Chrono Trigger Walkthrough v2.0 Ed (Epametheus@hotmail.com) A note to any emulator users: Learn how to turn on Transperancy. For ZSNES, type -v 5 after zsnes next time you run it from DOS (zsnes -v 5), or use the GUI to change the screen mode to 640 X 480. For other emulators, look in the Readme file that came with the emu. If your computer won't allow transperancy, then you'll have to get a VESA 2 driver or play a different ROM. For other games with this problem, hitting the 2 key would remove the layer of background that the fog belongs to. But this can't be done with Chrono Trigger. A couple of other games require transperancy or the use of the 2 key are Final Fantasy 2/4j and Breath of Fire 2. You'll also need to turn on the transperancy effects to get the most out of the graphics. Got that? What's New? (as of September 1, 1999) - Added that notice that you have just read. - Corrected some typos. - Some info has been added. If you see something following a "For the Record" or "Additional Note," odds are that you're reading it. This also includes some missing monster info; if you don't see a Charm item in a monster's description, it's because (1) you'll never get the chance to, or (2) they don't have anything. - Unless something major comes up, this is most likely the final revision. What's new? (as of May 17, 1999) - Approximations of double and triple technique damage much closer to the mark, now. - Information on certain enemy attacks added, and also added some missing bits of enemy info. - Much more definite info on Spekkio in his Nu form. - Some info about Ayla and Magus added. - A few corrections made to the single techniques. ------------------------------------------ I. Characters and powers II. Double Techniques III. Triple Techniques IV. Walkthrough Proper V. Endings VI. Game Genie Codes VII. Credits ----------------------------------------------------------- I. Characters and Powers; * by name of a power designates magic. Water and Ice attacks are considered to be Water elemental. Crono -- The main hero of this game. Element is lightning. Hails from 1000 AD, and for some reason doesn't have any dialogue. Speed is 12, and weapon is the katana. Also, I think that was meant to be an "h" in that name, but Chrono Trigger has a five letter limit on name length. Cyclone -- 2MP -- has an area effect centered on target; does the damage of a normal hit to all victims. Slash -- 2MP -- hits all foes on a straight line from Crono - technically lightning damage. *Lightning -- 2MP -- hits a single foe with a lightning bolt. Spin Cut -- 4MP -- does approximately critical hit damage (double) to target. *Lightning 2 -- 8MP -- Crono hovers in middle of screen and electrocutes all foes. *Life -- 10MP -- revives a fallen character with much more HP than the lousy 50 that a Revive item gives. Confuse -- 12MP -- does approximately quadruple hit damage to target. *Luminaire -- 20MP -- Ultimate lightning spell; massive damage to all foes. Marle -- Is actually Princess Nadia of the kingdom of Guardia, and is the romantic interest. Element is water, and she hails from 1000 AD. Speed is 8, and weapon is the crossbow. Aura -- 1MP -- restores some HP to target. Provoke -- 1MP -- inflicts the Chaos condition on one foe. *Ice -- 2MP -- forms ice block around target. *Cure -- 2MP -- Double strength Aura. *Haste -- 6MP -- cuts wait time of target in half. *Ice 2 -- 8MP -- 2 big blocks of ice slam the battle field and damage all foes. *Cure 2 -- 5MP -- restores target to full HP. *Life 2 -- 15MP -- restores fallen comrade to full HP. Lucca -- Smartest person to be born within centuries, and she knows it. Element is fire, and she hails from 1000 AD. Speed is 7, and weapon is the gun. Flame Toss -- 1MP -- burns all foes on a line between Lucca and the target. Hypno Wave -- 1MP -- puts all foes to sleep. *Fire -- 2MP -- burns target; twice as strong as Flame Toss. Napalm -- 3MP -- area effect centered on target (Lucca throws a grenade) *Protect -- 6MP -- Reduces physical attack damage to target by one third. *Fire 2 -- 8MP -- Burns all foes Mega bomb -- 15MP -- stronger version of Napalm. *Flare -- 20MP -- Ultimate fire spell; burns all foes. Robo -- R-66Y, a.k.a. Prometheus. Robot seeking to prevent the dark future that spawned him. Hails from 2300 AD. Speed is 6, and weapon is the various arm attachments. Rocket Punch -- 1MP -- hits target for normal punch damage + half again. Cure Beam -- 2MP -- restores some HP to target. Laser Spin -- 3MP -- inflicts Shadow damage on all foes. Robo Tackle -- 4MP -- physical attack; damage determined by Magic power. Heal Beam -- 3MP - restores some HP to party. Uzzi Punch -- 12MP -- inflicts approximately triple normal hit damage to target. Area Bomb -- 14 MP -- Burns all foes within area of effect; centered on Robo. Shock -- 17MP -- Electrocutes all foes. Frog -- Formerly Sir Glenn, of the Knights of the Square Table. Got turned into his current half-frog, half-human form by Magus. Happens to be the Legendary Hero. Element is Water, and he hails from 600 AD. Speed is 11, and weapon is the broad sword. Slurp -- 1MP -- restores some HP (less than Aura) to target. Slurp Cut -- 2MP -- does 1.5 X normal attack damage to target; fails if target is immovable. *Water -- 2MP -- damages target with a big popping bubble. *Heal -- 2MP -- restores slightly more HP than Slurp to party. Leap Slash -- 4MP -- does approximately double normal hit damage to target. *Water 2 -- 8MP -- floods battle field; damages all foes. *Cure 2 -- 5MP -- restores target to full HP. Frog Squash -- 15MP -- the less HP, the more damage this does. Does around 3000 at 1 HP. Physical attack to all foes. Ayla -- Former chief of the Ioka; left position to help Crono save the future. Ancestor of Marle. Hails from 65 million BC. Speed is 13, and she uses her bare hands. Fist upgrades to Iron Fist (normal attack power is around 600, and inflicts Chaos on target) around level 72, and to Bronze Fist (normal attack power is now around 800; 9999 damage on a critical hit) around level 99. Once her strength maxes out, her attack power won't increase until her fist upgrades. Kiss -- 1MP -- restores some HP to target. Rollo Kick -- 2MP -- does 1.5 X normal hit damage to target. Cat Attack -- 3MP -- does approximately double normal hit damage to target. Rock Throw -- 4MP -- slightly less than quadruple normal hit damage to target; fails against immovable foes. Charm -- 4MP -- Steal item from target; can fail. Can get some great stuff this way. Tail Spin -- 10MP -- area affect centered on Ayla; non-elemental magic damage. Dino Tail -- 15MP -- same as Frog Squash. Triple Kick -- 20MP -- slightly more than quadrupal normal hit damage to target. Magus -- Wants revenge on Lavos for casting him out of his time period, and for a while also wanted to rule the world. Optional character (you can recruit him or kill him). Element is Shadow, and he hails from 12,000 BC. Speed is 13, and weapon is the scythe. Oddly enough, his maximum magic power is not 99 (**), but is actually higher (around 110, I guess). As to my knowledge, this is the ONLY character that does this. *Lightning 2 -- 8MP -- starting spell *Ice 2 -- 8MP -- starting spell *Fire 2 -- 8MP -- starting spell *Dark Bomb -- 8MP -- shadow damage; effect centered on target. *Magic Wall -- 6MP -- reduces magic damage inflicted on target by one third. *Dark Mist -- 10MP -- slightly more than Dark Bomb damage to all foes. *Black Hole -- 15MP -- instant death area effect attack centered on Magus; usually doesn't work. *Dark Matter -- 20MP -- Ultimate shadow spell; damages all foes. Note that Speed can only be changed by equipping certain items or by use of Speed Tabs. I recommend saving Power and Magic Tabs (and some Speed Tabs) for the end of the game, where they'll be able to have a good effect on the anti-Lavos party. ---------------------------------------------------------------------------- II. Double Techniques -- Magus doesn't have any. Crono and Marle: Aura Whirl -- Aura + Cyclone -- restores some HP to party; slightly stronger than Aura. Ice Sword -- Ice + Spin Cut -- Spin Cut damage + 1.5 X Ice damage as Ice attack to target. Ice Sword 2 -- Ice 2 + Confuse -- combined damage as Ice attack; area effect centered on target. Crono and Lucca: Fire Whirl -- Flame Toss + Cyclone -- combined damage as fire attack in Cyclone area. Fire Sword -- Fire + Spin Cut -- Fire version of Ice Sword. Fire Sword 2 -- Fire 2 + Confuse -- Fire version or Ice Sword 2. Crono and Robo: Rocket Roll -- Cyclone + Laser Spin -- double strength Laser Spin; all foes. Max Cyclone -- Spin Cut + Laser Spin -- double Spincut damage; area effect centered on Robo. Super Volt -- Lighting 2 + Shock -- double Lightning 2 damage + Shock damage to electrocute all foes. Crono and Frog: X Strike -- Slash + Slurp Cut -- Slash damage + double Slurp Cut damage to target (physical attack). Sword Stream -- Spin Cut + Water -- A little less than Spin Cut damage + double Water damage as water attack against target. Spire -- Lightning 2 + Leap Slash -- Leap Slash damage + double Lightning 2 damage as lightning attack against target. Crono and Ayla: Spin Kick -- Cyclone + Rollo Kick -- double Rollo Kick damage to target. Volt Bite -- Lightning + Cat Attack -- double damage Cat Attack; lightning and physical attack. Falcon Hit -- Spin Cut + Rock Throw -- double Spin Cut damage + some to all foes on a horizontal line. Marle and Lucca: Antipode -- Ice + Fire -- combined damage in area effect centered on target (Shadow). Antipode 2 -- Ice 2 + Fire 2 -- 1.5 X combined damage in area effect centered on target (Shadow). Antipode 3 -- Ice 2 + Flare -- Flare damage + double Ice 2 damage as Shadow to all foes. Marle and Robo: Aura Beam -- Aura + Cure Beam -- restores combined HP to party. Ice Tackle -- Ice + Robo Tackle -- double Robo Tackle damage + Ice damage as ice attack to target. Cure Touch -- Cure 2 + Heal Beam -- restores party to full HP. Marle and Frog: Ice Water -- Ice + Water -- combined damage to all foes. Glacier -- Ice 2 + Water 2 -- double Ice Water damage to target. Double Cure -- Cure 2 + Cure 2 -- restores party to full HP. Marle and Ayla: Twin Charm -- Aura + Charm -- same as Charm, but more likely to succeed. Ice Toss -- Ice + Rock Throw -- combined damage as ice attack in area effect centered on target. Cube Toss -- Ice 2 + Rock Throw -- same as Ice Toss, but stronger (Ice 2 damage is doubled). Lucca and Robo: Fire Punch -- Fire + Rocket Punch -- combined damage as fire attack; area centered on target. Fire Tackle -- Fire 2 + Robo Tackle -- Double Robo Tackle damage + Fire 2 damage as fire attack against target. Double Bomb -- Mega Bomb + Area Bomb -- Double damage Area Bomb + Mega Bomb damage (fire attack; area effect centered on Robo). Lucca and Frog: Red Pin -- Fire + Leap Slash -- double damage Leap Slash as fire attack against target. Line Bomb -- Mega Bomb + Leap Slash -- Mega Bomb damage to all foes on horizontal line. Frog Flare -- Flare + Frog Squash -- 1.5 X combined damage; all foes. Lucca and Ayla: Fire Kick -- Fire + Rollo Kick -- Rollo Kick damage + double Fire damage as fire attack against target. Fire Whirl -- Fire 2 + Tail Spin -- double Fire 2 damage + Tail Spin damage as fire attack; all foes. Blaze Kick -- Fire 2 + Triple Kick -- combined damage (double Fire 2) as fire attack against target. Robo and Frog: Blade Toss -- Laser Spin + Leap Slash -- Leap Slash damage + some as physical attack to foes on line from Robo. Bubble Snap -- Water + Robo Tackle -- double Robo Tackle damage as physical attack to target. Cure Wave -- Heal Beam + Cure 2 -- restores party to full HP. Robo and Ayla: Boogie -- Robo Tackle + Charm -- inflict Stop status on foes; can fail. Spin Kick -- Robo Tackle + Rollo Kick -- double damage Rollo Kick to as physical attack to target. Beast Toss -- Uzzi Punch + Rock Throw -- 1.5 X Uzzi Punch damage + Rock Throw damage; fails against immovable foes. Frog and Ayla: Slurp Kiss -- Slurp + Kiss - restores combined HP to party. Bubble Hit -- Water + Rollo Kick -- double Rollo Kick damage as physical attack to target. Drop Kick -- Leap Slash + Triple Kick -- 1.5 X Leap Slash damage + Triple Kick damage to target. ------------------------------------------------------------ III. Triple Techniques -- all involve Crono or one of the Rock accessories. Crono and Marle +: Lucca -- Delta Force -- Lightning 2 + Ice 2 + Fire 2 -- 1.25 X combined damage to all foes. Shadow. Robo -- Life Line -- Cyclone + Life 2 + Heal Beam -- auto revival if reduced to 0 HP; party. Frog -- Arc Impulse -- Spin Cut + Ice 2 + Leap Slash -- combined damage (Ice 2 is double) as ice attack to target. Ayla -- Final Kick -- Lightning 2 + Ice 2 + Triple Kick -- Combined damage (1.5 X Triple Kick damage) to target. Shadow. Crono and Lucca +: Robo -- Fire Zone -- Spin Cut + Laser Spin + Fire 2 -- Max Cyclone with double Fire damage added. Fire. Frog -- Delta Storm -- Lighting 2 + Fire 2 + Water 2 -- 1.25 X combined damage to all foes. Shadow. But weaker then Delta Force, due to Frog's lower Magic rating. Ayla -- Gatling Kick -- Lighting 2 + Fire 2 + Triple Kick -- combined damage (1.5 X Triple Kick damage) to target. Shadow. Crono and Robo +: Frog -- Triple Raid -- Slash + Robo Tackle + Slurp Cut -- X Strike damage + Robo Tackle damage + some; physical attack to target. Ayla -- Twister -- Cyclone + Laser Spin + Tail Spin -- combined damage (double Tail Spin + Rocket Roll) as shadow attack to all foes. Crono and Frog +: Ayla -- 3-D Attack -- Slash + Slurp Cut + Triple Kick -- 1.5 X X Strike damage + Triple Kick damage; physical attack to target. With Black Rock -- Magus + Lucca + Marle: Dark Eternal -- Dark Matter + Fire 2 + Ice 2 -- Antipode 2 damage + Dark Matter damage to inflict shadow damage on all foes. With Blue Rock -- Magus + Robo + Lucca: Omega Flare -- Dark Bomb + Laser Spin + Flare -- Flare damage + double Dark Bomb damage as shadow attack; all foes. With White Rock -- Ayla + Lucca + Marle: Poyozo Dance -- Tail Spin + Hypno Wave + Provoke -- Tail Spin damage and Chaos to all foes; non-elemental. With Silver Rock -- Ayla + Robo + Frog: Spin Strike -- Tail Spin + Robo Tackle + Leap Slash -- Spin Cut damage times 4 as physical attack to target. With Gold Rock and the new Masamune -- Frog + Robo + Marle: Grand Dream -- Frog Squash + Laser Spin + Life 2 -- Same as Frog Squash, but about 2.5 times damage. Since Tail Spin and Poyozo Dance are non-elemental, they'll do full damage to anything vulnerable to magic. Note that if there is both a physical and magical component in a certain double or triple technique (and it is considered a magic attack), then a monster resistant to either will be resistant to the attack (an example would be Heckran or Azala). ---------------------------------------------------------- IV. Walkthrough Proper Table of Contents I. 1000 AD -- The Millennial Fair II. 600 AD -- Ancestor Rescue III. 1000 AD -- Trial, Sentence, and Escape IV. 2300 AD -- This is Your Future V. The End of Time -- The Watcher and the Master of War VI. 1000 AD -- Village of the Mystics VII. 600 AD -- Boy Hero? VIII. 65 Million BC -- Dream Stone, the Mother of All Parties, and Survival of the Fittest IX. 600 AD -- The Legendary Hero X. 65 Million BC -- Martial Darwinisn XI. 12000 BC -- The Enlightened Ones XII. 2300 AD -- The Wings of Time XIII. 2300 AD, 600 AD, 1000 AD -- Breaking the Seal XIV. 12000 BC -- The Mountain of Woe XV. 12000 BC -- The Ocean Palace XVI. 12000 BC -- New King, Old Foe XVII. The End of Time, 2300 AD -- Chrono Trigger XVIII. Sub-Quests -- These can be taken in any order I. 2300 AD, all periods -- The Sun Stone II. 600 AD -- Reforesting a Desert III. 600 AD -- Laying Cyrus to Rest IV. 600 AD -- Ozzie's in a Jam! V. 600 AD, 1000 AD -- The Rainbow Shell and the Trial of the Century VI. 2300 AD -- Robo Comes Home XIX. 1000 AD, 600 AD, 12000 BC -- Smashing the Omen XX. 1999 AD -- The Day of Lavos I'll be using the default names in this. I. 1000 AD -- The Millennial Fair The first day of the fair has dawned. Crono's mom will wake him up. Once you take him downstairs and had your first chat with her, be sure to talk to her again. He'll receive some cash. Now head out. Be sure to visit the mayor's house and talk to everyone. You'll get a more-or-less complete tutorial on how the game works. Take the chests and be sure to talk to the mayor a second time for some cash. Now go to the fair. You should have about 1000 gold by now. One booth sells minor restoratives, another sells some better armor than your hide stuff. Melchior sells a Iron Blade and a Lode Sword, which at 4000 is undoubtedly more than you can afford. You can win a single Silver Point by ringing the Bell at the SW corner. You can win 20 points by choosing the winning racer. The old man at the sideline is usually right in whose going to win. The Tent of Horrors is the main reason to win silver points. Save your game before trying any of them. The Tent of Horrors: 10 Silver Point Game: The final order of the three men is usually Piette, Vicks, Wedge (didn't they die in FF3/6j?); though Vicks and Wedge are sometimes switched. Usually best to just try to keep an eye on Vicks and Piette. Winning gets you a Poyozo Doll, which will be in Crono's room. Search the doll to change the music. Once you've won the doll, winning this earns you about two ounces of cat food. 40 Point Game: Just follow the directions; when the clone raises its left arm, raise Crono's right. Same with the right arm - raise Crono's left. The clone will be in Crono's room; searching it causes it to strike a pose (there are four different poses). After Crono has a clone, winning this nets him about 5 ounces of cat food. 80 point game: You need at least 2 party members (Crono and Marle is fine) to play this. One character will be lowered into the flames; hitting the blue light that appears when they're about halfway down effectively resets the timer. Try to knock the monster furthest from the hostage back into the cage first. 