World Map; 600 AD~ =================== Head south and left, south across Zenan Bridge and all the way down to the bottom village. Head northwest of it and follow the trail back to the Cursed Woods. ====================== ~Cursed Woods; 600 AD~ ====================== Head straight north through this linear place and down the ladder behind the bush at the end to reach Frog's abode once again. Talk to him to hand over the Masamune. Once the long cutscene and Frog's speech ends, he will opt to join your party. He's forced into your group for the next part of the game, so you must choose who to sit out. Both Lucca and Robo need to keep climbing their Tech trees, so I advise to keep switching between the two. Robo should be close to learning Heal Beam, a useful healing ability. Lucca will likely continue getting stronger and stronger Fire Techs. Personally, I favor Robo more, but Lucca is good too (not to mention you should keep leveling her up so she can make a distant boss fight easier). Once that's all settled, leave his house and walk south to get out of the forest. =================== ~World Map; 600 AD~ =================== Time for something optional. It's not so much "optional" so much as "really, really desired". Head all the way back to Truce Canyon. ====================== ~Truce Canyon; 600 AD~ ====================== You know the drill. ================= ~The End of Time~ ================= Head into Spekkio's room and Frog will be taught magic. He uses Water type moves, naturally the weakest in the game. But at least he has magic, so he will be more than useful in a few upcoming boss fights. Leave back to 600 AD. ====================== ~Truce Canyon; 600 AD~ ====================== Yeah. =================== ~World Map; 600 AD~ =================== Head back to the area near Denadoro Mountains. However, your destination now is the mountains southeast of Denadoro. Enter the Magic Cave here. ==================== ~Magic Cave; 600 AD~ ==================== Sit through another long cutscene and the entrance to the cavern will open. Head inside. Use magic Techs against the first group of enemies you come across, then head right and north to another fight. After a few magic Techs these guys will fall as well. After the fight, chase a group of rats down south and fight them all off, using the same tactics as before. Once killed, more enemies will appear. Get some more Exp from these simple foes. When everything is dead, head up the stairs, examine the dead soldier by the exit, then leave. =================== ~World Map; 600 AD~ =================== Heal up with a Shelter and save the game. Enter the Fiendlord's Keep once you are prepared. Also, be sure to equip the Hero's Badge as Frog's accessory. It's handy for him. --------------------------------------------------------------------------- ~5O.The Fiendlord's Keep~ --------------------------------------------------------------------------- ========================== ~Fiendlord's Keep; 600 AD~ ========================== Shnazzy tower. Head through the front gate. Go up the red stairs, head left and up the stairs here. Ignore the creepy people and get the chest in the top right corner for a MID-ETHER, then head all the way to the north end of the room. Ignore more people, walk to the end of the next room, and grab the MID-ETHER and SHELTER from the chests. With this all done, head back to the entrance room. This time head right and up the stairs there. Head around the kids surrounding the treasure chest and up the stairs to the next room. You'll find more people in the next room. Grab a MID-ETHER from the chest near Queen Leene, then keep trudging north. Once you see an empty chair in the next room, head back south to the entrance room. A save point will have appeared at the stairs here. Enter it to trigger Ozzie's appearance. Once he's done taunting Frog you'll have to battle a group of six foes. A simple hit-all move like Supersonic Spin will kill all of them with ease. Now you'll need to go through the left and right staircases again, back to those dead ends you may have been confused at earlier. Doesn't matter which order you do the pair in. Let's head right first. Talk to the kids and answer that you want their treasure. You'll fight four Shadows. Use your magic Techs to off them and allow access to the BARRIER SPHERE in the chest. These things reduce magic damage by 1/3rd in battle when used. Very useful for the big boss fight at the end of the Keep (guess who it could possibly be?). Head north to the next room. Don't bump into Lucca/Taban, Leene, or Crono's mom unless you want to fight some enemies. Before heading up the stairs, heal your HP and MP. Once prepared, head upstairs. Talk to the odd looking creature now occupying this once empty room to battle one of Ozzie's comrades, Flea. =========================================================================== BOSS-Flea Flea? HP-1 Flea HP-4120 Flea? Defense-127/Magic Defense-50 Flea Defense-150/Magic Defense-60 Exp-500/TP-10/G-1000 Flea? Techs: Flea? Counters: Flame Strike (Fire Tech) MP Buster Flea Techs: Flea Counters: Blow Kiss (Sleep) The Look Wind Waltz (Confuse) Rainbow Storm (Poison) Rainbow Beam (Blind) Recommended Levels-19+ ---------------------------- Really annoying fight. Against Flea?, hit it with any attack from any party member. Whichever character strikes Flea? will lose all their MP from the MP Buster counter. You should make it Crono since he attacks first, and when the next fight commences he can heal MP right away. As you may expect, the real Flea will appear now (and yes, the bat that was following you around was Flea). She (he?) has all status inflicting attacks, all of which are incredible annoying. Be sure to have Panaceas on hand to heal the bad effects like Sleep and Confuse. All of Flea's attacks do moderate damage. Hence why this isn't a terribly hard fight. Despite low Magic Defense, magic Techs do about half as much damage as physical attacks. Thusly, ignore magic based Techs. You'll need to heal often throughout the fight because she constantly attacks, and the damage builds up quickly. Don't forget that Robo and Frog have healing moves too (so does Marle, but she sucks for combat). If you have trouble, get Robo to learn the Heal Beam Tech, which heals the entire party a bit. It's really useful if you have it. And be wary of her occasional The Look counter. It'll deal about 100 damage to everyone, so be sure to keep everyone above 100 HP at all times to avoid potential knockouts from the move. =========================================================================== Once this damned fight is over, leave the room and head south back to the entrance hall. I advise stepping onto the World Map and using a Shelter. Once you're healed up (and you better save as well), head up the left stairs. A bunch of enemies are running around in circles, but if you hug the walls none of them will be a concern. Head for the room in the far north again. This time at the dead end talk to the woman at the north end. All of the people here will fight you. All of them are insanely weak. Once all dispatched, the second of Ozzie's henchman, Slash, will taunt you. Battle time! =========================================================================== BOSS-Slash Slash (Unarmed) HP-3200 Slash (Sword) HP-5200 Slash (Unarmed) Defense-127/Magic Defense-50 Slash (Sword) Defense-127/Magic Defense-60 Exp-500/TP-10/G-1500 Magic: Slash (Sword) is Immune to Water magic Slash (Unarmed) Techs: Slash (Unarmed) Counters: Rapid-fire Punch Firebomb (Fire Tech) Skyward Flame Slash (Sword) Techs: Slash (Sword) Counters: Strike Frenzy Wind Slash (Light Tech) Cleave Frenzy Recommended Levels-20+ ---------------------------- Unarmed Slash has a few attacks, all of which deal around 70 damage to a single member of the party, except for Firebomb which will strike everyone. Like the Flea fight, don't waste energy on magic Techs. Physical Techs do well over twice as much damage as them. This guy isn't too hard due to a lack of attacks, and he won't attack terribly often. Of course he'll pull out his sword, making the fight a lot harder. Same tactics as usual--keep spamming the high powered physical Techs for maximum damage output. He will still make long pauses between attacks. His Wind Slash can hit everybody if he attacks from one of the bottom corners of the room. All of his moves will continue to deal about 70 damage to your party, except for Cleave (dealing well over 100), but be wary now that he can strike multiple members at once with ease. Frenzy does a lot of damage as well, but he doesn't use it very often (save for common counters when he gets low on HP). You shouldn't need to do as much healing as in the Flea fight, but continue to never let your HP get too low due to those strong 100+ damage moves he has. =========================================================================== Touch the sword Slash drops when he falls to obtain the SLASHER. Equip this baby on Crono right away. A save point appears where Slash fell. Save and use a Shelter, then return to the entrance room. Step on the save point that reappears here to discover it's actually a warp point. You'll be transported to another area of the castle. You will have to fight through four groups of enemies. Really good for some TP, which you will be wanting for the record. Crono would like Lightning II at some point. Grab the MIST ROBE in the chest at the end, then talk to Ozzie. Chase the fleeing fatty upstairs. In this room conveyor belts will send you into large axes moving up and down. Wait until they are up, then run under them. As you progress through the room Ozzie will increase the speed of the axes (if they hit you, you take 50 damage so... avoid them). Grab the DARK MAIL at the midway point, then continue to the end of the room. When Ozzie flees, grab the DEATH CLAW from the chest near the crane, then chase him further upstairs. Follow the linear path upstairs. If you touch one of the Roundillo's, you will get into a fight. At some points you'll find chain ladders. Head down them to stay safe from the Roundillos. When they pass, climb back up them and continue ascending the tower. At the top you'll be in a seemingly empty room with Ozzie operating another crane. This room is full of holes that you won't notice until you walk over them. Hug the left wall and follow it around the room. You will fall into a room with six Lancers. Kill these easy foes off. There are four "save points" in this room. Two of them are enemies, one is an actual save point (I advise healing and saving, naturally), and the last is a warp back to the hallway you just fell from. The enemies are always across from each other. Same goes for the save point/warp. Don't miss the BARRIER SPHERE, SHELTER, LAPIS, and MID-ETHER from all four chests down here, as well as a MAGIC CAPSULE sparkling a bit right of the bottom "save point". The psuedo save points give insane Exp and TP, so they're worth falling down all the holes to constantly fight them. Back in the previous hallway, follow the wall back to the hole you fell in. Hug the left edge of the exposed hole and walk north to Ozzie. You'll fall in another hole. Get out, do the same process, and walk around the hole you just fell into to to reach Ozzie. Follow him yet again upstairs. You will have to ascend another part of the tower, this time with Roundillo Bombers coming down the Donkey Kong-like staircases. Repeat the process of hanging onto metal chain ladders to evade them. At the top, you'll need to go through another with a bunch of fights in them. There's nothing you can really do about that, sadly. You'll get a ton of Exp and TP from these battles, though, so don't complain! Grab the SPEED BELT from the chest (Lucca could benefit from it), and follow the green guy upstairs again. You will get into even more fights here, but all are avoidable if you walk around the statues instead of between them. Do as you wish, grab an ATHENIAN WATER from the chest at the end, then head further upstairs. Get the MIST ROBE and MAGIC SCARF from the chest adjacent to Ozzie. Looks like he has nowhere else to run. Let's finish him. =========================================================================== BOSS-Ozzie HP-1000 Defense-255/Magic Defense-100 Exp-0/TP-0/G-0 Counters: Barrier Bomb Recommended Levels-99+ ---------------------------- There are two foes on screen. Ozzie and "???". Attack "???" four times. =========================================================================== After that insanely hard fight, two save points appear. Use a Shelter at the right point, save, then use the left one to warp elsewhere. Head down the stairway and into the room at the bottom. Rush north to find Magus. Hell yeah. You know this guy screams awesome. He has a cape after all. And a kickass battle theme. If you're underleveled it'll REALLY show in this fight. =========================================================================== BOSS-Magus HP-6666 Defense-230/Magic Defense-50 Exp-1500/TP-15/G-3000 Magic: Absorbs Light, Fire, Water, and Shadow (varies throughout battle) Techs: Counters: Scythe Lightning II (Light Tech) Hell Geyser Ice II (Water Tech) Dark Matter (Shadow Tech) Fire II (Fire Tech) Dark Bomb (Shadow Tech) Recommended Levels-22+ ---------------------------- This guy is hard. And if you don't know what to do, he'll obliterate your team in no time. Be prepared to heal constantly through this fight. Alright, as you can tell from his insane Defense, magic Techs are going to be the way to go. However, he will counterattack if you hit him with any magic attack save one type. He switches his type weakness (you're alerted to it) every now and then. However, to get through quickly you'll need to lower his Magic Defense. Strike him with a normal attack from Frog. The Masamune has to be equipped for it to work (if for some reason it's not equipped then this isn't going to happen. Why would you unequip it anyway?). Use a normal attack and a message appears saying which magic types are being absorbed. The one that can hurt him will be noted. Hit him with only that type. Everyone else should stick to physical attacks. He changes barrier types each time he is hit by an attack. Each time the barrier changes he will counterattack with the magic attack he is not absorbing (if he's weak to Light he'll counter with Lightning II, for example). This makes the fight incredibly annoying as he will constantly be harming everyone for 100+ damage. Robo should be spamming Heal Beam throughout the whole battle. You will need to hit him with the Masamune again to lower his Magic Defense every few attacks. If you need the chance to heal, and you will want to do so often, simply stop hitting him. He won't use his strong counterattacks that way. So, yeah, knowing this the first half of the fight is simply very repetitive, but nothing too terrible if you can keep everyone healed up. However, once Magus gets down to about 4000 HP, he will lower his defenses to begin casting a spell. All magic types hit him, and physical attacks do good damage. You'll want to focus on getting everyone back to near max HP before barraging him, though. All he will do now is cast Dark Matter, the ultimate Shadow Tech. It's insanely powerful, easily dealing 250+ damage to everyone. Spend a few moves healing everyone again, then resume smacking Magus around. When Magus gets into this phase the battle is pretty much won, as the ONLY thing he uses will be Dark Matter every six or so moves. Just keep yourself healed and nothing will be a problem. If you have trouble with the first stage of the fight, don't forget you have Barrier Spheres in your inventory. They're only temporary, but the extra resistance against Magus's strong magic attacks could help you if you are underleveled. =========================================================================== Keep go boom. ========================== ~World Map; 65,000,000 BC~ ========================== Best not to ask how we ended up in Ayla's hut. Your HP and MP will be restored after the sleep. Head outside after this is over. --------------------------------------------------------------------------- ~5P.Forward to the Past~ --------------------------------------------------------------------------- ========================== ~World Map; 65,000,000 BC~ ========================== Head north of Ayla's tent and to the partially burned down forest. There is a lone hut in the middle of it. Enter Laruba Ruins. ============================= ~Laruba Ruins; 65,000,000 BC~ ============================= Head north, talking to the Laruba if you wish. At the north end you will find Ayla talking with the Laruba Elder. If it isn't made obvious by the conversation, you'll want to tail Ayla to the Dactyl Nest. ========================== ~World Map; 65,000,000 BC~ ========================== Head just right of the forest, then north to the Dactyl Nest plateau. It's right next to Hunting Range if you remember going there some time ago. ============================ ~Dactyl Nest; 65,000,000 BC~ ============================ Walk north and fight the group of enemies. They should all be easy to kill by now, I'm sure. I advise killing every single enemy in the Nest. Crono should be VERY close to learning Lightning II by now, easily one of his most useful moves. Try to get enough TP to learn it. Anyway, proceed north after the fight. Get into a fight with some Avian Rexes, then proceed up the rocks on the wall that form a ladder of sorts. Grab a MID-ETHER from the chest at the top, then head left and south. Fight the trio of Schists, then follow the path right and north. Climb another rock-ladder and walk right off the screen. Fight another trio of enemies that are blocking the rock-ladder. Once killed, climb the rocks and follow the path north. Climb more rocks and head left and south. Kill more Schists, grab a MESOZOIC MAIL (save it for when you get Ayla back in your party), climb another ladder, then head north for a forced fight with Avian Rexes. Climb one last ladder to get off the screen. You'll witness Ayla up ahead. Run up to talk to her and she will rejoin your party for good. She's forced for now, so you'll need to ditch someone again. Let it be Frog. He's so weak. And his magic attacks honestly suck, much like Marle's. Stick with Robo/Lucca as your third member. ========================== ~World Map; 65,000,000 BC~ ========================== You never need to walk again in Prehistory. You can ride the dactyls to any location you feel like on the map. Just press A to land (you need to be hovering over passable terrain, obviously). Fly to the center of the pangea-like continent. It's the area will of lava. You should see a tall plateau with a castle on it. Land there, heal with a Shelter and save. Enter Tyranno Lair when you're ready. --------------------------------------------------------------------------- ~5Q.Unnatural Selection~ --------------------------------------------------------------------------- ============================= ~Tyranno Lair; 65,000,000 BC~ ============================= Head north and fight the pair of Cave Apes and the Reptite. North of them will be two skull heads. Since the left one is closed, head inside the right one and down the stairs behind it. Head south, fight more Reptites, then head right. Defeat even more Reptites, then head down the stairs they were guarding. Head south to find a trio of Reptites guarding a cage. Engage in battle against them. Once they're all dead, then talk to the guy that rushes to the cage door. Ayla will rescue Kino. After the conversation ends, Kino will order you to follow him. Grab a MID-ETHER from the egg chest in the cage, then follow Kino back through the linear path you took to get here. Back in the entrance room, get out of the skull and Kino will open up the left skull so you can proceed further in the castle. Head through it and up the stairs behind it. Head right, step on the switch in the floor to drop the nearby enemies into a pit, then head outside via the door in the south wall. Once outside, head right and fight some foes. Then head inside the right room. There are two egg chests in here. Grab a HI-POTION from the left one and leave. Opening the right one makes a trap door open, and you will fall to the first floor and will need to work your way back up here. Outside, head back to the left room after fighting more enemies. Head inside the left room, then head left and hit the switch on the floor to drop more foes into a pit. Head outside. Kill off the trio of Reptites, then enter the room on the left. This room has dull grey flooring. It's a maze of sorts as several tiles send you warping around the room. It's not hard to reach the stairs to the 3rd floor (the top left corner), but you can get some nice items in the room. A lot of squares in the room also trigger battles. Be careful. Head due north, and when you reach a gap move right. You'll be warped to bottom left side of the room. Move directly right to be warped to the top right corner of the room. Grab the MESOZOIC MAIL from the chest, then head two spaces south of the chest and left to get warped near the top-middle of the room. Grab the POTION from the chest you're close to. Head all the way right from this chest, then south seven spaces, then right to be warped to the bottom left corner again. Go north and collect the ATHENIAN WATER from a chest. Head left against the wall, then north to be warped. Go right a few spaces, then south to get a TRICERATOPPER from a chest. Equip it on someone. That's all the items here. From the Triceratopper chest, head due north to find the stairs to the 3rd floor. Head south to appear back outside. Your goal is to reach the door on the far right. Several groups of foes will block your way, though. When you make it to the room, there are two switches. Both open the skull, but the left one also makes enemies appear. Go through the skull and press the switch on the wall. Head back outside. Head through the door in the middle now after killing the enemies guarding it. You'll find good ol' Nizbel behind the door. He won't fight you, luckily. Walk around him (there's enough room to squeeze by) to the walkway behind him. Finally there's a save point. Use a Shelter and save. Attempt heading up the stairs. Just kidding, he's gonna fight you. =========================================================================== BOSS-Nizbel II HP-6500 Defense-127/Magic Defense-50 Exp-880/TP-15/G-0 Techs: Counters: Charge Hit Nizbel Charge Nasal Gas (Poison) Electric Discharge (Light Tech) Earthquake Recommended Levels-24+ ---------------------------- Use Lightning (II) on Nizbel to severely lower his Defense. The trick to this fight is that every time he is attacked his Defense will increase a little bit again. Use a Lightning attack for every few attacks your partners use. All of his attacks deal around 50 damage. He has the annoying poison- inducing counter, but it's rarely, rarely used. Electric Discharge is the biggie. That sucker does nearly 200 damage to your entire party. He uses this move every three times you use Lightning/II, so try to limit your usage of those two moves so you don't keep getting hit by this attack. Past Electric Discharge this fight is just as easy as the previous Nizbel fight. He's not terribly challenging. Just has a lot of HP to deplete, but Robo's Heal Beam or any other healing moves/items will suffice every few turns. Just remember not to spam the Lightning moves to avoid many Electric Discharges. =========================================================================== Save and heal once again after the fight, then head up the stairs for real. Head south to be outside once again. Go right to fight some foes. Somewhere around this point Ayla and Crono should learn the Falcon Strike Dual Tech. It's insanely powerful. It won't happen until Ayla learns her Boulder Toss Tech. In any case, enter the room on the far right. Three switches are in this room. Hit the north-middle switch to make a save point appear. Ignore the other two switches as they just make pits appear (if you hit the left switch then you can't use the save point). Examine the skull to make it open, press the switch on the wall behind it, and grab the HI-ETHER from a chest next to this switch. Walk back outside. Fight through enemies to reach the door in the middle. Last chance to heal before going inside. I advise equipping any Ruby Vests you still have. Once you do, listen to Azala taunt you, then follow her outside. At the end of the balcony you'll get into a fight. Surprise surprise. =========================================================================== BOSS-Azala and Black Tyranno Azala HP-2700 Black Tyranno HP-10500 Azala Defense-230/Magic Defense-30 Black Tyranno Defense-253/Magic Defense-100 Azala Exp-800/TP-10/G-0 Black Tyranno Exp-1000/TP-15/G-0 Azala Techs: Azala Counters: Psychokinesis Azala's Wrath Teleport Telepathy (Sleep) Black Tyranno Techs: Fire Breath (Fire Tech) Chomp (Absorbs HP) Roar Tyranno Flame (Fire Tech) Recommended Levels-25+ ---------------------------- Not a terribly hard fight. You will want to off Azala as quickly as possible to make the fight a lot simpler. Use only magic Techs on Azala as your physical moves won't dent her very much. Simply ignore the Black Tyranno until Azala is defeated. Both of them will attack occasionally, everything dealing around 60 damage to your characters. Black Tyranno will use fire-based attacks, so those Ruby Vests will come in handy. Once Azala is defeated, don't do anything. Heal until you receive the message "Lowering Defense and begins storing power.". Once that appears, go all out on Black Tyranno. The boss will never attack you at this point, but make sure everyone has 350+ HP anyway. Black Tyranno will count down from 5 to 0. Once it hits 0, it'll unleash Tyranno Flame which harms everyone for well over 300 HP. It's insane. After the attack, heal and wait for the message again, then continue spamming high powered physical Techs. Falcon Strike is a good choice here. Ayla and Crono should have learned it if you didn't run from many fights. At average levels, you should be able to kill the BT in the middle of the third countdown. =========================================================================== Dun dunnnnnnnn! *drum roll* Dun dunnnnnnn! Time to make like a tree and get outta here. ========================== ~World Map; 65,000,000 BC~ ========================== Hope you didn't miss anything from the fortress because it's gone for good. Examine the Tyranno Lair Ruins. =================================== ~Tyranno Lair Ruins; 65,000,000 BC~ =================================== Aww hell, he isn't here. Luckily he left us a Time Gate. Isn't that sweet? Enter it. ======================= ~Small Cave; 12,000 BC~ ======================= Huh. What an odd era to drop us off in. Leave the cave. --------------------------------------------------------------------------- ~5R.The Magic Kingdom~ --------------------------------------------------------------------------- ====================== ~World Map; 12,000 BC~ ====================== Head right in this crazy blizzard. You will soon come across a strange dome, sorta like the ones in 2300 AD. Enter it. =============================== ~Skyway/Land Bridge; 12,000 BC~ =============================== Step onto the glowing tile to get teleported into the sky. Nifty. Head south and exit the room. ====================== ~World Map; 12,000 BC~ ====================== Oh god this is such awesome music. Head right and into Enhasa. =================== ~Enhasa, 12,000 BC~ =================== Feel free to talk to everyone in the building to learn more about the Zeal Kingdom. Make your way to the top left corner of the room, noticing a young boy who will mention something happening to one of your party members. Something bad. Awesome...? Step on the blue tile nearby and everyone will get fully healed. Now head south of the tile and to a merchant behind the counter. This marks the first shop in the game to sell Ethers, so I advise buying a few from the road if your supply from chests has gone low. A few Shelters and Hi-Potions will also do well. Now, there are three openable books in this room. Each reveals an element when opened. Open the one in the top right corner to reveal water. Open the one in the top left next to reveal wind. Finally, open the one near the entrance to reveal fire. This lowers a bookcase nearby. Enter the exposed room and talk to the Nu. Choose to accept his challenge to fight a group of six of them. A single hit all Tech should be able to wipe out the group. You'll earn a Magic Capsule and Speed Capsule for winning. Leave now. ====================== ~World Map; 12,000 BC~ ====================== Head north and go to the Land Bridge. =============================== ~Skyway/Land Bridge; 12,000 BC~ =============================== Step on the tile like you did before, this time riding it down back to the ground. Exit the dome. ====================== ~World Map; 12,000 BC~ ====================== Follow the linear path north and left to another Skyway. =============================== ~Skyway/Land Bridge; 12,000 BC~ =============================== Once again head on the tile and leave to the south. ====================== ~World Map; 12,000 BC~ ====================== In the last area of the Zeal Kingdom, head left. You can view the docked Blackbird if you wish, but nothing will come out of it save a bit of wasted time. Enter Kajar next door, though. ================== ~Kajar; 12,000 BC~ ================== Once again, talk to everyone if you want. It's neat information. There are two rooms in the north area. The left has people with more information. The right one also has people, but keep examining the ground in the bottom right corner of the room. Against the southern wall is a SPEED CAPSULE whose sparkle can't be seen. Good to get it. Robo could use this. If you want a hint on getting a secret item in the main area of Kajar, talk to the Nu in the top left corner. In any case, return to the previous room. You may have seen various books that you could examine and a magic spell would pop out. Open the one in the top left corner to make water appear. Now head to the bottom right corner and open up wind. Finally, head to a counter with a Nu standing behind it in the center of the room and open up the fire book. This makes the bookcase nearby lower. Enter the exposed room and grab the object on the tile. You'll receive the BLACK GEMSTONE. This item is useless now, but you will be able to use it much later. With that, leave this palace. ====================== ~World Map; 12,000 BC~ ====================== Now head right and into the Small Cave. Enter the pillar of light inside to be raised to a higher area of the map. Once outside, enter another cave to the right and repeat the process. At the top, enter the Zeal Palace. ======================== ~Zeal Palace; 12,000 BC~ ======================== Eerie music. Once again, talk to everybody to understand the palace a bit more. Once you've done that, head to the north end of the room. There are three rooms--one in the top left, one in the middle, and the last in the top right. Head to the top left room, talk to the Nu infront of the door to make him move, then head inside. In the room down the hallway you'll find the Mammon Machine. Talk to some people to learn about it. Once you're done observing this beast, head back to the main area, this time entering the room in the top right corner. You'll see two rooms ahead of you. Take the right one. Once the conversation ends and Schala leaves, talk to Janus if you wish and leave the room. Back in the main room, head into the top middle door. You'll notice a crested door at the end which Schala goes through. You can't progress any further here. Leave the hallway and take the top left door again back to the Mammon Machine. Examine the red button in front of the Mammon Machine and the screen will glow red. Now head back to the top middle room and examine the crested door. The Mammon Machine powered up Marle's Pendant, allowing these doors to open. Head inside. Oh, that's fun. This Queen sucks. =========================================================================== BOSS-Golem HP-7000 Defense-127/Magic Defense-50 Exp-1000/TP-35/G-2000 Techs: Counters: Iron Sphere (Halves HP) Bluuurp! Electrify (Light Tech) Dark Ray (Shadow Tech) Ice (Water Tech) Water II (Water Tech) Flame (Fire Tech) Fire II (Fire Tech) Energy Spheres Recommended Levels-26+ ---------------------------- The easiest way to finish the battle is to get killed. It IS possible to win, it's just really hard. The Golem copies your attacks, essentially. A thing to note is that several of its copied attacks are really weak. Both Water II and Ice are insanely weak. If you use just those moves and keep healing, it's not too bad a fight. Using magic Dual Techs, like Thunder Chomp, work too. The order of damage his attacks inflict are as follows: Physical > Shadow > Light > Fire > Water/Ice Try to avoid hitting him with any physical moves. His Physical Copy attack deals 400+ damage to a single party member. Golem spams Iron Sphere, reducing the HP of whoever it hits in half. And it really spams this. A lot. Hence why you'll probably lose. A good thing to note is that Lucca's Hypnowave actually works on this boss. Use that to get a few free attacks in, then put it back to sleep. Spam until victory. The reward is quite nice, but the outcome is the same regardless. =========================================================================== Schala's nice. And just like that you're out of here. For all eternity... Nah I'm just kidding. Too bad some of you couldn't see the sarcasm there. =================================== ~Tyranno Lair Ruins; 65,000,000 BC~ =================================== Robo points out the destination--an unvisited dome in 2300 AD. --------------------------------------------------------------------------- ~5S.To Break the Seal~ --------------------------------------------------------------------------- ========================== ~World Map; 65,000,000 BC~ ========================== Walk south to where the dactyl is resting. Hop on and fly left back towards Mystic Mountains. ================================= ~Mystic Mountains; 65,000,000 BC~ ================================= Nothing new here. Proceed north through several groups of enemies, head left in the clearing, then north to the top of the mountain, then fall down into the Time Gate. ================= ~The End of Time~ ================= In case you already forgot, you're heading for Proto Dome, 2300 AD. ===================== ~Proto Dome; 2300 AD~ ===================== Head south, follow the metal gratings on the right, then keep heading south to get out of the dome. ==================== ~World Map; 2300 AD~ ==================== Proceed north and left, into Site 32. ================== ~Site 32; 2300 AD~ ================== Either win the jetbike race or manually walk to the left end of Site 32. Once you complete either journey, head south to leave. ==================== ~World Map; 2300 AD~ ==================== Now, you have a few options. If you simply want to continue the story and don't care about some extra goodies, head south into the Abandoned Sewers. If you do want the goodies, heed the next few paragraphs. If you're ignoring them, skip down to the Abandoned Sewers a few paragraphs down. For now, head left and south into the Arris Dome. ===================== ~Arris Dome; 2300 AD~ ===================== Follow the relatively linear path to the top left corner of the room. Restock on supplies if you missed on your several oppotunites in the Zeal Kingdom at the shop, then head down the ladder below Joan. Head through the door on the right (hold L and R, then press A at the sparkling console if the path to the door isn't open still). Proceed north along the metal gratings on the left. Get off of them at the end, head south along the bug infested pathway, then left on more metal gratings to reach the door at the end. In the next room, head north onto metal gratings and follow it around the corner. Then keep going north, ignore the gratings on the left and pathway on the right (just keep going north), then head right at the very end. You'll come to a sparkly console. Hold L and R and press A to open up passage to the sealed door. The pendant will open it, so you can head inside. Four chests, containing a LUMINOUS ROBE, ELIXIR, ACUITY RING, and a GOLDEN EARRING are here. Pick up the sparkling STRENGTH CAPSULE in the center of the room. Back in the previous room, head right along the metal gratings, then south onto some more, and loop around back to the beginning of the room. Back in the room with several bugs, head through the linear pathway. Once you reach the end, head up the ladder in the bottom right corner to be back at Joan. Leave the dome entirely now. ==================== ~World Map; 2300 AD~ ==================== Head left to Site 16. ================== ~Site 16; 2300 AD~ ================== Walk close to the Mutant to avoid fighting it, then proceed south and left. Stand far from this next Mutant to avoid a fight, then head north, kill the Shadows with magic attacks if needed, then head left to the next screen. The winding pathway through this area remains linear, so you should have no trouble just looking at your map and avoiding the sparingly few foes here. Remember that the rats swipe a Potion if you touch them, and 500G if you have no Potions. The exit is in the bottom left corner. ==================== ~World Map; 2300 AD~ ==================== Head south a little bit to the Bangor Dome. ====================== ~Bangor Dome; 2300 AD~ ====================== Head to the sealed door in the room and open it. Grab the ALLURING TOP, HI-ETHER, and WORKMAN'S WALLET from the trio of chests. That's all for here. I also advise taking the Time Gate here and then warping right back to Bangor Dome. Having the portal in The End of Time unlocked to here and Guardia Forest 1000 AD will help in future item collection. ==================== ~World Map; 2300 AD~ ==================== Head south to the Trann Dome. ===================== ~Trann Dome; 2300 AD~ ===================== One last pendant door at the end. Open it and grab the GOLDEN STUD and a HI-ETHER, as well as a MAGIC CAPSULE from the sparkly spot on the floor left of the chests. With all of our stuff, leave the dome. ==================== ~World Map; 2300 AD~ ==================== The Golden Stud you just obtained cuts the MP cost of all moves of the wearer by 75%. I like giving it to Crono for now because he can spam Lightning II (now at a whopping 2 MP!) constantly. Really nice stuff. Of course, anybody can make good use of this item. It's the only one in the game (only way to get more is from the Arena or a New Game +) so treasure it. Leave for Site 16. ================== ~Site 16; 2300 AD~ ================== You should be able to make it through here without any difficulty once again. It's really linear, after all. ==================== ~World Map; 2300 AD~ ==================== Head right and into the Abandoned Sewers. =========================== ~Abandoned Sewers; 2300 AD~ =========================== Alright, if you did this place when you first visited 2300 AD, then you can head directly to the exit of this place. If you skipped over the sewers, you'll have to do the place now. I described earlier in this guide how to get through it. Ctrl+F "Abandoned Sewers" from the top of the guide and the second result will be my coverage of the area. Use it if you have yet to go through this place. For those who finished the sewers, head left across the bridge, south a bit, right across another bridge, all the way south and then right and follow the path until a bridge goes north to a ladder. Follow it and go up the ladder. ==================== ~World Map; 2300 AD~ ==================== Head south, ignore Death Peak, and enter the lonely Keeper's Dome. ======================== ~Keeper's Dome; 2300 AD~ ======================== Follow the pathway under the metal gratings to a room at the end. Open the sealed door to enter. You'll now see a bunch of sparkly spots on the floor. Sadly these aren't awesome items, but rather pieces of memory leftover by somebody. They'll all make sense in a little bit. They piece together the story of Lavos for the most part (finally!), the last bit implying you're about to receive something awesome. Open the sealed door at the end. Walk around to the back of the machine that you find in here to trigger a conversation with your party. Now attempt to leave the room. A Nu will stop you. You can now rename the Epoch if you wish. Examine the wooden plank that the Nu dropped infront of the Epoch to be lifted into it. Once aboard, choose to take off. Your destination is obvious--12,000 BC. ====================== ~World Map; 12,000 BC~ ====================== The Skyway has been sealed, so don't waste your time trying that. Instead head left to the small cave at the tip of the continent. ======================= ~Terra Cave; 12,000 BC~ ======================= Head up the ladder and through to the room on the left. This is the small underground village of Algetty. Neat little place. Head inside the first room a little to the left. The man in here hosts a shop. He's got new weapons for every character, as well as helms and armor for the males and females. Problem is that this stuff is insanely expensive. You definitely won't be able to afford everything. Just buy stuff for the main team you're currently using. 2 weapons at most, 2 helms and 2 armors. You shouldn't waste all of your cash here. Once you're stocked, head down the next ladder. Head inside the room here if you want details on Janus and the Queen, then keep going down another ladder, then another. The room here is an inn. Rest up if you need to, then proceed down one final ladder. Save at the save point, then move right and into another area of the cave. I HIGHLY advise putting Frog and Lucca into your team. Magic will be insanely useful in the next area. ========================= ~Mudbeast Den; 12,000 BC~ ========================= Check the bottom right corner's sparkly spot for a STRENGTH CAPSULE, then head north. You'll be attacked by two Mudbeasts. Magic attacks are powerful against them, hence why I advised that party. Be careful, as each time they are attacked their Attack increases. Kill them both off quickly. Head further north for another fight with two Mudbeasts. Heal up everyone's HP, then head north a little bit more. Time for a boss fight. =========================================================================== BOSS-Red/Blue Mudbeasts and Mud Imp Blue and Red Mudbeast HP-5000 Mud Imp HP-1200 Blue and Red Mudbeast Defense-150/Magic Defense-50 Mud Imp Defense-250/Magic Defense-80 Blue and Red Mudbeast Exp-300/TP-8/G-800 Mud Imp Exp-354/TP-10/G-1000 Magic: Blue Mudbeast is Immune to Water and Weak to Fire Red Mudbeast is Immune to Fire and Weak to Water Blue/Red Mudbeast Techs: Mud Imp Techs: Charge Pebble Punt Sleep Bubble (Sleep) Heal Blue/Red Mudbeast and Mud Imp Combo Counters: Cross Charge Earthquake Blue/Red Mudbeast and Mud Imp Combos: Left/Right Charge (Blue/Red respectively, both for Mud Imp) Recommended Levels-27+ ---------------------------- A bit of an annoying fight. Like I said before, Lucca and Frog are the advised partners. Their magic Techs will help greatly in this fight. Despite what he does, ignore the Mud Imp. He has crazy high Defense and Magic Defense, and taking him down while both Mudbeasts are alive is quite challenging. Playing their weaknesses is key. Frog and Lucca, when they attack the Red and Blue Mudbeast respectively, can score about 500+ damage with a strong magic Tech. Crono should heal anyone who takes too much damage, and stick to single target Techs. Otherwise they will use the powerful Cross Charge or Earthquake counter, and those are quite powerful. The Mud Imp likes to spam his healing move. It heals everyone about 150 HP, which isn't too much for the beasts but a ton for the Imp considering his high defenses. Save him for last, then swamp him with everything you have when the Mudbeasts fall. He won't last too long when he can't hop on anything to charge over you. Physical attacks are far superior than magic attacks against him. He also loves spamming his heal move after every attack, so keep using physical Techs and he'll be down fast. You will likely need to use a ton of healing items through the fight, but just be patient. It'll take a lot of magic attacks to take everything down. =========================================================================== You may want to go back to a save point and heal. Once you have, walk up the chain behind where the Mud Imp was guarding to reach Mt. Woe. --------------------------------------------------------------------------- ~5T.The Guru of Woe~ --------------------------------------------------------------------------- ============================ ~Mountain of Woe; 12,000 BC~ ============================ I HIGHLY advise making a team of Crono, Robo, and Ayla. If you don't have their Triple Tech yet, you'll be wanting it. And I ensure you will get it within a few fights on Mt. Woe. And for the record, this place is an absolute gold mine of Exp. When you enter, you should notice a brown rock on the right. This foe is a Rubble. It uses the Omnilock move at the start of the fight, preventing you from using Items or Techs. All you can do is spam the Attack option. Also, you have a high likelihood of missing the foe. However, you get a whopping 100 TP and 1000 Exp from killing it. There's about a dozen of these guys scattered around Mt. Woe. Hence how you can climb the Tech trees of your characters VERY fast. Note that they do not respawn if you leave the mountain, and they will run away if you take too long to kill. It should only take two attacks, maybe three, to kill them. Moving on. If you want an item, follow the right path from the start. Get past a forced fight, then cross the chain leading left at the end. Fight the Rubble, proceed south, left under the pathway, and reach a chest containing a PLATINUM HELM. Walk right and around back to where you started. Head left now, across the chain, north to a forced fight, then a bit further north and up a chain to the next screen. From where you arrive, head left for a Rubble fight, then right and north to a forced fight. A but further north is a save point. Save and heal up, then proceed north. You'll get into a forced fight at the clearing. Kill off the easy foes, then walk up the chain on the right. Open the pair of chests for a PLATINUM VEST and a SHIELD SPHERE, then kill the Rubble perched here. Note:My friend informs me that the Rubble here respawns if you leave the screen and return. I'm unable to confirm if this is true, but if it is than this is an insanely easy Exp/TP grinding spot. Walk back down the chain and continue left. You'll get into a fight near a chest. Open it for a BARRIER SPHERE, then head back right a little bit. You passed an opening on the cliff wall you can use as a ramp to a higher area. Once on the second tier of the cliff, head left then south. At the bottom, walk onto the top tier of the cliff. In the open clearing will be an obvious fight as you approach the chest in the north. Open it for a LAPIS, then head right and across a chain to another fight. Once they're killed, head right and south. You'll get into another battle. Once you've finished them off, then head down the chain to the south. Head the southernmost point after getting down the chain to find a Rubble. After reaping the rewards, head right from the base of the chain, fight more foes and get a BARRIER SPHERE from the chest. Then head right across another chain to a new screen. Go north and get a LAPIS from the chest, then head right. Ignore the enemies waiting in the clearing and walk across a chain on the right. Head south, fight more Gargoyles, and grab a chest with a HI-ETHER inside. Head to the north end to find a BARRIER SPHERE in a chest, then go back across the chain to the clearing with foes you ignored. Head for the large chain at the north end. Naturally, you'll fight the Death Lilies beforehand. They love confusing you, so be careful. Head up the chain and follow the simple path north. Head left a bit, kill a Rubble, then head south a few steps until you spot the opening on the right leading to a higher spot up the cliff. Head south, fight some foes, and grab a SHELTER and a SHIELD SPHERE from the chests. Now head all the way north, right across a chain, and up the short cliff to a save point after killing some more foes. Use a Shelter here, then head up the large chain. Follow the simple path up the cliff and get a TIME HAT from the chest. Head right across the chain, grab the Hi-Ether from the nearby chest, then head further right. The bottom right corner has a sparkly spot holding a MAGIC CAPSULE. Now head north and up the final chain to reach the summit. Finally. Examine the blue crystal to, well, you knew it was coming. Make sure Ayla is in your party, and if your team fo Crono/Ayla/Robo learned the Twister Triple Tech... =========================================================================== BOSS-Giga Gaia Giga Gaia HP-9500 Attack/Defense Arm HP-2000 Giga Gaia Defense-127/Magic Defense-50 Attack/Defense Arm Defense-127/Magic Defense-50 Giga Gaia Exp-3000/TP-30/G-3000 Giga Gaia Techs: Arm Restoration Defense Arm Techs: Attack Arm Techs: Water Surge (Water Tech) Arm Attack (Halves HP) Restore Head Giga Magnade (Fire Tech) Attack/Defense Arm Combos: Doublehand Blaster (Fire Tech) Dark Plasma (Shadow Tech) Recommended Levels-29+ ---------------------------- An incredibly easy fight. Of course some of you can't figure out the whole "if something besides the main boss is on the screen kill them damn things first" concept in Chrono Trigger (hell, 90% of RPG's in general), hence why you probably got killed by this thing real fast. Kill the damn Arms first. It's really easy. Two, possibly three, Falcon Strikes (Ayla and Crono's Dual Tech) destroy those things. Two Twisters (Crono/Ayla/Robo's Triple Tech) rape them AND Giga Gaia at the same time for 1700+ damage. Oh...fine. Some of you like a challenge. Some of you didn't kill all of the Rubbles (what the hell is wrong with you?). In this case, note that the Attack Arm is far more lethal than the Defense one. At a wimpy 2000 HP, you can wipe that out with a few strong physical attacks. With the painful arm out of the way, focus your attention to the Defense Arm. Its attacks are very weak, hence why you'd want to kill it second rather than first. It'll fall just as quickly as the Attack Arm. When both arms are down you can freely attack Giga Gaia's head without worry of any counterattack. He can't attack without his hands, so pummel away. Have one of your partners heal the several hundred HP damage the hands dealt to your party. Robo's Heal Beam is good for this task. After a few attacks Giga Gaia will regenerate his hands and you'll need to repeat the simple process of destroying them. Repeat until the head lives no more. I believe that when the Arms are respawned they have less HP than initially started with (around 1500 HP or so. Not entirely sure). It makes things a bit easier. =========================================================================== Good job, you destroyed a mountain. You must be soooooo proud. ======================= ~Terra Cave; 12,000 BC~ ======================= Sit through the long conversation. With access to the Zeal Kingdom opened once more, the Ocean Palace becomes our next to destination. Talk to Melchior again to obtain the Ruby Knife, and item allowing you to destroy the Mammon Machine. Leave the room, climb to the top of the cave, and get out of the area. --------------------------------------------------------------------------- ~5U.What Lies Beyond~ --------------------------------------------------------------------------- ====================== ~World Map; 12,000 BC~ ====================== Alright, you know how to get back to the Zeal Palace. It's just so linear. I think you can handle it. Head to the Skyway, head up, go to the Land Bridge in the sky and ride it down, then head up and left to another Skyway to be in the main area of Zeal, then take the light beams in both Small Caves up to reach the Zeal Palace once more. ======================== ~Zeal Palace; 12,000 BC~ ======================== Head to the north end of the room where the three entry doors are. Once again take the middle one that leads to the Queen's chambers. Sadly, she's gone. But her annoying pet is still here. =========================================================================== BOSS-Dalton HP-3500 Defense-127/Magic Defense-50 Exp-1000/TP-30/G-2500 Techs: Counters: Iron Sphere (Halves HP) Burrrp! Recommended Levels-30+ ---------------------------- This battle is a joke. He counters with Iron Sphere after every single attack, but the bright side is that it can't kill you. He uses Burrrp! when he's killed, so