text:
Medal of Honor: Frontline/Secrets

Bread
You can gain 5% health by eating bread, you can find it on tables in several levels, like Operation Repunzel, or Yard by Yard, to indicate you have eaten bread, a message will come up and say, "The Bread is Delicious!"

Poor Chef!
During the course of the game you will encounter the Chef several times, in the first encounter he appears perfectly healthy, but gradually he starts looking worse, with tears in his cloths and he will become bruised!

Panzerknacker Tank Eater
You can see this hidden secret on the Golden Lion level (Needle in a Haystack.) Somewhere in the pub at the end, you can see it through one of the doors.

Wierd
In Nijmegen Bridge (Several Bridges too Far) if you turn around and shoot the other American soldier with a sniper rifle in the face, it will show the damage without killing him, aim at his face and he will continue smiling even if you blow off his lips!

title: Medal of Honor: Frontline/Secrets


text:
Medal of Honor: Frontline/Cheats

Before you read the following cheats, I strongly recommend you don't use them until you have completed the game, it is far more satisfying to clear it yourself. Anyways:

Level Passwords

 * Campaign 1, Mission 1 - ORANGUTAN
 * Campaign 2, Mission 1 - BABOON
 * Campaign 3, Mission 1 - CHIMPNZEE
 * Campaign 4, Mission 1 - LEMUR
 * Campaign 5, Mission 1 - GORILLA

Movie Cheats

 * Making of Prologue - BACKSTAGEO
 * Making of Campaign 2 - BACKSTAGER
 * Making of Campaign 3 - BACKSTAGEF
 * Making of Campaign 4 - BACKSTAGEI
 * Making of Campaign 5 - BACKSTAGES
 * Paintball - MAGGOTAHOY
 * Animation - ANIMREEL

Other Cheats

 * MOHton Torpedo -Fire Photon Torpedos instead of bullets - TPDOMOHTON
 * Silver Bullet - One shot kills - WHATYOUGET
 * Bullet Shield - Invincibility - BULLETZAP
 * Perfectionist - Single shot kills you - URTHEMAN
 * Achilles Head - Only head-shots kill - GLASSJAW
 * Men With Hats - Germans wear strange hats or big heads - HABRDASHR
 * Invisible Enemy - Gives you invisible enemies.     - WHERERU
 * Snipe-o-Rama - All weapons have scopes - LONGSHOT
 * Rubber Grenades - They bounce like mad! - BOING
 * Others:
 * Free gold star for level, but start next with no weapons - MONKEY
 * Get gold star on previous level to the one you are on now - TIMEWARP
 * Invincibility - Pause the game and press, Square, L1, O, R1, Triangle, L2, Select, R2

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

title: Medal of Honor: Frontline/Cheats


text:
Medal of Honor: Frontline/Glitches

The following are some of the games flaws, mistakes and glitches. Some are minor - others quite humorous!

Missing Covers
On the D-Day mission the soldiers don't have covers for there guns, whereas in the real event they were equipped with them, these covers were needed to make sure the guns didn't jam in the water.

BAR problem
The BAR gun gives a bit of a kick in the game, however in real life this does not occur at all.

Camera Angle
Now this has never happened to me before, but several people have informed me of it. It is when you press an unspecified combination of buttons including look up, and your view is stuck on either up or down. I do not know of an unlocking combination of buttons, so I can merely advise you to restart that particular level.

Walk through Walls
In the level Arnhem Knights if certain events happen at the right time and you press certain buttons during this, walls may become only visual and you may walk through them, this can happen anywhere between after you talk to the English Commander and when you go around the first heap of rubble. It has happened to me twice and both times I was able to restore proper gameplay by collecting ammo or heading past the first bundle of rubble. It is purely a small glitches that went un-noticed in testing, it can actually be fun to have this glitch activated. The main problem is that you cannot go up a set of steps while like this, this is because you are fixed at ground level and during the glitch the material value of a set of steps is taken away leaving only the visual effect.

Fall through floor (Removed)
This glitch was rumored to have occurred in the second mission of D-Day. EA realized that if invincibility was left on after the gun bunker had been bombed, the player would fall through the floor. For this reason, invincibility doesn't work inside the bunker when the plane takes its bombing run.

GERMAN BAR in the beginning of the D-day level, one of the Germans has a BAR.

title: Medal of Honor: Frontline/Glitches


text:
Medal of Honor: Frontline/Q&A

The following are some of the questions I've been asked.

Q: I can't climb ladders!
 * A: To climb a ladder (using MOH Classic) face upwards and press R3 up wards.

Q: Why am I not able to reload the M1 Garand?
 * A: The M1 Garand was not designed in real life to be reloaded in the middle of a magazine, and EA wanted to keep the game real, so they made it just like that, it is advisable to just shoot out the remaining bullets if you need to reload.

Q: "Hi, I am trying to beat under the radar [the level], when I have to destroy the two radar towers and what not [???], my only problem is, I cannot find the way into the second tower." [he continues on to say that the is at the bunkers and can't progress.]
 * A: Ok, this is a fairly common mistake, at the bunkers there is a wall dividing the two areas, you have obviously not noticed this because the two bunkers are noticeable from the first area. To get to the second, head back to the top of area two after you get the health pack and move on to the side of the second bunker to find a door that brings you inside.

Q: I'm constantly running out of ammo for all my good guns, and then am left with a stupid pistol to kill the next 20 Germans, how can I retain more ammo?
 * A: This is a common mistake, my best advice is, when up against small groups of Germans, use your pistol, only use the better guns in conflict zones, so keep alternating your weapon, otherwise you will easily never have enough ammo, and of course never pass a dead body without taking his ammo.

title: Medal of Honor: Frontline/Q&A


text:
Medal of Honor: Frontline/Bored? Try these!

I have heard several people say there is no replay value in this game, well there is, so here's a list of things to do if you're bored.

 * Try clearing the game in all 3 difficulties.
 * Try clearing every level with a gold - in all 3 difficulties!
 * Try to get all the medals.
 * See how high you can get your accuracy overall the levels.
 * See how far you can get using only a pistol (or rifle in D-Day)
 * See how quick you can clear the game.
 * See how many levels you can clear without getting an extra health item (Field Surgeon Pack, Medical Kit, Medical Canteen)
 * See how far you can get by only whacking people with your gun!
 * See how far you can get without shooting or killing any enemies!
 * Try to finish all levels without an Ally dying
 * Take out all tanks without Machine gun
 * Flush all the toilets
 * Have a group of enemies play "Chasey" with you throughout the level
 * Beat the level in the fastest possible time
 * Get 100% Accuracy
 * Get only head shots and severely beat all Civilians!


text:
Medal of Honor: Frontline/Websites

If by some amazing chance, this guide hasn't covered everything, you can visit any of the following sites for more information.

 * Original Version of this guide
 * The official website
 * MOH Help center
 * Uk MOH website
 * More MOH
 * Yet more Help
 * About the real Medal of Honor.
 * About the real Medal of Honor
 * Cheats
 * Gamefaqs MOH message board
 * MOH fansite
 * Fansite
 * fansite
 * Fansite
 * Fansite
 * Fansite
 * MOH Stuff
 * Fansite
 * Fansite

If you discover another useful site, please add it.

title: Medal of Honor: Frontline/Websites


text:
Medal of Honor: Frontline/Rest in Series

The Medal of Honor Series at the time of the initial writing of this book contained the following titles:

 * Medal of Honor (PlayStation)
 * Medal of Honor: Underground (PlayStation, Gameboy Advance)
 * Medal of Honor: Frontline (PlayStation 2, GameCube, Xbox)
 * Medal of Honor: Rising Sun (PlayStation 2, GameCube, Xbox)
 * Medal of Honor: Allied Assault (PC)
 * Medal of Honor: Allied Assault - Breakthrough (Expansion *pack) (PC)

 * Medal of Honor: Allied Assault - Spearhead (Expansion Pack) (PC)
 * Medal of Honor: Allied Assault - War Chest (Expansion Pack) (PC)
 * Medal of Honor: Pacific Assault (PC)
 * Medal of Honor: Infiltrator (Gameboy Advance)

Many games in the Medal of Honor series were released after Medal of Honor: Frontline. For more information, read the Wikipedia article on Medal of Honor.


text: Category:Book:Wii Sports

title: Category:Book:Wii Sports


text:
Wario's Woods

Wario's Woods (ワリオの森 Wario no mori) is a puzzle game made by Nintendo for the SNES in 1994, and then later released on the NES in 1994 and the Satellaview BS-X in 1997. The NES version was also released on the Wii Virtual Console. Wario's Woods is a Tetris-derived falling block game, although in this case the blocks are actually forest-dwelling creatures and bombs. Due to the increasing popularity of the SNES, Wario's Woods was the last game released for the NES in North America. It was not the last official game for the Famicom, a distinction that actually applies to Adventure Island IV (titled Takahashi Meijin no Bouken Shima IV in Japan). This is the first game where Toad has the starring role, although he has been available as a playable character in various games since Super Mario Bros. 2.

Contents

 * /Introduction/
 * /Gameplay/
 * Tricks

title: Wario's Woods


text: Category:Book:Wario's Woods

title: Category:Book:Wario's Woods


text:
Wario's Woods/Gameplay

Toad, the player's avatar in the game, has to arrange these monsters and bombs to stop Wario from taking control of the forest. Unlike most other Tetris clones, the player controls a character who moves the already fallen objects, rather than manipulating objects as they fall. Toad can pick up individual blocks or entire columns of blocks and move them elsewhere. The object of the game, as in most Tetris clones, is to clear the player's screen of blocks. This is accomplished by arranging creatures and bombs of the same color in horizontal, diagonal or vertical rows of three or more blocks. Clearing four objects at once lowers your opponent's screen by one row.

Combos
A combo is defined by the game as when the destruction of one row results in another row being destroyed. When this occurs the opponent receive a column of same-color creatures extending to his ceiling. For each consecutive row that is cleared because of previous rows clearing, your opponent receives a full column of critters for each combo you achieve. These full columns can often be easily cleared with a single bomb, and usually lead to diamonds for your opponent (see below). When playing with creatures that can only be destroyed diagonally, this move becomes very powerful.

