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Chrono Trigger/Walkthrough/Chapter 22

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

The Underground Ocean Palace
As mentioned before, this is your last chance to do things in Zeal, so buy whatever weapons or complete whatever quests you need to here before moving on. You'll run into Masa/Mune as you head into the Ocean Palace and witness a brief cutscene with Schala.

You'll need to flip a few switches to activate the paths in the next area. Head through the door to the right to step on a switch and you'll get into a fight with Jinn and Barghest. Just kill Barghest first to get rid of his shield guarding Jinn, then finish off Jinn. You can head into the next room to fight some monsters and grab an Aeon Helm. Pick up the Aeon Suit in the center room, and grab a star sword by going through the left doors, after flipping another switch and fighting some more monsters. One quick note on the many colored scouters that fly around is that they absorb all magic except for one particular element denoted by their color, as well as counterattacking any other magic attack. Hence, yellow scouters absorb everything but lightning, blue scouters everything but water, etc. Head south through the south-east or south-west exits and by the time you clear out that room you should have picked up a new weapon for everyone in your party except Ayla NOTE:  There's a Demon Hit sword if you go through the south west exit and scale the walls around to a hidden room. Hit the switch in the center of the south room, and if you hit both of the other switches, you should activate a passage in the north room. Head down it to come to a room with some stairs and an exit to the south.

The south exit leads to an empty elevator shaft, so head down the stairs. Fight some monsters, then move on. The next stairway has a bunch of monsters that you'll fight at the bottom of the stairs, but only if you run into them. At the bottom of the next stairway there's a statue that breathes fire which actually damage you, so keep moving. You'll run into Masa and witness another cutscene, then reach the bottom of the stairs to find a save point and an optional battle with another Jinn and Barghest pair.

Head south and fight a few monsters so you can use the elevator by selecting the left globe. You'll be in for a long series of fights. You can take Marle and Lucca if you want to have Water and Fire magic handy to kill the different colored scouts, or concentrate on physical attackers. The first two groups will fall easily to Crono's Lightning magic, so equip the Gold stud on him to make things faster, particularly if you have Luminaire. The third group will be three scouters of each color, so hit them with single target magic of their type, or just wear them down with physical attacks.

When you hit the bottom of the elevator, go ahead and go in and out to ride it up again, there will be a magic tab in the left middle part of the elevator once you ride it up. If you do ride the elevator up you'll have to repeat the previous area and the elevator ride, so be warned. Anyway, head into the room you land on, and there will be a big switch there that doesn't do anything. Head into the left and the right doors to flip a switch and fight a few scouts, although you can actually skip by the scouts if you're fast enough. Once you've hit both the switches, step onto the big one to reveal a platform into another room with a chest and a save point. After that, get ready to fight the Golem Twins.

Use the same strategy as before, they counterattack with whatever type of attack you use on them, and they're at their most harmless when they're using fire attacks, so always try to finish off with one of Lucca's fire spells that targets both of them. If you have Luminaire and Flare and have your third party member heal, this will be a pretty easy battle.

Dalton will try to summon the Golem Boss, but realize he doesn't want to risk giving up his chance to be immortal. Head down the hall to prepare for one of the coolest parts of the game. You'll stab the Mammon Machine with the red knife, and have it turn into the Masamune. After, that, prepare for a confrontation with Lavos.

If you actually beat his outer shell, which is much harder than usual, you'll get The Programmer's Ending. However, this is extremely hard since his first attack does massive damage, enough to probably kill you instantly if this is your first time through the game, and he casts chaos on your party immediately, which you probably don't have any protection against at this point in the game. If you do an insane amount of levelling up and IF you do the sunken desert sidequest early to get some status protection you may have a fighting chance to beat him on your first game, but otherwise you'll probably just have to try for this particular challenge on a New Game+.

The prophet will reveal himself to be Magus, and try to attack Lavos, but to no avail. Crono will try to stop Lavos singlehandedly, and be disintegrated. Schala will transport you to safety with the last of her pendant's power, and you'll awaken in the remains of the earthbound village. While you're here, head into the middle hut and wait for the Nu to leave to pick up a magic tab, and head into the forest to confront Dalton and have your items, money, and equipment stolen away. Bummer. Choose your party carefully for this part since you won't be able to switch for a while, and remember that Ayla won't need any equpiment to attack with.

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.

If you defeat Lavos during the fight with him you're supposed to lose, you'll get the The Programmer's Ending, and get to talk with all the programming staff at the End of Time.

Continue to Chapter 23: The New King (12,000 B.C. second time)

title: Chrono Trigger/Walkthrough/Chapter 22


text:
Chrono Trigger/Walkthrough/Chapter 24

Chapter 24: The Time Egg (2300 A.D. third time)

Introduction
You begin this chapter after confronting Magus in 12,000 B.C., with the option to let him join your party. It takes place from when you're first able to fly anywhere you wish with the Epoch, and until you rescue Crono. At this point, you can do any number of sidequests listed in Chapter 25: The Fated Hour, but this chapter is written with the assumption that you'll spend your time saving Crono first. If this is your first time through the game, you'll almost certainly want to complete the quest to save Crono before doing anything else, and if this is a New Game + you won't need the equipment that the other sidequests offer since you'll have them already. So I'll assume you're just going to proceed with getting Crono back.

You'll start out in 12,000 B.C., you can say hi to Alfador in the forest area if you want but Magus won't show any emotion. The Nu will also sell some new items in the center hut. Take to the skies in the Epoch, and you'll see the Ocean Palace rise into the sky, it will show up in all future time periods from this point on. For more details, see the next chapter. Head to the End of Time to talk to Gaspar.

Incidentally, Gaspar will have a special bit of dialogue talking to his old pupil if you talk to him with Magus in the party and without Marle. He'll play a song, "memories of Crono" and offer you a Time Egg, or a Chrono Trigger, which gives you the chance to alter history. To use it you'll have to go to Death Peak and have a clone of the person you want to save, but Gaspar will just tell you to visit Belthasar. Head to 1000 A.D. with the Epoch (fly around and hit Y to change time periods) and compete for a clone of Crono at Bekkler's lab if you don't have one already, and pick it up at Crono's house once he has one. After that, use the Epoch to fly to the Keeper's Dome and talk to the Nu there. Belthasar will have one final program to execute to help you climb Death Peak, then ask you to let the Nu sleep.

Also, talk to everyone at the end of time if you want to get their reactions to Crono being gone, and challenge Spekkio if you want, for me this was the first time I had a chance at winning the level 30-39 set. Keep in mind the form you fight depends upon the level of the character in the lead of your party, which you can now select.

Death Peak
There are three main "challenges" to climbing death peak, during each of which you will be assisted a Poyozo doll. The first section is dominated by fast-blowing winds which can knock your character out of the area. Hold down B and race to the first Poyozo Doll, then rest behind the tree. Grab a power tab to the right of the tree, and race forward when the wind dies down and walk steadily behind a tree to hold your place when it blows quickly. After passing by a second tree, you'll be in another area. Fight a few enemies, grab a magic ring, then move to a new area with a wall ring and a save point. If you go inside the cave nearby you'll have to fight a Lavos spawn. The trick to fighting these guys is to only attack the head, never the shell unless you want to be hit by a Lavos needle. You'll need to avoid all techniques which attack multiple targets or rely on physical attacks. After the Lavos needle the head will just use a few annoying status affecting spells, just take your time and heal if necessary.

Pick up a weapon for Robo, cross a cliff, and pick up another weapon for Frog as you keep moving. Use the blinking blue dot to open up a passage in the rock cliff, and backtrack around and go through the cave you opened. After another battle with a Lavos spawn, you'll meet the second Poyozo doll which will just advise you not to fall off. My advice when crossing the bridge with the wind blowing on you is to hold up the whole time to hold your position, and press B to run only when you need to move up. Head into the next area where Krakkers keep falling from the cliff, pick up a VedicBlade, and head south. You'll meet the third poyozo doll and backtrack above the area you walked around earlier, make sure you head down a ladder to reach a save point and pick up a Doom Helm, which cuts shadow hits in half for the guys/frog/and robot. The third doll said to "push the shell, climb the shell", so after fighting a third Lavos spawn push its shell so the top of it roughly lines up with the ladder in the cliff, and climb it.

The next area will be a clear one at the summit of death peak, and you'll attempt to rescue Crono. Magus has some interesting reactions to the time freeze which takes place, and Marle naturally a vested interest in getting Crono back. And as usual each member of your party has a few unique things to say if you bring them along. Anyway, you'll travel to the instant before Crono died and freeze time so that you can exchange the clone for Crono's body right before he was destroyed by Lavos. Your party members will be glad to have him back, and you'll be ready to confront Lavos and finish off the final quests Chrono Trigger has to offer.

Challenging Lavos
If you challenge Lavos during this chapter (While you have the Epoch flying but before you rescue Crono), you'll get The Reunion Ending. There are several variations depending on whether or not you crashed the Epoch into Lavos, spared Magus, and whether or not you got the clone or the time egg. The basic theme of the ending is that Marle and company go back to rescue Crono at Death Peak since you didn't do it yourself.

Continue to Chapter 25: The Fated Hour(All Time Periods)

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

title: Chrono Trigger/Walkthrough/Chapter 24


text:
Chrono Trigger/Walkthrough/Chapter 23

Chapter 23: The New King (12,000 B.C. second time)

The Blackbird
You'll begin this chapter locked up in the blackbird without any equipment, items, or money. Unless if you have Ayla in your party you won't be able to attack at all. You'll need to recover the three sets of equipment, the items, and the money before you move on. Check the door and head up the ladder to look at the ship, and one of your party members will inform you of another level you can use to get into the grating system. If you have Ayla in your party you can also ambush the guard outside the door, otherwise just head up. You can look through the floor by pressing "A" at the light patches on the grate. Head to the northwest and a little south then west to find a ladder which leads to a room guarded by a single sleeping guard. You'll pick up the equipment for the lead character in your party, and finally be able to fight.