make sure everyone has enough health to survive it. Nothing special about this fight. =========================================================================== The Time Gate there is actually a portal to the Ocean Palace. Enter it. ========================= ~Ocean Palace; 12,000 BC~ ========================= Head south and heal at the save point. --------------------------------------------------------------------------- ~5V.Lavos Beckons~ --------------------------------------------------------------------------- ========================= ~Ocean Palace; 12,000 BC~ ========================= Head south into the next room. This area is massive, and I'll refer to this as the "main room" until we complete everything in the room. There are a ton of Scouters in this room of various colors. They can only be hurt by physical moves and magic Techs matching their color (yellow for Light, red for Fire, blue for Water). They're everywhere in the Ocean Palace. Stay alert. At the first group of enemies you come across, a chest at the base of a pillar on the right holds a RUNE BLADE. Head south some more, and to the right of the next group of enemies is another chest holding an AEONIAN SUIT. You can see the entrance to another room at the center-bottom south area of the main room. However, lava is blocking it. To gain access to the next area of the palace, enter the room in the top right corner. There will be a big blue switch in the middle of the next room. Press it and two foes will attack (you HAVE to press this switch, it is crucial to opening passage to the next area of the palace). A Djinn and Ghul will attack. You need to kill the Ghul first in order to do any significant damage to Djinn. Don't go back to the main room. Proceed into the bottom right room instead. Fight the Red Scouters and Zealot Mage, grab the chest for an AEONIAN HELM, then head left and back to the main room. This time enter the room in the bottom right corner. Dodge the two Blue Scouters here if you want, then proceed south. Grab the chest on the left for a KAISER ARM (amazing for Robo), the walk across the platform over the lava onto another platform with tons of foes waiting (this platform appeared from pressing the blue switch a bit earlier, see?). If you don't want to fight, walk around the pillars the Scouters are perched on instead of walking ontop of the blue diamond flooring. Regardless of your choice, head onto the pathway to the left and press another blue switch. Head left even more to where enemies are also waiting. Avoid them if you wish, but be sure to grab the SONIC BOW from the chest in the bottom right corner. This area is a dead end, so return to the main room. The blue switch made a block appear over the lava allowing access to the next area of the palace through the middle-south exit. However, we should get a few more items first. Enter the top left room. Step on the blue switch to fight a Ghul and Djinn. Once killed, enter the room through the bottom left exit. Fight the Blue Scouters and Zealot Mage in here, then grab the EMPYREAN BLADE from the chest. Really good on Crono. Use the exit on the right to reach the main room again. Now enter the room in the bottom left corner. Fight the Red Scouters and mage in here if you want, grab a SHOCKWAVE from the chest (gun for Lucca), then head south. Instead of going onto the area with enemies, follow the border of the room to the left. Follow until you see a chest surrounded by walls. When the wall is on your right, hold right to slowly walk up the curved wall. You will find you can walk through a part of it. Then walk south, then right through the invisible passage to reach the chest with a DEMONSLAYER inside. Walk back to the room border and follow it back left, returning all the way to the main room. Our business is finished here. Proceed down the center-south exit to the next area (I advise saving and healing back at the save point at the start of the palace beforehand). Fight the group of enemies as soon as you enter the new room, then head left and down the stairs. At the clearing at the bottom you'll need to kill a group of enemies. Head south and down another flight of stairs. Every foe you touch you'll have to fight in the next clearing once you get down these stairs. Carefully weave under them when they jump into the air. Kill any Monks you touched in the next clearing, then head down the third staircase. You can dodge the enemies in this clearing to avoid a fight, but if you stand still the statues shoot at you, each fireball dealing 50 damage to Crono. Act fast. Battle or not, proceed down a fourth staircase. Fight a group of Monks, then proceed down one last staircase. Fight a Ghul and Djinn at the bottom, save and heal, and head south to the next room. A large group of foes will attack you. Destroy them all, then examine the sparkly object on the left to make the elevator move down. You will have to fight three groups of enemies. Falcon Strike will be of immense use here. Strong magic Techs will also work well. Hit-all attacks are insanely useful, just don't use a hit-all magic Tech against the group of six Scouters. All of the counterattacks will likely kill your team. At the bottom, head to the next room. Ignore the blue switch and follow the path right to the next room. Kill the trio of Scouters in this room, then examine the switch they were guarding to flip it. Leave the room, then head back to the blue switch. Ignore it again and follow the path left to another room. Repeat the process of killing the Scouters and flipping the switch, then finally return and hit the blue switch. A passageway will form. Follow it to the next room. Use a Shelter and save at the save point. Make a team of Crono and the magic users of your choice. Lucca is HIGHLY advised. The battle in the next room is considered one of the hardest in the game for many people. =========================================================================== BOSS-Golem (Sisters) HP-7000 Defense-127/Magic Defense-50 Exp-1000/TP-35/G-2000 Techs: Counters: Iron Sphere (Halves HP) Bluuurp! Electrify (Light Tech) Dark Ray (Shadow Tech) Ice (Water Tech) Water II (Water Tech) Flame (Fire Tech) Fire II (Fire Tech) Energy Spheres Recommended Levels-33+ ---------------------------- For the record, this is simply a fight between you and a pair of Golems. If you thought getting murdered by just ONE was bad, now you have two to contend with. Considering you should be like six levels higher, it should be easier, yes? Remember how the Golem raped you? Really hard? Bet that felt good. There are many techniques to taking these things down. Lucca's Hypnowave Tech is usable against these bosses. That's right, you can actually put them to sleep, rendering them harmless. Of course you'll have to make Lucca constantly use Hypnowave as they wake up quickly, but it really lessens the amount of attacks you face. NEVER use physical attacks against them. Their physical counters do about 350 damage at this point. That's far too much. Their Water magic counter is the weakest, so Frog or Marle can dish out damage while the rest of your party is barely harmed by their counters. Alternatively, the best method is a barrage of hit-all magic Techs. A good method would be Lightning II, Fire II, Water/Ice II. This makes both Golems have Water counterattacks once you finish attacking. For this barrage to work, have everyone's ATB full and then have your party attack in that order. It's by far the best method to use, with healing necessary now and again. If Robo is on the team, have him primarily use Heal Beam to keep everyone's HP high. Ayla is the worst character to use in this fight, as all she has is physical moves. Not good against these guys. They also pretty much never use Iron Sphere if you only use magic Techs. So, in summary, hit them with two or three magic Techs in a row with all your characters, ensuring a hit-all Water or Fire move is last. Keep healing whenever it is required. If you follow that victory is insanely easy. =========================================================================== Don't worry about healing. Follow Dalton into the next room. Talk to the Nu to make him leap out of the way. Proceed north to the Mammon Machine. Aaaand, there he is everyone. The final boss. Hell yeah. Shame the game comes to an end this quickly...? =========================================================================== BOSS-Lavos HP-30000 Defense-127/Magic Defense-50 Techs: Kill You Recommended Levels-60+ ---------------------------- Eight words:Destruction rains from the heavens! =========================================================================== That was a fun fight! Game over, man! Once everyone stops talking, move Crono into Lavos's core. Fun cutscenes ahead and whatnot. ====================== ~World Map; 12,000 BC~ ====================== With the era reduced to two measly islands, there's not much to do. You will need to replace Crono now with a third partner. PUT AYLA IN SOMEWHERE. It doesn't matter where, just put her in! If you don't the next segment of the game will incredibly annoying. Possible, but very annoying. There are two tents to the right once you head outside. The top one has a shop inside. Buy more items to restore your stock. The object behind the Nu can't be obtained right now. Head into the forest, into Village Commons. ============================ ~Village Commons; 12,000 BC~ ============================ Last chance to put Ayla in your party. Talk to the Elder at the north end for a cutscene, and after Dalton pulls one of the oldest tricks in the books on your party, you'll be taken prisoner. --------------------------------------------------------------------------- ~5W.The New King~ --------------------------------------------------------------------------- ====================== ~Blackbird; 12,000 BC~ ====================== When your party wakes up, you'll find out everything has been stolen. No items, money, or equipment. Luckily, we can get it all back. Now, if you don't have Ayla in your party this will be annoying as you can't fight any foes until you find the equipment of your lead party member. If you DO have Ayla in the party, you can go guns a blazing throughout the plane to recover your stuff. Head up the ladder to appear outside. Yeah, you're in the air. Neato. Head back downstairs and you'll be shown where an escape ventilation duct is. If you want to leave the room, go ahead and do so, then agree to "Pretend to be sick". This is only viable if you have Ayla in your party since you can't reach anyone's equipment without her. Instead, choose to enter the ducts. Head right, up north, left, then north at your first oppourtunity, then take the second left, then head north at the end and down a ladder. Open the chest without touching the enemy and you'll obtain the equipment to your lead character. (Note if you touch any enemies and none of your characters can fight, you'll be thrown back to the starting room). Now that you have weapons, head back up the ladder. Head left, south, then right to a dead end with a ladder. In the room you drop into, head down the ladders and kill the Byte, then leave the room at the south end. Head south and right and enter the door into a small room with three Daltonites guarding a chest. Kill them off, then open it to recover your money. Leave the room. Head right and examine the switch next to the bottom converyor belt to make it switch directions. At the south end of the ship, head left and enter the room there. Kill the pair of Daltonites and open the chest to recover the equipment of your 3rd party member. Leave the room. Examine the button next to the conveyor belt to switch it again, then head up it. Head right, then north to find another pair of Daltonites guarding the entrance to a room. Kill them and enter it. Kill the Byte inside so you can access the chest with your 2nd party member's equipment inside. Leave this room, then head left, flip the direction of the belt, then move north and kill another duo of Daltonites guarding a door. Fight another pair as soon as you enter the next room. Enter the room on the left to fight a group of enemies. Grab the chest on the right to recover your inventory, then exit through the door in the top left. Head up the ladder infront of you. You'll be outside again, on the wing. If you missed any chests, you'll be asked if you wish to continue. Don't worry, you get all your stuff back after beating a boss in a minute. Fight all of the Turrets on the wing (they're similar to Rubbles, except they're practically impossible to hit and give out 1500 Exp), then head to the bottom left corner. Be sure to have healed up. You'll fight a Golem Overlord. Um, I'd type out a boss description but in order to win, just don't attack it. At all. Conserve your MP for now. You can get 2500 Exp, 40 TP, and 2000 G if you somehow manage to deplete its massive 15000 HP before it escapes. That's probably not going to happen. The real boss fight is up next. =========================================================================== BOSS-King Dalton HP-2800 Defense-127/Magic Defense-50 Exp-2500/TP-40/G-2000 Techs: Counters: Gale Slash Iron Sphere (Halves HP) Energy Sphere Lightning II (Light Tech) Burst Sphere Ice II (Water Tech) Fire II (Fire Tech) Recommended Levels-34+ ---------------------------- Dalton is still a joke fight. Be careful when attacking, though. He counters all physical moves with Iron Sphere and all magic Techs with moves of the opposite type (Use Fire and he will use Water, use Shadow and he uses Light). Just avoid physical moves because Iron Sphere drains HP more than anything else. His HP is still really low, so it should only take a few attacks to do him in. Robo and Ayla's Double Tech, Beast Toss, nearly one hit KO's Dalton. Use it if you have it. =========================================================================== When instructed, press the Y button. Then press the X button after that to send the Blackbird crashing into the sea. You'll arrive back on the ground after the short scene. ====================== ~World Map; 12,000 BC~ ====================== The Nu shop in the north hut has new goods. All of the weapons that could have been obtained in the Ocean Palace are for sale (albeit at insane prices), and Aeonian Helms and Suits are purchasable. Buy what you need, especially some Mid-Ethers, then wait. If you're lucky, the Nu will leave the room, allowing you to access the MAGIC CAPSULE sparkling behind him. It's purely random if he'll leave the room. Enter it, wait 10 seconds, and if he hasn't moved leave and reenter. Go to the Village Commons now. ============================ ~Village Commons; 12,000 BC~ ============================ Talk to the Zeal person wearing blue that's standing near the Elder. He'll mention someone else washing up at shore. ====================== ~World Map; 12,000 BC~ ====================== Head to the top left of the small island. ======================= ~North Cape; 12,000 BC~ ======================= Try picking up the sparkling object at the end of the cape. Magus will appear, and after the long cutscene you will get the option to fight him or not. Make sure to NOT fight him. If you seriously want to, he's ironically weaker than he was in the Fiendlord's Keep. He doesn't have Dark Matter anymore, and his HP is the same, so at this point it should only take you a few attacks to wipe him out. If you don't choose to fight him (and you shouldn't), he will join your team when you try to leave the cape. Magus knows the "II" form of all magic types. He's a perfect candidate for the Gold Stud if it wasn't on Crono when he died. Regardless of what you choose he says that the Guru of Time knows how to revive Crono. ====================== ~World Map; 12,000 BC~ ====================== Head back to the Epoch and board. While in the air you will notice the Black Omen rise from the sea. Two vortexes also appear in 600 AD and 65,000,000 BC. Well, the Epoch can fly now. Now you hardly have to walk anywhere anymore! Warp to The End of Time. --------------------------------------------------------------------------- ~5X.The Time Egg~ --------------------------------------------------------------------------- ================= ~The End of Time~ ================= Talk with the old man. He'll tell you that Crono's screwed and gives you a song to make ya feel better. Head to the portals and he will call for you. Talk to him again and he will hand you the Chrono Trigger, the item you'll need to revive Crono. Head to Spekkio, who has likely changed forms since the last time you faced him. If you can beat him, you'll get some more nifty items. Alright, to the Epoch. Travel to 1000 AD. ==================== ~World Map; 1000 AD~ ==================== Land and enter Leene Square. ======================= ~Leene Square; 1000 AD~ ======================= You need 40 Silver Points to obtain the Doppel Doll, an item crucial to reviving Crono. Defeat Gato three times to earn enough points. Once you have the points, head down to the first area of the fair. On the far right side is a large circus tent. Enter and talk to the head inside, agreeing to play his 40 point game for a Doppel Doll. You need to mimic the Crono clone's actions. L for raising your left arm, R for right arm, Y for when he laughs, and A for when he acts surprised. If you mess up once, it's game over. If you mess up, you'll end up paying for the doll out of your own funds. For every correct move you make the price will lower, and if you survive about 20 actions (they get pretty fast towards the end) you'll earn the doll for free. The most you have to pay for it is 60,000 G. Try not to screw up. ==================== ~World Map; 1000 AD~ ==================== Head to Crono's house and to the second floor. Examine the Doppel Doll to trigger a convo with his mom. After that, examine the doll again to collect it. Back on the map, head south to Lucca's house and talk to Taban inside to obtain Taban's Suit, good armor for Lucca. Now, head back to the Epoch and warp to 2300 AD. ==================== ~World Map; 2300 AD~ ==================== Head towards the middle of the map. You want to land near and enter Keeper's Dome. ======================== ~Keeper's Dome; 2300 AD~ ======================== Walk to the north end of the room and open the sealed door. Walk around the linear room, and in an area close to the Nu you can pick up the sparkly MAGIC CAPSULE on the ground. Talk to the Nu and he will bring out several Poyozo Dolls that will aid you on your quest up Death Peak. Depressingly if you wish, you may go up to him and switch him off forever when he requests it. With everything done here, leave. ==================== ~World Map; 2300 AD~ ==================== Death Peak is just to the right. Get ready to climb. ===================== ~Death Peak; 2300 AD~ ===================== This first area has strong winds. About every 8 seconds a strong wind will blow and you'll be swept off the mountain. Head north, ignore the Poyozo Doll for a second, then look right in the nook for a sparkling STRENGTH CAPSULE. Now, after getting swept off the mountain, enter again and talk to the doll. It'll tell you to stand behind trees to avoid being blown off. This is kinda tricky. What you want to do is walk into the base of the tree to avoid getting blown off. Running into the tree causes you to run around it, not helping. For most of you using the default control scheme, hold B to walk. When the wind dies down, walk north to another tree and repeat the process. The exit to the next screen is up ahead. You'll barely make it before the wind howls again. In the next area the winds stay calm, so take your time. Head left and fight some Blood Yolks. Head all the way left to find a MAGIC RING in the chest. Back to where the yolks were are rocks on the cliff. Use those like a ladder to climb higher. Head right to another group of Blood Yolks. Head up the cliff and walk right off the screen. Fight more enemies as soon as you enter the screen, then head north and right down a hill. You walk across the shallow stream in this open area. At the south area is a save point. Heal up, then head back the way you came, up the short hill again, and north to a cave entrance. You'll have to fight a few foes before you can enter. Make sure you're healed before going in. You'll fight a Lavos Spawn inside. It's not terribly hard. It has an attack which causes around 300 damage to everyone, but uses it rarely. It's also its counter if you attack the shell. Attack the head only. Stuff like Flame Kick are good Techs to use. Magic Techs are the best course of action. Just remember to keep healed. It only has 4000 HP, so it goes down fast. Once killed, grab the GIGATON ARM from the chest. Head north and out of the cave. Once outside, follow the path right and south, and off the screen back into a cave. Grab the chest here for a BRAVE SWORD, then keep moving south. Fight the Blood Yolks, then move further south and out of the cave. Once outside, look on the left ledge to see a sparkling object. Grab it to make a hole in the wall down below open. Head back through the cave (fight them Yolks again), loop around outside to the cavern where you fought the Lavos Spawn, and to the large outer area once more. Walk down the hill and back to the save point. Heal again, then head right to find a chest with a BARRIER RING inside. Head north and enter the cave in the wall you just opened. Head up the stairs, grab a HADEAN SICKLE for Magus, fight the Blood Yolk, then head north and out of the cave. You'll have to fight another Lavos Spawn when you step outside. Repeat the process of hitting the core and not the shell to win again. Once killed, proceed left to the next screen. This area is tricky. As the Poyozo Doll warns, the ground is slippery. You will constantly be moving to the bottom of the cliff if you don't react, and if you fall off you'll drop back to the save point in the large clearing from before. You'll need to walk back to the slippery slope to try again. The trick is to be careful. Aim to stay in the middle of the pathway and always be moving left. Don't try to stay still and move up and down as you'll easily fail if you try. It'll take a few attempts, but you can make it. I'm sure of it. In the next screen Blood Yolks will be rolling down the cliff. Yes, easy grinding spot if you wish it. Grab the YAKSHA BLADE from the chest on the left, then head south down the cliff. Nothing special here. On the next screen you'll be back in the area with the clearing and save point, except on a high cliff to the left. Follow the linear path south and left to the next screen. Talk to the Poyozo Doll, then climb down the cliff to the left of it. Follow the linear path south, left, then climb down the wall to the south, grab a DARK HELM from a chest and save, then climb back up and go north. One last Lavos Spawn will attack you here. Standard procedure now, I'm sure. The difference now is that the shell will remain when the head is killed. After the fight, push the shell to the right, then north against the wall. Examine the shell to climb on top of it, such that you can climb the rock ladder on the cliff to climb up it. Go right for a MEMORY CAP in a chest, then proceed north to the next screen. It's calm. Welcome to the summit. After the sun gets eclipsed, you'll get transported back in time to the Lavos fight in the Ocean Palace, at the exact moment Crono was killed. Examine Crono to switch his body with the Doppel Doll. --------------------------------------------------------------------------- ~5Y.The Fated Hour~ --------------------------------------------------------------------------- ================= ~The End of Time~ ================= This is it. The endgame. With Crono revived you're ready to take down Lavos. Or are you? Truthfully, Lavos can be beaten at any level. Even if your entire party was at their base levels, he's still beatable. Of course, you'd need a crapton of healing items and whatnot. The higher your levels, naturally, the easier of a time you will have. But, you don't have the best equipment for everyone. Not by a longshot. You don't have the best, or at least really high quality, helms and armor either. So, what options do you have right now? -Do some fighting in the Arena of Ages for some gear -Grab all the sealed chests, both in past and present -Do the Lost Sanctum sidequest -Perform the remaining sidequests -Complete the Black Omen -Kill Lavos I advise doing tasks two and four. They delve out some of the best gear with minimal effort, and they're pretty fun. Task one is a timewaster that rarely hands out godly equipment (it can, but it's rare), and task three is mindnumbingly tedious. If you're going to do the Lost Sanctum, do part of it first, get pissed at it, do some real sidequests, then return to the Lost Sanctum. That's the best way of doing things. Task five is a huge dungeon with powerful enemies. Immensely great for grinding, as well as swiping Speed, Magic, and Strength Capsules from charming some of the enemies inside. For the record, you get an extra boss at the end right before fighting Lavos. If you're doing any of those tasks, please see the appropriate sections (Arena of Ages, Sidequests, The Lost Sanctum, and The Black Omen respectively) Task six is, well, self-explanatory. However, you've got some options for beating Lavos. Yeah, you get options on how to cater your final boss fight! See, Lavos has a total of four forms: A boss rush form, his shell (basically the fight at the Ocean Palace made possible at your levels), his core, and finally his true form. Because no final boss can go without many forms. However, the method you use to visit Lavos determines which forms you skip. -If you take the bucket in The End of Time, or fight Lavos in the Black Omen, you fight all four forms -If you use the right telepod in Leene Square you will skip the boss rush form -If you choose to use the Epoch to warp to 1999 AD and crash the ship into Lavos, you skip both the boss rush and shell forms Note that if you take the third option the standard ending isn't as neat in my opinion. It changes only a few minor things, but I'm kinda bugged by them. But it matters not what you ultimately choose. I'll describe how to beat each form. Skip the ones you're not fighting depending on the method you use to reach him. I advise doing the sidequests because Lavos is a pain in the ass unless you're at least at level 45. Before you fight, make sure you have plenty of healing items. There's no save points before Lavos, so if you choose to fight him and get screwed over, don't worry about it. You're not stuck there or anything. The exception to this is if you fight him through the bucket or from the Black Omen. You can save after beating his boss rush and shell forms. Next to the save point is a warp back to the End of Time. If you take it, when you take the bucket back to the Lavos fight the hole in Lavos's shell will remain and the first two forms stay dead for good. Finally, I also advise getting every character you plan on using through the fights all their Techs. Any team can beat the final boss, but a team of Crono/Ayla/Robo remains one of the best in the game. But any combo of three characters will suffice. Just remember that Crono doesn't have to be in the party anymore. If you wanna win with Magus/Frog/Marle or some other odd combo, that's fine as well. =========================================================================== FINAL BOSS-Lavos (Boss Rush Form) HP-Varies Defense-Varies/Magic Defense-Varies View aformentioned boss fights for their Techs, Counters, etc. Recommended Levels-45+ ---------------------------- I suppose the point of this is to exclaim how awesome the extended Lavos theme is. It's awesome. Really. The Boss Rush Form is insanely easy. Basically, you're fighting ten previous bosses. At this point, none of them should damage you much or take long to kill. If you need a quick refresher on how to kill all of them, here you go: (Note that you have time to heal between fights. To trigger the next boss attack you'll need to walk into the Lavos head) Dragon Tank--The Lavos head is the tank's head, the right bit is the wheel, and left bit is the body. Kill the head first, then the wheels, then the body. Guardian--The two bits to the sides of Lavos are the Pods. Kill both of them before attacking the Guardian (Lavos's head). Although at this point you could just go Rambo on the head and their counterattack probably won't harm you all that much. Heckran--A few magic attacks is all that'll be needed to kill off the lone boss. Zombor--The bit infront of the head is the lower body, while Lavos's head is the upper body. Kill the lower body first (Fire and Light techs are the only magic types that can hit it), then Lavos's head (only Water and Shadow magic types can hit it). Physical attacks also work here no matter what. Masa & Mune--A few magic attacks is all that should be needed to finish this fight off quickly. None of his attacks are damaging, except if he charges energy and you somehow don't kill him in time (and even then it's a pitiful amount of damage). Nizbel--Use a Lightning attack to lower his defenses, then go all out on him with powerful physical attacks. Shouldn't take too many of them before the boss is killed. Magus--Hitting him causes Lavos to change barriers. The attack he uses is the magic type he is weak to (uses Fire II, he's weak to fire moves, and so on). After a little bit of damage he'll lower his defenses completely to charge for Dark Matter. Smash him with everything you've got to so you hopefully won't have to endure the damage it causes. Black Tyranno--The left bit is Azala. She needs to be killed first, and it should only take a few magic moves to do so. Once killed, wait for the message to appear saying "Lowers Defense and begins storing power". Go all out on Lavos's head at this point. You should be able to kill it before the countdown reaches 0 and the powerful magic attack Tyranno Flame gets used. Giga Gaia--The left and right pods represent Giga Gaia's hands. Use Falcon Strike or a hit-all move to smash them off quickly, then go all out on Giga Gaia. He doesn't have a ton of HP, so he should fall very quickly after a few strong attacks. After killing the last boss, you'll have one last chance to heal before you fight Lavos for real. =========================================================================== =========================================================================== FINAL BOSS-Lavos (Shell form) HP-10000 Defense-127/Magic Defense-50 Techs: Rain Destruction Lavos Needle Chaos Zone (Confuse) Earth Quake Recommended Levels-45+ ---------------------------- Lavos starts right off using Destruction Rains from the Heavens, causing massive damage to your entire team. He uses this move rarely from that point on, so take the time to heal. Chaos Zone does very little damage, but obviously causes confusion if you don't have one of those awesome status effect-immunity armors/helms equipped. Lavos Needle will do around 300 damage to a single member of the party, and Earth Quake harms everyone for a moderate amount. There's honestly not much else to say about this fight as you're just using your strongest attacks against a single head. =========================================================================== =========================================================================== FINAL BOSS-Lavos (Body form) Lavos Body HP-20000 Left Arm HP-12000 Right Arm HP-8500 Lavos Body Defense-255/Magic Defense-100 Left and Right Arm Defense-127/Magic Defense-100 Lavos Body Techs: Lavos Body Combos: Fire Dance Laser Beams Dark Will Umbral Embrace (Poisons) Flames of War (Fire Tech) Evil Emanation (Raises Attack) Dark Flame's Embrace Left/Right Hand Techs: Left/Right Hand Combos: Lunate Barrage Laser Beams Life Grip (Restores Body's HP) Curse (Nullifies status immunity) Immobilize (Stop) Recommended Levels-45+ ---------------------------- This fight is much, much harder. Lavos's nipple lasers activate right at the start of the battle and it's impossible to get a move in before they fire. This attack does twice as much damage as Destruction Rains from the Heavens does. Immediately heal the damage, as like that move he uses his lasers very, very rarely. Now, both arms have the same attacks. The Right arm (Lavos's right, your left) has lower HP, so naturally you will want to get that out of the way first to ease the pain you'll be enduring through the fight. Powerful hit- all attacks also work quite nicely, as they'll hit both arms for quite a good amount of damage. Falcon Strike is great for hitting the arms as well, and so are hit-all Triple Techs such as Twister. When the Right Arm is down, focus on the Left Arm, naturally. If you had been using hit-all attacks, its HP should be drained a bit already, so just a little more and it will fall as well. The Arms don't get revived, so pressure in this fight is definitely alleviated a bit when one is dead. The nipple lasers also can't fire if one of the Arms is dead. The remaining Arm will likely use its more annoying Techs now. Curse does a decent amount of damage and nullfies status immunity to whoever it hits. It'll likely follow up with Immobilize, so cure it with a Panacea quickly. Once both Arms are killed, the Lavos Body will lower it's defenses. It'll also now start using it's primary Techs. All of his attacks are quite painful, and if he uses Evil Emanation you'll probably want to end the fight not long after that (although by the time he uses it you should be close to victory). Dark Flame's Embrace is his strongest attack, and will probably one shot someone on your team, if not everyone. It easily does 500+ damage to everyone. Use Athenian Waters and Hi-Potions after the attack to get everyone back to high HP. Lavos generally loops through his Tech list, so he'll use a few weaker Techs before going gung-ho on Dark Flame's Embrace. Use the time to stay at high HP, and make sure you're still at high HP when you strike the finishing blow. =========================================================================== =========================================================================== FINAL BOSS-Lavos Core Lavos Core HP-30000 Lavos Pod HP-2000 Center Pod HP-10000 Lavos Core Defense-255/Magic Defense-100 Lavos and Center Pod Defense-127/Magic Defense-100 Magic: Lavos Pod absorbs all magic types Lavos Core Techs: Everyone's Combos: Temporal Shift Unholy Light (Slow) Obliterate Negate Resurrect (Revives Pods) Lavos Pod Techs: Center Pod: Obliterate Suppress Negate Heavenly Tears (Light Tech) Curse (Nullifies status immunity) Diabolic Whispers (Random status effect) Heal Demon Star (Halves HP) Evil Touch (Absorbs MP) Grandstone (Ultimate physical attack) Dreamreaver (Ultimate magic attack) Recommended Levels-45+ ---------------------------- This is it. The Final Final Final Boss. And boy does it make little sense. The small pod on the right is the actual Lavos Core. Once it dies, Lavos is gone for good. Of course, draining its 30000 HP isn't going to be very easy, and it has those insane defenses... Firstly, you must destroy one of the other pods. Doesn't matter which. The Lavos Pod has a mere 2000 HP, but it absorbs all magic attacks. Even so, a single Frenzy Tech from Crono takes it down, and if you don't have that then one or two physical Techs will destroy the pod. In the interim, try damaging the Center Pod but don't waste a whole lot of MP doing so. A little bit after destroying a pod, the Lavos Core will lower its defenses in preparation for reviving the pods. Smack it with everything you have. You can get 6-11 attacks in before the pods revive. When the pods revive, the Lavos Core's defenses will still be lowered for a short period of time, so don't stop attacking until the message saying it restores its defenses appears. This process repeats until you've drained the Lavos Core's HP, and Lavos is no more. As far as Lavos's attacks, they're strong. Very strong. The Core honestly can't do much (thank goodness), and the Lavos Pod doesn't have terribly bad attacks. It's the Center Pod and its high HP goodness that's the main threat. It rarely uses its Ultimate Attacks, which totally obliterate your team if hit. Heal right away, naturally. Hopefully you won't have been hit by Curse so if you have status immune armor his Diabolic Whisper will be of no effect. Demon Star is annoying, but a little healing can get past that. Grandstone, Lavos's ultimate physical attack, is insanely powerful. It'll do 500+ to your entire party, making it less threatening than Dreamreaver, but the damage is so significant you'll want to heal right away. Temporal Shift changes the background to that of a random era you've visited. I'm not entirely sure what it does (nobody really is, actually). I think it somewhat effects the Center Pod's attack pattern, and it sometimes drains a little HP without the damage dealt appearing over your head, usually just 5-25 of it. It's an odd move. Don't be afraid to use any Megalixirs you've acquired through the sidequests. Their effects are lifesavers in many situations, especially after Dreamreaver, which is a team raper for sure. That move will do around 700+ damage to everyone. Ultimately, stay above 700 HP at all costs. I can say that with certainty-- as I'm writing this fight I lost when the core has but 800 HP left. And it was Dreamraper that did me in. Don't let that happen to you. Not to mention it just loves stacking on damage. Just stay at high HP and guzzle down Megalixirs when in a pinch. =========================================================================== Well, that's it. If you had to revive Crono then you'll receive Ending 1, which is probably the best of the endings. And with your first beating of the game, the... New Game + is unlocked! With it you can start the game over again, but keep your stats, inventory, and equipment. Great stuff! Also, three purple vortexes will appear in three separate eras. You can now visit the Dimensional Vortex in that file, and in it contains the ultimate weapons for all of the characters, except one. =========================================================================== ~6.New Game + and Extras~ =========================================================================== After finishing the game, the New Game + option will be added to the main menu, as well as the Extras option. If you want a New Game +, select the option and then the file you wish to start the NG+ in. The file you choose does not have to have had the game beaten, although in order to unlock the option in the first place you need to have beaten the game once. When you start a New Game +, you start right from the beginning of the game, naturally. You'll have to regain all of your partners again, however, so you're basically living through the story again. All stats, Exp, and Techs are carried over from NG+ to NG+. Thusly, you can pretty much rip through the entire game and laugh at the bosses that once gave you trouble as you obliterate them in one or two shots. The only thing that does not carry over is your cash. Spend all of it before starting a New Game + because you'll start with the default 0 again. Your inventory, bestiary, and equipment carry over as well. The only catch on your equipment is that all of your characters will be wearing their default weapons, armor/helms, and accessory (except for Ayla's weapon which is based on her current level). You'll have to re-equip everyone equipment again, but it's not much of a hassle. For the Extras option, you can now view specific new things added to the DS version. The first option is the Theater, which allows you to replay any of the videos that played during the game. The first nine movies are acquired by playing the game to the first ending, however the tenth video plays when you obtain Ending 13. The Art Gallery allows you to view all of the concept art of characters within the game. You'll obtain almost all the pictures by going for the first ending, and you can get pics 24-30 by going for collecting every ending in the game. In the Music Box you can, obviously, listen to all of the music in the game. All of the music is unlocked from the start. The Dojo is a list of all of the Techs you've unlocked in the game, also showing the characters used in the Techs, TP needed, and a nice picture of the Tech in action. The Bestiary is exactly the same as the one accessable in the menu while playing the game. Nothing special about it here. The Item Encyclopedia lists every item you've collected in the game, or ever had in your inventory at some point. It also shows the description and effect of each item, shops, chests, beaten enemies, and charmed foes where you can find it, and the purchase and sell price (if any). The Ending Log lists the endings you have acquired, a picture to go along with it, and the details on how to obtain each ending. The Treasure Atlas shows the location of every single item you can find in chests and off of sparkly spots on the ground. You can only view eras you have visited. The last two areas are not eras, but the Dimensional Vortex and Lost Sanctum. They won't appear there until you've beaten the Dream Devourer and cleared every sidequest in the sanctum respectively. =========================================================================== ~7.Sidequests~ =========================================================================== Any good RPG has plenty of sidequests to keep the player occupied. Whether they add to the story, hand out some awesome items, or a combo of those, they are generally worth the time and effort you put in to them. There aren't a *ton* of sidequests in Chrono Trigger, but it is a decent amount that should preoccupy you for several hours. The order they are listed here are in reverse order of what you should do--basically it's from the worst rewards to the best. It's really my opinion on the rewards, but I'm sure you'll feel the same once you get these items equipped. All of the sidequests pretty much require the flying Epoch. As soon as you have it, you can perform these sidequests with ease. --------------------------------------------------------------------------- ~7A.The Fiendlord's Comrades Keep~ --------------------------------------------------------------------------- =================== ~World Map; 600 AD~ =================== Use the Epoch to fly to the island right of the Fiendlord's Keep. You will spot a small tower in the center of a forest, much like the keep. Enter Ozzie's Fort. ====================== ~Ozzie's Fort; 600 AD~ ====================== I suggest having Magus in the party to make the conversations in this place a bit more interesting. Proceed north to the next room for the first of the boss fights. =========================================================================== BOSS-Diva Flea HP-2500 Defense-127/Magic Defense-50 Exp-2000/TP-20/G-2000 Techs: Heartfire Recommended Levels-35+ ---------------------------- A real joke fight. That move will barely harm you, and it should only take three strong Techs to take her down. =========================================================================== Head upstairs to the next room. After Ozzie embarrasses himself trying to get some foes to hit you, chase him up another flight of stairs to another empty room. =========================================================================== BOSS-Super Slash HP-2500 Defense-127/Magic Defense-50 Exp-2000/TP-20/G-2000 Techs: Wind Slash (Light Tech) Recommended Levels-35+ ---------------------------- Another joke fight. Should only take a few attacks to knock him out. =========================================================================== Head upstairs. Ignore Ozzie's ploy to get you skewered and keep heading right. After an Imp gets hit by the axe, you can freely grab the HI-ETHER from the chest. Head to the far right wall and walk south. You can walk through the suspicious wall and into a hidden room with three chests holding a GLOOM CAPE, GLOOM HELM, and DOOM SCYTHE, all for Magus. Good stuff. To the right of the chests is a sparkly MAGIC CAPSULE. Now, head upstairs. I advise putting Ayla in your party so you can Charm three unique items. =========================================================================== BOSS-Ozzie the Great, Super Slash, Diva Flea Ozzie the Great HP-6000 Super Slash HP-4000 Diva Flea HP-4000 Everyone's Defense-127/Magic Defense-50 Diva Flea Exp-2500/TP-30/G-1000 Super Slash Exp-2500/TP-30/G-2000 Ozzie the Great Exp-2500/TP-20/G-1000 Diva Flea Techs: Super Slash Techs: Heartfire Wind Slash (Light Tech) Rainbow Beam (Blind) Frenzy Rainbow Storm (Poison) Diva Flea and Super Slash Combo Counters: Evil Impulse (Fire Tech) Delta Force (Shadow Tech) Heartfire Sword (Fire Tech) Ozzie the Great Combo Counters: Everyone's Combos: Evil Impulse (Fire Tech) Delta Force (Shadow Tech) Delta Force (Shadow Tech) Recommended Levels-37+ ---------------------------- Oh boy. You're not going to have fun with this fight. Your first priority should be Charming everyone's unique items (Flea Bustier, Slasher II, Ozzie Pants). The thing is, after every attack, and that includes Charm, they'll use their Triple Tech, Delta Force. It does around 300 damage to whoever it hits, but that's still quite powerful. The way it works is the amount of members it hits is the same as the amount of foes you hit. Hit all three, all three party members get hurt. Hit one, and it's just one that's hurt. Don't use any hit-all moves. You'll quickly regret it. You should kill Diva Flea first. She doesn't use those status inflicting moves too often, but you're in for a world of hurt if she dares use them. It still takes only a few attacks for her to fall, so it shouldn't be too much trouble if you hurry and have someone keep the party healed from their Delta Force move. They can't use Delta Force with one member missing, making the rest of the fight much easier. They pretty much stop using powerful attacks now, so a few more bashes against the remaining two bosses and it'll be over. For the record, Ozzie has no attacks other than his partner counters. Saving him for last is definitely best. =========================================================================== Ozzie will run off yet again. Grab the CLARITY CAP and SPEED RING from the chests near the stairs, then head up them. You'll fight Ozzie again up here, much like you did in the Fiendlord's Keep. Attack the ??? switch and not Ozzie himself. It was a trap, though. You just fall back to the previous room. Head back upstairs and fight him again for...well, yeah. And with that, this sidequest is over. --------------------------------------------------------------------------- ~7B.The Legendary Sun Stone~ --------------------------------------------------------------------------- ==================== ~World Map; 2300 AD~ ==================== One of the shortest sidequests in the game. To start with, head for the Sun Temple. It is on a lone island in the bottom left corner of the map. Before entering, I advise making a team of Magus, Lucca, and anyone else. It's completely irrelevant who (damage output is not important in the next battle), but you'll want whoever has the highest Magic Defense. Lucca and Magus have the highest in the game, with Marle, Frog, and Ayla close behind. If you can't beat the boss ahead, I advise getting helping armor from the Sealed Chests sidequest. The Red Plate and Mail is immensely useful here. Ruby Vests are also advised for the third member, although at this point in the game you can make a trade in the trading hut in 65,000,000 BC for Ruby Armor, which is far superior. ===================== ~Sun Temple; 2300 AD~ ===================== Head to the center of the room for a boss fight. =========================================================================== BOSS-Son of the Sun Son of the Sun HP-12000 Prominence HP-30000 Son of the Sun Defense-255/Magic Defense-100 Prominence Defense-254/Magic Defense-99 Exp-3800/TP-40/G-2000 Magic: Son of the Sun is Immune to all magic types Prominence Absorbs all magic types Son of the Sun Techs: Son of the Sun Counters: Dark Beam (Shadow Tech) Flare (Fire Tech) Flare (Fire Tech) Roulette Spin Prominence Techs: Flame Counterattack (Fire Tech) Recommended Levels-38+ ---------------------------- A simple to understand fight. You will be wanting high Magic Defense units as everything here is magic based. If your team has Ruby Armor or stuff like Red Plates, you'll either reduce damage from Fire attacks, or absorb them completely, making the fight that much easier. Actually, the battle is nearly impossible with Fire-reducing armor. Seriously, you'll be raped likely before you can damage the damn thing one bit. Now, the objective of the fight is merely to kill Son of the Sun. However, he cannot be hurt normally. To harm him, you must hit one of the five Prominences. Only one of them will harm Son of the Sun, and the other four will hit you with Flame Counterattack. The Prominence that harms Son of the Sun will always harm him until he uses Roulette Spin, at which point you will need to keep trying to find which one hurts him. The reason damage output is irrelevant is because each correct Prominence hit does ~215 damage to Son of the Sun, no matter what. An alternative to finding which Prominence harms Son of the Sun is to use a hit-all move. The Promy that doesn't make an attack is obviously the one that hurts him. However, you'll be facing five counterattacks if you do so. It's advised to just use regular attacks as, again, damage output does not matter. It takes about 11 hits to kill him (yes, I'm aware that's only about 4500 HP worth of damage. I'm actually on the train of thought the battle merely ends after a certain amount of turns as that is simply too short). =========================================================================== Once defeated, head to the back of the room. Son of the Sun will be here, but he'll quickly disappear, leaving behind a black rock. Grab the Moon Stone it leaves behind. Robo pretty much made the answer with what to do with it obvious. ==================== ~World Map; 2300 AD~ ==================== Hop on the Epoch and warp to 65,000,000 BC. ========================== ~World Map; 65,000,000 BC~ ========================== Fly to the island in the top right corner of the map. =========================== ~Sun Shrine; 65,000,000 BC~ =========================== Examine the sparkling spot at the end and choose to place the Moon Stone there. Now leave, get on the Epoch, and warp back to 2300 AD. ==================== ~World Map; 2300 AD~ ==================== Get off on the top right corner's island and enter the same shrine. ===================== ~Sun Shrine; 2300 AD~ ===================== Head to the spot where the rock is (how is there sun here? On the world map the world is clearly in darkness...) to discover it's been stolen. Now leave and warp to 1000 AD. ==================== ~World Map; 1000 AD~ ==================== Head to the town of Porre in the bottom left continent. You'll notice that the Mayor's Manor is sparkling. Enter it. Talk with the mayor and he will deny ever taking the Moon Stone. Leave and visit the Snail Shop by the docks. Purchase the Spiced Jerky for 9900G. Now warp to 600 AD. =================== ~World Map; 600 AD~ =================== Head inside the Elder's House. Talk to the mother and she will offer to pay you for your Spiced Jerky. Choose to give it to her for free. Now head back to 1000 AD. ==================== ~World Map; 1000 AD~ ==================== Head inside the Mayor's Manor. By altering the timeline the mayor is actually really nice now. He'll simply hand over the Moon Stone to you when asked. Now, with it in hand, head over to the Sun Shrine still located in the top right corner of the map. ===================== ~Sun Shrine; 1000 AD~ ===================== Head back to the shining spot and place the Moon Stone there. Get on the Epoch and warp to 2300 AD once more. ===================== ~Sun Shrine; 2300 AD~ ===================== Put Lucca into the party, then examine the Sun Stone. She says she can make a weapon with the glowing ball of energy. ==================== ~World Map; 1000 AD~ ==================== You'll obtain the WONDERSHOT, and Taban will also give you the SUNGLASSSES. Clever. That's it, that's all you're getting from all the damn work making a rock glow. --------------------------------------------------------------------------- ~7C.Fiona and the Desert~ --------------------------------------------------------------------------- ============================ ~Village Commons; 12,000 BC~ ============================ Recall that this is the forest/mountainside area near all the huts. Talk to the Zeal woman closest to the entrance. Tell her to plant the seed with hope. With that, head to 600 AD. =================== ~World Map; 600 AD~ =================== Fly to Fiona's Villa. It's on the bottom left continent, in the middle of the desert. Not terribly hard to miss. Talk to her twice and she will note that plants