Diamond
There are a number of built in bonuses/powerups that prove helpful in defeating your opponent. As with many other falling block games, there are a number of ways to send your opponent extra blocks. First, a diamond appears on your screen any time you clear a row/column/diagonal of five or more blocks. A diamond can be any color and is not related to the color of the row you cleared to obtain it. Use the diamond as you would any other bomb as you clear another row. When you clear a row containing a diamond all of your stationary creatures that are the same color as the diamond are destroyed. At the same time all of your opponent's stationary bombs turn into critters. This severely limits your opponent's ability to clear his screen. In addition, getting diamonds lowers your opponent's ceiling by two rows, hence making his screen smaller and more difficult to negotiate.

Breakfast
Another good attack is to clear multiple rows/columns/diagonals at once with one bomb. The game says "breakfast" when this occurs. You can achieve a two or a three way breakfast. A two way breakfast occurs when you clear two directions at once, say, a row and a column of three or more blocks. A three way breakfast occurs when you clear a row, column and diagonal all at once. When you achieve a breakfast, your opponent will receive a falling egg, which hatches into a critter once it hits the ground. Note a three way breakfast will send two eggs instead of one. When the egg hatches, an additional row of critters of one color will rain on your opponent. A player can prevent this by picking up the egg and jumping to the top of the pile by pressing Y or Up on the D-Pad, note that these rows are generally much harder to clear than columns, because they fall onto the uneven terrain of existing blocks. This strategy would be effective were it not so easy to prevent eggs from hatching.

title: Wario's Woods/Gameplay


text:
Wario's Woods/Gameplay/Tricks

Combos
A combo is defined by the game as when the destruction of one row results in another row being destroyed. When this occurs the opponent receive a column of same-color creatures extending to his ceiling. For each consecutive row that is cleared because of previous rows clearing, your opponent receives a full column of critters for each combo you achieve. These full columns can often be easily cleared with a single bomb, and usually lead to diamonds for your opponent (see below). When playing with creatures that can only be destroyed diagonally, this move becomes very powerful.

Diamond
There are a number of built in bonuses/powerups that prove helpful in defeating your opponent. As with many other falling block games, there are a number of ways to send your opponent extra blocks. First, a diamond appears on your screen anytime you clear a row/column/diagonal of five or more blocks. A diamond can be any color and is not related to the color of the row you cleared to obtain it. Use the diamond as you would any other bomb as you clear another row. When you clear a row containing a diamond all of your stationary creatures that are the same color as the diamond are destroyed. At the same time all of your opponent's stationary bombs turn into critters. This severely limits your opponent's ability to clear his screen. In addition, getting diamonds lowers your opponent's ceiling by two rows, hence making his screen smaller and more difficult to negotiate.

Breakfast
Another good attack is to clear multiple rows/columns/diagonals at once with one bomb. The game says "breakfast" when this occurs. You can achieve a two or a three way breakfast. A two way breakfast occurs when you clear two directions at once, say, a row and a column of three or more blocks. A three way breakfast occurs when you clear a row, column and diagonal all at once. When you achieve a breakfast, your opponent will receive a falling egg, which hatches into a critter once it hits the ground. Note a three way breakfast will send two eggs instead of one. When the egg hatches, an additional row of critters of one color will rain on your opponent. A player can prevent this by picking up the egg and jumping to the top of the pile by pressing Y or Up on the D-pad, Note that these rows are generally much harder to clear than columns, because they fall onto the uneven terrain of existing blocks. This strategy would be effective were it not so easy to prevent eggs from hatching.

title: Wario's Woods/Gameplay/Tricks


text: Category:Book:Chrono Trigger

title: Category:Book:Chrono Trigger


text:
Chrono Trigger/Walkthrough/Chapter 1

Chapter 1: The Millenial Fair (1000 A.D. first time)

Introduction
After your naming your mute protagonist in the introduction, you'll be treated to a overview of the world map and the millenial fair, and your mother will come wake you up in a scene that will be echoed throughout the game. You'll gain control of a character henceforth to be known as Crono, amateur swordsman armed only with a wood sword at the start, and according to the menu screen his elemental is lightning. No word on what his sign or favorite color might be. You can play with the drapes if you want or check out the empty bowl of cat food, but head downstairs to get on with life.

Downstairs you'll get to name your inventor friend, Lucca by default. She won't join your party for a while, but at least you'll know what to call her now. Play with your cat if you'd like, and talk to your mom to pick up your allowance. Then, step outside and get ready to face the world.

Head into the Mayor's house at the bottom left of your little hamlet to pick up some tips on gameplay and controls. In general, you want to hold down B to run, and it also cancels actions; X accesses the menu; A talks to people, performs actions, and selects commands; and Y switches message windows to the top or bottom of the screen. L-R-Select-Start provides an ingame reset if you want to get back to the title screen.

Some techniques you can use target a single enemy, some attacks target all enemies in a certain radius around the one you select, some attacks target all enemies on a line of sight from you, some attacks target enemies on a horizontal line, some attacks target all enemies in a radius around yourself, and some attacks just hit all enemies period. It's not nearly as complicated as it may sound and you'll figure it out as you start using techniques. The usual RPG rules apply as to what statuses can be inflicted on your character, and offense and defense stats.

You can explore the houses around Crono's house in the village of Truce, head south to the village of Poore, or even take a boat ride between the two cities. You can also head through the forest to Guardia Castle although you won't be able to go inside yet. Once you feel like you've explored enough, head into the millennial fair at the north of Truce.

The Millenial Fair
The Millenial Fair is an event held once every thousand years to celebrate the defeat of Magus 400 years ago. And you get to go. You can buy some equipment and weapons here, although it's not really essential at this point in the game. Take your time exploring and talking to people, but there's a few things you should know:

Silver Points
Silver Points are prizes you win at the fairgrounds, and they can be traded for gold at the rate of 10 silver points for 50G, or used in Norstein Bekkler's Lab to win prizes. I'd recommend saving all your silver points since there are a lot of prizes you can win for each character. Places you can win silver points include:

 * The bell in the southwest of the entrance plaza. You get 1 point for hitting the bell squarely.
 * The soda guzzling contest to the east of Leene Square gives you 5 silver points.
 * If you go to the left of Leene Square you can fight a mini-battle with Gato the robot for 15 Silver Points.
 * In the right area of the entrance plaza you'll find a guy taking bets on a race constantly running. The old guy below the racetrack will give you some tips on who may win if you talk to him just before the race starts, and you can also run in front of the racers and press A to talk to them to slow them down to help your guy win. The reward is 20 silver points.

The prizes for spending them in the lab including a Poyozo Doll for 10 silver points, which will play your character's theme song and show up at their home. For 40 silver points you get a clone of the character that shows up in the same place, and for 80 you get a cat. Winning a game more than once gives you cat food which can help you breed up to 11 cats if you put it in the bowl back home, and later on in the game you'll be able to win dolls and clones for each character by putting them at the front of the party.

On your best behavior for the Trial
Without giving too much away, suffice it that anything you say or do at the fairgrounds can and will be used against you in a court of law. If you want to be a good little boy, try the following:

 * 1) Don't eat the guy's lunch at the west end of Leene Square
 * 2) Talk to the little girl in Leene Square and bring her cat to her. This particular outcome is kind of glitched, if you never talk to the girl at all it works well and if you bring her the cat before talking to her it seems to work best.
 * 3) When Marle is shopping for candy, wait for her to be done and don't walk away
 * 4) Don't offer to sell the pendant to Melchior if he gives you the chance
 * 5) Talk to Marle before picking up her pendant.

If you want to let the world know your darker side:

 * 1) Eat the lunch. Hey, do it as often as you want, it makes fighting Gato easier since it restores all your health.
 * 2) Talk to the girl and don't bring her cat.
 * 3) Try to drag Marle away from the candy booth.
 * 4) Offer to sell the pendant to Melchior when you have Marle in the party.
 * 5) Pick up the pendant before talking to Marle AND try to sell it to Melchior before ever speaking to Marle. Refusing her the pendant may help too.

And just so you know, you can't make her run into you, it'll be considered your fault no matter how you go about it, but you can still get all innocent.

Marle at the fair
Well, just in case you have no clue what I'm talking about, after playing around some you'll want to go to Leene Square underneath the giant bell and bump into the blond chick who looks like a harem girl. You'll both be knocked down, and she'll help you up. Talk to her or don't talk to her depending upon whether you're evil or good, but eventually you'll want to pick up her pendant and give it back to her. She'll thank you profusely, and ask to follow you around. You'll also get to name her, I prefer Marle.

I believe you may need to talk to the girl in the entrance plaza to help the game move forward and open up Lucca's slideshow, you can bring the girl her cat, dance, steal the lunch, or guzzle soda to get some reactions from Marle. Guess she likes the strong silent type. If you really want you can introduce her to Crono's Mom too, or take her to the gates of the castle, but if you want to get on with the game head north of Leene Square and talk to Lucca.

Crono will volunteer for a teleportation experiment and get transported all of several feet. Marle thinks it's a blast so she tries it out herself, only to have the pendant react with the telportation device and cause her to disappear. When you're ready, pick up the pendant yourself and prepare to begin an epic journey.

Challenging Lavos
This section will explain what happens if you confront Lavos at each point of the game. If you're in a New Game + you can skip straight to Lavos at almost any point by stepping onto the right telepad and pressing A. If you want to challenge Lavos now you'll get the programmer's ending. You can do this with Crono alone if you wait until Lucca asks you to help her demonstrate the device, or you can do it with Marle in your party as well if you step onto the right telepad right away. There's no real downside to doing it with Marle unless you just want to prove that Crono can take Lavos on solo. Check out the bosses section for more info on fighting Lavos. You can also get this ending by defeating the version of Lavos you're supposed to lose to in the ocean palace as well.

Continue to Chapter 2: The Queen Returns (600 A.D. first time)

title: Chrono Trigger/Walkthrough/Chapter 1


text:
Chrono Trigger/Walkthrough/Chapter 2

Chapter 2: The Queen Returns (600 A.D. first time)

Main Walkthrough
After taking a bold trip into the unknown, you'll be ambushed by a set of blue imps. They should die with one hit even on low levels, and continue to the left to enter a mountain area with a couple chests. You'll get into one more mandatory fight, and you can fight a couple blue imps kicking a ball back and forth. This will probably be the first fighting you do in the game in these areas, so use tonics if you need them, and rest in the inn or at the castle to keep your health up.