Head all the way to the south to get a peak at Dalton renovating the Epoch. I'd recommend starting out with the ladder in the southwestern corner, and head in the door to pick up the equipment for the third character in your party after a small fight. The right door just contains a pack of enemies so you can ignore it if you want. Also be careful of the security robots and don't move when they come near. Keep in mind also you can flip the direction of the conveyer belts. Head through the left door after going over the conveyer belt to pick up your money after another fight, and the right door just leads to your prison cell.

In the next pair of doors, the left one just contains a fight with a robot, and the right one contains your second character's equipment. Head into the next area and go in the left door to pick up the items. Congratulations, you now should have everything. Just to review:

 * First character's equipment: Northwestern ladder in grate area, only accessible from grates, no fight required.
 * Second character's equipment: Door directly north of your prison cell.
 * Third character's equipment: Left door all the way south of the ship.
 * Money: Door to the left of your prison cell, near south of ship
 * Items: First left door in the north area of the ship.

The exit from the ship is in the same room the items were in. The one other thing you might want to do is go up a ladder and head to the northeast portion of the grates to pick up a magic tab. After that, go back to the room the items were in, and get your footing while walking across the wing of the blackbird. The turrets are good for 1500 experience points and 100 tech points, so fight them all if you can, they run away like the rubbles do though.

The Golem Boss you fight is a joke boss fight. He'll count down from 5 twice, only to do nothing. Then he'll start quivering and talking about how he hates heights. He'll run away if you let him, so go ahead and try to finish him off with your best double techs and single techs, he gives you a fair amount of experience and cash for the trouble.

You'll jump straight from that to a fight with Dalton, which is similarly easy. Just use a few powerful techs, and after casting Iron Orb a few times he'll be history. The epoch will be able to fly, and will blow up the blackbird. Your party will insist on finding Crono before you go anywhere, so explore around and head to north cape. Your party will run into Magus, and you'll witness another flashback explaining the remainder of the events you've seen so far, showing how the three gurus, Gaspar, Melchior, and Belthasar ended up in their respective time periods, as well as Janus/Magus himself. And at this point, you'll have the option to make the first choice which will really influence the course of the game, whether or not to fight with Magus or have him join your party.

If you fight with Magus, if Frog is in your party he'll challenge him alone, otherwise you can take him on as a trio. Frog will turn into a human in the ending if you kill Magus, but Magus will stay with your party and be in the ending if you spare him. For a brief description of how either option affects the two endings you can get at this point, see: The Reunion Ending and The Main Ending. Personally I highly recommend keeping Magus in your party, particularly if this is your first time through the game, since he knows a lot of magic which will help a lot. And really, why kill a guy when he just went through all that himself? Whatever your choice is, Magus will inform you that Gaspar the Guru of Time might be able to help you and you'll get Magus's amulet, a gift from Schala if you remember.

Challenging Lavos
Impossible during this stage of the game because you don't have access to a time gate.

Continue to Chapter 24: The Time Egg (2300 A.D. third time)

title: Chrono Trigger/Walkthrough/Chapter 23


text:
Chrono Trigger/Walkthrough/Chapter 25

Introduction
Now that Crono's back in your party, welcome to the final portion of the game. You have unlimited access to space and time over all the periods you've visited, and if you haven't done so already you can clear out the first set of Sealed Chests easily enough. Saving Crono at death peak was more or less "his" sidequest, but you'll find out that every other character has one as well. If you talk to any character with Crono in your party they'll say some words of congratulations, and if you talk to any character whose sidequest hasn't been completed they'll inform you of it. And as always, if you say yes when asked to take a character into your party, it will play their theme music.

There are a few other sidequests/secrets you might consider doing however: as you know, you can compete for a poyozo doll, a clone, and a cat for 10, 40, and 80 points respectively. However, if you win a prize twice you can win some cat food to place in your cat's bin, giving you up to 15 cats which will show up in one of the endings. The other interesting thing is that you can win a Clone and a Poyozo doll of each character if you put them at the front of the party and play the games in Norstein Bekkler's lab. Each Clone will show several poses of that character and each Poyozo doll will play the main theme of that character, although Crono's, Marle's, and Lucca's seem to just be Marle's theme. The clone and Poyozo doll will show up at that character's "home." For each character:

 * Crono's clone and Poyozo doll will show up in his room at his house
 * Lucca's clone and Poyozo doll will show up in her room at Taban's house
 * Marle's clone and Poyozo doll will show up in her room at the castle.
 * Frog's clone and Poyozo doll will show up in his house at the cursed woods.
 * Robo's clone and Poyozo doll will show up in the Proto Dome where he joined your party in 2300 A.D.
 * Ayla's clone and Poyozo doll will show up in her hut in 65M B.C.
 * Magus's clone and Poyozo doll will show up in North Cape in 12,000 B.C.

In addition to completing all the sidequests, eventually you'll want to challenge the Black Omen for the most "complete" way to finish the game, and to activate the New Game +. The Black Omen shows up in 2300 A.D., 1000 A.D., 600 A.D., and 12,000 B.C. If you visit it in the future Zeal will show up and laugh at you since Lavos already drained the world's energy, and in any other year she'll tell you how long you have to go until Lavos destroys the world. You can actually fight your way through the Black Omen three times if you go through it in 1000 A.D., 600 A.D., and 12,000 B.C. in that order, although none of the bosses except for Zeal will reappear and you won't be able to get the chests or items more than once.

The first part of this chapter describes all the sidequests which you will want to complete, and the latter part describes how you should fight through the Black Omen.

Sidequests
The sidequests are arranged roughly in order of difficulty. The last three require some major boss fights and dungeons to get through, the first three are comparatively short and painless. If you were to arrange them in order of usefulness, Marle's quest, Lucca's quest, and Fiona's give you the best equipment at the end of them. Gaspar will stop mentioning each sidequest when you complete it, and the party members they apply to will stop mentioning it as well, with the exception of Ayla.

Ayla's Sidequest
Included solely for the sake of completeness, Ayla mentions that her village has a strong defensive item. First, head to the ruins of Laurba village and talk to the Nu. He'll rename your characters if you want, and give you a Silver Rock which activates the spin strike between Frog, Robo, and Ayla. The armor Ayla was bragging about was the Ruby Armor, which cuts fire hits by 80%, and offers better defense than any armor you'll have found so far. You'll need to trade 10 of each trading item to get it, which can be done if you hang around the Hunting Range long enough and fight a few Nus when it rains.

Lucca's Sidequest
This quest is particularly interesting because it crosses all time periods you'll have reached so far. You'll start out in 2300 A.D., and go to the sun palace. If you check your map by hitting select, the sun palace is the island at the bottom left of the map. Head inside and prepare to fight a boss, the Son of Sun. This will be a fairly gimmicky fight, you'll only want to attack the flames surrounding the Son of Sun and hope you hit the right one, since it will counterattack with Flare if you try to hit the center. The individual flames will also counterattack with fire if you hit the "wrong" one. My advice would be to equip the Red Mail to absorb fire, as many Ruby Armors as you bought, the Red Vest, and the Taban suit if you have Lucca and picked it up from Taban. If you hit the right flame, it will do damage to the center sphere, and keep attacking it until it shuffles, then try for another one. After you hit the correct flame enough times, the Son of Sun will lose its fire and turn into a moon stone. If you have fire resistant equipment this battle should be easy enough.

You'll need to leave it in direct sunlight for 65.0023 million years (Robo's estimated fraction is a bit off), so head to the sun keep in 65 Million B.C. You'll soon notice that one exists in each era at the northeast portion of the map, and it's a mysterious spot where the sun never sets. Head back to the future and it will be missing, and Magus will intuitively guess it's been missing for 1300 years. Head back to 600 A.D. while you're at it to find a Power Tab in the sun keep, and go back to the present. Head over to Poore at the southwest corner of the map, to find that the mayor's house is suspiciously glowing and he denies knowing anything about the moonstone. What'll you need to do is play with space and time to deal with his greed.

Buy some jerky from the nearby Snail Shop for 9900G and head back in time to 600 A.D. and go to the elder's house. You can sell it to her for 10000G and make a whopping 100G profit, or you can just give it to her to change the way she feels about generosity and sharing. Head back to the present after giving it to her, and the mayor will give you the moon stone for free. Put it back in the sun keep, and head to the future. Have Lucca examine it and you'll be able to harness its energy. You'll get the WonderShot, the ultimate weapon for Lucca although it's a wee bit unpredictable, and the Sun Shades, which raise your attack power although they'll later be replaced by the PrismSpecs. Also note that this quest is necessary to get all the equipment at the end of Marle's quest involving the Rainbow shell.

Frog's Sidequest
This one involves visiting a continent you haven't been able to reach yet, and finishing off the last of the Sealed Chests. If you haven't already gotten the chests you can get outside of the northern ruins, you should do so right away. The continent you want to visit is in the southeast corner of the map. For starters, try going there in the present with Frog in your party, to meet a surly ghost who seems to recognize him. Supposedly the ghost can be damaged by non-elemental attacks such as Tails Spin or Poyozo Dance incidentally. Talk to the villagers to learn that the place has been in ruins for years, and head back into the past.

Now, head into the northern ruins, go down the left path, and you should clear out a few sets of monsters. Talk to everyone in town, and you'll find that the workers there can't repair the ruins since someone stole their tools. Head back to the present, talk to the worker at the bar to get permission to take his tools, then speak to his wife, and head back to the past with them and give them to the worker at the bar to start cleaning up the ruins.

A few general tips for cleaning up the ruins are that most of the monsters are only affected by magic, although non-elemental techniques such as Ayla's tail spin work, and sometimes they cast MP buster, to rest at the nearby inn in between attempts to clear it out. Also, don't pick up the chests just yet, wait until the very end. Anyway, after you give the tools to the worker go to his house and he'll begin cleaning up the ruins, but he'll stop each time when he can't repair the spots where the monsters still are. Use some of your best magic attackers and head down the right path to clear out another set of monsters. Talk to the workers at their house to pay 2000g to clear out another portion of the ruins. Have Frog examine the grave that you can now reach down the left side to view a scene between him and Cyrus, and the Masamune will power up into its ultimate form.