can't grow with creatures infesting the desert nearby. Bring some healing items as the foes in the Sunken Desert right outside of her house hit pretty hard. ======================= ~Sunken Desert; 600 AD~ ======================= Walk into the center of the dark sand to drop down to a cavern below. Grab the LAPIS from the chest where you land. Head left as best as possible, kill off any enemies you encounter quickly before they can harm you too much, then collect a HI-ETHER from the chest on the left wall. As a note, using a Water or Ice Tech on a foe will severely reduce their Defense. I advise using something like Water II on foes to make fights easier. Grab an ELIXIR from the chest in the bottom left corner. Survive your way to an AEONIAN SUIT in a chest in the bottom right corner. The south-middle of the room leads to the next area of the desert. You'll find a large monster come out of the sand. Ignore the chests for now because each time the thing roars your team loses HP. Hurry and come close to the boss for a fight. Be sure Frog and/or Marle is in your party. =========================================================================== BOSS-Melphyx Upper Body HP-5000 Lower Body HP-4800 Core HP-1000 Upper and Lower Body Defense-255/Magic Defense-100 Core Defense-127/Magic Defense-0 Upper/Lower Body Exp-500/TP-20/G-0 Core Exp-1600/TP-60/G-2000 Magic: Both Bodies are Immune to all magic types Core Absorbs Light, Shadow, and Fire, and is Immune to Water Upper Body Techs: Lower Body Techs: Absorb Core Energy Absorb Core Energy Sand Breath (Blind) Sand Cyclone Blanket Bomb (Fire Tech) Tremblor Tentacle (Absorb HP) Chomp (Absorbs HP) Laser Spin (Shadow Tech) Dark Flare (Shadow Tech) Recommended Levels-38+ ---------------------------- An annoying boss fight, for sure. What you want to do first is use a Water/ Ice Tech on the boss, and if it's not a hit-all then aim for the Core first. Water/Ice Techs weaken their Defense much like the other foes in this desert. With the Core's Defense down, a few physical attacks will easily kill it. This way the remaining body cannot heal itself throughout the fight. The trick is that its Defense goes up a bit when attacked, so you'll need to keep using a Water/Ice Tech to weaken it again. You'll want to focus on the Lower Body first as it has less HP, so it can be killed faster. The head has a lot of attacks, but they mainly only hit one party member while the lower half can hit the entire party easier. That makes it more dangerous. And it goes without saying that you will have a much easier time with the fight when only the Upper Body remains the fight becomes much easier. Keep yourself healed and you can easily win at that point. =========================================================================== Head around the room and collect the HI-POTION, 5000G, TURBO ETHER, AEONIAN HELM, MEMORY CAP, HI-ETHER, and MUSCLE RING from the group of chests. Near the center of the first room you can find a sparkling STRENGTH CAPSULE. Grab it on your way out. =================== ~World Map; 600 AD~ =================== Head inside Fiona's Villa and talk to her. Make sure Robo is in your party when you do so. Agree to let Robo stay here and help her plant the forest. Hop in the Epoch and warp ahead 400 years. ==================== ~World Map; 1000 AD~ ==================== Now a large forest has grown in this area over the years. Yay for messing with time. In the center of the forest you can find Fiona's Shrine. Head inside. ========================= ~Fiona's Shrine; 1000 AD~ ========================= The second nun on the right has a shop. She has only helms available, but they are quite good, although extremely expensive. Don't buy too much if you don't have the funds. Now, go examine Robo at the end of the shrine to reboot him. ==================== ~World Map; 1000 AD~ ==================== Your entire party will have a little get-together outside around a campfire (yes, it makes sense. Just think about it for a minute). In the middle of the night Lucca will awaken and you'll have control over her. Exit the screen to the right to find a Time Gate. Enter it to be transported to an unknown point in time. Read the note on the floor, then head downstairs. Enter the room and read another note. Then head back to the previous room and exit to the south. You'll witness an event from Lucca's past in here. When the time comes (and you'll know when), you'll need to enter a password to shut down the machine. The switch is the sparkling object a little south and right of where you're standing. It's on the machine itself. When asked for the password, press the A button to make the dialogue box close, then press the following buttons, one at a time, making sure the "ding" noise comes before pressing the next button: L, A, R, A If you read the notes, that's her name. Lara. Woo. If you fail to shut down the machine in time, history remains unchanged as Lara still loses her legs. But if you do save her, she's capable of walking in the future. When you wake up in Lucca's room again, the Time Gate will be there. Enter it. Talk to Robo when you arrive. Regardless if you saved Lara or not, he will hand you the Green Dream. This accessory will fully revive the wearer when KO'd in combat. Problem is that it only has one use. Once it's used, it's gone forever. Use it wisely. And with that, the sidequest ends. --------------------------------------------------------------------------- ~7D.The Hero's Grave~ --------------------------------------------------------------------------- ==================== ~World Map; 1000 AD~ ==================== Use the Epoch to fly to the bottom right continent, holding the small Choras Village. If you wish, head inside the Inn and talk to people to learn about what's inside your next destination. After that, head north to the large Northern Ruins castle. ========================= ~Northern Ruins; 1000 AD~ ========================= You'll find the ghost of Cyrus on the left as you enter. You'll quickly find out that it's impossible to hurt him. All you can do now is attack a few times to end the battle, then leave. ==================== ~World Map; 1000 AD~ ==================== Head back to the Epoch, this time warping to 600 AD. =================== ~World Map; 600 AD~ =================== When you land, walk into Choras Village again and enter the Tavern. Inside, talk to the man drinking at the table closest to the entrance to learn he's lost his carpentry tools. Warp back to 1000 AD now. ==================== ~World Map; 1000 AD~ ==================== Head inside Choras Inn, then talk to the man drinking at the bar on the left (he looks just like the carpenter in 600 AD). He'll state that his tools are with his wife right now. Leave the inn and south to the Residence building. Talk to his wife inside. She'll gladly give you his tools. Now warp once again to 600 AD. =================== ~World Map; 600 AD~ =================== I swear we're done warping for awhile. Head inside the Tavern and talk with the carpenter and agree to hand him the tools. Leave the tavern and head a little south to the Residence. Talk to the carpenter inside and him and his team will head to the Northern Ruins to fix the place up a bit. Leave the building and follow his team up there. ======================== ~Northern Ruins; 600 AD~ ======================== When you enter the carpenter will notify you that he can't repair rooms that are infested with monsters. Thusly, we should go kill them off. Should be pretty easy. Head down the stairs on the left. At the bottom, fight the pair of Ghost Knights (they can only be hurt by magic attacks). They also have MP Buster when killed, and love the spam a powerful HP sucking attack. These guys REALLY suck. Once killed, hopefully quickly, head right and kill another pair of these bastards. Head left after finding a giant hole infront of the door and you will have to fight a group of FOUR Ghost Knights. Jeez. They really don't want you here, hm? Spam hit-all magic attacks if you want any real chance of getting out of here alive. When everyone is dead, head back upstairs. This time head to the right end of the hallway and up the stairs. Head through the door in this small room to end up in a large room. You will have to kill all three groups of Fallen and Flesh Reapers in this room. Luckily these guys are a lot less annoying, and shouldn't take as much effort to take down. They can also be hit by physical attacks, so that's nice (although magical moves deal a lot more damage). You've cleared out every enemy you have access to in the building so far, so all that's left to do now is leave. =================== ~World Map; 600 AD~ =================== Head back to the village, heal up if you need to, and into the Residence. Talk to the carpenter inside and he'll repair more of the Northern Ruins if you pay him 2000G. Pay the man, then follow him back to the ruins. ======================== ~Northern Ruins; 600 AD~ ======================== Once again he can't repair monster infested areas, but you'll at least be able to make some more progress here. Head down the stairs on the left and proceed through the empty room and the now accessable door at the end, grabbing the TURBO ETHER just before it from a chest. Put Frog in your group somewhere, then examine the gravestone at the back end of the room. Once the long cutscene between Frog and Cyrus ends, Frog will obtain the upgraded Masamune. It's attack power is now heavily boosted. Return to the entry hallway, then leave the ruins. =================== ~World Map; 600 AD~ =================== Walk back to the Residence and pay the carpenter 2000G once again. Head back to the ruins (now called Hero's Grave) when you finish. ====================== ~Hero's Grave; 600 AD~ ====================== The carpenter says that there's nothing left in the ruins to repair beyond this point. All that's left is a little bit to explore. Head up the stairs on the right, through the tiny room and into the large room. Head through the door on the left to reach an ELIXIR in a chest. The door on the right also guards a tiny room, but inside is a sealed chest. If you're doing the Sealed Chests sidequest, examine it and choose not to open it. If you're not, you should do that anyway as it'll help later on down the road. Head to the north end of the room and enter the next room. You'll fight two Flesh Reapers in the tiny room you enter. Head up the stairs and through a door to the next room. Fight through the droves of Fallens and Souls as you make your way to the top of the room (of note is that a Fallen and Soul can merge to an entirely new enemy, and this is the ONLY chance in the game to see it. Simply kill one Fallen and one Soul in the fights, leaving only one Fallen and Soul on the field. Then just wait for them to merge). After killing both droves of Fallens and Souls, you'll find two more sealed chests at the end. Like the other one, you should examine both and choose not to open them. That's it for Hero's Grave, although there's one last item you can obtain. Leave and warp to 1000 AD. ==================== ~World Map; 1000 AD~ ==================== Land near the ruins and enter it. ======================= ~Hero's Grave; 1000 AD~ ======================= With Cyrus rested and out of the way, you can head downstairs to his grave. You can find a sparkly MAGIC CAPSULE to the left of his grave. You can also go to all the locations where those sealed chests were in 600 AD and open them now, but only do this if you examined them in 600 AD and did not open them. And with that this sidequest is finished. --------------------------------------------------------------------------- ~7E.The Geno Dome~ --------------------------------------------------------------------------- ==================== ~World Map; 2300 AD~ ==================== You're headed for the Geno Dome, a factory located on an island in the bottom right corner of the world. It's the only thing on the island, so it shouldn't be hard to find. ==================== ~Geno Dome; 2300 AD~ ==================== Robo MUST be the head of your party to perform this sidequest. Examine the computer console and a hatch will open on the right, while the exit seals off. Uh-oh. Get ready for the greatest grinding spot in the game, bar none. Welcome to the Geno Dome Conveyor Belt. It's five somewhat simple fights all in a row, totaling roughly 7600 Exp and a large sum of G and TP. All you really need to do for each group is use a strong hit-all magic move once or twice. Gold Stud'd Crono Luminaire, or anything from a Gold Stud'd Magus, works perfectly for this job. And all of this, if you're quick, takes about 90 seconds to complete. And you probably didn't put a ton of effort into it to begin with! Enter the room at the end when you get off the conveyor belt of awesome. Head right. This is a huge room with lots to do, and all of it you HAVE to do. The sparkly thing at the right side of the room is a trash chute back to the entry room of the dome. The exit will be opened if you use this route so you can leave at any time. Better, you can opt to do the conveyor belt again (and you must to reach this room again). So, basically, grindfest central. Be warned that if you complete the Geno Dome you can't access this belt. You've been warned. The door just left of the sparkly shoot houses an elevator to the second floor. Just after you get out on the second floor you'll find a save point. Don't go any further than the save point. We'll get there later. Starting from where you started in the first floor, you can head all the way left for a fight, and find a green robot blocking access to a chest and... Poyozo Doll? Slightly right of this area is a hallway going north. Before fighting them, notice that one of them enters a pod and has electricity circling around it. After the fight, grab the HI-POTION from the chest, then have Robo enter the pod just to the right of the chest. Electricity will be circling around him now for a short time. You can use this electricity to power up other pods on the first floor, allowing access to new areas. Head south down the hallway, then a little right. You should notice the door on the wall that is closed, the red light next to it signaling it can't be opened right now. Just right of this door is a pod and a switch on the wall. Examine the switch to open the pod, then have Robo enter it while electrified. The door opens, so enter the small storage room. Inside is a HI-POTION and 50000G from chests. Very nice. Head back to the pod up the hallway where you got Robo electrified. Next to it is a computer terminal you can use to find out more about the Geno Dome and how to access new areas, if you wish to know ahead of time. Ignore the pod for a moment and head left and north through the door. Head all the way north to get into a fight with some Laser Guards on the floor. After killing them you can access the north end of the hallway, where three switches lie. Activate the left and right switches so only the middle one is green. This opens up the pod a little south of you. Now, get in the pod that electrifies Robo again, then go a little left and through the door. Run to the now open pod, subsequently opening the door next to it. Enter it and collect the Poyozo Doll inside. A sparkly spot is on the green circle the doll was sitting on, so examine it for a SPEED CAPSULE. Very nice. Now, leave that small room and make your way to the bottom right corner of the first floor. The area with the chute back to the entrance, I mean. Kill the foes here and proceed north. Go through the door on the north wall next to the conveyor belt and you'll have to fight some Version 4.0's before you can obtain the ELIXIR and LAPIS from the pair of chests. Don't waste your time running up the conveyor belt. A confusing brief scene with a robot is at the end, but it does nothing to help (or harm) you. Instead, go back to the garbage chute sparkly place and enter the door just left of that. Use the elevator inside to go to the 2nd floor. Save at the save point, then enter the door left of the door housing the elevator. As soon as you enter the red floored hallway, grab the sparkly in the bottom right corner for a STRENGTH CAPSULE. Now keep heading north through the hallway, and after the head of the Dome taunts you some more, head off the screen at the north end to the next room. Fight the Version 4.0's and Laser Guards after trying to leave through the north door. Once killed, enter the north door for real. Head down the elevator to be back in the first floor, this time at the north end of that acursed conveyor belt. Head directly left and you'll walk through the wall. Once on the other side, head south then right to find a switch on the wall. Press it to reverse the direction of the conveyor belt. Head back to the door leading to the elevator, but don't go in. Head south this time, defeating the Laser Guards on your way, then at the south end you'll find a red laser blocking access to the belt. Press the switch on the wall to deactivate it, then head left across the belt to find another switch an a pod. Press the switch to open the pod. Now, get on the belt and run south to the bottom right corner of the floor. Run back to the center of the area and to the pod that charges Robo. Get electrified, then trace your steps right back to the conveyor belt. Run north to the opening on the left, then get inside the pod to open the door next to it. There's barely enough time to reach the pod before the charge in Robo runs out, so you must hurry. Enter the now open room and grab the HI-ETHER and TURBO ETHER, then examine the robot next to the chests. The robot will now start following Robo, so your objective now is to guide him back to the similar looking robot on the bottom left area of the first floor. Head right to the conveyor belt and head south along it (the robot gets stuck easily behind things, so take your time). Head south to the garbage chute sparkly spot, then head all the way down the left hallway. At the end, head north to find the similar looking robot. Walk next to the robot that blocks your path and your follower will distract him. This allows access to the chest behind them, holding a VIGILANT'S HAT, and the second Poyozo Doll. Grab it, then head to the bottom right corner of the floor again. Take the elevator left of the sparkly up to the second floor. Save, then head south and fight some Laser Guards, grab a LAPIS from the chest in the corner, then head left to the clearing. If you collected both Poyozo Dolls, Robo's friend Atropos will appear. Robo will fly solo on this battle. =========================================================================== BOSS-Atropos XR HP-6000 Defense-127/Magic Defense-50 Techs: Counters: Rocket Punch Self-destruct Cure Beam Cricket Chirp (Sleep) Robo Tackle (Halves HP) Laser Spin (Shadow Tech) Rapid-fire Fist Proximity Bomb (Fire Tech) Recommended Levels-40+ ---------------------------- It should only take a few attacks before she self-destructs, ending the fight. If she doesn't, draining her 6000 HP isn't terribly hard as few of her attacks deal significant damage to Robo. =========================================================================== You'll obtain Atropos's Ribbon after the fight, which doesn't need to be equipped and permanently raises Robo's Speed by 3 and his Magic Defense by 10. Very nice. Now, approach the red switch next to the red lasers in the north and Robo will jump and flip it. Grab the MEGALIXIR from the chest the lasers were guarding (this baby restores the entire party's HP and MP in combat, making it one of the best items in the game). Head left and north, then left more and the Dome's computer will further taunt you. Head down the ladder south of you to reach a chest holding 15000G, then follow the path north from the chest and through a door. You will discover people being killed in this room, and the only way to stop them is to shut down the Mother Brain mainframe. Leave from the bottom right corner. In the next room, grab a chest for a HI-ETHER, then head back through the previous room and go all the way back to the ladder you climbed down. Climb up it and head left and north. Fight a group of Laser Guards, then head north and fight another group. Before going further, head back and use a Shelter at the save point and save the game. Head back to where you fought the last pair of guards and place a Poyozo Doll on each of the green spots to the left and right of the large door. When it opens, head north for the boss fight. =========================================================================== BOSS-Mother Brain Display HP-1 Mother Brain HP-5000 Everyone's Defense-127/Magic Defense-50 Mother Brain Exp-3000/TP-40/G-3000 Display Techs: Mother Brain Techs: Cure Beam Dark Beam (Shadow Tech) Reprogram (Confuse) Laser Spin (Shadow Tech) Memory Reset (Omnilock) Upgrade Recommended Levels-40+ ---------------------------- And not the Metroid kind. Simply put the fight is insanely easy. Use a hit- all attack to destroy the three Displays and harm Mother Brain, then go all out on her. With pathetic HP like that she doesn't last very long. Its strongest attacks deal about 100 damage to everyone's, so the fight should not last more than a minute. =========================================================================== You'll obtain the TERATON ARM and CRISIS ARM for winning. And with that, you're kicked out of the Dome and can never reenter it's depths again. --------------------------------------------------------------------------- ~7F.Secretive Sealed Chests~ --------------------------------------------------------------------------- Alright, simply put you're capable of getting a ton of awesome items through this sidequest. You'll need the upgraded pendant, however. Throughout your trek in 600 AD you probably noticed a bunch of small black chests that were "mysteriously sealed". The charged pendant can open them, however... Even BETTER goodies are in store if you examine them and choose to not open them. The chest will appear in the same spot in 1000 AD, at which point you can open it there and claim the item. However, said item will have upgraded to an even better item. You can then go back to 600 AD and open the chest there for the normal, but generally inferior, item. So, in summary: Examine chest in 600 AD > Choose not to open > Open chest in 1000 AD > Open chest in 600 AD For those who think they can handle exploration on their own, here's the locations of every sealed chest, and unless otherwise noted the chest(s) exist in the location in 600 AD and then 1000 AD as well when you decline opening them: -Truce Inn -Porre Village (Elder's House) -Guardia Castle -Guardia Forest (600 AD only) -Northern Ruins/Hero's Grave -Guardia Forest (1000 AD only, accessed through Time Gate in Bangor Dome) -Heckran's Cave (1000 AD only) -Forest Ruins For those who wish to be led through the path to get every last chest item, look below. Some of these chests are slightly hard to find, and that's understandable. My path isn't the most efficient, and you can do these in any order you wish, naturally. =================== ~World Map; 600 AD~ =================== Use the Epoch to fly to Truce village, then enter the Inn. Head left and up the stairs. Next to the far right bed is a black chest. Examine it and choose to not remove the item. Leave the building and hop back on the Epoch. This time fly to the bottom left continent and the village of Porre. It's at the very bottom. Enter the Elder's House on the left. The right side of the house has two black chests, so repeat the process of examining both and declining from opening them. Now fly up to Guardia Castle. You can skip over the forest if you land on the steps of the castle and get off. ======================== ~Guardia Castle; 600 AD~ ======================== Head north to the King's chambers and follow the path left. Head up three flights of stairs and you'll spot a sealed chest along the south wall. Examine and don't open the chest, then head back downstairs and leave the castle. Enter Guardia Forest after you leave. ======================== ~Guardia Forest; 600 AD~ ======================== As soon as you enter, head right. At the end of the path you'll find a sealed chest. Examine the chest to obtain a SPEED CAPSULE. After you collect it, leave the forest. =================== ~World Map; 600 AD~ =================== Hop on the Epoch and fly to the bottom right continent and the village of Choras. To the north of the village is the Hero's Grave. Enter it. ====================== ~Hero's Grave; 600 AD~ ====================== Please note that if you have not done "The Hero's Grave" sidequest, you won't be able to access the sealed chests in here (and the place will still be called Northern Ruins). Assuming you've done that sidequest, head up the stairs on the right and through the door in the small room you reach. In the large room, head through the door on the right and you'll find a sealed chest inside. Examine and don't open, then head through the center door in the room. Keep heading north through doors and up stairs until you reach a pair of sealed chests at the end. Repeat the process of examining and not opening each of them. With that done, head back and leave the building. =================== ~World Map; 600 AD~ =================== We're done here. Warp to 2300 AD. ==================== ~World Map; 2300 AD~ ==================== Fly to the main continent, heading for Bangor Dome on the far left end. ====================== ~Bangor Dome; 2300 AD~ ====================== All there is to do in here is enter the Time Gate. ================= ~The End of Time~ ================= A warp in the top right corner opens up by taking that gate. Head to Guardia Forest, 1000 AD. ========================= ~Guardia Forest; 1000 AD~ ========================= This area should be familiar, but it's not accessable through simply walking here. The sealed chest is in the top right corner. Open it up to grab a POWER RING. ================= ~The End of Time~ ================= Back to where you came from. ====================== ~Bangor Dome; 2300 AD~ ====================== Leave to the world map, and hop on the Epoch. Warp to 1000 AD. ==================== ~World Map; 1000 AD~ ==================== Head north to Truce Inn. Inside, head to the second floor and open up the sealed chest to obtain the BLUE PLATE. Now hop back in the Epoch and fly down to the bottom left of the world map, to the village of Porre. Enter the Mayor's Manor on the left. The pair of sealed chests have been relocated to the upstairs bedroom. Open them to collect the BLACK PLATE and the WHITE PLATE. Now fly over to Guardia Castle. ========================= ~Guardia Castle; 1000 AD~ ========================= Marle has to be in the party or else you'll just be kicked out. Once you enter with her in your party, a scene between Marle and the Chancellor will take place. After that, enter the King's chambers and head up the left hallway. After going up three flights of stairs you can open the sealed chest and obtain the RED PLATE. Leave the castle now. ==================== ~World Map; 1000 AD~ ==================== Hop in the Epoch and fly to the bottom right continent and the village of Choras. Head north to the Hero's Grave. ======================= ~Hero's Grave; 1000 AD~ ======================= Head up the stairs on the right and through the door in the small room. When you appear in the larger room, enter the door on the right. Open the sealed chest to obtain MOONBEAM ARMOR. Now enter the center door and head all the way to the end of the ruins. You'll find two sealed chests still here, so open them up to obtain the SUZAKU and the VALKYRIE BOW. Leave the ruins. ==================== ~World Map; 1000 AD~ ==================== Use the Epoch to fly over to Melchior's Cabin, which is left of Medina Village if you forgot. Enter Heckran Cave behind it (the Black Omen is blocking the entrance to the cavern, making it a little hard to find). ======================= ~Heckran Cave; 1000 AD~ ======================= Head north, under the arch, left, down two ladders, the left and down the stairs to reach the next room. Then head down more stairs, follow the path left to a clearing, then head south and out of the room. Proceed through this empty room until you reach the next one. Near the end of this long hallway is the sealed chest containing a BARRIER RING and SPEED RING. Now trace your steps back along the linear path and leave the cavern. ==================== ~World Map; 1000 AD~ ==================== Get back in the Epoch. To the north of Medina Village you should find a small blue pyramid. Not hard to miss. Enter it. ======================= ~Forest Ruins; 1000 AD~ ======================= Grab the MID-ETHER from the chest near the start, then walk to the blue pyramid. The charged pendant will eliminate the barrier and two chests will appear. A Nu appears, offering you only one of the chests. The right chest holds the Swallow, a high powered sword for Crono. The left chest holds the Guardian Helm, which reduces physical damage recived to 1/3. The helm is far better to get because the Rainbow Shell quest yields an even stronger sword than the Swallow. But the choice is yours. Once you've picked your chest, the other disappears. Leave the area with your spoils. ==================== ~World Map; 1000 AD~ ==================== This wraps up all of the upgraded items. Let's get the downgraded items now. Warp back to 600 AD. =================== ~World Map; 600 AD~ =================== Head to the top floor of Truce Inn and open the chest to obtain the BLUE VEST. Now head to the bottom left corner of map to the village of Porre, and head inside the Elder's House. Open up the pair of sealed chests on the right side to obtain the BLACK VEST and WHITE VEST. Hop back in the Epoch and fly over to Guardia Castle. ======================== ~Guardia Castle; 600 AD~ ======================== Head north into the King's chambers, then head up the stairs down the left hallway. After the third flight of stairs, open up the sealed chest to earn the RED VEST. Leave the castle now. =================== ~World Map; 600 AD~ =================== Board the Epoch and fly down to the Hero's Grave on the bottom right continent. ====================== ~Hero's Grave; 600 AD~ ====================== Head up the stairs on the right, through the door in the small room, and through the door on the right in the large room you enter. Open the sealed chest to earn the NOVA ARMOR. Now head through the center door, head north through a lot more doors and up some stairs until you reach the end of the ruins. Open up the final two sealed chests for the ONIMARU and SIREN'S KISS. And with that, this sidequest is finally over. --------------------------------------------------------------------------- ~7G.The Rainbow Shell~ --------------------------------------------------------------------------- =================== ~World Map; 600 AD~ =================== Head to Choras village on the bottom right continent. Head inside the Tavern and talk to Toma, the man on the left side of the bar. He'll hand you Toma's Spirits, asking you to pour them on his headstone should the worst occur while searching for the Rainbow Shell. Leave the Tavern and use the Epoch to warp to 1000 AD. ==================== ~World Map; 1000 AD~ ==================== To the left of the village you can find West Cape, marked by a single headstone on the map. Head into it and examine the headstone at the end. You'll pour his spirits over the stone, and Toma will appear and say that the Rainbow Shell is located in Giant's Claw to the northwest. Examine the back side of the headstone to obtain a SPEED CAPSULE, then get back on the Epoch and warp to 600 AD. =================== ~World Map; 600 AD~ =================== Head to the large island to the right of Choras, hosting the omnious Giant's Claw. ====================== ~Giant's Claw; 600 AD~ ====================== Follow the linear path to the end of the room and read Toma's note, regarding jumping into some holes. Proceed south and into the next room. Grab the TRICERATOPPER and MID-ETHER from the chests left and right of the throne (is this Tyranno Lair?) and proceed south to the next room. Head left towards a chest and a group of dinosaurs will attack you. These are stronger version of what you've faced in the past, but they're all still weak to Lightning magic. Grab the CLARITY CAP from the chest. Head down the stairs on the right instead of going into the next room, and near the far right side another group of foes will attack, these guys absorbing Light magic. Head north to the next room. Press the middle switch to make a save point appear, then either the left or right switches in this room to make holes appear. Fall into one of the holes and fight the Fossil Apes where you land. They've got strong attacks, so take them down quickly. Press the swith on the left to open the skull head and proceed through it. Grab the sparkly STRENGTH CAPSULE on the ground in the small room behind the skull, then exit the room from the south end. Head left a bit and climb down a ladder. Follow the path right of the ladder to another STRENGTH CAPSULE sparkling on the ground, and grab a HI-ETHER from a chest left of the ladder. Climb back up the ladder and proceed down the left path. Follow it around the room, killing Fossil Apes when you encounter them, and another pair near the exit to the room. A chest holding a BLUE GEMSTONE is north of the exit. Grab it before going to the next room. Head all the way to the right and climb down the south ladder, not up the north one. Follow the linear path left and right to another ladder, but grab a LAPIS from the chest near it before climbing down. At the bottom, head left to the entrance to the next room. Several foes await you in the next room. They should be easy to dispatch by now. At the north end of the room are two skulls, but only the left is open. Head through it and up the stairs. Head left and press the switch on the floor to not have to fight the Fossil Ape against the wall, then proceed through the exit on the south wall left of the switch. A WRATH BAND is in a chest at the end of the short hallway. Head back to the previous room and go right, press another switch to avoid another fight, then exit through another exit on the south wall. A pair of Rubbles are in this room, and they should be easy to kill at this point. Head right and north into the next room. Examine the egg and you'll fall through a trap door. You'll be in the cage Kino was trapped in a long time ago. Exit through the bottom right, then follow the hallway left and up the stairs. You'll be back at the room with two skulls where only the left one was open, but now you're behind the closed one. Grab the sparkly STRENGTH CAPSULE on the ground, then go back to the cage room. Head down the right hallway and down the stairs at the end. Use the save point here, then press the switch next to the cage to open it. Enter the room at the back of the cage, then head to the back of the hallway. Equip good Fire-blocking helms and armor, much like the Son of the Sun fight. =========================================================================== BOSS-Rust Tyranno HP-25000 Defense-127/Magic Defense-50 Exp-3800/TP-40/G-2000 Techs: Chomp (Absorbs HP) Roar Tyranno Flame (Fire Tech) Recommended Levels-42+ ---------------------------- Another really easy fight. Much like the Black Tyranno fight, he basically just counts down from 5 to 0 and then uses Tyranno Flame, doing a crapton of damage to your party. Of course, if you've got the Red Plate and Vests equipped the damage is practically nullified. If you don't, you will likely need to heal a bit after the attack. It's not a hard fight, and he does not use Chomp all too much (although that itself does a decent amount of damage too). =========================================================================== After the fight, proceed to the end of the hallway to discover the legendary Rainbow Shell. You can't lift it, so you'll get help from Guardia Castle. Head south and you'll warp to the castle. ======================== ~Guardia Castle; 600 AD~ ======================== The Commander will head off to fetch the Rainbow Shell. Leave the castle once the scene is over. =================== ~World Map; 600 AD~ =================== The Epoch will be lying outside. Warp to 1000 AD and enter the castle. ========================= ~Guardia Castle; 1000 AD~ ========================= Enter the castle and talk to a few of the guards to find out that the King is on trial for selling a royal heirloom. Head down the right hallway and to the end of it. There are two stairs here--take the left one to the top floor. Put Marle in your party and talk to the guards to demand access to the courtroom. The Chancellor challenges you that if you want to free the King you'll need to prove the Rainbow Shell is still in the castle. Marle suggests that the shell may be in the basement of the castle. Head down the stairs, but note that two of the rooms on the way down have chests in them. One is locked and the other holds a TURBO ETHER. Back in the main room with the guards infront of the stairs take the stairs to the right. The ones that weren't here on your first trip in the castle long ago. In the castle storage area, attack the Vipers blocking your way. They shouldn't even be a challenge now. You'll get attacked by more easy foes in the next room. After the fight, grab a TURBO ETHER, ELIXIR, and LAPIS from the only accessable chests on the left, then keep following the path north. Go through the linear hallway to the next area. It's another linear hallway with more Nagas wandering around it. Avoid them if you can to not waste too much time, then grab the ELIXIR, TURBO ETHER, and LAPIS from the chests infront of the Rainbow Shell. Examine the shell and you'll obtain a shard of it. With the shard in hand, the scene shifts back to the courtroom... Hurry and return to the top floor of the castle and talk with the guards blocking entry to the courtroom. Make sure your team is healed before doing this. Once you get inside the courtroom and expose the Chancellor as a lying bastard like he was in 600 AD, you'll do what you did to him back then--fight him. 'Course he's a lot harder now but...eh. =========================================================================== BOSS-Yakra XIII HP-18000 Defense-127/Magic Defense-50 Exp-3500/TP-40/G-2000 Techs: Counters: Miasma (Confuse) Needle Spin Ver. XIII Barrage Yakra Rumble Needle Spin Ver. XIII Needle Spin Ver. XIII Barrage Recommended Levels-40+ ---------------------------- He likes to spam Miasma, so having status immunity equipment equipped is probably for the best. His main attacks can also hurt your team quite a bit, especially his Needle Spin. It can do a crazy amount of damage to someone in your party. He also rarely uses Yakra Rumble, and it does a good amount of damage to your whole party. Be sure that when you land the final blow your entire party has a good amount of HP. He uses his barrage attack when killed, harming everyone in your team. If you all die from that then the battle will have been for naught. =========================================================================== After a touching scene between Marle and her father, you'll be taken back to his main chambers. Melchior will barge in, saying he wishes to make some armor from the Rainbow Shell. Before you go to see him, head back up to the courtroom. You probably noticed Yakra XIII drop a sparkly object after being killed. Grab it in the courtroom to obtain Yakra's Key. Head down two flights of stairs and open up the locked chest with that key to free the real Chancellor. Now, head back to the main floor and go to the basement storage room. Without Yakra's minions flying about you should be able to reach the Rainbow Shell rather quickly. Talk to Melchior and he'll offer to make one Prismatic Dress or three Prismatic Helms, which are slightly weaker than the helms but you get three of them. Getting the trio of helms is much better as they're pretty much the best helms in the game. They prevent against all status effects and give pretty good defense. Equip them on your main team. Now, if you completed the Sun Stone sidequest and talk to Melchior with it, he'll use part of the stone and some of the Rainbow Shell to create the Prism Spectacles, which heavily boosts damage output. He also uses it to create the Rainbow sword for Crono, which has a 70% critical hit rate. It's the second to best sword in the game (and the best one you're not getting before beating Lavos). And that's it for this sidequest. All that work for a good amount of nifty items (and the Sun Stone finally helped!). =========================================================================== ~8.The Lost Sanctum~ =========================================================================== There are some sidequests that astound you with ingenuity, praise with the great items obtained through them, and overall quality and fun they provide. Other sidequests make you wonder what amazing drugs the game designers were high on that could possibly make them think a particular sidequest was good. The Lost Sanctum is the latter. The Lost Sanctum is nothing but a series of fetch quests. By the end of it you will hate Spekkio's theme, loathe a particular mountain, get sick of warping everywhere with the Epoch, wish to annihilate a particular mountain, be annoyed at subpar rewards, and hope for medicine to alleviate the pain a certain mountain causes. It's that bad. But a few players have mentioned the Lost Sanctum was really enjoyable. Please don't listen to them. High odds say you won't enjoy it. Higher odds say you bail on this sidequest less than an hour into it. Maybe you'll enjoy it, maybe you won't. Let's just go with the pessimistic route. It's better that way. You can start this sidequest after the Black Omen rises. The way I'm working this is I'll be doing everything one quest at a time. Several quests can be done out of my order, but it should not ultimately matter which order you perform them in. The only exception are the first two quests. Now, are you all ready for a world of pain? For the record, both Lost Sanctums are small green vortexes on the world map. Both of them are near the top right corners of the map in 65,000,000 BC and 600 AD. You'll remember their locations very, very soon. You'll be visiting them a lot, after all. --------------------------------------------------------------------------- ~8A.Sanctum Liberation Squad~ --------------------------------------------------------------------------- ========================== ~World Map; 65,000,000 BC~ ========================== Locate the Lost Sanctum as the green vortex in the top right corner of the map on a plateau. It's hard to miss. Land the Epoch near it and head inside. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= After falling down the pillar of light, head south into a large open cavernous room. There's not a single person here, however. Head right to find a save point. Now head to the far right side of the room. Climb up two ladders and you'll get out of the cave. =============================== ~Millennia Wood; 65,000,000 BC~ =============================== Your objective here is to kill every single enemy in the area. Every last one must be killed. Head right then north to find a group of Ogans. After one of your party members assumes they attacked the village, you'll need to kill them off. Remember that fire magic burns off their hammers, making them relatively harmless. Once they've been killed, head north, right a little, then further north to find a clearing with a Slate Imp walking about. Engage him and all his cronies for a battle, kill them off, collect the HI-POTION from the chest in the far north, then head left and south. You'll have to fight another large group of Imps and Ogans as you proceed south. You'll also encounter another Ogan on the map as you keep heading south. Fight him and the Ogan Chieftan reinforcement he brings in for the battle. Once you reach the south end, you can head right a bit and walk through a hole in the trees leading to a nook with 20,000G in a chest. After that, head left and keep following the linear path north. Stick to the far left side and as you head north you'll walk through a hidden passage in the trees and end up near a chest with a HI-ETHER in it. Get out of the nook and follow the path north. At the clearing at the end you'll face one last large group of Ogans and Chieftans. After the fight your partners should discuss that you killed everything in the forest provided you actually did. Head to the top left corner, just left of the three small bushes, then walk south through a hole in the trees to reach a chest with an ELIXIR inside. From the sparkling part of the ground, head north and northeast through a hole in the trees to reach a nook with an ATHENIAN WATER in a chest. Provided everything is killed, make your way back to the village. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Make your way to the center of the village, to the small table there. Your team will stop to rest for a second before someone calls out to them. Turns out this is actually a village of Reptites. Huh. They'll all thank you for driving away the baddies in the forest, handing you the Dragon's Tear as a reward. That accessory boosts the holders critical rate by a good amount Very useful. Choose to listen to the Reptites' requests. You can now talk to all of them, some of the handing out tasks that'll be in the various quests below. The Reptite closest to the save point holds a shop with good armor if you haven't done any of the real sidequests. Check it out. With that, this task is complete. That's 1/11. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Make your way to the center of the village, to the small table there. Your team will stop to rest for a second before someone calls out to them. Turns out this is actually a village of Reptites. Huh. They'll all thank you for driving away the baddies in the forest, handing you the Dragon's Tear as a reward. That accessory boosts the holders critical ratio by a good amount. Very useful. Choose to listen to the Reptites' requests. You can now talk to all of them, some of the handing out tasks that'll be in the various quests below. The Reptite closest to the save point holds a shop with good armor if you haven't done any of the real sidequests. Check it out. With that, this task is complete. That's 1/11. --------------------------------------------------------------------------- ~8B.SLS Returns to the Middle Ages~ --------------------------------------------------------------------------- ====================== ~Lost Sanctum; 600 AD~ ====================== The location of the sanctum is almost exactly the same as in 65,000,000 BC. Top right corner of the map. It's a bit left of where the Forest Ruins are in 1000 AD. In any case, once you enter the cavern you'll find out the Reptites are still here. Their descendants, at least. Agree to help them. Your first task will be to do the exact same thing you did in 65,000,000 BC. JOY. Same place as before. Head to the far right side of the cavern, climb the pair of ladders (after the first ladder is a Reptite who houses an inn), and at the top of the second ladder you'll be back in the woods. ======================== ~Millennia Wood; 600 AD~ ======================== Head right then north. You'll need to fight off a group of Imps in the first clearing. Not too bad. Once killed, head north, right, then north more to the next clearing. A lone Imp is here, so fight him and his group of reinforcements. Once killed, grab the SHELTER from the chest at the northernmost point, then head left and follow the path south. Fight the Imp and his posse midway down your trek. Keep going south after that, hugging the right trees. You'll go through a hole in the trees near the south point, and be in a nook near where you started. Grab 25,000G from the chest, then get out of the nook and head left then north. Fight the Jackpot and Imps, and as you go north hug the left trees. You'll go through a hole in them midway up the path, landing in a nook with a TURBO ETHER in a chest. Back on the main path, continue to the north clearing. You'll fight two Ogans as you reach it. Head to the northwestern most point, just left of three small bushes, and walk south through the trees to reach a chest with a MEGALIXIR inside. Back at the clearing, go dead north through more trees to another nook with a DRAGONHEAD, a good helm for males, in a chest. Provided all enemies have been killed, return to the main area of the sanctum. ====================== ~Lost Sanctum; 600 AD~ ====================== Head down both ladders and the village elder will be waiting for you. You will get a Megalixir as your reward. Not bad. You've gone through 2/11ths of the sanctum, and those were just the intro quests! It all goes straight to hell from here! --------------------------------------------------------------------------- ~8C.Ogans and the Golden Hammer~ --------------------------------------------------------------------------- ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Talk to the Reptite in the bottom left corner and he'll ask you if you could try finding the legendary Golden Hammer. Agree to his plight. Now, head out the center south exit of the sanctum to an area you haven't visited yet. ===================================== ~Great Southern Swamp; 65,000,000 BC~ ===================================== Head south and left and grab a HI-POTION from the chest. Head back a little right then keep following the path south. Head right when you're forced to get in a fight with a trio of Kingfrogs. Enjoy this fight; you'll be fighting them way too many times in the future. Magic won't work against them. Head right, then all the way south to the bottom most edge of the forest. Go a little right for a chest containing a SHELTER, then keep heading left. When you get the chance, go north to find a TURBO ETHER in a chest you couldn't access otherwise, then get back south and keep heading left. At the bottom left corner of the swamp is a MID-POTION in a chest. Two Kingfrogs are rolling around just north of you. Walk past them, and as soon as you do go right. You should see a sparkly in the flower...like things. Grab it to obtain the Golden Sand necessary for making the hammer. With this item, return to the sanctum and follow the path up the far right ladders to reach the woods again. =============================== ~Millennia Wood; 65,000,000 BC~ =============================== You're not forced to kill anything here anymore, so don't waste your time if you don't feel like it. Talk to the Reptite right of the entrance to the woods to learn about a large fallen tree, then make your way to the end of the woods. After getting through the forced fights, once you reach the end of the forest examine the sparkly on the ground (you can only examine it from the south end, apparently). Choose to sprinkle the golden sand around it. As one of your partners suggests, get back to this exact place in the 600 AD Lost Sanctum. ======================== ~Millennia Wood; 600 AD~ ======================== Of interesting note is that now Wonder Rocks will have a chance to appear midway through the woods. It's an enemy actually on the map, rather than jumping into a fight when another one is triggered (like it won't appear in a fight where you bumped into an Imp on the map). It looks like a blue Rubble, gives out 10,000 Exp, 20,000G, and 1000 TP if killed. It also gives a Lumicite Shard if you Charm or kill it, used to get an item in the 600 AD sanctum from the Reptite near the save point. However it often runs away quickly so you have limited time. These guys only appear in the 600 AD woods, not the 65,000,000 BC ones. Once you reach the clearing at the end again, your team will notice the golden tree is not there. A golden Ogan wielding the Golden Hammer appears, however. And then runs off. Head back towards the Lost Sanctum, and halfway through the forest you'll get into a fight with the Ogan. It's the south clearing where you fight him, and if you were to hug the northern walls you can end up passing the fight point. Try to not do that. =========================================================================== BOSS-Goldhammer HP-5800 Defense-220/Magic Defense-70 Exp-2000/TP-0/G-10000 Techs: Counters: Gold Hammer Rush (Lowers HP to 1) Boulder Thrash Recommended Levels-40+ ---------------------------- Not a terribly hard fight. Goldhammer has pretty bulky defenses, so a lot of your attacks won't be doing a huge amount of damage. The worst part about the fight is that each time he gets hurt his attack power increases. Thusly, ending the fight as quickly as possible with strong Techs, physical or magical, is advised. His base attacks don't do a ton of damage, but they become powerful extremely fast if you keep hitting him with your own attacks. His Rush move lowers the person it hits' HP to 1. He uses it when he is running low on HP. Once he spams Rush as pretty much his only attack hurry up and finish Goldhammer off. =========================================================================== You'll obtain the Golden Hammer for beating the Ogan. With the hammer in tow, leave the forest and warp to the prehistory Lost Sanctum. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Talk to the bottom left Reptite and offer to hand him to Golden Hammer. As your reward you'll obtain 100,000G. Not bad, I suppose. That's 3/11 sidequests done. Hope you're having fun. It's about to become very, very awful. --------------------------------------------------------------------------- ~8D.The Prismastone and the Mountain~ --------------------------------------------------------------------------- ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Talk to the Reptite in the top left corner, closest to the entrance of the sanctum. The Reptite says he needs the Prismastone to cure his ill daughter. It lies at the top of Mount Emerald. JOY. Agree to take on his quest, despite the warning of a guardian at the base of the mountain, and head south and leave for the marsh. ===================================== ~Great Southern Swamp; 65,000,000 BC~ ===================================== Make your way to the bottom right corner of the swamp. Follow the path north that is there, and right off the screen. ============================== ~Mount Emerald; 65,000,000 BC~ ============================== Player, meet Mount Emerald. Doesn't look so bad from down here, now then does it? YOU'RE WRONG, DEAL WITH IT. Talk to the dark blue Nu blocking you from progressing. Yeah, you're gonna have to fight the guy to make him move. At least he's nice about it. =========================================================================== BOSS-Nu Guardian HP-6100 Defense-200/Magic Defense-80 Exp-2500/TP-0/G-0 Techs: Counters: Charge Luminaire (Light Tech) Head-butt (Lowers to 1 HP) Dark Matter (Shadow Tech) Flare (Fire Tech) Ice II (Water Tech) Hypnotize Time Freeze Recommended Levels-42+ ---------------------------- Headbutt is the move all Nu's have, the one that knocks you to 1 HP. You know the one. He'll counter all magic attacks with a magic counter of the same type (although with Water he goes with Ice). If you use physical moves he will do either Hypnotize or Time Freeze. Thusly, if you keep hitting him with magic attacks he will never get the chance to use one of his normal Techs. That's for the best since Headbutt will ensure the next hit-all magic attack he uses will murder whoever gets hit. Ice II is his weakest counter, while Luminaire is his strongest. Avoid using light magic if you can. Overall the fight will last awhile due to his insane defenses. There's not much you can do about that. Just keep smacking him with magic attacks and you'll never have to worry about Headbutt. Head whenever necessary. =========================================================================== The Nu promises to train harder to beat you some day. Alright, let's climb this bitch. Um, quite frankly there's nothing to guide you on. This is as linear as it gets, folks. You can occasionally climb up or down a stray ladder and end up at a chest, but nothing else. ...fine, but I refuse to describe how to climb this mountain again in the future. Head left and up the tall ladder. Head right, get into a forced fight, kill the Jadewing (only magic moves hit it) and go right and down a ladder. Head left from there and down a ladder to find a chest with 10,000G inside, then head back up the ladder and proceed right across a bridge. Head south to a chest with a SHELTER inside, then go north and up a ladder. Head north, left across a bridge to a chest with an ELIXIR inside, then south down a ladder. Head left, up a ladder, north and up another ladder, right and then south across a bridge, then right and up a ladder. Climb another ladder north of that, save at the save point, then go left across the bridge and north to the next screen. Halfway there! Head up the ladder then right across the bridge. Head south, then up two ladders, left and down a ladder, then left across a bridge. Fight a group of enemies (beetles can't be hurt by magic). Head down a ladder left of the fight to find an AEONIAN HELM in a chest, then go back up the ladder and north across a bridge. Go right across another bridge, up a ladder, grab a HI-POTION from the chest, then up another ladder. Head left across the bridge, down a ladder, all the way left to another ladder, climb it to the top, climb another ladder, head right to a third ladder and climb that, then head right for an AEONIAN SUIT in a chest, then all the way left and to the next screen. This is the summit. Stupid mountain. The game ensures this place is burned into your skull, believe you me. Head right, to the next screen, then north to find the Prismastone. Obtain it. Guess what? YOU'RE CLIMBING DOWN NOW. HAVE FUN, SUCKERS. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= I think the hardest part of getting back here was not wanting to kill yourself. I should take the time to warn you that you'll be climbing up and down that mountain at least a dozen more times, and 18 or so times total if you're an absolute completionist hell bent on 100%ing every last fraction of the game. Talk to the top left Reptite again and get your reward, a set of capsules. It contains 2 Strength, 2 Magic, and 2 Speed. Not bad, really. That's 4/11 sidequests done. And now you see where all hell breaks loose. For the record, you keep the stone. The Reptite only had to borrow it for like, 5 seconds. Grr. --------------------------------------------------------------------------- ~8E.Prismastone Paradox~ --------------------------------------------------------------------------- ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Talk to the Reptite on the far right, at the base of the ladders leading to Millennia Wood. She'll be surprised you have a Prismastone, then say that two Prismastones left next to each other in the village sanctuary will merge to one fantastic stone. Agree to help make this stone. Climb the ladders in the center of the village, then up another pair and enter the room at the top. Place the Prismastone on one of the two pedestals at the end of the room. Now, warp to the sanctum in 600 AD. ====================== ~Lost Sanctum; 600 AD~ ====================== Climb the ladders that lead to the sanctuary. You'll find the village elder at the top, and he says that you can't enter the sanctuary until you prove yourself and get the sacred Reptmark. It's in the Millennia Wood. Things just can't be easy in these sidequests... ======================== ~Millennia Wood; 600 AD~ ======================== Head all the way to the end of the woods. At the top left corner of the clearing you'll find three small bushes. To the left of them is a large sparkly object. Pick it up to obtain the Reptmark. Return to the sanctum. ====================== ~Lost Sanctum; 600 AD~ ====================== Head up to the sanctuary and show the mark to the elder. He'll let you through. Take the Prismastone from its pedestal. Return to the other sanctum now. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Head up to the sanctuary and place the Prismastone you got from the future on the pedestal next to the current Prismastone. They will fuse together to make the Saintstone. Head back to the Reptite on the far right, next to the ladders leading to Millennia Wood, and for showing him the stone you will receive the Dragon Arm. Good weapon for Robo. 5/11 quests done. This wasn't a bad one, I'd say. --------------------------------------------------------------------------- ~8F.Finding the Nu Once Again~ --------------------------------------------------------------------------- ====================== ~Lost Sanctum; 600 AD~ ====================== Talk to the Reptite in the bottom left corner. He says a lonely figure rests at the bottom of the mountain, and asks you to check on him. Agree to check on the figure. Well, I think you know the way to the mountain. South to the swamp, access to it is in the bottom right corner. A chest containing a SHELTER rests just before the entrance to the mountain. ===================== ~Mount Anger; 600 AD~ ===================== Talk with the same Nu you fought back in prehistory. He wants to fight you. Naturally he chooses for you to do it at the top of the mountain. Have fun. On your way up you can collect 30,000G and a LAPIS (south of the Jadewing you don't have to fight). Climb to the top of the mountain. What's that? The damn ladder is broken? Son of a--, well, make your way back to the sanctum. ====================== ~Lost Sanctum; 600 AD~ ====================== Talk to the Reptite in the bottom right corner. He mentions that you need sturdy vines to make a good ladder. They're available in the southern swamp. ======================== ~Southern Glade; 600 AD~ ======================== Head to the southern point of the glade and head left. When you can go north you can find a chest containing a LAPIS, then head all the way left to find an ELIXIR in a chets, then go right and north. Fight the group of enemies, head north and left to a chest with an ATHENIAN WATER inside. With most of the items in the glade obtained, head to the top right corner of the glade. In the clearing you can find a large sparkly object at the north of the clearing, which is the Sturdy Vines. The bottom left corner of this clearing holds 50,000G in a chest. Now, off to Mount Emerald again. ======================== ~Mount Crapsink; 600 AD~ ======================== Head back to the broken ladder and your team will realize they can't do shit about it here. Yes, the game forces you to make your team point out the obvious before you can fix the ladder. Damn them. Well, now you know to go to the same spot in prehistory. Joyous. =========================== ~Mount Hell; 65,000,000 BC~ =========================== Climb the top of the ladder that breaks in 600 AD and your team will lower the sturdy vines to create a second ladder. With this wonderful waste of time now complete, get back on the same mountain, same place, in the future. ================================== ~Mount Pain and Suffering; 600 AD~ ================================== Climb the mountain to the point where the ladder had broken. Your handmade ladder is still standing, so climb it. In the first area of the mountain you can collect an ATHENIAN WATER from a chest, save and heal at the save point near the top of this area, then go left to the next area. You can collect, in order of appearance, a RAINBOW HELM, TURBO ETHER, and a MERMAID HELM as you climb this section of the mountain. Personally I think it's better than the 65,000,000 BC Mount Emerald but that's just me. More linear, too. Once you reach the top you'll face the Nu who has trained for millennia to fight you once more. =========================================================================== BOSS-Nu Master HP-8800 Defense-185/Magic Defense-70 Exp-3800/TP-0/G-0 Magic: Absorbs Shadow Techs: Counters: Devil's Drop (Halves HP) Drain Health (Absorbs HP) Thunderburst (Light Tech) Life Shaver (Sets HP to 1) Death's Rainbow (Insta-kill) Telekinesis Overdrive Recommended Levels-45+ ---------------------------- The Nu Master is one hellishly annoying fight. Death's Rainbow, as you can see, is an insta kill attack. He usually doesn't use it often. Usually. Sometimes he does, sometimes you may never see it. Hope it's the latter. You'll constantly be losing health as he'll counter moves with Drain Health. Robo is good for this battle and his Heal Beam. Devil's Drop is an annoying to deal with attack, but it can be healed. He still has the "drop HP to 1" attack. He uses that often from what I've seen. Telekinesis is crazy weak, and I'm unsure what Overdrive does. Never seen him use it. It probably raises his attack power or just does moderate damage to everyone. Stay healed and you'll do fine. =========================================================================== The Nu will agree to be your friend now. If you need help with a task in the future, he's the...thing...to call. Okay. Well, climb down the mountain now. Joy. ====================== ~Lost Sanctum; 600 AD~ ====================== Talk to the Reptite in the bottom left corner again. For befriending the Nu, you'll obtain the Nova Armor. That's 6/11 of the quests. Please stop for awhile and do something fun. Don't go insane from this sidequest. --------------------------------------------------------------------------- ~8G.The Bridge Builder~ --------------------------------------------------------------------------- ====================== ~Lost Sanctum; 600 AD~ ====================== Talk to the Reptite closest to the ladders leading to Millennia Wood. He asks that you help him collect the tools needed to create a large bridge. He needs lumber, metal, and a hammer. Agree to help him out, then head south to the glade. ======================== ~Southern Glade; 600 AD~ ======================== Get through several forced fights as you make your way to the top left corner of the glade. You can head off screen to the left once there and to an area you have yet to visit. ========================= ~Winding Passage; 600 AD~ ========================= Head through the passage and you'll get into a fight with some Black Bats. Use magic on them, then after the fight walk right and through the wall to reach the nook with a chest in it containing a LAPIS. Head back through the wall and continue left. After the Rebels, head left then south as soon as you can. Walk left through the wall here to reach the hidden nook you can see, holding a TURBO ETHER in a chest. Get back out of the nook and head left and north. Ignore the enemies and don't go through the doorway. Head right at the end, through a hole in the wall to end up at a chest with the Steel Ingot inside. With the first of three items obtained, head to Millennia Wood in prehistory. =============================== ~Millennia Wood; 65,000,000 BC~ =============================== Head right from the entrance and talk to the Reptite. He says he'll hand you some lumber from a tree that had fallen long ago. After obtaining the Godwood, head back to the sanctum. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Talk to the bottom left Reptite. He's not using the hammer so you'll borrow it from him. Once you have the Golden Hammer, head back to 600 AD. ====================== ~Lost Sanctum; 600 AD~ ====================== Talk to the Reptite near the ladders leading to the forest again and he'll thank you for collecting all of the bridge parts by giving you the Haste Helm. Not terribly bad for not needing to go to that mountain in this quest. That's 7/11 done. We're closer to finishing now. --------------------------------------------------------------------------- ~8H.Obtaining the Waystone~ --------------------------------------------------------------------------- ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Talk to the Reptite near the ladders leading to Millennia Wood. It's the second one on the left from the ladder, or just right of the ladders leading to the sanctuary. He says the Prismastone is good at absorbing light. And we could use it for something if we leave atop of...oh god no... =============================== ~Mount Dog Crap; 65,000,000 BC~ =============================== With the Saintstone still in your possession, head to the mountain and climb the hell out of it. You know this stuff is fun. Once you reach the summit, head right and to the point where you first found the Prismastone. Examine the spot and place the Saintstone where it used to be. Once it's in place, climb right back down this damned mountain. Guess where you're going? =================================== ~You'll Climb this in Hell; 600 AD~ =================================== You'd think the mountain would change, ya know, a bit more in 65,000,600 years. You'd think. Seriously, it's TOO identical. The only real difference is the locations of the forced fights (and the other enemies that are wandering around not in forced fights, but there's no chance you're wasting your sanity doing that, yes?), and I think a few bridges and ladders. Honestly I haven't really paid attention to the locations of the ladders between the two eras since I don't give two Arby french dips about this mountain. Seriously, what the hell were they thinking. Did they think this would be remotely fun? At all? Really? I mean, if you're reading this paragraph (the actual guide continues below, this is but a wall of text rant) then I can only imagine you're doing it to stump off the horrific thoughts running through your mind as you climb this mountain again. And you know what? I'll spoil it for you: you're going to climb up it again later. But this is the last time in this quest. The next one doesn't touch this mountain, but it has a dungeon so...but back to my rant. What the hell Square. I thought you guys made good games. Way to destroy any good thoughts I had on you guys. Collect the Waystone at the summit and get back to the sanctum. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Talk to the Reptite in the bottom right corner. He'll notice the Waystone and ask you to check out the darkend cave beyond the southern swamp. Agree to explore the cave. ===================================== ~Great Southern Swamp; 65,000,000 BC~ ===================================== Follow the path around to the top left corner, then head left off the screen to the next area. ================================ ~Winding Passage; 65,000,000 BC~ ================================ Head to the far left side of the cave, fighting some foes along the way, kill the Black Bat and Deathcreeper guarding the doorway on the far left and enter it. ============================== ~Lightless Cave 65,000,000 BC~ ============================== The cave will light up with the Waystone you have, so climb up the stairs that are ahead of you. ================================== ~Primeval Fortress; 65,000,000 BC~ ================================== Huh. What's this doing here? Head up the passage and you'll hear several enemies approach. You'll hear that they want to take down the Lost Sanctum. I've got no problem with that. Sadly your party does so you'll have to kill these easy foes. You'll warp back to the village after this. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Aww, your party is so nice they'll agree to help this village without your consent. Isn't that great? At least Magus gets a Judgment Scythe for all the crap this part of the quest has put us through. Also, talk to the Reptite next to the save point to get a Megalixir from him. Nice. That's 8/11 quests, and we're in the home stretch now. --------------------------------------------------------------------------- ~8I.The Primeval Fortress~ --------------------------------------------------------------------------- ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= You've auto-agreed to this sidequest. Your objective is naturally return to the fortress you left earlier in an attempt to stop the invasion force from reaching the village (if only you could let them). Return to the southern marsh and to the Winding Passage through the entrance in the top left corner. ================================ ~Winding Passage; 65,000,000 BC~ ================================ You'll find the enemy has moved far from the fortress quickly. Use magic to off the Chrysosaur (Light Techs heal it, though) and Black Bats you face. Physical attacks also work too. Proceed through the cave and face another Group of the baddies. Once you reach the far left side of the cave, head through the doorway to be back in the fortress. ================================== ~Primeval Fortress; 65,000,000 BC~ ================================== Head up the stairs and open both chests infront of the skull for 20,000G and another 20,000G. With the cash in hand, go through the skull. Open another pair of egg chest in the next room for a SHELTER and ATHENIAN WATER. Head right then up the stairs. Follow the path south and left. Fight the pair of Chrysosaurs, then head down the left path. Go down the stairs at the end and you'll appear in a room with five chests, containing a FANG, HORN, FEATHER, PETAL, and the TURBOSHOT for Lucca. It sucks hard if you got the Wondershot from the Sun Stone sidequest. Head up the stairs in the top right corner of the room. Head down the passageway and fight off the enemies you encounter, then head through to the next room at the south end. You'll be back in the area you were before, the one where you chose to go left instead of north. If you went north you would have appeared at this skull and two staircases. Now choose to head up either staircase. They both go to the same room. Walk to the middle of the room and you'll find three doors on the north wall. If you go through the left door, you'll find a ton of enemies guarding a single chest. Once defeated, open it for a MEGALIXIR, then continue up the path north. Head right and south to a dead end and a chest containing DRAGON ARMOR. Head all the way back to the room with the three doors. This time choose to enter the far right door. You will find enemies guarding opened cages. After the fight, enter the right one and open the chest for 10G, and go to the left cage and chest for a POTION and PANACEA. Back to the previous room. Now go through the center door. Head up the stairs to reach a large open area. There's a save point at the north wall, so heal up at it. Head down the left path and go south and out the exit at the end. You'll be outside, so follow the path south and you'll fight a trio of Pterranyxs. Don't use physical attacks against these guys as they'll counter them with a hit-all poisoning attack. Not fun. Once killed, go to the dead end at the south end and grab the STARDUST BOW from the chest. Return to the save point and follow the path right and south, and also outside. Head south like before, then left at the end to be attacked by those annoying foes. Once killed, follow the path north and into the next room. Kill the foes if you wish, then go north and up the stairs at the end. Fight the large group of Twinsnakes if you wish on the next floor, then head up the stairs in the top right corner. There's nothing in the next room so head up the stairs once more. Chrysosaurs are in this room. Kill if you wish, then go up the stairs once again. You'll be outside, and you can expect all those enemies around you to fight you head south and right (and they do). After everything has been brutally killed, continue down the path to the right. Grab the REPTITE DRESS from the chest, then go back to the previous room. In the room with the Chrysosaurs there's an exit to the south. Head south and left in the next room to find a save point. Save and use a Shelter, then head left through the door. =========================================================================== BOSS-Archaeofang (Elder and Younger) Elder HP-8000 Younger HP-7500 Elder Defense-155/Magic Defense-60 Younger Defense-160/Magic Defense-55 Both Exp-3100 Magic: Elder is Weak to Water and Absorbs Fire Younger is Weak to Fire and Absrobs Water Elder Techs: Younger Techs: Twin Attack (Shadow Tech) Twin Attack (Shadow Tech) Earthshaker Earthshaker Flare (Fire Tech) Water Surge (Water Tech) Volcano Water II (Water Tech) Dark Matter (Shadow Tech) Snowstorm (Water Tech) Soul Link (Revives) Dark Matter (Shadow Tech) Soul Link (Revives) Both Counters: Osmose (Steals MP) Recommended Levels-47+ ---------------------------- Get out a pad of paper because this is one annoying fight. The trick to this fight is that when one of the Archaeofangs is killed, its partner will revive it to full health. To win the fight you'll need to kill them both before one can revitalize the other. This can be done by killing them both with one attack, or by killing one then killing the other in one or two moves (after that the remaining Archaeofang will have had time to use Revive). If you obtained the Blue Plate and Vest from the Sealed Chest sidequest, they could be put to use here as those annoying Water Techs the Younger has will be harmless. Now, the point of that pad of paper is to keep track of how much damage you've done to each Archaeofang. First use the strongest hit-all attack in your party. Let's say that attack does 1200 damage (for simplicity's sake round damage to the nearest hundred). Once you've dealt about 7000 damage to the elder and 6500 damage to the Younger, bust out that 1200 damage hit-all attack to kill both foes at the same time. That's the goal. You don't want the fight to stall out when they use Soul Link. Keep in mind that the Elder is the red one, and the Younger is the blue one. As for their attacks, they aren't *terribly* powerful. They do about 100 damage each, but they use them constantly since there's two of them. Also, they'll counter every attack with Osmose. The best way to lower their HP quickly is to abuse their magic weaknesses. A strong magic Tech matching their weakness can do close to 2000 damage. Kill them both off at the same time, or one or two moves after one dies, and you should win the fight. =========================================================================== Once these guys have been defeated, you'll return to the village. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= You will obtain the Valor Crest as a reward for all that work. Not a terribly good accessory. Boosts critical hate rate, but not as much as Dragon's Tear from what I can tell. ...can we still burn down this village? I know that's 9/11 sidequests and we're really close to finishing but...please? Just a little? --------------------------------------------------------------------------- ~8J.Checking on the Bridge Worker~ --------------------------------------------------------------------------- ====================== ~Lost Sanctum; 600 AD~ ====================== Talk to the Reptite just right of the stairs leading to the sanctuary. He will be concerned that his friend that went to work on the bridge has yet to return. Agree to check on the bridge builder. Guess what awesome mountain YOU'RE climbing up now? =============================== ~Mount Gun to the Head; 600 AD~ =============================== If you somehow make your way to the summit, talk to the Nu Master. He'll move aside and let you pass to the left, where the bridge builder is working. Head left, through the short cavern and outside to the bridge. You will save the worker from falling off the bridge, and he'll exclaim that he's exhausted from working. Go back through the cave and talk to the Nu. He'll agree to help the worker. Go back through the cave and after the scene the Nu will stop working due to hunger. Now you're tasked with feeding him. Climb down the god forsaken mountain. ====================== ~Lost Sanctum; 600 AD~ ====================== Talk to the Reptite in the bottom left corner. You remember, the one who wanted to be friends with the Nu. He'll hand you the Hearty Lunch to feed the Nu with. You'll warp back to the top of the mountain now. Just kidding, you're climbing this bitch once again. ======================== ~WHY DAMMIT WHY; 600 AD~ ======================== Talk to the Reptite back at the top of the mountain to hand him the Hearty Lunch. Sadly, this isn't enough to fill the Nu to make him finish the bridge. Instead he requests a "sweet yellow thing" that a monster had a long time ago. Dammit dammit dammit. ============================= ~Lost Sanctum; 65,000,000 BC~ ============================= Okay! There are a total of five foods you can obtain in prehistory. However the Nu is requesting the sweet, yellow item. Here's where you can find each item: Smoked Meat--Winding Passage, defeat the Deathcreeper on the far left Dried Mushroom--Mount Emerald, defeat Exile midway up the second half of the mountain Sweet Banana--Great Southern Swamp, defeat enemies in the top right corner (forced fight, enemy isn't on the map, just walk to the chest there and you'll trigger the fight) Millennia Fruit--Millennia Wood, defeat the Slate Imp at top right corner Songbird Egg--Mount Emerald, defeat Hercules Beetle at the summit This is how it works. Fight the enemy, and the reinforcements they call, at the location given for the food you want. After the battle, your party will notice a sparkling object on the ground. They'll pick it up and obtain the food. For example, if you wanted a Songbird Egg you'd climb Mount Emerald and fight the Hercules Beetle there. After the fight your party will collect the egg. If it's not insanely obvious given the five choices, the Sweet Banana is what the Nu is requesting. These items are usable in battle, and if you waste/sell it you'll need to fight the particular enemy again to get another one. Also, these items appear in the Item Encylopedia in the Extras section of the title screen. If you're going for 100%ing that encyclopedia you will have to obtain all five pieces of fruit, because when you finish this quest you can't get that food again until you restart the Lost Sanctum in a New Game + and work your way to this quest. And you won't want to do that. I ensure it. If you just want to do the sidequest, get the Sweet Banana (a simple enough task) and head back to the summit in 600 AD. ========================== ~Mount Acceptance; 600 AD~ ========================== Climb this glorious mountain once more. At the top, head back to the Nu Master and feed him the Sweet Banana. The Nu will complete the bridge, and you'll warp back to the sanctum. ====================== ~Lost Sanctum; 600 AD~ ====================== Awww, wasn't that nice scene worth all that effort? I think it was. The Saurian Leathers is your real reward for all of this. Really good armor. That's 10/11 quest. Just one more to go! Don't quit now, you're just that close to being completely finished! Also, the Nu Master has set up a shop in the bottom left corner, so check it out if you want some Turbo Ethers. --------------------------------------------------------------------------- ~8K.Climbing the Tower of the Ancients~ --------------------------------------------------------------------------- ====================== ~Lost Sanctum; 600 AD~ ====================== Head back to the middle of the sanctum after the ending of the previous quest. A Reptite will run in after getting scared of an eerie tower across the bridge that was just built. The Elder will explain that the tower was made to pay tribute to the protectors of the village long ago. Since something is amiss, you are charged with the final task of investigating what is wrong. ======================= ~Mount Emerald; 600 AD~ ======================= Hum dee dee doo! This is our final trek up the mountain! Savor in every last step you make because you're never climbing this ardous mountain ever again. Once you reach the summit, head left through the cave. Head left across the bridge and defeat all three groups of foes that ambush you on the way over. When you reach the castle on the other side, head in. =============================== ~Tower of the Ancients; 600 AD~ =============================== Head north to the save point, then up the stairs. Grab the DINOBLADE and 50,000G from the chests, fight the enemies, then head north and up the stairs there. Head through the empty room and up to the next floor. Fight the Exile if you wish, then head left and south to the next room. Fight the Soul Stalkers and his comrades in the next room if you want to, then use the stairs in the top right corner to reach the next floor. Fight foes here as well if you want, then head to the bottom left exit. In this large room head right to find a save point. Heal up, then head left and south. You'll have to do pretty much the same thing you've just been doing--climbing through a bunch of rooms, almost all of them having enemies you can choose to fight or avoid. Once you reach the near-highest floor, you can go north up more stairs or down the red carpet to the right. Kill the enemies that get in your way and open the chest at the end of the path to obtain the RUSTED BLADE. Now head up the stairs. You'll have to repeat the "climbing up a bunch of stairs tactic", but this time there's a bunch of forced fights. Ugh. At least it's not as bad as Mount Emerald or anything. At the top you'll find a save point. Heal once again and save, then head up one last set of stairs. Step into the center of the large room. =========================================================================== BOSS-Master at Arms and Bladesman Master at Arms HP-14500 Bladesman HP-9000 Master at Arms Defense-160/Magic Defense-80 Bladesman Defense-100/Magic Defense-50 Master at Arms Exp-7000 Bladesman Exp-1200 Magic: Master at Arms is Immune to Light Bladesman Absorbs Shadow Master at Arms Techs: Master at Arms Counters: Holy Light (Light Tech) Tsubame Gaeshi Thunder (Light Tech) Flash of Steel Whirlwind Bladesman Techs: Sword Strike Blade Dance Desprate Strike First Aid (Restores HP) Recommended Levels-47+ ---------------------------- A bit of an annoying fight. Master at Arms is very sturdy with those defenses, so focus primarily on the Bladesman. He has low HP and defenses so he shouldn't take a ton of effort to kill quickly. Try to avoid hit-all attacks because Master-at-Arms will counter every attack with Tsubame Gaeshi, which isn't too powerful but damage dealt can stack up fast. Use just physical attacks against the Bladesman as they deal a lot more damage than magic moves. After a few powerful Techs he'll fall and you'll just be left with Master-at-Arms. Like the Bladesman, use just physical Techs against him. That high magic defense, and an immunity to Light magic, makes it hard to deal damage to him otherwise. His attacks overall aren't terribly hard to handle. He will boost his attack power occasionally with his stance, or do the opposite and raise defense. Flash of Steel is his counter in the defensive stance, and it does a lot more damage than Tsubame Gaeshi. Keep healing and you'll have no problem slowly whittling down his HP. =========================================================================== Once they've been killed, enter the doorway in the top right corner. You'll find the idols inside. Interesting. Wasn't THAT worth the entire sidequest? It's not? Really? Well, at least you don't have to climb down the mountain again... ====================== ~Lost Sanctum; 600 AD~ ====================== That's 11/11 sidequests, and as a final reward you obtain the Champion's Badge. It's a Frog-only accessory that heavily boosts Masamune critical hit ratio and halves his MP costs. But as a better reward the Nu Master is selling Megalixirs at his shop! 50,000 G a piece though...but still, best healing item in the game. And you're finally finished. Good job. If you got the Rusted Blade from the Tower of the Ancients, give it to the Reptite closest to the save point in 65,000,000 BC. He'll forge it into the Icewyrm. Not as good as the Rainbow if you got that from the Rainbow Shell sidequest. =========================================================================== ~9.The Black Omen~ =========================================================================== Once you've destroyed the Blackbird in 12,000 BC, the Ocean Palace will rise from the ocean, becoming the Black Omen. This monstrosity of a dungeon appears in all time eras, excluding 65,000,000 BC for obvious reasons. You can enter it in any era you wish, except for 2300 AD because Lavos has already destroyed the world at that point. The Black Omen is an absurdly long dungeon, featuring minimal save points, tons of strong foes, and lots of good items hidden within its depths. Don't try going paradoxial on this place--defeating one time only mini-bosses and collecting the chests in 1000 AD and going through the 600 AD Black Omen won't make the chests stay with their contents. You can only collect them once. The only reason to go through it in all three eras (in reverse order) you can charm Prismatic Helms from the near-last boss at the end. Let's roll. The era you choose is irrelevant if you don't care about the Prismatic Helms from the final boss. To enter the omen, fly to it with the Epoch. Once "Black Omen" appears when you fly under it, you can enter. ============ ~Black Omen~ ============ Once you land on deck, notice the sparkly object just south of you. Examine that if you wish to hop back on the Epoch and leave. Be warned--this place is extremely long. You better have a ton of MP restoring items if you want to get through the entire palace. Head north and you'll be attacked by six Laser Guards mounted on the wall. Blast away all of these simple foes, then head through the door to the north. Once inside the shnazzy place, Queen Zeal will taunt you that your efforts in this place are futile. Although she won't leave you without a parting gift. =========================================================================== BOSS-Mega Mutant Upper Body HP-4600 Lower Body HP-3850 Both Defense-127/Magic Defense-50 Exp-900/TP-50/G-1500 Upper Body Techs: Lower Body Techs: Tentacle (Absorbs HP) Tentacle Strike Mutant Gas (Poison) Chaos Zone (Confuse) Mutant Gas (Sleep) Scalding Steam Blackem (Blind) Recommended Levels-40+ ---------------------------- Not a terribly hard boss. It should only take a few strong hit-all attacks and both parts of the body will fall. If you've got status immunity armor then only Tentacle (Strike) will be the remotely annoying attacks, and even then they won't do a ton of damage. Hell, three strong hit-all magic Techs should be enough to destroy everything without him getting a single attack in. Pretty pathetic fight, really. =========================================================================== With this guy out of the way, proceed north. You'll encounter a pair of Shieldsman. They are exactly like those foes in the Guardia Prison towers. Wait until they move their masks and their eyes are visible, then attack them. It'll easily do more than enough damage to kill them off. When these chumps are out of the way, head north and right to the next room. Fight the pair of Martellos as soon as you enter. After that, head north. You will encounter two Fangbeasts. These guys are annoyingly powerful, and have an attack that will halve your HP. Very, very annoying. Off them as quickly as you can. They absorb all magic attacks, so you'll have to stick with weak physical attacks to kill them. They truly suck. Once dead keep going north to fight another Martello and a pair of Synchrites. They don't have very powerful attacks, fortunately. After the fight you can head right to a save point. You better use it since you won't be seeing another one for quite a long time. Head north to the next room after this. You will fight a pair of Panels in this room. You can Charm both of them for a Speed Capsule, and you damn well should. Once killed, proceed north and fight another pair of Panels. Wow, four easy Speed Capsules with minimal effort. That's sweet. After the fights, proceed north to the next room. Defeat the Watcher and Nomads in this room. They act like Rubbles, using Omnilock on you, but they don't give out insane Exp, but they do give out 200 TP total if everything is killed. They too run away after a few turns, so you better get lucky in killing them. Continue north and you will have to fight another Watcher. Head north after this and you'll fight a third Watcher. Once the battle ends, head left to the next room. Fight the Metal Mutants up ahead. They've got some annoying attacks, but a few magic Techs can take these guys down. Keep going north to fight another pair of Metal Mutants and a pair of Flyclops. A single Falcon Strike should do the trick. Continue to the next room. There's a lone teleporter in here, so enter it to be transported to another area of the palace. Leave the room to the south. This elevator should look familiar. Examine the large sparkly on the left to make the elevator go down. You will fight a pair of Cybots on the way down, then a group of four Hydracondas. You can Charm each one of these guys to grab a Megalixir. You should definitely do that. The elevator reaches the bottom after this, so head north to the next room. As soon as you enter you'll battle a Watcher. After that, head left to a dead end fight the pair of Hydracondas that appear (walk around the area until you trigger the fight). After the fight, head right and north to fight yet another Watcher. Then go north, follow the path left, then north and right. Ignore the stairs and head all the way right and get the MEGALIXIR from the chest, then go up the stairs. In the center of this area you'll get into a fight with a few foes. Kill them, then on the left wall of the room is a chest with 30,000G, then head north to the next room. You can head either left or right as soon as you enter this room. If you go left you'll fight two Hydracondas. If you go right, you'll attack two Flyclops. After the fights, proceed north and fight a Watcher. You'll be at a split path again. You'll fight a Synchrite and Martello if you follow the path left. If you go right, you can get a MAGIC CREST from a chest, and you will fight the same enemies. Head north to the next room. Open the two chests here for an ELIXIR and a VIGLILANT'S HAT. Head north to find two more chests with a NOVA ARMOR and a MEGALIXIR inside. Don't forget to save and heal at the save point between these two chests. Once you're rested up, head north to find two Nu's next to two chests which hold another MEGALIXIR and a HASTE HELM. Wow, good stuff there. Talk to the left Nu and he'll show you his shop, which has good healing items for HP and MP. Talk to the right Nu if you wish to be transported out of the Black Omen. Once reached, head through the north door (it's part of the wall, examine it to make the doorway appear). In the next room, follow the path all the way to the left end. A Blubber Hulk will appear out of the white swirling thing on the ground. Charm these suckers for a Strength Capsule, then bash the hell out of it. It has really strong attacks and counterattacks, so end the fight fast. Enter the doorway to the north. Fight the pair of Cybots when you enter, then head north and fight three Shieldsman. Head north, up some stairs, and to the north end of the room where Hydracandas seem to keep spawning. Charm away a quad set of Megalixirs and kill them with ease. Grab the chest in the top left corner for a ZODIAC CAPE, then head through the door on the right to the next room. Head right and fight a Watcher. Continue right and you'll fight a pair of Fangbeasts and a Flyclops. Ugh. An annoying fight, but you'll pull through it with some endurance. Grab the chest in the top right corner for a MEGALIXIR, then head down the stairs to the right and fight a pair of Watchers. You probably won't be able to finish this fight before they run away, but who knows. Proceed south to the next room. Proceed south and left at the split to reach a chest with a POWER CREST inside. Walk right and follow the path south and some Flyclops' will appear from the water...lava...thing. Head south and you'll fight them and a Blubber Hulk. Continue south to a fight with a Cybot and Martello. Once killed, grab the chest in the bottom right corner for a SPEED CAPSULE, then go through the bottom left doorway to the next room. Head all the way to the left and open the chest for a SPEED CAPSULE, then go back a little right and through the doorway. Proceed to the top of the pedestal and you'll be teleported to another area of the palace. Head north to the next area. Head north in this room, then left at the first chance. Go south and you'll be attacked by a pair of Ghaj's and Narbles. Kill them all quickly as they can do a good amount of damage to your party. Once killed, head left and then south to find a chest at the dead end holding an ELIXIR. Head north and right up some stairs at the end. Fight the Watcher if you want (examine the sleeping Nomads), then go down the stairs to the right. Head north, then left and grab the chest for a SPEED CAPSULE. Then go north and fight another pair of Ghaj's. Once dead, go left and south. Grab the chest for a MEGALIXIR, then head left and north to the next room. Heal and save at the save point, then go north. After the pretty light show it's boss time. =========================================================================== BOSS-Giga Mutant Upper Body HP-5800 Lower Body HP-4950 Both Defense-255/Magic Defense-65 Exp-1500/TP-80/G-2000 Upper Body Techs: Lower Body Techs: Shining Sphere (Light Tech) Shuriken Blanket Bomb (Fire Tech) Life Shaver (Sets to 1 HP) Mutant Gas (Poison) Scalding Steam Mutant Gas (Sleep) Upper Body Counters: Tentacle (Absorbs MP) Recommended Levels-45+ ---------------------------- Use just magic attacks against these guys. Obviously with Defense like that your regular attacks aren't going to get you very far. All of its attacks are insanely weak. You really shouldn't have a ton of trouble with this guy. Just be sure to heal if Life Shaver gets used by the Lower Body. The lower half should be killed off quickly, making that an unlikely-to-see attack, but you never know. =========================================================================== Go back and save if you want, then head north to the next room. Use the teleporter in here to shift to another area of the palace. Leave the room to the south. You'll be on another elevator. Examine the sparkly thing on the right to make it move up. You'll fight a pair of Cybots on the way up. At the top, go through the doorway to the north. Go north and you'll fight two Synchrites. After the fight, head left and follow the path north. When you have to go right, look closely at the screen to see two bats moving infront of you. Try to avoid touching them otherwise you have to fight a pair of Fangbeasts. Damn these guys suck. Once you kill or avoid them, head right and north. You'll fight a pair of Blubber Hulks at the north end. After killing them, head left, north, then right and through the door on the north wall. You'll fight four Panels when you enter this room. Charm the Speed Capsules from them, then kill them. Grab the chest on the left for a SPEED CAPSULE. A save point will have appeared after defeating the Panels, so use it. Head up the path on the right to the final mini-boss of the Black Omen. =========================================================================== BOSS-Tera Mutant Upper Body HP-7800 Lower Body HP-20000 Upper Body Defense-255/Magic Defense-50 Lower Body Defense-255/Magic Defense-100 Exp-2000/TP-100/G-3800 Magic: Lower Body Absorbs all types Upper Body Techs: Lower Body Counters: Energy Spheres Life Shaver (Sets HP to 1) Burst Sphere Drain (Absorbs HP) Chaos Zone (Confuse) Great Pyroclast (Fire Tech) Halation (Sets HP to 1) Recommended Levels-46+ ---------------------------- Now this fight is actually annoying. It's practically impossible to kill the Lower Body. Good job if you do. All you need to do is kill the Upper Body. Don't use any hit-all attacks as the Lower Body will stuff the attacker's HP down to 1. That's not good given the Upper Body's large array of moves. However, magic Triple Techs are effective, like Twister. Although it'll feed off of the Lower Body to restore some health, spamming such a move will kill the Upper Body after a few turns. It's a good last resort if nothing else is doing more than 100 damage. The Lower Body doesn't counter the Triple Tech, luckily. =========================================================================== Grab the two chests on the side of the room for a WHITE GEMSTONE and a MEGALIXIR (jeez, this place is just full of the things). Head through the north door. Head north through the simple hallway, and through the door at the end. Boss time in the next room. Sorta. The Elder Lavos Spawn is just like the regular Lavos Spawns, except it has more HP. Don't attack the shell at all unless you want to be hit by a powerful counterattack. Just whittle away at the head's 10000 HP and you'll defeat it with ease. Head north to the next room. You'll fight the five Panels on the wall. Once they are killed you can go through the door on the north wall. Be sure to save and definitely heal at the save point that appears before going in. This is the last chance to save, as the pre-final boss is coming up. Proceed to the end of the final room. Time to get payback on this woman for all the crap she's done. =========================================================================== BOSS-Queen Zeal HP-12000 Defense-127/Magic Defense-50 Techs: Death Kiss (Absorbs MP) Energy Spheres Halation (Sets HP to 1) Recommended Levels-50+ ---------------------------- Yeah this fight isn't terribly difficult. Just slam on her with everything you've got. Her attacks are pathetically weak, except for the near OHKO Halation move. Oh, best part about that move is that it affects your entire damn party. Well, that's what charming 30 or so Megalixirs was for. Better put those suckers to good use. Alternatively, this perfectly sets up Ayla's Dino Tail and Frog's Frog Squish, Techs that deal more damage the lower Ayla and Frog's HP is respectively. Use those attacks before healing if either of them are in your party. Robo's Heal Beam also works in getting everyone to safe HP. As long as everyone has 200+ you should be fine. =========================================================================== You'll be thrown right into the next battle without having a chance to heal. =========================================================================== BOSS-Mammon Machine HP-18000 Defense-127/Magic Defense-50 Techs: Stand Still Turn Attack into Defense Turn Magic into Attack Point Flare (Fire Tech) Energy Discharge Recommended Levels-50+ ---------------------------- Okay, this is an odd fight. Each time you hit the Mammon Machine with a physical attack, it will increase its Defense. Each time it is hit with a magic attack, it will increase its Attack power. Eventually it will discharge this energy with Energy Discharge, doing a considerable amount of damage to your party. You're better off using powerful magic attacks. Each time it turns magic into Attack power, that uses up an attack. It'll not use Stand Still or Point Flare if you make it convert energy. Basically, you keep attacking the Mammon Machine and Energy Discharge is pretty much the only thing that will ever hit you. It stops converting energy after awhile, so keep going all out on the machine after that, healing when necessary. Its attacks are also considerable weak. You shouldn't need to heal often. =========================================================================== =========================================================================== BOSS-Queen Zeal Face HP-20000 Right and Left Hand HP-28000 Face Defense-127/Magic Defense-50 Right and Left Hand Defense-255/Magic Defense-99 Face Techs: Right Hand Techs: Halation (Sets HP to 1) Laser (Shadow Tech) Heavenly Gate (Light Tech) Gears of Darkness (Shadow Tech) Left Hand Techs: Starburst (Water Tech) Dark Beam (Shadow Tech) MP Buster (Steals all MP) Right Hand Counters: Left Hand Counters: Life Shaver (Sets HP to 1) MP Buster (Steals all MP) Recommended Levels-50+ ---------------------------- Wow, this is the real Queen Zeal? Hmm. The Face is the one you're trying to kill. Don't you dare attack either of the hands. However, you should Charm both of the hands to get a Prismatic Helm and Dress. They're pretty much the best defensive equipment for males and females respectively. Get Ayla to do it now. Once you're charmed the items, go all out with non-hit-all Techs against the Face. As long as you don't ever attack the hands, their lone attacks will never do considerable damage to your team. Hell, they probably won't even do more than 20 damage. Overall it's a simple fight. Besides the typical Halation, none of Queen Zeal's attacks are particularly threatening. =========================================================================== Once victory is yours, you will jump right into the Boss Rush form of Lavos and will fight him from there. There's a save point and warp back to the End of Time after you beat his Shell form. Look to either the Bosses section or section 25 of the walkthrough where I describe how to beat Lavos. As a note, if you've already beaten his Shell from using the bucket in the End of Time, you won't have to fight it here. And that concludes the Black Omen. Do it again in past eras if you want to charm more Prismatic stuff from Queen Zeal. =========================================================================== ~10.Dimensional Vortex~ =========================================================================== After defeating Lavos for the first time in your file, three purple vortexes will appear in 12,000 BC, 1000 AD, and 2300 AD. These are the Dimensional Vortexes, a cornucopia of areas you have previously visited in your journey, as