One thing to keep in mind about monster fights in general is that virtually all of them are strictly optional. Meaning if you're fast, careful, or just take the time to avoid them you can skip most of the "random monster" battles most people associate with RPGs. If this is your first run through the game I'd recommend fighting all the regular monsters just to build some levels, but if this is a New Game + you can practice dodging all the monsters. One general tip that comes in handy is that if you stay perfectly still monsters won't bother you, you have to be moving to engage them in battle.

Walk around the town, and while you won't know the year at first, someone will soon inform you that it's the year 600 A.D. and Guardia is at war with the mystics. Whenever you're ready, head into Guardia forest, and make sure to get the power tab at the bottom right area. You can also explore one of the bushes to grab a shelter.

Explore Guardia castle if you like, you can restore your health in the knight's quarters to the west, or the kitchen to the east. Eventually you'll want to head north, talk to the king, and head to the north east to visit "the queen." You can talk to the chancellor before or after you visit the queen, he'll say slightly different things.

Anyway, head upstairs, and you'll find out that Queen Leene is actually Marle. She'll thank you for coming for her, then suddenly disappear. Lucca will show up and explain that Marle is actually princess Nadia, and that Leene is her ancestor. Leene was going to be rescued, but they called off the search now that Marle was found. The problem is if Leene is never rescued, Marle will cease to exist, so you and Lucca head off to rescue her. You can talk to a few people in the castle for clues or Toma in the bar. Make sure you grab the bronze mail in the king's room before you leave.

Challenging Lavos
Impossible during this stage of the game since you have no access to a time gate.

Continue to Chapter 3: The Queen Is Gone (600 A.D. first time)

title: Chrono Trigger/Walkthrough/Chapter 2


text:
Chrono Trigger/Walkthrough/Chapter 3

Chapter 3: The Queen is Gone (600 A.D. first time)

Introduction
At this point you'll have both Crono and Lucca in your party. You should have gotten some cash from fighting monsters, so head to the market if you want and get some equipment, but otherwise your first goal will be to head into the cathedral. You should start getting used to using your different characters techniques to take out groups of monsters, as well as using double techs when you learn them which takes up both characters turns. Make sure you have some tonics, ethers, and revives if you want to be able to heal or restore your characters.

The Cathedral
Talk to each of the nuns, and talk to the upper left one then search in the middle of the room to find the missing coral pin the king mentioned. Note that you won't be able to do this until you have Lucca in your party. The nuns will turn into Nagaettes, and you'll have to fight them off. A strange froggy character will show up to save you from a surprise attack, and you'll get a chance to name him and have him join your party. We'll call him Frog for simplicity's sake, although like four of the main characters in the game, that's not his real name anyway. Play the organ to open up a new door when you're ready.

The next area is fairly straightforward. Go in a door up some stairs on the left side for a maidensuit, and check the egg like thing to the left of the chests to pick up the legendary naga-ette bromide, be prepared to fight some monsters. Go to the room above that one and flip the switch to find some soldiers and a power tab in the left pot.

The lower door on the right has some monsters chilling out, and if you wait one of them will leave to go into the top door to worship a statue of Magus they have set up. Follow him, pick up some items, and do battle with both groups of monsters. Remember you can have Frog use the slurp technique in or out of battle to heal you.

The next room is a little bit trickier. You'll need to walk around the whole thing one way or another since whatever stairwell you walk down first will turn into a slide. Flip the switch on the right side to open up a center passage where you first walked around, and play the organ there to open a north exit.

After heading down a short hallway, you'll see a door and a savepoint. Save and use a shelter, because the next room is the boss fight. Yakra has 920 HP but that's a lot at this stage of the game. I'd recommend having Frog heal with slurp when necessary, and using your best techniques or double techs. Try to keep your HP above 20 if you can help it. Once you've beaten him, check out the right chest for a Mid Ether, and you can choose to open the left chest depending on whether you want the real Chancellor to chase after you.

You'll end up back at the castle. Talk to everyone to hear some of their new dialogue if you want, and head to Marle's room to have her rejoin the party. Say goodbye to Frog, and you're ready to go. You also might want to rest to restore your health while you're there, it may still be depleted from the boss fight.

When you head back through Guardia forest, keep in that searching the same bush as you did before will you give a shelter each time you visit the area. Marle will have rejoined your party, so you may want to make sure she's got some good armor. Then head back to the mountain range to find a time gate which will take you back to 1000 A.D.

Challenging Lavos
Impossible during this stage of the game since you have no access to a time gate.

Continue to Chapter 4: We're Back! (1000 A.D. second time)

title: Chrono Trigger/Walkthrough/Chapter 3


text:
Chrono Trigger/Walkthrough/Chapter 4

'''Chapter 4: We're Back! (1000 A.D. second time)'''

You'll pop back into the present at the Millennial Fair, right where you left off. Lucca will leave, and ask you to escort Marle back to the castle. You can buy some more weapons and armor while you're in the area but it probably won't be necessary and you'll find a Lode Sword soon anyway. You can also go back through the gate to 600 A.D. if you really want but it'll be just the same as you left it.

This is your last chance to take care of things at the fairgrounds, see Chapter 1 for a list of things you can do to affect the outcome of your upcoming trial. When you're ready, head over to Guardia forest, 400 years older than when you last left it. Search the bottom right area for a power tab, your third one so far.

As for how things break down at the trial, this is the best that I've been able to determine so far:

 * 1st Juror: Guilty if you claim the fortune tempted you just a little bit OR if you tried to sell the pendant.
 * 2nd Juror: Guilty if you talked to the little girl and didn't bring her back her cat. The outcome of this juror is slightly glitched: if you never talk to the little girl who's missing her cat she won't show up in the trial and that juror will vote Not Guilty. If you talk to the little girl who's missing her cat and don't bring it to her, she'll testify against you and that juror will vote Guilty. The tricky part is that if you talk to her AND bring her the cat, the juror may or may not vote Guilty, I've tried talking to her first and not leaving the screen or leaving the screen, but it doesn't seem too predictable. If you want to be perfectly safe you could never talk to her, and bringing her the cat before talking to her seems to work as well.
 * 3rd Juror: Guilty if you tried to drag Marle away from the candy booth so she utters the "kidnapper" line.
 * 4th Juror: Guilty if you admit the fortune tempted you OR if you picked up the pendant before talking to Marle.
 * 5th Juror: Guilty if you admit the fortune tempted you.
 * 6th Juror: Guilty if you stole the man's lunch.
 * 7th Juror: Guilty if you lied at any point in the trial, either by claiming Marle started it, or by claiming you never stole anything when you did. He doesn't seem to vote Guilty if you lied about not being tempted however when you tried to sell the pendant. Also if you lie twice he still votes Guilty and no one else does.

Anyway, to summarize what you need to do for the best outcome:

 * Rescue the little girl's cat, although it works just as well if you just never talk to her, or bring her the cat without talking to her first.
 * Don't eat the lunch.
 * Don't drag Marle away from the candy booth
 * Don't try to sell her pendant
 * Talk to her before picking up her pendant
 * Tell the truth during the trial, admit you started it and if you stole something admit it
 * Say you weren't tempted by the fortune at all, not even a little bit. (regardless of your actions)

And if you're going for all guilties, do the exact opposite, and make sure you talk to the little girl with the cat and don't give it back to her. The second juror is glitchy so getting all innocent can be hard, and regardless of what happens at the trial you'll still be sent to prison where the chancellor will change your verdict if he doesn't like it. If you get four innocent jurors, a bare majority, you'll have a gift of one ether waiting in prison. If you get five innocent, you'll get three ethers. Six innocent jurors, 5 ethers, and if all seven vote innocent you'll get 7 ethers.

Challenging Lavos
In a New Game + once again, as soon as you hop back into the present you can step on the right telepod to warp to fight Lavos. Beat him now and you'll see the Frog Ending. You'll only have Crono and Marle to work with so it will be a tough one. The ending basically shows what might have happened if you left 600 A.D. for good at that point, King Guardia got sick not too much later, and Frog might have returned to marry Leene.

Continue to Chapter 5: The Trial (1000 A.D. second time)

title: Chrono Trigger/Walkthrough/Chapter 4


text:
Chrono Trigger/Walkthrough/Chapter 5

Chapter 5: The Trial (1000 A.D. second time)

Guardia Prison
You'll regain control after the trial locked in prison, with your only company a save point and some ethers if you were lucky. You have two choices on how to escape at this point:

 * Wait out the three days until your execution. It'll take about one minute of real time. Lucca will show up to rescue you and knock all of the guards out. You'll be able to start exploring much farther into the dungeon and all the guards will be knocked out, plus Lucca will be in your party.
 * Rattle the gate three times, and knock the guard out when he comes to beat you up. You'll have more enemies to fight and can win some mid tonics from the guards.

I'll assume you'll take the long way by breaking out yourself for now. Fight the other guard and use the cup in your cell if you need to restore your health. Head straight to the east and across a bridge to find a single guard guarding a cell. Knock him out from behind and take the chests inside. An Omnicrone will fight you afterwards. Head back to the room with the blue shields, make sure you wait until they turn to one side before attacking. The upper left exit doesn't have much, so try the upper right. Fight the guards on the bridge, and try to sneak past the guards and knock them out for some mid tonics. Knock out the three guards, and open the gate and make sure you free Fritz from the guillotine. Incidentally, if you chose to let Lucca break you out, this is the point where you'll start.

Pick up some treasure in the next room, then head back and go through the left passage. You'll come to another set of four stairways. The bottom left stairway will offer a few treasures, and the top left stairway will allow you to climb outside the castle wall. Climb down until you see an opening, to get into a locked cell you couldn't reach before. Enter the pit at the top left to gain a lode sword. Make sure to equip it. Head all the way back out and go to the top right stairway. You'll be out of the dungeon and back in the grey walls of the castle. Fight a couple guards, then Lucca will show up to knock out a guard if she didn't join you already. Search his body for a bunch of mid tonics, save, then get ready to face a boss, the dragon tank.

You'll need to kill the head first to stop it from constantly healing the wheels and body, then concentrate on the wheels, then body itself. This can be a tough fight at low levels, try to use those mid tonics you picked up and keep your hp above 30. Once the head is gone, try using the fire wheel dual tech on the body for greater damage.

After the boss fight, you'll run over the chancellor, and be chased by Guardia's men to the exit of the castle. Marle will join you and leave her home, and you'll end up trapped in a corner of a forest, where a time gate offers you an unpredictable escape route. You decide to take it and vanish off into the unknown.