1st victory nets Crono another cat. Further victories yield about 10 ounces of cat food. Once you have the additional cat and enough food, additional cats start appearing in Crono's house (i.e., kittens). It's about 40 to 50 ounces per kitten. Maximum number of cats is unknown; my highest grand total is nine. Heading north to the next area brings you to Leene's Bell. When you try to talk to the blonde walking around it, you'll knock each other down and the Bell will ring. Talk to the girl, and then pick up the pendant and give it to her. Let her join you. Now that Marle is with you, you can play the 80 point game. To the east of the Bell is a girl whose cat is missing and a soda guzzling contest. Winning the contest (this will probably require a turbo controller) gets you 5 points. Continuing along the path north of the soda guy brings you to another area. The X, Y, L, and R buttons are used to join in the dancing. It isn't of any consequence, but you will see this again later on in the game. To the west of the Bell is a booth where you can trade 10 points for 50 coins. Going down the steps brings you to a guy about to eat lunch (you can steal it to recover full HP/MP, though perhaps it would be wiser to just go to Crono's room and take a nap). You'll also find the missing cat. Talk to it once, and then make your way back to the girl (run, and you'll probably lose it). If the cat's still with you when you reach her, she'll thank you and the cat will take up a perch on one of the stands. Continuing along the path will take you to Gato. Gato (Charm: Power Meal) has about 80 HP, and will counter attack whenever you hit him. Beat him for 10 experience points, 1 technique point, and 15 silver points. To get some easy (and needed) experience, leave the fair and go to Guardia Forest (the forest south of that castle). The monsters there are the weakest in the game. Avian Chaos (45 HP; attacks by inflicting Chaos on a character) is the only potential threat; Beetle (12 HP) and Hetake (Charm: Tonic; 14 HP) are basically target practice (they do fight back though; your HP will be getting low after several battles). When you clear them out, just leave the forest, re-enter the forest, and do it again. Recommended: go to level 5 or until Crono and Marle have learned both of their techniques (they can't learn more until they learn magic). Note that Slash effectively functions as a magic attack. Be sure to look for a shimmering dot on the ground near the SE corner. Pick it up to receive a Power Tab (tablet?). Be on the look-out for similar dots; they're either Tabs or something important. Once you're done,take a nap, return to the Fair, and buy another set of Karate stuff if you wish. You should be getting the message that Lucca is set up at the Square now. If Marle has been given better armor, un-equip it now. BTW, be sure to refuse if Melchior asks you to try to talk Marle into selling her pendant. When you try to go up into the Square, Marle will want to stop for some candy. Wait for 10 seconds or so, and she'll be ready to move on. In the Square, you'll see the Telepad, Lucca, and Taban, Lucca's father. Talk to Lucca. Marle will leave your party now. Step on the pad, and Crono will warp to the other pad. Now talk to Marle. She'll decide to use the Telepad. It'll go haywire, of course - Marle gets tossed into some freak dimensional gate. Have Crono pick up her pendant. Lucca and Taban will send you through after her. II. 600 AD -- Ancestor Rescue Upon arrival, you'll be attacked by three Blue Imps (13 HP). Kill them, and head left. This area is pretty straight forward - just go forward, kill the monsters (Blue Imps and a Roly, which has 24 HP), and be sure to get the treasure, which includes a Power Glove and a Tonic. Exit Truce Canyon. Go into the Truce inn and houses for info. You'll learn that you should check out the Guardia castle. Be sure to upgrade your equipment, and buy the gun. Go to Guardia Forest when you wish to move on. Layout is the same as 1000 AD, though the monsters are stronger (when you meet a Green Imp, just Cyclone the bugger) - but not strong enough to be any real trouble. Be sure to investigate the rustling bushes - the monster that drops a Shelter will be there every time you enter the forest. There's a Power Tab lying on the ground at the SE clearing (near the clearing entrance, not the dot at the far SE) - it and all tabs will look like a shimmering dot. For the record, the monsters are: Roly Rider (30 HP), Roly, Green Imp (Charm: Tonic; 32 HP), and Blue Eaglet (16 HP). The forest exit is to the north; go through and head into Guardia Castle when you're ready. Inside, you'll receive a somewhat hostile reception until Queen Leene interferes. Going east of the entrance and along the path takes you to some steps leading to the kitchen (Hyper Kabob is as good as a night's rest). Going west and doing the same brings you to the guard barracks. Heading north from the entrance brings you to the throne room. Going west and north from there takes you to some steps leading to the King's bedroom. Feel free to take any treasure you find; there's a Bronze Mail in the King's room. Going east and north from the throne room brings you to the steps to the Queen's bedroom. Once again, feel free to take any treasure you find. There's an Ether in the Queen's room. When you reach the Queen's room, you'll find Leene - who will reveal that she's really Marle. After chatting for a bit, she'll cease to exist. Go back down the steps, and you'll meet Lucca, who will explain what the hell just happened, and will then join you. Equip her with whatever better stuff you have. Leave the castle. You may wish to keep clearing out the forest until Lucca is capable of Hypno Wave. You'll also be able to gain several Shelters this way. When you're ready, rest up (inn, barracks, or kabob), get some equipment (if needed) and supplies, and head to that Cathedral. In the Cathedral, talk to all the nuns. After you talk to the nun at the organ, a shimmering dot will appear. Pick it up, and the nuns will turn into Naga-ettes and attack. Naga-ettes have about 60 HP, take half damage from physical attacks, are weak against magic, and have a Slow spell. You can take out one pair right off the bat with a Fire Whirl. When you win, another Naga-ette will appear and attack by surprise. It'll die when Frog drops out of nowhere and attacks it. Lucca will freak out a bit -- she doesn't like frogs -- but you should agree to go with him. Frog will join your party. Now search the organ to open a secret passage. Go through to reach the next section. Monsters in the Chapel: Diablos - 50 HP; fairly fast, but weak; no special tricks. Hench - 49HP; takes half damage from physical attacks. Gnasher - 90 HP; no special tricks. Mad Bats - 18 HP; can drain HP from party members. Naga-nettes are also present. First off, make your way west, killing the Diablos and collecting treasure as you go. Head through the door, and go up the steps you see to the balcony. Enter the door you'll shortly come across. Take the treasure (Ether, Tonic, Maiden Suit) and check the dresser to get the Naga-ette Bromide. When you do so, three Henches will attack. They have good defense, but nothing a Fire Whirl can't overcome. Leave and head up to the next room; check the skull set by the door to lower the spikes, and be sure to get the chest (Steel Saber). There's some captives inside, and there's a Power Tab in the bowl. Now head back down the steps and go east; fight the Diablos if you wish. Head up the steps (you'll have to fight a pair of Gnashers)at the east side to the other balcony, and enter the room. Talk to the monsters inside (you're in the mess hall). Follow the Diablo. Enter this room, take the treasure, and go through the opening in the east wall. You'll reach the worship hall - three Diablos and two Naga-ettes are singing praises to a statue of Magus. The chests by the statue contain a Speed Belt and a Defender. Talk to the middle Diablo to fight the monsters. Now leave; when you try to leave the room containing the fake King, Queen, and soldier, you'll be attacked by three Gnashers. Kill 'em, of course. Frog should have Slurp Cut by now. Now go through the little passage between the balconies; you'll have to fight Gnashers, Diablos, and Naga-ettes (if you can't avoid the second set of Gnashers). Going through the door at the end brings you to the next section. There's a Save Point right by you. Going north takes you to a room that you can't access because of spikes. Head either east or west and go down the steps. You'll wind up having to make a complete circuit no matter which way you go. You'll run into Diablos, Henches, and Mad Bats. The west trigger will bring down additional Mad Bats; the east trigger lowers the spikes. Once you've lowered the spikes and reached the steps back up, go back to the spike room. You'll have to fight a few Henches and Diablos, and then play the organ (the chest holds an Iron Sword). Now go back to where the paper was on the wall; there's now a door by it. Go through. Kill the Henches and Naga-ettes, and use the Save Point (both use a Shelter and save). Go through the door, and you'll find the fake Chancellor and Leene. Leene will get out of the combat zone, and the fake Chancellor will reveal himself to be Yakra. Yakra has around 920 HP, and will counter attack (by careening around the room and damaging everyone) whenever he's hit, unless he's right in the attacker's face. His other attacks are spitting out an iron ball, jumping on a character, and a fairly nasty needle attack. Frog and Crono should use X Strike, while Lucca uses Tonics or Flame Toss (Fire Whirl will do less damage than X Strike). If someone runs out of MP, they can just use normal attacks. When you win, open the chests (one contains the real Chancellor) and leave. If you try to leave without the Chancellor, he'll free himself. You'll arrive automatically in the Guardia throne room. Frog will decide he's disgraced himself (Leene shouldn't have been in that situation in the first place, by his logic), and leave your party. Talk to the royal couple, and head up to the Queen's room. You'll find Marle there. She'll join you. Head back down, talk to the royal couple again, and go to leave; you'll find Frog. You'll talk for a bit, and he'll leave. Now head back to Truce Canyon (go ahead and visit the town). The monsters have been slightly updated; the Poly (Charm: Ether; 99 HP) can counter attack. At the place where you arrived, you'll find a Gate. Lucca will demonstrate the Gate Key, and then you'll head through. III. 1000 AD -- Trial, Imprisonment, and Escape You'll arrive back at Leene's Square. Lucca will leave the party, and Marle will ask Crono to escort her back to the castle. You'll find that the merchants at the fair have gone back to their shops. You don't really need to buy any stuff for Crono or Marle; you'll find some new equipment soon enough. When you reach the castle, Crono will be arrested and put on trial for kidnapping Marle. To be found innocent, you must 1) have spoken to Marle before recovering her pendant, 2) you must have found that girl's cat, 3) you must not have stolen that guy's lunch, 4) you must not have tried to get Marle to sell her pendant, 5) you must have waited for Marle when she wanted to buy some candy, and 6) you must not have been tempted by her wealth. If you break any of these, you'll be found Guilty. If you're found Guilty, you'll sentenced to death after three days imprisonment. If found Not Guilty, you'll still be sentenced to three days imprisonment. Crono will be taken to the prison. If you were found Not Guilty, the Chancellor will add execution to your sentence. Crono will wake up in his cell. If you're Not Guilty, there'll be a bag containing an Ether on the bed. Drink from the cup to restore HP/MP to full. There's also a Save Point. Now, you can do two things - wait for three days to pass (about 30 seconds for each day to pass), or rattle the bars three times. If you do the former, Lucca will drop in at the last moment to save Crono's neck, and you'll find that all the Guards (60 HP; no tricks) between the rescue point and the dungeon exit have been taken out. If you do the latter, one of the two guards will open the cell and hit you. Now you can "talk" to the leaving guard's back (Crono will draw his sword and take him out), or you can just run out of the cell. Either way, you'll have to fight. Once you're out, you'll find that the cell to the left can't be opened all the way. Go east and leave to reach a sort of stairs cross road. SW takes you the way you came, SE takes you to a bridge to the east tower, NW takes you to more cells, and NE takes you on your way. Note that you can walk right in-between the Blue Shields (24 HP) if you wish. If you wind up in a fight with them, just wait until a monster peeks out from behind its shield; you can take it out then. Attacking while the shield is up triggers a counter attack and does negligible damage. Going SE, cross the bridge, and you'll wind up in the east tower. There's a Guard on the east side of the corridor; if you wait until he's no longer facing you, run up to him, and hit A, you'll knock him out without a fight. If he sees you, you'll fight. This holds true for just about all the other Guards in