well as a few new areas. Basically, how it works is simple. You enter the vortex and you will have to go through five areas you have previously visited, although there will be one or two new areas thrown in there. At the end you'll have the choice of returning to the world map, or continuing to an all new area. If you clear the all new area, you'll get the choice again to either return to the world map, or fight a boss to clear the vortex. While running through the previously visited areas you'll have to fight the same foes that inhabit that area. At your levels post-Lavos they probably won't be a challenge. Your objective is that you'll start at one area of a room, and you need to make your way to the other end of the room to proceed to the next area of the vortex. The order of areas you visit is random, to an extent. There are eight orders of the five places you visit. The order that gets chosen is completely random. I'll describe how to get through each area, but keep in mind it's just a single room. It's generally insanely linear. Also, the Dimensional Vortexes hold the ultimate weapons for every character except Ayla. It's an even better incentive to go through all of them. There's also some other awesome gear you can find, so you should have no reason to not go through this place. Also, this is how you obtain Ending 13. --------------------------------------------------------------------------- ~10A.12,000 BC Vortex~ --------------------------------------------------------------------------- The location of the vortex is to the right of the Surviving Village huts. You need to get defeated by Lavos in order to reach this point in the story where pretty much only this island remains with the vortex. This is the easiest of the vortexes. Courtesy of Reptobismol, here are the eight orders of rooms you can encounter in this vortex: 1: Guardia Forest > Strath > Dactyl Nest > Site 16 > Manolia Cathedral 2: Manolia Cathedral > Site 16 > Sunken Desert > Strath > Mountain of Woe 3: Dactyl Nest > Mountain of Woe > Manolia Cathedral > Guardia Forest > Site 16 4: Sunken Desert > Guardia Forest > Site 16 > Dactyl Nest > Fiendlord's Keep 5:Strath > Manolia Cathedral > Fiendlord's Keep > Mountain of Woe > Guardia Forest 6: Site 16 > Fiendlord's Keep > Mountain of Woe > Sunken Desert > Strath 7: Fiendlord's Keep > Sunken Desert > Strath > Manolia Cathedral > Dactyl Nest 8: Mountain of Woe > Dactyl Nest > Guardia Forest > Fiendlord's Keep > Sunken Desert Here we go! When you hop into the vortex, head north and up to the red spot to be teleported to your first room. ============================ ~Dactyl Nest; 65,000,000 BC~ ============================ Fight the enemies blocking access to the north ladder. Climb it, then head north and climb another ladder. Head left and follow the path south, fight the foes if you wish, then climb another ladder on the right. Proceed all the way north to another ladder, where you'll get into a simple forced fight. Climb the ladder after it and go north to get warped. ========================== ~Fiendlord's Keep; 600 AD~ ========================== You're in the simplest room in the castle. Simply climb the staircases, climbing down ladders to avoid the Roundillos that come down like Donkey Kong barrels, and make your way to the exit at the very top of the room to be warped. ========================= ~Guardia Forest; 1000 AD~ ========================= You start at the north end of the forest. Follow the left path down to the south end of the forest. You should be able to avoid all of the fights on your way there. It's insanely short and easy to get through, and the foes wouldn't do much to you anyways even if you had to fight them. =========================== ~Manolia Cathedral; 600 AD~ =========================== Head up the stairs and go right. Head down the stairs, which will become a ramp you can't climb up, then go through the door on the north wall. Avoid the enemies in the small room and press the skull switch on the top left wall, near the door, the lower the spikes in the center room you'll visit soon. Head through the door and head north and left. Hug the north wall to avoid a forced fight near the left end. Follow the path all the way south, past some foes, and up a staircase back to where you started. Enter the center door where spikes were, kill the foes inside, then examine the organ. A door will appear in another area. Go down a staircase, head north through both sets of doors, and to the long hallway in the back. In the middle-north wall a door will have appeared. Head through it to be warped. ============================ ~Mountain of Woe; 12,000 BC~ ============================ You start at the end of one of the largest rooms of the mountain, and need to make your way back to the start of the room. Head left, kill the simple forced fight foes, then head up the chain to the north. You'll get into another forced fight after you get to the top of the chain. Head right, north, then left and you'll get into another fight. Once killed, head across the chain to the left. Head left to the clearing and you'll fight a pair of Bomber Birds. Proceed to the south end, then head left and north. Go right just a little bit to see a ramp leading to a lower area of the cliff. Go down it and continue down the path to the right. Don't head across the chain far to the right; instead head down the path to the south after getting into a forced fight. Midway down you'll have to fight more foes, but keep going south after them. You'll see a large chain here. Climb down it to be warped to the next area. ================== ~Site 16; 2300 AD~ ================== You have to progress through the first room. You start at the entrance, the exit being in the top right. Be sure to avoid touching the rats or they'll swipe Potions, of 500G if you have none. Head directly north from the start, and when you see some foes you can skip past them using a hard to see path on the right. After that, head further right to get into an easy forced fight. Keep heading north, left, then south. Stick to the southern edge of the large clearing to avoid a fight, then head left and north to a group of enemies. Hug the northern wall to avoid a fight with them, then head right, avoid a final rat, then off the screen the be warped. ======================= ~Strath; 65,000,000 BC~ ======================= The new area added to the vortex. The exit is at the south end of the room, and it's crazy linear to reach it. A few forced fights block your way, but nothing too hard. Stick to the right wall and head south. You'll see some green bushes, and if you look on the map you can see a nook is through them. Walk through the bushes and you'll be on a ledge with a chest holding the ANGEL'S TIARA, which grants haste and status immunity to the female wearer. Nice. Get out of the bushes and keep going south. Two forced fights block you and the exit which will warp you. ======================= ~Sunken Desert; 600 AD~ ======================= The exit is at the north end of the room. You'll likely get into a bunch of forced fights on your way there, though. Climb the stairs at the north end to be warped. =================================== ~Nameless Cave; Dimensional Vortex~ =================================== You arrive here after completing your fifth room. At the split path, go right to find a save point. Head left and into the white cyclone if you want to leave the vortex, and proceed north and enter the cyclone to be transported to an all new area. =================================== ~Frozen Cliffs; Dimensional Vortex~ =================================== One of the best songs in the game, by far. Head right and you'll get into an easy forced fight with some Imps. Kill them all off, then climb the cliff ladder (it's hard to see, it near the far right side and is a few icy stones on the cliff). After climbing them, climb another icy ladder just north of you, then head left. Climb down an icy ladder and you'll have to fight a Chaos Mage. Once killed, open the chest for a MEGALIXIR. Climb back up the ladder, then go up another ladder north of you. There's nothing on the right, don't waste your time. Climb another ladder north of you, then go left to find a chest holding a LAPIS. Follow the path right and up another ladder. Go up yet another ladder to reach a clearing with a bunch of Imps running around. Don't waste your time fighting any of them. Head to the far left side and up another ice ladder and north to the next area. Climb several ice ladders and at the top you'll fight a group of Bone Knights. Once these guys have been killed off, head right. For the record, this room is a spawning point for Wonder Rocks. If you want a crapton of Exp, TP, and the Lumicite Shard to get an item from the Lost Sanctum, this is the greatest place to do it. Now, on the right side of this area you should see a large strip of snow leading south that looks really weird. This is, well, just that. A large slope. Be sure to be holding Up on the D-Pad. You'll be sliding down a slope now. You can't run up it, however if running upwards you'll be stopped in place and can freely move left or right. Your goal is to enter on the the several caverns on your descent. As soon as you start falling, hold up and move left to the cavern on the far left side. Be sure to land on the ledge ABOVE the hole, as it's impossible to slide left onto the platform with the cavern. On the ledge above the hole, merely climb down an ice ladder to access the cavern. Head down the ladder south of where you enter. Open the chest and obtain the SHADOWPLUME ROBE, the ultimate armor for Magus. Head up the ladder and go right and fight a Bone Knight and a pair of Chaos Mages. Head down the ladder they were blocking, head right to a chest with an ELIXIR, then further right and down an ice ladder. Head right and north to find a large cliff with an tall ice ladder. Climb it and follow the path left to land back at the clearing with the Imps. Make your way back to the slope. This time when you fall, run to the far right side of the slope, then wait until you slide down to a ledge. Go down the ladder and enter the cavern. Slide down the wall from where you enter, then go left and fight some foes if you wish. Proceed off the screen to the left. ===================================== ~Winding Passage; Dimensional Vortex~ ===================================== The same one as featured in the Lost Sanctum. Follow the path left until you can see an area surrounded by walls with a chest in the corner. To enter this seemingly impossible room, walk through the wall on the left side of it. The chest contains the VENUS BOW, Marle's ultimate weapon. It will do 777 damage to any foe it hits, no more no less. Continue down the path to the left until you see another seemingly impossible to access room. Walk through the wall on the right side of this room and you can access the chest inside with a MEGALIXIR. Now, at the far left side of the cave head north and right through a doorway. On the other side is a chest with a TURBO ETHER. With all of the items in here obtained, follow the linear path back out to the mountain. =================================== ~Frozen Cliffs; Dimensional Vortex~ =================================== Head right, dodge the foes, and go down the ice ladder. The chest there holds a HI-ETHER. Head right, kill the foes in a forced fight, then head down the ice ladder at the end and proceed right. You can climb the ice ladder on the far right again and head down the slope again if you wish, but there're no more items to obtain from the slope. It's a waste of time if you got the Shadowplume Robe and Venus Bow. For now, head right and off the screen instead. In the next area, follow the room south, then follow the south edge to the far right until you see three ledges connecting to form a triangle of sorts, appearing to split the room into three areas. There is a sparkly capsule at each of these corners. The one you have access to right now is the MAGIC CAPSULE. Pick it up and head north. A giant blue Snowbeast is here. These guys hand over 2200 Exp, but have a ton of health. Its attack power increases each time you attack it, so try to kill him quickly. Hug the far right wall and head south. After a forced fight, head left and to the second corner of the triangle those ledges from before made. Pick up the sparkly SPEED CASPULE on the ground, then continue back to the far to hugg the right wall and going south. You'll pass through an archway, then you can go left to the bottom of those three corners and collect a STRENGTH CAPSULE on the ground. Now head a little south and right. You'll find a Snowbeast roaming around. Kill or avoid him and head right of where he's guarding to find a chest holding a REGAL GOWN, a crazy good armor for females. On the far left side you can find an opening between two ledges. Head south through them, and just left of a Snowbeast is a chest with an ELIXIR inside. There's nothing else in this area, so head all the way right and off the screen. In the next room, head right to get into a forced battle with a pair of Snowbeasts. If you can defeat them quickly, you can leave the screen and come back to attack them both again, getting 4400 Exp each time. Really good for grinding if you don't like/can't access the Geno Dome conveyor belt. Now, head up the linear path ahead of you and enter the white cyclone at the end. ===================================== ~Twilight Grotto; Dimensional Vortex~ ===================================== Follow the simple path to a save point. Heal and save, then continue down the linear road. The white cyclone ahead returns you to the world map. Don't enter it and continue onwards. Near the end of the cave Marle will request to be at the front of the party. Arrange your party. Lucca and Robo/Magus are good choices for the team. ======================================= ~Castle Dreamscape; Dimensional Vortex~ ======================================= Follow the path into the bedroom to discover a clone of Marle. It sure doesn't look too happy. =========================================================================== BOSS-Alabaster Shade HP-16000 Defense-150/Magic Defense-67 Exp-5000/TP-1/G-0 Magic: Weak to Shadow and Fire, Immune to Water Techs: Counters: Barrage Barrage Icefall (Water Tech) Icefall (Water Tech) Recuperate (Restores HP) Recommended Levels-50+ ---------------------------- A pretty simple fight. Her crossbow is much stronger than Marle's, unless of course you obtained the Venus Bow. All you really need to do is smack her with your strongest Techs. There's no real tricks to this battle. Her Icefall Tech deals about 150 damage to everyone in the party...although by this point in the game your entire team likely has maxed HP out at 999. That's not much of a dent in it, not to mention Marle has a ton of healing moves at her disposal to cleanse any significant damage dealt. Barrage is simply her firing her crossbow at you. It's not a damaging move. Overall, simple fight. Heal whenever necessary and beat the fake Marle into the ground. Although keep attacking mainly since Recuperate heals her for about 2500 HP. =========================================================================== Marle will gain a permanent increase in Speed, Accuracy, and Stamina after the battle. That's all for this vortex. Hopefully you collected all of those awesome items. --------------------------------------------------------------------------- ~10B.1000 AD Vortex~ --------------------------------------------------------------------------- The location of the vortex is just right of Leene Square. However, you can only access it by flying there with the Epoch. It's slightly harder than the 12,000 BC vortex, but regardless you've beaten Lavos already so this place should still be a cakewalk. Again, courtesy of Reptobismol for the eight room orders you can receive when you enter the vortex: 1: Hallowed Falls > Black Omen > Prison Towers > Tyranno Lair > Truce Canyon 2: Truce Canyon > Abandoned Sewers > Geno Dome > Ocean Palace > Hallowed Falls 3: Black Omen > Prison Towers > Ocean Palace > Abadoned Sewers > Tyranno Lair 4: Prison Towers > Geno Dome > Black Omen > Hallowed Falls > Ocean Palace 5: Abandoned Sewers > Hallowed Falls > Truce Canyon > Geno Dome > Prison Towers 6: Tyranno Lair > Ocean Palace > Abandoned Sewers > Black Omen > Geno Dome 7: Ocean Palace > Tyranno Lair > Hallowed Falls > Truce Canyon > Abandoned Sewers 8: Geno Dome > Truce Canyon > Tyranno Lair > Prison Towers > Black Omen ======================= ~Black Omen; 12,000 BC~ ======================= Head a little north then left. You'll have to fight two Ghaj's and two Narbles. Kill them all off with relative ease (never use physical attacks against the Ghaj's. Insta counter OHKO if you do), then head left, all the way north, then right up the stairs. Examine the Nomads if you wish to fight a Watcher, then head right down the stairs, north, then left. Fight another pair of Ghaj's, then go left and north through the door to be warped. =========================== ~Abandoned Sewers; 2300 AD~ =========================== You're in the section where there's a bunch of things on the floor that make noise. If you examine any of them, or step on the fake save point, enemies will attack you. Reach the end of the passageway with ease and you'll be warped. ==================== ~Geno Dome; 2300 AD~ ==================== The infamous Geno Dome Conveyor Belt is the room you must complete. I wouldn't be complaining as that's a good amount of Exp and TP. Once you complete all five battles along the belt, exit through the north door to be warped. ==================================== ~Hallowed Falls; Dimensional Vortex~ ==================================== Given the music, it's a depressing new area. Head left over the bridge, fight some Ogan Youths, then keep heading left. Squeeze past another Ogan if you can, then climb the ladder and follow the path to the waterfall. There's a path behind the waterfall, so walk through it. At the far right end you'll fight even more Ogans. Kill them and head north to be warped. ========================= ~Ocean Palace; 12,000 BC~ ========================= Head down the stairs and you'll fight a bunch of enemies in the center of the area. Once killed, head south down another set of stairs. Try not to touch any of the Monks bouncing on the stairs. Each one you touch you will have to battle in the next clearing. After that, continue south and down another set of stairs. Evade the Monks in the clearing if you can so you don't have to battle, but don't stand still or the statues will hurt you. Head down another set of stairs and you'll have to fight more foes in another clearing. After that, head down the last set of stairs to warp. ======================== ~Prison Towers; 1000 AD~ ======================== Head right, kill the Royal Guard, then follow the path north and left when you get the chance. Kill another guard by the stairs, then take the stairs to be warped. ====================== ~Truce Canyon; 600 AD~ ====================== You start at the exit and must reach the entrance. Head left up the ladder, north and then right to a ladder, and after climbing down it walk right off the screen to be warped. ============================= ~Tyranno Lair; 65,000,000 BC~ ============================= You're in the room with the warping tiles on the floor. You need to make your way to the stairs in the top left corner to warp. It's not hard to get there--simply hold up and left as you get into the room, and you will reach the north end of the room without a problem. Just walk left to the stairs from there. =================================== ~Nameless Cave; Dimensional Vortex~ =================================== Like before, head right at the crossroads to a save point, left to a cyclone that will take you back to the world map, and north to proceed further in the vortex. ============================= ~Volcano; Dimensional Vortex~ ============================= Oooh yay! We finally get into a volcano! Proceed up the path to the north, going through the doorway at the end. A trio of Dire Rats are waiting in the next room. If you can get into their formation and get onto the path leading right, you'll avoid fighting them. North goes to a dead end for now. You'll want to avoid Dire Rats like the plague in here. Those who've done the Lost Sanctum know these guys are annoying as hell. They'll steal some MP before you have a chance to kill them. Very annoying. On the right path, follow it over the lava until you reach a clearing where you'll be attacked by a Fireball and a pair of Dire Rats. Fireballs are also annoying foes, absorbing all magic except Water (naturally) and wielding the Fire II move. Once killed, proceed north and left through a doorway. Two chests will be in this small room, them being a MASTER'S CROWN and an ATHENIAN WATER. The Master's Crown boosts damage and prevents status ailments. Great armor. In the previous room, follow the path right and south. You'll encounter a Red Ghaj during your trek. They'll counter all magic attacks with Flare, so try sticking with physical moves as you whittle away its HP. It hands out 2300 Exp when killed, so that's not a bad payout. Now, stand where the Red Ghaj was (right in the center of the path) and go south a few steps. You can walk left through the wall to a small clearing next to the lava, with a sparkly STRENGTH CAPSULE in the bottom left corner. Walk through the wall to the lower right and south off the screen. =================================== ~Mount Emerald; Dimensional Vortex~ =================================== ...Mt. Emerald? Odd. A chest at the end of this short path holds the DREAMREAPER, which happens to be the ultimate scythe for Magus. It deals four times as much damage when it gets a critical hit, making Magus a good choice for the Dragon's Tear item. Leave back to the volcano. ============================= ~Volcano; Dimensional Vortex~ ============================= Head back through the walls and back to the main path. Follow it right to the next room. Follow the trail all the way to the north end, then head right to a fight with some Fireballs, but only if you can't avoid them. Wait for them to move and sneak by. Keep following the linear trail right (that doorway on a lower ledge will be accessed in a little while) and you will have to fight a set of four Dire Rats. Once killed off, keep going right and then down a ladder. Go down another ladder and you'll have to fight a Red Ghaj. Once he's dead, go south down another ladder. Follow the trail until you reach three Fireballs. Ignore them and follow the path right, however hold right as you go down the ramp and you'll walk through the wall. You'll end up in a small nook with a chest holding the SPELLSLINGER, the ultimate gun for Lucca. Get back on the main path and follow it left and south to the next room. Follow the thin trail left and north up a ladder. Evade the Deathcreepers if you can, then head right and up a pair of ladders. Head left down a ladder, then a little more left and up another ladder. When presented with two ladders, head up the left one and grab the STRENGTH CAPSULE from the sparkly on the ground at the top. Now go up the right one and kill off the Deathcreepers. Go down the ladder they were guarding to grab an ELIXIR from the chest. Then go up the ladder they were also guarding and through the doorway at the top. You're back in the room you started at. Press the green switch on the wall to make the lava lower throughout the volcano. Head south and across the ground (which had lava before) and you'll fight a Red Ghaj. Head north back to the room with a trio of Dire Rats walking around. Try to get past them without getting into a fight and take the north path this time. There is a ladder leading downwards at the end. Take it and enter the doorway at the bottom. Inside press the switch labeled "Crater surveillance ladder". Head out of the room and go up the ladder. Head back to the Dire Rats and take the path right this time. Follow the path across the room, fighting the Fireball and the Red Ghaj near the exit in the bottom right, then head to the next room. Follow the long path north to the top of the room. Head right, dodge the Fireballs if you can, and keep going right until you see a ladder leading to the doorway you had to ignore earlier. It's just before the forced Dire Rat fight. Grab the HI-POTION from the chest next to the bottom of the ladder, then head left through the doorway. This room is just one long trail to the right. You'll have to kill a trio of Fireballs and a pair of Red Ghaj's waiting for you at the end, just before the cyclone. Enter it to be warped away from this place. ===================================== ~Twilight Grotto; Dimensional Vortex~ ===================================== Follow the path to the save point, be sure to heal and save, then continue down the linear road to the left. You can enter the cyclone here to return to the world map, or go just a bit further north and fight... =========================================================================== BOSS-Once-King Dalton HP-26000 Defense-110/Magic Defense-72 Exp-6000/TP-0/G-0 Techs: Counters: Iron Sphere (Halves HP) MP Buster (Absorbs all MP) Gale Slash Violent Belch Energy Sphere Scorch (Fire Tech) Deep Freeze (Water Freeze) Plasma (Light Tech) Nether Blast (Shadow Tech) Recommended Levels-55+ ---------------------------- Don't take this fight against Dalton lightly. He's far, far more dangerous than his previous two joke encounters. With high magic defense like that, sticking to physical attacks is your best bet. A team of Ayla/Robo/Crono prevails here. Robo and Ayla's Double Tech, Beast Toss, can do a good 5000+ damage to him. Yeah, that's only a few attacks needed to kill him off, hm? Of course, it's not that simple. He busts out MP Buster (no pun intended) after losing a decent chunk of his health. He counters with it, so you'll be constantly drained of your MP. Of course, if you work fast in depleting his HP you likely will skip over the point where he uses it. When he's getting low on HP he'll start spamming his high powered Techs, although at relatively high levels they really shouldn't do a lot of damage. I've never witnessed him use Iron Sphere, but it's clearly his most dangerous attack if it gets used. =========================================================================== Head back to the save point and heal, then continue past where you fought Dalton and Crono will request to head the party. Arrange your party (Crono/ Ayla/Robo all the way, baby!) and you'll be transported to... =========================================================================== BOSS-Steel Shade HP-20000 Defense-170/Magic Defense-65 Exp-5000/TP-1/G-0 Magic: Weak to Shadow, Immune to Light Techs: Counters: Gash Gash Energy Blast (Light Tech) Energy Blast (Light Tech) Rend Rend Thunderfall (Light Tech) Scintillation (Light Tech) Recommended Levels-55+ ---------------------------- You just got finished beating up Dalton. Whatever tactics you used to kill him quickly simply repeat in this fight. It's not terribly hard. Beast Toss does 3000+ damage, and Frenzy can do about 1200 damage. If you have any Shadow Techs, now would be the time to use them. Crono/Ayla/Robo's Triple Tech can do 3500+ damage. Crazy stuff. All of his attacks are crazy weak, none of them should be doing more than 100 damage to your party. The exception is Scintillation (it's just Luminaire), which he uses when he runs low on HP. This move can do 300+ damage to your party, but at the time he uses it he should be so close to being killed that it should not be an actual threat. =========================================================================== After the battle, Crono's Speed, Strength, and Accuracy will increase permanently. That wraps up this vortex. Well done. --------------------------------------------------------------------------- ~10C.2300 AD Vortex~ --------------------------------------------------------------------------- This vortex is located just north of the Geno Dome. As such, you need to fly there with the Epoch. If you don't know where the Geno Dome is, it's on an island near the bottom right corner of the map. It is the hardest of the three vortexes, but I seriously think you're capable of handling it. Once again, thanks to Reptobismol for the final order list of the rooms you may enter: 1: Arris Dome Substructure > Heckran Cave > Ancient Keep > Denadoro Mountains > Forest Maze 2: Mudbeast Den > Ancient Keep > Curious Village > Forest Maze > Fiendlord's Keep 3: Heckran Cave > Fiendlord's Keep > Arris Dome Substructure > Mudbeast Den > Denadoro Mountains 4: Forest Maze > Mudbeast Den > Heckran Cave > Fiendlord's Keep > Denadoro Mountains 5: Fiendlord's Keep > Forest Maze > Mudbeast Den > Ancient Keep > Curious Village 6: Curious Village > Denadoro Mountains > Fiendlord's Keep > Heckran Cave > Arris Dome Substructure 7: Denadoro Mountains > Arris Dome Substructure > Forest Maze > Curious Village > Mudbeast Den 8: Ancient Keep > Curious Village > Denadoro Mountains > Arris Dome Substructure > Heckran Cave ================================== ~Ancient Keep; Dimensional Vortex~ ================================== One of the new areas added, and by far the largest. Head left down the hallway to fight a pair of Dire Rats. Kill them and head north. At the north end of the hallway you'll have to fight a Deathcreeper and a pair of Dire Rats. After that, head all the way right to the end of the hallway. You'll have to kill the pair of Deathcreepers guarding the chest, which contains a HI-POTION. Return to the middle of this hallway and head south. Now head right, fight the enemies, then go all the way south and defeat several more foes that are guarding a chest. It holds 50,000G. After getting it, head north a little bit and walk through the left wall to reach a chest containing an ELIXIR. Now head north and all the way to the left end of the hallway. Defeat the Bone Knights and follow the hallway all the way to the south end. Defeat the Bone Knights and Deathcreeper, then head right and south. Walk right of the stairs and through a wall to find a chest with a MASTER'S CROWN inside. Awesome stuff. Now head up the stairs and fight a pair of Dire Rats, Deathcreepers, and Bone Knights. Once everyone is killed, head through the north doorway to be warped. ================================== ~Arris Dome Substructure; 2300 AD~ ================================== Head north, onto the metal gratings and follow it around a corner. On the other side of the wall, continue north, follow the path on the metal gratings on the left, and follow them to a door at the end to be warped. ===================================== ~Curious Village; Dimensional Vortex~ ===================================== If only Professor Layton was here! In this new area you'll need to answer four questions asked by four separate kids. The majority of these questions are insanely easy if you paid attention to the story--stuff such as what era did Lavos first arrive in and what was required to mend the Masamune. Other questions are insanely obscure, such as the amount of arms on the statue behind Magus when you fought him (like anybody even noticed a statue there), or the name of Cyrus's attack (doubtful many people paid attention to the name in the brief moment it was yelled). If you get a question wrong, you'll be brought to the Hall of Punishment. You'll have to get to the door at the end to return to the hall with questions, however you'll need to fight your way through several Nus to reach it. When you return, the kid will be gone as if you had gotten the question right, and you can continue to the next question. Reptobismol's guide is here: http://www.gamefaqs.com/portable/ds/file/950181/55094 It houses all of the questions the kids can ask you. If you're stumped, just Ctrl+F the question and you'll be brought to the answer. Not a terribly hard room. Go through the last door to be warped. ============================ ~Denadoro Mountains; 600 AD~ ============================ Head all the way up north, up a ladder, and into a forced fight with some Ogans. Kill them off, then head right across the bridge. Proceed south, and when you reach the ladder be careful as an Ogan will attempt ambushing you from off screen. Get past him if you can, then go up the ladder, go north up another ladder, and right off the screen at the end to be warped. ========================== ~Fiendlord's Keep; 600 AD~ ========================== You simply need to make your way up the stairs at the north end of the room to be warped. However, you'll need to fight through four waves of simple enemies to reach it. ============================ ~Forest Maze; 65,000,000 BC~ ============================ Head right, under the archway, then north. You'll get into a forced fight with some Crested Sprinters. Continue left, up the hill leading north and following the path going right. Head south at the end, then keep following it until you have to go right. Head right and north to a clearing where you'll get into a forced battle with more Crested Sprinters. Keep going north, right, south, and you'll have looped around to the lower level of the maze. Follow the path north to another clearing. Kill the simple foes in the forced fight, then head north, left, and north all the way to the top end of the maze (you may get into another forced fight on the way there). Head left, then south, then go left across a wooden log. Go north and up a pair of vines to be on a high cliff, then go left through an opening between the bushes, then north off the screen to be warped. ======================= ~Heckran Cave; 1000 AD~ ======================= You'll be forced to fight insanely easy enemies as soon as you enter. Head north and left, go down a ladder and another after that, head left to fight some foes, then south for the stairs to be warped. ========================= ~Mudbeast Den; 12,000 BC~ ========================= Very simple room. Just proceed to the north end and up the chain that is there to be warped. You'll have to kill two pairs of Mudbeasts to reach it, however. =================================== ~Nameless Cave; Dimensional Vortex~ =================================== As always, head right at the crossroads to a save point, left if you wish to go back to the world map, and north if you want to continue with the vortex. =========================================== ~Temporal Research Lab; Dimensional Vortex~ =========================================== What an ominous place. Follow the room left and north through a door. In the next room there will be a bunch of conveyor belts. Several areas in this room will force you into Searcher fights. They are really easy foes, making this room more annoying than hard. Head north to find a note on the ground. Read it to gain a hint on a code necessary later. Go right and to a Searcher fight. After it, head south to be in the bottom right corner, then walk right and through the wall. ==================================== ~Millennia Wood; Dimensional Vortex~ ==================================== Why did all three vortexes sample areas from the Lost Sanctum? Who knows. Go left and south through a hole between the trees. Grab the TURBO ETHER from the chest, then go back north. Head right, then go north through a gap between the trees and open the chest for 50,000G. Now, head south. Before reaching the southern end you should see a nook to the left on the map. You can walk through some trees to reach this nook. Approach it from the south end of the map, following the left trail of trees, and you'll get into the nook. It has a chest holding a MEGALIXIR. Head to the southern point of the forest and head right. Hug the right wall of trees and you'll head into a small nook with a chest containing the APOCALYPSE ARM, Robo's ultimate weapon. This sucker deals 9999 damage if it gets a critical hit, no matter what. Slap that Dragon's Tear on Robo because he's a beast with it. Problem is that without a critical hit the Apocalypse Arm is about as strong as Robo's weakest weapon. Use it wisely. Head all the way to the north end of the forest. At the top of the clearing you can find a chest with a MEGALIXIR inside. There's nothing else here, so return to where you entered and back to the lab. =========================================== ~Temporal Research Lab; Dimensional Vortex~ =========================================== Head left to be back at the starting point of the room. Go north back to the note, then go left and you'll get into a Searcher fight. Head south then left to find another note on the ground. It flat out tells you what the security code is, but it's incorrect. Piece together this and the previous note and you will have the code. Head north, north again, right, and north to a Searcher fight. Head left and you'll be in the top left corner of the room. Go through the door up here. You'll be in a room with red lasers blocking off the path to the left. Head through the door to the north instead, then head left. You'll arrive at sets of different styled tiles, with Prototypes walking about on them. Your goal is to get past the Prototypes without them seeing you. Pretty simple. If you get seen, the Prototype will knock you into a pit where you'll have to fight a pair of Prototypes. Remember that these guys have high defense until you use Lightning (II)/Luminaire on them. The exit is to the south, and you'll reappear at the start of the stealth area. Getting past the first one is easy. Wait for him to turn around then run to the safe area. The second one is even easier because you can fully see his path. Wait for him to turn around when it reaches the top right corner, then run left to the safe area. The third one is a little harder. When it turns around at the top left corner, run to the top left area to a safe zone. The fourth and final one is somewhat tricky to reach if you're slow. You can just barely see the top of the Prototype. Wait for it to turn around then make a dash for the top left corner of the room. Proceed left to the next room. Head left, north through the door, then north to the end of the hallway. Examine the computer and opt to release the security locks. If you were too lazy to examine the papers, or lack common sense, the password is "BALL". B button, A button, L button, L button. After the ding-dong, put in that code. Make sure you wait for the confirmation ching before pressing the next button. With the code entered the lasers will be down. CHANGE YOUR PARTY. Make your current party the group of three you DON'T want to use. You'll understand why in a bit. Head right and you'll need to get past the group of four Prototypes again. Not fun this time since the first two are almost impossible to see beforehand, making running to the safe zone a pure guess. Once you reach the far right side, head south. Hmm, the lasers are still here. Worse yet, you're trapped in this room. Three of your remaining four partners will rush up to attempt to save them, only to find out the security release computer is located in the right side of the lab. You don't have access to the party that has been trapped, hence why you wanted to change to crap until a little while ago so you still have your powerhouse team now. Regardless, you need to reach the top right corner of the conveyor belt room. Head south, right, and north to battle a Searcher. Head right then right again to be in the area you need to be. Enter the door in the top right corner. You'll be in a labyrinth of sorts. Head north to find a sparkly spot. Instead of being an item it's actually a warp. Step on it to warp to a different area. Go north to find three different warps. Take the left warp and then go to the right end of the hallway you appear in. Before taking the warp there, pick up the small sparkly MAGIC CAPSULE. Use the warp here to return to the starting point. Go back to the area with three warps, then choose the right warp. Go into the warp at the far right side of this hallway, dodging the Prototype guarding it if you can, and enter the warp. You'll be in a room with two warps. Take the bottom warp and you'll be in a room with a door and two warps. The door we'll use in a second. For now, take the right warp. Head right down the hallway and obtain the REGAL PLATE from the chest, then go into the warp at the end. Head into the warp on the left in the next room to return to the beginning. Remember the door you ignored? You want to enter it now. To get back there, go back to the room with three warps, take the right one, then take the warp at the far right side of the hallway, and finally take the bottom warp. Go through the door. You'll have to fight a series of five enemies when you enter this room. First up is a simple Searcher. Once killed you'll need to fight a Prototype. Still not too bad. The third fight is against a pair of Searchers. Still not bad. The fourth fight is against a pair of Prototypes. Luminaire should make short work of them. The final battle is against an Iron Maiden. This beast has 10000 HP, and an attack that reduces the health of your entire party by half. And yes, it uses it a lot. If the battle drags on too long it'll just use Self-Destruct and save you the trouble of killing it. Very annoying battle. Smack it with everything you have quickly. Once the battles are over, examine the computer console. One of your party members will deactivate the lasers and unlock the room your other party members are trapped. Switch back to your main team, then follow the newly opened path. You'll have to dodge more Prototypes as you make your way this time to the bottom left corner of the room. None of these should be a problem as you can easily see when they turn around, giving you plenty of time to run to the next safe zone. Enter the door at the bottom left corner. This room is mainly a long hallway. You want to reach the end, naturally, but random sparks come out of the wall in intervals. If you get stuck in one, don't move. You'll just drain your health at a quick rate. In the first clearing, you'll face a Searcher and an Iron Maiden. I say just run away from the fights in this room. Screw Iron Maidens. Proceed to the north end of the room to fight a pair of Iron Maidens. Fight or flight, really. After that, head through the door to the north and into the cyclone to get the hell out of here. ===================================== ~Twilight Grotto; Dimensional Vortex~ ===================================== Follow the linear path to the save point. Save and use a Shelter, then continue left. As always, enter this cyclone if you want to go to the world map. If not, continue north. At the end of the path Lucca will request to head the party. Arrange your party as necessary, and be sure to put on some Fire-resistant armor. It'll help. =========================================================================== BOSS-Crimson Shade and Eggsterminator Crimson Shade HP-12000 Eggsterminator HP-10000 Crimson Shade Defense-150/Magic Defense-78 Eggsterminator Defense-190/Magic Defense-80 Crimson Shade Exp-5000/TP-1/G-0 Eggsterminator Exp-250/TP-0/G-0 Magic: Crimson Shade is Weak to Water and Immune to Fire Eggsterminator is Weak to Fire, Absorbs Shadow, and is Immune to Light Crimson Shade Techs: Eggsterminator Techs: Barrage Poison Mist (Poison) Shadow Fire (Fire Tech) Flashbomb (Blind) Explosion (Fire Tech) Barling Din (Lock) Permeate (Nullifies Status Immunity) Recover (Restores HP) Eggsterminator Counters: Osmose (Absorbs MP) Recommended Levels-55+ ---------------------------- A bit of an annoying fight. The Eggsterminator is the real foe here, but don't scoff at such low HP considering how high its defenses are. Lucca should hopefully have Flare, so spam the hell out of that to deal a ton of damage to the Eggsterminator. The most annoying thing about the fight is that it will counter every single attack with Osmose. You'll be drained of your HP really quickly, so keep an eye on it and restore whenever needed. Crimson Shade's moves should not harm your party terribly much. Shadow Fire is simple Fire II, and Explosion is Flare. 200 damage to your entire party at most, but not something that a little healing can't mend. Speaking of which, Eggsterminator's Recover heals itself and Crimson Shade's for 1000 HP. Hence why you'll want to kill the Eggsterminator quickly, so as to stop that damn move from constantly occurring. Crimson Shade herself is quite easy once she's by herself. Bash her with non-Fire magic and physical moves until she falls. =========================================================================== After the fight, Lucca's speed, magic, and stamina will permanently increase. That's it for this vortex. --------------------------------------------------------------------------- ~10D.Time's Eclipse~ --------------------------------------------------------------------------- ================= ~The End of Time~ ================= Once you have beaten the bosses of all three Dimensional Vortexes, return to the End of Time. Talk to the old man and he'll say that a greater power is flowing into the bucket that leads to the Day of Lavos...the border of Time's Eclipse. When you try entering the bucket, you'll have the option of going to the Day of Lavos or Time's Eclipse. I think you know which place to choose. Be sure to have a bunch of healing items (although if you have Robo with the Apocalypse Arm and a Dragon's Tear on him, the upcoming superboss is a joke). ================ ~Time's Eclipse~ ================ You'll witness a certain someone up ahead. Head over to him and he'll say something before hopping into the Time Gate. Follow him to...well, the added boss of Chrono Trigger DS. =========================================================================== FINAL BOSS-Dream Devourer HP-32000 Defense-220/Magic Defense-80 (Varies) Magic: Varies between different phases Techs: Counters: ??? ??? Recommended Levels-60+ ---------------------------- Okay, let's get one thing straight about the superboss. He has two phases, and he switches between them as he takes damage. The Techs he uses in them also change, and since they are not listed in the Bestiary their actual names are taken right from the battle. He also has a secret phase that only occurs when one member of your team is left standing. Regardless, let's settle this. The first phase is relatively simple to understand. His main attack is to "Devour dreams from another dimension", dealing about 200 damage to the whole party. He uses it before anybody can get an attack in. Dream Devourer doesn't have any other forms. It's just a straight up 32000 HP boss. From here on out you'll want to bash it with every strong move in your aresenal. Give it all hell. He will counter every non-magic attack with Mana Reaver, which swipes away all of your MP. As such, stick strictly to magic attacks. You need to be doing damage to this guy constantly, and this is realistically your only way. He'll also use Mana Reaver as a normal attack occasionally, making chugging down Hi-Ethers a constant priority for your team. Dreambind inflicts Stop on one member of the party, but at this point you should be wearing status immunity equipment, making it a moot attack. He has Curse much like Lavos, so if he chooses to use it then your status immunity equipment is pointless. His Incinerate attack is a bit more powerful than Flare, dealing 250+ damage to your entire party. Likewise, Heavenly Peel is similar to Luminaire, only a bit more powerful. Life Reaver does an insane amount of damage to one character, but it and Curse (described earlier) will be thrown into his movepool when he's lost around 10000 HP. Other moves he has is Starfall, which does a ton of damage to a single character. Gravity Sphere will do a decent amount of damage to your entire party. Once you've drained about half of his health, he'll switch to the second phase. He starts this by "Lowers Defense and begins storing power." You can't possibly miss that notice. Now, he absorbs all magic types, so you will have to stick with physical attacks. Take this time to pound on him with strong physical moves, but more importantly make sure your entire team has a ton of HP. He counters all attacks with Chaos Zone, dealing about 100 damage to your entire party. After a few attacks Dream Devourer will use "The End of All and Nothing", a souped up version of Destruction Rains from the Heavens. He keeps his Life Reaver and Starfall moves, now gaining Supernova (with mimics Luminaire in the aspect that it'll hit your entire party for a lot of damage), Ice Lance (simply Ice II, probably his weakest attack), and Pandemonium (deals a low amount of damage to your whole party). Oh, it also has Phantasm. One of his strongest attacks, it deals a ton of magical damage to your entire party. Now, the general strategy at this point is, again, pound on him with physical attacks. The fight should be over soon as you'll likely being doing a lot more damage than with just magic attacks. Remember to keep healing as he'll always be countering with Chaos Zone. However...if you manage to get knocked down to just one party member, Dream Devourer will change his attack pattern until you have two or all of your team members standing. His four attacks consist of the painful Life Reaver, the powerful Heavenly Peel, the strong Starfall, and the weak Dreambind. He'll counter with Mana Reaver or Chaos Zone depending on which phase he is currently in. Plain and simple, revive one of your allies as soon as possible. Going solo against those moves isn't a smart idea. =========================================================================== And with that the Dimensional Vortex quest comes to a close. Witness the final cutscenes, then after the credits Crono will obtain the Dreamseeker, the most powerful weapon in the game for him, which maxes out his Attack stat and has a 90% chance of a critical hit. Well done. =========================================================================== ~11.Arena of the Ages~ =========================================================================== The final new area put into Chrono Trigger DS, the Arena of the Ages is a unique area where essentially breed your own monster and put it in battles versus other monsters in, naturally, hopes of winning. This may seem completely pointless, and to many people it is. However, raising your own monster from scratch can actually be quite fun, not to mention that if you want to collect every single item in the game then you have no choice but to play the Arena of Ages. Six rare items, and eight purchasable items, can only be found in the Arena. You might as well step foot in it at least once during some playthrough. --------------------------------------------------------------------------- ~11A.Finding the Arena~ --------------------------------------------------------------------------- There are two ways to reach the Arena of the Ages. The first way is accessing it from the End of Time. Just left of the door leading to Spekkio you will find one of the portals much like the ones at the left end of the End of Time leading to different eras. Enter this portal to arrive at the Arena of the Ages. The alternate method is selecting the Arena option from the title screen menu. You'll have to choose a file you wish to use the Arena in, and then you will be taken right to the Arena. However, there is a catch in the Arena when accessed from the title screen. You MUST save your progress in the Arena before you either turn off your DS or choose to return to the title screen, otherwise no data will be saved. If you don't save, no harm will come to the file because merely the Arena data is loaded, rather than the entire file itself. Other than this there are no restrictions to when you can access the Arena and partake in its fun. Yes, you can have an insane monster before you even meet Marle if you so choose. --------------------------------------------------------------------------- ~11B.First Time in the Arena~ --------------------------------------------------------------------------- Upon your first visit to the Arena a man will come to greet you. He's the stable master, and you'll likely be talking to him a lot in the future. You should probably request for a rundown of how the Arena works. Simply put, monsters are raised here, then placed into pit fights. If you want a fight, the man you need to talk to is shown. The pit boss is in the middle-north end of the room. The Nu here houses a shop. There are a variety of items used for training and battle purposes, and the Nu is your one-stop shop for all of these items. You'll get to know them very quickly. The stable master will also notify you that if you were to enter the Arena from the title screen, you MUST save your progress before leaving or quitting the game. If you came from the End of Time, you can save here or anywhere else in the game for your progress in the Arena to be kept. Once his explanation is done, talk to him again. Answer that