Challenging Lavos
Impossible during this stage of the game since you have no access to a time gate.

Continue to Chapter 6: Beyond the Ruins (2300 A.D. first time)

title: Chrono Trigger/Walkthrough/Chapter 5


text:
Chrono Trigger/Walkthrough/Chapter 6

Chapter 6: Beyond the Ruins (2300 A.D. first time)

Trann Dome and Lab 16
You'll start out in the Bangor Dome, which doesn't have much besides another sealed door. Buy some new armor and use the enertron, then head into Lab 16 to cross over into another area. Try to avoid the rats, they steal tonics and money. Head to the right to pick up a beserker accessory, and make sure you grab the lode bow for Marle. There will be some ghosts in the next area who you'll need to kill with Lucca's fire attack. Try to get clumps of enemies with fire whirl as well. Once you've fought your way past some mutants and more, you'll reach another outdoor area, where you can access the sewers, Lab 32, and Arris Dome. The sewers aren't strictly necessary until much later in the game, and you can't go through Lab 32 until you complete a quest in the Arris Dome, so head there.

Arris Dome
Talk to the people inside to learn a bit more about the state of things in the future. When you're ready, head down the ramp to explore a new area and get into a boss fight. Walk through the girders and exit to the north to hear an alarm go off in the room you walk through. You'll have to fight a Guardian boss which has two bits. The bits periodically attack you, and if you attack the Guardian itself while the bits are active, they'll do a special attack. Concentrate on killing the individual bits, then attack the Guardian while it's counting down to regenerate the bits. Use Aura Whirl with Crono and Marle to restore health during the countdown if you need it. After a few rounds it should fall eventually.

You'll get a seed and learn a clue about the rat running around. Try to catch the rat if you want, but the clue it gives you is to hold L&R and press A. Use that to activate a bridge to the right side, and fight or sneak your way through to eventually reach a computer. Activate another bridge to a sealed door if you want as well. You'll learn about the nearest Time Gate to the east of Arris Dome, and watch a recording of the day of Lavos, which explains why the future is so apocalyptic. You'll make it your official quest to change the past and try to stop Lavos from destroying the world. Head back to the top of the dome and you'll give the seeds you found to the people living there. You'll get a bike key, and you can use it to head into Lab 32, and race against Johnny on a jetbike.

To race Johnny, you just need to be ahead of him at the end of the race, which should be easy with your three boosts. If you choose to walk the highway instead you can find a race log which will enable you to record your bests speeds and compete for prizes. You increase your speed during the race by boosting or having johnny's bike bump you from behind. If you pass a speed of 1500 you get a power tab.

Once you pass through Lab 32 one way or another, head into the dome, fight a few buggers, and meet Robo. He'll join your party and tell you he needs to go to the factory to turn on the power so you can reach a new time gate.

Challenging Lavos
Impossible during this stage of the game since you have no access to a time gate.

Continue to Chapter 7: The Factory Ruins (2300 A.D. first time)

title: Chrono Trigger/Walkthrough/Chapter 6


text:
Chrono Trigger/Walkthrough/Chapter 7

Chapter 7: The Factory Ruins (2300 A.D. first time)

The Factory
You'll need to pick Marle or Lucca to accompany Crono and Robo, I personally prefer Marle because she has the Aura spell. Anyway, three security robots patrol the front hallway. After you've dealt with them, you can take the left or the right passage to the lab or the factory proper. You'll probably want to head into the factory first, although if you feel like cheating you could skip it all together.

On the factory side of things, search the room for chests, including one hidden in a passageway that seems to go nowhere, check out the conveyor belt to the south. Your goal will be to cross over it to the left, without bumping into any of the robots. If you touch a robot you'll have to go through a long series of fights before you get back where you started. I find it easiest to wait until a group of two robots has gone by than run as fast as I can until I reach an alcove. Keep making it all the way to the end, and you'll reach a new area where you'll fight some bugs. Cross a walkway, and go through the right door to learn the two codes which control the crane, XA, and BB. Go through the left one to reach the control panel, and enter the codes to open up a path to a new area and back to the start so you won't have to repeat the conveyor belt sequence. Head to the left and go through the door to pick up a bolt sword for Crono, and learn a password I could have told you anyway. Go back to the elevator and head out, and go down the other elevator this time to the lab.

In the lab, kill the acid creatures to activate the computer and open the hatch to the next level. Head to another computer on the next level to deactivate the lasers, and fight off some more acid creatures, while picking up some helpful armor and weapons along the way. Head down another ladder or take the elevator to get to a computer that requires a password, "XABIE."

Regardless of whether or not you completed the factory portion of the place, you can just enter in the code "X-A-B-Y" to skip to the last part of the level. Robo will flip a switch and you'll need to escape the factory before it goes haywire. You'll eventually come to the long walkway with robots, and Robo's old buddies will beat him up and take his lunch money. Crono and whichever partner you picked will need to take on the six robots. Crono's Cyclone technique works well, and have the other partner heal or provide support. You'll rescue Robo and piece him back together with Lucca's help, before heading off together into a time gate.

Challenging Lavos
Impossible during this stage of the game since you have no access to a time gate.

Continue to Chapter 8: The End of Time (End of Time)

title: Chrono Trigger/Walkthrough/Chapter 7


text:
Chrono Trigger/Walkthrough/Chapter 8

Chapter 8: The End of Time(End of Time)

The End of Time
For the only time in the game you'll have four characters following you around in your party. Talk to the old man here and you'll learn that more than three people can't pass through a time portal at once or they'll get sent to the End of Time. He'll also send you through the door to meet Spekkio to learn magic. More on that in a bit. From there you'll be able to jump to a number of different time periods. The basics of how the end of time works:

There's a save game point and a green ball which restores your health here if you need it. From now on, whenever you step into a time gate, it'll send you to the end of time, which will connect all the time gates you've accessed so far. If it's your first time going through a time gate however, you'll travel to the destination, but going into the gate from that point onward will send you to the End of Time.

For example, the gate at the millennial fair in 1000 A.D. connects you to mountain range in 600 A.D., neither of which is accessible from the end of time yet. The first time you step into the gate at the millennial fair you'll end up in 600 A.D., but entering that gate from any point onwards will send you to the End of Time. While you're in the End of Time you can travel through to any gate you've accessed so far and save/restore health, it's essentially a time travel hub which makes things easier for you.

The End of Time is always where you can switch between party members. If you talk to a character and say yes when they ask if they can join you, the background music will switch to their theme song. You can also switch characters at any point in the game just by pressing Y.

Spekkio
You'll want to take each character to meet Spekkio, although technically only Marle, Lucca, Crono and Frog can actually learn any magic from him. When you first visit him you'll need to talk to him and walk around his room clockwise three times starting from the door, making sure you touch each corner, to learn magic. After that you can fight him for sets of Tabs, Ethers, and Elixirs depending upon what level the lead character of your party is at. He has one form only from levels 1 to 9 that most gamers probably won't see, and one form at level **/99 that gives out insane prizes after an insane battle. He'll only give out one set of prizes per form you defeat, so check out his page and try to get them all.

2300 A.D. revisited
At the moment there are three exits from the End of Time. The dome in 2300 A.D. where you entered, a canyon 65 Million B.C., and Medina Village in 1000 A.D. Eventually you'll want to go to Medina, but now that you can switch characters at will through the end of time and actually learn magic, I'd recommend doing some more backtracking through 2300 A.D., you'll need to do it later anyway and it can help build levels at this point in the game. For future references though, I'm not counting this as your "second trip" to 2300 A.D., in distinguishing the chapters.

As mentioned before, new portals open up in the end of time for every gate you travel through. You start out with three portals, but you've been through two other time gates you can't access yet. Specifically, the one at the millennial fair which took you to 600 A.D., and the one in guardia forest which took you to the bangor dome in the future. If you travel through either of those gates once you'll be able to travel to either side whenever you want. Eventually you'll want to head back to the millennial fair, but for now let's backtrack through 2300 A.D. so you can open the portal to Guardia forest and the other dome.

Take the portal back to the Proto Dome and head back to Lab 32. If you haven't done so already, just walk across the highway area, fight some mutants, and pick up the race log so you can record your scores and race for a 1500 score to win a power tab.

Once you've done that, you might as well take a detour to clear out the sewers. The monsters there are about on your level now and will seem like a waste later on in the game. You could have fought them earlier as well, but you needed to backtrack anyway and at least now you can switch characters and learn magic. The first area is pretty simple, fight a couple monsters and pick up a chest. The gimmick in the next area is that the monsters will attack if they hear the slightest noise, according to the diary. Simply avoid interacting with any of the objects and you can skip all the fights, or knock them all over if you're a glutton for punishment.

Head into the next area and make your way through, making sure to pick up the rage band. It will give whoever equips it a 50% counterattack rate, which is very helpful for increasing the number of attacks you do in a typical battle. Right after you get the rage band you'll fight Sir Krawlie, who's laughably easy. He'll knock some of your characters around and drain their HP to 1, just have Marle or someone heal and keep attacking him with magic. Make sure you flip the switch to open a bridge so you can get through the sewers easily later. Once you're through you can visit Death Peak or check out the Keeper Dome and Balthasar, but there's not much you can do here yet, head back through the sewers using your newly created shortcut.

After that, head back through Lab 16, trying not to have too many tonics stolen from you along the way, and go back to the Bangor dome to open up two new portals at the end of time. The one to Guardia forest is still a dead end since the soldiers will cut you off, but it'll give you a sealed chest you won't be able to get anywhere else, and the Bangor Dome portal at least provides a shortcut for later.

Challenging Lavos
The only way you have to challenge Lavos at the moment is to take the bucket leading to 1999 A.D. You'll have to fight through all of his forms with only the four party members you have available. Your reward for beating him at this awkward stage of the game will be The Nu Ending, which is basically just a bunch of random sprites playing around while the credits roll.

Continue to Chapter 9: The Village of Magic(1000 A.D. third time)

title: Chrono Trigger/Walkthrough/Chapter 8


text:
Chrono Trigger/Walkthrough/Chapter 9

Chapter 9: The Village of Magic(1000 A.D. third time)

The Village of Magic
The End of Time is actually a short chapter if you think about it since as soon as you head into 1000 A.D., Medina Village your save file changes to The Village of Magic. Anyway, you'll come out of the closet (eep) and arrive in a village of monsters who happen to hold a grudge against humans for losing a war against them 400 years ago. Think of it as the Millennial Fair in reverse.

