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Chrono Trigger/Characters

Characters and Techniques

Crono
Crono is the classic mute protagonist, a simple avatar for the player. He uses swords, and learns lightning magic once he reaches the End of Time. You'll be forced to have him in your party up until Chapter 24, The Time Egg but during the last portion of the game based around sidequests you can choose whomever you want.

 * Cyclone – A useful early attack technique which hits all enemies in a radius around the one you target.
 * Slash – Hits all enemies on a line between Crono and the enemy you target.
 * *Lightning – Strikes a single enemy with Lightning magic.
 * Spincut – Hits a single enemy for double damage.
 * *Lightning 2 – Strikes all enemies with Lightning magic.
 * *Life – Brings a single character back to life.
 * Confuse – Hits a single enemy for 4x damage.
 * *Luminaire – Hits all enemies with Lightning Damage

Cyclone is a useful tech for taking out groups of enemies early in the game, although it's even better when combined with some of the double techs you'll have. Life is particularly handy since Crono is a fixture in your party, and just keep in mind what your best physical attack or magic spell currently is. Luminaire is the most powerful Single tech in the game under normal circumstances.

Lucca
The brainy genius, you'll have the option to keep her in your party for most of the game. She uses guns which rely on her hit rating, and fire magic.

 * Flame Toss – Hits all enemies on a line between Lucca and the target.
 * Hypno Wave – Puts a single enemy to sleep.
 * *Fire – Attacks a single enemy with fire magic.
 * Napalm – Attacks all enemies in a radius around the target with a fire attack
 * *Protect – Increases physical defense of an ally
 * *Fire 2 – Damages all enemies with a fire attack
 * Mega Bomb – Damage all enemies in a radius around the target with a fire attack
 * *Flare – Damages all enemies with the strongest fire magic.

You'll mostly just want to use the best fire spell Lucca has available.

Marle
One of four characters in the game who doesn't give their real name, Marle's actually Princess Nadia, heir of Guardia castle. She uses bows which depend upon her hit rating and Ice Magic.

 * Aura – Heals one ally
 * Provoke – Confuses one enemy
 * *Ice – Ice magic against one enemy
 * *Cure – Restores more health to one ally
 * *Haste – Cuts wait time of one ally by 1/3
 * *Ice 2 – Attacks all enemies with Ice
 * *Cure 2 – Restores all health to an ally
 * *Life 2 – Revives and restores all health of an ally

As you can see she's almost entirely support spells. Haste is an extremely useful tech against long, drawn-out bosses like the Black Tyrano. and Life 2 is the best revival method in the game. Her drawback is the lack of healing spells that affect the whole party, but she does get a lot of Double Techs that compensate for that.

Frog
Also known as Glenn, a medieval swordsfrog who's essential in the fight against Magus. He'll learn water magic.

 * Slurp – Restores the health of one ally.
 * Slurp Cut – Attacks a single enemy
 * *Water – Attacks a single enemy with water magic
 * *Heal – Restores health of the whole party
 * Leap Slash – Attacks a single enemy
 * *Water 2 – Attacks all enemies with water magic
 * *Cure 2 – Restores the full health of one ally
 * Frog Squash – Deals damage to all enemies, the lower your HP the higher the damage

Frog is required for the whole sequence in Magus's castle, and he has a good physical attack otherwise. The Heal spell is very useful, and Frog Squash is a killer, doing extreme amounts of damage when HP is low, for example after using a Revive... keep this in mind.

Robo
Also known as R-66Y or Prometheus, Robo is a resident of the apocalyptic future whose weapons can have a physical or shadow element.

 * Rocket Punch – Attacks a single enemy
 * Cure Beam – Restores the health of a single ally
 * Laser Spin – Hits all enemies for Shadow damage
 * Robo Tackle – Attacks a single enemy
 * Heal Beam – Restores the health of the full party
 * Uzzi-Punch – Hits a single enemy
 * Area Bomb – Attacks a single enemy
 * Shock – Damages all enemies

Robo is very slow, so he needs a lot of Speed uppers before he can unleash his full potential. He learns a damage-all tech early, which is useful during the Factory section where he must be in the party. Heal Beam is also useful.

Ayla
Ayla uses entirely physical attacks since she predates the existence of magic on the planet.

 * Kiss – restores a single ally's HP
 * Rollo Kick – Attacks a single enemy
 * Cat attack – Attacks a single enemy
 * Rock Throw – Attacks a single enemy
 * Charm – Steals items from a single enemy
 * Tail Spin – Damages all enemies around the targeted area with a Tail Spin
 * Dino Tail – Attacks all enemies, does greater damage at low health
 * Triple Kicks – Attacks single enemy three times.

In general you'll probably be best off using the most powerful physical tech she has, and charm can be very useful for getting rare items. Dino Tail functions much like Frog Squash.

Magus

 * *Lightning 2 – As seen with Crono, attacks all enemies for lightning damage.
 * *Fire 2 – As seen with Lucca, attacks all enemies for fire damage.
 * *Ice 2 – As seen with Marle, attacks all enemies for water damage.
 * *Dark Bomb – Damages all enemies in radius around target for shadow damage
 * *Magic Wall – Raises magic defense of a single ally
 * *Dark Mist – Damages all enemies for shadow damage
 * *Black Hole – Attempts instant death of single enemy
 * *Dark Matter – The ultimate shadow magic attack on all enemies

Magus has every kind of magic available to him and a strong physical attack. What's not to love?

Characters and Double Techs
Every set of two characters which doesn't include Magus has three double techs between them.

Characters and Triple Techs
One rule of thumb is that every three character set which includes Crono and doesn't include Magus has a triple tech. Thus, Crono Marle Frog have one, Crono Marle Lucca, etc. In addition to these triple techs however, there are some hidden ones that can only be activated by finding a hidden "rock" accessory somewhere in the game and equipping it on one of the characters involved in the triple tech. To use any of the special triple techs you'll need to wait until Chapter 24 when you're finally able to choose your party without Crono.

Dark Eternal
Requires: Marle, Lucca, Magus. The black rock which activates it is found by going to Kajar in 12,000 B.C. before the disaster, and activating the "water"-"wind"-"fire" books to reveal a secret area.

Spin Strike
Requires: Frog, Robo, and Ayla. The silver rock which activates it is in 65M B.C. at Laruba ruins, talk to the Nu there to receive it.

Grand Dream
Requires: Frog, Marle, and Robo. The gold rock which activates it is in 600 A.D. at the Denadaro mountains. After completing Frog's Sidequest put him at the front of the party and have him catch one of the Free Lancer's rocks. The rock must be equipped on Frog and he must have the upgraded Masamune.

Omega Flare
Requires: Lucca, Robo, and Magus. The blue rock which activates it is found in a chest in the Giant's Claw, in the raised version you explore in 600 A.D. while doing Marle's Sidequest.

Poyozo Dance
Requires: Marle, Lucca, and Ayla. The white rock which activates it is found in a chest in the Black Omen, see Chapter 25 for more details. This also has the distinction of being one of the two non-elemental attacks in the game, along with tailspin, which works regardless of magic defense or defense, it also affects the ghost version of Cyrus in 1000 A.D. at the Northern Ruins.

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Chrono Trigger/Spekkio

Information on Spekkio

Spekkio is the master of war who appears at the end of time. He teaches you magic, although in a new game + you'll already know it, and you can challenge him for prizes. His form and the prizes he offers varies with your level, and you can only receive each prize set once per game. He stops gaining new forms at around level 40, but if you get up to level **/99, he'll turn into an ultimate Nu form. He's immune to all physical attacks and affected by all magic, although a double tech with a physical and magical component will hurt him.

Make sure you take each character to meet him, so he can teach them magic or describe their abilities. Robo won't be able to learn magic since he has no soul, although he can inflict Shadow type damage. Ayla won't be able to learn magic since she predates its arrival on earth, and she'll be just about useless in fighting Spekkio with her single techs anyway. Crono will learn Lightning magic from him, Lucca will learn Fire, Marle will learn Ice, and Frog will learn Water. Magus will already know Shadow magic when he shows up obviously.

Forms
Spekkio's form depends upon the level of whatever character is in the lead of your party. For most of the game this will be Crono, although later you can set this to whomever you want.

Frog (Levels 1-9)
Not many players are likely to ever see this form, but if you do he'll give you a magic tab for beating him. He'll have 350 HP. If you want to see this form the easiest thing to do is start a new game and skip as many fights as possible, or let Crono die so he won't gain experience.

Kilwala (Levels 10-19)
The next level up of Spekkio, you'll win a magic tab and 5 ethers. He has 800 HP. I found this fight pretty easy even with just the basic magic spells, you can just outlast him.

Goblin (Levels 20-29)
2200 HP this time, he'll give a magic tab and 5 mid ethers. This is where he really starts to get hard, you'll need to be actively healing to have a chance, and fire-resistant or absorbing equipment wouldn't hurt either.

Omnicrone (Levels 30-39)
4800 HP this time, and he takes after the thugs from Guardia castle. You'll win a magic tab and five full ethers for beating him. You'll probably want some of the most powerful single techs and some good healing magic before you attempt this form, equipment resistant to specific elements helps too.

Masamune (Levels 40-98)
Once you've gone through your first game and are in a new game plus, this is how you'll see Spekkio most of the time. He gets easier to beat as you level up, but stay tuned, there's more to come. He has 10000 HP, gives a magic, power, and speed tab as well as 10 elixirs. Just finish off all the sidequests to get the best equipment, and fight him whenever you're ready.

Nu (Level **/99)
If you max out your level, you'll finally get to see Spekkio's ultimate form, which also happens to be the hardest fight in the game. He has 20000 HP, high magic defense, and a lot of pulverizing attacks even though you'll be maxed out on everything. If you win you get 10 magic, power, and speed tabs, as well as 10 megalixirs, and enough of his praise to last a year. Haste Helmets can help the fighting go faster, equipping Green Dreams on everyone improves your odds, and having Lucca and Frog cast Frog Flare does a ton of damage if Frog is at low HP.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Chrono Trigger/Spekkio


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Chrono Trigger/Sealed Chests

Sealed Chests

There are various chests in 600 A.D. and 1000 A.D. bearing the Zeal crest, they're solid black and you get a message saying they're sealed by a mysterious force if you try to open them without a charged pendant. In addition, there are also several sealed doors in 2300 A.D. which can only be opened by a charged pendant.

You will have a charged pendant from Chapter 19, Break the Seal! onward, and you'll have the ability to fly from Chapter 24, The Time Egg onward. Some chests can be reached with just a charged pendant, but some require you to be able to fly as well, so for the sake of convenience I've separated out both "groups" of items you'll be able to pick up depending upon your point in the game.