Pay the workers once more, and they'll repair the last section of the ruins so you can reach the rest of the items, although you'll have to fight off a few more monsters. What you want to do here, as explained in the Sealed Chests section, is to go to the ruins in 600 A.D. and select each sealed chest but decline to open it so the items will power up. Then you can go to the present to receive the powered up item, and you can also head back to the past to get the low-power item. In addition, you can get all the regular chests twice by opening them first in the present, then in the past. The Nova Armor will power up to become the Moon Armor, which raises magic defense by 10. The Siren will power up to become the Valkyrie, a more powerful weapon for Marle, and the Kali Blade will power up to become the Shiva Edge, a weapon for Crono which does 4x damage on critical attacks. Make sure you get the sealed and unsealed chests twice, and pick up a magic tab by Cyrus's grave in the present.

One last thing you can do with Frog now is to head to the Denadaro mountains with him, put him at the front of the party, and have him catch one of the rocks which the Free Lancers throw. It will turn out to be a Gold Rock, which invokes the Grand Dream triple tech when equipped on Frog.

Magus's Sidequest
Time to finish off Ozzie and make Medina Village a happier place to live in. If you go to Medina now the prices will be still be sky high and the natives unfriendly, plus they'll be worshipping a statue of Ozzie in the square since you defeated Magus. Head back in time and check out the spot where Medina sits to find Ozzie's fort. I'd recommend bringing along Magus just for Ozzie's reactions, and Ayla so you can steal some of the best equipment in the game from him and his henchmen.

You'll take on Slash and Flea for starters, you should be able to finish them off with your regular attacks at this stage of the game. Just keep moving forward, and in the room with the treasure chest just run past it to have a goon spring the trap. Also, check out the bottom right corner of the room to find Magus's best equipment and a magic tab. In the next room, prepare for what's actually a tricky boss fight with Ozzie, Slash, and Flea ganging up on you. They'll do some nasty triple techs, but if you use your best magic spells which you should have at this point, they'll start to fall pretty fast. The best thing you can do in this battle is have Ayla charm the OzziePants away from Ozzie, the Slasher 2 away from Slash, and the Flea Vest away from Flea for some very useful equipment, the OzziePants is practically the best helmet in the game (yes, you wear his pants on your head), the Slasher 2 is an excellent sword for Crono, and the Flea vest raises your magic defense by 12. I personally keep healing until Ayla's stolen all the equipment I want, then just unload the best magic spells I have. Your spells should do a lot of damage but keep someone healing and reviving if need be if you want to outlast the trio AND grab the equipment you want. Grab the contents of the chests for a dash ring and sight cap after you beat them.

After a joke fight with Ozzie, you'll have cleared the place out. Head back to the present and you'll find the Medina is the most peaceful place on earth, one of the imps is bossing around Ozzie the VIIth, and the market will now offer the cheapest prices in the game, so stock up on whatever you want. Also, keep in mind that you don't take your money back with you for a New Game + so this is the best way to "invest" your capital and get the most of it back. One final note on the equipment you just got is that the OzziePants offer great defense but start you off in the battle with chaos status, so make sure you have some status protection if you equip it, and the Doom Sickle doubles and triples in power when one or two allies are dead, respectively.

Fiona's Sidequest
This is the one quest Gaspar mentions that isn't tied to a particular character, although special guest stars Lucca and Robo play a major role in this one. This is also the one quest which may be able to be performed without getting the Epoch, the only requirement is that you have visited Zeal Palace already in 12,000 B.C. and told the girl there to secretly plant the sapling. If you tell her to secretly plant it, she'll keep the sapling after Zeal is destroyed, and Fiona will have it in 600 A.D. Talk to her and she'll tell you she needs you to clear out the monsters nearby to be able to plant it, so head into the whirlpool in the desert.

The monsters here are particularly weak against water, so you may want to take at least one of Marle, Frog, or Magus. If this is your first time through the game Magus will probably have more techs to learn than the rest of the party, so keep that in mind as well, equip a gold stud on whoever you want your main magic user to be. You'll fight a few enemies and pick up a few chests in the first room, although the Aeon Suit is the only thing of real value. In the next room the boss will constantly disappear and reappear, pick up the chests for an Aeon Helm, Memory Cap, and Muscle Ring, and run into it whenever you're ready to fight.

The boss is named Retinite, and it takes after Zombor from earlier in the game. It begins by absorbing energy from its core periodically, try to finish that off yourself first. It's undamaged by magic, but water/ice magic will lower its defenses significantly and is essential to beating it. It raises its power when attacked, so try to start out with a water attack on all its parts and follow up with your best physical attacks. Having Frog or Robo constantly heal the party, having one person constantly cast ice/water spells, and having Ayla or someone else use the best single/double techs you know that do physical damage is the best strategy I found. Make sure to pick up all the chests before you leave and grab a power tab in the left side of the first room after you beat the boss.

Unfortunately, if you check out the future just beating the monsters won't be enough to save the forest, there is centuries worth of work to be done. Luckily, you have a party member who wouldn't mind chilling out with humanity for 400 years. Talk to Fiona with Robo in your party and he'll agree to stay behind to help her heal the forest. Head back to the present and go to the back of Fiona's Shrine to talk to Robo, who will suggest that the gates may not have been created by Lavos at all. The gates didn't seem to be randomly distributed, but at times and places very important to the existence of some entity, which may be reliving its past much like a creature flashing back over its life and thinking about what it could have changed. (the most plausible theory out there seems to be that the entity represents the planet by the way)

Lucca will hint at a scene from her past she regretted, and after the party goes to sleep head to the right and you'll find a time gate which will take you back 10 years to when Lucca's mother got into an accident which ruined her legs. Read the diary entry in Lucca's room, and the one in the back room of the house to learn that the password to the machine is Lucca's mother's name, or Lara. After Lara gets her skirt stuck in the machine, head southeast to the blinking dot and press A, then press L+A+R+A to spell out Lara. If you pull it off, congratulations, there will be a new diary entry, and Lara will be in good health from now on, including the ending scenes. If not, there will be a different diary entry and nothing will have changed in the present.

Robo will give you the Green Dream accessory, which will reanimate a single character once in battle, kind of like the Life3 spell in Final Fantasy VI or Link's fairies. You can also buy some of the best helmets in the game at Fiona's shrine for a very stiff price, and check the pedestal to find the sapling you had the girl save thousands of years ago.

Robo's Sidequest
Robo's sidequest takes place in the future, in 2300 A.D. at the Geno Dome, which is to the southeast of the world map. You'll actually do some dungeon crawling and puzzle solving in this one, which is why I put it late in the list. Head to the Geno Dome with Robo at the front of your party and he'll open up a path for you. He'll be a permanent fixture of your team throughout this next quest. You'll head down a conveyer belt and fight five or so waves of monsters, equip the gold stud on someone and use the most powerful magic techs you have available, they shouldn't be too difficult by now.

Go to the blinking blue dot in the new room you enter to go into a dust chute and escape from this place. Clear the room out of monsters, go in the door to the northeast, and watch a robot open a door near where you entered by charging himself up and stepping into an alcove to open it. Head in that room for a quick fight and some more chests. Use the computer to get more info about the robots, dolls, conveyer belt, and sealed doors. What you'll want to do is charge up with energy from the room by the computer and step into an alcove to open its door. At the northwest, turn the center switch on and the others off to open the alcove and go in it with a charge to reach the doll, picking up a speed tab where it used to sit as well. That's the easy part.

Head into the elevator in the southeast corner, fight a few groups of guards, and go through a door to the southwest to witness a bunch of people being processed by the plant. Go back a ways and have Robo run at the switch he can't reach and he'll leap at it to let you get a megalixer and a magic tab. Go back further and head through the ordinary door just near the elevator, picking up a power tab at the beginning of the long hallway, and fight another group of monsters to find another elevator going back to the previous area. Flip the switch to the bottom left to remove a laser so you can reach the conveyer belt, and go up and to the left to reverse the direction of the conveyer belt. There's also a magic tab in the secret passage you walk through to get to the switch, so pick it up as well.

Head back and around to where you get Robo charged up with electrical energy, and have him race down to the conveyer belt, which is helping him move faster this time, and go in the alcove to open up the passage to the security robot. Have it follow you slowly back to the security robot in the southwest corner, keeping in mind that it can get stuck going around corners. The two robots will short each other out, and you'll grab a vigil hat and the last Poyozo doll. Head back up the elevator to reach a sealed door where you can place both the Poyozo dolls to clear a passage.

On your way up there, you'll run into Robo's old friend, Atropos. Robo will have to fight his old friend alone since she'd been reprogrammed and gone a bit bonkers. She'll use all the same techs as Robo, but be a bit weaker thankfully. Use your most powerful attacks, and if Robo has the rage band equipped, it will help keep him attacking while he has time to heal. You'll get a special accessory for Robo when the fight is over, Atropos's ribbon, which raises his stats dramatically. Head to the east if you want to save and use a shelter, then head to the northwest to place the two dolls and visit the mastermind behind all of this.

If you want to have some fun with this battle you could equip one of the rocks on Robo to use one of his triple techs, or just play it straight. Start off with a powerful multi-enemy attack to kill the displays and stop them from healing the mother brain, then just go all out with the best attacks you have available. It might just be because I did this after all the above quests, but I didn't find it necessary to heal at all before it fell. Robo will get the Terra Arm and Crisis Arm, one of which is his best weapon, and one of which is a bit more unpredictable depending upon his HP. All the machines in the factory will shut down, and you'll be done with the sidequest.