Check out the elder's house to the north of town to meet Ozzie the VIIIth, current ruler of the mystic tribe. You'll learn a bit more about the mystics, but make sure you search the countertop downstairs and the bottom left corner upstairs to pick up a magic and a speed tab.

You'll have to fight a few easy monsters to stay at the inn or buy anything in the market, but you can always restore your health at the end of time anyway. The market's prices are ridiculous, and they actually have some very good equipment, but you'll be able to come back later in the game. Head into the square to find a group of mystics worshiping a statue of Magus, and really, who wouldn't? You'll learn that Magus apparently summoned Lavos and created him to wreak war upon the humans. Go to the southwest to visit Melchior, the one other human in this place, and head into the Heckran cave when you want to move on.

The Heckran Cave
A lot of the enemies here can only be damaged well by magic. Robo's laser spin is the best multi-enemy attack I had at this point, and the rocket roll packs even more punch, as well as the fire whirl with Lucca. Just use magic almost exclusively and stock up on ethers. The cave is fairly linear, although where it branches you can head down another path to pick up a magic scarf, then backtrack to get on the main path. When you hit a save point, you can save as usual because a boss is coming up. You'll probably want to use a shelter too if you've been spending your MP.

Only magic attacks will do much against this guy as usual. Heckran will occasionally say "go ahead, try to attack" and clench himself up. It's a classic Square boss maneuver, where you're not supposed to attack while he's defending himself or he'll counterattack with a nasty spell. Take the time to aura whirl with Marle if you have her or have Robo cure beam everyone, and resume attacking when he stops defending, the battle text will say "brief counterattack break". When you finally beat him your party will conclude Magus brought forth Lavos in the middle ages and you need to deal with him.

Hop into the whirlpool up top to be transported back near Lucca's house on your own continent in 1000 A.D. Note that you can use the patch of two trees to the right of the bridge labelled "Vortex Pt." to transport back to Heckran cave by the same way. Talk to Taban in Lucca's house and you'll get the Taban Vest, which increases Lucca's speed and guards against fire as well as being the best armor so far.

Make sure you head to the market, assuming you saved Fritz back in prison. He'll be very grateful for you saving him, and give you 10 mid ethers, and his girlfriend Elaine will thank you too. If you wandered around Poore earlier in the game you might have run into Elaine. Talk to Crono's mom if you want to introduce everyone to her, and head back to the fair and the time gate when you're ready to move on. If you haven't already done so you can also go through the time gate in Guardia forest to open it up for future use, it'll be closed off later. When you're ready go through the gate in the millennial fair, and wind up back at the end of time. Take the new gate to 600 A.D. and you're on to the next chapter.

Challenging Lavos
If you challenge Lavos in this chapter, which is after you visit Medina and before you visit 600 A.D. again, you'll get The Nu Ending. Same as the last chapter, you'll see a bunch of scenes with a Nu, Kiwala, and a Frog.

Continue to Chapter 10: The Hero Appears(600 A.D. second time)

title: Chrono Trigger/Walkthrough/Chapter 9


text:
Chrono Trigger/Walkthrough/Chapter 10

Chapter 10: The Hero Appears(600 A.D. second time)

Defending Zeanan Bridge
Head through Truce Canyon once you warp in, you'll notice the monsters changed since the very first time you visited it. Talk to the townspeople to learn about the legendary hero, and go to Zenan bridge to learn they need supplies. Head through the forest and into the castle. Talk to the people there to find out the king is sick, and head into the kitchen and talk to the chef. He'll give you some jerky for the soldiers on Zenan bridge and a Power Tab for your troubles. Take it to the knight captain on Zenan bridge and offer to help him to get a gold helmet.

Fight through two battles of skeletons, both groups very strong against physical attacks, so use similar strategies as with the Heckran cave. Heal up, and get ready to fight Zombor. His body is immune to ice and his head is immune to fire. I generally have Crono use Cyclone to attack both parts, and everyone else use their best magic. Keep everyone's health above 50 if you can because it does some nasty attacks later on, and its last move before it dies is to drain the MP of the last player to attack it, so make sure you rest in an inn soon.

If you remembered to grab the Naga-ette Bromide in the cathedral in Chapter 3 or feel like going back for it, go in one of the residences that has a glowing blue dot shining a drawer nearby. Try to open the drawer, then talk to the old man to trade your bromide for a magic tab. Head south to poore, stopping by Fiona's villa if you want, and go in the Poore market to find a power tab on the left side. Head into the Cursed Woods if you like too. If you attack the snakes they'll eat the frogs to restore health, which is handy since the snakes have lower defense. Frog will claim he's no hero, and won't be able to help you.

Denadaro Mountains
When you're ready to move on, head off into the mountain range. You'll probably want Lucca for this part, since like someone in the town told you, if you meet a goblin with a hammer you can burn the hammer to make it a lot less dangerous. It's essential to lowering their defense and attack. So you've got Lucca, Crono, and either Robo or Marle along for healing purposes. In the first screen, talk the exit to the right of the later to find a chest with a miragehand for Robo partially obscured by leaves, then go back to take the ladder to run into Tata, the "legendary hero". Incidentally, as soon as you run into Tata you'll officially be in the "Tata and the Frog" segment of the game, so time to mosy into the next chapter.

Challenging Lavos
While the save file still reads, the Hero Appears, head to the Millennial Fair if you want to fight Lavos at this point and get The Tata/Legendary Hero Ending. This ending is a funny little one where Tata goes off to challenge Magus single-handedly, convinced he's the legendary hero.

Continue to Chapter 11: Tata and the Frog(600 A.D. second time)

title: Chrono Trigger/Walkthrough/Chapter 10


text:
Chrono Trigger/Walkthrough/Chapter 11

Chapter 11: Tata and the Frog(600 A.D. second time)

Denadaro Mountains
This chapter technically begins when you run into Tata at the Denadaro mountains, so we'll just take it from there. Make sure you have Lucca along in your party so you can burn the hammers of the Goblins you meet, it really is essential. Head up the ladder in the first area, and head through a south exit to pick up a chest you saw earlier. This next area is fairly linear, just fight all the monsters and exit to the north-east.

The next area is pretty linear as well, just mosy around until you pick up all the chests, and I'd recommend fighting all the monsters as well just to level up. Watch out for the free lancer throwing rocks in the area after that, they actually do lower your health. Walk through another short area, and heal up because the next area you fight in will be a cliff where you have to fight through four consecutive groups of monsters. Have Lucca burn the Goblins with hammers as always, and heal with Aura whirl or whatever you have available.

The next area will look like a giant waterfall. After one brief fight, you'll discover you can jump down the river down the center or the bottom left. Head down the bottom left path to jump to some ledges with two awesome items, a silver stud and a silver earring. The stud cuts MP use by 50%, and the earring raises your HP by 25%. You'll walk around to where the cliff was and return to the waterfall area. Talk to the free lancer if you want, then you'll fight him and exit to the left. The next area just has a kiwala that will give you a magic tab if you talk to him four times.

After that you'll come to a save point, although you have a few more fights before you can reach the boss. Go down the ladder and check the bottom left area for an easily missed speed tab. Move on, jump down a ladder and climb up another one to find a cave where the boss is.

For the first part of the battle you'll fight Masa and Mune separately, just concentrate on one or the other to move on to the next part of the fight, dual techs work best because they counter each attack you use. When you get to Masa & Mune, use your best combos, heal regularly, and when the boss clenches its fists and the text reads: storing tornado energy, have Crono use a slash attack to neutralize the attack. If you attack the boss when it's storing energy it will do a nasty counter. Make sure your MP is high before you begin or use ethers since you'll be spending a lot of it.

When you finally beat the boss, you'll get the blade of the Masamune and ride the wind to the base of the mountain. Go to Tata's house to the south to learn the truth about him and the medal, and make sure to rest since the game isn't nice enough to restore your health after boss battles. Head into the cursed woods, and give the medal to Frog. He'll give you the hilt of the Masamune, which you'll learn was made by Melchior, a man living in 1000 A.D. at Medina Village. Head out through the woods, remembering to attack the snakes to make them eat the frogs.

Go back to the time gate in truce canyon, and take the time gate to Medina village to speak with Melchior. He'll explain that his story involving the sword is a very complicated one, but he could reforge it if you could bring him some dreamstone. Unfortunately dreamstone hasn't been existed for millions of years now. Sounds like the time is right to take a trip into the past, doesn't it? After talking to him, you'll be in the next chapter for your save file, so let's move on.

Challenging Lavos
While the save file still reads, Tata and the Frog, head to the Millennial Fair if you want to fight Lavos at this point and get The Unknown Past Ending. This ending shows a few scenes from 65M B.C., since you haven't had the chance to go there yet if you beat the game at this point.

Continue to Chapter 12: The Rare Red Rock(65M B.C. first time)

title: Chrono Trigger/Walkthrough/Chapter 11


text:
Chrono Trigger/Walkthrough/Chapter 12

Chapter 12: The Rare Red Rock(65M B.C. first time)

Dreamstone Dabbling
Head to the End of Time through the nearest time gate, you technically begin this chapter in Medina so that would be the closet in one of the houses. Remember to keep fighting Spekkio whenever Crono builds another 10 levels, because you won't have a chance for a while once this chapter begins. Gaspar will finally say something new when you go to the end of time, and tell you that Dreamstone is a prehistoric mineral you might be able to find in the prehistoric era oddly enough. Anyway, now's the time to check out the gate to 65M B.C. You could have gone before of course, but you wouldn't have been able to do much yet.

A lot of the monsters in this era are weak against lightning so if you have Lightning 2 you're golden, but if not you'll still be fine with the regular lightning spell. Don't worry about it if you don't have it, Chrono Trigger really isn't a game where it's worth your time to level up deliberately, you can always just repeat the game with a new game + and have more fun with it.

As soon as you take the portal into 65M B.C., you'll start out with a bunch of fights, so pick some party members with multi-enemy techs. Equip the rage band and the silver stud to be able to counterattack and make using spells easier. You'll fight two group of reptites, and Ayla will help you out, and introduce herself.