One final general rule for sealed chests is that the ones which occur both in 600 A.D. and 1000 A.D. can be received twice, once, or twice with an upgraded form. If you open a chest in 600 A.D., you'll get the item but it won't appear in 1000 A.D. If you open a chest in 1000 A.D., you'll get its item and you can open it in 600 A.D. as well. However, if you try to open a chest in 600 A.D. and select "no" when asked if you want to open it, then try to open it in 1000 A.D. the item inside the chest will upgrade into a more powerful form. You can also then go back and get the non-upgraded item in 600 A.D. In general therefore, you should access every chest you might want to open in 600 A.D. first, get its upgraded form in 1000 A.D., then go back to get its non-upgraded form in 600 A.D. Also please note that some chests only show up in one time period, and hence have no upgradeable form.

Chests accessible with only a charged pendant
Non-upgradeable:

 * In 600 A.D., head into the magic cave that led to Magus's lair. Inside is a magic ring, non-upgradeable.
 * In 600 A.D., go into Guardia Forest and examine the upper right portion of it, near the sign that says dead end. The sealed chest there will have a speed-tab, non-upgradeable.
 * In 1000 A.D., there's a non-upgradeable pair of items in the Heckran cave. The easiest way to get them is to start by going to the Vortex Pt near Taban's house and heading down through the waterfall until you reach the sealed chest. Keep going until you see the whirlpool, and jump in to end up back where you started. You'll get a Wall Ring and a Dash Ring for your troubles.
 * In 1000 A.D., there's a single sealed chest with a Power Ring in Guardia Forest. The problem is at this point in the game the path is sealed up, so you can only reach it by going through the time portal which leads there. If you went through the portal earlier and connected it to the end of time, great, otherwise head through 2300 A.D. until you reach the Bangor Dome and you'll open the warp to Guardia forest.
 * In 1000 A.D., head to Medina Village and go to the northern diamond-shaped object to meet a Nu you meet 13,000 years ago and be offered a choice between a powerful sword and a powerful defensive armor. The box to the right is the swallow sword for Crono, which is better than any weapon you'll find until you get the Epoch in Chapter 24: The Time Egg, but the helmet is the safe helm, which cuts physical damage by 1/3, and only offers less defense than the prism helm and the legendary Ozzie Pants. So basically, I'd recommend the safe helm in the left chest.

Upgrade-able:

 * In the Elder's house in the village of Porre in 600 A.D. there are two sealed chests. Make sure to select them but decline to take them. Head to the Mayor's house in the present to get the upgraded White Mail and Black Mail. Go back in time again to pick up the White Vest and Black Vest. White Mail and Black Mail absorb Lightning and Shadow damage respectively, whereas White Vests and Black Vests only block 50% of those respective elements and offer worse defense.
 * Go into the Truce Inn in 600 A.D. and select the chest there but decline to take it. Go to the Truce Inn in 1000 A.D. and open it to get the Blue Mail. Head back to 600 A.D. to pick up the Blue Vest. The Blue Mail absorbs water attacks, whereas the Blue Vest only blocks 50% of water attacks and has worse defense.
 * In 600 A.D. go to Guardia Castle, through the throne room and up the stairs on the left side. Select the chest and decline to open it. Go to 1000 A.D. and open it to get the Red Mail. Head back to 600 A.D. to get the Red Vest. The Red Mail absorbs fire attacks, and the Red Vest is weaker and only blocks 50% of fire attacks.

Sealed Doors in the Future:

 * In 2300 A.D, there are several sets of sealed doors which offer rare items, generally one in each dome. Take the transport to Bangor Dome from the end of time, which you should have opened already, and open the door in the back. In addition to a random healing item, you'll get a charm top, which improves Ayla's chances at using the charm ability, and you'll get a wallet which allows you to turn experience points into cash.
 * Directly south of the Bangor Dome is the Trann Dome. Open the door in the back, and you'll get a gold stud which cuts all magic use by 75%, and pick up a magic tab on the ground.
 * In the Arris Dome, where you fought the Guardian and found the seed, there's a sealed door in the area down the ladder and to the right. You'll need to use the control panel and use the hold L+R and press A combination to activate the passage to the sealed door. Inside, you'll find a Lumin Robe which provides excellent defense for the girls, a hit ring which raises your strike by 10, and a Gold Earring which raises your Max HP by 50%. You'll also find a power tab on the ground.

Chests accessible with the Epoch
There are also three sealed chests in the Northern ruins which you can reach after completing Frog's Sidequest. As before, decline to open them in the past and open them in the present to get a powered up version, and open them again in the past to get the low power version.

 * The Nova Armor will power up to become the Moon Armor, which raises magic defense by 10. The Nova Armor protects status.
 * The Siren will power up to become the Valkyrie, a better weapon for Marle. The Siren also casts "Stop" randomly.
 * The Kali Blade will power up to become the Shiva edge, a better weapon for Crono which does four times damage on critical strikes.

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Chrono Trigger/Tabs

Locations of Power, Magic, and Speed Tabs

In general Tabs appear as blinking blue dots somewhere in the game which can be collected by just touching them with A, although some of Chrono Trigger/Spekkio|Spekkio]] also gives away varying amounts of tabs depending on his form. Tabs increase that particular stat for a character. Keep in mind that speed is never increased by level so you'll need to use speed tabs to max out your characters speed, and also be aware that everyone's power stat except for Lucca's and Marle's maxes out eventually, although it isn't as important for them because of their weapon types. Lucca's and Magus's magic stats will also max out without external assistance.

Power Tabs

 * 1) Guardia Forest in 600 A.D. In the bottom right corner of the forest, there are two blinking blue dots. The bottom right one just leads to a monster fight, the other one is a power tab.
 * 2) Also in 600 A.D., go to the cathedral and hit the switch to lower the spikes around a door to the northwest, where the soldiers were trapped. Check the left pot for a power tab.
 * 3) In 1000 A.D., go to Guardia forest and search the bottom right area for a power tab.
 * 4) In 2300 A.D., go to Lab 32. Cross across on foot to pick up the race log if you haven't already, and race Johnny and get a speed of over 1500 to win a power tab.
 * 5) After you've reached the end of time, go to the time portal which leads to the Proto Dome. Search directly below the time gate to find a power tab.
 * 6) It's not even possible to miss this one, even if you buy the Jerky in Porre, but when you talk to the Chef in 600 A.D. to pick up the Jerky for the troops on Zenan bridge, he'll also give you a power tab.
 * 7) In the market in Porre Village in 600 A.D., check the left side for a power tab.
 * 8) In 2300 A.D. go to the Arris Dome, head down the ladder, down the right passageway, and use the control panel with L&R+A to activate a platform which leads to another sealed door. Open it with your pendant, and you'll find a power tab on the ground inside.
 * 9) In 12,000 B.C. at the mountain of woe, check the bottom right portion of the first screen past Terra Cave to find a power tab.
 * 10) In 2300 A.D. on Death Peak, after you activate the 3 Poyozo Dolls head right from the tree the first one creates to grab a power tab.
 * 11) In the sun keep, in 600 A.D. you'll find a power tab.
 * 12) After you beat the Retinite in the sunken desert, explore the left half of the first room for a power tab
 * 13) In the Geno Dome, after going up the elevator go through the first door and you'll find a power tab in the corner.
 * 14) In the Giant's Claw, fall down the pit to the right and step on the left switch to open the skull to find a power tab.
 * 15) In the area just past the last power tab, head down the ladder and to the right for another power tab.
 * 16) Also in the Giant's Claw, after you fall through into the jail cell, head left back to the skull to open it and find a power tab you couldn't reach before.

Magic Tabs

 * 1) In 1000 A.D Medina Village, go to the Elder's house and head upstairs. At the bottom left corner of the room will be a magic tab.
 * 2) Make sure to grab the Naga-ette bromide in the cathedral in Chapter 3, and trade it to the old man in Dorino village 600 A.D., the house with a glowing blue dot inside the dresser. Try to open the dresser then talk to him to make the trade for a magic tab.
 * 3) In the Denadaro mountains in 600 A.D., there's a Kiwala standing on a cliff alone near the end. Talk to it four times and it will give you a magic tab.
 * 4) In Magus's castle, after you beat Flea there will be a magic tab in the spot where he/she was standing.
 * 5) In Magus's castle, in the room where Ozzie turns a crank to remove the floors so you fall into his pits, search the bottom right corner of the pit to find another magic tab.
 * 6) Go to Enhasa in 12,000 B.C. before disaster strikes it. Enter the water-wind-fire combination by opening the books there, and fight the Nus to win a magic tab.
 * 7) Go to Kajar in 12,000 B.C. before disaster strikes it. After first going to Zeal Palace and talking to the Nu there to learn his secret scratch point, you'll be able to scratch the Nu in the room where they make magic tabs to receive a magic tab.
 * 8) Go to the Trann Dome in 2300 A.D., easiest entrance is through the Bangor Dome time gate first. Open the sealed door in the back with your pendant and you'll find a magic tab blinking on the ground.
 * 9) In the Keeper Dome in 2300 A.D., after you pick up the "Wings of Time" head through the sealed doors and you'll find a magic tab in the room where Balthasar left all of his messages.
 * 10) Near the top of the Mountain of Woe, just before you climb the giant chain to face Giga Gaia, grab the magic tab in the bottom right corner.
 * 11) In the underground version of the Ocean Palace, ride the elevator down then up. After riding it up, check the left middle portion of the platform to find a magic tab.
 * 12) In 12,000 B.C., in the last village, go into the center hut and wait for the Nu to leave to pick up a magic tab.
 * 13) In 12,000 B.C., when you're trapped on the blackbird, after getting all your equipment, items, and money head into the grate area and go to the northeast to pick up a magic tab.
 * 14) After clearing out the northern ruins and putting Cyrus's soul at peace, head to the present and look near Cyrus's grave for a magic tab.
 * 15) In Ozzie's fort, look for a secret exit in the bottom right portion of the room with the chest to find a magic tab, and Magus's best equipment.
 * 16) In the Geno Dome, after going up the elevator and having Robo run and jump to reach the switch you can't flip normally, there's a magic tab in the corner.
 * 17) Also in the Geno Dome, in the secret passage behind the conveyer belt you cross through to flip the direction of the conveyer, there's a magic tab hiding where you can't see it.

