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Chrono cross Walkthrough
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By Jeremy Parish
(Thanks!!!)
Chrono Cross opens with the hero Serge (or whatever you
choose to name him - anything except Crono/Chrono, who was the hero of the
previous game!) in the midst of a dungeon with a girl named Kid and a randomly
selected third character. Kid is an aggressive young woman who speaks with a
rough accent and seems bent on seeking revenge against someone named Lynx; it's
Kid who will propel the story here. The third person is mainly there to fill out
the battle roster.
This opening section offers practically no challenge or danger. Serge and his
party are significantly more powerful than the few enemies they face. Take this
opportunity to become acquainted with the battle system and the way the element
grid works. You won't have too much time here, as there are only a few battles
to be fought and almost all can be avoided by dodging enemies on the dungeon
screen.

Once
you've activated the switch in the back room, the central platform is
your goal. |
If you head left from the
elevator and walk out the door, you'll notice a large, unreachable crystal
hovering above the floor beneath the balcony in which the party stands. This
crystal is your goal for the dungeon; to get there, travel through the door to
the right of the elevator. In the next room, veer to the left and follow the
room counter-clockwise to the door at the bottom. Then, continue
counter-clockwise outside the central room to the door on the upper level. Take
the low path to the door at the top of the main room and deactivate the crystal
by pressing the switch beneath it.
Return to the central room and take the stairs at the far right up. Then, follow
the spoke-like catwalk to the central area where the hub is glowing. Once in the
center, press the action button, and your party will be transferred to another
place.
Above the dungeon, lead Serge to the door, and he'll have a frightening vision
and black out.
Waking from his inky unconsciousness, Serge will be greeted by a voice
calling his name. He stirs to find himself in his home, where his mother Marge
chastises him for sleeping in late and leaving his "friend" Leena in
the lurch. Since Serge is already on Leena's bad list for his tardiness, there's
no harm in exploring the village of Arni before meeting her at the docks.
Serge has two items in his room: 200 G beneath his bed and a Tablet-consumable
element in the shelves at the left of the room. There are several items to be
found in the cafe at the west side of town - the back room contains both a
Heckran Bone beneath the bed and an ivory helmet behind the curtain. The owner
of the house next to the cafe will give you a Shark's Tooth amulet if you speak
to him in his basement. You can buy or forge equipment from the shopkeeper in
the middle of town and search her bins for a shellfish window frame. The house
at the rear east area of town also hides a PhotonRay element.

Speak to
everyone - and search everywhere - in Arni to discover helpful items to
use in your quest. |
Next to Serge's house is a
fisherman with a great catch; if you indulge his whimsy, he'll give up a Komodo
Scale (all the rage with the young ladies of Arni). You can give the scale to
the lad outside Kiki's house in exchange for an Uplift element. Further west is
another area of town where the village chief Radius will run Serge through the
basics of combat. If you took the Heckran Bone from Belcha's shop, you can give
it to the purple pooch Poshul to recruit her as your first party member.
Finally, Radius' house hides a Cure element inside the picture frame to the left
of the Record of Fate.
Once you've satisfactorily looted the village, head to the docks at the rear of
town to speak with Leena, who is very insistent that you make up for your
lateness by helping her make a Komodo Scale necklace. You can offer her the
scale the fisherman gave you if you still have it, but she demands that you
acquire three scales on your own. And so, it's off to Lizard Rock for Serge.
On the world map, Serge will have several possible locations to explore.
However, both Fossil Valley and Hydra Marsh are off-limits for now. Cape Howl
can be entered and explored - at the summit is a carved proclamation of Serge
and Leena's undying love. But your real goal is Lizard Rock at the southwest tip
of the island.
Upon entering the grotto, you must push a large boulder out of the way. This
area is divided into three sections that house one lizard apiece. There's a
trick to trapping the komodo lizards, though, and a few battles must be fought
for the sake of item collection.
The lizard in the entry section darts back and forth beneath a stone arch. If
you approach through the arch, it will run off-screen, and you must leave the
area to reset its position. Instead, walk around the arch to the boulder at the
lower left and press the action button to roll the stone, then walk back around
to the top to trap the lizard in the closed archway.