the towers. When you knock out a Guard, be sure to search him for an item. Go through the cell bars, and you'll wind up in a chamber with some items (2 Mid tonics, 2 Ethers). Take them, leave the chamber, and go back to the corridor entrance. When you try to leave, an Omnicrone (218 HP; immune to magic) will attack. Just keep attacking; it can only hit you with every third attack. Return to the "cross road." Visit the NW cells (you'll fight a Decedent; 67 HP), and then head NE. You'll be attacked by a pair of Guards when you're crossing the bridge. Finish crossing it to reach the east tower (again). Head east; there's two Guards you can knock out. Go past the corridor going north, and go through the cell barred archway. Free the guy from the guillotine, and go through the next archway to get a Bronze Mail (you'll need to fight a pair of Decedents for it). If Lucca rescued you, this is where you start out. Now go to that corridor heading north, and head along it; you'll find another guard that can be knocked out. Deal with him, and head across the bridge to the west tower. You're now at another "cross roads." SW is cells (go there first), NW is more cells (and the key to getting some items), and NE is continuing along your way. NW: Enter the left cell, and enter the hole in the wall. Make your way down, and enter another hole in the wall. Get the treasure and go down the hole to reach the cell next to Crono's former cell. Take the treasure, and search the north wall to go back up. Make your way back up to the top cell, and return to the cross stairs. You should have a Lode Blade now. Time to go NE. Make your way up (fighting Guards) until you reach the Supervisor's office. If Crono broke out on his own, the Supervisor will try to flee -- and get knocked out by Lucca, who shall now join you. Search the Supervisor for five Mid Tonics, read the Dragon Tank Owner's Manual, and make use of that Save Point. Go up and head across the bridge to face the Dragon Tank. The Head can heal all tank components for about 75 HP, protects the whole Tank from Lightning and Fire attacks, and has 600 HP. It takes double damage from normal attacks. It can fire a thin laser (shadow damage on a line) and a chain of fire balls (fire damage to target). When you take it out, you can now work on the rest of the tank. The Grinder (wheel) has about 290 HP, and the most damaging attack - once it has stored energy, it'll cause the tank to run over Crono and Lucca. The Tank body itself has about 280 HP, and will fire a thin laser and some missiles (physical damage to target). Crono should use Cyclone or Slash while both components are active (switch to normal attacks when one is destroyed), and Lucca should use Flame Toss or Tonics. All components must be destroyed to beat it. When the Dragon Tank is defeated, Crono will trash it, and it'll blow a hole in the bridge - which will be bridged by the Chancellor and two guards, who were trying to fix the Tank. Run across; you're now in Guardia Castle proper. Make your way down the steps, and take the Shelter. When you come down to ground level (you're in the stairwell that lead to the barracks in 600 AD), make a run for the castle entrance. Marle will join you. The three of you will now run to Guardia Forest. You'll be forced to go east from the north exit to the clearing. There'll be a Gate there. The Chancellor and guards will then arrive in the clearing - blocking the exit. Take the Gate - as Marle says, this place stinks. IV. 2300 AD -- This is Your Future You'll arrive at Bangor Dome. If you take the Gate back to 1000 AD, you'll be intercepted by soldiers when you head through the forest, forcing you to head back here.Take note of the black door that you can't open. You'll see its like again. Exit the dome, and you'll see the outside world. The planet is essentially hostile towards life. If you remain outdoors too long (20 seconds), you'll take damage. Head south from Bangor, and you'll find Trann Dome. Enter, talk to the people, and buy any equipment you want from the guy at the east end. Use the Enertron if you wish. Exit Trann and head to Lab 16 -- the ruins NE of Bangor. For the first area, just explore the whole place. Rats follow definite patterns, and will steal a Tonic if you bump into one. If you get into a fight, take out any Meat Eaters (Charm: Ether; 75 HP) first -- they can heal your other enemies for 40 HP. The Octopods (Charm: Mid Ether; 130 HP) and Craters (80 HP) are pretty easy to kill. The exit to the second area is at the NE corner. Shadows (1 HP) are the critters that the man in Trann warned you about - you'll need to use Slash, Flame Toss, or Fire Whirl to kill them. Mutants (Charm: Full Tonic) have about 300 HP, but they aren't as hard to kill. Just hack away at them. They can drain HP from a character, though. The exit of Lab 16 is at the NE corner. When you leave, go east to Arris Dome. Make your way to where the people are, use the Enertron, buy supplies from the girl on the west end, use the Save Point, and head down the ladder. Go up the ladder at the NW corner of the new room, and navigate your way through the girders. You'll reach another room, and an alarm will start to ring. Head for the north doorway, and you'll be attacked by the security system. Additonal note: if you check the menu screen (the screen that comes up when you hit X) while in this room, you'll be attacked by a pair of Buggers and a pair of Proto 2's. This only happens the first time you do this, per entry into the room. You must destroy the two accompanying Bits before it will be safe to attack the Guardian. If both Bits are active, your party will take massive damage from the Delta Attack (Shadow to party). If one Bit is active, the attacking character will be hit with an Amplifier attack (Shadow to target). When both Bits are trashed, the Guardian will count down from five to zero and then revive the Bits. The Guardian is helpless when the Bits are destroyed. When both Bits are active, they'll attack with thin laser and missiles; when one is active, it'll attack with thin laser and a weaker version of Amplifier. The Bits have between 200 and 300 HP; the Guardian has around 1200 (and is immune to Fire). Note that you can still get into a fight with lesser robots in this room after the Guardian is trashed. When you win, head through the guarded doorway. Search the chest and the body after the dialogue. Now return to the girders, and chase down the Rat. If you don't get it coming from one direction, then go after it from the other (north to south, south to north). When you finally catch it, you'll be given the password. You must catch the Rat before you can use the password. Go back to the starting room (the room with those two consoles). Use the password (hold L and R, and press A) on the right one (the one with the ball on top). Note to emulator users: you'll need to reconfigure your emulator if you're going to do this with a keyboard. Just have L, R, and A all use the same key to use the password. Now go through the door that the password enabled you to reach. You can either run around the Rats (45 HP) and Bugger (100 HP) that your faced with, or you can fight them. Buggers either shock nearby characters or fire thin lasers. There's a chest north of the creatures. Continuing on your way, you'll find some Bugs (Charm: Heal; 89 HP). You can go past them, or fight them. Bugs are fast, but easy to kill. Go through the door at the NE. New foe introduced in this area is the Proto 2 (Charm: Tonic; 128 HP). They can ram a character or fire what looks like bullets. Your destination is at the NE corner. Just make your way through; practically all of the fights here are avoidable. There's a console at the NE corner. Enter the password to gain access to a black door. Go through the door west of the black door. You've now reached the data banks. Lucca will use it to search for the nearest Gate, which is at Proto Dome. After that, Marle will push a button, and you'll get to see a recording of the Day of Lavos. You can search either console to get a replay (left, Gate location, right, Day of Lavos). Make your way back to the inhabited area. Talk to everyone. The old man, Doan, will give you the Bike Key. You can now traverse Lab 32, but let's take a detour. Enter the Sewer Access east of Arris. Explore the immediate area. Nerieds (Charm: Ether; 138 HP) use Water spells, while Egders (HP 160) will just try to smack you around. When you reach a ladder going down, take it. From here, head west for a helpful warning. Now go east and head along the path. Ignore the cat, trash, cheese, and (fake) Save Point. Investigate any of those if you wish to fight Nerieds. When you exit the sewer sub-level, you'll be faced with some Egders. Now head north and west. Now you'll see a sort of gap in the wall. Go through it (if you can't, you're either too high or too low; look for the center of that shadow). When you're through hit the switch and head back. Now go north and around the wall, and through the door that you opened with the switch. Now make your way east and through the area until you meet Sir Krawlie. Krawlie has only 500 HP, but has an attack that will reduce the target to one HP. Have Marle wait and apply Aura whenever this attack is used (Krawlie will say "I'm gonna shred ya" when he's about to do it). When you kill Krawlie, make your way south and around. Ignore the ladder heading up for the moment; go west, hit the switch that frog was trying to reach (your next trips through the sewer will be much faster now, since all the bridges are now extended) and open the chest for a Bolt Sword. Now take the ladder up. All you can do at Death Peak for the moment is run up along the right side of the path and take the Power Tab before the winds blow you off the mountain. At Keeper's Dome, you'll find an old guy in a blue robe, a black door, and a strange creature. What the old guy has to say won't make any sense yet, but it will eventually. Leave Keeper's Dome and head back through the sewer. Use the Arris Enertron if you need it. Now go to Lab 32. Go up and search the Jet Bike. Some Proto-type robots will appear, and then Johnny will show up. Go ahead and race the guy. The lower that Rest number under speed is, the closer you are to the finish line. Try to use a Boost right before you reach the finish line - but not if Johnny is right in front of you. If you can't beat him, you can just walk through Lab 32, though you'll have to face larger groups of Mutants (two pairs, one trio) and a fight with five Shadows. If you win the race, go ahead and head west into the ruins; the Race Log (which will let you record your scores (finishing speed) in your races with Johnny) is about in the middle - you'll need to face the trio and the Shadows to get it. Exit Lab 32, and make your way east and then south until you reach Proto Dome. In the dome, you'll have to fight two groups of Buggers. Use the Enertron that's after the second group if you wish. At the north end of the dome, you'll find a door you can't open (not a black door), and an android. Search the android, and Lucca will repair it. Robo will now join your team. You'll have to leave one of ladies behind at Proto Dome. Fire isn't of much use in the Factory; I recommend bringing Marle. Head north from Proto to the Factory. Enter, and search the console. Robo will shut off the laser barrier keeping you from entering. Kill the Acid (Charm: Barrier; 10 HP) that drops in (you'll have to keep pounding; these things have incredible resistance). Head north. Walk up and investigate the Debuggers (120 HP; stronger version of Bugger) while they're still on the wall. This will make killing them somewhat easier. Now, those two glowing disks on the floor are elevators. Take the west elevator if you want to just use the password (X A B Y) and get it over with or take the east elevator to continue normally. East elevator: If you go through that open doorway and go as far NE as possible, you can get a Mid Ether. Once you're down, make your way to the farthest south you can go (the west south-going ladder will allow you to claim a Robin Bow). Now, go west and into that building with the conveyer belt running through it. You can now run west along the conveyor belt. Try to avoid hitting the robots. Time it so that robots have just gone by you and you can reach the next step-off before running into any more robots. If you run into one of the robots being carried east by the belt, you'll get stuck and a crane will pick up the party and dump them another conveyer belt, where you'll face three consecutive battles and wind up at the west end of the first belt. First battle is a Proto 3. Second: One Proto 3, two Debuggers. Third: One Proto 3, four Debuggers. Once at the west end, get down off the belt (there're steps right there) and head south to enter a new area. Head through here, kill the Bugs, and make your way up and north to return to the previous area, though you'll now be above the conveyer belts, on a catwalk. Head north, and go through the east door. Search the console, kill Proto 3's (Charm: Full Tonic; 256 HP, stronger version of Proto 2), and get the treasure. Now head to the west door. Go in, fight or avoid the robots, get the treasure, and take the exit south of the chests. You can operate the crane from here. Code 1 is X A, Code 2 is B B. The crane will remove the barrels. Now make your back to the catwalk, and climb down. Get on the now clear conveyer belt, and head west. At the west end, head north and enter the door. Search the console to learn the password. Now return to the elevator, go up, kill the Debuggers again, and take the west elevator. Note that when in this area, do not attack any Alkalines (9 HP) until the Acids are dead. If you do, you'll face a group-damaging counter attack. West elevator: You can keep going down until you reach the bottom and head for the Zabie door, or you can explore. If you decide to explore, first head north, go through the door, and kill the blobs. Search the console to open the hatch. Go down. Make your way west (and fight some blobs), and around. You'll reach a door. Head in, take the treasure (and equip some of it), and search the console to deactivate the lasers. A bunch of blobs will drop down. Kill them, and head down the hatch. You're now at the bottom floor. Head north to reach Zabie. Search the console and enter the password (you'll need to wait for each letter - X, A, B, Y - to register before you enter the next). Now head north. Robo will turn on both the power and the security system. Head back south, and go up the hatch (the elevators don't work). Make your way around to the north; at the place where blobs attacked, you'll face the Robo Series robots. They'll trash Robo, and then turn on Crono and whoever is with him. The robots are arranged in two vertical lines (three per line), perfect for a Cyclone or Fire Whirl. If Marle is with you, use Cyclone on the center robot of either line, and have Marle use Aura on whoever needs it. If Lucca is with you, use a Cyclone and then Fire Whirl pattern (have Lucca wait for Crono). Have Lucca use Tonics when needed. The robots will go through a series of attacks (normal, Rocket Punch, and a variation of Beast Toss); if just one remains, it'll start using an Area Bomb sort of thing to damage both characters. Each robot has about 160 to 180 HP or so. When you win, Crono and his companion will leave the Factory with Robo and drag him to Proto Dome for Lucca to repair. Once she's done, the party will go through the door that couldn't be opened. You'll find the Gate and you'll go through. V. The End of Time -- The Watcher