Speed Tabs

 * 1) In 1000 A.D. Medina Village, go to the Elder's house and look downstairs. On a counter to your right will be a speed tab.
 * 2) In the Denadaro mountains in 600 A.D., head to the save point near the very end of the mountains and search the bottom left portion of that area, down all the ladders for a speed tab.
 * 3) Go to Kajar in 12,000 B.C. before disaster strikes it. In the upper right hand corner of the first screen you'll see a blinking tab. Go into the doorway to the upper right, and check the bottom right corner of that room to pick up the speed tab.
 * 4) Go to Enhasa in 12,000 B.C. before disaster strikes it. Enter the water-wind-fire combination by opening the books there, and fight the Nus to win a speed tab as well.
 * 5) Once your pendant is charged, go to 600 A.D. and enter Guardia Forest. Go to the upper right hand portion of the forest to find a speed tab in a sealed chest.
 * 6) In the Geno Dome, there's a speed tab sitting beneath where a Poyozo doll sits in the northwest corner of the room with the conveyer.
 * 7) In 1000 A.D., check behind Toma's grave on the southeast continent for a speed tab.
 * 8) In the black omen, there's a chest with a speed tab three areas past where you can save with the Nus.
 * 9) In the very next room of the black omen there's a speed tab in a chest.
 * 10) After taking a transport from the last room, there's a speed tab in the right chest at the end of the next room.
 * 11) The last speed tab is also in the black omen, in the chest in the room where you have to fight four panels to reveal a save point.

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Chrono Trigger/Endings

Endings and how to obtain them

The ending you receive after you beat Lavos depends upon what point in the game you are at, or what the save file reads when you save your game. If you challenge Lavos after Crono's death and the black omen's rising, the ending will depend upon three factors: whether or not you saved Crono, whether or not you spared Magus, and whether or not you lost the Epoch by ramming it into Lavos, thus allowing for eight variations total. A couple "mini-endings" can also be seen by losing to Lavos in a normal fight with him or losing to Magus.

There are basically four ways to challenge Lavos:

 * At the millenial fair, press "A" on the right Telepad in a New Game +, where you see the sparkle. This is necessary if you want the Programmer's Ending at the start of the game or the Frog Ending. It's also the easiest way to obtain most of the endings since you will skip directly to Lavos's first form.
 * At the end of time, go into the bucket to travel to the day of Lavos in 1999 A.D. and tell your party you're ready to fight Lavos. This isn't strictly necessary for any of the endings, and you will have to battle through all of Lavos's "pre-forms" before you fight his first body. A time gate will appear to take you back to the end of time after you beat the outer shell.
 * When the Epoch is able to fly, take it to 1999 A.D. and choose to ram it into Lavos. You'll destroy his first form and skip directly past the outer shell. This is necessary for any of the main variations without the Epoch.
 * Fight your way through the Black Omen and fight Lavos's outer shell after defeating Zeal. You will find a time gate on the inside which will take you back to the end of time in case you want to do some more questing. Fighting through the Black Omen is necessary to activate the New Game +. You will also have to fight through all of Lavos's forms with this method.

The one other fight with Lavos you can get into is the one you're expected to lose, when Zeal commands Lavos to attack you when you reach the end of the Ocean Palace and before Crono dies. Lavos will be much stronger than normal and unless you're in a New Game + you'll likely have no protection against chaos or other status ailments. After you defeat the first form however, the rest of the battles proceed as usual.

For information on fighting Lavos, see Bosses. In general it's best to wait until the New Game + to try for the endings so you can have some of the best equipment in the game, it would require an incredible amount of levelling up without it. The best way to challenge Lavos to get one of the endings is normally through the right gate at the millenial fair.

If you're going to be going through a game of Chrono Trigger and trying to pick up as many endings as possible, one thing you can do as soon as you reach the End of Time is take the bucket to battle through all of Lavos's outer forms, and once you go inside the shell a time gate will send you back to the End of Time where your game can proceed as usual. This means that you'll only have to battle through Lavos's outer forms once for all the endings you want to get in your save file, since you can just resume your fight after the outer shell by going to the End of Time. Note that Lavos's outer form being gone holds whether you challenge Lavos at the Black Omen, End of Time, or right telepad at the fair, but you can still crash the Epoch into Lavos and fight the battle at the Ocean Palace you're meant to lose.

The Lavos Ending
A few of us might be unlucky enough to see this one accidentally. Simply challenge Lavos at any point and die against him. You'll see a more detailed version of what happened in 1999 A.D., and Lavos will arise from the earth, and you'll see the grim line "but the future refused to change" at the end.

Another "Lavos" Ending
If you lose to Magus in the battle against him in his castle, he will turn around and raise his arms, and you will begin to hear Lavos make his trademark scream. It can probably be inferred from this that without your interference Magus would have summoned Lavos to challenge him, and probably lost the battle.

Another side note, these two battles are the only ones I know of that trigger special endings, although you can also lose the first battle against the Golem which will similarly lead to you getting trapped by Zeal.

The Programmer's Ending
Save File when you challenge Lavos should read: The Millenial Fair.

There are actually two ways to get this ending, which are the two toughest ways to fight Lavos. You can either beat him at the first Ocean Palace fight before Crono dies, in which you're expected to lose, or you can challenge him at the very beginning of the game. If you choose the Ocean Palace route just make sure you have your best equipment since the first fight will be harder than usual, but the last fights are the same as normal. If you choose to fight Lavos at the beginning of the game, you can do it with or without Marle depending upon whether you enter the right Telepod right away or whether you try out the Telepod first and do it with Crono alone. You can fight Lavos with Crono alone if you want, but there's no real reason not to take Marle, so you might as well. Hopefully you're at a high enough level where this is a piece of cake. You'll get to talk to the programmers in the coolest exposition of a credit sequence ever, then be treated to a rapid fire scroll of the credits to complement your breezing through the game.

You can also defeat Lavos when Queen Zeal summons it in the Ocean Palace to get this ending; in this case, you can use any party member except Magus, but Outer Lavos attacks more frequently and has more attack power.

The Frog Ending
Save file when you challenge Lavos should read: We're Back!.

Challenge Lavos using the Telepod as soon as you come back from 600 A.D. for the first time. You'll only have Marle and Crono in your party unfortunately, so make the best of it. You'll pop out of the Telepod again only to find out you changed history in a bit of a froggy way.

The Nu Ending
Save file when you challenge Lavos should read: The End of Time or The Village of Magic

Use the bucket at the end of time when you first get there, or at any point before returning to 600 A.D. for the second time, the gate at the fairgrounds works as well if you use it before you head to the past. You'll watch a lot of random scenes involving a Nu and a Ribbit. All things begin and end with Nu, don't they?

The Tata/Legendary Hero Ending
Save file when you challenge Lavos should read: The Hero Appears or Tata and the Frog before you get the hero medal.

Beat the game during your second trip to 600 A.D., while everyone still thinks Tata is the hero, and before he learns he's a fake on the Denadaro mountains. After a few scenes with Robo in the future, Tata will go to Magus's castle to challenge him and find some unusual company.

The Unknown Past Ending
Save file when you challenge Lavos should read: Tata and the Frog after you get the hero medal or The Rare Red Rock.

Beat Lavos after you get the hero medal and before visiting 65M B.C. for the first time to get the dreamstone. You'll see a bunch of scenes showing the villagers in 65M B.C. to show what you missed out on, and a few other random things with the characters.

People of the Times Ending
Save file when you challenge Lavos should read: The Masamune! AND Frog should not have joined your party.

Beat Lavos after you return from your first trip to 65M B.C. with the gate key and before repairing the masamune and giving it to Frog. This ending is probably the worst out of the bunch, it just shows a few sprites in between showing the credits.

The Frog vs Magus Ending
Save file when you challenge Lavos should read: The Masamune! AND Frog should have joined your party or save file should read Magus's Castle.

Beat Lavos after giving the Masamune back to Frog and having him join your party, but before confronting Magus. You'll start out at Lucca's house with her fixing Robo, and Frog will go to Magus's castle to take care of some unfinished business. He'll go through each of Magus's henchmen in turn, with a final battle with Magus taking place over the credits. And the winner? Open for interpretation in my opinion.

The Reptite Ending
Save file when you challenge Lavos should read: Forward to the Past or Unnatural Selection?

Beat Lavos after you defeat Magus but before you go with Ayla to fight the reptites. The past will have been changed so that the reptites won the battle with the humans thanks to your lack of help, and all the characters are reptites, except for the green jogger oddly enough who's a human now.

The Prophet Ending
Save file when you challenge Lavos should read: The Magic Kingdom or Break the Seal or The Guru on Mt. Woe or What Lies Beyond or Lavos Beckons. Basically any point after you reach 12,000 B.C. to when you fight Lavos in the battle you're meant to lose, with the exception described in the following ending.

Beat Lavos after reaching 12,000 B.C. and before Zeal crashes down to earth. A few scenes will take place involving Magus disguised as the prophet, implying that he would get his chance to do what he wanted in 12000 B.C. without your interference.

The SlideShow Ending
Save file when you challenge Lavos should read: The Magic Kingdom AND Schala should have just opened up the door to the Ocean Palace.

Better known as the ending which proves Crono isn't a mute. That's right folks, he talks. Beat Lavos after Schala opens up the door to the Ocean Palace but before charging up your own pendant. Marle and Lucca will put on a slideshow and discuss the men of Chrono Trigger.

The Reunion Ending
Save File when you challenge Lavos should read: The Time Egg.

These last two endings are the ones most players are likely to see, depending upon whether they completed the final quest to rescue Crono or not. This is the ending you get if you defeat Lavos after completing the Zeal quest and while Crono is still "dead." This ending and the main ending however, take place largely at the fair and has a lot of variations depending upon some of the last quests you did. There are a few subtle variations depending upon whether or not you got the time egg, and whether or not you obtained a clone for Crono, but the main variations have to do with whether or not you spared Magus and whether or not you crashed the Epoch into Lavos. The main focus of the ending is Marle going through the fair without Crono, and the rest of the gang coming up with a way to get him back by going to Death Peak. One last variation common to both this and the next ending is that if you rescued Lara, Lucca's mother, she'll be in good health during the ending, and if you didn't have the conversation with Robo about the "entity" Marle will mention she's convinced some greater force wanted your party to experience these events.

With Magus, With Epoch
You'll wake up at the End of Time with Marle and Lucca in your party. Gaspar will tell you that the time gates are closing, and that you'll need to leave quickly. Try talking to everyone, and they'll insist they have to leave, and they'll each head back to their own time periods, with Magus going to 12,000 B.C. oddly enough. You'll show up at the Millenial Fair again, talk with Lucca as usual, then the whole party will show up and chase Gaspar into a time portal if you didn't already have the egg. You'll decide to search for Crono with the Epoch, and Marle will leave her dad hanging while he's trying to place the bell. The last scene will be Crono running out of the mists of Death Peak to meet Marle.