Marle's Sidequest
Before you proceed with this sidequest, you may want to visit Guardia Castle for a few extra scenes that are available as soon as you defeat Magus. You'll be allowed back inside the castle if Marle is in your party when you try to enter, and you'll find out that your sentence has been suspended. The Chancellor will talk to you about how King Guardia was heartless towards Marle's mother when she was dying. The King and Marle will exchange some harsh words, and the King will snap at her and tell her to do whatever she likes. Talk to the Chancellor again and he'll suggest giving the king some jerky to cheer him up. You can buy some in the snail shop at Poore and give it to him for a hefty fee, but he'll get even madder because he'll think you're trying to give him a heart attack. The Chancellor also gives three different responses depending on whether you talk to him with Marle, without her and with Crono, or without either.

Anyway, this particular quest begins on the island with the northern ruins to the southeast. Talk to Toma in the bar to pick up his pop, which he asks you to pour on his grave if he doesn't find the Rainbow Shell. Head forward 400 years, and he'll point you to where he found that the shell was located, at the Giant's Claw to the northwest. Check behind the grave for a speed tab as well. Head back to the middle ages to find the Giant's Claw, you'll learn that Toma is already exploring it.

Head inside and read Toma's first diary, and you'll walk through Azala's throne room. I'd recommend bringing Crono or Magus along for this part so you have access to Lightning magic. You can grab a time hat down the left path, but don't follow it all the way since it's just a dead end you use to return to this area. Head down the right path and it should look familiar. The center switch activates a save point, the left one opens up the floor, and the right one summons some monsters. You'll need to fall in the pit, so you'll fight the monsters for sure if you hit the right switch. Fall in the pit in any case and step on the right switch to summon some monsters, and the left one to open the skull to find a power tab. Head south and out.

Head down the ladder and to the right for another power tab, and a full ether to the left. Head up and around the room for a few more fights, you may want a healer on full time duty. Check out the northeast area by the door for a blue rock which activates still another triple-tech. Head north in the next area to exit the Giant's Claw, and head down the ladder and to the left to find a Zodiac Cape, of final fantasy fame. Head out through the cave to the southwest. You can sneak up behind the enemies here to scare them away or fight them. Head through the left skull, to find a familiar area with a couple switches you can step on to get rid of the monsters. Head through the left exit to find a Frenzy Band, which offers an 80% counterattack rate, eclipsing the feeble 50% of the Rage Band. A must have from now on.

Head back and through the right passage to fight some rubbles for easy tech and experience points, to help everyone finish learning all their single techs. Head into another area and open the right egg to fall into the jail cell. Head through the left exit to open up the skull and grab a power tab you probably saw earlier. Save and heal up if you need it, because you are about to rumble with... the Rust Tyrano.

Wasn't too long ago you were fighting this guy for real, huh? Go on an all out attack as usual while it's counting down with whatever doubles or triples you feel like using. After counting down to five it'll do an attack that should just take off damage in the 200 range, then it will attack normally for a while. Heal up in the interval while it's counting down, and hopefully it won't count down for more than one round. You'll find the rainbow shell, and you'll show up at Guardia Castle where they'll agree to store it as a national treasure.

Lucky for you though, that's just the first part of this particular quest. Head back to the present, and go in Guardia Castle to learn the trial of the century is about to take place, with King Guardia made to answer for selling off the royal treasures. You'll need Marle in your party for this whole section. Go to the right and up the stairs to have her barge her way into the courtroom. You'll learn you need proof of the rainbow shell to save the king. Head back down and go down the right stairway (odd, that wasn't there before) and fight through a bunch of monsters, picking up chests if you'd like. Apparently the forces of evil haven't found any new goons in the last 400 years, they'll be the same ones you fought at the Cathedral. You'll find the rainbow shell at the end of the hallway, then head back to the courtroom with Marle to make a stunning entrance.

Prepare to do battle with a fake chancellor again, Yakra the XIIIth. Who knew the guy had kids? He'll hit you with some chaos attacks occasionally so make sure you have status/chaos protection. He'll use some Lavos needle type attacks and finish up with an attack which may do in the 200-300 range of damage if you have the best equipment so far. Just hit him with your best techniques and have Marle heal. You'll be treated to a mushy scene where Marle and the King make up.

Afterwards, the king will give you permission to leave the castle, and you can explore the castle to talk to people if you want. Head into the kitchen if you'd like a "Crono special", and head up to where the trial was to pick up a key where the glowing blue dot is, use it to unlock the treasure chest just a level or two down to free the real Chancellor who will show up in the ending. Head down to the treasury to find Melchior, who's willing to make some armor from the rainbow shell. You can have a prism dress which blocks 1/3rd of all magic and is extremely effective or three prism helms which are slightly less useful but they do protect status. I'd go for the prism helms if this is your first time through the game, the prism dress only works on one of the girls anyway. If you have the Sun Stone from Lucca's quest, he'll also make a rainbow sword, the ultimate sword for Crono, and make some prism specs which greatly raises your attack power.

The Black Omen
The final quest you have to complete is going through the Black Omen to defeat Zeal and confront Lavos. You can ram the epoch into Lavos or just use the bucket at the end of time naturally, but you'll only activate the New Game + if you beat the Black Omen the regular way. You can visit it in 2300 A.D. to see an eerie message from Zeal, and you can also fight through the fortress three times if you go in 1000 A.D., 600 A.D., and 12,000 B.C. in that order, but none of the bosses will reappear except Zeal, so you might as well finish it off in 12,000 B.C. a few people on the northern continent and elsewhere will also comment on the Black Omen as they're chatting about the weather, until you get rid of it that is. Hopefully you'll have completed all the other sidequests and challenged Spekkio for the last set of items you'll get until you hit level 99/**, so take your party to the Black Omen by flying the Epoch into it.

After you destroy the lasers on the outside and have Zeal inform you how long the planet has left to live, head inside for a boss fight with a mega mutant. It doesn't seem to have any particular resistances or weaknesses, so just hit it with everything you have, and make sure you put the best equipment on your party before heading in. Be careful with the goons since they absorb magic, and in general just use your best multi-enemy techs, you should have learned about all of them by now. Be aware that there are a lot of useful equipment and tabs which can be charmed from the enemies here, such as speed tabs from the panels, gold stubs from the flyclops, etc. Eventually you'll come to an elevator where you may have a few random fights while you're riding it.

Pick up a couple chests in the next room, and head into the next room for a few more fights and a chest with a magic seal. Be careful of the ruminators, since they can kill you in one hit if they get the chance. The next area will have a save point and two Nus, the left one of which will sell you items, the right one will offer you a chance to escape the Black Omen if you tell him "wake up." Use a shelter if you like, then head into the next room to face a Tubster. These guys counterattack aggressively, and they are immune to shadow magic, but they're not too tough. Pick up a Zodiac Cape near the ruminants running through the hall, and head through another room with a bunch of monsters looking out for fights.

Grab a power seal in the next room, and fight a Tubster with a couple flyclops and a few more monsters, grabbing a speed tab in a chest in the bottom right corner at the end. There will also be another speed tab in the next room, and then a transport. You'll fight a few sets of aliens with some nasty instant death counters, and pick up a speed tab and a megalixer at the end of the room. You'll come to a save point, heal up and prepare to fight another Giga Mutant, whose worst danger seems to be continuously draining your MP.

Head through another transport and up another elevator, preparing for fights along the way. Fight through another room of generic enemies, and you'll come to a room with four panels you'll have to fight to reveal a save point. A speed tab will also be waiting in the chest nearby. I'd save and heal again, because you're about to face the next version of the "mutant" monster, the Terra Mutant. This one has a top which absorbs energy from the bottom half, and the bottom half is immune to magic and lifeshavers you if you try a physical attack. Just concentrate your techniques on the top and the bottom will fall eventually. Pick up a white rock and a megalixer, to enable a triple tech, poyozo dance, between the three girls. Hopefully by now you have each of the five rocks.

You can save and use a shelter again if you really want, but I doubt it'll be necessary. Go forward through another room and prepare to face a particularly nasty Lavos Spawn. As before, avoid all multiple target techs and anything that might attack the shell, and use your best single techs on the head instead. Eventually it'll crumble and the shell with it. Head into the next room for another set of panels, keep in mind you can charm these guys for tabs. A save point will appear, and I'd definitely recommend healing up and saving because you're about to DEAL... with ZEAL. This is also a good tab to use those tabs if you haven't already, they each raise a particular stat by one. Keep in mind that speed never goes up as you gain levels and it maxes out at 15 anyway, Lucca and Magus will max out magic on their own eventually, and everyone but Lucca and Marle will max out power, although it doesn't affect their weapon hits anyway.

The fight with Zeal will go through three main phases. I'd recommend having someone who can heal the whole party since you'll be having your whole party's HP drained to one by Zeal's attacks in the first phase, and it just makes sense for a long boss fight like this, so Frog or Robo would be helpful. As far as attackers go, Crono is an obvious choice for both magical and physical attacks, and Magus makes the fight interesting by adding some extra dialogue to the fight with Zeal, and his theme will play when you battle with her the last time, so I usually pick him in any case.

In Zeal's first form, she'll periodically deplete your whole party's HP to one and laugh at you, make sure you have a technique that will restore your party's health so you don't get schooled, this would also be a convenient time to use something like Frog Squash or even Frog Flare. She'll drain your MP as well, but I usually find this first fight more annoying than dangerous. She'll next try to toss you into the Mammon Machine. The Mammon Machine increases its defense with every physical attack, and converts all magical attacks into raised attack power. Just make sure your health is full and keep using your strongest techniques, it will occasionally release its stored energy, but you should be able to survive it with the best equipment. The last form will be against Zeal herself, with a face, left hand, and right hand guarding her. If you have Magus along for the ride he'll comment and it will play his theme music for the battle. The left hand will use life shaver on you if you attack it, and the right hand will use MP buster, so you're best off just attacking the face, most likely with single target physical attacks like confuse, triple kick, or uzzi punch. It will pull some nasty techniques that do in the vicinity of 300 damage, as well as the Haliation attack which sends everyone's HP to 1.