You can go in a few of the huts to talk to people if you want, or even check out the hunting range although you can't trade items yet, but eventually you'll want to go in the "Chief's Hut" and talk to Ayla to try to win some dreamstone. Talk to the party members you brought with you to the party, and wait until they stop moving around and you can compete with Ayla for the dreamstone. Apparently that jungle beat in 1000 A.D. is older than you'd thought. Do some button-mashing, and you'll wake up with the dreamstone... but without the gate key.

Challenging Lavos
I think you may be able to get The Unknown Past Ending at this point, but I need to experiment more. In any case, this ending shows a few scenes from 65M B.C., since you haven't had the chance to go there yet if you beat the game at this point.

Continue to Chapter 13: Footsteps! Follow!(65M B.C. first time)

title: Chrono Trigger/Walkthrough/Chapter 12


text:
Chrono Trigger/Walkthrough/Chapter 13

'''Chapter 13: Footsteps! Follow!(65M B.C. first time)'''

You'll start out with Ayla in your party, you can talk to a few of the villagers and learn that you should follow the footprints in the forest maze, as well as receiving a free tonic. You can also trade in the upper right hut, although since they haven't exactly invented a stable system of monetary policy yet, you'll have to trade petals, fangs, horns, and feathers for different items. Head to the hunting range to the northeast if you want an easy way to win some, and try fighting the Nu when it rains for a third eye. You can trade for a new weapon for each character except Ayla, as well as a ruby vest which cuts fire damage and a rock helm if you bring three of two different kinds of items. Drink some sweet water in one of the huts to restore your health when you're done, and head into the forest maze.

Forest Maze and Reptite Lair
You'll learn that Kino was the one who took your stuff, but the Reptites grabbed it and took off through the forest. You'll have to follow their footprints through the maze. The maze isn't actually that tough, it's fairly linear, with the path branching out at a few points for treasure chests, none of which have anything really worth much. You'll fight a bunch of monsters which fall pretty well to physical attacks, and come out in front of the Reptite lair.

If you leave the beetles alone in the reptite layer, they'll dig passages down for you to lower levels. There are at least three ways down in the first room, and some of the exits fork further after that. One path will get you a ruby vest, one will get you an elixir before you reach the bottom level. You can climb back up to the top when you reach the bottom floor and start over if you want. When fighting the winged apes, kill the Shitake mushrooms first so the ape won't throw them at you to counterattack every turn, use multi-enemy attacks against the reptites, and shock the megasaur with lightning first to lower its defense. After you feel like you've explored enough, go to the save point, use a shelter, and head north to confront Azala, chief of the reptites.

You'll be asked to explain the gate key, and regardless of what you say you'll have to fight Nizbel. Nizbel is similar to the megasaurs in that he has insanely high defense unless you shock him with lightning first, but after being shocked he reverts back to normal and does a devastating lightning attack. You'll want to keep your HP above 200 or so, aura whirl works well, or just keep using kiss and cure beam or something similar. A dual tech between Crono and Ayla, Volt Bite, works particularly well, although don't bother wasting any of your attacks when Nizbel isn't shocked. You may want to use the times when he's not shocked to heal up, and go all out with double techs and more when he is shocked. Make SURE you have a lot of HP before you try shocking him, or he could kill all your party members at once.

Once you beat him, you'll get the gate key back, and end up back at Ayla's hut. Go back to the hunting range if you want some more items, and head back to the mystic mountains to jump off the edge and into the time gate. When you pass through, you'll be in the next chapter.

Challenging Lavos
Impossible at this point because you don't have access to a time gate.

Continue to Chapter 14: The Masamune! (600 A.D. third time)

title: Chrono Trigger/Walkthrough/Chapter 13


text:
Chrono Trigger/Walkthrough/Chapter 14

Chapter 14: The Masamune!(600 A.D. third time)

Introduction
Now that you're back at the end of time, make sure to fight Spekkio if you've reached another level set, i.e. 1-9, 10-19, 20-29, etc. You'll actually have one stop before you go to 600 A.D., you'll need to go to Medina Village and give the sword to Melchior. If Lucca is in your party she'll help him reforge it, otherwise Robo will fill in. Once you have the Masamune in your possession, head back to the End of Time and warp to 600 A.D. to give the Masamune to Frog. Incidentally, at this point in the game Guardia forest is still unblocked and you still won't be able to go inside Guardia Castle, so there's not much else you can do in the present. Gaspar will also comment on the Masamune if you talk to him.

Head to the Cursed Woods to present the sword to Frog, and you'll witness a flashback explaining some of his past. He'll leave with you to go challenge Magus. One thing that is absolutely vital at this point is to take Frog back to the End of Time to learn magic from Spekkio. Without it, he'll only be able to use two techniques total, and you'll waste all the time he could be learning water spells. So, backtrack to the mountain range, take Frog to Spekkio, and come back once he knows water magic. If you try casting a spell with Frog in the party when he doesn't know magic he'll comment on it briefly.

Anyway, now that Frog's fortified with magic, head to the Magic Cave, which is to the east of Fiona's Villa in the middle ages. You'll witness more of Frog's history, and watch him cut open the rock. Head through the magic cave, fighting monsters as you go or avoiding them. Take note of the sealed chest, and the little bat following you. You'll exit the cave on an island near Magus's castle. Step up to the gate, and welcome to the next chapter.

Challenging Lavos
There are actually two endings you can obtain in this chapter depending on whether you challenge Lavos before or after Frog joins your party.

If you challenge Lavos before Frog joins your party: you'll get the People of the Times Ending, basically a bunch of random scenes involving different times and places.

If you challenge Lavos after Frog joins your party: you'll get The Frog vs Magus Ending. Frog will duel it out with Magus and his henchmen without your help, and the two will finish things off with a battle at the top of the castle.

Continue to Chapter 15: Magus's Castle (600 A.D. third time)

title: Chrono Trigger/Walkthrough/Chapter 14


text:
Chrono Trigger/Walkthrough/Chapter 15

Chapter 15: Magus's Castle (600 A.D. third time)

Magus's Castle
Once again, make sure you had Spekkio teach Frog water magic before you begin. Also think about who you want your third party member to be. Magus uses barriers of all the different magic types, and Crono and Frog have lightning and water respectively. Marle would be redundant with ice magic, so I'd go with Lucca or Robo for fire or shadow. The beginning of Magus's castle is very eerie, simply follow both paths to their conclusion and come back to the save point in the center to greet Ozzie and begin taking on Magus's henchmen. Head down the left path for Slash, the right path for Flea. I'm going to go with Slash to start since you get a sword for fighting him.

On one other side note, Ozzie Slash and Flea are actually rock musician references, Ozzie Ozzborne, Slash from guns and roses, etc., which is why one of the townspeople refers to them as tone-deaf evil fiends. Anyway, going down the left path to fight Slash, talk to the omnicrones in the next two rooms if you want to fight the skeletons. In the last room with the sword on the wall, talk to the lady at the front of the room to fight the skeletons there, and then Slash will confront you. You'll have to fight him in two stages, before and after he picks up his sword. Healing will probably be very important for this battle, if Frog knows heal you're set or if you have Robo with heal beam you can heal the whole party in a single turn, otherwise try the Aura whirl or have one party member use mid tonics or simple healing spells. Afterwards have Crono pick up and equip the Slasher.

Backtrack and go down the right path to face Flea. Talk to the bottom kid if you want the treasure chest, these monsters are pretty easy anyway. Keep going through the room and talk to all of the phantoms impersonating someone close to each of your party members if you want to get into some more monster fights. You'll then run into a monster who's impersonating the magician Flea. Make sure whatever character kills it or has low MP, since whoever finishes it off will have all their MP drained. On a side note, if you counterattack a monster with a counter, its counter doesn't work so if you have the rage band equipped and it strikes you, you can kill it without getting your MP drained.

After you beat the weird monster Flea will appear, turns out she/he was the bat that was following you around. If you're at low (i.e. normal) levels healing will be your biggest priority, although you can get by without a tech that heals all your party at once, you'll probably just have to spend a few rounds getting yourself back to full health before continuing, and make sure you save first. After you beat Flea he'll leave behind a magic tab.

Head back to the front of the castle and step on the save point to warp forward. You can skirt the edges of the room to avoid most of the monsters or run the gauntlet down the center to fight them. Pick up the mist robe at the end and give it to one of your favorite girls, then talk to Ozzie to chase him away. The next room will be full of conveyer belts and falling anchors, so run as you cross them and be careful. You can also walk against the conveyer belt to stay in place if you need more time to cross. Pick up the chests and chase Ozzie into the next room.

The only way to trigger a fight in the next room is by running into the green ball, and previously mentioned you don't get into a fight with monsters unless you're moving yourself. So stay still to let it pass you rather than worrying about climbing the ladders. In case you fight a juggler, it alternates between physical and magical defense. If you hit it with a weapon it'll turn on its physical defense, and if you hit it with a spell it will turn on its magical defense. It can only have one on at a time, and it starts with physical defense on.

In the next room Ozzie will have a bunch of fake platforms that fall out of the floor, leading you to a pit filled with skeletons the first time. I'd recommend falling down at least once to pick up the items and get the magic tab in the bottom right corner. There are four save point things, one of which is real, one of which is a transport out, and two of which are monsters. The fake save points are an excellent source of experience and present no challenge, so I'd fight as many of them as possible. You might want to use a shelter at the save point too since you're probably drained from Slash and Flea.

Once you're through the room you'll pass into another walkway section where either the outlaws or the roly balls can get you into a fight. The next area will have sets of enemies arriving on chains, hopefully Frog has the heal spell by now so you can recover between fights. The Jugglers switch between being immune to magic or physical attacks like I said, so try to start off with a multi-target spell and finish them off. The outlaws will do a group counter-attack if you attack them while a juggler is still alive. The next room is another long hallway, you can walk around the statues or charge down the center to fight. Hopefully you have whoever's casting spells to kill the jugglers equipped with the silver stud.

In the next room you'll finally get to fight Ozzie. Don't worry, he's a joke. Pick up the two chests, then engage him and only aim at the switches while you're fighting. Hit each of the four in turn as you're able to target them and Ozzie will clink to his doom. Two save points will appear, the right one of which will actually let you save. Race past some bats after transporting with the left save point, and you'll end up in Magus's sanctum.

Hopefully Frog has heal at this point, maybe even leap slash. Crono may very well have Lightning 2, and your third party member probably has some powerful attack fire or shadow magic depending upon whether it's Lucca or Robo. If you want to build tech points, running down the walkway and killing the bats is an easy way to do it, they should fall pretty fast to a multi-attack spell, and you can recover at the save point. Anyway, pick your party, equip them however you'd like, and get ready to face Magus himself.