With Magus, Without Epoch
You'll wake up at the End of Time with Marle and Lucca in your party. Gaspar will tell you that the time gates are closing, and that you'll need to leave quickly. Try talking to everyone, and they'll insist they have to leave, and they'll each head back to their own time periods, with Magus going to 12,000 B.C. oddly enough. You'll show up at the Millenial Fair again, where your party members will mysteriously show up, and Lucca will inform you that she's turned the Telepod into a time machine. If you don't have the Time Egg she'll transport Gaspar to your time to give it to you. Your whole party will head off to rescue Crono, while Marle stays behind and helps the king with Nadia's bell. She'll float up on the balloons and end up at Death Peak, where Crono runs to meet her out of the mist.

Without Magus, With Epoch
Similar to the variation with Magus, if you don't have the Time Egg, your party will pop out of the gate and start chasing the old man at the End of Time. You may not recognize one of your party members however, since Frog will be in human form with the Masamune strapped to his back and with long green hair, Lucca will comment on how handsome he is, and the ending will proceed as usual with Marle waiting on Death Peak.

Without Magus, Without Epoch
This ending will be basically the same as the variation with Magus only Magus won't be included. You won't get to see Frog in human form.

The Main Ending
Save File when you challenge Lavos should read: The Fated Hour or The Final Battle.

You'll see some variation of this ending if you choose to fight Lavos after you complete the Zeal quest and have the magic kingdom crash into the ground, and if you save Crono as well. This also allows you a chance to do all the sidequests to get some equipment up to the challenge of fighting Lavos. The ending you get will depend upon two main factors: whether or not you spared Magus, and whether or not you rammed the Epoch into Lavos in 1999 A.D.

If you killed Magus, Frog will be in human form during the ending, and he may actually talk to the party depending upon the variation. If you spared Magus, Frog will still be a Frog but Magus will have a small role to play.

If you rammed the Epoch into Lavos, a few things can happen such as Lucca inventing another form of time travel, or Marle and Crono just floating off into the clouds. If you didn't ram the Epoch into Lavos you'll probably fly off with it during the ending, and Crono's mom may run into the last time gate with all the cats Crono owned. (another minor variation depending on how many cats you had)

The easiest way to get this ending is to ram the Epoch into Lavos if your ending requires it by flying it to 1999 A.D., or taking the right Telepod at the fair as usual. The following is a more detailed description of each version of the ending. One last variation which is common to each version is that if you saved Lucca's mother Lara, she will be standing up in good health during the final scenes when you walk around the fairgrounds, if you saved the chancellor he'll show up in the throne room instead of Pierre, and if you didn't have the conversation with Robo about the "entity" Marle will mention she's convinced some greater force wanted your party to experience these events.

With Magus, with Epoch
In all these variations, Crono will wake up to find out his stay of execution has been canceled. He'll visit the castle to learn that Lucca did a little temporal tampering to bring her ancestors and descendents to the castle to show the king all they've accomplished. Crono will be thanked as a hero, and Crono and Marle will get to wander around the fairgrounds together on the last day. You'll say goodbye to each member of your party, including Magus of course, and you'll decide that the entity you talked about must be at peace as well.

The twist to this variation of the ending is that Crono's cat(s) will run away because he hasn't been feeding them (no way to avoid this, although you can have up to 15 cats if you do feed them and win another at the fair), and Crono's Mom will run in the portal after them and disappear. After saying goodbye to the king you'll spend the ending soaring around in the Epoch, viewing some scenes from each time period you visited.

With Magus, without Epoch
Similar to the above ending, only instead of Crono's Cats running away, Marle and Crono will fly off on a bunch of balloons over Truce as the credits roll.

Without Magus, with Epoch
Similar to the main ending with the Epoch, only when you're flying with the Epoch you'll see a brief scene with Frog at a waterfall changing form, and you'll see the scene in 600 A.D. where Frog is walking across the bridge with Leene and the soldiers, and he'll be in human form.

Without Magus, without Epoch
Identical to the variation with Magus, only Magus won't appear obviously. You won't get to see Frog in human form.

title: Chrono Trigger/Endings


text: File:FF6 - TekMissile.png

title: File:FF6 - TekMissile.png


text: File:FF6 - Marshal.png

title: File:FF6 - Marshal.png


text: File:FF6 - Figaro Castle.png

title: File:FF6 - Figaro Castle.png


text: File:FF6 SNES Title Screen.png

title: File:FF6 SNES Title Screen.png


text: File:Whomp's Fortress.jpg

title: File:Whomp's Fortress.jpg


text: File:Blast-out-the-wall.jpg

title: File:Blast-out-the-wall.jpg


text:
Super Mario 64/Metal Mario

Mario can turn metallic by hitting a green box found in certain courses. The Metal cap isn't available until you hit the Green Cap switch in Hazy Maze Cave star 3. While Mario is wearing the metal cap he is invincible to enemy and obstacle damage (not including lava or falling), he can walk underwater without drowning, he is slower and he cannot execute some of his techniques like his Back-flip.

title: Super Mario 64/Metal Mario


text:
Hela, Jonathan!/Capto 1

1 Penar
Un mano standu en un urbo. La mano pixa un jurnalo. La mano vide un urbo.

Kyu la mano standu en un urbo? Ya, he standu en un urbo.

Kyu la mano standu en...un mano? Ne, he ne standu en un mano. He standu en un urbo.

Kyu la mano standu en un treno? Ne, he ne standu en un treno. He standu en un urbo. La mano standu en un urbo.

Kyu la mano pixa un jurnalo? Ya, he pixa un jurnalo.

Kyu la jurnalo pixa la mano? Ne, la jurnalo ne pixa la mano. Un jurnalo ne pixa. Un mano pixa. La mano pixa la jurnalo.

Kyu la urbo vide la mano? Ne, la urbo ne vide la mano. Un urbo ne vide. Un mano vide. Kyu la mano vide la urbo? Ya, la mano vide la urbo.

Wer standu la mano? He standu en un urbo. Kwo la mano pixa? He pixa un jurnalo. Kwo la mano vide? He vide un urbo. He standu en un urbo, ed he pixa un jurnalo, ed he vide un urbo.

Kyu la mano standu en un jurnalo? Ne, he pixa en un jurnalo. Kyu la mano vide un mano? Ne, he ne vide un mano; he vide un urbo.

La mano es grandi. La mano es boni, ed la mano es umni. He pensa. He pensa om la urbo. He pensa: "Kwo es la urbo? Kyu la urbo es boni?  Kyu la urbo es grandi?"

Kyu la mano pixa un urbo? Ne, he ne pixa un urbo; un urbo es grandi. He pixa un jurnalo; un jurnalo nes grandi.

Kyu la jurnalo pensa om la mano? Ne, un jurnalo ne pensa. Un mano pensa. He pensa om la jurnalo, ed pensa om la urbo.

Ed he pixa en la jurnalo. He pixa om la urbo. He pixa: "La urbo es boni, ed la urbo es grandi."

He pensa: "La urbo es boni"; he pensa ke la urbo es boni. He pensa: "La urbo es grandi"; he pensa ke la urbo es grandi. He pensa om la urbo, ed he pensa om la jurnalo.

Kwo es la jurnalo? La jurnalo es wer la mano pixa; he pixa en la jurnalo. En la jurnalo, la mano pixa om la urbo. En la jurnalo, la mano ne pixa om la treno; la mano standu en la urbo, ne en la treno. He ne pensa om la treno; he pensa om la urbo, la urbo Myunik.

Kwo es la urbo? Lo es Myunik. Wer es Myunik? Lo es wer la mano standu. Wer es la mano? He es en Myunik.

Ya, Myunik es un urbo grandi, ed un urbo boni. La mano pensa ke Myunik es un urbo boni, ed he pensa ke lo es un urbo grandi. La mano es umni. He disa: "Hela, Myunik!" He es un mano boni!

La mano standu ed pensa: "Wer es la treno?" He vide...he vide la treno! He pensa: "La treno!" Nu he ne pensa om la jurnalo ed ne pensa om la urbo; he pensa om la treno!

title: Hela, Jonathan!/Capto 1


text: Template:User na-1

title: Template:User na-1


text:
Template:User x

Usage

 * DO NOT copy the source of this userbox. Otherwise, you risk putting your userpage in a miscategorization, or generating duplicate userboxes.
 * Put this userbox on your userpage like this: undefined
 * Put this userbox in Babel like this:

title: Template:User x


text:
Template:User x/doc

Usage
This template is intended to provide one easy and consistent documentation for all seven levels (0-N) "User x" templates (such as Template:User tr-3). It is intended only for templates with ISO 639 language codes.

To use this on most templates use:

It currently appears that some templates use Userbox and some use Userbox-level.

title: Template:User x/doc


text:
Module:ISO 639 name

require('strict');

local getArgs = require ('Module:Arguments').getArgs; local override_data = mw.loadData ('Module:Language/data/ISO 639 override'); --local override_data = mw.loadData ('Module:Language/data/ISO 639 override/sandbox'); local deprecated_data = mw.loadData ('Module:Language/data/ISO 639 deprecated'); local parts = { {'Module:Language/data/ISO 639-1', '1'}, {'Module:Language/data/ISO 639-2', '2'}, {'Module:Language/data/ISO 639-2B', '2B'}, {'Module:Language/data/ISO 639-3', '3'}, {'Module:Language/data/ISO 639-5', '5'}, }

--[[--< E R R O R _ M E S S A G E S >--

]]

local error_messages = { ['err_msg'] = 'error: $1 (help) ', ['err_text'] = {															-- error messages used only in the code to name functions ['ietf'] = '$1 is an IETF tag',											-- $1 is the ietf tag ['required'] = 'ISO 639$1 code is required',							-- $1 is the 639 '-1', '-2', '-3', '-5' part suffix; may be empty string

-- code to name functions and iso_639_name_to_code ['not_found'] = '$1 not found in ISO 639-$2 list',						-- $1 is code or language name; $2 is 639 part suffix(es)

-- iso_639_name_to_code only ['name'] = 'language name required', ['not_part'] = '$1 not an ISO 639 part',								-- $1 is invalid 639 suffix (without hyphen)

['code_name'] = 'language code or name required',						-- iso_639 only }	}

local error_cat = '';

--[[--< S U B S T I T U T E >--

Populates numbered arguments in a message string using an argument table.

]]

local function substitute (msg, args) return args and mw.message.newRawMessage (msg, args):plain or msg; end

--[[--< E R R O R _ M S G >

create an error message

]]

local function error_msg (msg, arg, hide, nocat) local retval = ''; if not hide then retval = substitute (error_messages.err_msg, substitute (error_messages.err_text[msg], arg)); retval = nocat and retval or (retval .. error_cat); end return retval end

--[[--< I S _ S E T >--

Returns true if argument is set; false otherwise. Argument is 'set' when it exists (not nil) or when it is not an empty string.