and the Master of War You'll arrive on what looks like some sort of platform that's in a misty limbo. You'll hear someone snoring. Head east, go through the door, and talk to the guy standing in front of the lamp post. This is the Watcher (my term for him). He'll tell you why you can only have three party members at any time, and you'll have to leave someone behind. Now you can use the Gates here. The gate in the bucket will send you straight to the Day of Lavos. Go there if you want to die. The walkway east of the Watcher is used to access Epoch, which you don't have yet. The Pillars of Light represent the various Gates you'll find and access. Stand in the light and press A to learn where a pillar goes. Currently available are 65 million BC, Mystic Mountain; 2300 AD, Proto Dome; and 1000 AD, Medina Village. Before you can access a Gate though, the Watcher will call out to you. Talk to him, and go through the door that he mentions (bring Marle and Lucca). You'll enter a room with one of those fuzz-ball critters (Kilwala) standing in the center. This is Spekkio, the Master of War. Talk to him, and follow his directions. When you do it right, he'll grant Crono, Marle, and Lucca magic. Robo can't learn magic. After this, just bring someone to him and talk to him to see if that character can learn magic. Spekkio usually gives some sort of commentary on the character you brought. If you want, you can fight Spekkio. In his current form, he'll use Lighting, Fire, and Ice spells, and has about 800 HP. Win or lose, your party will be restored to full HP and MP after the fight. The first time you beat a form of Spekkio, he'll also give you some items. For the Kilwala form, you'll get a Magic Tab and five Ethers. All attacks must be considered to be magical in nature to damage him. When you've reached a high enough level, Spekkio's form will change (these stronger forms will be covered as they come along). Talk to the Watcher again. BTW, you can search the shimmering dot west of him to restore HP/MP to full (for all characters, not just the three in the party). You can also use the Save Point. Head to the Pillars of Light, and access the Medina Gate. VI. 1000 AD -- Village of the Mystics You'll pop out of the closet of a house owned by a pair of Imps. Talk to them, try to leave, and talk to them some more. Now leave their house. If you want to get into a couple of fights, head to the Inn (Hench and two Diablos) and the shop (Hench and Omnicrone) and plead with the proprietors. You can make use of the goods they offer afterward, but you'll be grossly over-charged: 200 gold for a night's rest, 600 gold just for a lousy Tonic. Now head to the Mayor's house. Search the counter for a Speed Tab; head upstairs and search there for a Magic Tab. Talk to the Mayor and workers, and now (if you haven't already) check out the town square. Listen to what the worshippers have to say. Now head west of Medina. You'll find the home of Melchior. Buy some equipment from him, and enter the cave to the north. Bring Marle and Lucca; Robo is practically useless here, unless you make heavy use of Rocket Roll. Just about everything in the Heckran Cave has to be fought with Slash, Flame Toss, or magic. Only the Hench you face right off and the Octoblushes (80 HP; can inflict Darkness) that you'll meet a couple of times aren't excessively resistant to physical attack. For the record, the other enemies in this cave are: Jinn Bottle (97 HP; can Absorb MP or HP from a character), Tempurite (88 HP; no tricks), Rolypoly (50 HP; no tricks), and Cave Bat (108 HP; can inflict Sleep on a character). This place is very straight forward, with only one real detour - shortly after you have your first meeting with the Tempurites, you'll find an exit to the south. Go in, kill the monsters, claim the treasure (Magic Scarf), and leave. Continue on your way. Just greet everything with Lightning, Fire, and Ice spells, and you'll do fine. You'll know you're almost there when you find a black chest. Shortly after the chest, you'll wind up walking in the water. Make your way east and around to the north. Use the Save Point and head into the cave. Heckran awaits. Heckran has around 2000 HP and attacks with water magic, usually hitting a single character with Cyclonic. If he dares you to hit him, wait until you get the message "Brief Counter Attack Break" before attacking - otherwise, he'll hit you with Water 2; you'll most certainly need to do an Aura Whirl after that. When he's lost about half his HP, Heckran will say "Yes, indeed" and smack around someone. Use Lightning and Antipode to attack; use Aura to heal. Attacks with a physical component do negligible damage. When you win, head north and dive into the pool. You'll be spit out of the Vortex and land next to Lucca's house. Entering the Vortex from here sends you near the Heckran Cave entrance, though there won't be any monsters (since you killed them all). Take Lucca with you and visit her dad; he'll give you the Taban Vest, which is Lucca's best armor so far. Now go visit Crono's mom. Now, head to Guardia Forest, and go to the Gate there; enter, and you'll be able to access Guardia Forest 1000 AD and Bangor Dome 2300 AD from the End of Time. Return to Guardia Forest. You may wish to go in and out of the Forest, hunting monsters, until Crono learns Spin Cut. It'll pay off. Anyway, now head to the shop and talk to Fritz. He'll give you ten Mid-Ethers as thanks for rescuing him back at the prison. Now head to Leene's Square, and use the Gate. You can now access Leene's Square 1000 AD and Truce Canyon 600 AD from the End of Time. Head to Truce Canyon. VII. 600 AD -- Boy Hero? Make your way out of Truce Canyon (new nuisance is the Imp Ace; 54 HP), listen to the news in the town, and now head to Zenan Bridge. Talk to everyone there, and now head to Guardia Castle. When you're there, be sure to talk to everyone, especially the Chef. If you've spoken to the Captain at Zenan Bridge, the Chef will now give you the rations for the troops when you're leaving. Now head to the bridge and give the Jerky to the Captain. The troops will rally right when Magus's troops start breaking through. Tell the Captain that you'll help, and you'll get a Gold Helm. Have Marle and Lucca in your party, and head west across the Bridge. You'll now meet Ozzie and some of his undead troops. If you want to fight the skeletons (Deceased; 110 HP), you'll need to use magic. It's wiser to just pound on Ozzie until the spell breaks (I belive that the more HP you have, the more damage you have to do to him); the skeletons will die automatically. Ozzie will run when he takes sufficient damage. Head west, and you'll face more skeletons. Just pound on Ozzie until the spell breaks, again. Now heal up, and head west again. Ozzie will summon Zombor to crush you. Zombor has a distinct top half and bottom half. The top has slightly more HP (top, 900; bottom, 800 I think). When both halves are active, Zombor attacks with a chain of fire balls, and he'll use a non-elemental attack named "Doom, Doom, Doom, Doom" when at the east side of the screen. You'll need to use Aura Whirl or Aura Beam to recover from it immediately; you can't survive three hits of this without healing.If both halves are active when the bottom is finished, Zombor will make one last attack of "Doom, Doom, Doom, Doom" before it's gone. If both when active when the top has lost about half of its HP, Zombor will start draining HP. When the top half is killed, it'll nail the killer with MP Buster (steals remaining MP). The top is vulnerable to Ice and Shadow magic, the bottom is vulnerable to Lighting and Fire (if a half isn't vulnerable to it, it'll be healed by it). Make use of Ice Sword and Fire Sword combos if you can. If one half is taken out, the other half will alter attack mode somewhat and continue fighting. The attack modes used by the bottom half are much more unpleasant (two do normal damage; the third ("Doom, Doom, Doom") will kill the target). The top half just makes physical attacks against the characters. Killing Zombor secures the bridge. Head south from the bridge, and visit the nearby town of Dorino. You'll see Toma at the Elder's residence. After that he'll go to the Inn, which you should definitely check out. Talk to Toma and everyone else. At the residence with the locked drawer, check the drawer and then talk to the old man. He'll unlock the drawer in exchange for the Naga-ette Bromide. Agree to the trade to receive a Magic Tab. Now leave the town, and head SE until you reach Fiona's Villa. Talk to her, and take what's in the chests (2 Mid Ethers). From there, head south to Porre. Talk to everyone and buy some Gold Vests if you want. Remember, three is the most you'll ever need of any type of armor. When you're done here, head up to the Denadoro Mountains. It would be a very good idea to bring Lucca; you should probably bring Robo, too. Area 1: The Goblins (146 HP) of Denadoro are easy to kill; they take double damage from all attack forms. The Bell birds (Charm: Heal; 94 HP) are also easy to kill, though they'll try to inflict Chaos as a counter attack. Head north and take what chests you see until you reach a ladder. Before trying to head up, go north past it (follow the river). You'll enter the next area and be able to get a Mirage Hand (the chest is just barely visible behind some leaves). Go back to the ladder and try to ascend. You'll go back down and witness a boy with a shield and cape being chased down it by a Goblin. Yes, that's Tata, the so-called Legendary Hero. Kill the Goblin and an Ogan (Charm: Shield; 146 HP) will come down. A fire attack will destroy the hammer, causing the Ogan to function as an ordinary Goblin. If you don't destroy the hammer, you'll have a long and painful fight ahead of you, thanks to its defense. An Ogan can use a group-damaging attack as long as it still has the hammer. Tata will appear after you win and tell you to run; he'll then leave. Head up the ladder, and you'll be in the next area. Area 2: You can promptly double-back while on the ledge to the previous area to get that chest you couldn't reach. Where you are right now, you can see a chest and a sleeping Goblin. To get the chest, simply walk behind that ledge. You can just ignore the Goblin. Bother it if you want to fight an Ogan and a Free Lancer (Charm: Barrier; 110 HP; counter attack when damaged). Head north after you have the chest. After you climb a ladder, you'll have to fight an Ogan and a Goblin. Take the chest, and make your way along until you see another ladder. At this point there will be an Ogan dashing out of the underbrush. You'll fight him if you come in contact with him. Head up the ladder, and keep going until you reach the next area. Area 3: Stay pressed along the south wall if you wish to avoid the Free Lancer who will drop down. Head east until you see a Free Lancer start heading north. If you chase it, you'll need to face a Free Lancer and an Ogan, but you'll get out of another fight. Once you've done that, head back down the ladders, and claim the chests you passed. you'll have to fight a pair of Free Lancers for the one that requires you head east of the first ladder. Now head back up the ladders. The sleeping Ogan was the fight you avoided. South-west of it is a ladder leading to a chest. Claim it, and then head back and west to the next area. Area 4: You'll head up and see a Free Lancer throwing rocks on the other side of the chasm. The rocks will damage you (about five points per rock). Just head up and go to the next area; you can't fight the Lancer yet. Area 5: Head up the ladder, and fight a pair of Free Lancers. Take the chest and head north to Area 6. Area 6: Here, head to the east edge and start walking along the edge if you want to avoid some fighting. Otherwise, you'll go through four battles in a row. Head to the next area. For the record, the fights are: (1) 1 Ogan, 1 Goblin (2) 1 Ogan, 1 FreeLancer (3) Same as #1 (4) 1 Ogan, 2 Free Lancers. Area 7: When you step into the river, you'll probably have to fight two Free Lancers and a Bell bird. Now head west, and stay pressed up against the wall (you want to be on its south side). Make you way as far west as you can go, and allow yourself to be swept by the river down the waterfall. You'll land on a ledge with a chest containing a Silver Stud. Press on the east side of the ledge to hop down to another ledge. The chest contains a Silver Erring. Now head east and go under the leaves. You'll be back in Area 5. Now return to Area 7. Make your way back into the river, and head north. Head west to get back onto dry ground. The Free Lancer won't fight you yet. Head down the ladder, and another Free Lancer will arrive. Kill them, and move on to the next area. Area 8: Head west, kill the Bell Birds, and keep talking to the Kilwala until it gives you a Magic Tab. Head south. Area 9: Use the Save Point, and head south. There's a Speed Tab by the second ladder. Head east. West side of Area 4: Head down the ladder, and ignore the Goblins. Go up the next ladder, and the rock-throwing Free Lancer will hop down to where the Goblins are. Head after him if you want to fight two Free Lancers and three Goblins (if you killed the Goblins, it'll be two Free Lancers and two Ogans). Head into the cave that the Free Lancer was guarding. Inside the cave, you'll see a little boy walking around. Talk to him, heal your party, and then head up to the sword sticking out of the rock. If you think you're ready, say that you want the sword. Masa and Mune will reveal themselves, and fight you. If Lucca's with you, use Hypno Wave to knock them out. Each one of them has 1000 HP, and a weak attack. However, if one of them isn't asleep, then they'll hit you with a periodic Chaos attack, and hitting the one standing still (Masa) provokes an X Strike counter attack. When you beat one of them, the fight will end. Masa and Mune will become one. Note that the boss music is different. Masa & Mune has 3600 HP. He'll usually just pound on your party members one at a time, except when you get the message "Storing Tornado Energy." If you hit him during this, he'll counter attack with Slash. Have Crono hit him with Slash ASAP when you get this message, as that'll dissipate the energy. If you don't, you'll eventually get the message "Pain..." and your party will get blasted (this attack is considered to be both Lightning AND Shadow). Fire Punch, Fire Sword, Antipode, Max Cyclone, Ice Sword, and Ice Tackle (though you probably won't have that) are all good offensive double techniques. Use normal attacks, Spin Cut, and magic if someone isn't participating in a double tech. Be sure to have Marle or Robo use healing powers when needed. When you win, you'll receive the blade of Masamune, and you'll ride the wind out of the mountain. Now head to Tata's house in Porre. Talk to Tata to receive the Hero's Medal. Now head west of Porre to the Cursed Woods. Here you'll find T'poles (Charm: Mid Tonic; 150 HP) and Gnawers (210 HP). T'poles will counterattack with blue rain (water damage to target) when damaged. To kill one quickly, either use magic or damage a Gnawer; it'll drain all of a T'pole's HP to heal itself. Sometimes a Nu (the weird thing in Keeper's Dome is a Nu) will appear in the forest, though you'll have to run to the second battle (just bypass the first) to catch it. If you talk to it, it'll say "Stop that, you dog!" If you get into a fight while it's nearby, it'll fight along side the snakes and frogs. Nus have two attacks: one reduces the target to one HP, the other does one HP in damage. Try to take out everything else before the Nu starts attacking, or you'll