Magus's gimmick is that he puts up magical barriers in such a way that only damage of that particular type can go through when that barrier is up. The barrier changes will be announced in the battle text, but a good rule of thumb is that the barriers are two way, if Magus is casting fire spells, only fire spells will work against him. He also changes barriers each time he's attacked. Frog with the masamune is always a good attack to try since it lowers his magical defense, and physical attacks can be used if you don't have magic of the particular type his barrier requires. Try to heal fairly regularly when your health gets low with Frog's heal spell ideally. When you read the text "magus risks casting a spell" it means that none of his barriers are active and you can hit him with whatever you want, but it also means he's about to cast the ultimate magic attack, dark matter, on your party. At this point he won't have very much health to go, so just stay alive and keep hammering him. When you finally finish him off, Magus will inform you that he only summoned Lavos, he didn't create him. Lavos will begin to wake up and you'll all be sucked into a time gate and disappear.

Challenging Lavos
If you go back and challenge Lavos at this point, you should get The Frog vs Magus Ending. Frog will duel it out with Magus and his henchmen without your help, and the two will finish things off with a battle at the top of the castle.

Also if you lose in the fight to Magus, you'll see a brief scene where he turns around and finishes summoning Lavos, and Lavos will make his trademark scream.

Continue to Chapter 16: Forward to the Past (65M B.C. second time)

title: Chrono Trigger/Walkthrough/Chapter 15


text:
Chrono Trigger/Walkthrough/Chapter 16

Chapter 16: Forward to the Past (65M B.C. second time)

You'll start this chapter in Ayla's hut and learn that the northern woods are burning. Head into the woods to find Laruba village, which the reptites burned in revenge for Ayla taking back the gate key. Ayla heads off to the Dactyl nest to find some dactyls to fly to Azala's lair. Check by the trading hut if you want to buy some new weapons, the best currently available. Go to the hunting range if you want to stock up on petals, fangs, horns, and feathers. Trading for Ruby Vests and Rock Helms would be particularly handy, and the weapons for everyone but Frog definitely help.

Before you move on, if you want to head back to the end of time there are actually a few things you can do in other time periods. If you go to 1000 A.D. with Marle you'll now be allowed inside the castle, and you can even visit your lawyer Pierre, plus there's a scene if you talk to the king. Your sentence will be suspended and the king will want to be rid of Marle. Pick up all the items at the castle, and after talking the Chancellor again you can buy some jerky for the king at the Snail Shop in Poore for 9900G and give it to him for another scene. You can also pick up the Taban Helm for Lucca in 1000 A.D., and everyone in 600 A.D. will thank you for defeating Magus; Frog in particular will be recognized at the castle. One other note is that if you go to Medina Village in the present the villagers will all worship a statue of Ozzie instead of Magus.

Enter the Dactyl Nest when you're ready. The monsters here shouldn't be that tough after Magus's castle, kill the rocks if you want to keep the apes from counterattacking, and finish off one rock at a time so they don't attack you once they wake up. Pick up the items along the way and when you reach the top you'll grab some Dactyls with Ayla and be in the next chapter.

Challenging Lavos
If you go back and challenge Lavos at this point, you should get The Reptite Ending. You'll wake up at the start of the game where everyone is a reptite, including yourself. Presumably without your help Ayla wouldn't have been able to defeat the Black Tyrano on her own and Reptites would have ruled the past.

Continue to Chapter 17: Unnatural Selection (65M B.C. second time)

title: Chrono Trigger/Walkthrough/Chapter 16


text:
Chrono Trigger/Walkthrough/Chapter 17

'''Chapter 17: Unnatural Selection? (65M B.C. second time)'''

You'll have Ayla in your party no matter what for this chapter, although you can pick the third member if you wish. You can take her to the end of time to meet Spekkio if you want, but she won't be able to learn magic since she predates its existence on the planet. Stop by the trader hut to pick up the best weapons and armor available if you haven't already, and fly your dactyl into the Tyrano Lair to move on. Since this is your first time when you're able to fly, I think I'll just point out that you can press select to view the world map to get your bearings, and there's a sun keep you reach to the northeast of the map although you can't do anything there yet. The Tyrano Lair is the silver building in the middle of the continent.

The Tyrano Lair
I'd recommend equipping the rage band on Ayla, and the Silver Stud on Crono to make lightning attacks more affordable. Frog and Robo probably have some good multi-heal techs at this point, or you could rely on Marle. Anyway, clear out the first room of enemies and enter the right skull to go down some stairs. Fight some reptites in the next room, and you can open the jail cell or not, Kino will open it later anyway. Fight a couple more sets of reptites, and Ayla will bust Kino out, and he'll open up the left skull in the entrance hall so you can move on.

Step on the switches on either side to send the monsters tumbling to a lower level so you don't have to fight them. Head down the right path and through a door to find two eggs. The left one has a full tonic, and the right one will send you back inside the old jail cell where the monsters who you made fall down earlier will be waiting for you, and you'll have to climb back up. One word on fighting the monsters, shock the megasaurs, and attack the volcanos to make them erupt damage on all the monsters on their own side.

Go down the left path and through a door to find a room full of teleports. Standing on some of the squares will get you into fights with monsters, and some will transport you around the room. The only two items worth having are the Ceratopper helmet and some Meso Mail, so once you have those you can move on. Just experiment and try stepping on each square if you're having problems finding them. Go through a room and past a sealed door, to find a room with two switches. The left one will send in some monsters to fight you, and the right one will open the skull so you can flip a switch to open the sealed door.

Head through the sealed door, talk to Nizbel II if you like, and save or use a shelter. Try to head North and Nizbel the second will challenge you to a fight. As usual, shock him then hit him with your best attacks, have someone like Frog or Robo on hand to heal the party if you like and don't rule out other support spells like haste or protect. His defense will lower every time he's shocked by Crono, and it will rise every time he's attacked. When he releases stored electrical energy, it will do about 100-200 damage, so try to keep your health high.

Save and heal once you've beaten him, and head up and through another area with a sealed door. Enter the right passage to find three switches. The center switch will make a save point appear, the right switch will make two terrasaurs appear, and the left switch will make a hole appear where the terrasaurs and the save point would appear. If you fall in either of the holes you'll end up in the previous room next to a sealed door, with possibly the terrasaurs for company. You can go straight through the skull in any case, and flip the switch in the back to open the sealed door.

Head through the center door and greet Azala in his throne room. Pick up the mid ether and cerratopper helmet once he's done talking, and make sure to equip it. Head into the back and prepare to fight Azala and the Black Tyrano. Concentrate your attacks on Azala to begin with because the Black Tyrano won't have lowered its defense. He seems to be weak against lightning and most magic. Eventually the Black Tyrano will start counting down. Take the time to hit it with everything you have and heal your party to the max. The Black Tyrano's charged attack can do in the vicinity of 300 damage. If Crono knows life you'll have an advantage, otherwise just keep everyone healed up. Wait for it to remove its defense and begin its countdown again before wasting your MP on your best techs, and keep in mind the Black Tyrano is weakest against physical attacks. You should be able to take it out without too much trouble.

After you finish off the Black Tyrano, Lavos will crash to earth and Ayla will name it "Big Fire". Azala will stay behind to be wiped out with the reptites, and Crono and company will explore the wreckage to find another time gate, and guess that the intense energy Lavos gives off distorts time and creates time gates. Your party will enter the gate to travel to 12,000 B.C., and wind up in the next chapter.

Challenging Lavos
If you go back and challenge Lavos at this point, you should get The Reptite Ending. You'll wake up at the start of the game where everyone is a reptite, including yourself. Presumably without your help Ayla wouldn't have been able to defeat the Black Tyrano on her own and Reptites would have ruled the past.

Continue to Chapter 18: The Magic Kingdom (12,000 B.C. first time)

title: Chrono Trigger/Walkthrough/Chapter 17


text:
Chrono Trigger/Walkthrough/Chapter 18

Chapter 18: The Magic Kingdom (12,000 B.C. first time)

Enhasa, Kajar, and Zeal Palace
This area of the past will look pretty bleak, everything's covered in ice and there doesn't seem to be much life anywhere. But if you head to the east and onto a sky bridge you'll find yourself up in the clouds where a mystical city is.

The first city you'll reach is called Enhasa. Talk to the people there, and one of them will hint at a doorway of destiny hidden in there somewhere. You'll also meet a rather sullen boy who predicts one of your party will shortly perish. You'll also learn of the Blackbird and the north palace where elemental weapons are sealed, which may look suspiciously like a diamond shaped structure you've seen in the present.

Cross over another bridge to the ground and take another bridge to the sky to find a new area up in the clouds. You can visit the great ship Blackbird, built by the guru Balthasar, and the city of Kajar where magic is studied. You'll learn about the sun keep, and how all the people living in the clouds know magic while the earthbound ones don't. You may notice a blinking blue dot in the upper right portion of the screen. You won't be able to pick it up directly, but go in the upper right hand door and check the bottom right of the screen in the next area to grab it, a speed tab. You'll learn more about the sun palace and how the sun's energy can be stored in a sun stone, and a moon stone can be charged into a sun stone. You'll also find a man responsible for making magic tabs, although he won't let you have one. The most important thing you'll get here however, is a clue from a sleeping Nu: "water summons wind, wind makes fire dance."

In both Enhasa and Kajar there will are three books which make water, wind, or fire appear when opened. Open them in the order: water, wind, fire, as suggested by the Nu, to open a hidden passageway. Open the books at the top left, bottom right, then in the middle near the Nu in Kajar to find a diary talking about Dreamstone, and to receive a Black Rock. The Rock invokes a triple-tech, "Dark Eternal" supposedly although you only have two characters who can equip it. Interesting, don't you think?

Backtrack to Enhasa if you want and enter the water-wind-fire combination by opening the books to read another diary and have the chance to fight six Nus. They have two attacks, one of which does 1 damage, the other one of which takes you down to one damage. Try to heal the party sometimes, and use your best multi-enemy attacks to try to finish them off as fast as possible. If you win, you'll get a magic tab and a speed tab.