]]

local function is_set (var) return not (var == nil or var == ''); end

--[=[-< M A K E _ W I K I L I N K >

Makes a wikilink; when both link and display text is provided, returns a wikilink in the form L|D; if only link is provided, returns a wikilink in the form L; if neither are provided or link is omitted, returns an empty string.

]=]

local function make_wikilink (link, display) if is_set (link) then if is_set (display) then return table.concat ({, display, }); else return table.concat ({, link, }); end else return ''; end end

--[[--< L A N G _ N A M E _ G E T >

returns first listed language name for code from data{} table; strips parenthetical disambiguation; wikilinks to the language article if link is true; returns nil else

]]

local function lang_name_get (code, data, link, label, raw) local name; if data[code] then --		name = raw and data[code][1] or data[code][1]:gsub ('%s*%b', '');		-- get the name; strip parenthetical disambiguators if any when is false if raw then name = data[code][1]; else name = data[code][1]:gsub ('%s*%b', '');							-- strip parenthetical disambiguators if any name = name:gsub ('([^,]-), +(.+)', '%2 %1');						-- if inverted, uninvert end if link then															-- make a link to the language article? if name:find ('languages') or name:find ('[Ll]anguage$') then name = make_wikilink (name, label);								-- simple wikilink for collective languages or langauges ending in 'Language' unless there is a label elseif override_data.article_name[code] then name = make_wikilink (override_data.article_name[code][1], label or name);	-- language name or label with wikilink from override data else name = make_wikilink (name .. ' language', label or name);		-- name or label end end return name; end end

--[[--< A D D _ I E T F _ E R R O R _ M S G >--

assembles return-text (language code, language name, or error message) with IETF error message into properly formatted readable text

 * hide-err=yes suppresses error message and category
 * cat=no supresses category

]]

local function add_ietf_error_msg (text, ietf_err, hide, nocat) if hide then ietf_err = ''; end

if not nocat then															-- |cat= empty or omitted -> nocat=false nocat = '' == ietf_err;													-- spoof; don't add cat when no error end

return table.concat ({														-- tack on ietf error message if one exists		text,																	-- code name, language name, or error message		 ~= ietf_err and ' ' or ,											-- needs a space when ietf_err is not empty		ietf_err,		nocat and '' or error_cat,												-- add error category when |cat=		}); end

--[[--< G E T _ P A R T _ I N D E X >--

gets index suitable for parts{} table from ISO 639- (usually args[2])

return valid index [1] - [5]; nil else 1  <- part ['1'] 2  <- part ['2']															-- this is part 2T 3  <- part ['2B'] 4  <- part ['3'] nil <- part ['4']															-- there is no part 4 5  <- part ['5']

]]

local function get_part_index (part) return ({['1']=1, ['2']=2, ['2B']=3, ['3']=4, ['4']=nil, ['5']=5})[part] end

--[[--< I S O _ 6 3 9 _ C O D E _ T O _ N A M E _ C O M M O N >

this is code that is common to all of the iso_639_code_n_to_name functions which serve only as template entry points to provide the frame, the name of the appropriate data source, and to identify which 639 part applies.

this function returns a language name or an error message. data is searched in this order: part-specific override data -> standard part data -> part-specific deprecated data

a second retval used by _iso_639_code_to_name is true when a code is found; nil else

]]

local function iso_639_code_to_name_common (args, source, part) local hide = 'yes' == args['hide-err'];										-- suppress error messages and error categorization local nocat = 'no' == args.cat;												-- suppress error categorization (primarily for demo use) local raw = 'yes' == args.raw;												-- disable override and dab removal local data;																	-- one of the override or part tables local name;																	-- holds language name from data

if not args[1] then															-- if code not provided in the template call return error_msg ('required', '-' .. part, hide, nocat);						-- abandon end

local code;																	-- used for error messaging local ietf_err;																-- holds an error message when args[1] (language code) is in IETF tag form (may or may not be a valid IETF tag) code, ietf_err = args[1]:gsub('(.-)%-.*', '%1');							-- strip ietf subtags; ietf_err is non-zero when subtags are stripped ietf_err = (0 ~= ietf_err) and error_msg ('ietf', args[1], hide, nocat) or '';		-- when tags are stripped create an error message; empty string for concatenation else

if not raw then																-- when raw is true, fetch name as is from part data; ignore override data = override_data['override_' .. part];								-- get override data for this part name = lang_name_get (code:lower, data, args.link, args.label, raw);	-- get override language name if there is one end if not name then data = mw.loadData (source);											-- get the data for this ISO 639 part name = lang_name_get (code:lower, data, args.link, args.label, raw);	-- get language name if there is one end

if not name then															-- TODO: do something special to indicate when a name is fetched from deprecated data? data = deprecated_data['deprecated_' .. part];							-- get deprecated data for this part name = lang_name_get (code:lower, data, args.link, args.label, raw);	-- get deprecated language name if there is one

if not name then return error_msg ('not_found', {code, part}, hide, nocat);			-- code not found, return error message end end return add_ietf_error_msg (name, ietf_err, hide, nocat), true;				-- return language name with ietf error message if any; true because we found a code end

--[[--< _ I S O _ 6 3 9 _ C O D E _ T O _ N A M E >

searches through the ISO 639 language tables for a name that matches the supplied code. on success returns first language name that matches code from template frame perhaps with an error message and a second return value of true; on failure returns an error message and a second return value of nil. The second return value is a return value used by iso_639_code_exists

looks first in the override data and then sequentially in the 639-1, -2, -3, and -5 data

]]

local function _iso_639_code_to_name (frame) local args = getArgs(frame); local hide = 'yes' == args['hide-err'];										-- suppress error messages and error categorization local nocat = 'no' == args.cat;												-- suppress error categorization (primarily for demo use) if not args[1] then															-- if code not provided in the template call return error_msg ('required', '', hide, nocat);							-- abandon end

local name;																	-- the retrieved language name and / or error message local found;																-- set to true when language name is found

for _, part in ipairs (parts) do		name, found = iso_639_code_to_name_common (args, part[1], part[2]); if found then return name, true;													-- second retval for iso_639_name_exists end end

return error_msg ('not_found', {args[1], '1, -2, -2B, -3, -5'}, hide, nocat);	-- here when code (args[1]) is not found in the data tables end

--[[--< I S O _ 6 3 9 _ C O D E _ T O _ N A M E >--

template entry point; returns first language name that matches code from template frame or an error message looks first in the override data and then sequentially in the 639-1, -2, -3, and -5 data

]]

local function iso_639_code_to_name (frame) local ret_val = _iso_639_code_to_name (frame);								-- ignore second return value return ret_val;																-- return language name and / or error message end

--[[--< I S O _ 6 3 9 _ C O D E _ E X I S T S >

template entry point; returns true if language code maps to a language name; intended as a replacement for: Instead of that expensive parser function call use this function: on success, returns true; nil else

]]

local function iso_639_code_exists (frame) local _, exists; _, exists = _iso_639_code_to_name (frame);									-- ignore name/error message return; is true when name found for code; nil else return exists; end

--[[--< I S O _ 6 3 9 _ C O D E _ 1 _ T O _ N A M E >--

template entry point; returns first language name that matches ISO 639-1 code from template frame or an error message

]]

local function iso_639_code_1_to_name (frame) local args = getArgs (frame); local retval = iso_639_code_to_name_common (args, parts[1][1], parts[1][2]);	-- suppress second return value return retval; end

--[[--< I S O _ 6 3 9 _ C O D E _ 2 _ T O _ N A M E >--

template entry point; returns first language name that matches ISO 639-2 code from template frame or an error message

]]

local function iso_639_code_2_to_name (frame) local args = getArgs (frame); local retval = iso_639_code_to_name_common (args, parts[2][1], parts[2][2]);	-- suppress second return value return retval; end

--[[--< I S O _ 6 3 9 _ C O D E _ 2 B _ T O _ N A M E >

template entry point; returns first language name that matches ISO 639-2 code from template frame or an error message

]]

local function iso_639_code_2B_to_name (frame) local args = getArgs (frame); local retval = iso_639_code_to_name_common (args, parts[3][1], parts[3][2]);	-- suppress second return value return retval; end

--[[--< I S O _ 6 3 9 _ C O D E _ 3 _ T O _ N A M E >--

template entry point; returns first language name that matches ISO 639-3 code from template frame or an error message

]]

local function iso_639_code_3_to_name (frame) local args = getArgs (frame); local retval = iso_639_code_to_name_common (args, parts[4][1], parts[4][2]);	-- suppress second return value return retval; end

--[[--< I S O _ 6 3 9 _ C O D E _ 5 _ T O _ N A M E >--

template entry point; returns first language name that matches ISO 639-5 code from template frame or an error message

]]

local function iso_639_code_5_to_name (frame) local args = getArgs (frame); local retval = iso_639_code_to_name_common (args, parts[5][1], parts[5][2]);	-- index [4] -> part 5 because there is no part 4; suppress second return value return retval; end

--[[--< N A M E _ I N _ P A R T _ C O D E _ G E T >

indexes into the  using and extracts the language code assigned to (1, 2, 2B, 3, 5). attempts to index override data first; returns code on success, nil else

]]

local function name_in_part_code_get (name, part, part_idx, name_data) return name_data[name] and (		name_data[name][part_idx+5]	or											-- see if the name exists in the part's override table		name_data[name][part_idx] or											-- see if the name exists in the part's main table		name_data[name][part_idx+10]											-- see if the name exists in the part's deprecated table		); end

--[[--< _ I S O _ 6 3 9 _ N A M E _ T O _ C O D E >

module entry point; returns ISO 639-1, -2, -2B, -3, or -5 code associated with language name according to part (1, 2, 2B, 3, 5) argument; when part is not provided scans 1, 2, 2B, 3, 5 and returns first code

override data are examined first

is frame arguments from getArgs(frame)

]]

local function _iso_639_name_to_code (args) local hide = 'yes' == args['hide-err'];										-- suppress error messages and error categorization local nocat = 'no' == args.cat;												-- suppress error categorization (primarily for demo use)

if not args[1] then return error_msg ('name', '', hide, nocat);								-- abandon when language name missing end local name = args[1];														-- used in error messaging local lc_name = name:gsub(' +', ' '):lower;								-- lowercase version of name for indexing into the data table; strip extraneous space characters

local part_idx; local part = args[2]; if part then part_idx = get_part_index (part); if not part_idx then return error_msg ('not_part', part, hide, nocat);					-- abandon; args[2] is not a valid ISO 639 part end end

local name_data = mw.loadData ('Module:Language/data/ISO 639 name to code');	-- ISO 639 language names to code table --	local name_data = mw.loadData ('Module:Language/data/ISO 639 name to code/sandbox');	-- ISO 639 language names to code table

local code; if part then code = name_in_part_code_get (lc_name, part, part_idx, name_data);		-- search the specified override table + part table else for part_idx, part_tag in ipairs ({'1', '2', '2B', '3', '5'}) do		-- no part provided, spin through all parts override first and get the first available code code = name_in_part_code_get (lc_name, part_tag, part_idx, name_data); if code then														-- nil when specified does not have code for specified language break;															-- when code is not nil, done end end end if code then return code, true; end return error_msg ('not_found', {name, part or '1, -2, -2B, -3, -5'}, hide, nocat), false; end