you've got the need to raise a monster for yourself. Obtaining a monster is free, but raising it is going to cost a little money (and a lot of patience). You will be given the choice of four smidges. The red has a Fire affinity, blue has Water, yellow is Light, and purple is Shadow. Stand behind the smidge you want and press the A button to take that smidge as your own monster. After picking your monster you will get a starter's kit, which contains one of all of the items you can use for training your monster. Or, you can use them in pit battles to aid your monster in a fight. All eight of these items are sold by the Nu, so you can more than easily replenish your supply when you run out. You'll be shown your smidge's initial stats. Basically they suck, really really hard. However, that's what training is for. You gotta increase your stats somehow. --------------------------------------------------------------------------- ~11C.Training Your Monster~ --------------------------------------------------------------------------- If you wish to have any success in the Arena, you will have to train your monster up to have great stats. Sure, your lone smidge is capable of taking down a few Tier 1 enemies, and you will be able to get a few prizes from it (Mops and Iron Swords are so great!), but you honestly won't get too far with it. Thus, you train your monster. To start with, let's review each stat that your monster has. Remember, you can check your monster's stats by talking to the stable master. HP-How much HP your monster has. Run out and you lose the battle. Strength--The higher it is the more damage physical attacks will do Speed--The higher it is the shorter the time that is needed to attack Evasion--The higher this is, the more likely your monster will avoid enemy attacks Magic Defense--The higher it is, the less damage your monster will receive from magic attacks Accuracy--The higher is is the more likely your monster's attacks will hit the enemy Magic--The higher this is, the more damage magical attacks do Stamina--Every point in this stat adds additional HP to your monster Trust--The higher this is, the more likely your monster will use the item you give it in battle Now, when you want to train your monster you have to attach one of the eight items to it. The items are: Slops--Boosts maximum HP Flameclaw--Teaches Fire Techs, may alter affinity Seafang--Teaches Water Techs, may alter affinity Duskeye--Teaches Shadow Techs, may alter affinity Luxwing--Teaches Light Techs, may alter affinity Hawk Talon--Boosts offensive stats Shield Cloak--Boosts defensive stats Feral Wrath--Boosts probability of a class change occurring Finally, you must choose an era for your monster to train in. You can only train in era which you have visited at least once in the story. For example if you try out the Arena as soon as you make a new file, you can only train in the Present era. The eras and their stat altering affects are: Prehistory--Train for Speed Antiquity--Train for Techs Middle Ages--Train for Strength Present--Train for maximum HP Future--Train for Accuracy and Stamina Once you have selected everything, your monster will go off for training. Now what do you do? Well, you either continue on with your adventure and come back to the Arena later, or you just sit here. Doing nothing. Well, your monster will NEVER come back if you stay in the Arena of the Ages. Stay as long as you wish, you'll never see it again until you leave. Training takes exactly 10 minutes to complete. Once you return to the Arena after 10 minutes, your monster will be shown coming back from its training. You can stay in the Arena for the full 10 minutes if you so desire. However in order to see your monster again you must go back to the End of Time and come right back to the Arena, or save and go to the title screen and enter the Arena again. Either way, you must leave the Arena at some point in order for your monster to come back. Also, these are 10 ingame minutes. If you save your file and the timer is at 34:12, your monster will not be finished with training until the timer is on or past 34:22. So no, you can't close your DS and do something else. Bust out the charger, because you may be here awhile. And for those who are entering through the title screen, this means you must wait in the Arena 10 minutes before going back to the title screen in order for your monster to finish training. So, what happens when your monster finally comes back? Well, the most obvious effect that you'll be looking for is the stat changes. Now, the RNG has its fair share of being a bastard. Your monster's stats can either go up or down. Sometimes you'll have stat increases in almost every stat, sometimes almost every stat will decrease instead. One stat that will never increase through training and instead usually decreases is Trust. Trust can only be raised by having your monster fight. Stat changes are not the only thing that can happen to your monster. It may change affinities, such as going from Shadow to Fire. The best drastic change is that your monster will change classes altogether. The likelihood of any of these events is quite low, however that's what the items you give it to train with help boost the odds of these things happening. The Tech items can help change affinities, while the Feral Wrath can boost the odds of a class change. More on classes in the next section. Also, your monster can sometimes pick up an item while training and you will collect it when it comes back. The items it can pick up are generally crappy, but it's something to keep in mind. For those curious, the best item and era combination for increasing the most stats is a Hawk Talon and the Future era. Every stat usually goes up except Magic and Magic Defense, which usually decrease a bit. However with such high evasion (eventually) such attacks will never matter and using Techs is a gamble. And most are quite weak. Physical moves all the way! --------------------------------------------------------------------------- ~11D.Monster Classes~ --------------------------------------------------------------------------- As mentioned in the previous section, your monster may change classes when it comes back from training. This is actually VERY advantageous, and you should be going for a promotion of classes once your tiny smidge gets decent stats and you're sick of crap Tier 1 battles. Promotion is completely up to the RNG. You could go through 100 training sessions and still be stuck with a smidge. Honestly that's highly unlikely, but it is not impossible. You're capable of boosting the odds of a class change by giving your monster the Feral Wrath item when it goes out for training. I am unaware as to the odds a monster has of changing classes, and I don't know how much the Feral Wrath boosts the odds. I can't find anything on these odds anywhere, but I'm simply assuming they're low. Very, very low. Now, there are three tiers of monsters, not including your smidge as a tier. You cannot jump straight to the third tier from a smidge. You have to change to a tier one monster, then tier two, and finally a top tier monster. The problem with this is that when changing classes you can actually demote a class. Yeah, your tier one monster can actually change back into a smidge if you're unlucky. It's a very rare instance so don't expect such a fate. Also, monsters can change classes without changing tiers. An uncommon occurrence, but it's better than demoting a tier. There are large variety of monster classes. Each one has its three tiers of monsters. When your monster changes, it can also change classes entirely from it's current class. For instance, if you have an Outlaw (a tier one Bird monster), it can change into a Freelancer (tier two Bird monster), it can change into the second tier of any other class, or it can change into tier one of any other class. It's completely random. One final note about classes is that the third tier of some classes have no affinities. Their magic Techs obviously will not work since they don't have an affinity, and thus cannot be used. Pay attention to the classes your monster ends up in. The greatest advantage to changing classes is a huge upgrade in stats, especially HP. Also, most second and third tier monsters have a really high critical hit rate. It makes winning battles provided you give them a Feral Wrath in it, really simple as they'll dish out tons of damage effortlessly. The following list of monster classes was compiled by Reptobismol in one of his topics on the boards. The list was altered by other users throughout the topic. I'm not entirely able to comprehend a whole lot of it, so here's the basic list of monster tiers (yes, Ogan class only has two tiers instead of three). They're listed in order of tier one, two, and three: Weevils: Knights: Nagas: Armadillos: Hercules Beetle Holy Knight Naga Fiendillo Rhino Weevil Royal Guard Gorgon Roundillo Aecyto Weevil Blademan Medusa Roundillo Bomber Ogans: Ninja Birds: Robots: Skeletons (Legged): Ogan Outlaw Version 2.0 Spearman Ogan Youth Freelancer Version 4.0 Lancer Ninja Prototype Bone Knight Skeletons (Legless): Apes: Small Dinosaurs: Large Dinosaurs: Flesh Reaper Bao Bao Crested Splinter Terasaur Macabre Gokuu Racer Gigantosaur Deathscythe Cave Ape Parasaur Chrysosaur Imps: Mages: Gargoyles: Pink Imp Chaos Mage Gargoyle Stone Imp Zealot Mage Stone Gargoyle Slate Imp Archmage Spirit Gargoyle Bosses (Cannot be obtained): Ouroboros R-70Y Deathguard Dokra Uberhulk Ice Demon --------------------------------------------------------------------------- ~11E.Monster Battles~ --------------------------------------------------------------------------- The main purpose of the Arena is to put your monster into battles. To do so, talk to the pit boss on the northern wall. From there you'll need to decide which tier battle you wish to face in. You only have access to three tiers at any given time. The higher the tier, the better prizes you can win. However, each tier has an entrance fee which gets higher and higher with each tier, their fees being: Tier 1--100G Tier 2--500G Tier 3--1000G Tier 4--2000G Tier 5--5000G Tier 6--10000G With your basic smidge you will have access to tiers 1, 2, and 3. When your smidge upgrades to a different class, you'll have access to only tiers 2, 3, and 4. When it reaches a second tier monster, you'll have access the battle tiers 3, 4, and 5. To have only access to tiers 4, 5, and 6, your monster much be at a third tier in a class and the leader of your party must be at least level 38. When requesting a fight, you can either partake in a Prize Match or an Interdimensional Battle. Let's focus on the Prize Matches for the moment. After choosing this option you will have to choose the tier you wish to fight in. The ones you have access to are mentioned above, as well as their entrance fees. Once you're all set your monster will head off to the Arena for battle. In combat, well, you have no control over what your monster does. The ATB will fill up as usual for both opponents, and when it is full your monster will take an action. If you do not assist it at all in combat it will always use a normal attack. However, you'll obviously will want to assist in in combat. You will be able to give your monster an item in battle. The eight items are the same as the ones you can give your monster when it goes out to train. Their affects are: Slops--Restores about 15% of your HP Flameclaw--Use a Fire Tech Seafang--Use a Water Tech Duskeye--Use a Shadow Tech Luxwing--Use a Light Tech Hawk Talon--Boosts Strength by 5 briefly Shield Cloak--Reduces physical damage by 1/3rd briefly Feral Wrath--Critical hits do 4 times as much damage instead of 2 briefly While in battle you can choose an item to hand to your monster at any time. You can hand as many items as you want to your monster, but it can only hold one at a time. If you give it a second item and it hasn't used the first one yet, the first one will disappear forever. Use items to gain the advantage in combat. However, keep in mind that the chances of your monster using its item is based on its Trust stat. At low Trust your monster will rarely use its held item. At high Trust your monster will almost always use its item as soon as the ATB fills. Early on in battles with your weak monster you'll likely need to use Slops and Shield Cloaks to avoid getting brutally murdered. Once your monster's stats start increasing, and perhaps a class change occurs, you will likely rarely need to rely on items to get your way through battles. Keep in mind as well that enemy monsters are capable of using all of the items that you are capable of using. Also, on the subject of items, the items that make your monster use a Tech must match its affinity. If you want to have the monster use a particular Shadow Tech, you must hand it the Duskeye in battle. Handing it a Seafang, or any other Tech item, will simply confuse your monster if it uses the item and its turn will be completely wasted. Every five to seven battles you will encounter a boss monster. You'll encounter Ouroboros in tier 1, R-70Y and Deathguard in tier 2, Dokra and Uberhulk in tiers 3, 4, and 5, and Ice Demon in tier 6. These bosses have a lot more HP then the regular monsters you face in their tiers, and are thus a bit harder to take down. You won't have a higher chance of getting a good reward from beating them, however... There are six prizes unique to the Arena of the Ages, and unavailable anywhere else in the game. These items can only be obtained from beating the boss monsters. However, the odds of getting one of them from a boss is very, very low. --------------------------------------------------------------------------- ~11F.Interdimensional Battle~ --------------------------------------------------------------------------- Alternatively you can have a free battle against a friend's monster. All you need is a buddy with a DS and monster data in one of his files in the Arena of the Ages. Both players will need to pick an open tier for them to fight in (yes, you've gotta pay the damn fee), then one of you will need to host a challenge while the other person accepts the challenge. Once the battle starts it's exactly like a regular battle. You can still assist your monster with the items, and you don't have true control on your monster's actions. This mode is simply for bragging rights that you've raised a better monster than your friend. --------------------------------------------------------------------------- ~11G.Prize Lists~ --------------------------------------------------------------------------- Here's the listings of all the prizes you can win in the various tiers. As a note, the five mirrors and Nu Arcana can only be won from the boss monsters, and even then you have an absurdly low chance of them turning up as the prize. They can be won from every tier, but again, only from boss monsters. Tier 1: Aresian Mirror Ether Hi-Ether Magic Capsule Pea Shooter Athenian Water Elixir Hi-Potion Mid-Potion Pontic Mirror Berserker Ring Hadean Mirror Iron Bowgun Mop Promethean Mirror Bronze Blade Hammer Arm Iron Sword Nu Arcana Ribbon Bronze Helm Headband Lapis Padded Vest Sightscope Slops Uranian Mirror Speed Belt Workman's Waller Speed Capsule Strength Capsule Third Eye Tier 2: Aresian Mirror Guardian Bangle Iron Sword Pea Shooter Berserker Ring Hadean Mirror Magic Capsule Pocket Blaster Bronze Blade Hammer Arm Mid-Ether Pontic Mirror Ether Hi-Potion Mop Porrean Beret Feral Wrath Iron Helm Nu Arcana Power Glove Power Scarf Steel Saber Promethean Mirror Strength Capsule Shelter Third Eye Silver Bow Workman's Wallet Speed Capsule Uranian Mirror Tier 3: Aresian Mirror Hadean Mirror Lapis Nu Arcana Bandit's Bow Hammer Arm Magic Capsule Plasma Gun Berserker Ring Hi-Ether Magic Scarf Pontic Mirror Ether Hi-Potion Mid-Ether Porrean Beret Guardian Bangle Iron Sword Mop Power Glove Power Scarf Silver Sword Titanium Vest Promethean Mirror Speed Belt Uranian Mirror Silver Bow Speed Capsule Workman's Wallet Silver Earring Strength Capsule Silver Stud Thunder Blade Tier 4: Alluring Top Ether Magic Capsule Mop Aresian Mirror Golden Helm Magic Scarf Nu Arcana Black Vest Hadean Mirror Mammoth Tusk Pontic Mirror Blue Vest Hi-Ether Mid-Ether Promethean Mirror Crimson Blade Hi-Potion Mist Robe Rage Band Red Vest Speed Capsule Uranian Mirror Ruby Gun Stone Arm White Vest Shaman's Bow Stone Helm Workman's Wallet Silver Earring Strength Capsule Silver Stud Third Eye Tier 5: Acuity Ring Black Plate Golden Stud Hi-Potion Megaton Arm Aeonian Helm Blue Plate Guardian Helm Kaiser Arm Mop Aeonian Suit Demonslayer Hadean Mirror Lapis Nu Arcana Aresian Mirror Dreamstone Gun Heavy Hand Magic Capsule Platinum Helm Barrier Sphere Elixir Hi-Ether Megablaster Platinum Vest Megaton Arm Pontic Mirror Red Plate Speed Capsule Mop Power Ring Rune Blade Strength Capsule Nu Arcana Promethean Mirror Shield Sphere Swallow Platinum Helm Radiant Blade Shockwave Time Hat Platinum Vest Radiant Helm Sonic Bow Turbo Ether Uranian Mirror White Plate Workman's Wallet Zanmato Tier 6: Angel's Tiara Ether Hadean Mirror Lapis Aresian Mirror Gloom Cape Hadean Sickle Magic Capsule Barrier Ring Gloom Helm Haste Helm Magic Crest Barrier Sphere Golden Earring Hi-Ether Magic Ring Elixir Golden Stud Hi-Potion Megalixir Mid-Ether Pontic Mirror Raven Armor Strength Capsule Moonbeam Armor Power Crest Shield Sphere Teraton Arm Nova Armor Prism Spectacles Shockwave Turbo Ether Nu Arcana Prismatic Dress Siren's Kiss Uranian Mirror Onimaru Promethean Mirror Speed Capsule Workman's Wallet Wrath Band Zodiac Cape If you plan on going for the five mirrors and Nu Arcana, tiers 3 or 4 are you best bet. They have the fewest prizes available, making the odds of getting these rare items slightly higher than any other tier. =========================================================================== ~12.Extras Menu~ =========================================================================== Briefly mentioned in the New Game + and Extras section, this final section of the guide expands on all of the various aspects of the Extras menu, how to fully 100% every facet of it, and so on and so forth. Filling up everything here is pretty much the final goal of 100%ing the entire game. For the record, and it likely goes without saying, completing everything in the Extras menu will take a long time, craptons of patience, and likely multiple playthroughs of the game. It's literally impossible to complete everything in a single playthrough of the game. Two, I believe, is the absolute minimum. Take your sweet time obtaining everything because it is going to be a long road. --------------------------------------------------------------------------- ~12A.Theater~ --------------------------------------------------------------------------- This part of the Extras menu allows you to view the various in-game cinematics that you have seen. There are a total of ten of them, and the first nine you'll acquire without difficulty if you simply progress through the story (the only way you can miss the videos is if they either aren't turn on in the options menu while playing the game, or you somehow beat Lavos before completing the main story). These are the same videos that were added to the PSX port. The tenth video, however, is all new to the game and can only be obtained through one of the new areas added to Chrono Trigger DS. 001-Reflections Obtained by watching the intro movie before the title screen 002-Robo in Disrepair Obtained by discovering Robo in the Proto Dome in 2300 AD 003-The Mighty Ayla Obtained by visiting 65,000,000 BC when you're forced to (when Melchior's notes you need the Dreamstone to repair the Masamune) 004-The Masamune Unsheathed Obtained by visiting Magic Cave after Frog joins your party with the reassembled Masamune in hand 005-Before the Fiendlord Obtained when you enter the room where you fight Magus 006-Flight of the Dactyls Obtained when you find Ayla at the top of Dactyl Nest once you're forced to go there 007-The Epoch's Maiden Flight Obtained when you first hop abord the Epoch 008-Prophecy Fulfilled Obtained when Crono gets killed by Lavos in the Ocean Palace 009-What Comes to Pass Obtained by acquiring Ending 1, which is by beating Lavos after reviving Crono 010-Misfortune Falls Obtained by acquiring Ending 13, which is by beating Dream Devourer --------------------------------------------------------------------------- ~12B.Art Gallery~ --------------------------------------------------------------------------- This is a collection of concept art by the designers. You unlock just about all of the art as you meet the characters that the art depicts. Nothing too special is required whatsoever. You'll unlock all of the art with ease if you go for Ending 1 on your first playthrough. A few of these I'm clueless as to when they're obtained, and there isn't a list on the internet I can find that says when they're all obtained, so the majority of these are just assumptions. The point still stands that going for Ending 1 obtaines almost all of the art, if not all of it. 001-Crono Obtained by starting the game 002-Marle Obtained by meeting her in Leene Square 003-Lucca Obtained by her joining the party in 600 AD 004-Robo Obtained by him joining the party in 2300 AD 005-Frog Obtained by him joining the party in 600 AD 006-Ayla Obtained by her joining the party for the first time in 65,000,000 BC 007-Magus Obtained by recruiting him in 12,000 BC 008-Ice and Flame Obtained when Marle and Lucca are both in the party at once 009-Ayla's Entrance Obtained when you first see Ayla in action in 65,000,000 BC 010-Ayla and the Dactyl Obtained after climbing Dactyl Nest to find Ayla after Laruba Forest burns down 011-Chief, Fly High Obtained after climbing Dactyl Nest to find Ayla after Laruba Forest burns down 012-The Epoch Obtained by boarding the Epoch for the first time 013-Smiling Princess Obtained at some point in the game. Hell if I know. It involves Marle so perhaps when you revive her in 600 AD. 014-Into the Maw of Darkness Obtained by visiting the Fiendlord's Keep 015-Wings of Time Obtained by reaching the room in Keeper's Dome where the Epoch is held 016-Wedding Ceremony Obtained by getting Ending 1 from beating Lavos after reviving Crono 017-Crono Sketch Obtained from starting the game 018-Marle Sketch Obtained by recruiting Marle 019-Lucca Sketch Obtained by recruiting Lucca 020-Robo Sketch Obtained by recruiting Robo 021-Frog Sketch Obtained by recruiting Frog 022-Ayla Sketch Obtained by recruiting Ayla 023-Magus Sketch Obtained by recruiting Magus 024-Dungeon Battle Obtained by beating the game for the first time 025-Combo Attack Obtained by beating the game for the first time 026-Fiendlord Face-off Obtained by beating the game for the first time 027-Dactyl Riders Obtained by beating the game for the first time 028-Epoch, Away! Obtained by beating the game for the first time 029-The Forest Camp Obtained by beating the game for the first time 030-Beneath Starlit Skies Obtained by beating the game for the first time --------------------------------------------------------------------------- ~12C.Music Box~ --------------------------------------------------------------------------- Opened up once you beat the game, the Music Box is where you can listen to every bit of music in the game. You don't need to have heard the music to be able to listen to it--everything is unlocked from the start. If you're curious where some of the music is played because you've forgotten, here it is: 001-A Premonition; Title Screen theme 002-Chrono Trigger; Main theme of the game, played in various cutscenes 003-Morning Glow; Played when Crono awakes at the start of the game 004-Peaceful Days; Played when in villages in 1000 AD 005-Green Memories; World Map theme in 1000 AD 006-Guardia's Millennial Fair; Played in Leene Square 007-Gato's Song; Gato's theme when talking to him 008-Strange Occurrences; Played during some ingame conversations/dungeons 009-Yearnings of the Wind; World Map theme for 600 AD 010-Good Night; Played when you fall asleep at an inn 011-Secret of the Forest; Guardia Forest theme 012-Battle; Normal battle theme 013-Guardia Castle-Pride & Glory; Played in Guardia Castle 014-Huh!?; Played when a mysterious event occurs 015-The Cathedral; Played in holy places such as the Sun Shrine 016-A Prayer for the Wayfarer; Organ music when used in Manolia Cathedral 017-Light of Silence; Manolia Cathedral and other dungeon themes 018-Boss Battle 1; Main boss themes 019-Frog's Theme; Played during major Frog events 020-Fanfare 1; Played after winning some things, such as an Arena battle 021-The Trial; Played during the trial in 1000 AD 022-The Hidden Truth; Played when Crono is taken to his jail cell 023-Critical Moment; Played during, well, critical moments in plot events 024-A Desolate World; 2300 AD World Map theme 025-Mystery from the Past; Played when examining a black chest 026-Site 16; Played in Site 16 027-Those Without the Will to Live; Played in several Domes in 2300 AD 028-Lavos's Theme; The epic theme when Lavos appears 029-The Last Day of the World; Played during several depressing events 030-Johnny of the Robo Gang; Theme played when in Site 32 031-Bike Chase; Played during the race against Johnny minigame 032-Robo's Theme; Never Gonna Give You Up by Rick Astley 033-Derelict Factory; Played in the Derelict Factory and Geno Dome 034-Battle 2; Played during Arena of the Ages battles 035-Fanfare 2; Played after acquiring some items and winning an Arena fight 036-At the End of Time; Music played at the End of Time 037-Jolly Ol' Spekkio; Spekkio's theme and main theme of the Lost Sanctum 038-Fanfare 3; Played after acquiring certain items 039-Creeping through the Sewers; Played in a few dungeons 040-Boss Battle 2; Theme of strong bosses, mostly optional 041-Primeval Mountain; Played in some 65,000,000 BC dungeons + Mt. Emerald 042-Ayla's Theme; Played when you first meet Ayla 043-Rhythm of Earth, Wind, and Sky; 65,000,000 BC World Map theme 044-Burn! Bobonga! Burn!; The prehistoric dance song in Meeting Grounds 045-The Fiendlord's Keep; Played in the entrance of the Fiendlord's Keep 046-Strains of Insanity; Played inside the Fiendlord's Keep 047-Magus Confronted; Magus's epic battle theme 048-Singing Mountain; Played in the Frozen Cliffs area's Dimensional Vortex 049-Tyranno Lair; Played in Tyranno Lair 050-Depths of the Night; Played during several sad scenes 051-Corridor of Time; Zeal Kingdom theme 052-Zeal Palace; Played in the Zeal Palace 053-Schala's Theme; Played when Schala is present 054-Sealed Door; Played in the Keeper's Dome 055-Ocean Palace; Played in the Ocean Palace 056-Crono & Marle-A Distance Drawer; Theme the Guru of Time plays when Crono is killed 057-The Epoch-Wings of Time; Played when flying on the Epoch 058-Black Omen-Played when inside the Black Omen 059-Determination; Boss Rush Lavos's theme if you used the bucket to reach him 060-World Revolution; Lavos's Body battle theme 061-The Final Battle; Fight against Lavos Core 062-Festival of Stars; Played at the Millennial Fair after beating Lavos 063-Epilogue-To My Dear Friends; It's Crono & Marle-A Distance Drawer 064-Outskirts of Time; Credits theme, played in Endings 1 and 2 065-Rat-a-tat-tat, it's...Mitsuda; I think somewhere in Ending 3 066-Once Sunny Day When We Met; Played in Extras menu 067-Scattering Blossoms; Played in Extras menu 068-A Meeting with Destiny; Played in Extras menu 069-Time to Rest-After the Battle; Credits theme --------------------------------------------------------------------------- ~12D.Dojo~ --------------------------------------------------------------------------- In this section every Tech in the game you have unlocked is listed with a description of the attack, who it hits, who uses it, MP cost, and the character(s) involved in the Tech, as well as a neat picture to go along with the diagram. The same order is listed in this section so you can find which Techs you're missing. The description will not be listed here since they're moderately pointless, however the effect of the attack and what it does will remain listed here. The type of magic it uses and the # of enemies/allies the attack hits will be listed, though. Also, the single Techs will have the amount of TP needed to unlock it for the character. Remember this is NOT cumulative TP. If a Tech takes 200 TP to unlock, you don't get it when you collect 200 TP over the course of the game. You need to have unlocked every Tech before this particular one, then get another 200 TP to unlock the Tech. Also, any special notes about the Tech will be listed. For Dual and Triple Techs, the single Techs needed for each character participating in the Tech will be listed. For example, the Ice Sword II Dual Tech requires Marle to have Ice II and Crono to have Frenzy. To learn the Dual Tech, both of them must have their respective Techs and must complete a single battle with both in the same party. Not terribly hard to accomplish. Also of note, if a Single Tech does not have a TP Requirement, then the character either starts with that move or learns it from Spekkio (in the case of the basic magic attacks). ********************** ~Crono's Single Techs~ ********************** 001-Cyclone TP Required--5 MP Cost--2 Strikes a foe, any other foe within the attack radius also gets damaged 002-Wind Slash TP Required--90 MP Cost--2 Targets a single enemy, also hits enemies behind the targeted foe 003-Lightning (Light) MP Cost--2 Strikes a single enemy 004-Cleave TP Required--200 MP Cost--4 Deals double damage to a single enemy (it's essentially like getting a critical hit) 005-Lightning II (Light) TP Required--500 MP Cost--8 Hurts all enemies 006-Raise TP Required--400 MP Cost--10 Revives a knocked out ally 007-Frenzy TP Required--800 MP Cost--12 Strike a single enemy with four consecutive attacks 008-Luminaire (Light) TP Required--1000 MP Cost--20 Attack all foes with the most powerful Light magic ********************** ~Marle's Single Techs~ ********************** 009-Aura TP Required--10 MP Cost--1 Restores a small amount of HP to an ally 010-Allure TP Required--50 MP Cost--1 May confuse an enemy 011-Ice (Water) MP Cost--2 Attackx a single enemy 012-Cure TP Required--150 MP Cost--2 Restore a moderate amount of HP to an ally 013-Haste TP Required--250 MP Cost--6 Halves amount of time between turns for an ally (the effect cannot get better than the equivilent of having 16 speed) 014-Ice II (Water) TP Required--400 MP Cost--8 Attack all enemies 015-Cure II TP Required--600 MP Cost--5 Restore a large amount of HP to an ally 016-Arise TP Required--900 MP Cost--15 Revive an ally back to full health ********************** ~Lucca's Single Techs~ ********************** 017-Flamethrower (Fire) TP Required--10 MP Cost--1 Burn a single enemy, as well as any enemies behind the target 018-Hypnowave TP Required--60 MP Cost--1 May put all enemies to sleep 019-Fire (Fire) MP Cost--2 Attack a single foe 020-Napalm (Fire) TP Required--150 MP Cost--3 Attack all enemies within a circle 021-Protect TP Required--250 MP Cost--6 Boost ally's Defense briefly 022-Fire II (Fire) TP Required--400 MP Cost--8 Attack all enemies 023-Megaton Bomb (Fire) TP Required--600 MP Cost--15 Blast enemies within a circle 024-Flare (Fire) TP Required--900 MP Cost--20 Attack all enemies with the most powerful Fire attack ********************* ~Robo's Single Techs~ ********************* 025-Rocket Punch MP Cost--1 Attack a single enemy 026-Cure Beam MP Cost--2 Lightly heal a single ally 027-Laser Spin (Shadow) TP Required--5 MP Cost--3 Attack all enemies 028-Robo Tackle TP Required--150 MP Cost--4 Attack a single enemy 029-Heal Beam TP Required--400 MP Cost--3 Greatly heal all allies 030-Rapid-Fire Fist TP Required--600 MP Cost--12 Greatly harm a single enemy 031-Proximity Bomb (Fire) TP Required--800 MP Cost--14 Blast all enemies near Robo 032-Electrocute (Light) TP Required--1000 MP Cost--17 Attack all enemies ********************* ~Frog's Single Techs~ ********************* 033-Slurp TP Required--10 MP Cost--1 Restore a little HP to a single ally 034-Slurp Slash TP Required--15 MP Cost--2 Attack a single enemy 035-Water (Water) MP Cost--2 Attack a single enemy 036-Heal TP Required--10 MP Cost--2 Heal all allies a moderate amount of HP 037-Aerial Strike TP Required--250 MP Cost--4 Stab a single enemy 038-Water II (Water) TP Required--400 MP Cost--8 Harms all enemies 039-Cure II TP Required--600 MP Cost--5 Restores a large amount of HP to a single ally 040-Frog Squish TP Required--1000 MP Cost--15 Attacks all enemies, damage greater the lower Frog's HP is ********************* ~Ayla's Single Techs~ ********************* 041-Kiss TP Required--10 MP Cost--1 Lightly heal a single ally 042-Roundillo Kick TP Required--60 MP Cost--2 Kick a single enemy 043-Cat Attack TP Required--100 MP Cost--3 Savagely claw a single enemy 044-Boulder Toss TP Required--200 MP Cost--4 Lob a single enemy for a decent amount of damage 045-Charm TP Required--400 MP Cost--4 Seduce an enemy to steal an item 046-Tail Spin TP Required--600 MP Cost--10 Strike all enemies near Ayla 047-Dino Tail TP Required--800 MP Cost--15 Attacks all enemies, damage greater the lower Ayla's HP is 048-Triple Kick TP Required--1000 MP Cost--20 Strikes a single enemy three times ********************** ~Magus's Single Techs~ ********************** 049-Lightning II (Light) MP Cost--8 Harms all enemies 050-Ice II (Water) MP Cost--8 Attacks all enemies 051-Fire II (Fire) MP Cost--8 Attacks all enemies 052-Dark Bomb (Shadow) TP Required--400 MP Cost--8 Attacks a single enemy and any other nearby foes 053-Barrier TP Required--400 MP Cost--8 Boosts ally's Magic Defense 054-Dark Mist (Shadow) TP Required--400 MP Cost--10 Attack all enemies 055-Black Hole TP Required--900 MP Cost--15 Attempt to remove foes from battle 056-Dark Matter (Shadow) TP Required--900 MP Cost--20 Attacks all foes with the most powerful Shadow magic attack ************************ ~Crono/Marle Dual Techs~ ************************ 057-Aura Whirl Techs Used--Crono's Cyclone (MP Cost-2) and Marle's Aura (MP Cost-1) Restores some HP to all allies 058-Ice Sword (Water) Techs Used--Crono's Cleave (MP Cost-4) and Marle's Ice (MP Cost-2) Strikes a single enemy 059-Ice Sword II (Water) Techs Used--Crono's Frenzy (MP Cost-12) and Marle's Ice II (MP Cost-8) Hits foes in a circle ************************ ~Crono/Lucca Dual Techs~ ************************ 060-Fire Whirl (Fire) Techs Used--Crono's Cyclone (MP Cost-2) and Lucca's Flamethrower (MP Cost-1) Attacks enemies within a circle 061-Fire Sword (Fire) Techs Used--Crono's Cleave (MP Cost-4) and Lucca's Fire (MP Cost-2) Strikes a single enemy 062-Fire Sword II (Fire) Techs Used--Crono's Frenzy (MP Cost-12) and Lucca's Fire II (MP Cost-8) Strikes all enemies within a circle *********************** ~Crono/Robo Dual Techs~ *********************** 063-Supersonic Spin (Shadow) Techs Used--Crono's Cyclone (MP Cost-2) and Robo's Laser Spin (MP Cost-3) Attacks all enemies 064-Cyclone Sweep Techs Used--Crono's Cleave (MP Cost-4) and Robo's Laser Spin (MP Cost-3) Attacks a circle of enemies 065-Megavolt (Light) Techs Used--Crono's Lightning II (MP Cost-8) and Robo's Electrocute (MP Cost-17) Attacks all enemies *********************** ~Crono/Frog Dual Techs~ *********************** 066-X-Strike Techs Used--Crono's Cyclone (MP Cost-2) and Frog's Slurp Slash (MP Cost-2) Attack a single enemy 067-Sword Stream (Water) Techs Used--Crono's Cleave (MP Cost-4) and Frog's Water (MP Cost-2) Attack a single enemy 068-Lightning Rod (Light) Techs Used--Crono's Lightning II (MP Cost-8) and Frog's Aerial Strike (MP Cost-4) Attack a single foe *********************** ~Crono/Ayla Dual Techs~ *********************** 069-Drill Kick Techs Used--Crono's Cyclone (MP Cost-2) and Ayla's Roundillo Kick (MP Cost- 2) Strike a single enemy 070-Thunder Chomp (Light) Techs Used--Crono's Lightning (MP Cost-2) and Ayla's Cat Attack (MP Cost-3) Attack a single enemy 071-Falcon Strike Techs Used--Crono's Cleave (MP Cost-4) and Ayla's Boulder Toss (MP Cost-4) Strikes a row of enemies ************************ ~Marle/Lucca Dual Techs~ ************************ 072-Antipode Bomb (Shadow) Techs Used--Marle's Ice (MP Cost-2) and Lucca's Fire (MP Cost-2) Attacks enemies within a circle 073-Antipode Bomb II (Shadow) Techs Used--Marle's Ice II (MP Cost-8) and Lucca's Fire II (MP Cost-8) Attacks all enemies within a circle 074-Antipode Bomb III (Shadow) Techs Used--Marle's Ice II (MP Cost-8) and Lucca's Flare (MP Cost-20) Attacks all enemies *********************** ~Marle/Robo Dual Techs~ *********************** 075-Aura Beam Techs Used--Marle's Aura (MP Cost-1) and Robo's Cure Beam (MP Cost-2) Restore a small amount of HP to all allies 076-Ice Tackle (Water) Techs Used--Marle's Ice (MP Cost-2) and Robo's Robo Tackle (MP Cost-4) Attack a single enemy 077-Cure Wind Techs Used--Marle's Cure II (MP Cost-5) and Robo's Heal Beam (MP Cost-3) Restore a large amount of HP to all allies *********************** ~Marle/Frog Dual Techs~ *********************** 078-Ice Water (Water) Techs Used--Marle's Ice (MP Cost-2) and Frog's Water (MP Cost-2) Attacks all enemies 079-Glacial Freeze (Water) Techs Used--Marle's Ice II (MP Cost-8) and Frog's Water II (MP Cost-8) Strike a single enemy 080-Double Cure Techs Used--Marle's Cure II (MP Cost-5) and Frog's Cure II (MP Cost-5) Fully restores the HP and status of all allies *********************** ~Marle/Ayla Dual Techs~ *********************** 081-Twin Charm Techs Used--Marle's Allure (MP Cost-1) and Ayla's Charm (MP Cost-4) Distract and steal an item from an enemy 082-Ice Toss (Water) Techs Used--Marle's Ice (MP Cost-2) and Ayla's Boulder Toss (MP Cost-4) Attacks enemies within a circle 083-Iceberg Toss (Water) Techs Used--Marle's Ice II (MP Cost-8) and Ayla's Boulder Toss (MP Cost-4) Attacks enemies within a circle *********************** ~Lucca/Robo Dual Techs~ *********************** 084-Fire Punch (Fire) Techs Used--Lucca's Fire (MP Cost-2) and Robo's Rocket Punch (MP Cost-1) Attacks enemies within a circle 085-Fire Tackle (Fire) Techs Used--Lucca's Fire II (MP Cost-8) and Robo's Robo Tackle (MP Cost-4) Attack a single enemy 086-Double Bomb (Fire) Techs Used--Lucca's Megaton Bomb (MP Cost-15) and Robo's Proximity Bomb (MP Cost-14) Attacks all enemies near Robo *********************** ~Lucca/Ayla Dual Techs~ *********************** 087-Flame Kick (Fire) Techs Used--Lucca's Fire (MP Cost-2) and Ayla's Roundillo Kick (MP Cost-2) Strikes a single enemy 088-Inferno (Fire) Techs Used--Lucca's Fire II (MP Cost-8) and Ayla's Tail Spin (MP Cost-10) Attacks all enemies 089-Blaze Kick (Fire) Techs Used--Lucca's Fire II (MP Cost-8) and Ayla's Triple Kick (MP Cost-20) Strike a single enemy ********************** ~Robo/Frog Dual Techs~ ********************** 090-Frog Launcher Techs Used--Robo's Laser Spin (MP Cost-3) and Frog's Slurp Slash (MP Cost- 2) Strikes a single enemy 091-Bubble Breath Techs Used--Robo's Robo Tackle (MP Cost-4) and Frog's Water (MP Cost-2) Attacks a single enemy 092-Cure Wave Techs Used--Robo's Heal Beam (MP Cost-3) and Frog's Cure II (MP Cost-5) Restores a large amount of HP to all allies ********************** ~Robo/Ayla Dual Techs~ ********************** 093-Boogie Techs Used--Robo's Robo Tackle (MP Cost-4) and Ayla's Charm (MP Cost-4) Inflicts Stop on all enemies 094-Spin Kick Techs Used--Robo's Robo Tackle (MP Cost-4) and Ayla's Roundillo Kick (MP Cost-2) Strikes a single enemy 095-Beast Toss Techs Used--Robo's Rapid-Fire Fist (MP Cost-12) and Ayla's Boulder Toss (MP Cost-4) Throws an enemy around for massive damage ********************** ~Frog/Ayla Dual Techs~ ********************** 096-Slurp Kiss Techs Used--Frog's Slurp (MP Cost-1) and Ayla's Kiss (MP Cost-1) Heal all allies and cures all status ailments 097-Bubble Burst Techs Used--Frog's Water (MP Cost-2) and Ayla's Roundillo Kick (MP Cost-2) Strikes a single enemy 098-Dropdown Techs Used--Frog's Aerial Strike (MP Cost-4) and Ayla's Triple Kick (MP Cost-20) Slams a single enemy *********************** ~Lucca/Frog Dual Techs~ *********************** 099-Red Needle (Fire) Techs Used--Lucca's Fire (MP Cost-2) and Frog's Aerial Strike (MP Cost-4) Strikes a single enemy 100-Line Bomb (Fire) Techs Used--Lucca's Megaton Bomb (MP Cost-15) and Frog's Aerial Strike (MP Cost-4) Stikes through a row of enemies 101-Frog Flare (Fire) Techs Used--Lucca's Flare (MP Cost-20) and Frog's Frog Squish (MP Cost-15) Hit all enemies with a pair of powerful Techs; the damage from Frog Squish is higher the lower Frog's HP is ************** ~Triple Techs~ ************** 102-Delta Force (Shadow) Techs Used--Crono's Lightning II (MP Cost-8), Marle's Ice II (MP Cost-8), and Lucca's Fire II (MP Cost-8) Attacks all foes 103-Lifeline Techs Used--Crono's Cyclone (MP Cost-2), Marle's Arise (MP Cost-15), and Robo's Laser Spin (MP Cost-3) Grants the entire party a one-time auto-revival if knocked out 104-Frost Arc (Water) Techs Used--Crono's Cleave (MP Cost-4), Marle's Ice II (MP Cost-8), and Frog's Aerial Strike (MP Cost-4) Attacks a single foe 105-Final Kick (Shadow) Techs Used--Crono's Lightning II (MP Cost-8), Marle's Ice II (MP Cost-8), and Ayla's Triple Kick (MP Cost-20) Strikes a single foe 106-Ring of Fire (Fire) Techs Used--Crono's Cleave (MP Cost-4), Lucca's Fire II (MP Cost-8), and Robo's Laser Spin (MP Cost-4) Attacks nearby enemies 107-Delta Storm (Shadow) Techs Used--Crono's Lightning II (MP Cost-8), Lucca's Fire II (MP Cost-8), and Frog's Water II (MP Cost-8) Strikes all foes 108-Gatling Kick (Shadow) Techs Used--Crono's Lightning II (MP Cost-8), Lucca's Fire II (MP Cost-8), and Ayla's Triple Kick (MP Cost-20) Strikes a single foe 109-Triple Attack Techs Used--Crono's Cyclone (MP Cost-2), Robo's Robo Tackle (MP Cost-4), and Frog's Slurp Slash (MP Cost-2) Strikes a single enemy 110-Twister (Shadow) Techs Used--Crono's Cyclone (MP Cost-2), Robo's Laser Spin (MP Cost-3), and Ayla's Tail Spin (MP Cost-10) Strikes all enemies 111-3-D Attack Techs Used--Crono's Cyclone (MP Cost-2), Frog's Slurp Slash (MP Cost-2), and Ayla's Triple Kick (MP Cost-20) Hits a single target 112-Eternal Darkness (Shadow) Techs Used--Marle's Ice II (MP Cost-8), Lucca's Fire II (MP Cost-8), Magus's Dark Matter (MP Cost-20) Strikes all enemies **For this Tech to appear, one of the members must be holding the Black Gemstone as their accessory. It can be found in Kajar in the Zeal Kingdom, in a hidden room that's opened by opening the magic books in the right order (Water, Wind, Fire). 113-Omega Flare (Shadow) Techs Used--Lucca's Flare (MP Cost-20), Robo's Laser Spin (MP Cost-3), and Magus's Dark Bomb (MP Cost-8) Strikes all enemies **For this Tech to appear, one of the members must be holding the Blue Gemstone as their accessory. It can be found in a chest in Giant's Claw. It's one of the first few rooms you enter, and you have to pass by this chest on your way through the cavern. 114-Spin Strike Techs Used--Robo's Robo Tackle (MP Cost-4), Frog's Aerial Strike (MP Cost- 4), and Ayla's Tail Spin (MP Cost-10) Attacks one enemy **For this Tech to appear, one of the members must be holding the Silver Gemstone as their accessory. Sometime late in the game (I presume after destroying the Blackbird), the Nu at the north end of Laruba Ruins will hand it to you. 115-Poyozo Dance (???) Techs Used--Marle's Allure (MP Cost-1), Lucca's Hypnowave (MP Cost-1), and Ayla's Tail Spin (MP Cost-10) Confuses all enemies and attacks with a random magic element **For this Tech to appear, one of the members must be holding the White Gemstone as their accessory. It is found very deep in the Black Omen. The chest isn't hard to miss, but it takes a long time to reach the room holding the chest. 116-Master Mune Techs Used--Marle's Arise (MP Cost-15), Robo's Heal Beam (MP Cost-3), and Frog's Frog Squish (MP Cost-15) Attacks all enemies **For this Tech to appear, one of the members must be holding the Golden Gemstone as their accessory. After completing The Hero's Grave sidequest to the point where the Masamune has its full power, put Frog as the leader of your party and go to Denadoro Mountains. Climb up it a little bit until you first find a Freelancer throwing rocks at you. Face the Freelancer and wait. After a few rocks hit Frog he should grab one that ends up being the Golden Gemstone. It may take a little while before he grabs it. Be patient. --------------------------------------------------------------------------- ~12E.Besitary --------------------------------------------------------------------------- Well, it's exactly the same as the Bestiary within the game. This is naturally a list of every enemy in game you have encountered. Filling it up can be a goal of yours, and several enemies are annoying or practically impossible to find without some sort of guide. --------------------------------------------------------------------------- ~12Ea.Listed Enemies~ --------------------------------------------------------------------------- A basic grid chart of all the normal enemies in the game. Listed is their HP, Exp, TP, treasure that may be obtained by killing them, the item obtained when Charmed by Ayla, and their location. Several foes are likely impossible to find even if you go to their location or have some special catch to them. See the Special Enemy Notes section a bit below this one. As a note, for Locations there are often more than one location you can find a particular enemy. I can only list one due to the amount of room I have, but just keep in mind that some foes can be found in multiple areas. Also, locations, Treasure, and Charmed Items may be abbreviated to fit the small grid as well. Simplicity purposes, sorry. They'll be very shortened if I have to put the era as well, since several locations, such as Guardia Forest, exist in mulitple eras. If a field is blank then the enemy doen't have any of it. Such as Treasure- if it's blank then the enemy has no treasure. I hope that was obvious already. *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 001*Gato * 76 * 10 * 1 * * Ambriosa * Leene Square * 002*Amanita * 14 * 3 * 1 * Potion * *Grd.For.(1000)* 003*Scarab * 12 * 3 * 1 * * *Grd.For.(1000)* 004*Gilded Bellbird* 45 * 4 * 1 * * *Grd.For.(1000)* 005*Royal Guard * 60 * 10 * 1 * Potion * * Prison Towers* 006*Sentry * 24 * 11 * 1 * Potion * Potion * Prison Towers* 007*Gaoler * 218 * 22 * 1 * Ether * * Magus's Keep * 008*Lancer * 67 * 12 * 1 * * * Prison Towers* 009*Cave Stalker * 80 * 28 * 1 * * * Heckran Cave * 010*Djinn Bottle * 97 * 34 * 2 * *Shield Sphre* Heckran Cave * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 011*Rhino Weevil * 88 * 32 * 2 * * * Heckran Cave * 012*Boundillo * 50 * 31 * 1 *Mid-Potion* * Heckran Cave * 013*Cave Bat * 108 * 28 * 1 * *Athen. Water* Heckran Cave * 014*Cyrus *2000 * 0 * 0 * * *Nor.Ruin(1000)* 015*Blue Imp * 13 * 2 * 1 * * * Truce Canyon * 016*Green Imp * 32 * 4 * 1 * Potion * * Truce Canyon * 017*Roundillo * 24 * 3 * 1 * Potion * * Truce Canyon * 018*Fiendillo * 99 * 7 * 2 * Ether * * Truce Canyon * 019*Imp Hawk * 54 * 11 * 1 * * * Truce Canyon * 020*Roundillo Rider* 30 * 5 * 2 * * * Truce Canyon * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 021*Blue Eaglet * 16 * 3 * 1 * Panacea * *Guar.For.(600)* 022*Naga * 60 * 8 * 1 * * *Cathedral(600)* 023*Viper * 90 * 8 * 1 *Ath. Water* *Cathedral(600)* 024*Diablo * 50 * 10 * 1 * * *Cathedral(600)* 025*Underling(Blue)* 49 * 11 * 1 * * *Cathedral(600)* 026*Mad Bat * 18 * 6 * 1 * * *Cathedral(600)* 027*Skeleton * 110 * 38 * 2 * * *Zen Bri. (600)* 028*Ogan * 146 * 32 * 2 * * *Denadoro Mts. * 029*Ogan(Hammer) * 146 * 32 * 2 * *Shield Sphre*Denadoro Mts. * 030*Bellbird * 94 * 27 * 2 * Panacea * *Denadoro Mts. * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 031*Freelancer * 110 * 39 * 2 * *Barr. Sphere*Denadoro Mts. * 032*Edible Frog * 150 * 26 * 1 * * Mid-Potion * Cursed Woods * 033*Fangtooth * 210 * 26 * 2 * * * Cursed Woods * 034*Grimling * 110 * 51 * 2 * * * Magic Cave * 035*Vampire Bat * 120 * 58 * 2 * * * Magic Cave * 036*Underling(Purp)* 180 * 93 * 2 * * * Magus's Keep * 037*Servent(Sword) * 390 *127 * 2 * * * Magus's Keep * 038*Servent(CrsBow)* 390 *113 * 2 * * * Magus's Keep * 039*Blue Gargoyle * 120 *114 * 3 * * * Magus's Keep * 040*Save Point * 10 *144 * 2 * * * Magus's Keep * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 041*Sorcerer * 220 *111 * 3 *Mid-Ether * * Magus's Keep * 042*Outlaw * 182 *104 * 3 * * * Magus's Keep * 043*Roundillo Bomb.* 99 * 72 * 3 * * * Magus's Keep * 044*Juggler * 450 *128 * 3 * * * Magus's Keep * 045*Ghost Knight *1280 *467 * 8 * Hi-Ether *Turbo Ether *Nor.Ruins(600)* 046*Flesh Reaper *1450 *518 * 8 * * Elixir *Nor.Ruins(600)* 047*Fallen *1450 *474 * 8 * Lapis * Elixir *Nor.Ruins(600)* 048*Soul * 88 *377 * 8 * * *Nor.Ruins(600)* 049*Fallen + Soul *1650 *555 * 8 * Lapis *Turbo Ether *Nor.Ruins(600)* 050*Sandrago * 400 *348 * 15 * *Shield Sphre*Sunken Desert * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 051*Vilepillar *1000 *408 * 15 * Lapis *Barrir Sphre*Sunken Desert * 052*Aecytosaur *2250 *584 * 15 *Barr.Sphre* Ruby Armor * Giant's Claw * 053*Aecytonyx * 800 *412 * 10 *Shie.Sphre* Elixir * Giant's Claw * 054*Lizardactyl * 950 *444 * 8 * *Turbo Ether * Giant's Claw * 055*Fossil Ape *1800 *533 * 15 * Lapis * Megalixir * Giant's Claw * 056*Ruin Stalker * 130 * 12 * 1 * * Mid-Ether * Site 16 * 057*Floral Horror * 75 * 19 * 1 * Ether * * Site 16 * 058*Crater * 80 * 15 * 1 * * * Site 16 * 059*Shadow * 1 * 14 * 1 * * * Site 16 * 060*Mutant * 300 * 22 * 1 * * Hi-Potion * Site 16 * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 061*Rat * 45 * 18 * 1 * * *Abandoned Sew.* 062*Exterminator * 100 * 18 * 1 * * * Arris Dome * 063*Bug * 89 * 26 * 1 * Panacea * * Arris Dome * 064*Version 2.0 * 128 * 22 * 1 * Potion * * Arris Dome * 065*Dondrago * 138 * 22 * 1 * * Ether *Abandoned Sew.* 066*Egg Ooze * 160 * 18 * 1 * * *Abandoned Sew.* 067*Deverminator * 120 * 24 * 1 * * *Derelict Fact.* 068*Version 3.0 * 256 * 33 * 1 * * Hi-Potion *Derelict Fact.* 069*Acid * 10 * 33 * 1 * *Barri. Sphre*Derelict Fact.* 070*Alkli * 9 * 45 * 1 * * *Derelict Fact.* *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 071*Blood Yolk * 500 *378 * 8 * * * Death Peak * 072*Macabre * 582 *427 * 8 * Ether * Hi-Ether * Death Peak * 073*Deverminator EX*1024 *452 * 8 *Shi. Sphre* Elixir * Geno Dome * 074*Version 4.0 *1024 *477 * 8 *Barr.Sphre* Elixir * Geno Dome * 075*Laser Guard * 400 *346 * 8 * * Hi-Potion * Geno Dome * 076*Reptite (Green)* 92 * 72 * 2 * Petal * Magma Hand * Reptite Lair * 077*Kilwala * 160 * 42 * 2 * Petal * * Forest Maze * 078*Crested Splintr* 196 * 48 * 2 * Horn * * Forest Maze * 079*Prehistor. Frog* 100 * 64 * 0 *2 Feathers* 2 Feathers *Hunting Range * 080*Ion Cloud * 152 * 72 * 0 *2Fea/Petal*2 Feath/Pet.*Hunting Range * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 081*Golden Eaglet * 400 * 57 * 2 * Feather * Ether * Forest Maze * 082*Red Eaglet * 400 * 69 * 2 * Feather * * Forest Maze * 083*Bao Bao * 450 *123 * 2 * Fang * Ruby Vest * Forest Maze * 084*Aecyto Weevil * 198 * 81 * 2 * Feather * Dream. Gun * Reptite Lair * 085*Megasaur * 830 *147 * 2 * Fang *Primeval Bl.* Reptite Lair * 086*Mossback * 158 *111 * 2 * Petal * * Reptite Lair * 087*Rafflesia * 316 * 86 * 2 * Petal * Dream. Bow * Reptite Lair * 088*Cave Ape * 436 *123 * 3 * Fang * * Dactyl Nest * 089*Avian Rex * 327 *129 * 3 * Feather * * Dactyl Nest * 090*Schist * 250 * 94 * 3 * Petal * * Dactyl Nest * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 091*Terasaur *1090 *253 * 4 * * Lapis * Tyranno Lair * 092*Volcanite * 257 *222 * 7 * * Lapis * Tyranno Lair * 093*Reptite(Purple)* 336 *126 * 4 *Mid-Potion* * Tyranno Lair * 094*Mudbeast * 830 *204 * 5 * *Rainbow Helm* Mudbeast Den * 095*Rubble * 515 *1000*100 *Mid-Ether * Mid-Ether *Mount. of Woe * 096*Bomber Bird * 250 *222 * 6 * *Vajra Sword *Mount. of Woe * 097*Stone Imp * 300 *126 * 6 * * Mid-Ether *Mount. of Woe * 098*Gargoyle * 260 *216 * 6 * * Heavy Hand *Mount. of Woe * 099*Death Lily * 250 *253 * 6 * *Smiter's Bl.*Mount. of Woe * 100*Djinn * 450 *303 * 8 * Lapis * * Ocean Palace * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 101*Ghul * 450 *376 * 8 * *Shield Sphre* Ocean Palace * 102*Zealot Mage * 480 *322 * 8 * Lapis *Barri. Sphre* Ocean Palace * 103*Scouter * 480 *234 * 8 * * Lapis * Ocean Palace * 104*Red Scouter * 300 *234 * 8 * *Barri. Sphre* Ocean Palace * 105*Blue Scouter * 300 *234 * 8 * *Shield Sphre* Ocean Palace * 106*Monk * 666 *318 * 8 * * * Ocean Palace * 107*Warrior * 666 *365 * 8 * * * Ocean Palace * 108*Daltonite * 150 *377 * 8 * * * Blackbird * 109*Byte * 192 *378 * 8 * * * Blackbird * 110*Turret * 700 *1500*100 * Mid-Ether* Mid-Ether * Blackbird * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 111*Shieldman * 110 *378 * 10 * *Muscle Ring * Black Omen * 112*Martello *1245 *554 * 10 * * Turbo Ether* Black Omen * 113*Fangbeast *2800 *850 * 15 * Elixir * Nova Armor * Black Omen * 114*Synchrite *2250 *755 * 12 *Turbo Eth.*Golden Earr.* Black Omen * 115*Panel *1875 *800 * 12 * *Speed Capsu.