probably lose weakened characters to the other monsters. Nus are worth 30 technique points, which is the main reason to mess with them. They have 1234 HP. But Nus aren't what you're here for. Head to the north end of the wood, and you'll see a rustling bush. Go behind it, and you'll find a ladder. Head down. You're now in someone's home. Search the right pot, and start walking towards the left one; Frog will hop down. Talk to him. The pot on the left will start shimmering after this conversation. Search it to find the hilt of Masamune. Melchior's name is carved on it. Head to back to Truce Canyon and the End of Time. From there, head to Medina Village and Melchior's home. Talk to him, return to the End of Time, and talk to the Watcher. Use the blue dot to restore yourself, use the Save Point, and take the gate to 65 Million BC, Mystic Mountain. VIII. 65 Million BC -- Dream Stone, the Mother of All Parties, and Survival of the Fittest The Gate opens up in mid-air; you'll fall to the ground below. There, you'll be attacked by five green Reptites. Green Reptites (Charm: Magma Hand; 92 HP, can inflict Sleep on target) take half-damage from physical attacks, but take double damage from magic. When you kill them, eight Reptites will show up, and your comrades will proclaim that they're too many of them. A definitely cat-like woman will show up and deal with four of them. Kill the other four, and Ayla will introduce herself, and then leave. Follow her. Take the chest, and head south down the river canyon. Runners (Charm: Horn; 196 HP) can be best dealt with by using magic attacks (they take half-damage from physical attacks). There are also some Kilwalas (Charm: Petal; 160 HP); they're pretty easy to beat, but only take half-damage from magic. Ayla's waiting at the south end of the canyon, if you fought everything (she'll complain that you're too slow). Make your way to the Ioka Village. Talk to the people in the huts; sweet water will restore you to full HP/MP. Ayla's in the Chief's Hut. Talk to her, and the party will get under way. After it starts, go ahead and talk to everybody. Talking to your companions will get them doing certain things (Robo will try the food, Lucca will get drunk, and Marle will join the dancers). Second time you talk to Ayla, you'll have to enter a soup race to get the Dream Stone. Use turbo if you can, but if you just hit A fast enough you ought to be able win. When you win, you'll get the Dream Stone and everyone will pass out. When you wake up, you'll find that the Gate Key is gone. Go to Ayla's hut, and wake her up (you can walk towards her while the snoring message is up, if you didn't know that). Wake her up, and she'll join your party. You'll need to pick a third member. All characters are viable, though you should be able to change the third member whenever you wish. First you should head to the Hunting Grounds. For the record, the monsters here are: Croaker (Charm: 2 Fangs; 100 HP), Amphibite (Charm: 2 Horns; 100 HP), Rain Frog (Charm: 2 Feathers; HP can't be sensed, but probably 100), Ion (Charm: 2 Feathers; 152 HP), and Anion (Charm: 2 Petals; 152 HP). While you do want to get enough trade items to get the stuff in the trade hut, the real reason to be here is that a Nu appears in one of the four corners when it rains. You can only fight the Nu once per trip into the Hunting Grounds. You can climb up some vines to get onto the green walkway the goes over the north and east sides of the hunting ground. A spot on the west side is the best place to start searching for it. This spot is next to some frogs, has an Ion/Anion battle dead north of it, is east of the NW corner, and has vines to the walkway dead north of the Ion/Anion battle. Wait here for it to start raining. Now run west through the underbrush to the NW corner; if the Nu isn't there, run to the walkway and climb up. Run along it to the east. Bypass the vine going down and keep running along it. If you see the Nu in the NE corner, double back to the vine you just bypassed, climb down, and run to the Nu. Otherwise, keep running until you reach the SE corner. This gives you a three out of four chance of locating the Nu, if you're fast enough. The first time you beat the Nu, it'll give you a Third Eye along with the trade goods. You have to talk to it to initiate the fight. Talk to it when it starts leaving, and it'll just give you the trade goods without fighting. I recommend Nu hunting until Ayla has Charm (yes, this will be a while, but it's worth it). You should be able to have Marle and Lucca learn Ice 2 and Fire 2 during this. Be sure to get equipment from the trading post when you can; Ruby Vests are something that will continue to be useful. By the time you're done Nu hunting, you'll have all the equipment you need and probably 99 of each trade item. Incidentally, Ayla can Charm a Mop from the Nu, though there doesn't seem to be practical value to the thing - it's Crono's worst sword. Now pick who you think is the best compliment to Crono and Ayla, and continue the adventure. I recommend Marle or Robo. When you're done, head down to the forest maze. Enter it, and you'll meet Kino right off the bat. Talk to him, and then start following the footprints. This place isn't all that much of maze - just follow the footprints, and remember that you can climb the vines. None of the chests are really important. The new foes that appear here are the Gold Eaglet (Charm: Ether; 400 HP; turns into a more dangerous Red Eaglet when it is attacked twice; the Red Eaglet counters any technique with a chain of fireballs) and the Winged Ape (Charm: Ruby Vest or Fang; 450 HP) - this type of foe is generally the most unpleasant in prehistoric areas. This includes the tougher versions - Cave Ape and Fossil Ape. Apes can throw characters and other monsters. The exit out of the forest is in the SW corner. You'll be going east, then south, and then west to reach it. Just follow the pathway. Once you're out of the forest, head to the Reptite Lair. Now the fun begins. Note: Ayla can Charm a Dream Gun from the Evil Weevil (158 HP; takes half-damage from physical attacks), a Dream Bow from the Fly Traps (316 HP), a Magma Hand from a Reptite, and an Aeon Blade from a Megasaur (830 HP; attacks with a chain of fireballs and with a physical attack). If you meet a Megasaur, have Crono hit it with Lightning or you'll be in trouble. A Megasaur will take full damage from magic attacks, though. Now, to begin: Head in, go through this entrance area, and now you're in the lair proper. Either go to the hole and jump down, or wait for one of the Evil Weevils to drill their own hole. Wait for the latter and hope it won't be next to the original hole if you want treasure. In whatever chamber you arrive in, you can take the treasure and either wait for a hole to be drilled or go down the existing one. Same for the next chamber that you arrive in. Note that for both chambers (level 2 and 3) you'll have to fight if monsters are present when you try to go down the hole. You can meet any of the four monsters mentioned above, or Winged Apes and some weird mushroom things called Shitakes (Charm: Petal; 158 HP). Shitakes are basically harmless, but Winged Apes will throw the things at you as a counter attack. If you kill the Ape first, the Shitakes will run. The fourth level down is a big chamber similar to the first level. Four Reptites are running around, and two Reptites are each guarding a chest. You can take the chest without a fight by coming from the north of the Reptite; if you fight the Reptite it'll call in a Megasaur for back-up. The chamber exit is on the east side. Go through, and you'll face a battle with the Ape/Shitake combo, and then another. Head through the west exit if you now wish to leave the Lair. Otherwise, head on until you meet a Megasaur and a pair of Reptites. Kill them, and a Save Point will appear. Use it, and head through the guarded exit to face the boss. No matter what you say to Azala the Reptite King, you'll have to face Nizbel (note: the exit that Nizbel comes in through will take you out of the Lair). Nizbel (Charm: Third Eye) has around 4000 HP, and is practically invincible until you hit him with Lightning. After that, use Volt Bites in conjunction with the third character's best attack, or Spin Cut in conjunction with the strongest Ayla + whoever double technique. Nizbel can charge around the room to damage everyone. When he recovers from being shocked he'll fry the party with an electrical discharge. Hit him with another Lightning and then start healing the party (Kiss, Cure Beam, Heal Beam, or Aura Whirl, with those last two being preferable). If Marle's with you, have her cast Haste on everyone; if Lucca, have her cast Protect on everyone. When you win, Azala will return the Gate Key and run. You'll then return to Ayla's hut. She'll leave the party at this point. Now, head to Mystic Mountain, go along the valley, and climb up the mountain. Stand on the ledge above the Gate and walk down to jump down to the Gate. Now head to Medina Village, and go to Melchior. He'll repair the Masamune. Return to the End of Time, use the restoration dot, and head to 600 AD. IX. 600 AD -- The Legendary Hero Head to the Cursed Woods, and go talk to Frog. You'll get to see a cinema scene showing Cyrus and Frog's search for the Masamune and how he came to his present circumstances. He'll then join you. Frog will now remain in the active party until you defeat Magus. First, go to the End of Time, and bring Frog to Spekkio. Frog will receive magic. Spekkio should have assumed a new form -- that of a blue Goblin -- by now. This is basically a stronger form of the Kilwala form. HP is around 1500. For your trouble, you'll get a Magic Tab and five Mid-Ethers. Now take Frog Nu hunting, either at the Hunting Range or the Cursed Woods. You're aiming to gain him enough Technique Points to learn Leap Slash, which is necessary for most of his double and triple techniques. Now stock up on Heal potions, and go to the Magic Cave, 600 AD. It's the mountain east of Fiona's Villa. Stand on that big rock, and you should be able to enter the area. You'll get another cinema scene of Frog's past, and then he'll take up the Masamune and tear open the side of the mountain with it. Equip Frog with the Hero Medal to improve his chances of making a critical hit. The main foes in the cave are Gremlins (110 HP) and Vamps (120 HP); Gremlins must be fought with magic. Frog and Marle's Ice Water double technique can win any battle here - or for that matter, they can win almost any battle in Magus's Castle. If you fight the second group of monsters, you'll have to fight five Gremlins - and then a bat/Gremlin combo - to get out of the cave. Be sure to search the soldier's body at the exit. Exit the cave, and now go to Magus's Castle. Enter. You're expected. Foes: Violet Hench -- 180 HP, uses a physical attack and Crimson Rain (fire damage to target). Sorcerer -- 220 HP; can heal all enemies for 80 HP, attacks with Destruction Zone (physical damage to party), and is healed by magic attacks. Grimalkin -- 120 HP, only makes physical attacks. Roly Bomber -- 99 HP, damages the whole party when it dies, and will be attacked by nearby Jesters. Jester -- 450 HP, attacks with Fire, and has strong defense against whatever form it was last attacked with (physical or magical; starts with physical defense in place). Outlaw -- 182 HP; basically a stronger version of the Free Lancer, but immune to Lightning and Fire. Groupie -- 390 HP, alternates between normal attack and Slash. Flunky -- 390 HP, only makes physical attacks. Roly, Vamp, Decedent, and Omnicrone are also present. Head up the steps, and check out the left wing and right wing of chambers. After you do so, you'll see a Save Point in the main hall. Step on it, and Ozzie will appear. Fight the monsters that appear. First, take the west wing. Fighting the Omnicrones and Decedents is easy. Go north into the second chamber and beat the Decedents; the swordmonster Slash will appear. I think Slash has about 3000 HP in phase one, and over 4000 HP in phase two. For phase one, he'll fight with his bare hands. Use X Strike and other attacks; heal when needed. When you do enough damage, he'll cast fire ring (fire damage to party) and take up his sword (phase two). He's now immune to water attacks. He'll either slash away at one character, or he'll use the Slash attack to damage multiple characters. You'll probably be healing a lot now. Eventually you'll wear him down. When you win, you'll receive his sword, and a Save Point will appear; you probably need to make use of it. Now head to the east wing. In the first chamber, you can fight four Specters for a Barrier if you wish. Now move on to the second chamber. You can get into fights with Sorcerers (they're masquerading as Crono's mom, Leene, and someone who depends on your third party member - as King Guardia, Taban, or Lucca) here; since they're healed by magic, you'll need to have Crono and Frog cut them down before cutting loose. In the third chamber is a modified Jester that lacks the defense of its kin. When you kill it, the killer will be nailed with MP Buster. Now the bat that's been following you since the Magic Cave will turn into Flea, the transvestite magician. This is an unpleasant battle at best. Flea (about 4000 HP) can hit a character with Chaos (Waltz of Wind) or Sleep (side effect of normal attack), he can poison or blind the entire party (Wind of Poison and Prism Beam, respectively; both do damage), or he can cause Crono to hit everyone at full power. This is why you should have Heal potions. Use a Mid-Ether on whoever killed the Jester and have Crono and Frog do X Strike. Or have Frog cast Heal and employ the best Crono + whoever combo you can. Flea is fairly resistant to magic. Don't hesitate to use Mid-Ethers and Ethers. When you win, you'll receive a Magic Tab. When both Slash and Flea are beaten, a Save Point (a Teleport Point, really) will re-appear in the main hall. You may wish to head back to the Save Point in Slash's room to recover. Now step on the Teleport Point, and warp to the next area. Fight you way through the monster hordes (Hench, Grimalkin, and Sorcerer all appear here; once again, Ice Water can take out just about everything), and you'll meet Ozzie. He'll run when he realizes Slash and Flea are out of action. Go after him. You'll arrive in a trap area - try to avoid the guillotines dropping onto the conveyor belts. They'll speed up about halfway through the area. You'll probably take some damage; you can't be killed, but you should heal yourself. Be sure to get the Dark Mail and Doom Finger. Next, you'll arrive in an area with ladders and staircases. Climb down the ladders to avoid monsters (Vamp, Roly, and Jester appear here). Kind of like Donkey Kong... Next area is the next trap area -- step in the wrong spot, and Ozzie will dump you in a pit. The first time you drop in, you'll need to fight six Decedents in this chamber. Take the treasure and the Power Tab. One of the Save Points in the real McCoy, one is a Teleport point, and two are some weird nameless monsters with 10 HP that don't fight back. Eventually you'll either avoid the pits and reach Ozzie, or he'll have triggered all of them. He'll run when you reach him. After that is another stairs and ladders area -- monsters here are Outlaws, Jesters, and Roly bombers. You'll have to fight the Outlaws. After that is a fight area. Monsters here are Groupies (2 in first fight), Outlaws, and Jesters (4 in the last fight). Ozzie will run from you again. Next area is yet another series of battles. Outlaws, Jesters, and Flunkies are