--[[--< I S O _ 6 3 9 _ N A M E _ T O _ C O D E >--

template entry point; returns ISO 639-1, -2, -2B, -3, or -5 code associated with language name according to part (1, 2, 2B, 3, 5) argument; when part is not provided scans 1, 2, 2B, 3, 5 and returns first code

override data are examined first

args[1] is language name args[2] is ISO 639 part

]]

local function iso_639_name_to_code (frame) local args = getArgs(frame); local result, _ = _iso_639_name_to_code (args);								-- suppress true/false return used by iso_639_name_exists return result; end

--[[--< I S O _ 6 3 9 _ N A M E _ E X I S T S >

template entry point; returns ISO 639-1, -2, -3, or -5 code associated with language name according to part (1, 2, 3, 5) argument; when part is not provided scans 1, 2, 3, 5 and returns first code

override data are examined first

args[1] is language name args[2] is ISO 639 part

]]

local function iso_639_name_exists (frame) local args = getArgs(frame); local _, result = _iso_639_name_to_code (args);								-- suppress code return used by iso_639_name_to_code return result and true or nil; end

--[[--< I S O _ 6 3 9 >

template entry point. returns: language name if args[1] is valid language code language code if args[1] is valid language name

this function is constrained to the ISO 639 part specified in args[2] which must be 1, 2, 2B, 3, or 5. When not provided all parts are tested. The first match is found

]]

local function iso_639 (frame) local args = getArgs (frame); local hide = 'yes' == args['hide-err'];										-- suppress error messages and error categorization local nocat = 'no' == args.cat;												-- suppress error categorization (primarily for demo use) local result; local found;																-- set to true when language name is found

if not args[1] then return error_msg ('code_name', '', hide, nocat); end

local part = args[2]; if part then																-- if ISO 639 part supplied local part_idx = get_part_index (part);									-- map index from ; anything else nil

if not part_idx then return error_msg ('not_part', part, hide, nocat);					-- abandon; args[2] is not a valid ISO 639 part end

result, found = iso_639_code_to_name_common (args, parts[part_idx][1], parts[part_idx][2]);		-- attempt to find a code match if found then return result;														-- found the code so return the language name end

result = _iso_639_name_to_code (args);									-- might be a language name; return code if it is; error message or empty string else return result;															-- this way to suppress second return

else for _, part in ipairs (parts) do										-- for each of the iso 639 parts result, found = iso_639_code_to_name_common (args, part[1], part[2]);	-- attempt to find a code match if found then return result;													-- found the code so return the language name end end end

result = _iso_639_name_to_code (args);										-- might be a language name; return code if it is; error message or empty string else return result;																-- this way to suppress second return end

----< E X P O R T E D  F U N C T I O N S >--

return { iso_639 = iso_639,															-- returns code when given name; returns name when given code

iso_639_code_exists = iso_639_code_exists, iso_639_name_exists = iso_639_name_exists,

iso_639_code_to_name = iso_639_code_to_name, iso_639_code_1_to_name = iso_639_code_1_to_name, iso_639_code_2_to_name = iso_639_code_2_to_name, iso_639_code_2B_to_name = iso_639_code_2B_to_name, iso_639_code_3_to_name = iso_639_code_3_to_name, iso_639_code_5_to_name = iso_639_code_5_to_name,

iso_639_name_to_code = iso_639_name_to_code, };

title: Module:ISO 639 name


text:
Metroid Prime/Samus's Gunship

Samus's Gunship was provided to her by the Galactic Federation, and has been around from the beginning. It has no "real" name, so it's commonly referred to as just Samus's Gunship. Samus's Gunship is also a trophy in Super Smash Bros. Melee, which portrays it as very bulky and orange. The ship serves as Samus's sanctuary in hostile environments like Tallon IV and SR388.

title: Metroid Prime/Samus's Gunship


text:
Old School RuneScape/Skills/Runecrafting

Runecrafting is a skill that involves players making runes which are used for magic spells. However, to runecraft, players must first finish the Rune Mysteries Quest.

Rune Essence
To craft runes, players first need rune essence, commonly referred to as 'ess'. Since rune essence is in rocks, players will need a pick axe to mine the essence out of the rocks.

There are two kinds of ess, normal and pure. The normal ess can be used to make the six basic runes: air, earth, water, fire, mind, and body. For any other rune players will need pure essence which can only be mined on members servers. Pure essence can also be used to make one of the basic runes if that is the one the player wants to craft. If a player mines a rune essence rock on a members server, they will always receive pure essence if their Mining level is 30 or above, otherwise they will receive normal essence.

Essence is located in massive underground mines. To access these mines, players need to talk to certain NPCs who can teleport them to the mines. A play can either right-click on the NPC and select the 'teleport' option, or they can talk to them and ask to be teleported. The right-click option is faster than talking. There are five NPCs that can teleport players to the ess mines, however, only two of them are available for free players.
 * Aubury - This NPC is located in Varrock's rune shop, south of Varrock's east bank. This is the NPC that almost all players use, as he is a short walk away from a bank, so a player can quickly deposit their essence and go back to Aubury to mine more quickly. This is the recommended person players use to teleport them.
 * Wizard Cromperty - This wizard is located in East Ardougne, northeast of the marketplace. Only members can talk to this NPC, as he is only on the member servers.
 * Wizard Distentor - This wizard is located in the Magic Guild in Yanille. A magic level of 66 is required to enter the guild, though with a Wizard's Mind Bomb, a player can enter the guild at level 65. Many members use this NPC as he is close to a bank like Aubury.
 * Wizard Sedridor - This wizard is located in the basement of the Wizards' Tower, south of Draynor Village. He is very far away from a bank. Players are recommended to use Aubury instead.
 * Brimstail - This gnome wizard is located in a cave west of the bridge in the Tree Gnome Stronghold. He is very far from a bank and almost nobody uses him to get to the mines.
 * Level 23 Banshees - These monsters are useful for runecrafting because they sometimes drop 13 noted rune essence when they are defeated, removing the need for mining essence. However, banshees are only available to members and a slayer level of 15 is required to fight them. Players also have to wear earmuffs when fighting them.

It is recommended that players mine a large amount of essence and then craft their runes. For example, a player should mine 28 essence, then bank them, and then go back to the mines and repeat. When they've gotten about 500 essence, then they can make some runes. This method is faster than mining 28 essence and then crafting the runes.

Talismans
Talismans are important as they are needed to make runes. To obtain talismans, players will have to kill monsters or buy them from other players. However, talismans are not a common drop from monsters, so obtaining one may take some time.

Each talisman has a name that indicates what runes it players can make with it. For example, to make air runes, a player needs to find an air talisman. However, free players can only make air, mind, water, earth, fire, and body runes. Members can make cosmic, chaos, nature, law, and death runes.

Tiaras
Talismans take up a space in a player's inventory, allowing them to only hold 27 ess in their inventory. However, a tiara can fix this. A player can combine a talisman and a tiara together, allowing the player to wear the tiara on their head while still being able to craft runes. With the talisman inside the tiara, players can hold 28 ess.

If a player has a grey tiara with no markings on it, then it is un-enchanted. To enchant a tiara, the player needs to bring the talisman to an altar (altars are explained in the next section). For example, if a player wants to make air runes wearing a tiara, then they will have to bring their air talisman to the air altar and combine the talisman and the tiara.

Players can also earn some xp from making a tiara, shown in the table below.

Altars
Altars are where players make their runes. Tiaras or talismans are needed to enter these altars. Altars are labelled on a player's mini-map as a small circle with a jagged line through it. Players can find altars by finding them on their own, using a talisman, or by asking other players.

Altars are hidden inside 'mysterious ruins'. To find an altar using a talisman, players can right-click on the talisman and click on the 'locate' option. In the chatbox, the player will notice a message that will tell them the direction they need to go in, whether it be northwest or southeast.

When a player has found the mysterious ruins, they then need to enter the ruins. The player can enter by using their talisman with the ruins. If they are wearing a talisman, all they have to do is click on the ruins.

When the player is inside the ruins, they are now in the altar. They can then use their ess with the altar to craft runes. If a player wants to make a tiara, then they have to have an un-enchanted tiara in their inventory and use it on the altar.

Altar Locations
This table tells where the altars are hidden.

Crafting Runes
When a player has entered the ruins, they then have to walk towards the altar and then click on it. The player will then craft their rune ess into runes.

Multiple Runes
As a player's runecrafting level increases, they can make more runes. However, they only earn experience from how the amount of ess they have. For example, a player may have only 1 ess in their inventory, but can make 2 air runes. They will only receive 5 experience, as they only used one ess.

Essence Running
Due to the difficulty of training runecrafting, players figured out a way to earn experience faster - use other players.

Players runecrafting often use other players to give them ess and in turn pay them with gp or runes. The players who bring the ess to the runecrafter are known as 'ess runners' or 'runners'. For example, a runecrafter is at the air altar with noted ess. A runner comes into the altar and trades with the runecrafter. The runecrafter gives the runner 26 noted ess, the runner goes to a bank and deposits the notes then withdraws them as items, goes back to the runecrafter, and gives them 26 ess. The runecrafter then uses the ess on the altar, creating air runes. The runner is then given payment, whether it be some gp or runes.

Ess running is common on member servers, though some people also do it on free servers. Runecrafters prefer to use runners when they make nature runes and law runes, as banks are far away from these altars.

Runners can also earn a great amount of money. If the runecrafter is wealthy, then the runner may receive over 500 gp each run, or if the runecrafter is making laws just for experience, then the runner may even receive some laws every run.

The Law Company
The 'Law Company' is runecrafters hiring many runners and giving them law runes as rewards. The Law Company usually operates on world 66, or if that world is is full, then it's usually on world 99. This company is limited to members, as only they can craft law runes. However, the runners can receive many laws in less than an hour, sometimes up to 1,000, while the runecrafter earns a large amount of experience from so many runners.

Training
Players are recommended to craft the highest rune they can make until they are level 99.

Related Links
These links are related in some way to runecrafting.

Guides

 * Abyss guide.

Skills

 * Magic skill guide.
 * Crafting skill guide.