Time
your leap carefully to catch the scurrying lizard. |
The lizard in the left section
runs in a counterclockwise direction. Simply chase it using the run button, and
eventually you'll catch it. The lizard in the lower area walks back and forth
beneath a small overhang. Use the downed tree to run up to the upper screen,
then double back and leap from the edge of the overhang as the lizard passes
beneath. If your timing is off, you'll simply scare the lizard.
Once you trap a lizard, you must fight it to acquire a scale from it. Upon
defeating the third lizard, its very angry mother plunges into the fray.
This should be an exceptionally easy battle if you have Poshul along. Even
fighting solo it shouldn't be too difficult. But be warned: This fight begins
without a breather after the final komodo lizard encounter, so you may begin in
a weakened state. If possible, have Tablets equipped in an level 1 slot and a
FireBall element equipped in an level 2 slot. Because the MamaKomodo is a
blue-innate creature, the FireBall element will hit her with extra force. This
basic principle of elemental opposites is critical to effective combat, so
become acquainted with its nature here. The biggest threat in this battle is
MamaKomodo's ColdBreath attack, which strikes your entire party for a
significant amount of damage. Be sure to use a Tablet to heal after a ColdBreath
attack; the Cure spell is not recommended, as it will tilt the field effect
meter toward blue in MamaKomodo's favor.
Once you've beaten the MamaKomodo and cleared Lizard Rock of its treasures, move
along to Opassa Beach to meet Leena. If you answer her questions with flattery
(tell her you remember your promise and that you'll never forget this day), you
can acquire her best tech skill much later in the game.
When Serge awakens from the strange event on the beach, a villager will treat
him like a stranger. Head back through Lizard Rock, where the creatures have
changed, and new treasures await. The music in the overworld has changed, as has
the music in Arni. More importantly, no one in Arni recognizes Serge - and if
you speak to Leena at the docks, you can find out why Serge seems like such a
stranger. Once you receive this discouraging news, go to Serge's home and meet
the man living there, who claims to have been a resident in that house for five
years.

Though
it might seem rude, refusing Kid's invitation will encourage Leena to
join up in her stead. |
Everything in Arni is changed in
subtle ways, from the posters in the bar and the recent weather to the attitudes
of the people. Even Radius, the stalwart village chief, is nowhere to be found.
Explore the area to acquire new treasures. Then, head out to Cape Howl, which
Leena claims is Serge's final resting place. You can also explore Hydra Marsh
now. Although you can't go far, if you head to the left and travel to the top,
you can acquire Safety Gear, which will let you travel the marsh without fear of
being poisoned by the murky waters.
At the peak of Cape Howl, Serge will stoop to examine the carvings on the stone.
As he does so, he is approached by a trio of soldiers who insist that Serge come
with them. If Poshul is along, she'll be shoved unceremoniously out of the way.
But just as Serge finds himself trapped, a mysterious - and rather lovely -
stranger will come to his aid. With the assistance of this temperamental young
lady, you must battle the three Acacian dragoons.
This is the most difficult battle to date, but it still isn't particularly
difficult. The Shaker brothers, Peppor and Solt, have a damaging CrossCut dual
tech they can use, but knocking either one of them out of commission will put a
stop to that. Peppor (the short, stocky one) is the more powerful fighter and
has fewer hit points, so focus your attacks on him. If you have managed to
uncover any green elements such as BushWhacker, they'll be a great help. Be sure
to pay attention to the dialogue; it serves as a free game tutorial on elements.
Since none of the enemies bothered to equip effective elements, they'll use
physical strikes exclusively. Blunt their attacks by defending whenever
possible. Once the Shaker brothers are down, attack Karsh with strong attacks
and yellow elements like ElectroBolt and Uplift. Always try to keep both
fighters' hit point higher than 20 to prevent being knocked out of the fight.
After the battle, the girl will offer to join your team. If you accept, you can
name her and receive the TelePorter key item (that lets you change party members
on the world map and at the Records of Fate). If you refuse her three times,
she'll storm off without giving you the TelePorter, but Leena will join your
team (this is the only way to recruit Leena, but the girl in red will return
eventually). Either way, you end up in Arni, and Termina is your goal.
From Arni, head north through Fossil Valley. At this point, you may want to
give the Shark's Tooth amulet you received from Kiki's father at home to this
world's version of Kiki's father. Although he refuses it, your conversation will
cause his idol, Mojo, to come to life and join your party. Mojo is the first
black-innate character in the game, and while he's not as physically powerful as
Poshul, he's a better companion through Fossil Valley than she is.
The soldiers in Fossil Valley will let you through on the condition you don't
bother the crew atop the plateau. But rules were meant to be broken. You can
simply head left along the lower path to leave the place, or you can explore the
area above by telling the soldier you're the expert who has been hired to
investigate. Near the dragon skull, you'll meet a talking human skull named
Skelly; if you choose to help him find his body parts, he will eventually become
a recruitable character. At the top of the cliff, you can pick a Bellflower, and
if you climb down the ladder (ignore the soldier's warnings), you can acquire
the Big Egg key item from the Dodo's nest.
The enemies here are more challenging than past enemies, and most have quirks to
be aware of. The Dodos will retaliate with powerful, deadly magic if you use
elements to attack them. The BubbaDingos will attack one another if left alone,
but when a MamaDingo is around, they'll behave and focus on you. If you kill a
BubbaDingo while fighting a MamaDingo, the mother will become angry and use
strengthen to boost her attack power, so be careful.
Once you've explored the valley, take the lower path to the exit, where you'll
be greeted by the timid-but-determined Shaker brothers, this time without Karsh.
This is not a battle to be concerned about. Instead, pay attention to their
bumbling tutorial on the TurnColor elements before putting them down for the
count. Remember to defend, especially once Peppor powers up with the strengthen
spell. Focus your attacks on a single enemy and hit hard; weapons are more
effective than elements. The real merit of this fight is that upon completing
it, your growth level will be sufficient that your characters will have access
to their level 3 tech skills, such as Serge's Dash&Slash and Kid's Pilfer
(an extremely useful skill at this juncture, as it will greatly increase your
stock of elements and forge components).
Beyond Fossil Valley is Termina. You cannot access Viper Manor or Shadow Woods
at the moment, so head into town. If you previously refused Kid, the girl in
red, she'll greet you here and give Leena a rather jealous reaction. You can do
a lot here, but be warned that viewing the statue of Viper at the north end of
the main square will trigger an event that will shape your next few events and
determine your party members. Before that, here are some things to do.