here. Walk around the side of the statues instead of between them to avoid battles. Now you'll finally catch up to Ozzie -- or rather, he won't be able to run anymore. He'll put up an ice barrier -- attacking Ozzie will result in a strong counter attack, and do little damage to him. Instead, simply try move the cursor off Ozzie and you can attack those cranks. When you hit the fourth one, a fourth and final pit will appear right under Ozzie. With him out of the way, take the chests and use the right Save Point. Now take the left Teleport Point. Now just run down the steps, unless you want to actually fight the bats. You'll enter the door at the bottom. Now go forward, and meet Magus. Magus has 6666 HP; this is a two-phase battle. For phase one, he'll use Geyser (damages the whole party) and make physical attacks. Frog can lower his magic defense by hitting him with the Masamune (normal attack). Magus also attacks with Ice 2, Fire 2, Lightning 2, and Dark Bomb. This changes his barrier - elemental attacks that are not of the element he just hit you with will heal him. Physical attacks don't harm him much; magic is the key. Use the most powerful attack of that element you can muster - Ice Sword, Spire, Rocket Roll, Fire Sword, Arc Impulse, Sword Stream, etc. If you can't use the element of the barrier, use physical attacks until he changes it. When Magus has lost half of his HP, he'll switch attack modes. Now you can more or less full damage to him, with the element not mattering. Also, you get a decent interval between the "Magus Risks Casting a Spell!" message and the actual spell attack. Unfortunately, that spell is Dark Matter. You'll probably need to heal the party each time he hits you with it. When you win, a big-ass gate will form and cast your party into the Stone Age - but not Magus. You'll catch up with him soon enough. X. 65 Million BC -- Martial Darwinism The party will wake up in Ayla's hut. Leave the hut and head north to the Laruba Ruins. Talk to everyone, and then go to the Dactyl's Nest (acquire some equipment at the trading tent -- if you didn't Charm any weapons in the Reptile Lair -- before doing so). This place is very straight forward. New enemies are some rock things (Shist - 250 HP; Charm: Petal) that turn into mini-volcanoes (Pahoehoe) when damaged, Cave Apes (Charm: Fang; 436 HP), and Avian Rex (Charm: Feather; 327 HP), which appears in pairs in this area, and while very fast isn't as bad as the Cave Apes. At the top, you'll find Ayla and some Pterodactyls. Ayla will join you, and shall remain in the fighting party until you finish here. I've found Frog to work very well in the up-coming area, but it's your call. Now that you've got wings, fly SE to the lava field and land in front of the castle that's in the center. Enter the Tyrano Lair. New monsters here are violet Reptites (Charm: Mid- Tonic, 336 HP; tougher than green, but without the physical resistance), Terrasaurs (Charm: Lapis, 1090 HP; tougher version of the Megasaur), and Volcanoes (Charm: Lapis, 257 HP; damage one character when acting on own, damages party when struck by monster, damages monsters when struck by character (damage is considered physical); healed by magic attacks other than water-based). The treasure chests look like eggs in this area. You'll be greeted by Cave Apes and Reptites. Kill them, and go through the right skull- gate. Head down the steps, kill the Reptites, and free the Laruba villagers. Continue east, head down the steps, and kill the Reptites. Ayla will free Kino (and completely ignore the switch by the gate). Take the egg in his cell, and follow him up to the entrance room. He'll open the left skull-gate and leave. Go through and up. In this new room, stepping on any of the switches dumps the monsters right beyond them into a pit. Ignore the left for the moment; go through the right side. Exit, and you'll be on the lair battlements. Go east until you reach an entrance in. Left egg is treasure, right egg drops you into the holding room for the Laruba, where you'll fight any monsters you dumped into pits. Now return to that chamber, and head west. Once again, you'll wind up outside. West is an entrance back into the interior. This next chamber is kind of weird. Some of the spots here are teleporters to parts of the chamber. You need to trigger a teleport in the SW corner to reach the NE-most egg (Meso Mail), and a NE teleporter to reach the SW-most egg (Revive). Head up the steps, and you're back outside. Head to the east side, and enter the chamber. Step on the right switch to open the skull gate (left switch also opens the gate, but you'll have to fight); hit the switch on the other side of the gate. Now go back out, and enter the center gate. You'll meet Nizbel II. Talk to him, walk past him, and use the Save Point. Head for the steps to provoke him into attacking. Nizbel II (Charm: Third Eye) has about 7000 HP. He's basically a stronger version of the previous Nizbel, with an added complication -- you have to use lightning attacks regularly, since his defense starts going up as soon as a non-lightning attack hits him. Which means you'll be facing a lot of counter-electrocution. Use Volt Bite attacks and have the other party member on healing duty. When you win, use the Save Point again. Head up, and you're back outside. Same procedure as last time, though there's now a center switch before the skull gate -- hit it to get a Save Point, and you'll have to search the skull gate to open it. When you go through the center gate, you'll be in Azala's throne room. Now follow him, and you'll be outside yet again, this time on a bridge. Equip everyone with a Ruby Vest and go forward until you meet the latest in Reptite biological warfare -- the Black Tyrano. Azala challenges you for the future. Azala (Charm: Magic Tab) has 2700 HP, great resistance to physical attack, and various attacks that are more annoying than anything else -- they do physical damage to the target. He'll use Azala Break to damage the party when he's reduced to 0 HP. However, Azala is nothing beside his pet, the Black Tyrano (Charm: Power Tab). That has 10500 HP, and usually has much better resistance than Azala (to both physical and magic attacks). When resistance is up, it'll attack individuals with fireballs or with a HP drain (it'll actually chew on the target; loss is more than half of the target's full HP). Use Rock Throw, Volt Bite, Spire, Ice/Fire Sword 2, Cube/Ice Toss, a pure magic single or double technique (that works best) or whatever on Azala. When Azala is gone, the Tyrano will drop its resistance and start powering up for a mass flaming. Throw everything you can at it while it counts down to zero. At zero, it'll hit everyone with a fire attack and bring its defense back up. Heal your party while you wait for it to drop its defense again. Eventually you'll bring it down. Note that if you take too long to take out Azala, it'll drop its defense and build up fire power anyway. Additional: Azala used a Sleep attack when I let the fight drag on that long. He might have a few other tricks. But you should have wasted him before he can use them. When you win, Lavos, who was summoned out of space by Azala, will come down to earth. Crono and company will escape the holocaust of the impact, and then return to crater in hopes of catching Lavos while it's still weak. No such luck. It's long gone, and there's a Gate in the crater. Take it. XI. 12000 BC -- The Enlightened Ones If you re-enter the Gate, you'll arrive at the End of Time, and now have access to Earthbound Island 12000 BC and Tyrano Lair 65 Million BC. Leave the cave. You'll see that the world is now in an Ice Age. If you head west from the cave, you'll find the Terra Cave (it'll look like a tent on the over-world map); you can't do anything there. Go east, and you'll find the Sky Gate. Take it up to the Magic Kingdom. Enter the nearby city of Enhasa.. Inside, you'll immediately notice Doreen, a creature rather like Masa and Mune. Talk to everyone. At the NW corner is Janus. He'll spook the party, and then leave. Now, if you've searched the books on the tables, you should have seen one summon water, one summon wind, and a third summon fire. Open them in that order (NE corner, NW corner, and by entrance, respectively), and a bookcase will sink into the floor, revealing a doorway. Inside is a Nu and an open book. The book says "Life begins with Nu, and ends with Nu... This is the truth! This is my belief! ...at least, for now." Talk to the Nu, and you can challenge it. Accept to fight six Nus at once. If you lose, you'll be kicked out of the room. If you win, you'll receive a Magic Tab and a Speed Tab. You're now done with this city. Leave and head to the Sky Gate north of it. You're back on the ground. Just keep going until you reach the next sky gate. Go up, and enter the city west of it (Kajar). Talk to everyone. The Nu at the center sells restoratives. You'll see a Tab shimmering above a bookcase in the NE corner. To get it, enter the chamber north of it, and search the south wall in the SE corner. Do the water- wind-fire (NW, SE, center) book thing to access another secret chamber. Enter, search the Poyozo doll (you'll receive the Black Rock), and read the book. Now leave the city, and check out the Black Bird to the west of it. You'll meet Dalton. Now head to the caves in that cliff face. Enter a cave and step in the light to warp to the cave above it. Keep doing this until you reach Zeal Palace. The music here is a good deal grimmer. When you talk to a woman in the SW corner who asks if you like plants, say yes and then tell her to plant it in secret. At the NW corner is a passage leasing to the Mammon Machine. North center is the passage to the Throne Room. NE is the passage to Schala and Janus's bedrooms. Talk to that Nu walking around near the center to learn the Nu's scratch point. Head for the bedrooms once you've spoken to everyone. In Janus's bedroom, you see a touching little scene. Now head to the Throne Room passage, and witness the black door being opened with the Pendant. You'll now head to the Mammon Machine. Search the shimmering dot in front of it to charge your Pendant. Now head back to the Throne Room passage. Put Lucca in your party. Open the black door, and enter the Throne Room. Queen Zeal, Dalton, and the Prophet that you've been hearing about aren't pleased to see you. Dalton will summon Golem. Golem (Charm: Magic Tab) has about 9000 HP, and a variety of attacks, depending on what type of attack you hit it with. Physical attacks are the Iron Orb and a powerful attack directed at one character (energy balls). Fire attacks are the weakest - Fire and fire ring. The Shadow attack is Laser Spin. Water attacks are Ice and Water 2. The Lightning attack is Nizbel's counter-electrocution. If it's using Lightning or Shadow to attack you, you can get wiped out very quickly. Keep hitting Golem with fire attacks (Fire Sword 2, if possible) until it dies. Have the third character use healing items or powers. When it dies it will use a group-damaging attack. Win or lose, your party will be captured. In the following cinema scene, Schala and Janus will free the party. The Prophet will show up, but the siblings won't allow him to kill you. He'll simply settle for casting you through the Gate back to 65 million BC, and have Schala seal it behind you. You're back in the crater. Leave, and ride the pterodactyls to Mystic Mountain. Go to the End of the Time, and talk to the Watcher. He'll tell you what to do. Take a Gate to 2300 AD. XII. 2300 AD -- The Wings of Time Your destination is Keeper's Dome. Make your back there; you'll need to go through Lab 16 or 32, depending on which Gate you took. If you check out Trann and Arris Domes, you'll see that the seed has germinated and is being spread. If you're on that side, be sure to open the black doors at Bangor (Charm Top, Full Ether, Wallet), Arris (Gold Erring, Elixir, Power Tab, Hit Ring, Lumin Robe), and Trann (Full Ether, Gold Stud, Magic Tab). The Gold Stud is probably the most valuable item you'll find. When you reach the Sewer Access, head through to Keeper's Dome. At the Dome, you'll find the old man gone and the Nu saying something about a memory bank failure. Open the black door, and examine all the shimmering dots that appear; they amount to the Last Will and Testament of Balthasar. Go through the black door at the end. Inside is Balthasar's time machine. Examine the north end of it, and then go to leave. The Nu will show up, tell you how the Wings of Time work, and ask you to name it (default is Epoch). Search the seats to get in. Tell it to go anywhere but 1999 AD. However, there's some places you should check out before returning to the Dark Ages. XII. 2300 AD, 600 AD, 1000 AD -- Breaking the Seal If you haven't done so already, open the black doors in Trann, Arris, and Bangor. Now, head to 600 AD. There are black chests at Truce Inn, Guardia Castle, the Porre Elder's House (two there), Guardia Forest (Speed Tab), and the Magic Cave (Magic Ring). At the first three locations, be sure to say "No" when asked if you want to remove the contents of the chests. Have Frog with you at Guardia Castle for extra dialogue. Now go to 1000 AD. There are chests at the same locations, though the Magic Cave doesn't exist anymore - head to the Heckran Cave for the chest (Wall Ring and Dash Ring). To get the 1000 AD Guardia Forest chest (Power Ring), you'll need to use the Pillar of Light. Now that you can more thoroughly check out Guardia Castle here's the main layout changes: At the stairs leading down to the barracks, there are also stairs leading up (you came down this way during Crono's escape). At the stairs leading down to the kitchen, there are also stairs leading up - to the court room. You'll need to bring Marle with you to enter the Castle. Go buy some Jerky for her dad if you want to see some pyrotechnics. And while you're in 1000 AD, drop by Lucca's House. Be sure to have Lucca in your party and talk to Taban twice - you'll receive the Taban Suit and Taban Helm. If you said "No" to those four chests in 600 AD, the contents in 1000 AD will have powered up -- Blue Mail in the Truce Inn, Red Mail at Guardia Castle, White Mail and Black Mail at the Porre Mayor's House. Now go back to 600 AD to get the weaker Vest version of each item -- same place. These are the ultimate in protection against any one element. As a final seal to break, go to that blue pyramid north of Medina Village -- yes, the Elemental Palace. Whatever palace there was is gone now. If you didn't go there when you first came to Medina, take the chests there now. Use the pendant to break the pyramid- shaped force field. I recommend you take the Safe Hat (permanent Protect effect; third best helmet in simple defense points) -- the katana (Swallow), while it gives you a speed bonus, will eventually be out-classed by later weapons. Three last things -- if you told that woman in Jahar to plant that seedling, there'll now be a whirlpool in the desert south of Fiona's Villa. This is one of the sub-quests; I don't recommend going there yet. Also, the people of Medina are now worshipping Ozzie instead of Magus. Lastly, Spekkio should have assumed a new form -- that of a red Omnicrone -- by now. It has about 5000 HP, and uses Fire 2, Ice 2, and Lightning 2 to attack. Beat it to receive a Magic Tab, a Speed Tab, and five Full Ethers. Now, use the Wings of Time to go to 12000 BC. XIV. 12000 BC -- The Mountain of Woe Head west until you reach the Terra Cave. Enter, and climb the ladder up. This is the home of the Earthbound Ones -- the humans without magic. Talk to them all, and