Quests
These quests give runecrafting xp upon completion.
 * Devious Minds - 5,000 xp.
 * One Small Favour - 10,000 to 20,000 xp (optional choice).
 * Recipe for Disaster - 20,000 xp.


text:
Old School RuneScape/Guides/Abyss

The Abyss is an extra dimension in the world of RuneScape that can be very helpful for runecrafting. It allows quick access to all the runecrafting alters without the need for travelling, or a talisman/tiara for that alter. However, its huge benefits come with great risks. Members can access it by doing a small miniquest.

=The miniquest= Players have to talk to the Zamorakian Mage in the Wilderness (level 5) after completing the Rune Mysteries Quest. His exact location is at the end of the river north of Edgeville, it is advised to follow the river on the east side for minimal pker risk. He will tell the player to meet him in the Varrock chaos temple, this is located south of the rune store. The player will then receive the assignment to teleport to the rune essence mine from three different locations (named in the Essence section of the Runecrafting guide) while carrying an orb given to them by the Mage. After the orb has been returned to the Mage, he will share his research with the player and the player receives an Abyssal book explaining about the Abyss and a small pouch along with 1000 runecrafting experience. They can now also access a rune store and the Abyss by right-clicking on the Mage in level 5 Wilderness.

=Pouches= There are four different types: small, medium, large, and giant. After completing the Abyss miniquest players automatically receive a small pouch, the others can be obtained by killing abyssal monsters inside the Abyss and they will be 2/3 full of essence when found. A player can only have one of every type of pouch. Every pouch holds multiple rune essences, thus allowing players to carry more than their actual inventory space of essences. While being used for carrying essence, the largest kind of pouch a player is using may degrade, in that case the Dark Mage sitting in the center of the two Abyssal rings can be talked into repairing them at no cost. When a player loses any of the pouches, they can kill Abyssal monsters again and eventually receive the pouches as a monster drop.

=The Abyssal Space= The Abyss can be reached by right-clicking on the Zamorakian Mage in the Wilderness and selecting "teleport". Players are advised to have prayer potions, a teleport option, and good armor with them if they plan on entering the Abyss for any reason. Inside the Abyss, the player is skulled and all their prayer points are drained to zero automatically. The abyss consists of two rings. It is worth noting that the Abyss is not part of the Wilderness and pking is not possible inside it. Once at the alter, a player cannot return through the Abyss, and so teleport methods are advised, especially a teleport that will get the player back to Edgeville such as an Amulet of Glory or Ancient Magicks.

Abyssal Inner Ring
In the inner ring are the portals to all the runecrafting alters, including entrances for the not yet existing blood and soul alters (these cannot be entered). The portals are labelled by a sign on them but it is better to hover the mouse over them and see which one it is because some of the icons are very similar. No talismans or tiaras are needed to enter the portals. In the center of this ring is the Dark Mage who will repair broken pouches.

Abyssal Outer Ring
This is the danger factor. It is filled with three kinds of very aggressive creatures all of which will attack players as soon as they enter. It is also a multi-combat area. Prayer potions are advised so a player can restore their drained prayer points and use the "protect from melee" prayer to keep themselves safe. The monsters are level 41, 59, and 81 and they all drop rune essence, binding necklaces, ashes, elemental talismans (access to air, water, earth, and fire alters, cannot be made into a tiara), and pouches. It is advised to kill the level 41 monsters to obtain the last three pouches and leave the others well alone as there's no real need to fight them. When killing Abyssal monsters, only 1/4 of the normal skill experience is received to the combat skill the player is using. To get from the outer ring to the inner, players can use one of 11 entrances. One of these can just be walked through without problems, the others pose more of a challenge. The options for the other 10 are: squeeze gap (uses agility), distract eyes (uses thieving), burn boil (tinderbox needed, uses firemaking), chop tendrils (woodcutting axe needed, uses woodcutting), and mine rock (pickaxe needed, uses mining). Players can bring pickaxes, tinderboxes, and woodcutting axes to use the last three types of entrances. The entrances rotate around so players may have to use any one of them to get to the inner ring quickly.

Strategy For Abyss Crafters
For most crafters the following setup would be wise. You can modify as you see fit. 1. The best magic defence you can get, dragonhide would be good. 2. Any pickaxe for mining through rocks. 3. Boots of lightness. 4. A one click teleport (for escaping pkers), ectophial or elf crystal. 5. A charged glory ammy. 6. All the pouches that you are capable of using. 7. Some food if lower than about 95 combat (1 lobster would do). 8. Fill the rest with rune essence.

Start at the Edgeville bank. Run north to the Zamarok mage and use the "teleport" option. When you're in the abyss, use the nearest available way to get into the inner ring that you can use. Exit through whichever rift you want to craft in (I wouldn't suggest anything lower than chaos). Craft your runes and teleport back to Edgeville. Rinse and repeat. If your pouches go black speak to the Zamarok mage to get them fixed. It helps to have multiple (3 and upwards) glory ammys to save time recharging.

title: Old School RuneScape/Guides/Abyss


text: Category:Book:Old School RuneScape

title: Category:Book:Old School RuneScape


text:
Old School RuneScape/Quests/Rune Mysteries Quest

Rune Mysteries Quest
Description: Recent research at the Wizards Tower has found a way to create Runes for the first time in centuries. Assist the head wizard Sedridor in his research and he too may teach you these secrets!

Starting Point: Lumbridge Castle. Go to the second floor and talk to the Duke of Lumbridge.

Difficulty: Easy

Length: Medium (lots of walking)

Requirements: 37 magic (if you don't want to walk)

Items Needed: None

The Duke of Lumbridge will give you an Air Talisman and tell you to bring it to the head wizard in the Wizards' Tower. Go to the Wizards' Tower, which is south of Draynor, and go downstairs to the basement.

Wizard Sedridor is the head wizard. Look for him in the basement and then talk to him. He will take your Air Talisman and give you a package that you have to deliver to the Aubury in Varrock. The Aubury is south of Varrock's west bank, and is inside the runes shop. So go to Varrock and talk to the Aubury.

Talk to him twice and he'll want you to deliver some notes to Wizard Sedridor. So go back to the Wizards' Tower and go down into the basement and talk to Wizard Sedridor.

The wizard will give you back your Air Talisman and will explain to you the rune crafting skill. When he is done talking, you will be done the quest.

Reward: 1 Quest Point and the ability to do the Runecrafting skill.


text:
Old School RuneScape/Quests/Zogre Flesh Eaters

This quest allows players to fletch and use brutal arrows, which can only be used with ogre bows and do more damage than normal arrows of the same type. This also allows players access to a "cure disease" potoin which may be used in the Tai Bwo Wannai cleanup minigame as well as in the Shades of Mort'ton quest.


text:
Old School RuneScape/Guides/Member

What are RuneScape Members?
Members are players who pay $5 (US), or the equivalent thereof in their local currency, once every month. It is also known as P2P which is RuneScape slang for "pay to play". There are several methods for paying that are detailed when players click on the "subscribe account" option on the official RuneScape website. Basically the money will be taken automatically once a month until the player cancels their subscription. Once the subscription has been cancelled, the player can check how many more days their previous payment will give them and they still count as members for that time. Once those days run out, they automatically revert to non-member status.

 * Members have special world servers on which they can use members only features, none of these features exist on free worlds and so members have to log in on members servers if they want to use any of the benefits provided for them.

When do Players Become Members?
Usually when they have reached a medium or high level within the game and want to experience something new. Most of the time players will wait until they have level 60 attack and defense as well as a large amount of cash so they can immediately switch to dragon armor and weapons upon gaining member status. Some players prefer to become members as soon as they log in and they will subscribe their account before they ever start playing, this way they won't have to start all over again when they switch to members.

Skills
Agility, Farming, Fletching, Herblore, Slayer, and Thieving are all skills that exist only for members. Non-members cannot train or use these (even if they were members previously). These skills provide great benefits to players who have them and make the game much more fun to experience. Besides these new skills, being a member also expands upon previous skills. For example: non-members have the crafting skill, but only members can use it to blow glass or craft dragonhide armor. Members can also use the runecrafting skill to make cosmic, chaos, nature, law, and death runes whereas non-members can only make elemental, body, and mind runes.

Wear
Members can access a ton of new items, both skill and quest related. The most prominent among these are the dragon and barrows armor and weapons as well as the powerful abyssal whip. Another very big item members can use are sharks as a combat food because they heal 6 more health than the best non-member fish. Other items are halberds, new amulets, rings, and necklaces, tons of new and fashionable clothes (such as werewolf or Viking styles), new soul and blood runes, and much more.

 * Because of all of these new items, members get many more spaces in their banks than a nonmember has.

Quests
Non-members currently have 18 quests they can complete, members have 80+ quests only for themselves and they can also do all of the non-members quests, leading to a total of 100+ quests members can do. Some of these quests are simply interesting, others, such as the Legends Quest, Recipe for Disaster, or the elf quests are very challenging with great rewards.

Areas
The members area of Runescape is about five times larger than the non-members area. It includes the second half of the kingdom of Asgarnia (Taverley, Burthorpe, and White Wolf Mountain), the entire kingdom of Kandarin (Seer's Village, Catherby, Ardougne, Yanille, and Castle Wars), the Gnome stronghold and village, the Elf lands bordering on Kandarin in the west, the Relekka province of the Fremenniks bordering Kandarin in the north, the Kharidian desert lands bordering the city of Al Kharid in the south, Morytania bordering Misthalin in the east, ogre and troll lands, Ape Atoll, and pirate islands in the eastern seas.

Community
Members can post on the official forums, while non-members may read posts on forums they are unable to respond to them. Members can also vote in polls, which are held about once a month to give feedback to Jagex, new updates are made taking information from these polls into account. Weekly game updates will be mostly directed at members, non-members updates are extremely rare. Customer support is also more effective for members.

title: Old School RuneScape/Guides/Member


text:
Old School RuneScape/Skills/Experience Table

This table shows players how much experience they need to reach to get to the next level, as well as the experience difference from the last level they were at.


text:
Old School RuneScape/Skills/Agility

 * Agility is a skill that allows players to balance on logs, climb walls, swing over ropes, and much more. Sometimes there are areas that are only accessible by some agility obstacles, for example, a log bridge. In addition, it comes in handy when recovering energy after running (note that running is available in RuneScape 2 only). The higher a player's level in agility, the faster they will recover energy.

 * To train this skill, there are multiple agility obstacle courses throughout the Runescape world. Each obstacle gives a certain amount of experience points; however if a player completes a full lap of the course, they will earn bonus experience. In order for a lap to count as complete, any obstacles that are failed need to be attempted again until they are passed safely.

Gnome's Course

 * This course is located in the south-east area of the Gnome's Stronghold, north of West Ardougne. This course is the only course accessible at level 1, and the next course starts at level 35.