* Black Omen * 116*Watcher * 850 * 0 * 0 * * * Black Omen * 117*Nomad *1250 *500 *100 * * * Black Omen * 118*Metal Mutant *1980 *685 * 16 * *Turbo Ether * Black Omen * 119*Flyclops * 900 *575 * 12 * *Golden Stud * Black Omen * 120*Cybot *1800 *728 * 16 *Turbo Eth.* Ambrosia * Black Omen * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 121*Hydraconda *1500 *422 * 18 * * Megalixir * Black Omen * 122*Blubber Hulk *2150 *850 * 20 * Elixir *Strength Ca.* Black Omen * 123*Narble *1050 *753 * 10 *Barr.Sphre* Magic Ring * Black Omen * 124*Ghaj *1350 *804 * 8 *Shie.Sphre*Magic Capsu.* Black Omen * 125*Nu *1234 *248 * 30 * * Mop *Hunting Range * 126*Spekkio * 350 * 0 * 0 * * * End of Time * 127*Spekkio * 800 * 0 * 0 * * * End of Time * 128*Spekkio *2200 * 0 * 0 * * * End of Time * 129*Spekkio *4800 * 0 * 0 * * * End of Time * 130*Spekkio *10000* 0 * 0 * * * End of Time * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 131*Spekkio *20000* 0 * 0 * * * End of Time * 132*Exile * 920 *210 * 6 * * * Lost Sanctum * 133*Slate Imp * 900 *200 * 6 * * * Lost Sanctum * 134*Pink Imp * 870 *200 * 5 * * * Lost Sanctum * 135*Wonder Rock *2500 10000*100 *Lumi.Shard* * Lost Sanctum * 136*Deathcreeper *1000 *240 * 7 * * * Lost Sanctum * 137*Jackpot * 750 *220 * 6 * * * Lost Sanctum * 138*Ogan Chieftain *1600 *250 * 8 * * * Lost Sanctum * 139*Ogan Youth *1250 *225 * 5 * * * Lost Sanctum * 140*Ogan Youth(Ham)*1300 *250 * 8 * * * Lost Sanctum * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 141*Kingfrog * 690 *290 * 9 * * * Lost Sanctum * 142*Dire Rat * 710 *200 * 7 * * * Lost Sanctum * 143*Black Bat * 870 *200 * 8 * * * Lost Sanctum * 144*Chrysosaur *1700 *500 * 10 * * * Lost Sanctum * 145*Pterranyx * 950 *430 * 8 * * * Lost Sanctum * 146*Twin Snake * 920 *380 * 9 * * * Lost Sanctum * 147*Hercules Bettle* 880 *300 * 8 * * * Lost Sanctum * 148*Jadewing * 750 *290 * 7 * * * Lost Sanctum * 149*Deathguard *2000 *500 * 8 * * * Lost Sanctum * 150*Bone Knight *1050 *450 * 6 * * * Lost Sanctum * *************************************************************************** ###* Name * HP * Exp* TP * Treasure *Charmed Item* Location * 151*Soul Stalker * 900 *500 * 7 * * * Lost Sanctum * 152*Chaos Mage *1400 *1004* 8 * * *Dimen. Vortex * 153*Snowbeast *4000 *2200* 0 * * *Dimen. Vortex * 154*Red Ghaj *3500 *2300* 0 * * *Dimen. Vortex * 155*Fireball *1000 *941 * 0 * * *Dimen. Vortex * 156*Prototype *3500 *1245* 0 * * *Dimen. Vortex * 157*Searcher *1650 *1196* 1 * * *Dimen. Vortex * 158*Iron Maiden *10000*1341* 0 * * *Dimen. Vortex * *************************************************************************** --------------------------------------------------------------------------- ~12Eb.Bosses~ --------------------------------------------------------------------------- Bosses. For those who don't feel like searching for the place where I describe them in the actual walkthrough. =========================================================================== 159-Yakra HP-920 Defense-127/Magic Defense-50 Exp-50/TP-5/G-600 Techs: Counters: Scratch Yakra Rage Iron Sphere Blast Needle Spin Yakra Rumble Location--Manolia Cathedral ---------------------------- If you fought almost all of the enemies in the cathedral, and have some Potions, you should be capable of taking down Yakra. He has low Magic Defense, just like most bosses in the game. Magic based Techs (at the end of their description will be a magic symbol, like a fireball, shining light, or a water drop) deal more damage than regular attacks and non-magic Techs. Primarily use these attacks. Unless you really grinded, Lucca's Flamethrower (about 50 damage) and Lucca/Crono's Dual Tech Fire Whirl (about 110 damage) are your only magic moves. Use those attacks. Frog's duty is to Attack when everyone's in good shape, and use Slurp when someone gets low on HP and Ethers when MP is getting low on Crono/Lucca. Using X-Strike (Frog and Crono's Double Tech) does about 150 damage. It's also a good move. If you attack Yakra and the initial attacker (such as if you used a Double Tech with Lucca and Crono, and you chose the Tech from Lucca's menu) is standing far from Yakra, he'll counter with a move that harms your entire party. It does about 15 damage to everyone, but it adds up fast. Needle Spin is a particuarily damaging attack, wasting away about 1/3rd one of your members' HP. Use Athenian Waters if anyone faints, and Potions for everyone if multiple members are at low HP. It should only take about 7 X-Strikes/Fire Whirls and Yakra will fall. Not a hard battle unless you are very underleveled. =========================================================================== =========================================================================== 160, 161, 162-Dragon Tank Dragon Tank Head HP-600 Dragon Tank Wheel HP-208 Dragon Tank Body HP-266 Head-Defense-0/Magic Defense-80 Wheel-Defense-120/Magic Defense-60 Body-Defense-160/Magic Defense-60 Exp-40/TP-5/G-500 Magic: Head is Immune to Fire and Light Head Techs: Dragonfire (Fire tech) Repair Body Wheel Techs: Dragon Charge Body Techs: Missiles Body Counters: Laser (Shadow tech) Location--Prison Towers ---------------------------- An incredibly annoying fight if you're unlucky. If you read the note the warden had, you already know that you should simply attack the Head of the Dragon Tank with non-magic Techs. Crono's Cyclone Tech and Lucca's normal attack is best to use against the Head. The Head is really obnoxious as it can heal all body parts about 70 HP. The annoying part is it can use this multiple times in a row if you're unlucky. Every few attacks the wheels will store a charge. A turn or two later the Dragon Tank will charge at you, dealing over 40 damage to your team. Overall, kill the Head first because of it's repair ability. This can be practically impossible if it spams the hell out of Repair Body. It can heal twice before Crono can use Cyclone, and Cyclone at this point can only do about 150 damage. So you essentially aren't dealing damage to it if the tank spams its heal ability. During this time, have Lucca heal herself and Crono, and restore his MP for Cyclone when it gets low. Once the Head is finally destroyed, things get much easier. Blast the Body with Fire Whirl, Wind Slash, and Flamethrower. When the Body is killed, finish off what little HP the Wheel has to win the battle. =========================================================================== =========================================================================== 163, 164-Guardian Guardian HP-1200/Pod HP-200 Guardian-Defense-127/Magic Defense-50 Pod-Defense-127/Magic Defense-50 Exp-300/TP-5/G-1000 Magic: Guardian Techs: Guardian is Immune to Fire Revive Pods Pod Techs: Guardian/Pod Combos: Missile Amplifier (Shadow Tech) Laser (Shadow Tech) Guardian/Pod Combo Counters: Amplifier (Shadow Tech) Delta Attack (Shadow Tech) Location--Arris Dome ---------------------------- A really easy fight if you know what to do. If you don't, you're going to be killed in seconds. Essentially, do not attack the Guardian at all. You must kill the two Pods first, otherwise they will annihilate your party. If both Pods are still up, the Delta Attack counter used when Guardian is hurt will easily do about 100 damage to your whole team. Amplifier, used when only one Pod is left as well as sometimes as a normal attack, does about 50 damage to one of your characters. Obviously enough you need to kill the pair of Pods. They have little HP, so it will only take a few Flamethrowers and Wind Slashes to take each down. Make sure Marle heals the party whenever necessary. Once both Pods are down you can freely attack the Guardian. After an attack or two it will start counting down from 5. It'll likely attack you every now and then, but it won't be terribly strong. When the counter reaches 0, the Pods will get revived and you'll need to repeat the process of destroying them. You should be able to kill the Guardian the second time you destroy the Pods if you're at a good level and you're using Wind Slash, or other strong Techs. Keep in mind that it absorbs Fire Techs, so Flamethrower is useless against the Guardian. =========================================================================== =========================================================================== 165-Krawlie HP-500 Defense-157/Magic Defense-50 Exp-100/TP-5/G-500 Magic: Weak to Water Techs: Doublehand Slap Mash (Sets HP to 1) Location--Abandoned Sewers ---------------------------- Joke boss. A few simple attacks will suffice to kill him. Setting your HP to 1 is annoying, but he rarely uses that and he shouldn't use it more than once by the time he's killed. =========================================================================== =========================================================================== 166-R-Series (six of them) HP-150 Defense-127/Magic Defense-50 Exp-80/TP-1/G-100 Magic: Weak against Light Techs: Counters: Robo Punch Robo Laser (Shadow Tech) Robo Cable Punch Robo Pitch Robo Explosion Location--Derelict Factory ---------------------------- Pretty annoying boss fight if you're underleveled, not to mention you lose Robo for the fight. If you have Marle, she'll primarily be healing the group. If you have Lucca, both of you will occasionally need to use Mid- Potions, but the pair of you can unleash a lot of damage with powerful Techs and end the battle fast. Of note is that they are weak to Light magic, so Crono's Wind Slash (try to select an enemy that has an enemy also in the line of fire that also gets hit by the blast) will do a lot of damage. Lucca's Flamethrower as well. Marle can't really do much to these guys. Mainly focus on one of them at a time. Individually they won't cause a ton of damage, but all six attacking you, each doing around 25 damage, adds up very quickly. Don't worry about those counters--they are hardly used (although they all do around 50 damage if you see them, primarily used when the group is down to one or two foes left). Once you get down to about two or three of them the remainder of the fight gets considerable easier, and you'll be poised for victory. =========================================================================== =========================================================================== 167-Heckran HP-2100 Defense-253/Magic Defense-50 Exp-250/TP-10/G-1500 Techs: Counters: Water (Water Tech) Water II (Water Tech) Yah! Nereid Cyclone (Water Tech) Location--Heckran Cave ---------------------------- That beastly Defense is nothing to scoff at. You'll struggle to deal more than single digit damage with regular attacks, so stick with your magic Techs. Don't use Dual Techs here--damage output with individual single magic Techs outweighs damage with magic Dual Techs. Nereid Cyclone and Yah! are dangerous attacks, and can easily lower one of your party member's HP by half. Keep Mid-Potions on hand, or heal with Marle if she's in your party. Midway through the fight Heckran will state "Go ahead and attack, see what it gets you!" and change stances. Obviously, don't attack him. He'll counterattack with the powerful Water II Tech. Use this time to heal your party. When he gives up his gambit by disengaging his counterattack stance, resume pounding him with magic Techs. It's not a very hard fight. None of his attacks, save the easily avoidable Water II move when he's in counterattack mode, will hit the entire party. =========================================================================== =========================================================================== 168-Ozzie HP-762 Defense-127/Magic Defense-100 Exp-30/TP-2/G-100 Magic: Immune to all elements Techs: Lightning (Light Tech) Location--Zenan Bridge ---------------------------- Impossible to kill realistically unless you're on a New Game +. He never attacks, so he's just standing there...doing nothing to impose you. =========================================================================== =========================================================================== 169, 170-Zombor Upper Body HP-960/Lower Body HP-800 Upper Body Defense-127/Magic Defense-50 Lower Body Defense-175/Magic Defense-50 Exp-350/TP-10/G-1500 Magic: Upper Body absorbs Light and Fire Lower Body absorbs Water and Shadow Upper Body Techs: Counters: Flame Strike (Fire Tech) Annihilation Ray Annihilation Ray MP Buster (reduces MP to 0) Drain (heals based on damage dealt) Fangs Lower Body Techs: Skull Drop Earthquake Location--Zenan Bridge ---------------------------- Each part of the body gets healed by two different magic types. Don't use hit all magic Techs as you'll just end up healing one of the parts of the body. Start with the Lower Body first as it has fewer HP. Lucca and Crono are capable of pounding on the Lower Body, and will drain its HP with Lightning and Fire really fast. It should only take a few attacks to kill the Lower Body. By now you'll probably have been hit by Zombor's Annihilation Ray, which deals around 90 damage to your entire party. It's quite devastating, so spend a turn healing or use Marle's healing Techs to get everyone back to high HP. Once everyone gets back to high HP, finish off the Lower Body. The Upper Body is only weak to Robo's Shadow Techs. Everyone else should use normal attacks or magicless Techs. Don't forget to keep healing when Annihilation Ray gets used, and you'll get through the battle without too much of an issue. =========================================================================== =========================================================================== 171, 172, 173-Masa, Mune/Masa & Mune Masa HP-1000/Mune HP-1000/Masa & Mune HP-3600 Masa Defense-127/Magic Defense-50 Mune Defense-127/Magic Defense-50 Masa & Mune Defense-127/Magic Defense-50 Masa, Mune Exp-400/TP-4/G-400 Masa & Mune Exp-500/TP-10/G-1500 Masa Techs: Mune Techs: Punch Multi-Punch Combo Counters: Combos: X-Strike Typhoon (Confuse) Masa & Mune Techs: Masa & Mune Counters: Doublehand Chop Wind Slash (Light Tech) Hurricane Vacuum Wave Location--Denadoro Mountains ---------------------------- The first part of the fight is insanely easy, so don't waste a ton of MP getting through it. All you need to do is drain one of their HP's to 0. Not both of them. Masa and Mune are individually insanely weak, with only a few magic Techs draining their health. They'll counterattack with X-Strike every time you hit one of them, but it only does a pitiful 35 or so damage by now. As you could probably guess the battle won't be this easy. They'll merge into the bizarre looking Masa & Mune. The giant creature has a lot more health, so taking it down will be tougher. Stick with your magic Techs as usual as they'll cause a lot more damage than non-magic attacks. The fight isn't particuarily hard--Masa & Mune's attacks mainly hit only one of your characters, but beware when you get the notice it's storing whirlwind energy. Heal up your party before they use Vacuum Wave. This attack does around 120 damage to your entire party. Very, very bad. Heal up right away. Masa & Mune's other attacks only do about 50 damage to one character, as mentioned. You can work-around this as Marle or Robo can easily heal up that damage, and Mid-Potions get the job done too. Just heal before and after Vacuum Wave and you won't have a terribly hard time with this slightly tedious, but simple, boss fight. =========================================================================== =========================================================================== 174-Nizbel HP-4200 Defense-252/Magic Defense-100 Exp-500/TP-10/G-0 Techs: Charge Earthquake Electric Discharge (Light Tech) Location--Reptite Lair ---------------------------- Nothing you do will hurt him for more than 10 damage until you use Lightning on him. This will severely reduce his Defense, allowing you to strike him. Magic Defense also gets lowered. At this point all you honestly need to do is pound the hell out of him. Use Robo's Robo Tackle and Crono and Ayla's Dual Tech Drill Kick. By this time he will use Electric Discharge which will do a huge amount of damage to your party (nearly 200 to everyone). Spend the following turn healing up, then use Lightning again to lower his Defenses and repeat the process. Earthquake hits everyone for light damage, while Charge does twice as much damage to only one character. Overall it's a pathetically easy fight as Nizbel attacks for about every six attacks you use. Yeah. This isn't very hard. Just heal up after Electric Discharge and it'll be simple. =========================================================================== =========================================================================== 175, 176-Flea Flea? HP-1 Flea HP-4120 Flea? Defense-127/Magic Defense-50 Flea Defense-150/Magic Defense-60 Exp-500/TP-10/G-1000 Flea? Techs: Flea? Counters: Flame Strike (Fire Tech) MP Buster Flea Techs: Flea Counters: Blow Kiss (Sleep) The Look Wind Waltz (Confuse) Rainbow Storm (Poison) Rainbow Beam (Blind) Location--Fiendlord's Keep ---------------------------- Really annoying fight. Against Flea?, hit it with any attack from any party member. Whichever character strikes Flea? will lose all their MP from the MP Buster counter. You should make it Crono since he attacks first, and when the next fight commences he can heal MP right away. As you may expect, the real Flea will appear now (and yes, the bat that was following you around was Flea). She (he?) has all status inflicting attacks, all of which are incredible annoying. Be sure to have Panaceas on hand to heal the bad effects like Sleep and Confuse. All of Flea's attacks do moderate damage. Hence why this isn't a terribly hard fight. Despite low Magic Defense, magic Techs do about half as much damage as physical attacks. Thusly, ignore magic based Techs. You'll need to heal often throughout the fight because she constantly attacks, and the damage builds up quickly. Don't forget that Robo and Frog have healing moves too (so does Marle, but she sucks for combat). If you have trouble, get Robo to learn the Heal Beam Tech, which heals the entire party a bit. It's really useful if you have it. And be wary of her occasional The Look counter. It'll deal about 100 damage to everyone, so be sure to keep everyone above 100 HP at all times to avoid potential knockouts from the move. =========================================================================== =========================================================================== 177, 178-Slash Slash (Unarmed) HP-3200 Slash (Sword) HP-5200 Slash (Unarmed) Defense-127/Magic Defense-50 Slash (Sword) Defense-127/Magic Defense-60 Exp-500/TP-10/G-1500 Magic: Slash (Sword) is Immune to Water magic Slash (Unarmed) Techs: Slash (Unarmed) Counters: Rapid-fire Punch Firebomb (Fire Tech) Skyward Flame Slash (Sword) Techs: Slash (Sword) Counters: Strike Frenzy Wind Slash (Light Tech) Cleave Frenzy Location--Fiendlord's Keep ---------------------------- Unarmed Slash has a few attacks, all of which deal around 70 damage to a single member of the party, except for Firebomb which will strike everyone. Like the Flea fight, don't waste energy on magic Techs. Physical Techs do well over twice as much damage as them. This guy isn't too hard due to a lack of attacks, and he won't attack terribly often. Of course he'll pull out his sword, making the fight a lot harder. Same tactics as usual--keep spamming the high powered physical Techs for maximum damage output. He will still make long pauses between attacks. His Wind Slash can hit everybody if he attacks from one of the bottom corners of the room. All of his moves will continue to deal about 70 damage to your party, except for Cleave (dealing well over 100), but be wary now that he can strike multiple members at once with ease. Frenzy does a lot of damage as well, but he doesn't use it very often (save for common counters when he gets low on HP). You shouldn't need to do as much healing as in the Flea fight, but continue to never let your HP get too low due to those strong 100+ damage moves he has. =========================================================================== =========================================================================== 179-Ozzie HP-1000 Defense-255/Magic Defense-100 Exp-0/TP-0/G-0 Counters: Barrier Bomb Location--Fiendlord's Keep ---------------------------- There are two foes on screen. Ozzie and "???". Attack "???" four times. =========================================================================== =========================================================================== 180-Magus HP-6666 Defense-230/Magic Defense-50 Exp-1500/TP-15/G-3000 Magic: Absorbs Light, Fire, Water, and Shadow (varies throughout battle) Techs: Counters: Scythe Lightning II (Light Tech) Hell Geyser Ice II (Water Tech) Dark Matter (Shadow Tech) Fire II (Fire Tech) Dark Bomb (Shadow Tech) Location--Fiendlord's Keep ---------------------------- This guy is hard. And if you don't know what to do, he'll obliterate your team in no time. Be prepared to heal constantly through this fight. Alright, as you can tell from his insane Defense, magic Techs are going to be the way to go. However, he will counterattack if you hit him with any magic attack save one type. He switches his type weakness (you're alerted to it) every now and then. However, to get through quickly you'll need to lower his Magic Defense. Strike him with a normal attack from Frog. The Masamune has to be equipped for it to work (if for some reason it's not equipped then this isn't going to happen. Why would you unequip it anyway?). Use a normal attack and a message appears saying which magic types are being absorbed. The one that can hurt him will be noted. Hit him with only that type. Everyone else should stick to physical attacks. He changes barrier types each time he is hit by an attack. Each time the barrier changes he will counterattack with the magic attack he is not absorbing (if he's weak to Light he'll counter with Lightning II, for example). This makes the fight incredibly annoying as he will constantly be harming everyone for 100+ damage. Robo should be spamming Heal Beam throughout the whole battle. You will need to hit him with the Masamune again to lower his Magic Defense every few attacks. If you need the chance to heal, and you will want to do so often, simply stop hitting him. He won't use his strong counterattacks that way. So, yeah, knowing this the first half of the fight is simply very repetitive, but nothing too terrible if you can keep everyone healed up. However, once Magus gets down to about 4000 HP, he will lower his defenses to begin casting a spell. All magic types hit him, and physical attacks do good damage. You'll want to focus on getting everyone back to near max HP before barraging him, though. All he will do now is cast Dark Matter, the ultimate Shadow Tech. It's insanely powerful, easily dealing 250+ damage to everyone. Spend a few moves healing everyone again, then resume smacking Magus around. When Magus gets into this phase the battle is pretty much won, as the ONLY thing he uses will be Dark Matter every six or so moves. Just keep yourself healed and nothing will be a problem. If you have trouble with the first stage of the fight, don't forget you have Barrier Spheres in your inventory. They're only temporary, but the extra resistance against Magus's strong magic attacks could help you if you are underleveled. =========================================================================== =========================================================================== 181-Nizbel II HP-6500 Defense-127/Magic Defense-50 Exp-880/TP-15/G-0 Techs: Counters: Charge Hit Nizbel Charge Nasal Gas (Poison) Electric Discharge (Light Tech) Earthquake Location--Tyranno Lair ---------------------------- Use Lightning (II) on Nizbel to severely lower his Defense. The trick to this fight is that every time he is attacked his Defense will increase a little bit again. Use a Lightning attack for every few attacks your partners use. All of his attacks deal around 50 damage. He has the annoying poison- inducing counter, but it's rarely, rarely used. Electric Discharge is the biggie. That sucker does nearly 200 damage to your entire party. He uses this move every three times you use Lightning/II, so try to limit your usage of those two moves so you don't keep getting hit by this attack. Past Electric Discharge this fight is just as easy as the previous Nizbel fight. He's not terribly challenging. Just has a lot of HP to deplete, but Robo's Heal Beam or any other healing moves/items will suffice every few turns. Just remember not to spam the Lightning moves to avoid many Electric Discharges. =========================================================================== =========================================================================== 182, 183-Azala and Black Tyranno Azala HP-2700 Black Tyranno HP-10500 Azala Defense-230/Magic Defense-30 Black Tyranno Defense-253/Magic Defense-100 Azala Exp-800/TP-10/G-0 Black Tyranno Exp-1000/TP-15/G-0 Azala Techs: Azala Counters: Psychokinesis Azala's Wrath Teleport Telepathy (Sleep) Black Tyranno Techs: Fire Breath (Fire Tech) Chomp (Absorbs HP) Roar Tyranno Flame (Fire Tech) Location--Tyranno Lair ---------------------------- Not a terribly hard fight. You will want to off Azala as quickly as possible to make the fight a lot simpler. Use only magic Techs on Azala as your physical moves won't dent her very much. Simply ignore the Black Tyranno until Azala is defeated. Both of them will attack occasionally, everything dealing around 60 damage to your characters. Black Tyranno will use fire-based attacks, so those Ruby Vests will come in handy. Once Azala is defeated, don't do anything. Heal until you receive the message "Lowering Defense and begins storing power.". Once that appears, go all out on Black Tyranno. The boss will never attack you at this point, but make sure everyone has 350+ HP anyway. Black Tyranno will count down from 5 to 0. Once it hits 0, it'll unleash Tyranno Flame which harms everyone for well over 300 HP. It's insane. After the attack, heal and wait for the message again, then continue spamming high powered physical Techs. Falcon Strike is a good choice here. Ayla and Crono should have learned it if you didn't run from many fights. At average levels, you should be able to kill the BT in the middle of the third countdown. =========================================================================== =========================================================================== 184-Golem HP-7000 Defense-127/Magic Defense-50 Exp-1000/TP-35/G-2000 Techs: Counters: Iron Sphere (Halves HP) Bluuurp! Electrify (Light Tech) Dark Ray (Shadow Tech) Ice (Water Tech) Water II (Water Tech) Flame (Fire Tech) Fire II (Fire Tech) Energy Spheres Location--Zeal Palace (and Ocean Palace when fighting the pair of them) ---------------------------- The easiest way to finish the battle is to get killed. It IS possible to win, it's just really hard. The Golem copies your attacks, essentially. A thing to note is that several of its copied attacks are really weak. Both Water II and Ice are insanely weak. If you use just those moves and keep healing, it's not too bad a fight. Using magic Dual Techs, like Thunder Chomp, work too. The order of damage his attacks inflict are as follows: Physical > Shadow > Light > Fire > Water/Ice Try to avoid hitting him with any physical moves. His Physical Copy attack deals 400+ damage to a single party member. Golem spams Iron Sphere, reducing the HP of whoever it hits in half. And it really spams this. A lot. Hence why you'll probably lose. A good thing to note is that Lucca's Hypnowave actually works on this boss. Use that to get a few free attacks in, then put it back to sleep. Spam until victory. The reward is quite nice, but the outcome is the same regardless. =========================================================================== =========================================================================== 185, 186, 187-Red/Blue Mudbeasts and Mud Imp Blue and Red Mudbeast HP-5000 Mud Imp HP-1200 Blue and Red Mudbeast Defense-150/Magic Defense-50 Mud Imp Defense-250/Magic Defense-80 Blue and Red Mudbeast Exp-300/TP-8/G-800 Mud Imp Exp-354/TP-10/G-1000 Magic: Blue Mudbeast is Immune to Water and Weak to Fire Red Mudbeast is Immune to Fire and Weak to Water Blue/Red Mudbeast Techs: Mud Imp Techs: Charge Pebble Punt Sleep Bubble (Sleep) Heal Blue/Red Mudbeast and Mud Imp Combo Counters: Cross Charge Earthquake Blue/Red Mudbeast and Mud Imp Combos: Left/Right Charge (Blue/Red respectively, both for Mud Imp) Location--Mudbeast Den ---------------------------- A bit of an annoying fight. Like I said before, Lucca and Frog are the advised partners. Their magic Techs will help greatly in this fight. Despite what he does, ignore the Mud Imp. He has crazy high Defense and Magic Defense, and taking him down while both Mudbeasts are alive is quite challenging. Playing their weaknesses is key. Frog and Lucca, when they attack the Red and Blue Mudbeast respectively, can score about 500+ damage with a strong magic Tech. Crono should heal anyone who takes too much damage, and stick to single target Techs. Otherwise they will use the powerful Cross Charge or Earthquake counter, and those are quite powerful. The Mud Imp likes to spam his healing move. It heals everyone about 150 HP, which isn't too much for the beasts but a ton for the Imp considering his high defenses. Save him for last, then swamp him with everything you have when the Mudbeasts fall. He won't last too long when he can't hop on anything to charge over you. Physical attacks are far superior than magic attacks against him. He also loves spamming his heal move after every attack, so keep using physical Techs and he'll be down fast. You will likely need to use a ton of healing items through the fight, but just be patient. It'll take a lot of magic attacks to take everything down. =========================================================================== =========================================================================== 188, 189, 190-Giga Gaia Giga Gaia HP-9500 Attack/Defense Arm HP-2000 Giga Gaia Defense-127/Magic Defense-50 Attack/Defense Arm Defense-127/Magic Defense-50 Giga Gaia Exp-3000/TP-30/G-3000 Giga Gaia Techs: Arm Restoration Defense Arm Techs: Attack Arm Techs: Water Surge (Water Tech) Arm Attack (Halves HP) Restore Head Giga Magnade (Fire Tech) Attack/Defense Arm Combos: Doublehand Blaster (Fire Tech) Dark Plasma (Shadow Tech) Location--Mountain of Woe ---------------------------- An incredibly easy fight. Of course some of you can't figure out the whole "if something besides the main boss is on the screen kill them damn things first" concept in Chrono Trigger (hell, 90% of RPG's in general), hence why you probably got killed by this thing real fast. Kill the damn Arms first. It's really easy. Two, possibly three, Falcon Strikes (Ayla and Crono's Dual Tech) destroy those things. Two Twisters (Crono/Ayla/Robo's Triple Tech) rape them AND Giga Gaia at the same time for 1700+ damage. Oh...fine. Some of you like a challenge. Some of you didn't kill all of the Rubbles (what the hell is wrong with you?). In this case, note that the Attack Arm is far more lethal than the Defense one. At a wimpy 2000 HP, you can wipe that out with a few strong physical attacks. With the painful arm out of the way, focus your attention to the Defense Arm. Its attacks are very weak, hence why you'd want to kill it second rather than first. It'll fall just as quickly as the Attack Arm. When both arms are down you can freely attack Giga Gaia's head without worry of any counterattack. He can't attack without his hands, so pummel away. Have one of your partners heal the several hundred HP damage the hands dealt to your party. Robo's Heal Beam is good for this task. After a few attacks Giga Gaia will regenerate his hands and you'll need to repeat the simple process of destroying them. Repeat until the head lives no more. I believe that when the Arms are respawned they have less HP than initially started with (around 1500 HP or so. Not entirely sure). It makes things a bit easier. =========================================================================== =========================================================================== 191-Dalton HP-3500 Defense-127/Magic Defense-50 Exp-1000/TP-30/G-2500 Techs: Counters: Iron Sphere (Halves HP) Burrrp! Location--Zeal Palace ---------------------------- This battle is a joke. He counters with Iron Sphere after every single attack, but the bright side is that it can't kill you. He uses Burrrp! when he's killed, so make sure everyone has enough health to survive it. Nothing special about this fight. =========================================================================== =========================================================================== 192-Lavos HP-30000 Defense-127/Magic Defense-50 Techs: Kill You Location--Ocean Palace ---------------------------- Eight words:Destruction rains from the heavens! You CAN win on a New Game +, however Lavos has triple speed, attack power, and obviously HP. The fight is very tough. If you beat him, his body and core forms are exactly the same as they normally are. =========================================================================== =========================================================================== 193-Golem Overlord HP-15000 Defense-127/Magic Defense-50 Exp-2500/TP-40/G-2000 Location--Blackbird ---------------------------- Don't attack it at all and it'll escape after a minute or so. =========================================================================== =========================================================================== 194-King Dalton HP-2800 Defense-127/Magic Defense-50 Exp-2500/TP-40/G-2000 Techs: Counters: Gale Slash Iron Sphere (Halves HP) Energy Sphere Lightning II (Light Tech) Burst Sphere Ice II (Water Tech) Fire II (Fire Tech) Location--Blackbird ---------------------------- Dalton is still a joke fight. Be careful when attacking, though. He counters all physical moves with Iron Sphere and all magic Techs with moves of the opposite type (Use Fire and he will use Water, use Shadow and he uses Light). Just avoid physical moves because Iron Sphere drains HP more than anything else. His HP is still really low, so it should only take a few attacks to do him in. Robo and Ayla's Double Tech, Beast Toss, nearly one hit KO's Dalton. Use it if you have it. =========================================================================== =========================================================================== 195-Magus HP-6666 Defense-127/Magic Defense-50 Exp-3000/TP-50/G-4000 Techs: Counters: Scythe Fire II (Fire Tech) Fire II (Fire Tech) Ice II (Water Tech) Ice II (Water Tech) Lightning II (Light Tech) Lightning II (Light Tech) Location--North Cape ---------------------------- You fight Magus if you choose to do so when you talk to him. If Frog is in your party, he'll opt to go solo on this battle against him. He's insanely easy now since he doesn't have that magic barrier, he has no Shadow attacks to use, and at this point his attacks should do minimal damage against you. Very easy fight. Only do this if you wish to get him in your Bestiary as Magus is a cool partner. =========================================================================== =========================================================================== 196, 197-Lavos Spawn (Mouth and Shell) Mouth HP-4000 Shell HP-10000 Mouth Defense-127/Magic Defense-50 Shell Defense-253/Magic Defense-100 Exp-747/TP-120/G-500 Magic: Lavos Shell is immune to all magic elements Mouth Techs: Shell Counters: Miasma (Confuse) Lavos Spawn Needles Lavos Breath (Sleep) Blanket Bomb (Fire Tech) Lavos Spawn Needles Location--Death Peak ---------------------------- Not a terribly hard fight. All you need to do is kill the Mouth to win the fight. Make sure to use single hit target attacks as the Shell will counterattack the party if it ever gets attacked. The Mouth goes down very fast and doesn't have terribly painful attacks. =========================================================================== =========================================================================== 198, 199, 200-Melphyx Upper Body HP-5000 Lower Body HP-4800 Core HP-1000 Upper and Lower Body Defense-255/Magic Defense-100 Core Defense-127/Magic Defense-0 Upper/Lower Body Exp-500/TP-20/G-0 Core Exp-1600/TP-60/G-2000 Magic: Both Bodies are Immune to all magic types Core Absorbs Light, Shadow, and Fire, and is Immune to Water Upper Body Techs: Lower Body Techs: Absorb Core Energy Absorb Core Energy Sand Breath (Blind) Sand Cyclone Blanket Bomb (Fire Tech) Tremblor Tentacle (Absorb HP) Chomp (Absorbs HP) Laser Spin (Shadow Tech) Dark Flare (Shadow Tech) Location--Sunken Desert ---------------------------- An annoying boss fight, for sure. What you want to do first is use a Water/ Ice Tech on the boss, and if it's not a hit-all then aim for the Core first. Water/Ice Techs weaken their Defense much like the other foes in this desert. With the Core's Defense down, a few physical attacks will easily kill it. This way the remaining body cannot heal itself throughout the fight. The trick is that its Defense goes up a bit when attacked, so you'll need to keep using a Water/Ice Tech to weaken it again. You'll want to focus on the Lower Body first as it has less HP, so it can be killed faster. The head has a lot of attacks, but they mainly only hit one party member while the lower half can hit the entire party easier. That makes it more dangerous. And it goes without saying that you will have a much easier time with the fight when only the Upper Body remains the fight becomes much easier. Keep yourself healed and you can easily win at that point. =========================================================================== =========================================================================== 201-Diva Flea HP-2500 Defense-127/Magic Defense-50 Exp-2000/TP-20/G-2000 Techs: Heartfire Location--Ozzie's Fort ---------------------------- A real joke fight. That move will barely harm you, and it should only take three strong Techs to take her down. =========================================================================== =========================================================================== 202-Super Slash HP-2500 Defense-127/Magic Defense-50 Exp-2000/TP-20/G-2000 Techs: Wind Slash (Light Tech) Location--Ozzie's Fort ---------------------------- Another joke fight. Should only take a few attacks to knock him out. =========================================================================== =========================================================================== 203, 204, 205-Diva Flea, Super Slash, Ozzie the Great Ozzie the Great HP-6000 Super Slash HP-4000 Diva Flea HP-4000 Everyone's Defense-127/Magic Defense-50 Diva Flea Exp-2500/TP-30/G-1000 Super Slash Exp-2500/TP-30/G-2000 Ozzie the Great Exp-2500/TP-20/G-1000 Diva Flea Techs: Super Slash Techs: Heartfire Wind Slash (Light Tech) Rainbow Beam (Blind) Frenzy Rainbow Storm (Poison) Diva Flea and Super Slash Combo Counters: Evil Impulse (Fire Tech) Delta Force (Shadow Tech) Heartfire Sword (Fire Tech) Ozzie the Great Combo Counters: Everyone's Combos: Evil Impulse (Fire Tech) Delta Force (Shadow Tech) Delta Force (Shadow Tech) Location--Ozzie's Fort ---------------------------- Oh boy. You're not going to have fun with this fight. Your first priority should be Charming everyone's unique items (Flea Bustier, Slasher II, Ozzie Pants). The thing is, after every attack, and that includes Charm, they'll use their Triple Tech, Delta Force. It does around 300 damage to whoever it hits, but that's still quite powerful. The way it works is the amount of members it hits is the same as the amount of foes you hit. Hit all three, all three party members get hurt. Hit one, and it's just one that's hurt. Don't use any hit-all moves. You'll quickly regret it. You should kill Diva Flea first. She doesn't use those status inflicting moves too often, but you're in for a world of hurt if she dares use them. It still takes only a few attacks for her to fall, so it shouldn't be too much trouble if you hurry and have someone keep the party healed from their Delta Force move. They can't use Delta Force with one member missing, making the rest of the fight much easier. They pretty much stop using powerful attacks now, so a few more bashes against the remaining two bosses and it'll be over. For the record, Ozzie has no attacks other than his partner counters. Saving him for last is definitely best. =========================================================================== =========================================================================== 206-Atropos XR HP-6000 Defense-127/Magic Defense-50 Techs: Counters: Rocket Punch Self-destruct Cure Beam Cricket Chirp (Sleep) Robo Tackle (Halves HP) Laser Spin (Shadow Tech) Rapid-fire Fist Proximity Bomb (Fire Tech) Location--Geno Dome ---------------------------- It should only take a few attacks before she self-destructs, ending the fight. If she doesn't, draining her 6000 HP isn't terribly hard as few of her attacks deal significant damage to Robo. =========================================================================== =========================================================================== 207, 208-Mother Brain and Displays Display HP-1 Mother Brain HP-5000 Everyone's Defense-127/Magic Defense-50 Mother Brain Exp-3000/TP-40/G-3000 Display Techs: Mother Brain Techs: Cure Beam Dark Beam (Shadow Tech) Reprogram (Confuse) Laser Spin (Shadow Tech) Memory Reset (Omnilock) Upgrade Location--Geno Dome ---------------------------- And not the Metroid kind. Simply put the fight is insanely easy. Use a hit- all attack to destroy the three Displays and harm Mother Brain, then go all out on her. With pathetic HP like that she doesn't last very long. Its strongest attacks deal about 100 damage to everyone's, so the fight should not last more than a minute. =========================================================================== =========================================================================== 209, 210-Son of the Sun Son of the Sun HP-12000 Prominence HP-30000 Son of the Sun Defense-255/Magic Defense-100 Prominence Defense-254/Magic Defense-99 Exp-3800/TP-40/G-2000 Magic: Son of the Sun is Immune to all magic types Prominence Absorbs all magic types Son of the Sun Techs: Son of the Sun Counters: Dark Beam (Shadow Tech) Flare (Fire Tech) Flare (Fire Tech) Roulette Spin Prominence Techs: Flame Counterattack (Fire Tech) Location--Sun Temple ---------------------------- A simple to understand fight. You will be wanting high Magic Defense units as everything here is magic based. If your team has Ruby Armor or stuff like Red Plates, you'll either reduce damage from Fire attacks, or absorb them completely, making the fight that much easier. Actually, the battle is nearly impossible with Fire-reducing armor. Seriously, you'll be raped likely before you can damage the damn thing one bit. Now, the objective of the fight is merely to kill Son of the Sun. However, he cannot be hurt normally. To harm him, you must hit one of the five Prominences. Only one of them will harm Son of the Sun, and the other four will hit you with Flame Counterattack. The Prominence that harms Son of the Sun will always harm him until he uses Roulette Spin, at which point you will need to keep trying to find which one hurts him. The reason damage output is irrelevant is because each correct Prominence hit does ~215 damage to Son of the Sun, no matter what. An alternative to finding which Prominence harms Son of the Sun is to use a hit-all move. The Promy that doesn't make an attack is obviously the one that hurts him. However, you'll be facing five counterattacks if you do so. It's advised to just use regular attacks as, again, damage output does not matter. It takes about 11 hits to kill him (yes, I'm aware that's only about 4500 HP worth of damage. I'm actually on the train of thought the battle merely ends after a certain amount of turns as that is simply too short). =========================================================================== =========================================================================== 211-Rust Tyranno HP-25000 Defense-127/Magic Defense-50 Exp-3800/TP-40/G-2000 Techs: Chomp (Absorbs HP) Roar Tyranno Flame (Fire Tech) Location--Giant's Claw ---------------------------- Another really easy fight. Much like the Black Tyranno fight, he basically just counts down from 5 to 0 and then uses Tyranno Flame, doing a crapton of damage to your party. Of course, if you've got the Red Plate and Vests equipped the damage is practically nullified. If you don't, you will likely need to heal a bit after the attack. It's not a hard fight, and he does not use Chomp all too much (although that itself does a decent amount of damage too). =========================================================================== =========================================================================== 212-Yakra XIII HP-18000 Defense-127/Magic Defense-50 Exp-3500/TP-40/G-2000 Techs: Counters: Miasma (Confuse) Needle Spin Ver. XIII Barrage Yakra Rumble Needle Spin Ver. XIII Needle Spin Ver. XIII Barrage Location--Guardia Castle (1000 AD) ---------------------------- He likes to spam Miasma, so having status immunity equipment equipped is probably for the best. His main attacks can also hurt your team quite a bit, especially his Needle Spin. It can do a crazy amount of damage to someone in your party. He also rarely uses Yakra Rumble, and it does a good amount of damage to your whole party. Be sure that when you land the final blow your entire party has a good amount of HP. He uses his barrage attack when killed, harming everyone in your team. If you all die from that then the battle will have been for naught. =========================================================================== =========================================================================== 213, 214-Mega Mutant Upper Body HP-4600 Lower Body HP-3850 Both Defense-127/Magic Defense-50 Exp-900/TP-50/G-1500 Upper Body Techs: Lower Body Techs: Tentacle (Absorbs HP) Tentacle Strike Mutant Gas (Poison) Chaos Zone (Confuse) Mutant Gas (Sleep) Scalding Steam Blackem (Blind) Location--Black Omen ---------------------------- Not a terribly hard boss. It should only take a few strong hit-all attacks and both parts of the body will fall. If you've got status immunity armor then only Tentacle (Strike) will be the remotely annoying attacks, and even then they won't do a ton of damage. Hell, three strong hit-all magic Techs should be enough to destroy everything without him getting a single attack in. Pretty pathetic fight, really. =========================================================================== =========================================================================== 215, 216-Giga Mutant Upper Body HP-5800 Lower Body HP-4950 Both Defense-255/Magic Defense-65 Exp-1500/TP-80/G-2000 Upper Body Techs: Lower Body Techs: Shining Sphere (Light Tech) Shuriken Blanket Bomb (Fire Tech) Life Shaver (Sets to 1 HP) Mutant Gas (Poison) Scalding Steam Mutant Gas (Sleep) Upper Body Counters: Tentacle (Absorbs MP) Location--Black Omen ---------------------------- Use just magic attacks against these guys. Obviously with Defense like that your regular attacks aren't going to get you very far. All of its attacks are insanely weak. You really shouldn't have a ton of trouble with this guy. Just be sure to heal if Life Shaver gets used by the Lower Body. The lower half should be killed off quickly, making that an unlikely-to-see attack, but you never know. =========================================================================== =========================================================================== 217, 218-Tera Mutant Upper Body HP-7800 Lower Body HP-20000 Upper Body Defense-255/Magic Defense-50 Lower Body Defense-255/Magic Defense-100 Exp-2000/TP-100/G-3800 Magic: Lower Body Absorbs all types Upper Body Techs: Lower Body Counters: Energy Spheres Life Shaver (Sets HP to 1) Burst Sphere Drain (Absorbs HP) Chaos Zone (Confuse) Great Pyroclast (Fire Tech) Halation (Sets HP to 1) Location--Black Omen ---------------------------- Now this fight is actually annoying. It's practically impossible to kill the Lower Body. Good job if you do. All you need to do is kill the Upper Body. Don't use any hit-all attacks as the Lower Body will stuff the attacker's HP down to 1. That's not good given the Upper Body's large array of moves. However, magic Triple Techs are effective, like Twister. Although it'll feed off of the Lower Body to restore some health, spamming such a move will kill the Upper Body after a few turns. It's a good last resort if nothing else is doing more than 100 damage. The Lower Body doesn't counter the Triple Tech, luckily. =========================================================================== =========================================================================== 219, 220-Elder Lavos Spawn (Mouth and Shell) Mouth HP-10000 Shell HP-13500 Mouth Defense-127/Magic Defense-50 Shell Defense-253/Magic Defense-100 Exp-2450/TP-120/G-2500 Magic: Shell absorbs all magic elements Mouth Techs: Lower Body Counters: Water Surge (Water Tech) Lavos Spawn Needles Dark Bomb (Shadow Tech) Annihilation Zone (Shadow Tech) Lavos Spawn Needle Barrage Location--Black Omen ---------------------------- Exactly like the Lavos Spawn battles, only this time there's more health to the Mouth and somewhat stronger attacks. Bash the Mouth with attacks, but don't ever attack the Shell otherwise you're in for a world of hurt. =========================================================================== =========================================================================== 221-Queen Zeal HP-12000 Defense-127/Magic Defense-50 Techs: Death Kiss (Absorbs MP) Energy Spheres Halation (Sets HP to 1) Location--Black Omen ---------------------------- Yeah this fight isn't terribly difficult. Just slam on her with everything you've got. Her attacks are pathetically weak, except for the near OHKO Halation move. Oh, best part about that move is that it affects your entire damn party. Well, that's what charming 30 or so Megalixirs was for. Better put those suckers to good use. Alternatively, this perfectly sets up Ayla's Dino Tail and Frog's Frog Squish, Techs that deal more damage the lower Ayla and Frog's HP is respectively. Use those attacks before healing if either of them are in your party. Robo's Heal Beam also works in getting everyone to safe HP. As long as everyone has 200+ you should be fine. =========================================================================== =========================================================================== 222-Mammon Machine HP-18000 Defense-127/Magic Defense-50 Techs: Stand Still Turn Attack into Defense Turn Magic into Attack Point Flare (Fire Tech) Energy Discharge Location--Black Omen ---------------------------- Okay, this is an odd fight. Each time you hit the Mammon Machine with a physical attack, it will increase its Defense. Each time it is hit with a magic attack, it will increase its Attack power. Eventually it will discharge this energy with Energy Discharge, doing a considerable amount of damage to your party. You're better off using powerful magic attacks. Each time it turns magic into Attack power, that uses up an attack. It'll not use Stand Still or Point Flare if you make it convert energy. Basically, you keep attacking the Mammon Machine and Energy Discharge is pretty much the only thing that will ever hit you. It stops converting energy after awhile, so keep going all out on the machine after that, healing when necessary. Its attacks are also considerable weak. You shouldn't need to heal often. =========================================================================== =========================================================================== 223, 224, 225-Queen Zeal Face HP-20000 Right and Left Hand HP-28000 Face Defense-127/Magic Defense-50 Right and Left Hand Defense-255/Magic Defense-99 Face Techs: Right Hand Techs: Halation (Sets HP to 1) Laser (Shadow Tech) Heavenly Gate (Light Tech) Gears of Darkness (Shadow Tech) Left Hand Techs: Starburst (Water Tech) Dark Beam (Shadow Tech) MP Buster (Steals all MP) Right Hand Counters: Left Hand Counters: Life Shaver (Sets HP to 1) MP Buster (Steals all MP) Location--Black Omen ---------------------------- Wow, this is the real Queen Zeal? Hmm. The Face is the one you're trying to kill. Don't you dare attack either of the hands. However, you should Charm both of the hands to get a Prismatic Helm and Dress. They're pretty much the best defensive equipment for males and females respectively. Get Ayla to do it now. Once you're charmed the items, go all out with non-hit-all Techs against the Face. As long as you don't ever attack the hands, their lone attacks will never do considerable damage to your team. Hell, they probably won't even do more than 20 damage. Overall it's a simple fight. Besides the typical Halation, none of Queen Zeal's attacks are particularly threatening. =========================================================================== =========================================================================== 