decide who will be in your party -- Ayla is good for what's coming. Buy equipment accordingly; if you have the elemental mails, you just need weapons. Use the Save Point at the bottom, and enter the Beast Lair. Take the Tab at the east side, and head north until a pair of Beasts appear. Beasts have 830 HP, and gain attack power whenever they are attacked. Ayla can Charm Rainbow Helms from them, which are better than what was being sold in the Earthbound shop. North of the first pair is another pair of Beasts. Try to get a total of three Rainbow Helms if you can. Now put someone who is water or fire elemental in your party, and head north until you meet the boss. The Mud Imp (Charm: Magic Tab) has a mere 1000 HP or so, but it has incredible defense and some backup. The Red Beast (Charm: Elixir) is fire-based, and the Blue Beast (Charm: Mermaid Cap) is water-based. Both have 5000 HP. When the Imp is damaged, it'll have both Beasts counter attack. The Imp can put characters to sleep, heal itself and the Beasts (150 HP), or goad the Beasts into attacking your party. If the Imp dies, the Beasts will die, too. Use Fire attacks on the Blue Beast or Water attacks on the Red Beast. Use physical, Lightning, or Shadow attacks on the beast whose opposition element is not in your party. When both Beasts are out of the picture, go after the Imp. It's defense will go down a bit. If you take too long to kill it, it'll run. Use Rock Throw to do massive damage to it. Now the path to the Mountain of Woe is open. Return to the Earthbound Cave to rest and save, and then walk up the anchor chain to the Mountain. New foes here are Gargoyles (Charm: Big Hand; 260 HP, can reduce target to 1 HP with a special attack), Man Eaters (Charm: Pearl Edge; 250 HP, can heal the monsters for 120 HP and make a Blizzard attack, which does damage and Chaos to the target), and Bantam Imps (Charm: Alloy Blade; physical attack and Crimson Rain; are grounded and become Stone Imps after taking 250 HP of damage; the Stone Imps have 300 HP and only make physical attacks). Also of note is a rock-like thing called the Rubble. The Rubble will hit you with Lock All when you go to fight it (you can't use techniques or items). It won't fight back, but it will run if you take too long. It has 515 HP, and is hard to hit. Kill it to receive 1000 experience points and 100 technique points. There are foes like it later in the game. Area 1: Area exit is in the NW corner. Be sure to get the treasure and fight the Rubble. Be sure to keep an eye on your characters techniques and technique points -- if a character has picked up their seventh technique, switch them for someone else. I recommend that you take out Gargoyles first in any battle on the Mountain. Head west from the area entrance to reach the exit; head north to reach to the treasure (another Rubble and a Lode Helm). Area 2: The Rubble is west of the area entrance. Head north to reach a Save Point. Beyond that is a chain leading east; there's a Rubble and two chests. Going west from the chain and past a south passage takes you to a Barrier. The south passage take you on your way; head south and around until you can go north. The chest hold a Lapis. East from there brings you along your way. Continue along until you a big chain. South of the chain is a Rubble. East takes you to the next area. Area 3: East of the Man Eaters is a Full Ether and a Barrier. North and through the Man Eaters takes you to a Rubble. From you can head south to a Gargoyle/Man Eater fight for a Shield and Shelter, or you can go east to reach a Save Point and the exit to the next area. Area 4: No monsters, just chests and a Magic Tab in the SE corner of the area. Before climbing up the final chain, decide on your party. Ayla is highly recommended. Equip the Red Mail, Red Vest, and Shadow Mail. Give the red items to the two characters you deem more important. If you don't have the elemental armor, equip everyone with a Ruby Vest. Now climb up the chain. You're in a sort of clearing with a block of ice in the center. Search it, and Giga Gaia will appear. The body (Charm: Speed Tab) has 9000 HP. The hands have 2000 HP. While both hands exist, you'll have to face group damaging shadow (Dark Plasma) and fire attacks (the fire attack -- Pair Blaster -- is the more powerful). The order is usually shadow, fire. The elemental armor will allow you to be healed every time it makes the appropriate attack. Falcon Hit is probably the best way to deal with the hands, though any group attack shall do. If the left hand is destroyed, the right will either attack (Water Rise, one character) or heal the body (250 HP). If the right one is destroyed, the left will either cut one character's HP in half or make a group damaging fire attack. Sometimes a single hand action will replace Dark Plasma or Pair Blaster, though this is rare. Without the hands, the body is helpless. Throw everything you have at it until the hands reform. They'll only have 1000 HP when reformed. Destroy them, and keep fighting until Giga Gaia dies. When it dies, Melchior will be freed, and the Mountain of Woe will collapse. You'll return to the Earthbound Cave. Schala and Janus will arrive, and Dalton shortly thereafter. He'll capture Schala and blast everyone else. When the party wakes up, talk to Melchior. He'll give you the Ruby Knife. Talk to everyone, and then leave the Terra Cave and head for the Sky Gate. Also, the seal on the time Gate is broken. Make your way back to Zeal Palace. Be sure to stop in Jahar on the way. The Nu will sell weapons and armor if you say that your pendant is not Schala's. You don't need the armor if you have the elemental mail and the Rainbow Helms. Also, give the Nu by the wizard developing Magic Tabs a back scratch to receive a Magic Tab. Now, go to the Palace. XV. 12000 BC -- the Ocean Palace You'll find that the Mammon Machine has been moved to the Ocean Palace. Head to the Throne Room, and you'll meet Dalton (Charm: Power Meal, about 4500 HP). He'll fight you. He uses the Iron Orb and energy ball attacks, and will use Iron Orb as a counter attack. When you win, he'll use the Blurp attack (just like Golem's). He'll then retreat through the gate to the Ocean Palace. Go through after him. Ocean Palace foes: Scouters (Charm: Lapis; 300 HP, attacks with Sleep and with Lightning), Blue Scouts (Charm: Shield; 300 HP, attacks with blue rain) and Red Scouts (Charm: Barrier; 300 HP, attacks with Crimson Rain) are elemental-based (lightning, water, fire). They take half-damage from physical attacks, and can only be damaged by their own element. Other elements heal them and provoke a party-damaging counter attack. A group containing all three types can use Delta Force. Mages (Charm: Barrier; 480 HP) use the energy ball attack and Lock attacks. They aren't much of a problem. Jinn (Charm: Lapis) and Barghest (Charm: Lapis) always fight together, and both have 450 HP. Kill the Barghest and hit the Jinn once to remove the Barghest shield on it. Ayla can Charm a Lapis from either monster. Thrashers (666 HP) and Lashers (666 HP) are both nasty; if more than one of either type is present when you damage one, you'll face a counter attack (Twister and X Strike, respectively). Go ahead and use excessive force on those. Use the Save Point, and talk to Masa. Now go south through the exit, and you'll enter a room that has an exit in each cardinal direction. Take out the scouts and mages, and take the chests. Crono should have a Pearl Edge equipped, if possible. The south exit in this area takes you on your way. The other exits take you to battles and treasure. Weapons to look out for are the Kaiser Arm and the Demon Hit. To get the Demon Hit, got through the SW exit and stay pressed along the west wall the make your way down (after you've dealt with the Blue Scouts) and around. Keeping trying to walk through the wall near where you can no longer proceed, and you'll eventually locate a secret passage to the chest containing it. Also, the Kaiser Arm is in this chamber. Once you've got the Demon Hit, Frog can do some real damage in this area. Go through the south exit when you're done exploring the chamber. Kill the monsters, use the Save Point, and start heading down the steps. You'll have to go through a long series of battles, involving everything except the Jinn/Barghest combo. Don't worry about avoiding fights; just tear your way through. At the end you'll find Mune. Go down the final flight, take out the Jinn/Barghest combo in the new room, and use the Save Point. Now head through the south exit to the elevator. You'll have fight when you walk to the shimmering dot. Clean house, and search the dot to get the elevator going down. You'll now have to fight yet another series of battles. The last is two Seekers, and two of both Watcher types. When you reach the bottom, you can search the shimmering dot to go back up and claim a Magic Tab, but considering that you'll have to go through all that fighting again, it probably isn't worth it (the trigger dot appears if you leave and then re-enter the area). Go through the north exit. Head up and west to reach a room with a scout trio. Kill them, hit the switch, and go back to the entrance; now head up and east to find another trio and switch room. When both switches have been hit, step on the switch before the lava. A bridge will form. There's a Save Point on the other side. Use it. Now, the bosses you're about to face are the Golem Twins - identical to Golem, but there's two of them. Equip your party appropriately, keeping in mind which element you want to use. When you've got the right people and equipment, go forward. Dalton is waiting, and he'll summon the Golem Twins. As I just said, each is the same as the Golem you faced earlier. With the right equipment and attacks, this can be easy. Without them, you could get slaughtered. Use a group damaging attack of the appropriate element right off. Now just keep blasting away with the appropriate element until you win. Dalton will prepare to fight, but will then change his mind and retreat. Follow him. You're now in the Hall of the Mammon Machine. The Nu will advise you to escape, and will then follow its own advice. Go forward. Crono will throw the Ruby Knife -- which is actually the Masamune -- at the Mammon Machine, and all hell will break loose. The party will find itself face-to-mouth with Lavos. For this battle, the Lavos Shell functions at what I guess to be at least three times its normal power and HP (as of the Day of Lavos). When you lose, the Prophet will appear and reveal himself to be Magus. Queen Zeal and Schala will then appear. Magus will attack Lavos, but his powers will be drained and he'll get blasted. Zeal will then zap Schala. Everyone will then start drifting towards the mouth of Lavos. Crono will get back up. Walk up to the mouth of Lavos. Lavos will attack, and Crono will put up some sort of shield. Crono will disintegrate. The other two party members, Magus, and Schala will now appear in the wrecked Hall of the Mammon Machine. Schala will use her remaining power to teleport everyone else to safety. The cinema scene shall continue. To sum it up, the Magic Kingdom of Zeal will be destroyed and shall fall into the ocean. The resulting tsunami will submerge most of the land. Incidentally, the continual blizzard has now ended. XVI. 12000 BC -- New King, Old Foe The party members will wake up in a hut in the Last Village. You'll now pick a third party member. Note that from now on, you can select which character will fill any slot. Leave, check the other two tents, and head for the Commons. Talk to everyone there. When you talk to the elder, some monsters and Dalton will show up. Dalton will capture the party and confiscate Epoch. The party will wake up in a small room and find that all the equipment and money are missing. You can't go out the door, so head up the ladder. The party will realize they're in the Black Bird. Now head back in; one of the characters will notice an air duct passage. Head up it, and you'll be in the Black Bird's ventilation system. You'll be doing a lot of travel in this area. Hit A to look through any grating that you're standing on. From the air duct entrance, head east and then start making your way north and around to reach your first destination. First objective is near the NW corner. Keep looking, and you'll eventually find a room containing a chest and a sleeping Basher. Go in, get the chest (it contains the lead character's equipment), and kill the Basher (if you wish). Head back up into the ventilation. Now that someone has their equipment, you can fight the monsters, though only characters with equipment (specifically, weapons) will fight. If you run into a monster with no one armed, you'll wind up back in the cell. Since Ayla needs no weapons, she can fight without equipment - but she won't have any armor. Bytes and Bashers both have around 200 HP; Bytes are faster and hit harder. Slain Bashers aren't regenerated -- kill 'em once, and they'll never return. Bytes are regenerated, however. Now head as far south in the Black Bird as you can go, and start working your way through it. You can change the direction of a conveyer belt by searching the purple arrow near it. Area 1: The SW chamber contains character #3's equipment, and a ladder up to the ventilation system. The SE chamber contains a ladder up. Now go north on the conveyor belt. The west chamber holds the money and ladder up. The east chamber is your cell. Now head north again. The NE chamber contains character #2's equipment, and has a ladder up next to it. The NW chamber contains a ladder up. No go the north exit to reach the next area. Area 2: The SE chamber contains a ladder up; the SW chamber contains the rest of your equipment, and a door that leads to a ladder up to the west wing. If you haven't found the individual character's equipment yet, you can arm them with the general equipment. The NE chamber contains a ladder up. At the north side is another ladder up. Take it, head as far east as you can from there to get a Magic Tab, and then head back down it. Once you've got everything, go to the left wing ladder, and head up. The Turrets here are like the Rubbles of the Mountain of Woe, except they have 700 HP, you have less time to kill them, and they fire back with a weak thin laser. When you're done Turret hunting, go to the west edge of the wing, and let the wind push you to the south edge. When you reach it, the Golem Boss will appear. Golem Boss has around 15000 HP. Since it's scared of heights, it won't be able to attack. Basically, you just need to see if you can kill it before it can run away. After the fight, Dalton will show up in a modified Epoch. The party will fight him on the Epoch. Dalton Plus has about 3000 HP or so. He uses Slash, energy balls, and Iron Orb. This is an easy battle. When Dalton has been beaten, he'll try to summon Golem Boss -- but since it's already been taken out of the picture... Dalton will die, and the party will try to figure out if Epoch's controls were reconfigured. In the process, they'll shoot down the Black Bird. You'll then land at the Last Village. The tent containing the Nu is selling new equipment. Head to the Commons, and talk to everyone. If you haven't already told that woman to plant the seedling, do it now; she's there. The people will mention a stranger looking for you. Now leave the Commons, and head for North Cape. Once there, go forward, and check the shimmering dot. Magus will appear. He'll talk to you for a bit, and explain how some Gates created by Lavos cast his younger self and the three Gurus into separate time periods. He'll then