Eventually you'll wear Zeal down, and she'll decide to have Lavos destroy you directly. The Ocean Palace will sink into the sea and Lavos will erupt ahead of schedule. Lavos of course deserves his own section in the [[Chrono Trigger/Bosses|bosses] section, but here's the basic rundown. He'll start by going through the attack modes of each major boss you've fought so far, with extra "bits" to imitate their various parts. He'll start with the dragon tank, then the Guardian, then Heckran, Zombone, Masamune, Nizbel, Magus himself, Black Tyrano and Azala, and Giga Gaia, before finally uttering his trademark scream and using the attack mode he used against you at the ocean palace, although thankfully he's not as ridiculously overpowered and you're better equipped. You can heal up between each fight and make SURE you have status protection so he doesn't cast chaos on you and ruin everything. The various forms will have the some elemental resistances and absorptions, as well as counterattacks, so think back and be careful. Magus's form is particularly tricky since you don't have as many helpful messages telling you what barrier is active, but the barrier will always match the type of spell that Lavos will cast, if he casts fire spells, you can only use fire spells. Having Magus along for these fights makes them simpler since he has all elemental magic types at his disposal. Most of the fights will be easy in comparison to your current levels, but heal and restore mana when you need it.

When you reach Lavos's real form, he'll usually start out with some chaos attacks or a Lavos needle which does massive damage to your party. He can do 300-400 damage at a time even with the best equipment and levels so far, so heal up and hit him with the best magic spells, dual techs, or triple techs you have available. Luminaire, Dark Matter, and Flare seem to be the best damage dealers, although Shock can be good too if you raise Robo's magic high enough. Eventually you'll destroy him, and you'll be able to enter his outer shell. There will be a savepoint, and a time portal, which will lead you back to the end of time. You'll end up outside the bucket that led to the day of Lavos, and be able to return to fighting Lavos any time you want, but the outer shell will already be defeated. One more chapter to go, if that.

Challenging Lavos
If you challenge Lavos during this chapter, you'll get The Main Ending. There are several variations depending on whether or not you crashed the Epoch into Lavos, spared Magus, and a few minor ones depending on how you completed Fiona's sidequest and how many cats you have. The basic theme of the ending is that Crono and company get honored for their work in saving the past, and have a farewell party. Keep in mind however that you won't activate the New Game+ unless you battle all the way through the Black Omen and move on to the next chapter.

Continue to Chapter 26: The Final Battle (1999 A.D. / ???)

title: Chrono Trigger/Walkthrough/Chapter 25


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Chrono Trigger/Walkthrough/Chapter 26

Chapter 26: The Final Battle(1999 A.D. / ???)

Introduction
If you take the time portal inside Lavos's shell after you defeat the outer portion after going through the Black Omen, you'll wind up back at the End of Time, where Gaspar will congratulate you on freeing Zeal. Also, all the villagers who previously commented on the Black Omen will now just talk about the weather instead. Depending upon which period you destroyed the Black Omen in, you may be able to go back and face it again, but all the bosses will be gone except for Zeal herself, and Lavos's outer shell will already be destroyed.

There's not much left at this point aside from fighting Lavos, although you can collect clones and Poyozo dolls for everyone if you want, as mentioned in the last chapter. Keep in mind however, that if this is your first time playing through the game after you beat Lavos, since you went through the Black Omen you'll be able to start a New Game+ carrying over all the old data from your game. A few special items don't carry over, and none of your money carries over, so if you want to save your cash you should probably spend it all on items you can sell. Medina after you defeat Ozzie offers the best rates on items compared to their resale value. When you're ready, fly the Epoch into Lavos, take the bucket at the end of time, or go through another version of the Black Omen to confront Lavos again. The outer shell will be gone, but he has two forms to go.

Lavos's Second Form
You'll have the same party for this and the next form, so here's what you need to keep in mind: you'll probably want a strong healer, I prefer someone like Frog or Robo who can heal the whole party although Marle does have Life 2, Cure 2, and Haste. You'll need a strong physical attacker since one of Lavos's forms can only be damaged by physical strikes, Ayla's triple kick, Crono's confuse, and Robo's Uzzi Punch are all decent choices. And the best way to deal damage by far is powerful triple techs or single techs such as Dark Matter, Luminaire, or Flare. Choose your party however you like, if you're going for all the endings you'll probably end up doing this with every conceivable combination anyway, just make sure you equip the best equipment and have status protection. One last comment is that since a New Game+ is based upon the contents of your save file when you save, there's absolutely no reason not to use all the Megalixers and Elixirs that you want, since this is the point of no return.

This form has three parts, his left arm, right arm, and body. The body will have too high defense to damage at first, so just use your most powerful magic attacks to damage the left and right arms. The left arm will probably die first, then the right arm, and the body will remove its defense when it casts obstacle. Heal as necessary, its attacks may do in the 500 range in the best case, and keep wearing it down, it'll break apart eventually.

Lavos's Final Form
After another speech from all your current party members except for Crono, you'll do battle with Lavos's final form, surrounded by two bits. The gimmick here is that the left bit absorbs all magic attacks and heals the others, so you'll need to attack it with the best physical attack you have. The center form, Lavos, will use some devastating magical attacks on you. And the right bit will have high defense at first although it will shut off its defense after the other two parts die, and will revive the other two parts of Lavos. You should start by killing the left bit with your best physical attacks, use your strongest magic against Lavos, and keep using your strongest magic when the right bit shuts off its defense. The right bit has the most HP and the battle ends when you defeat it.

Triple kick, confuse, and uzzi punch all work well against the leftmost bit, as well as regular attacks, don't use any magic until it's dead unless you want to heal it. After it's dead, concentrate on Lavos and the other bit and heal as necessary, you might as well use all those Megalixers too. Lavos's attacks will vary depending upon what time period shows up in the background, just keep attacking with your strongest magic, holding back when the right bit turns on its defense, and it won't have a chance to do much. Eventually Lavos will die, the time portal around him will collapse, and you'll see a silhouette of the left bit appear just as you fade away...

Well, that's all folks, so check out the endings if you want or get ready to start a New Game+.

Challenging Lavos
If you challenge Lavos during this chapter, you should get The Main Ending, although you may be able to reach this chapter without Crono as well, in which case you would get The Reunion Ending. There are several variations depending on whether or not you crashed the Epoch into Lavos, spared Magus, and a few minor ones depending on how you completed Fiona's sidequest and how many cats you have. The basic theme of the ending is that Crono and company get honored for their work in saving the past, and have a farewell party. You should also have activated the New Game+ by finishing the game in this chapter, so you can now restart your game with ridiculously powerful characters and try for some of the other endings.

title: Chrono Trigger/Walkthrough/Chapter 26


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Chrono Trigger/Equipment List

Equipment List

To learn more about the sealed chests and the northern palace, as well as where to find some of the best equipment, see the sealed chest guide. To learn more about some of the equipment that can only be gained by completing that character's sidequest, see chapter 25 of the walkthrough.

Weapons
The weapons equipped by each member of your party. For everyone but Marle and Lucca, your attack power with your weapon depends upon your Power Stat, for those two it depends upon the Hit Stat. One other comment is that Crono's weapons provide a 10% critical attack rate with a few noted exceptions, Lucca's Weapons give 20% critical, Marle's 20%, Robo 10%, Frog 23%, and Magus 10%. Ayla's critical attack rate depends on her level. Critical attacks generally do double damage.

Katanas
Crono's weapon of choice.

Mop: The weakest weapon in existence, can be stolen from the Nu in 65M B.C. at the hunting grounds. Attack Power: 1

Wood Sword: Crono's starting weapon. Attack Power: 3

Iron Blade: Can be bought at the start of the game. Attack Power: 7

SteelSaber: Also able to be bought early on. Attack Power: 15

Lode Sword: Also able to be bought early on from Melchior, or found. Attack Power: 20

Bolt Sword: Found in the factory in 2300. Attack Power: 25

Red Katana: Bought from Melchior in Medina, raises magic by 2. Attack Power: 30

Flint Edge: Can be traded for in 65M B.C. by bringing the right items. Attack Power: 40

Slasher: Defeat Slash at Magus's castle, and pick up the sword behind him. Raises speed by 2. Attack Power: 43

Aeon Blade: Can be traded for during your second trip to 65M B.C. Attack Power: 70

Demon Edge: Buyable at the cave of the earthbound ones. 1.5X damage to magic creatures. Attack Power: 90

AlloyBlade: Buyable at Kajar from the Nu during your second trip to 12000 B.C. Attack Power: 110

StarSword: Believe it may be found in the Ocean Palace, and buyable from the Nu in 12000 B.C. after Zeal falls. Attack Power: 125

VedicBlade: Found on death peak. Attack Power: 135

Swallow: Found in the northern palace if you select the weapon instead of the safe helm. Raises speed by 3. Attack Power: 145

Kali Blade: Found in the Northern Ruins in a sealed chest, this is the unpowered version. Critical hits twice as often. Attack Power: 150

Slasher2: Charm from Super Slash in your battle with Ozzie's Trio. Attack Power: 155

Shiva Edge: Found in the Northern Ruins in a sealed chest, this is the powered up version. Does 4X damage on critical hits. Attack Power: 170

Rainbow Sword: The ultimate weapon, with a 70% critical attack rate. Complete Marle's sidequest involving the rainbow shell. Attack Power: 220

Guns
Lucca's preferred weapon, she can also use them as a club if an enemy is too close.

Air Gun: Lucca's starting weapon. Attack Power: 5

Dart Gun: Can be bought during your first trip to 600 A.D. Attack Power: 7

Auto Gun: Can be bought during your first trip to 2300 A.D. Attack Power: 15

Plasma Gun: Inflicts "Stop" status on machines, can be bought from Melchior/Fritz and I believe can be found in the factory. Attack Power: 25

Ruby Gun: Can be traded for during your first trip to 65M B.C. Attack Power: 40

Dream Gun: Can be traded for during your second trip to 65M B.C. Attack Power: 60

Mega Blast: Can be bought at the earthbound village during your second trip to 12000 B.C. Attack Power: 80

Shock Wave: Can be bought at the village after Zeal is destroyed. Inflicts Chaos status. Attack Power: 110

WonderShot: Acquired by completing Lucca's sidequest for the sunstone. Randomly does an attack of 1/10th, 1/2, 1x, 2x, or 3 times the normal power. Attack Power: 250

Bows
Marle's weapon.