226-Lavos (Boss Rush Form) HP-Varies Defense-Varies/Magic Defense-Varies View aformentioned boss fights for their Techs, Counters, etc. Location--??? ---------------------------- I suppose the point of this is to exclaim how awesome the extended Lavos theme is. It's awesome. Really. The Boss Rush Form is insanely easy. Basically, you're fighting ten previous bosses. At this point, none of them should damage you much or take long to kill. If you need a quick refresher on how to kill all of them, here you go: (Note that you have time to heal between fights. To trigger the next boss attack you'll need to walk into the Lavos head) Dragon Tank--The Lavos head is the tank's head, the right bit is the wheel, and left bit is the body. Kill the head first, then the wheels, then the body. Guardian--The two bits to the sides of Lavos are the Pods. Kill both of them before attacking the Guardian (Lavos's head). Although at this point you could just go Rambo on the head and their counterattack probably won't harm you all that much. Heckran--A few magic attacks is all that'll be needed to kill off the lone boss. Zombor--The bit infront of the head is the lower body, while Lavos's head is the upper body. Kill the lower body first (Fire and Light techs are the only magic types that can hit it), then Lavos's head (only Water and Shadow magic types can hit it). Physical attacks also work here no matter what. Masa & Mune--A few magic attacks is all that should be needed to finish this fight off quickly. None of his attacks are damaging, except if he charges energy and you somehow don't kill him in time (and even then it's a pitiful amount of damage). Nizbel--Use a Lightning attack to lower his defenses, then go all out on him with powerful physical attacks. Shouldn't take too many of them before the boss is killed. Magus--Hitting him causes Lavos to change barriers. The attack he uses is the magic type he is weak to (uses Fire II, he's weak to fire moves, and so on). After a little bit of damage he'll lower his defenses completely to charge for Dark Matter. Smash him with everything you've got to so you hopefully won't have to endure the damage it causes. Black Tyranno--The left bit is Azala. She needs to be killed first, and it should only take a few magic moves to do so. Once killed, wait for the message to appear saying "Lowers Defense and begins storing power". Go all out on Lavos's head at this point. You should be able to kill it before the countdown reaches 0 and the powerful magic attack Tyranno Flame gets used. Giga Gaia--The left and right pods represent Giga Gaia's hands. Use Falcon Strike or a hit-all move to smash them off quickly, then go all out on Giga Gaia. He doesn't have a ton of HP, so he should fall very quickly after a few strong attacks. After killing the last boss, you'll have one last chance to heal before you fight Lavos for real. =========================================================================== =========================================================================== 227-Lavos (Shell form) HP-10000 Defense-127/Magic Defense-50 Techs: Rain Destruction Lavos Needle Chaos Zone (Confuse) Earth Quake Location--??? ---------------------------- Lavos starts right off using Destruction Rains from the Heavens, causing massive damage to your entire team. He uses this move rarely from that point on, so take the time to heal. Chaos Zone does very little damage, but obviously causes confusion if you don't have one of those awesome status effect-immunity armors/helms equipped. Lavos Needle will do around 300 damage to a single member of the party, and Earth Quake harms everyone for a moderate amount. There's honestly not much else to say about this fight as you're just using your strongest attacks against a single head. =========================================================================== =========================================================================== 228, 229, 230-Lavos (Body form) Lavos Body HP-20000 Left Arm HP-12000 Right Arm HP-8500 Lavos Body Defense-255/Magic Defense-100 Left and Right Arm Defense-127/Magic Defense-100 Lavos Body Techs: Lavos Body Combos: Fire Dance Laser Beams Dark Will Umbral Embrace (Poisons) Flames of War (Fire Tech) Evil Emanation (Raises Attack) Dark Flame's Embrace Left/Right Hand Techs: Left/Right Hand Combos: Lunate Barrage Laser Beams Life Grip (Restores Body's HP) Curse (Nullifies status immunity) Immobilize (Stop) Location--Below Lavos's Shell ---------------------------- This fight is much, much harder. Lavos's nipple lasers activate right at the start of the battle and it's impossible to get a move in before they fire. This attack does twice as much damage as Destruction Rains from the Heavens does. Immediately heal the damage, as like that move he uses his lasers very, very rarely. Now, both arms have the same attacks. The Right arm (Lavos's right, your left) has lower HP, so naturally you will want to get that out of the way first to ease the pain you'll be enduring through the fight. Powerful hit- all attacks also work quite nicely, as they'll hit both arms for quite a good amount of damage. Falcon Strike is great for hitting the arms as well, and so are hit-all Triple Techs such as Twister. When the Right Arm is down, focus on the Left Arm, naturally. If you had been using hit-all attacks, its HP should be drained a bit already, so just a little more and it will fall as well. The Arms don't get revived, so pressure in this fight is definitely alleviated a bit when one is dead. The nipple lasers also can't fire if one of the Arms is dead. The remaining Arm will likely use its more annoying Techs now. Curse does a decent amount of damage and nullfies status immunity to whoever it hits. It'll likely follow up with Immobilize, so cure it with a Panacea quickly. Once both Arms are killed, the Lavos Body will lower it's defenses. It'll also now start using it's primary Techs. All of his attacks are quite painful, and if he uses Evil Emanation you'll probably want to end the fight not long after that (although by the time he uses it you should be close to victory). Dark Flame's Embrace is his strongest attack, and will probably one shot someone on your team, if not everyone. It easily does 500+ damage to everyone. Use Athenian Waters and Hi-Potions after the attack to get everyone back to high HP. Lavos generally loops through his Tech list, so he'll use a few weaker Techs before going gung-ho on Dark Flame's Embrace. Use the time to stay at high HP, and make sure you're still at high HP when you strike the finishing blow. =========================================================================== =========================================================================== 231, 232, 233-Lavos Core Lavos Core HP-30000 Lavos Pod HP-2000 Center Pod HP-10000 Lavos Core Defense-255/Magic Defense-100 Lavos and Center Pod Defense-127/Magic Defense-100 Magic: Lavos Pod absorbs all magic types Lavos Core Techs: Everyone's Combos: Temporal Shift Unholy Light (Slow) Obliterate Negate Resurrect (Revives Pods) Lavos Pod Techs: Center Pod: Obliterate Suppress Negate Heavenly Tears (Light Tech) Curse (Nullifies status immunity) Diabolic Whispers (Random status effect) Heal Demon Star (Halves HP) Evil Touch (Absorbs MP) Grandstone (Ultimate physical attack) Dreamreaver (Ultimate magic attack) Location--I have no idea ---------------------------- This is it. The Final Final Final Boss. And boy does it make little sense. The small pod on the right is the actual Lavos Core. Once it dies, Lavos is gone for good. Of course, draining its 30000 HP isn't going to be very easy, and it has those insane defenses... Firstly, you must destroy one of the other pods. Doesn't matter which. The Lavos Pod has a mere 2000 HP, but it absorbs all magic attacks. Even so, a single Frenzy Tech from Crono takes it down, and if you don't have that then one or two physical Techs will destroy the pod. In the interim, try damaging the Center Pod but don't waste a whole lot of MP doing so. A little bit after destroying a pod, the Lavos Core will lower its defenses in preparation for reviving the pods. Smack it with everything you have. You can get 6-11 attacks in before the pods revive. When the pods revive, the Lavos Core's defenses will still be lowered for a short period of time, so don't stop attacking until the message saying it restores its defenses appears. This process repeats until you've drained the Lavos Core's HP, and Lavos is no more. As far as Lavos's attacks, they're strong. Very strong. The Core honestly can't do much (thank goodness), and the Lavos Pod doesn't have terribly bad attacks. It's the Center Pod and its high HP goodness that's the main threat. It rarely uses its Ultimate Attacks, which totally obliterate your team if hit. Heal right away, naturally. Hopefully you won't have been hit by Curse so if you have status immune armor his Diabolic Whisper will be of no effect. Demon Star is annoying, but a little healing can get past that. Grandstone, Lavos's ultimate physical attack, is insanely powerful. It'll do 500+ to your entire party, making it less threatening than Dreamreaver, but the damage is so significant you'll want to heal right away. Temporal Shift changes the background to that of a random era you've visited. I'm not entirely sure what it does (nobody really is, actually). I think it somewhat effects the Center Pod's attack pattern, and it sometimes drains a little HP without the damage dealt appearing over your head, usually just 5-25 of it. It's an odd move. Don't be afraid to use any Megalixirs you've acquired through the sidequests. Their effects are lifesavers in many situations, especially after Dreamreaver, which is a team raper for sure. That move will do around 700+ damage to everyone. Ultimately, stay above 700 HP at all costs. I can say that with certainty-- as I'm writing this fight I lost when the core has but 800 HP left. And it was Dreamraper that did me in. Don't let that happen to you. Not to mention it just loves stacking on damage. Just stay at high HP and guzzle down Megalixirs when in a pinch. =========================================================================== =========================================================================== 234-Goldhammer HP-5800 Defense-220/Magic Defense-70 Exp-2000/TP-0/G-10000 Techs: Counters: Gold Hammer Rush (Lowers HP to 1) Boulder Thrash Location--Millennia Wood ---------------------------- Not a terribly hard fight. Goldhammer has pretty bulky defenses, so a lot of your attacks won't be doing a huge amount of damage. The worst part about the fight is that each time he gets hurt his attack power increases. Thusly, ending the fight as quickly as possible with strong Techs, physical or magical, is advised. His base attacks don't do a ton of damage, but they become powerful extremely fast if you keep hitting him with your own attacks. His Rush move lowers the person it hits' HP to 1. He uses it when he is running low on HP. Once he spams Rush as pretty much his only attack hurry up and finish Goldhammer off. =========================================================================== =========================================================================== 235-Nu Guardian HP-6100 Defense-200/Magic Defense-80 Exp-2500/TP-0/G-0 Techs: Counters: Charge Luminaire (Light Tech) Head-butt (Lowers to 1 HP) Dark Matter (Shadow Tech) Flare (Fire Tech) Ice II (Water Tech) Hypnotize Time Freeze Location--Mount Emerald ---------------------------- Headbutt is the move all Nu's have, the one that knocks you to 1 HP. You know the one. He'll counter all magic attacks with a magic counter of the same type (although with Water he goes with Ice). If you use physical moves he will do either Hypnotize or Time Freeze. Thusly, if you keep hitting him with magic attacks he will never get the chance to use one of his normal Techs. That's for the best since Headbutt will ensure the next hit-all magic attack he uses will murder whoever gets hit. Ice II is his weakest counter, while Luminaire is his strongest. Avoid using light magic if you can. Overall the fight will last awhile due to his insane defenses. There's not much you can do about that. Just keep smacking him with magic attacks and you'll never have to worry about Headbutt. Head whenever necessary. =========================================================================== =========================================================================== 236-Nu Master HP-8800 Defense-185/Magic Defense-70 Exp-3800/TP-0/G-0 Magic: Absorbs Shadow Techs: Counters: Devil's Drop (Halves HP) Drain Health (Absorbs HP) Thunderburst (Light Tech) Life Shaver (Sets HP to 1) Death's Rainbow (Insta-kill) Telekinesis Overdrive Location--Mount Emerald ---------------------------- The Nu Master is one hellishly annoying fight. Death's Rainbow, as you can see, is an insta kill attack. He usually doesn't use it often. Usually. Sometimes he does, sometimes you may never see it. Hope it's the latter. You'll constantly be losing health as he'll counter moves with Drain Health. Robo is good for this battle and his Heal Beam. Devil's Drop is an annoying to deal with attack, but it can be healed. He still has the "drop HP to 1" attack. He uses that often from what I've seen. Telekinesis is crazy weak, and I'm unsure what Overdrive does. Never seen him use it. It probably raises his attack power or just does moderate damage to everyone. Stay healed and you'll do fine. =========================================================================== =========================================================================== 237, 238-Archaeofang (Elder and Younger) Elder HP-8000 Younger HP-7500 Elder Defense-155/Magic Defense-60 Younger Defense-160/Magic Defense-55 Both Exp-3100 Magic: Elder is Weak to Water and Absorbs Fire Younger is Weak to Fire and Absrobs Water Elder Techs: Younger Techs: Twin Attack (Shadow Tech) Twin Attack (Shadow Tech) Earthshaker Earthshaker Flare (Fire Tech) Water Surge (Water Tech) Volcano Water II (Water Tech) Dark Matter (Shadow Tech) Snowstorm (Water Tech) Soul Link (Revives) Dark Matter (Shadow Tech) Soul Link (Revives) Both Counters: Osmose (Steals MP) Location--Primeval Fortress ---------------------------- Get out a pad of paper because this is one annoying fight. The trick to this fight is that when one of the Archaeofangs is killed, its partner will revive it to full health. To win the fight you'll need to kill them both before one can revitalize the other. This can be done by killing them both with one attack, or by killing one then killing the other in one or two moves (after that the remaining Archaeofang will have had time to use Revive). If you obtained the Blue Plate and Vest from the Sealed Chest sidequest, they could be put to use here as those annoying Water Techs the Younger has will be harmless. Now, the point of that pad of paper is to keep track of how much damage you've done to each Archaeofang. First use the strongest hit-all attack in your party. Let's say that attack does 1200 damage (for simplicity's sake round damage to the nearest hundred). Once you've dealt about 7000 damage to the elder and 6500 damage to the Younger, bust out that 1200 damage hit-all attack to kill both foes at the same time. That's the goal. You don't want the fight to stall out when they use Soul Link. Keep in mind that the Elder is the red one, and the Younger is the blue one. As for their attacks, they aren't *terribly* powerful. They do about 100 damage each, but they use them constantly since there's two of them. Also, they'll counter every attack with Osmose. The best way to lower their HP quickly is to abuse their magic weaknesses. A strong magic Tech matching their weakness can do close to 2000 damage. Kill them both off at the same time, or one or two moves after one dies, and you should win the fight. =========================================================================== =========================================================================== 239, 240-Master at Arms and Bladesman Master at Arms HP-14500 Bladesman HP-9000 Master at Arms Defense-160/Magic Defense-80 Bladesman Defense-100/Magic Defense-50 Master at Arms Exp-7000 Bladesman Exp-1200 Magic: Master at Arms is Immune to Light Bladesman Absorbs Shadow Master at Arms Techs: Master at Arms Counters: Holy Light (Light Tech) Tsubame Gaeshi Thunder (Light Tech) Flash of Steel Whirlwind Bladesman Techs: Sword Strike Blade Dance Desprate Strike First Aid (Restores HP) Location--Tower of the Ancients ---------------------------- A bit of an annoying fight. Master at Arms is very sturdy with those defenses, so focus primarily on the Bladesman. He has low HP and defenses so he shouldn't take a ton of effort to kill quickly. Try to avoid hit-all attacks because Master-at-Arms will counter every attack with Tsubame Gaeshi, which isn't too powerful but damage dealt can stack up fast. Use just physical attacks against the Bladesman as they deal a lot more damage than magic moves. After a few powerful Techs he'll fall and you'll just be left with Master-at-Arms. Like the Bladesman, use just physical Techs against him. That high magic defense, and an immunity to Light magic, makes it hard to deal damage to him otherwise. His attacks overall aren't terribly hard to handle. He will boost his attack power occasionally with his stance, or do the opposite and raise defense. Flash of Steel is his counter in the defensive stance, and it does a lot more damage than Tsubame Gaeshi. Keep healing and you'll have no problem slowly whittling down his HP. =========================================================================== =========================================================================== 241-Once-King Dalton HP-26000 Defense-110/Magic Defense-72 Exp-6000/TP-0/G-0 Techs: Counters: Iron Sphere (Halves HP) MP Buster (Absorbs all MP) Gale Slash Violent Belch Energy Sphere Scorch (Fire Tech) Deep Freeze (Water Freeze) Plasma (Light Tech) Nether Blast (Shadow Tech) Location--Dimensional Vortex (1000 AD) ---------------------------- Don't take this fight against Dalton lightly. He's far, far more dangerous than his previous two joke encounters. With high magic defense like that, sticking to physical attacks is your best bet. A team of Ayla/Robo/Crono prevails here. Robo and Ayla's Double Tech, Beast Toss, can do a good 5000+ damage to him. Yeah, that's only a few attacks needed to kill him off, hm? Of course, it's not that simple. He busts out MP Buster (no pun intended) after losing a decent chunk of his health. He counters with it, so you'll be constantly drained of your MP. Of course, if you work fast in depleting his HP you likely will skip over the point where he uses it. When he's getting low on HP he'll start spamming his high powered Techs, although at relatively high levels they really shouldn't do a lot of damage. I've never witnessed him use Iron Sphere, but it's clearly his most dangerous attack if it gets used. =========================================================================== =========================================================================== 242-Steel Shade HP-20000 Defense-170/Magic Defense-65 Exp-5000/TP-1/G-0 Magic: Weak to Shadow, Immune to Light Techs: Counters: Gash Gash Energy Blast (Light Tech) Energy Blast (Light Tech) Rend Rend Thunderfall (Light Tech) Scintillation (Light Tech) Location--Dimensional Vortex (1000 AD) ---------------------------- You just got finished beating up Dalton. Whatever tactics you used to kill him quickly simply repeat in this fight. It's not terribly hard. Beast Toss does 3000+ damage, and Frenzy can do about 1200 damage. If you have any Shadow Techs, now would be the time to use them. Crono/Ayla/Robo's Triple Tech can do 3500+ damage. Crazy stuff. All of his attacks are crazy weak, none of them should be doing more than 100 damage to your party. The exception is Scintillation (it's just Luminaire), which he uses when he runs low on HP. This move can do 300+ damage to your party, but at the time he uses it he should be so close to being killed that it should not be an actual threat. =========================================================================== =========================================================================== 243-Alabaster Shade HP-16000 Defense-150/Magic Defense-67 Exp-5000/TP-1/G-0 Magic: Weak to Shadow and Fire, Immune to Water Techs: Counters: Barrage Barrage Icefall (Water Tech) Icefall (Water Tech) Recuperate (Restores HP) Location--Dimensional Vortex (12,000 BC) ---------------------------- A pretty simple fight. Her crossbow is much stronger than Marle's, unless of course you obtained the Venus Bow. All you really need to do is smack her with your strongest Techs. There's no real tricks to this battle. Her Icefall Tech deals about 150 damage to everyone in the party...although by this point in the game your entire team likely has maxed HP out at 999. That's not much of a dent in it, not to mention Marle has a ton of healing moves at her disposal to cleanse any significant damage dealt. Barrage is simply her firing her crossbow at you. It's not a damaging move. Overall, simple fight. Heal whenever necessary and beat the fake Marle into the ground. Although keep attacking mainly since Recuperate heals her for about 2500 HP. =========================================================================== =========================================================================== 244, 245-Crimson Shade and Eggsterminator Crimson Shade HP-12000 Eggsterminator HP-10000 Crimson Shade Defense-150/Magic Defense-78 Eggsterminator Defense-190/Magic Defense-80 Crimson Shade Exp-5000/TP-1/G-0 Eggsterminator Exp-250/TP-0/G-0 Magic: Crimson Shade is Weak to Water and Immune to Fire Eggsterminator is Weak to Fire, Absorbs Shadow, and is Immune to Light Crimson Shade Techs: Eggsterminator Techs: Barrage Poison Mist (Poison) Shadow Fire (Fire Tech) Flashbomb (Blind) Explosion (Fire Tech) Barling Din (Lock) Permeate (Nullifies Status Immunity) Recover (Restores HP) Eggsterminator Counters: Osmose (Absorbs MP) Location--Dimensional Vortex (2300 AD) ---------------------------- A bit of an annoying fight. The Eggsterminator is the real foe here, but don't scoff at such low HP considering how high its defenses are. Lucca should hopefully have Flare, so spam the hell out of that to deal a ton of damage to the Eggsterminator. The most annoying thing about the fight is that it will counter every single attack with Osmose. You'll be drained of your HP really quickly, so keep an eye on it and restore whenever needed. Crimson Shade's moves should not harm your party terribly much. Shadow Fire is simple Fire II, and Explosion is Flare. 200 damage to your entire party at most, but not something that a little healing can't mend. Speaking of which, Eggsterminator's Recover heals itself and Crimson Shade's for 1000 HP. Hence why you'll want to kill the Eggsterminator quickly, so as to stop that damn move from constantly occurring. Crimson Shade herself is quite easy once she's by herself. Bash her with non-Fire magic and physical moves until she falls. =========================================================================== =========================================================================== 246-Dream Devourer HP-32000 Defense-220/Magic Defense-80 (Varies) Magic: Varies between different phases Techs: Counters: ??? ??? Location--Time's Eclipse ---------------------------- Okay, let's get one thing straight about the superboss. He has two phases, and he switches between them as he takes damage. The Techs he uses in them also change, and since they are not listed in the Bestiary their actual names are taken right from the battle. He also has a secret phase that only occurs when one member of your team is left standing. Regardless, let's settle this. The first phase is relatively simple to understand. His main attack is to "Devour dreams from another dimension", dealing about 200 damage to the whole party. He uses it before anybody can get an attack in. Dream Devourer doesn't have any other forms. It's just a straight up 32000 HP boss. From here on out you'll want to bash it with every strong move in your aresenal. Give it all hell. He will counter every non-magic attack with Mana Reaver, which swipes away all of your MP. As such, stick strictly to magic attacks. You need to be doing damage to this guy constantly, and this is realistically your only way. He'll also use Mana Reaver as a normal attack occasionally, making chugging down Hi-Ethers a constant priority for your team. Dreambind inflicts Stop on one member of the party, but at this point you should be wearing status immunity equipment, making it a moot attack. He has Curse much like Lavos, so if he chooses to use it then your status immunity equipment is pointless. His Incinerate attack is a bit more powerful than Flare, dealing 250+ damage to your entire party. Likewise, Heavenly Peel is similar to Luminaire, only a bit more powerful. Life Reaver does an insane amount of damage to one character, but it and Curse (described earlier) will be thrown into his movepool when he's lost around 10000 HP. Other moves he has is Starfall, which does a ton of damage to a single character. Gravity Sphere will do a decent amount of damage to your entire party. Once you've drained about half of his health, he'll switch to the second phase. He starts this by "Lowers Defense and begins storing power." You can't possibly miss that notice. Now, he absorbs all magic types, so you will have to stick with physical attacks. Take this time to pound on him with strong physical moves, but more importantly make sure your entire team has a ton of HP. He counters all attacks with Chaos Zone, dealing about 100 damage to your entire party. After a few attacks Dream Devourer will use "The End of All and Nothing", a souped up version of Destruction Rains from the Heavens. He keeps his Life Reaver and Starfall moves, now gaining Supernova (with mimics Luminaire in the aspect that it'll hit your entire party for a lot of damage), Ice Lance (simply Ice II, probably his weakest attack), and Pandemonium (deals a low amount of damage to your whole party). Oh, it also has Phantasm. One of his strongest attacks, it deals a ton of magical damage to your entire party. Now, the general strategy at this point is, again, pound on him with physical attacks. The fight should be over soon as you'll likely being doing a lot more damage than with just magic attacks. Remember to keep healing as he'll always be countering with Chaos Zone. However...if you manage to get knocked down to just one party member, Dream Devourer will change his attack pattern until you have two or all of your team members standing. His four attacks consist of the painful Life Reaver, the powerful Heavenly Peel, the strong Starfall, and the weak Dreambind. He'll counter with Mana Reaver or Chaos Zone depending on which phase he is currently in. Plain and simple, revive one of your allies as soon as possible. Going solo against those moves isn't a smart idea. =========================================================================== --------------------------------------------------------------------------- ~12Ec.Special Enemy Notes~ --------------------------------------------------------------------------- Several enemies have special quips about them that make them hard to find and deeply annoy players with how obscure they are. Although half the time it's your own fault for not exploring. 014-Cyrus He's found in the Northern Ruins in 1000 AD when you first visit it. Once you obtain the carpenter's tools and begin repairing the ruins in 600 AD, he disappears. It's impossible to win this fight--your party will run away after a few attacks. 038-Servant (Crossbow) He's found in the Fiendlord's Keep, in the long room where you get into fights if you walk between the statues. You can avoid these fights if you go around these statues...but the last fights have this enemy in them. If you avoid them you obviously aren't going to be fighting him. 040-Save Point Also Fiendlord's Keep, when you reach the room where Ozzie drops you into a lower room if you walk on certain space, there are four save points. Two of them are actually this enemy, one is a real save, the last is a warp back to the pitfall room with Ozzie/ 049-Fallen + Soul Annoying because the requirements for this enemy are very obscure. In the Northern Ruins/Hero's Grave, the last room holds Fallens and Souls. Get into a fight against them and kill foes so there's a single Fallen and a single Soul left. Wait a bit and they will merge to Fallen + Soul (although when you attack the foe his name will just appear as Fallen, but his sprite is a yellow Fallen and it appears in the Bestiary as this foe). 082-Red Eaglet I'm shocked it's actually possible to miss this considering the amount of forced fights with Golden Eaglets. Well, when a Golden Eaglet is low on HP it turns into a Red Eaglet. No, at high levels it's still possible to not kill it! Either put the Nu Arcana on an attacker and hope it activates, bringing the Golden Eaglet to 1 HP (thereby making it turn Red), or equip Marle with her weakest, default bow which does such pitiful damage the Eaglet should still change colors. 087-Rafflesia In the near first room of Reptite Lair there's a hole you can fall in. If you wait a bit the Weevils in the room create additional holes. Several of these holes lead to this enemy. 110-Turret On the Blackbird when you leave the inside and are on its wing, these are the enemies you probably avoided thinking they'd do something bad. At least that was my train of thought. C'mon, I can't be the only one who did this. 131-Spekkio Spekkio has six different forms, changing depending on the highest leveled character in the party that enters his room. You'll likely never spot his first form as it only appears when nobody in your party exceeds level 9. If you defeat a higher form of Spekkio, his previous forms you missed also get added to the Bestiary. As for his final form, #131, someone in your party must be level 99. 135-Wonder Rock The big one himself. This foe, superior to a Rubble in terms of Exp, TP, and G handed out after victory, is found in only three places. It can be found in the second area of Mt. Emerald in 600 AD, relatively close to the summit, the middle of Millennia Wood in 600 AD, or in Frozen Cliffs in the Dimensional Vortex. For the last one, the area it spawns at is down a bunch of ladders just to the left of the slide that dumps you onto the slippery slope. You know the one. Despite not having a Charmable item in the Bestiary, Ayla can charm the Lumicite Shard from it (you also get that from killing it). The item can be used in the Lost Sanctum. --------------------------------------------------------------------------- ~12F.Item Encyclopedia --------------------------------------------------------------------------- It's like the Bestiary. Only with items! Similar format, this time listing the item, effects, shops, chests, and enemies the item can be found. For some items I'll ignore those sections and use the space to describe the event you may get the item from. In the Enemies collumn, if the enemy has a (C) next to it, the foe gives that item when Charmed. Also, remember that a lot of items are available only for a limited time. For instance, the five foods in the 65,000,000 BC Lost Sanctum can only be obtained during the sidequest where you must obtain them. Afterwards you will need to start a NG+ to have a shot at them again. Also the trades in the Ioka Hut in the same era only last a limited time through the game. Do the trades ASAP! *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 001*Potion *Restores 50 HP *Leene Sq.*Manolia C.* Amanita * 002*Mid-Potion *Restores 200 HP *Trann Do.*Prison To.* Boundillo * 003*Hi-Potion *Restores 500 HP * Kajar *Reptite L.* Mutant * 004*Ether *Restores 10 MP * Kajar *Prison To.*Dondrago(C)* 005*Mid-Ether *Restores 30 MP *Sur.Vill.*Manolia C.* Sorcerer * 006*Hi-Ether *Restores 60 MP *Black Om.*Sunken De.* Ghost Kni.* 007*Elixir *Fully restores HP/MP *Lost San.*Guar.Castl* Fangbeast * 008*Turbo Ether *Fully restores MP *Black Om.*Nor. Ruins* Cybot * 009*Megalixir *Res. HP/MP of party *Lost San.*Black Omen*Yakra XIII * 010*Panacea *Cures status ailment *Leene Sq.*Manolia C.* Bellbird * 011*Athenian Water *Revives KO'd ally *Leene Sq.*Manolia C.* Viper * 012*Shelter *Re. all HP/MP at save*Leene Sq.*Manolia C.* * 013*Ambrosia *Restores HP or MP * * * Gato(C) * 014*Lapis *Res. 200 HP to party * *Fiend.Keep*Vilepillar * 015*Barrier Sphere *Raises Magic Defense *Lost San.*Fiend.Keep*Version 4.0* *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 016*Shield Sphere *Raises Defense *Lost San.*Mt. of Woe*Devermi. EX* 017*Strength Capsu.*Perm. increase Stre. * *Spak.Spots*Bl. Hulk(C)* 018*Magic Capsule *Perm. increase Magic * *Spak.Spots* Ghaj (C) * 019*Speed Capsule *Perm. increase Speed * *Spak.Spots* Panel (C) * 020*Slops *Mon. restores some HP*Are. Ages* * * 021*Flameclaw *Mons. uses Fire Tech *Are. Ages* * * 022*Seafang *Mons. uses Water Tech*Are. Ages* * * 023*Duskeye *Mons. uses Shad. Tech*Are. Ages* * * 024*Luxwing *Mons. uses Light Tech*Are. Ages* * * 025*Hawk Talon *Raises strangth by 5 *Are. Ages* * * 026*Shield Cloak *Reduces damage done *Are. Ages* * * 027*Feral Wrath *4X damage for crits. *Are. Ages* * * 028*Smoked Meat *Restores 250 HP *65M, Wind. Pas., far left Death.* 029*Dried Mushroom *Cures status ailment *65M, Mt. Em., Exile in sec. half* 030*Sweet Banana *Restores 20 HP *65M, Swamp, for. fight top right* *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 031*Millennia Fruit*Restores 150 HP *65M, Mil.Wood Slate Imp top rig.* 032*Songbird Egg *Restores 40 MP *65M, Mt.Emr. He.Beetle on summit* 033*Mop *Attack +1 (Crono) * * * Nu(C) * 034*Wooden Sword *Attack +3 (Crono) *Crono's starting sword * 035*Bronze Blade *Attack +7 (Crono) *Leene Sq.* * * 036*Steel Saber *Attack +15 (Crono) * Truce *Man.Cathe.* * 037*Silver Sword *Attack +20 (Crono) *Leene Sq.*Prison To.* * 038*Thunder Blade *Attack +25 (Crono) * *Aban.Sewer* * 039*Crimson Blade *Attack +30 (Crono) * Truce * * * 040*Mammoth Tusk *Attack +40 (Crono) *65M Trade Hut-3 Fangs+ 3 Horns * 041*Slasher *Attack +43 (Crono) *Obtained once you defeat Slash * 042*Primeval Blade *Attack +70 (Crono) * * *Megasaur(C)* 043*Zanmato *A+90(C)/X1.5 mag. mon* Algetty * * * 044*Vajra Sword *Attack +110 (Crono) * Kajar * *Bomb.Brd(C)* 045*Empyrean Blade *Attack +125 (Crono) *Sur.Vill.*Ocean Pal.* * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 046*Yaksha Blade *Attack +135 (Crono) * *Death Peak* * 047*Swallow *Attack +145 (Crono) *Chest choice in Forest Ruins * 048*Onimaru *Attack +150 (Crono) *Seal chest in North. Ruins 600AD* 049*Slasher II *Attack +155 (Crono) * * *Su.Slash(C)* 050*Icewyrm *Attack +160 (Crono) *Obtained in Lost Sanctum * 051*Suzaku *Attack +170 (Crono) *Seal chest in Nor. Ruins 1000AD * 052*Rainbow *Attack +220 (Crono) *Complete Rainbow Shell sidequest* 053*Dreamseaker *Attack +240 (Crono) *Defeat Dream Devourer * 054*Bronze Bowgun *Attack + 3 (Marle) *Marle starts off with this * 055*Iron Bowgun *Attack +15 (Marle) * Truce * * 056*Silver Bow *Attack +20 (Marle) * * Site 16 * * 057*Bandit's Bow *Attack +25 (Marle) * Truce *Dere.Fact.* * 058*Shaman's Bow *Attack +40 (Marle) *65M Trade Hut-3 Petals + 3 Horns* 059*Dreamstone Bow *Attack +60 (Marle) * * *Raffles.(C)* 060*Comet Bow *Attack +80 (Marle) * Algetty * * * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 061*Sonic Bow *Attack +100 (Marle) *Sur.Vill.*Ocean Pal.* * 062*Siren's Kiss *Attack +140 (Marle) *Seal chest in North. Ruins 600AD* 063*Stardust Bow *Attack +150 (Marle) * *Prim. For.* * 064*Valkyrie Bow *Attack +180 (Marle) *Seal chest in Nor. Ruins 1000AD * 065*Venus Bow *Always 777 dmg (Mar) * *Dim.Vortex* * 066*Airgun *Attack +5 (Lucca) *Lucca's starting equipment * 067*Pea Shooter *Attack +7 (Lucca) * Truce * * * 068*Pocket Blaster *Attack +15 (Lucca) *Trann Do.* * * 069*Plasma Gun *At+25(Lu)/Stop on Ro.* Truce *Dere.Fact.* * 070*Ruby Gun *Attack +40 (Lucca) *65M Trade Hut-3 Petals + 3 Fangs* 071*Dreamstone Gun *Attack +60 (Lucca) * * *A.Weevil(C)* 072*Megablaster *Attack +80 (Lucca) * Algetty * * * 073*Shockwave *Attack +110 (Lucca) *Surv.Vill*Ocean Pal.* * 075*Turboshot *Att +140(Lu)/Speed +3* *Prim. For.* * 075*Wondershot *Att +250(Lu)/Rand.Dmg*Obtained from Sun Stone sideqst * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 076*Spellslinger *Dmg last MP digit (L)* * Volcano * * 077*Tin Arm *Attack +20 (Robo) *Robo's starting equpment * 078*Hammer Arm *Attack +25 (Robo) *Melchior *Dere. Fact* * 079*Mirage Hand *Attack +30 (Robo) *65M Trade Hut * 080*Stone Arm *Attack +40 (Robo) *65M Trade Hut-3 Petals + 3 Feat.* 081*Death Claw *Attack +50 (Robo) * *Fien. Keep* * 082*Magma Hand *Attack +70 (Robo) * * *Reptite (C)* 083*Megaton Arm *Attack +90 (Robo) * Algetty * * * 084*Heavy Hand *Attack +105 (Robo) * Kajar * *Gargoyle(C)* 085*Kaiser Arm *Attack +120 (Robo) *Sur. Vill*Ocean Pal.* * 086*Gigaton Arm *Attack +135 (Robo) * *Death Peak* * 087*Teraton Arm *Attack +150 (Robo) *Complete the Geno Dome sidequest* 088*Dragon Arm *Attack +170 (Robo) *Obtained in Lost Sanctum * 089*Crisis Arm *(Robo)Dmg is last HP#*Complete the Geno Dome sidequest* 090*Apocalypse Arm *Crits deal 9999(Robo)*Chest in Temporal Research Lab * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 091*Bronze Sword *Attack +6 (Frog) *Frog's starting equipment * 092*Iron Sword *Attack +10 (Frog) * *Mano.Cath.* * 093*Masamune *Attack +75 (Frog) *Obtained when you open Magic Ca.* 094*Radiant Blade *Attack +90 (Frog) * Algetty * * * 095*Smiter's Blade *At+105(F)/X1.5mag.mon* Kajar *Ocean Pal.* * 096*Rune Blade *At+120(Frog)/Magic +4*Surv.Vill*Ocean Pal.* * 097*Demonslayer *At+120(F)/X2 magi.mon* *Ocean Pal.* * 098*Brave Sword *Attack +135 (Frog) * *Death Peak* * 099*Dinoblade *Attack +160 (Frog) * *Tow.Ancnts* * 100*Masamune *Attack +200 (Frog) *Obtained in Hero's Grave sidqust* 101*Fist *Ayla's wpn Lv. 1-23 * * * * 102*Fist *Ayla's wpn Lv. 24-47 * * * * 103*Fist *Ayla's wpn Lv. 48-71 * * * * 104*Iron Fist *Ayla 72-96, can cfuse* * * * 105*Bronze Fist *Ayla 96+, 9999 crits * * * * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 106*Moonfall Scythe*Attack +120 (Magus) *Magus's starting equipment * 107*Headman's Scyth*Attack +135 (Magus) *Surv.Vill* * * 108*Hadean Sickle *Attack +150 (Magus) * *Death Peak* * 109*Judgment Scythe*A+155(Mag)/Infl. Stop*Obtained in Lost Sanctum * 110*Doom Scythe *A+160(Mag)/Dmg+ for allies KO'd*Ozzie's F.* * 111*Dreamreaper *A+180(Mag)/X4 dmg for crit hits*Dim.Vortex* * 112*Broken Blade * *Obtained from beating Masa&Mune * 113*Broken Hilt * *Obtained from Frog in Cur. Woods* 114*Masamune * *Obtained in Melchior's Cabin * 115*Hide Cap *Defense +3 *Crono, Marle, Lucca's start with* 116*Bronze Helm *Defense +8 *Leene Sq.* * * 117*Iron Helm *Defense +14 *Trann Do.* * * 118*Porrean Beret *Defense +14 * Porre * * * 119*Golden Helm *Defense +18 * *Denad.Mts.* * 120*Stone Helm *Defense +20 *65M Trade Hut-3 Horns + 3 Feath.* *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 121*Triceratopper *Defense +23 * *Tyran.Lair* * 122*Taban's Helm *Defense +24 *Talk to Taban late in game * 123*Radiant Helm *Defense +25 * Algetty * * * 124*Platinum Helm *Defense +29 * Kajar *Mt. of Woe* * 125*Doom Helm *Defense +29 *Magus's starting equipment * 126*Clarity Cap *Defense +30/Cfse imm.*Fion.Shr.*Ozzie's F.* * 127*Memory Cap *Defense +30/Lock imm.*Fion.Shr.*Sunk.Desrt* * 128*Time Hat *Def+30/Stop+Slow imm.*Fion.Shr.*Mt. of Woe* * 129*Aeonian Helm *Defense +39 *Surv.Vill*Ocean Pal.* * 130*Dark Helm *De+35/Half Shadow dmg* *Death Peak* * 131*Haste Helm *Def+35/Auto-Haste * *Black Omen*El.La.Sp(C)* 132*Rainbow Helm *De+35/Half Light dmg * *Lost Sanc.*Mudbeast(C)* 133*Mermaid Helm *De+35/Half Water dmg * *Lost Sanc.*Bl.Mudb.(C)* 134*Vigilant's Hat *De+36/Status immunity*Fion.Shr.*Black Omen*M.Mutant(C)* 135*Guardian Helm *Def+38/Auto-Protect *Obtain from Forest Ruins * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 136*Prismatic Helm *D+40/MD+9,Status Imm.*Complete Rainbow Shell sidequest* 137*Gloom Helm *Def+42/Status Immuni.* *Ozzie's F.* * 138*Ozzie Pants *Def+45/Cfuses wearer * * *Ozzie G.(C)* 139*Dragonhead *Defen+36/Strength +5 *Lost San.*Lost Sanc.* * 140*Reptite Tiara *Def+35/Magic +5 *Lost San.*Lost Sanc.* * 141*Master's Crown *D+40/Dmg boost,St.Imm* *Dim.Vortex* * 142*Angel's Tiara *D+36/Au-Haste, St.Imm* *Dim.Vortex* * 143*Hide Tunic *Defense +5 *Crono and Marle's starting equip* 144*Padded Vest *Defense +10 * Truce * * * 145*Bronze Armor *Defense +16 * Porre *Pri.Towers* * 146*Maiden's Suit *Defense +18 * Truce *Mano.Cath.* * 147*Iron Suit *Defense +25 *Trann Do.* * * 148*Titanium Vest *Defense +32 * Truce *Dere.Fact.* * 149*Taban's Vest *De+33/Spd+2,Half Fire*Talk to Taban late in game * 150*Golden Suit *Defense +39 * Porre *Denad.Mts.* * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 151*Ruby Vest *Def+45/Halves Fire *65M Trade Hut-3 Fangs + 3 Feats.* 152*Dark Mail *Defense +45/MD+5 * *Fiend.Keep* * 153*White Vest *Def+45/Abso. 50% Lig.*Seal. C. in Porre+May.Manor(600)* 154*Black Vest *Def+45/Abso. 50% Sha.*Seal. C. in Porre+May.Manor(600)* 155*Blue Vest *Def+45/Abso. 50% Wat.*Seal Chest in Truce Inn (600) * 156*Red Vest *Def+45/Abso. 50% Fire*Seal Chest in Gua. Castle (600) * 157*Mesozoic Mail *Defense +52 * *Dactyl Ne.* * 158*Mist Robe *Defense +54 * *Fiend.Keep* * 159*Luminous Robe *Defense +63/MD +5 * Medina *Seal C. in Arris Dome * 160*Radiant Plate *Defense +64 * Algetty * * * 161*White Plate *Def+70/Absorbs Light *Seal Ch. in Mayor's Manor (1000)* 162*Black Plate *Def+70/Absorbs Shadow*Seal Ch. in Mayor's Manor (1000)* 163*Blue Plate *Def+70/Absorbs Water *Seal Ch. in Truce Inn (1000) * 164*Red Plate *Def+70/Absorbs Fire *Seal Ch. Gua. Castle (1000) * 165*Platinum Vest *Defense +71 * Kajar *Mt. of Woe* * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 166*Aeonian Suit *Defense +75 *Surv.Vill*Ocean Pal.* * 167*Raven Armor *Defense +76 *Magus's starting equipment * 168*Ruby Armor *D+78/Red. Fire to 20%*65M Trading Hut-10 of all items * 169*Taban's Suit *D+79/Spd+3, Half Fire*Talk to Taban late in the game * 170*Zodiac Cape *Defense +80/MD +10 * *Black Omen* * 171*Nova Armor *Defense +82/Stat Imm.*Seal Chest in North. Ruins (600)* 172*Reptite Dress *Defense +82/Magic +10*Lost San.*Lost Sanc.* * 173*Dragon Armor *Defense +83/Stre. +10*Lost San.*Lost Sanc.* * 174*Gloom Cape *Defense +84 * *Ozzie's F.* * 175*Moonbeam Armor *Defense +85/MD +10 *Seal Chest in Nor. Ruins (1000) * 176*Saurian Leather*Def +88/Spd+3, Str+3 *Obtained in the Lost Sanctum * 177*Regal Plate *Def+88/Stam+10, MD+10*Chest in Temporal Research Lab * 178*Regal Gown *Def+90/Auto Pro+Barr.* *Fro.Cliffs* * 179*Shadowplume Ro.*Def+90/Aut-Bar.,MD+10* *Fro.Cliffs* * 180*Elemental Aegis*Def+92/Elemental Imm.*Obtained in the Lost Sanctum * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 181*Prismatic Dress*Defense +99/Auto-Bar.*Obtained from Rainbow S. sidqust* 182*Headband *Speed +1 *Crono's starting equipment * 183*Ribbon *Accuracy +2 *Marle's starting equipment * 184*Power Glove *Strength +2 * *Truce Can.* * 185*Guardian Bangle*Stamina +2 * *Mano.Cath.* * 186*Magic Scarf *Magic +2 * *Heckran C.* * 187*Schala's Amulet*Status Immunity *Magus's starting equipment * 188*Speed Ring *Speed +3 * *Heckran C.* * 189*Acuity Ring *Accuracy +10 * *Arris Dome* * 190*Power Ring *Strength +6 *Sealed chest in Gu.Forest (1000)* 191*Magic Ring *Magic +6 * *Magic Cave* * 192*Barrier Ring *Magic Defense +10 * *Heckran C.*G.Mutant(C)* 193*Silver Earring *Max HP +25% * *Dena. Mts.* * 194*Golden Earring *Max HP +50% * *Arris Dome*Synchri.(C)* 195*Silver Stud *50% MP Costs * *Dena. Mts.* * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 196*Golden Stud *25% MP Costs *Sealed chest in Trann Dome * 197*Sight Scope *Reveals enemy HP *Lucca's starting equipment * 198*Alluring Top *Charm rate increases *Sealed chest in Trann Dome * 199*Rage Band *Counter rate 50% * *Aban.Sewer* * 200*Wrath Band *Counter rate 80% * *Giant's C.* * 201*Third Eye *Doubles evasion * * *Nizbel (C) * 202*Workman's Wall.*Converts Exp to G *Sealed chest in Bangor Dome * 203*Green Dream *Auto-revive (One use)*Complete Fiona's Desert sidequst* 204*Berserker Ring *Au-Pro,Uncontrollable* * Site 16 * * 205*Power Scarf *Strength +4 *Ayla's starting equipment * 206*Speed Belt *Speed +2 * *Mano.Cath.* * 207*Black Gemstone *Enables Eternal Darkness, found in Kajar hidden room * 208*Blue Gemstone *Enables Omega Flare, found in Giant's Claw chest * 209*Silver Gemstone*Enables Spin Strike, Nu in Laruba Ruins hands it over * 210*White Gemstone *Enables Poyozo Dance, found in Black Omen chest * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 211*Golden Gemstone*Enables Master Mune, see bottom of Dojo for details * 212*Hero's Badge *Masamune critcal up *Obtained from Tata * 213*Muscle Ring *Stamina +6 * *Sunken De.*T.Mutant(C)* 214*Flea Bustier *Magic Defense +12 * * *Div.Flea(C)* 215*Magic Crest *Magic and M. Def +5 * *Black Omen* * 216*Power Crest *Str and Stam +10 * *Black Omen*T.Mutant(C)* 217*Sunglasses *Damage boost *Complete Sun Stone sidequest * 218*Prism Specta. *Massive damage boost *Complete Rainbow Shell sidequest* 219*Valor Crest *Crit up, counter 50% *Obtained in the Lost Sanctum * 220*Champion's Bad.*Half MP cost, Crit up*Obtained in the Lost Sanctum * 221*Dragon's Tear *Critical rate up *Obtained in the Lost Sanctum * 222*Nu Arcana *May set foe's HP to 1*Won in the Arena of the Ages * 223*Uranian Mirror *25% non-Light counter*Won in the Arena of the Ages * 224*Pontic Mirror *25% non-Water counter*Won in the Arena of the Ages * 225*Prometh. Mirror*25% non-Fire counter *Won in the Arena of the Ages * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 226*Hadean Mirror *25% non-Shad counter *Won in the Arena of the Ages * 227*Aresian Mirror *25% non-Phys counter *Won in the Arena of the Ages * 228*Petal *Used in trades * * * Reptite * 229*Fang *Used in trades * * * Bao Bao * 230*Horn *Used in trades * * *Cr.Splinter* 231*Feather *Used in trades * * *Gold.Eaglet* 232*Seed *Discovered in storage*Obtained in Arris Dome * 233*Jetbike Key *Starts Joan's jetbike*Obtained from Joan after Seed * 234*Pendant * *Obtained when you Marle joins * 235*Gate Key *Allows Time Gate use *Obtained when Lucca joins in 600* 236*Rainbow Shard *Used in King's trial *Obtained when King is on trial * 237*Chrono Trigger *Can conjure miracles *Obtained from Gaspar * 238*Carpenter's To.*Tools used to repair *Obtained in Hero's Grave sidequ.* 239*Spiced Jerky *Jerky people like *Obtained in Sun Stone sidequest * 240*Dreamstone *Used to fix Masamune *Obtained from Ayla in game * *************************************************************************** ###* Name * Effects * Shops * Chests * Enemies * 241*Race Recorder *Records race points * * Site 32 * * 242*Moon Stone *A dark stone *Obtained in Sun Stone sidequest * 243*Sun Stone *A brilliant stone *Obtained in Sun Stone sidequest * 244*Ruby Knife *A knife with energy *Obtained in Algetty * 245*Yakra's Key *Used to open a chest *Yakra XIII drops it in courtroom* 246*Doppel Doll *A replica of a person*Win it in Leene Square * 247*Toma's Spirits *A bottle of spirits *Obtain from Toma in Tavern (600)* 248*Golden Sand *Lovely golden sand *Obtained in the Lost Sanctum * 249*Golden Hammer *A study hammer *Obtained in the Lost Sanctum * 250*Prismastone *A mysterious stone *Obtained in the Lost Sanctum * 251*Saintstone *A glowing gem *Obtained in the Lost Sanctum * 252*Reptmark *Legendary talisman *Obtained in the Lost Sanctum * 253*Waystone *Shining stone *Obtained in the Lost Sanctum * 254*Godwood *Ancient lumber *Obtained in the Lost Sanctum * 255*Steel Ingot *Lump of fine steel *Obtained in the Lost Sanctum * 256*Sturdy Vines *Stout vines *Obtained in the Lost Sanctum * 257*Hearty Lunch *Nutritious lunch *Obtained in the Lost Sanctum * 258*Rusted Blade *A useless blade *Obtained in the Lost Sanctum * 259*Lumicite Shard *A rare mineral *Charm it from a Wonder Rock * --------------------------------------------------------------------------- ~12G.Ending Log~ --------------------------------------------------------------------------- A simple list of the 13 endings and their requirements. The endings themselves are NOT spoiled in any way. Enjoy them for yourselves. Sadly you cannot replay the endings in this menu, only view the requirements and a picture of a scene from the ending. Ending 01-Beyond Time The standard ending to game, you get this by defeating Lavos after reviving Crono at Death Peak. **The ending is altered a little bit depending if you destroyed the Epoch by warping to 1999 AD instead of using the bucket or fighting in the Black Omen. Ending 02-Reunion A depressing ending, yet one that makes sense, this is obtained by killing Lavos while Crono is dead. **Like with Ending 01, this ending also depends if the Epoch is destroyed or not. Ending 03-The Dream Project The oddest (but possibly most hilarious) ending, you must defeat Lavos using the right telepod as soon as you start the game, or defeat Lavos in the forced fight at the Ocean Palace. Ending 04-The Successor of Guardia Use the right telepod to defeat Lavos once you return to the present after your first trip to 600 AD, but before you reach the End of Time for the first time. Ending 05-Good Night The worst ending that makes no sense, use the bucket to defeat Lavos as soon as you reach the End of Time, but before returning to 600 AD to progress the story. Ending 06-The Legendary Hero Defeat Lavos once you return to 600 AD, but before you obtain the Hero's Badge. Ending 07-The Unknown Past Defeat Lavos after obtaining the Hero's Badge but before the Gate Key is stolen by the Reptites in 65,000,000 BC. Ending 08-People of the Times Defeat Lavos after obtaining the Gate Key from the Reptites, but before giving the Masamune to Frog. Ending 09-The Oath Defeat Lavos after giving the Masamune back to Frog, but before you fight Magus in the Fiendlord's Keep. Ending 10-Dino Age Defeat Lavos after fighting Magus, but before you fight Azala and the Black Tyranno. Ending 11-What the Prophet Seeks Defeat Lavos after killing Azala and the Black Tyranno, but before you witness Schala opening the sealed door with her pendant. Ending 12-Memory Lane The ending with the shortest time span to obtain, you must defeat Lavos after witnessing Schala open the sealed door with her pendant, but before getting your own pendant powered by the Mammon Machine. Ending 13-Dream's Epilogue Defeat the Dream Devourer in Time's Eclipse. --------------------------------------------------------------------------- ~12H.Treasure Atlas~ --------------------------------------------------------------------------- The Treasure Atlas is a neat tab that allows you to view the contents of every chest, sparkly item, and event item you can obtain in the game, and more specifically, their locations. You will unlock the maps to each era once you've visited each location in each era. For the last one, Bonus Areas, you must complete the Lost Sanctum and the Dimensional Vortex sidequests before it is unlocked. The following are the locations in each era, incase you forgot or you're looking at my Bestiary/Item Encyclopedia and want to know what abbreviation matches which area. Prehistory: Mystic Mountains Ioka Hut Forest Maze Hunting Range Reptite Lair Laruba Ruins Dactyl Nest Tyranno Lair Antiquity: Enhasa Kajar Zeal Palace Terra Cave Mudbeast Den Mountain of Woe Surviving Village Blackbird North Cape Middle Ages: Truce Canyon Truce Inn Guardia Forest Guardia Castle Manolia Cathedral Zenan Bridge Dorino Residence Fiona's Villa Tata's House Porre Elder's House Cursed Woods Denadoro Mountains Magic Cave Fiendlord's Keep Northern Ruins Sunken Desert Giant's Claw Ozzie's Fort Sun Shrine Present: Crono's House Truce Inn Truce Market Truce Mayor's Manor Lucca's House Porre Mayor's Manor Leene Square Guardia Forest Guardia Castle Medina Inn Medina Market Medina Elder's House Forest Ruins Heckran Cave Costal Vortex West Cape Northern Cape Future: Trann Dome Bangor Dome Site 16 Arris Dome Abandoned Sewers Site 32 Proto Dome Derelict Factory Keeper's Dome Death Peak Sun Temple Geno Dome End of Time Black Omen Bonus Areas: Lost Sanctum-Prehistory Lost Sanctum-Middle Ages Dimensional Vortex-Antiquity Dimensional Vortex-Present Dimensional Vortex-Future Time's Eclipse =========================================================================== ~13.Credits~ =========================================================================== You, the reader--Making this whole effort worthwhile Reptobismol--For permission on his Dimensional Vortex guide where I used his room orders yoshi992--My friend, corrected lots of minor errors and made this trip a lot more enjoyable Super Slash--Gave me the names of every save title during various points in the game so I could ensure I wouldn't miss any Copyright Deathborn 668 (2009) not for plagerized usage.