get the party pissed off at him. You must decide whether or not to fight him. If you chose to fight him when Frog is in the party, he will go at it solo. Magus once again has 6666 HP. Starting, Magus only makes physical attacks. When he's lost half of his HP, he'll start using Fire 2, Ice 2, and Lightning 2. Magus is very fast, and will sometimes make consecutive castings -- as soon as one spell finishes, he hits you with another. When you beat Magus, you'll receive the Amulet. If you choose not to fight, then go to leave the area. He'll ask you to wait, and then he'll join your party. Since Lavos drained his powers, he's only got Ice 2, Fire 2, and Lightning 2 to start with. He comes with the Amulet. Like every other player of this game who has written a walkthrough, I recommend getting Magus. Either way, he'll tell you that the Guru of Time can help you bring Crono back. Now, return to Epoch, and take off. You'll see the Ocean Palace rise up in a new form -- that of the Black Omen. You could head in, but you aren't strong enough yet. Now, you can go to the Day of Lavos whenever you wish. However, you probably need to gain power. You can now go get Crono back, or you can start on the sub-quests. It should be noted that Magus works great on all of the sub-quests. If you want to get Crono back, set course for the End of Time. XVII. The End of Time, 2300 AD -- Chrono Trigger Talk to the Watcher. Now go to leave. The Watcher will call you back, and give you the Chrono Trigger. The party will realize he must be Gaspar. He'll explain how the Chrono Trigger works, and tell you to find Belthasar. Head to 2300 AD and the Keeper's Dome. Make your way to the Nu (be sure to get the Magic Tab), and he'll tell you to get a clone of Crono. Go to 1000 AD. If you've already won a clone, go to Crono's house to get it. Otherwise, head to the Tent of Horrors and play the 40 point game. You can win the clone, or you can buy it if you fail to win it. The longer you lasted, the less you'll pay. It should be noted that now that anyone can be in the lead, all of the characters can win a Clone and a Poyozo doll. All 1000 AD dolls play Marle's theme; the other dolls play the owner's theme. Doll and clone will located at the home of the owner (Marle's room, Lucca's house, Ayla's hut, the North Cape, Frog's home in the Cursed Woods, and Proto Dome). Also, Ayla can participate in the Soda Guzzling Contest. Once you have a clone of Crono, return to Keeper's Dome. Talk to the Nu again. It'll execute its final program - sending three Poyozo dolls to Death Peak. Go ahead and turn the thing off. Now head to Death Peak. Dash north to the Poyozo doll, and talk to it. It'll turn into a tree. Now, wait under the south side of the tree until the wind blows hard and then dies down. Now dash to the next tree, and wait there. Then dash north until you exit the area. If you get caught in the wind when it's blowing at maximum power, you'll be blown off of the Peak. The only foes you'll meet on Death Peak are Krakkers (500 HP; attack by draining HP), and Macabre (582 HP, hits very hard or misses completely). If Magus is with you, kick off every battle with a non-Shadow spell. Starting off, just explore. You'll find chests, and both a cave and a Save Point in the second area (the Save Point is SE of the cave). When you're done head into the cave. Head north a bit, and you'll face a Lavos Spawn. The Spawn has two parts - mouth (Charm: Elixir) and shell. Hitting the shell does no good and provokes a counter attack (the needle attack, specifically). The Spawn has an attack pattern. The attacks are a needle attack (massive physical damage to all characters), fire bomb (fire damage to target), Lavos Sigh (damage and Sleep to target), and Blizzard (damage and Chaos to target), in that order. The mouth has 4000 HP; when it dies the shell dies too. Lavos Spawn are worth 120 Technique Points, in addition to the experience. The other two Spawn on the Peak are identical to this one. When you kill it, take the chest (Giga Arm) and head north. Make your way east through this area (one wrong step, and you'll be facing flying skeletons), and re-enter the cave. Take the chest (Brave Sword; Frog's second best weapon), and you'll probably have to fight some Krakkers to get through. Exit, and hit the dot-switch. A cave will open. Now make your way back to the where the Save Point is, and head north to reach the cave you just opened. Make you way through the cave passage (there's a Krakker and a chest holding the Star Scythe, Magus's second best weapon). You'll fight another Lavos Spawn about one or two steps after exiting. When you kill it, continue west. The doll will tell you what's up. There's wind constantly blowing to the south on the expanse ahead. If you go off any edge of the expanse, you'll wind up back at the Save Point. I've found the best way to get through here is to always walk north into the wind, and then edge left so that the party goes west while walking against the wind. Stop walking and then resume walking to move south a little; just push the Dash button once to move north a step. You'll probably be very glad to get out of this area. In this new area, you'll see a little stream of Krakkers coming from the north. Go ahead and fight them; you can use the points, and they'll stop coming when you've killed eight of them. Take the Vedic Blade. Now go south and make your way through until you reach the last Poyozo Doll. Talk to the doll, and head down the ladder. At the west side of the path there's a ladder down; take the chest (Dark Helm), and then climb back up and head north to face the last Lavos Spawn. When it dies, the shell will remain. Push the shell to the NE corner of the clearing; there's a partial ladder there. Climb up the shell, and you'll go up the ladder if you positioned it right. Take the chest (Memory Cap) and head north; you'll now be on the top of Death Peak. The party will use the Chrono Trigger. A solar eclipse will occur, and you'll be sent back to a frozen moment in time - right before Crono dies. Investigate Crono to replace him with the clone. You've now prevented his death. You'll then arrive at the End of Time. Talk to the Watcher, and he'll talk about how to get to Lavos and the sub-quests. Talk to everyone but Crono to learn a little more about the sub-quests. XVIII. Sub-quests You can do these in any order, and for most of them you can use whoever you wish. I recommend basing who you bring on both who will be useful and who hasn't learned all of their techniques yet. Sub-quest I. 2300 AD, all time periods -- The Sun Stone "...And there's a very special stone, that can shine its light on every generation, from the distant past to the far future..." Talk to Lucca at the End of Time to see the location of the Sun Palace. Now go to 2300 AD; the Sun Palace is SW of Keeper's Dome. Land and enter. Now, equip the Red Mail, Red Vest, and either the Taban Suit (Lucca only) or Ruby Vest (or Ruby Armor, if you've already gone to 65 Million BC to get it). Head north until you see a shimmering dot. Search it, and the Son of Sun will appear. The Son of Sun (Charm: Black Mail) has only 2400 HP or so, but is very difficult to damage. Attacking one of the five flames (Charm: Elixir) will damage the SoS for 214 HP or so, but attacking the wrong one results in a counter attack (fire damage to target). Attacking the correct flame is the only way to damage it. The SoS itself attacks with Flare (hopefully, you have fire protection) or a wide laser (high Shadow damage to all on line between attacker and target). Magic heals the SoS. Physical attacks are what must be used. Every now and then the SoS will rotate the flames around, forcing you to relocate the correct flame. Magus can destroy two of the flames with Black Hole, though he probably doesn't have it at this point. When you get the message "Son of Sun is losing its fire," stop fighting; you've won. The flames will go out. Follow the SoS north and search it to receive the Moon Stone. Now head to 65 Million BC. There's some stuff for you here. Head to the Laruba Ruins and talk to the Nu there; he can change the lead character's name, and the first time you talk to him you'll receive the Silver Rock. Now head to the trading hut. There you can trade 10 Feathers, Horns, Petals, and Fangs for a suit of Ruby Armor. This is what Ayla was talking about at the End of Time. Now head east of the Dactyl Nest, and you'll see Sun Keep. Enter the Keep and place the Moon Stone in the sun beam. Now go to 2300 AD. Enter Sun Keep, and you'll find that the Sun Stone is gone. Head to 600 AD, and enter the Keep. The Stone is there, and so is a Power Tab. Go to 1000 AD. You'll find the Stone is gone. Head to Porre Village, and you'll see sparkles rising off the Mayor's house. He'll deny having the Stone. Go to the Snail Stop and buy some Jerky. Go to the Elder's House in 600 AD. Give the Jerky to the woman. Now return to the Mayor's House in 1000 AD. The mayor will give you the Sun Stone. Note that you can do the giving away Jerky bit as early as part VII. Now that you have recovered the Sun Stone, return to the Keep and put it in the sunlight. Now return to 2300 AD, and claim the fully charged Sun Stone (you need Lucca in your party to take it). You'll automatically head to Lucca's house. She'll use to the Sun Stone to make the Wonder Shot (her best weapon; damage range is from around 35 to around 750). Her dad will use it to make the Sun Shades (increases damage by one fourth). That completes this sub-quest. Sub-quest II. 600 AD -- Reforesting a Desert "In the Middle Ages, a woman's sheer determination brings a forest back to life..." You can do this sub-quest only if you told that woman to plant the seedling back in 12000 BC. Otherwise, the whirlpool in the sand won't ever appear. Head to Fiona's Villa. Talk to her and her husband Marco. Now go to the whirlpool, and enter. Be sure to bring Magus, Frog, and/or Marle; Water and Ice magic is absolutely vital in this area. Walk into the dark part of the swirling sands to enter the cavern proper. The foes here are Mohavor (Charm: Shield; 400 HP; has a physical attack, a Blindness attack, and a Sand Cyclone attack (damages one character)) and Hexapod (Charm: Barrier; 1000 HP, physical attacks only). Water-based magic will drastically lower their defense. You'll face several attacks in the cave. Water based magic will both damage and lower the defense of the sand creatures here. Use Ice 2, Water 2, Ice Water, Cube Toss, or something similar for best results. Use normal attacks to deal with magic attack survivors. Now, once you've got all the chests and healed up, go down the steps at the south end of the cave. You're now in another cave. When you go down into the sand, you'll see something weird come up out of it. The party will guess on what it is, and it'll submerge. It'll then pop up at another part of the cavern. Every time it pops up, your party loses HP. Now, you can get the chests, or you can deal with the thing. If you can catch up to it, the rest of it will arise from the sands. The Retinite is in essence an updated Zombor. The top has about 5000 HP, the bottom has about 4000 HP. The new addition -- the little core in the middle (Charm: Speed Tab) -- has about 2000. Both halves can drain HP, though the bottom drains more. The bottom can do the earthquake thing, and Sand Cyclone. The top also attacks with fire bomb, Laser Spin, Sand Breath (Darkness), and with a weird group damaging Shadow attack. Take out the middle core first. Magic does no damage to the Retinite, but Water/Ice magic demolishes its physical defense. Attacking it raises the defense. I usually take out the bottom half first. Use just Water or Ice if you're concentrating on one half at a time. When you win, take whatever chests you haven't already claimed, and head out. Be sure to get the Power Tab. Now put Robo in your party, and go talk to Fiona. Robo will volunteer to help her restore the forest. Let him. Now go to 1000 AD. The desert has been replaced by a forest, and there's a cathedral where Fiona's Villa was. Save your game and enter the cathedral. One of the nuns is selling Vigil Hats (protects status; best helmet you can buy). Head to the dais and search Robo. The lead character will drag him off of it, and Robo will re- activate. You'll now have a camp-out. Once the discussion is done, everyone will fall asleep. Lucca will wake up. Go east, and you'll find a Gate. Go through. You're now in Lucca's house, 990 AD. Go down the steps, and enter the main room. You'll see Lucca's mom get her skirt stuck in a conveyor belt, which will then activate. Go to the shining dot and search it. You'll be asked to enter the password. It's L A R A. If you enter it right (remember to wait for the thing to acknowledge each letter), the belt will stop. If you're too slow or screw up a couple of times, Lucca's mom will get crippled -- history remains the same. If you succeeded, you'll find Lara walking around if you visit her in Lucca's house. If you saved the game, you can reset and re-try as often as you wish. Either way, Lucca will wind up in her room. Go back through the Gate. Talk to Robo to receive the Green Dream. That ends this sub-quest. Note that whenever you go by the desert in 600 AD, you'll see Robo doing various tasks in it. Sub-quest III. 600 AD -- Laying Cyrus to Rest "There's the ghost of a lofty knight, slain by Magus in the Middle Ages, who haunts the present..." Talk to Frog at the End of Time to the see the location of the Northern Ruins. It's SE of Medina. If you go there in 1000 AD, you'll find the ghost of Cyrus, but you can't do anything about it (you'll simply stop fighting it once you hit it six times). Go to 600 AD, and go to the nearby village (Choras). Head to the Cafe and talk to Toma and the carpenter. Now go to 1000 AD, same village. Go to Toma's grave (West Cape) and pour Toma's Pop on it; he'll appear, and you can now enter The Giant's Claw (sub-quest V). Be sure to search behind the grave for a Speed Tab. Now go to the carpenter in the bar. He'll say you can borrow his tools. Now talk to the guy's wife, at their home. She'll give you the tools. Now return to 600 AD and give the tools to the carpenter. Now go to his house and talk to him. He'll go repair some holes in the North Ruins. Go there; he'll tell you that he can make further repairs after the monsters are defeated. The best way to deal with everything in this area is to blast the bejezus out of it with fire magic. Magus and/or Lucca should be in your party. First, head west and go down the steps. Fight the pair of Sentries (Charm: Full Ether; 1280 HP, normal attack does one third of full HP of target). These things have a sort of death-strike counter attack -- they might hit you with Grudge (damage to target) or MP Buster. They take double damage from fire attacks, and are immune to physical attacks. When damaged, they start draining HP (around 200 points everytime). Go east and fight another pair. Ignore the chests. Now go back, and fight a quartet of Sentries. You've done with the west wing for now. You might want to head to the inn. Now, head for the east wing. Head up, and go through the door. You're in a chamber with three undead battles. Reapers (Charm: Elixir; 1450 HP, and reduce HP to one on a successful attack) and Defuncts (Charm: Elixir; 1450 HP, and make physical attacks) are the enemy. Defuncts have strong physical defense when they're lying down. Use fire magic (Fire 2, Mega Bomb, Area Bomb, Double vBomb, Line Bomb, Flare, etc.) to clean house. You don't want prolonged battles with these things. When they're all beaten, r