Bronze Bow: Marle's starting weapon.. Attack Power: 3

Iron Bow: Can be purchased in your first trip to 600 A.D. Attack Power: 15

Lode Bow: Can be purchased in your first trip to 2300 A.D. Attack Power: 20

Robin Bow: Can be purchased from Fritz, Melchior, or found in your first trip to 2300 A.D. Attack Power: 25

Sage Bow: Can be traded for during your first trip to 65M B.C. Attack Power: 40

Dream Bow: Can be traded for during your second trip to 65M B.C. Attack Power: 60

Comet Arrow: Can be purchased in the earthbound village in 12000 B.C. Attack Power: 80

Sonic Arrow: Can be purchased at the village after Zeal is destroyed. Inflicts Slow status. Attack Power: 100

Siren: Found at the Northern Ruins in a sealed chest, this is the non-upgraded form. Inflicts Stop status and has a double critical rate. Attack Power: 140

Valkerye: Found at the Northern Ruins in a sealed chest, this is the upgraded form. It has a double critical rate. Attack Power: 180

Arms
Equipment found all over the world which is exclusive to Robo.

Tin Arm: Robo's starting equipment. Attack Power: 20

Hammer Arm: Bought from Fritz/Melchior at Medina. Attack Power: 25

Mirage Hand: Found at the Denadaro Mountains. Attack Power: 30

Stone Arm: Traded for during your first visit to 65M B.C. Attack Power: 40

Doom Finger: Found in Magus's castle. Attack Power: 50

Magma Hand: Traded for during your second visit to 65M B.C. Attack Power: 70

Megaton Arm: Bought at the Earthbound Village. Attack Power: 90

Big Hand: Bought from the Nu at Kajar during your second trip there. Attack Power: 105

Kaiser Arm: Bought from the Nu at the village in 12000 B.C. after Zeal falls. Attack Power: 120

Giga Arm: Found at Death Peak. Attack Power: 135

Terra Arm: Found after beating the Mother Brain in Robo's sidequest. Attack Power: 150

Crisis Arm: Found after beating the Mother Brain in Robo's sidequest. Its damage is multiplied by half of the last digit of your HP. Attack Power: 1

BroadSwords
Frog's chosen tool of destruction.

Bronze Edge: Frog's Initial Equipment. Attack Power: 6

Iron Sword: Found in the cathedral. Attack Power: 10

Masamune: Acquired after a lengthy quest when Frog finally rejoins your party. Has many special properties, lowers Magus's magic defense, affects the Mammon machine, but it is later converted into an upgraded form. Attack Power: 75

Flash Blade: Bought at the Earthbound Village. Attack Power: 90

Pearl Edge: Bought from the Nu at Kajar during your second trip there. Does 1.5x damage to "magic" enemies. Attack Power: 105

Rune Blade: Bought from the Nu at the village in 12000 B.C. after Zeal falls. Increases magic by 4. Attack Power: 120

Demon Hit: Found in the Ocean Palace. 2x damage to "magic" enemies. Attack Power: 120

Brave Sword: Found at Death Peak. 2x damage to "magic" enemies. Attack Power: 135

Masamune: This form is acquired after you finish Frog's Sidequest. It affects the Mammon Machine and Lavos's magus type fight, and does double damage to magic enemies. Attack Power: 200

Fists
Luckily for you, Ayla comes with these peculiar "fists" built into her person, and she won't even lose them during the Blackbird quest. They change forms based upon your level, although you apparently need to finish one fight at that required level to achieve the new form.

Fist I: Levels 1-24, 20% critical attack rate.

Fist II: Levels 24-48, 25% critical attack rate.

Fist III: Levels 48-72, 30% critical attack rate.

Iron Fist: Levels 72-96, 35% critical attack rate and inflicts chaos.

Bronze Fist: Levels 96 and up, 10% critical attack rate, but critical strikes do 9999 damage, even on bosses and Lavos himself.

Scythes
Magus's implement echoes the reaper, oddly enough.

Dark Scythe: Magus's starting equipment. Attack Power: 120

Hurricane: Bought from the Nu at the village in 12000 B.C. after Zeal falls. Attack Power: 135

Star Scythe: Found at Death Peak. Attack Power: 150

Doom Sickle: Found in the secret passage in Ozzie's fort. 2x damage if one ally is dead, 3x damage if both allies are dead. Attack Power: 160

Helmets
Most helmets can be equipped by everyone, some can only be used by the guys (Crono, Frog, Magus, and Robo for some reason) or the girls (Ayla, Lucca, Marle), and a few are particular to just Magus or just Lucca. Unless otherwise noted, equipment may be used by everyone.

Hide Cap: Crono's starting equipment. Defense: 3

Bronze Helm: Bought in the present or the past. Defense: 8

Iron Helm: Bought in 2300, first trip. Defense: 13

Beret: Bought in Poore, second trip to 600 A.D. For girls only. Defense: 17

Gold Helm: Acquired from the Knight Captain or found in the Denadaro mountains. For guys only. Defense: 18

Rock Helm: Traded for in 65M B.C. during your first trip. Defense: 20

CeraTopper: Found in several locations in 65M B.C. Defense: 23

Taban Helm: Acquired from Taban after getting back from the End of Time. Raises magic defense by 10, for Lucca only. Defense: 24

Glow Helm: Can be bought at Medina for exorbitant or really cheap prices depending upon your stage of the game, or at the Earthbound village. For guys only. Defense: 25

Doom Helmet: Magus's starting equipment, can only be used by him. Defense: 29

Lode Helmet: Can be purchased from the Nu at Kajar during your second trip. Defense: 29

Memory Cap: Can be purchased at Fiona's Shrine and found in a few places. Prevents Lock status. Defense: 30

Sight Cap: Can be purchased at Fiona's Shrine and found in a few places. Prevents Chaos status. Defense: 30

Time Hat: Can be purchased at Fiona's Shrine and found in a few places. Prevents Stop and Slow status. Defense: 30

Aeon Helmet: Can be purchased from the Nu in 12000B.C. after Zeal crashes to the ground. Defense: 33

Mermaid Cap: Charm the blue beast during your boss fight with the mud imp on the mountain of woe. Cuts water damage by 50%. Defense: 35

R'bow Helm: Charm one of the regular beasts before climbing the mountain of woe. Cuts lightning damage by 50%. Defense: 35

Haste Helm: One is found inside the Black Omen, and they can be charmed from Lavos spawn heads. Causes permanent Haste status when equipped, very useful. Defense: 35

Vigil Hat: Can be purchased at Fiona's Shrine and found in a few places. Protects status. Defense: 36

Safe Helm: Obtained at the Northern Palace if you choose its chest over the Swallow Sword for Crono. Causes permanent Safe status and cuts physical attacks by 1/3rd. Defense: 38

Prism Helm: Obtained by completing the Rainbow Shell and possibly Sun Stone sidequests. You will have the choice between one prism dress for girls only or three less powerful prism helms. The prism helms cut magic damage by 1/3rd. Defense: 40

Gloom Helm: Found in the secret passage in Ozzie's fort, for Magus only. Protects status and raises speed by 1. Defense: 42

Ozzie Pants: The ultimate helmet in the game, or just an annoyance? Charm the Ozzie Pants from Ozzie when you're fighting the Ozzie trio or when fighting him by himself afterwards, and you'll get this rare set of pants you can wear on your head. It offers the best physical defense, but it inflicts chaos and HP down status, so you may want to compensate with an amulet or something. Defense: 45

Armors
Most armor can be equipped by everyone, some can only be used by the guys (Crono, Frog, Magus, and Robo for some reason) or the girls (Ayla, Lucca, Marle), and a few are particular to just Magus or just Lucca. Unless otherwise noted, equipment may be used by everyone.

Hide Tunic: Crono's initial equipment. Defense: 5

Karate Gi: Can be purchased in the present or the past. Defense: 10

Bronze Mail: Found/bought in the present and the past, for guys only. Defense: 16

Maiden Suit: Found in the cathedral, for girls only. Defense: 18

Iron Suit: Bought in your first trip to the future. Defense: 25

Titan Suit: Bought from Melchior/Fritz. Defense: 33

Taban Vest: Acquired from Taban when you come back from the End of Time. Cuts fire damage in half, increases speed by 2, and can only be used on Lucca. Defense: 33

Gold Suit: Bought in Poore in 600 A.D. during your second trip. Defense: 39.