Head through a few more caves and bridges to get to Zeal Palace. You'll learn that Lavos is the source of the energy used by the mystics, which they channel through the mammon machine. Talk to everyone, but know that there are actually a few important things to do here: the girl in the bottom left who's holding a plant, tell her you like plants, and tell her to secretly plant the sapling given to her by the Guru of Life. Unless if you do this you won't be able to complete the Sunken Desert sidequest later on. Also, talk to the Nu and agree to scratch his back to learn his "secret scratch point". If you go back to Kajar and talk to the Nu in the room with the tabs, you'll be able to scratch his back for a magic tab.

Head to the northeast door to learn a little bit more about Schala and Janus, and head through the center door to watch Schala use her pendant. You'll learn that the pendant, along with the Mammon machine are made out of dreamstone, and that your pendant resembles the one the Gurus made for Schala, hinting that it may be the same pendant passed down into the future. Go to charge up your pendant at the mammon machine through the left door, but be warned that once you do there's no going back to the other cities. You'll be able to return to this area much much later, but once you charge up your pendant you'll have to wait a while before visiting the secret rooms at Enhasa and Kajar or scratching the Nu for a magic tab.

Use your charged pendant to open the door with Zeal's crest on it, and prepare to fight a Golem. You can actually lose this fight and the game will proceed as usual, but if you want to win it, just be aware that it copies the style of whatever attacks you last used on it, physical, lightning, etc. Its physical attacks are really nasty, some of them cut your HP by half or do massive damage, its lightning and shadow attacks hit the whole group for large damage, but its fire attacks are fairly impotent, particularly if you have ruby vests. It attacks at fairly predictable intervals, so my recommendation would be to attack with whatever powerful spells you want first, but always finish up with one of Lucca's fire spells to guarantee it will hit you with a weaker fire attack. Its final attack when it dies will be to copy Dalton and hit the whole party for about 100 damage, just keep your health high.

You'll be trapped no matter what the outcome of the battle is, and eventually Schala will free you but the prophet will send you back through the time portal and seal it behind you. Bummer. You'll be back in 65M B.C., just head to the end of time and get on to the next chapter.

Challenging Lavos
If you go back and challenge Lavos at this point you should get The Prophet Ending. There will be a few scenes involving "the Prophet" from this period and particularly nice speech from him, hinting that he would have gotten the chance to do what he wanted without your interference.

Continue to Chapter 19: Break the Seal! (2300 A.D. second time and 12,000 B.C. second time)

title: Chrono Trigger/Walkthrough/Chapter 18


text:
Chrono Trigger/Walkthrough/Chapter 19

'''Chapter 19: Break the Seal! (2300 A.D. second time and 12,000 B.C. second time)'''

Backtracking and Sealed Chests
Head back to the end of time and you'll discover you no longer have all 9 time portals open. Bummer, huh? Talk to Gaspar and he'll hint at a man who was building a time machine. To find him you'll need to go to the keeper dome in the future, but you might want to do a few things first. For starters, now that you have a charged up pendant you might as well backtrack through 600 A.D., 1000 A.D., and 2300 A.D. for all sealed doors and chests you've found before but have been unable to reach. You won't be able to get to all of the places where they're hidden now, but check the section on Sealed Chests for more info, I'd highly recommend picking up these items before the next section.

Also, the route to Guardia forest will be blocked off now to make it more difficult to access that sealed chest, if you haven't done so already, you'll want to backtrack through 2300 A.D. and access the time gate between the Bangor Dome and Guardia Forest. The Cathedral in 600 A.D. will finally have an actual nun show up in it. One more thing is that if you're really ambitious you may be able to do the Sunken Desert sidequest at this point in the game, provided you told the girl to secretly plant the sapling already.

The Keeper's Dome
One side note since you'll be going to the future anyway, is that you can go to the Arris Dome and the Trann dome to talk to the people there, who will be starting to plant seeds and rebuild their lives. Anyway, warp in to either the Bangor Dome or the Proto Dome and cross through Lab 16 on foot or Lab 32 on foot or the jetbike to get to where the sewers are. If you haven't already cleared it out, check out chapter 8 for more info. It's a really easy area, and if you've already beaten it you should be able to walk across the bridges you activated to the Keeper's dome.

Talk to the Nu if you like, then head through the sealed doors to read Balthasar's recorded messages. You'll gain his "Wings of Time" and get a chance to name it. Take off with it to see what it's capable of, and you'll be able to head back in time to 12000 B.C. One thing you might want to do first however is to head back to 2300 with it, and look in the room where Balthasar left all of his messages to find a magic tab. Gaspar will also comment on it if you visit him at the end of time.

12000 B.C. revisited
If you wander around you'll soon find out that the skyway has been sealed, tough luck. Head to the northwest to check out the Terra Cave and talk to the "Earthbound Ones." The one living on the top level offers the best armor and weapons available in the game so far, although you might find it impossible to afford all of them, choose some for the characters you'll want to use. He sells Lumin Robes for the girls and Flash Mail for the guys/frogs/robots. Head to the bottom, save if you like, and head into the next area, making sure to pick up the power tab in the bottom right corner. You'll fight a couple pairs of beasts, then a mud imp with a blue beast and a red beast.

The blue beast is immune to water but weak against fire, and the red beast is immune to fire but weak against water. The Mud Imp is particularly annoying since he has high defense, heals the other beasts and himself, and runs away if you kill the other beasts and don't finish him off fast enough. I'd recommend on concentrating on one beast or the other with multi-enemy attacks or ice or fire magic, and have one party member heal regularly. After you beat the trio, you'll officially be in the next chapter.

Challenging Lavos
If you go back and challenge Lavos at this point, you should get The Prophet Ending. There will be a few scenes involving "the Prophet" from this period and particularly nice speech from him, hinting that he would have gotten the chance to do what he wanted without your interference.

Continue to Chapter 20: The Guru On Mt. Woe (12,000 B.C. second time)

title: Chrono Trigger/Walkthrough/Chapter 19


text:
Chrono Trigger/Walkthrough/Chapter 20

Chapter 20: The Guru on Mt. Woe (12,000 B.C. second time)

Mt. Woe
You begin this chapter after fighting the mud imp and the two beasts, and when you can walk up the chain link to the Mountain of Woe. You can head back to the earthbound village to rest for free or to stock up on some more weapons, but head up the chain link when you're ready to move on. One general note for the Mountain of Woe is to make SURE you fight all of the rubbles. They offer a whopping 100 tech points a piece, and while they lock all your techniques and items, they're easy enough to kill if you just keep attacking, they only have 515 health. They don't reappear however, so make sure you get them all, and don't let them run away.

The first area has two rubbles, an exit to the west then north, and a Lode helm if you walk around the cliffs. In the next area, you'll fight three rubbles scattered about, run into a save point, cross a bridge to the northeast to find a Lode Vest, and climb a cliff and cross another bridge to exit to the east. In the next area you'll get some random items, fight a single rubble, and reach a save point before climbing further up the mountain. The last area is surprisingly empty, just pick up a Time Hat, and grab a magic tab in the bottom right corner before climbing the giant chain to face Giga Gaia.

Giga Gaia will do some nasty Fire and Shadow attacks with both hands, so equipping the red mail, red/ruby vest, black mail, or black vest may come in handy if you have them. I recommend having someone like Frog or Robo heal the party periodically. Attack with your best multi-enemy techs when the arms are both alive, such as Lightning 2, Fire 2, etc, and attack with your best single-enemy techs when only the head is alive. When the arms are revived they should be weaker than before so just a few techs should finish them off. After a couple rounds of defeating the arms, you can say goodbye to Giga Gaia and say helllooooo to Melchior. You'll escape to the Earthbound Village as the mountain collapses, and Schala and Janus will come to help you, only to be abducted by Dalton. Melchior will give you a Ruby Knife to help destroy the Mammon Machine. Don't bother buying any weapons before you head out, you'll be able to pick up some better ones in Kajar soon. Rest before you head out, and you'll be in the next chapter.

Challenging Lavos
If you go back and challenge Lavos at this point, you should get The Prophet Ending. There will be a few scenes involving "the Prophet" from this period and particularly nice speech from him, hinting that he would have gotten the chance to do what he wanted without your interference.

Continue to Chapter 21: What Lies Beyond? (12,000 B.C. second time)

title: Chrono Trigger/Walkthrough/Chapter 20


text:
Chrono Trigger/Walkthrough/Chapter 21

'''Chapter 21: What Lies Beyond? (12,000 B.C. second time)'''

The Magic Kingdom Revisited
This is your last chance to revisit the magic kingdom of Zeal before it crashes into the earth. Before you move on, make sure you've already:

 * Get the two tabs in Kajar, one in the corner of the room facing the bookshelf, and one by scratching the Nu after learning his scratch point in Zeal palace
 * Visit the two secret rooms in Enhasa and Kajar by opening the books in the order: Water-Wind-Fire. One will give you a black rock, and one will let you fight six Nus for some Tabs.
 * Talk to the girl who was ordered to destroy the sapling in Enhasa and tell her to secretly plant it, Fiona will have the sapling in 600 A.D. and it will activate the sunken desert sidequest.

On your way back to Zeal Palace, stop by the city of Kajar and talk to the Nu running the shop. He'll ask you if the pendant you have is really Schala's, if you say yes he'll say he hates liars, if you say no, he'll sell you the best weapons and armor currently available.

Head into Zeal Palace, where the Mammon Machine will have been taken away to the Ocean Palace underground. You'll get into a fight with Dalton, who's embarrassingly easy. Your only danger is being lulled into a false sense of complacency. The only attack he'll use on you is the Iron Orb, which lowers your HP by 1/2. He'll use it periodically and counter with it when you attack him. Since it only lowers your HP by 1/2 you should be fine, but once you actually work through his 3000 HP or so, he'll finish off with the same technique the Golems used and do a "burp" attack which may deal around 125 damage to each party member. Have someone like Robo or Frog heal regularly to keep the party above a low health level, and you should be fine. Dalton will disappear to the Ocean Palace, and what looks like a time gate will replace him. It'll turn out to be an elevator taking you underground, so it's time to move on.

Challenging Lavos
If you go back and challenge Lavos at this point, you should get The Prophet Ending. There will be a few scenes involving "the Prophet" from this period and particularly nice speech from him, hinting that he would have gotten the chance to do what he wanted without your interference.

Continue to Chapter 22: Lavos Beckons (12,000 B.C. second time)

title: Chrono Trigger/Walkthrough/Chapter 21