Agility Pyramid
This arena requires a level of 30 agility to access but most players below level 40 experience a lot of trouble in completing it. It is located in the Kharidian Desert between Nardah and Sophamen, players need to talk to Simon Templeton (NPC) before starting. As it is a desert location, players are advised to bring desert robes and filled waterskins as well as food to avoid dying of heat. It is also advised for players to complete the Spirits of the Elid quest as this will allow them to use a bowl on the fountain in nardah to refill their waterskins. The course is set up like a pyramid, players run around in squares until they come to the stairs leading to the next level. Obstacles may be failed, after which the player falls down to the previous level of the pyramid, doing an obstacle backwards automatically results in failing. Upon reaching the top, players can climb handholds to receive a gold pyramid which can be sold to Simon at the base for 1000 gp, this is the only course that gives cash as a reward.

 * (+) - These make up the five floors, they are not separate obstacles, if players do not complete an entire floor this is the experience they will get for the individual obstacles they did complete.

Barbarian Outpost

 * The Barbarian Outpost is located past Baxtorian Falls, north of East Arduogne. To enter the course, players must have first completed the Alfred Grimhand Barcrawl to show that they are a barbarian. Players must squeeze through a pipe that requires level 35 agility to access the course. This is the first course with potential for injury. If players fail at an obstacle, they will lose a portion of their health. The amount of damage is proportional to their maximum hits, so it is very hard to get killed, but bringing food is still advisable.

Ape Atoll Course
To enter this course, players must have 48 agility and they must have completed enough of the Recipe for Disaster quest that they have saved Awowogei. The course must be used in ninja monkey form.

Wilderness Course

 * The course is located in level 52 Wilderness. To enter, players must first walk up an initial ridge, which requires level 52 agility to cross. A major problem with training here are player killers who like to randomly attack other players, but the experience rewards here are much greater than the Barbarian Course.

Werewolves' Course

 * The entrance to this course is located in the woods west of Canafis. In order to enter the course, players must be wearing the Ring of Charos, which they can get by completing the Creature of Fenkenstrain quest.  Once you climb down the ladder, there are two options.

 * If players go to the right, there is the skullball course in which they kick a skull through a hanging skeletons legs. This requires level 25 agility to play. Players go around the course in a clockwise path.  The faster they complete it, the more xp they will get.  The maximum xp is 750 xp per lap and it can easily be completed it in about 2:30 mins.
 * If players go to the left they can start the Werewolves' Agility Course. This requires level 60 agility to start.  When the player starts a lap, the wolf trainer will toss a stick for them to fetch on the other side of the pipes. The player will need to pick it up and bring it back to the wolf at the end of the course. Players should be careful on the death slide as they can fall off and get hurt for up to 30 damage, and it can kill them.  The more weight they have have, the more likely they are to fall off.

Brimhaven Agility Arena
Players can access this arena by talking to Cap'n Izzy No-Beard in the hut in the north east of Brimhaven, right next to the gate. Here they can race against the clock to collect tickets. The aim is to make their way between the 25 platforms to the one with the arrow above it and tag the ticket dispenser. Each minute the arrow changes to a different platform. For each one they consecutively, they get one ticket, which can be redeemed afterward for prizes and xp. It is recommended that players come here after lvl 40 xp, even though it is possible to enter with any level. Each obstacle gives different xp. When crossing the planks, only one will get players across. Look for the one that isn't crooked. The darts are also poisoned and will bring the player's agility level down temporarily when failed.

Obstacles in:
 * Normal text require no agility lvl.
 * Italic text require lvl. 20 agility.
 * Bold text require lvl. 40 agility.

Players can collect the tickets that they receive from the machines and redeem the with Pirate Jack the Fruity, who is in the entrance hut.

Agility Dungeon
Located in Yanille, this is not a training arena though player's agility skills are put to use. Players need Level 40 agility to enter the first obstacle.

Shortcuts
Scattered through the world are other little places where agility can help players to overcome obstacles to take time saving shortcuts.

title: Old School RuneScape/Skills/Agility


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Old School RuneScape/Skills/Farming

Farming is most hated skill from players. But it doesn't mean that you will hate it. Farming is taking seeds and growing them in specific plants. There are herb plants, trees, bushes, flower, wines, and others. This skill is needed for now only for few quests. This skill is hard to train. And it is not that much useful, because it takes so long.

Seeds can be obtained as monster drops or by stealing from either seed stalls in Draynor or master farmers (found in Draynor and north of Ardougne). Only master farmers give high level seeds and herb seeds. Tree seeds and fruit tree seeds need to be taken out of bird's nests which are a random event while woodcutting.

title: Old School RuneScape/Skills/Farming


text:
Old School RuneScape/Skills/Fletching

Fletching allows players to make items related to Ranged arrows, bolts, bows and darts(after completing The Tourist Trap quest). This skill is best used with Woodcutting as players will need logs to create almost everything they can make with fletching. Flething is a great skill that goes with Ranged because players can make all of their ammo and bows without having to spend money on these items. It is also one for magic as many players high-alch the bows they make.

Seer's village is a firm favorite among fletchers. It has all the different types of trees within bank reach except teak and mahogany as well as being very close to a large grove of the rare magic trees. However, when cutting the yew trees below the flax fields, most players prefer to use the bank in catherby as it is slightly closer. It also has flax and spinning wheels for making bowstrings and often low level players will be selling bowstrings in the bank.

=Necessary Items=
 * A Knife. These can be found South of Lumbridge Castle and also in a house in Seer's village.
 * Logs. These are used for making bows and arrows. See Woodcutting for more details on how to get the necessary logs.
 * Bolts. These are only used for making higher level bolts to go with crossbows.
 * Barbed tips, Opal tips or Pearl tips. These are used to make higher level bolts. Players get the barbed tips by playing the ranging mini-game at the ranging guild. Opal tips can be acquired by using a chisel with an opal. And for pearl tips players use a chisel on a pearl.
 * Arrow Heads. Players can make these in Smithing
 * A Bowstring. Used for making strung bows. Spin Flax on a spinning wheel to get a Bowstring

title: Old School RuneScape/Skills/Fletching


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Old School RuneScape/Skills/Herblore

Herblore is a members-only skill in RuneScape which allows players to make various potions. It is considered one of the harder skills in the game, as it is quite expensive to level up, and herbs (if gained through combat) are relatively hard to come by. Herblore is not a great skill to make money with, if herbs are bought, as most potions cost little more than the herb required to make it.

For players to actually start herblore, they must do the Druidic Ritual Quest, boosting their herblore level to level 3, thus allowing them to identify the first herb, Guam Leaf. Herblore consists of two major parts - identifying herbs, and making the potions themselves. Herbs, when gotten from creatures, are known as 'Unidentified Herb', and they must be identified before potions can be made with them. Certain levels are required to identify each different herb, and experience is given when players are able to identify a herb, and they identify it. If unable to identify a herb, players will be informed that they require a higher herblore level to do so.

To make a potion, a herb, water filled vial and the corresponding secondary ingredient is required. The required level for the specific potion is also required. Firstly, the herb must be used on the vial. This results in an 'Unfinished Potion'. Then the secondary ingredient is added to result in a potion (Potion depending on the herb and secondary ingredient used). Potions made are always 3 dose, except for weapon poisons, which are all 1 use.

Popular potions to make are:

Prayer Restore Potion - great for experience, secondary ingredient easy to get, minimum loss for those wishing to level up. They sell like crazy, especially in Edgeville because of the pkers hanging around there.

Super Sets (consists of Super Attack Potion, Super Strength Potion, Super Defence Potion). - not too hard to sell, yet losses are hard to avoid. Super Attack and Super Strength potions are easy to sell to pures, and thus Super Defence Potions are usually avoided.

Tools
To practice herblore, players will want:

 * A mortar and pestle as this is necessary to prepare a lot of the secondary ingredients.

 * Vials of water (preferably players should make them on Entrana and fill them in the fountain there before returning to the mainland).

Identifying Herbs
Zahur in the city of Nardah will identify herbs for players in return for a fee.

Acquiring Herbs
Herbs can primarily be acquired in three ways: killing monsters, farming, or trading with other players. Slayer monsters are typically good monsters to kill in order to gather herbs. Banshees are fairly low level and reasonably close to the bank in Canifis. Chaos druids also drop herbs.

Herbs can also be acquired by gathering Gout Weed in Trollheim and trading it to Sanfew in Taverly.

Herbs can also be acquired in Miscellania after completing the Throne of Miscellania by having the citizens of Miscellania gather herbs for the player. However, this technique does not seem to be cost effective.

Tips

 * Players can use a Greenman's Ale to briefly gain herblore levels. These can be bought at the bar in Yanille.

 * When making potions players want to keep for yourself, it is a good idea to make them in sets of four and then combine them into 4-dose vials. These save inventory space and let players keep one more vial for further herblore training. Also, players should make sure they do not have different doses of the same potion in their bank, these swallow space for no reason.

 * For eyes of newt it is best to buy them in Port Sarim and bank at Draynor. Players should bring exactly 84 coins (3 coins each for a full inventory), the stock is so large the price shouldn't increase. An easy method is to buy 27, drop one, buy one more, pick up the one that was dropped and go back to the bank.

 * Obtaining unicorn horns for antipoison potions gets hard sometimes as most unicorn spots will already be crowded. Players should try going to Entrana if they can take on a unicorn without weapons, there are four of them on the northern part of the island. There are also two black unicorns in the forest in relekka. Please note that unicorn foals do not drop horns.

 * Cave Bugs, found in the Lumbridge slayer caves, are easy to kill (5 hitpoints) and drop herbs frequently. Roughly half the kills may drop a herb, and roughly half of the herbs will be guam leaves.

 * Cave Crawlers, found in the same caves or in the Slayer dungeon east of Fremennik village, take a little longer to kill (level 23), and drop herbs less frequently. However they have the advantage of also dropping vials which are necessary to make potions.

 * Banshees, found in the Slayer castle northwest of Canifis, aren't too hard to kill (level 23) and drop herbs or rune essence (13 noted) about 50% of the time. The herb drops seem to be less heavily weighted toward guam leaves. If players wear earmuffs and good magic defense armor (blue dragonhide or above) they may be able to kill them and be forced to bank due to an overstuffed inventory without ever having to eat.

Quests
The following quests give herblore experience.

 * Eadgar's Ruse - 11,000 exp
 * Zogre Flesh Eaters - 2,000 exp
 * Shades of Mort'ton - 2,000 exp
 * Digsite Quest - 2,000 exp
 * Heroes Quest - 1,825 exp
 * Recruitment Drive - 1,000 exp
 * Jungle Potion - 775 exp
 * Druidic Ritual - 250 exp

title: Old School RuneScape/Skills/Herblore