Ruby Vest: Trade for it in first trip to 65M B.C., cuts fire damage in half. Defense: 45

Dark Mail: Found in Magus's castle, raises magic defense by 5, for guys only. Defense: 45

Black Vest: Found in one of the many sealed chests in Truce/Poore, this is the non-upgraded version. Cuts shadow damage in half. Defense: 45

White Vest: Found in one of the many sealed chests in Truce/Poore, this is the non-upgraded version. Cuts lightning damage in half. Defense: 45

Red Vest: Found in one of the many sealed chests in Truce/Poore, this is the non-upgraded version. Cuts fire damage in half. Defense: 45

Blue Vest: Found in one of the many sealed chests in Truce/Poore, this is the non-upgraded version. Cuts water damage in half. Defense: 45

Meso Mail: Found in the Tyrano Lair. Defense: 52

Mist Robe: Found in Magus's Castle, for girls only. Defense: 54

Lumin Robe: Bought at the earthbound village, for girls only. Defense: 63

Flash Mail: Bought at the earthbound village or medina with varying prices, for guys only. Defense: 64

Black Mail: Found in one of the many sealed chests in Truce/Poore, this is the upgraded version. Absorbs shadow magic. Defense: 70

White Mail: Found in one of the many sealed chests in Truce/Poore, this is the upgraded version. Absorbs lightning magic. Defense: 70

Red Mail: Found in one of the many sealed chests in Truce/Poore, this is the upgraded version. Absorbs fire magic. Defense: 70

Blue Mail: Found in one of the many sealed chests in Truce/Poore, this is the upgraded version. Absorbs water magic. Defense: 70

Lode Vest: Bought in Kajar during your second trip. Defense: 71

Aeon Suit: Bought from the Nu in 12000BC after Zeal is destroyed. Defense: 75

Raven Armor: Magus's starting equipment, for Magus only. Defense: 76

Ruby Armor: Trade for it in 65M B.C. after the fall of Zeal. Cuts fire damage by 80%. Defense: 78

Taban Suit: Acquired from Taban after the fall of Zeal. Cuts fire damage by 90% and raises speed by 3, for Lucca only. Defense: 79

Zodiac Cape: Found in the Black Omen among other places, for girls only, raises magic defense by 10. Defense: 80

Nova Armor: Can be found in the Black Omen, or the non-upgraded version of one of the sealed chests in the Northern Ruins. Protects status, for guys only. Defense: 82

Gloom Cape: Found in the secret room in Ozzie's fort, for Magus only. Defense: 84

Moon Armor: The upgraded version of the sealed chest armor in the northern ruins, for guys only, raises magic defense by 10. Defense: 85

Prism Dress: Complete the Sun Stone/Rainbow Shell sidequests, you'll get a choice between the Prism Dress or three Prism helms. The Prism dress can only be worn by girls and lowers magic damage by 1/3rd. Defense: 99

Accessories
Amulet: A relic given to Janus by Schala, and in Magus's possession when he joins you, you gain it as well if you defeat him. Protects your status.

Bandana: Increases your speed by 1

Beserker: Puts you in constant attack status

Black Rock: Found in Kajar by entering the "water"-"wind"-"fire" sequence when opening the books. Activates the Dark Eternal triple tech between Marle, Lucca, and Magus.

Blue Rock: Found in the Giant's Claw in 600 A.D. Activates the Omega Flare triple tech between Robo, Lucca, and Magus.

Charm Top: An accessory particular to Ayla which raises the odds of charm succeeding

Dash Ring: Increases speed by 3

Defender: Increases Vigor by 2

Flea Vest: Can be charmed from Flea in your battle with Ozzie's Trio, raises magic defense by 12.

Frenzy Band: Gives you an 80% chance of counterattacking

Gold Earring: Raises your max HP by 50%.

Gold Rock: Found in the Denadaro Mountains when Frog catches a rock when placed at the lead of the party, after completing his sidequest. Activates the Grand Dream triple tech between Marle, Frog, and Robo provided Frog equips it himself and has the upgraded Masamune.

Gold Stud: Reduces MP cost by 75%, or divides it by 4.

Green Dream: Revives you once in battle, like the Final Fantasy Life3 spell

Hero's Medal: An accessory for Frog only which raises the critical hit rate of the Masamune.

Hit Ring: Raises your hit stat by 10.

Magic Scarf: Increases magic defense by 2

Magic Ring: Increases magic defense by 6

Magic Seal: Increases magic defense and max mp by 5

Muscle Ring: Raises vigor by 6

Power Glove: Raises power by 2

Power Ring: Raises power by 6

Power Scarf: Raises power by 4

Power Seal: Raises defense, power, and stamina by 10

Prism Specs: Maxes out attack power

Rage Band: Gives you a 50% chance of counterattacking

Ribbon: Increases your hit stat by 2

Sight Scope: Tells how much HP the enemies have

Silver Earring: Increases max HP by 25%

Silver Rock: Found at the Laruba Ruins in 65M B.C. by talking to the Nu after Zeal falls. Activates the Spin Strike triple tech between Frog, Robo, and Ayla.

Silver Stud: Reduces MP cost by 50%, or divides it by 2

Speed Belt: Raises speed by 2

Sun Shades: Increases attack power

Third Eye: Doubles evade stat

Wallet: Converts EXP into Gold

Wall Ring: Raises magic defense by 10

White Rock: Found in the Black Omen. Activates the Poyozo Dance triple tech between Marle, Lucca, and Ayla; this is also one of the few non-elemental attacks.

Consumable Items
Most of these items can be bought most anywhere, with the exception of Elixirs, MegaElixirs, Power Meals, Lapises, Barriers, shields, and the tabs of course.

Tonics: Cheap items found everywhere that restore 50 HP. Useful early on before you have much healing, or just for restoring health in between fights.

Mid Tonics: More cheap items that restore 200HP to a character. Useful in case you don't feel like including a healer in your party, or for some quick health restoration.

Full Tonics: Items that show up later in the game, they restore 500HP.

Ethers: Early Mana Restoration, 10MP a pop, useful in between battles

Mid Ethers: These bad boys restore 30MP, will allow you to cast a few spell at least.

Full Ethers: Restore 60MP, a good investment for those long boss fights

HyperEthers: Restore all 99 points of MP, most useful in the end game when you've got no reason to hold back

Elixir: Restores full HP/MP to one character, can not be purchased.

Heal: Cheap item, cures status ailments

Power Meal: Cures ?/Lock status and restores a random amount of HP/MP to the party

Lapis: Restores 200HP to the whole party, good replacement for having a healer

Megalixir: Completely restores the health and mana of the party. If you're fighting Lavos, you have no reason not to use them.

Shield: Cuts physical damage by 1/3, a status which is also given to your character by the safe helm.

Barrier: Cuts magic damage by 1/3, a status which is also given to your character by the prism dress or prism helm.

Revive: Brings a character back to life with 50HP, essential, but eclipsed by the Life/Life2 spells. Also note that characters auto-revive with one HP after a battle completes.

Shelter: Restores HP/MP to party when at a save point or outside.

Speed/Magic/Power Tabs: See Tabs section for where to find them. Raises your speed, magic, or power stat by 1.

Rare Items
Jerky: Taken from the cook in 600 A.D. and can also be bought in the Snail Shop for 9900G. It can be given to the King of Guardia later in the game for a scene with Marle, and given or sold to a woman in 600 A.D. for 10000G, making a handy 100G profit.

Petal/Fang/Horn/Feather: Tradeable items in 65M B.C. The easiest place to acquire them is the hunting grounds, although you'll probably gain a bunch through the regular dungeons as well.

Seed: A quest item, you give it to Doan in 2300 A.D. after finding the food storage unit, and learning about Lavos.

Bike Key: Allows you to race Johnny on the JetBike or pass through the ruins on foot, acquired from Doan. Not held over during a New Game +.

Race Log: Allows you to record your scores and compete for prizes, including a power tab if you make a score of 1500 or more. The item is held over for a New Game + but not your scores.

Gate Key: Allows you to travel through time at will, you'll only notice it when you have it stolen.

Pendant: The artifact which starts this whole mess, and later allows you to open sealed chests.

Broken Sword: The blade of the masamune, currently buried in the Denadaro Mountains.

Broken Hilt: The hilt of the masamune, currently in the possession of Frog, who gathered its remains from Cyrus

Dreamstone: Allows you to mend the masamune, but can only be found in the far past, 65M B.C. The material was also used to fashion the Ruby Knife, the Mammon Machine, and is capable of absorbing energy like that given off by Lavos.

Masamune: The legendary sword, obviously not carried over from game to game either.

Ruby Knife: A knife which is thrown into the mammon machine and becomes the masamune.

Chrono Trigger: Allows you to alter the course of history.

Tools: Gained from a man on the eastern continent in the present to fix the northern ruins in the middle ages.

Prism Shard: A piece of the rainbow shell which proves King Guardia's innocence at the trial

Yakra Key: Allows you to open the locked chest in Guardia Castle and free the real chancellor.

Toma's Pop: Pour it on Toma's grave in the present for a clue.

 MoonStone: A stone found in 2300 A.D. after fighting the Son of Sun, can be used to store the energy of the sun.

 SunStone: A charged moon stone, Lucca and Melchior can fashion it into powerful items.

title: Chrono Trigger/Equipment List


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Chrono Trigger/Bosses

Bosses

Yakra
Crono and Frog's X-Strike work well in this battle, as well as Lucca's Flame Toss. Keep yourself healed with Mid Tonics and attack non-stop, and this fight should be over with rather quickly.

Dragon Tank
Aim for the head first. Since Crono's Cyclone and Slash hit multiple targets, stick to single attacks for now, and have Lucca use Flame Toss on the head. After you've destroyed the head, start on the grinder (wheel). Have the party members use only regular attacks on this, because Flame Toss will hit both the grinder and the body in the line. Finally, you can set to work on the tank itself. Use any attacks you like on this. Personally, I recommend alternating between Crono's Slash, Lucca's Flame Toss, and then following it up with their Dual Tech Fire Whirl. The Tank should be destroyed with a few big attacks like these, now sit back and watch the cutscene.

Guardian
The bits are the only thing capable of attacking, and they'll do some serious counterattacks if you attack the Guardian. Just concentrate on one bit at a time and keep yourself healed with Aura Whirl. When the Guardian begins to count down make sure you're healed up and use your strongest attacks to destroy it quickly.

RX series
This can sometimes be a difficult fight because almost all of the robots attack in a row, mostly on the same party member. Just concentrate on one of them at a time, and you should do fine. I recommend using Crono's Cyclone on three of them at a time; two doses of that should do it. If you have Lucca, use Flame Toss and have her use Mid Tonics if necessary. If you're using Marle, have her use Aura to heal while Crono performs the attacks. It shouldn't take too long to defeat them all, as long as you concentrate on one of them (or 3 if you follow my Cyclone advice) at a time.

Heckran
Like all the monsters in Heckran Cave, it can only be damaged well by magic attacks. Use all of your strongest magic attacks on it, heal when necessary, and you should do fine. However, when it says "Go ahead! Try and attack!" DO NOT FOLLOW HIS ADVICE. Otherwise he'll do a nasty counterattack of Water Wave, which at this point in the game, hurts.

Zombor
This can be a confusing battle when it comes to what Zombor is immune to and what he is not. But never fear, for I am here to help! Okay, so Zombor's upper half is immune to Ice, but you can do pretty much anything else. His bottom half is immune to Fire, so do anything that isn't Fire. Fairly basic. Zombor isn't too hard to defeat, so just attack like mad and have fun with it!

Masa & Mune
You'll begin by fighting Masa and Mune by themselves. Concentrate your strongest attacks on one of them, and ONLY one of them. Be sure to have someone in your party who can cure well, because Masa and Mune counterattack EVERYTHING with X-Strike. Alternatively, you can use Lucca and Crono's Dual Tech Hypno Cyclone to put both Masa and Mune to sleep, and then concentrate all your attacks on one or the other. This way, they cannot counter with X-Strike.

If you don't have anyone with cure magic, use Mid Tonics instead. They'll do just as well. Beat one of them, and that battle's over. But don't get up just yet! Masa and Mune will fuse together to create Masa&Mune!! This battle is a bit more challenging, but I'm sure you can do it. Again, use all your strongest attacks and don't hesitate. As soon as a character screen pops up, choose the attack and go with it! Have one character heal the party occasionally (or when desperately needed). When Masa&Mune begins to store Tornado Energy, have Crono dissipate it with Slash. You should get through this battle fairly well, as long as you keep these points in mind.

Nizbel
Not too hard of a battle. Start out with a good dose of Lightning to shock Nizbel, therefore lowering his defense. Then whack away at it. If Ayla has Cat Attack, use it. It's priceless. Eventually Nizbel will release his Electrocution Energy. That'll do about 100-200 damage to your party, so heal up and start over with Lightning, following up with high-powered attacks. Nizbel will be cut down to size soon enough, and you can continue your journey.

Slash
Slash is a bit difficult, but then again, a challenge is always fun. Personally I stick to physical attacks on this, but do as you please. If Crono has Spincut, use it. It's very good. Have Frog use Heal semi-often, as Slash uses...you got it! A Slash attack. And unlike your party members, Slash can move around the room, therefore positioning you in a line for the Slash. It hits everybody. Also, his "Yes Indeed!" attack is pretty bad, and he's lethal about it. After you beat him once, guess what? You have to do it AGAIN! Just your luck, eh? Well, just use the best attacks you have, heal often, and you should be fine.

Flea
The first version of Flea is actually a Joker. One hit kills him, although he uses MP Buster as his parting shot. However, if you allow it to attack you first, and you're equipped with a Rage Band, you'll counterattack it instead and it won't be able to use MP Buster. Now comes the real Flea. Not too difficult. Crono and Frog's X-Strike work very well here. Heal often, user powerful attacks and do it quickly, and you shouldn't have too much trouble.

Ozzie
This fight is laughably easy. Ozzie encases himself in a shield of Ice. All you have to do is attack the switches next to him, instead of attacking Ozzie himself. Now sit back and watch the fun!

Magus
The toughest fight you'll have at this point of the game. Magus will routinely switch between Fire, Water, Lightning, and Shadow Barriers. Whenever a certain barrier is active he will only attack with that type of spell and will absorb all magic not of that type. The Masamune will also lower his defense. Try to bring a balanced party for attack magic, and when it says "Magus risks casting a spell" he's about to try casting Dark Matter on you, so heal up and hit him with whatever magic you want.

Nizbel II
Similar to the first Nizbel fight, only attacking him raises his defense, and shocking him lowers it. Have Chrono use Lightning magic pretty consistently, have someone heal, and have Ayla use physical attacks.

Azala/Black Tyrano
Focus all your attacks on Azala first. Use your strongest physical attacks, as magic doesn't seem to have too much of an effect on him. Keep going and going at it and eventually you'll defeat him. Now try to attack the Black Tyrano. Not much, hmm? Wait a little while and she will shut off her defense to begin storing energy. Heal your party, and hit it with your most powerful attacks (physical or magic) as it's counting down. Once she hits zero, Black Tyrano will throw out a massive fireball attack on your party. Heal up the damage and begin the same way, hitting her with all you've got. At long last you'll have defeated her, now sit back and watch the cool cutscene with Lavos!

Golem
You can actually lose this fight and the scene will turn out the same. I recommend not even trying at this point of the game. But if you really want to try it out, see techniques for Golem Twins.

Sir Krawlie
You can technically take it out much earlier, and I'm not sure it's worth mentioning as a boss. Just a few large physical attacks and he'll be 'krawling' away.

Mud Imp and Red/Blue Beasts
As their appearance suggests, the Blue Beast absorbs all Water/Ice magic, and is weak against Fire. Likewise, the Red Beast absorbs all Fire magic, and is weak against Water/Ice. Simple enough. Unless you're very leveled up in magic and have good Dual Techs, this will be an annoyingly long battle. Concentrate on one Beast at a time. Dual Techs like Swordstream, Glacier (I seriously doubt you have it yet), and Bubble Hit (you might have this) work well on the Red Beast. Red Pin, Fire Sword, and Napalm work well on the Blue Beast. Don't attack the Mud Imp until you've destroyed the Beasts, because he has a disgustingly high defense against anything. Use powerful physical attacks like X-Strike, and you should do well.

Giga Gaia
This battle is fairly easy if you go about it the right way. He has some nasty attacks with both hands, so focus all your attacks on the arms first. Crono's Spincut is a good attack, as well as Glenn's Leap Slash. Ayla is a goddess with her physical attacks and Cat Attack, but the rest of the party members don't have many effective attacks. Take out both arms and then concentrate your most powerful attacks on the head. I recommend physical attacks more than magic, but if you've got powerful magic then go right ahead. If you choose heavy attacks and choose them quickly, this battle should be a breeze for you.

Dalton
Dalton enjoys being annoying. You can tell this because he copies all your techniques and magic. And his Iron Orb will drop your HP by one half, so have a character ready to heal at every turn. Just hit him with your best attacks, do it quickly, and be ready to heal...a lot... and you should do fine.

Golem Twins
This can be a very gruesome fight, because of their attacks and how fast they can dish them out. Watch out for their Iron Orb, which cuts your HP by one half. They also have a Copycat ability, which copies every technique you use on them. If you cast Lightning on them, they give you a big dose of Lightning 2. This can be a very challenging battle because there's two of them, and they usually attack the same character two or more times in a row. Focus all your most powerful attacks on one of them, and have one character heal the party at every turn. Once you've beaten one of them, it should take a little bit of stress off of destroying the other one. There is a special tactic that can save you though. The fact is that their copied Fire and Water skills suck, so you'll always want to make them copy those. Meaning this: Dish out all the damage you can, then use a Fire or Water tech just before you think they'll attack.

Retinite
In my opinion, this can be a very annoying battle, because of how quickly he counterattacks. You MUST have Frog and Marle in your party. I cannot stress this enough. Ayla is a good 3rd choice. Make sure you have Water 2 or Ice 2, and Double Cure isn't a bad idea, either. All set? Good. DO NOT ATTACK THE CORE!! Once the core is destroyed, Retinite will start coughing up some nasty counter attacks like Sand Cyclone and a variation of Prism/Darkness, and its defense power is increased when you attack it. Instead, start the battle with a dose of Water 2 (Ice 2 works just as well). This will lower his defense power. Then start attacking the upper half. Use all your strongest attacks to destroy it as soon as possible. Cast Water 2 or Ice 2 occasionally to weaken the defense. Okay. You've gotten that done. If you did it fast, the core should still be there. DO NOT ATTACK IT. Go for the bottom half. Pretty much its only attack is Sand Cyclone, but watch out when it starts stomping on you! That'll take a good 300+ HP off. Heal when necessary, and keep hitting it with everything you have. Got it? Okay. Now it's just you and the core. This only takes about one hit, and it runs away. Congrats! You've done it.

And as an extra gift, grab that shiny Power Tab on your way out.

Outer Shell
Lavos' Outer Shell goes through many different "attack modes", featuring the attacks from previous bosses you have fought. Just remember the strategies you used for those bosses and use them to defeat Lavos each time. An easy way to get past the Shell is to use the Flying Epoch to crash through it (set the time gauge to 1999 AD). You won't even have to do that battle.

Lavos and Bits
This battle is vey complex, so you have to understand your enemy before attempting to kill it. It works like this: There are three bits, the middle being Lavos himself. This should make you believe he's the main target, but he isn't. In fact, it's the RIGHT bit. Once you take it out, you have won. The slight problem here is that its physical and magic defense is maxed. Also, the LEFT bit constantly heals, while absorbing magic attacks. It doesn't survive long vs physical attacks though. When one bit goes down, the right bit will shortly lower its defense to charge up "Active Life". This move completely revives all destroyed bits. After that, it's defense will soon rise to the max again, so you have to repeat the process. Sounds fairly simple? Well, it would be if it wasn't for the MIDDLE bit. This main body likes to warp in time a lot, and each time it does it acquires a devastating new attack. These include the most powerful magic and physical attacks in the game, which can kill your entire full-HP party in one hit if you're unlucky. In spite of that, this can be an easy battle if you know what to do. Start with the bit on the left. Crono's Confuse, followed by Frog's Leap Slash will take it out. Don't even worry about the dude in the middle, unless you know it's about to unleash an "Ultimate" attack. The bit on the right is what you need to destroy. Use all of your most powerful attack once it lowers its defense. One thing to notice is that Frog Squash and Dino Tail will hit all bits a lot, and those attacks gain power when the user's HP is low. Just after Reviving the user, meaning he/she has 50 HP, you can deal out about 2000 damage! Lavos can cough up some brutal attacks (both magic and physical), so make sure you have someone who can heal well, or have plenty of MegaElixirs handy in your inventory. Eventually the destroyed bits will be restored. The left bit can heal the others, so destroy it and go back to the "Active Life" bit. Once you've destroyed the bit, you've beaten the game. Now sit back and enjoy the ending!!

title: Chrono Trigger/Bosses