Examine
the statue of Viper to initiate events in Termina. |
Speak to the people on the main
thoroughfare and residential area at the eastern end of town. Here, you'll meet
Korcha, Zappa, Pierre, Van, Glenn, and Riddel. Speak to Zappa's wife Zippa to
upgrade weapons to copper or bronze, provided you have sufficient components. If
you picked a Bellflower in Fossil Valley, you can give it to Glenn for his
family memorial. To the west of the main square is a traveling ship where a
dancer named Miki is concerned about her fellow performer, who has run off on
his own. Near the entrance is a shop run by a girl named Lisa; you can stock up
on new elements here. Speak to a masked man named Guile, who is loitering in the
bar.
Once you approach Viper's statue, Kid will either reappear or speak to you -
she's interested in sneaking into Viper Manor and tries to convince Serge that
the keys to the strange events that have recently surrounded him lie within the
mansion. You can again refuse to let her join, at which point she'll storm off
and leave the TelePorter with you, or you can accept her into your party. In
either case, you must find a companion with whom to infiltrate Viper Manor, and
the next step you take will determine who that is.
There are three possible guides who will travel to Viper Manor with you. Most
gamers will want to choose Guile their first time through, as he's the most
powerful of the three. Nikki is also a decent choice, and those seeking a
challenge should track down Pierre. The character you select will also affect
the rest of your party composition.
From here, you should find the section that details the path you choose.
Guile's path is arguably the most difficult, but the result of taking him along
is that you'll have a powerful mage in your party for the rest of the game. To
recruit Guile, simply accept his request to help him complete his bet with the
fortune teller. As a black-innate character, his presence will make Mojo
effectively useless; you're better served to take along Leena (as a healer) or
Kid (for pilfering).
Once Guile joins you, return to the shrines at the east edge of the city and
walk behind the shack to persuade Korcha to give you a ride to the manor. From
there, he will take you to the cliffs of insanity, Viper Bluffs. You can catch a
return trip to Termina from here at any time by talking to Korcha.
Your goal at Viper Bluffs is to make it to the top and sneak into the manor
through the rear entrance. Unfortunately, the cliffs are patrolled by monsters
and humans alike, and natural hazards will impede your progress. You can
double-back from time to time using the water geysers, some of which will blast
you to otherwise inaccessible areas, such as the platform at the lower left
(where you will find a PhotonRay element). You must time your climbing to let
the party leader miss the geyser blasts if you want to make progress. Several
monsters will ambush you as you climb, but nothing here is overly difficult.
There are three parallel paths to the top that fork and often dead-end. You'll
begin at the bottom of the middle pathway. To reach the manor, you should travel
straight up to the second screen until you reach the top of the middle path,
then travel right and up. Take the middle path to the third screen. Move to the
right-most path, climb up two levels, and let the geyser knock you down to the
ledge to the left. Walk beneath the overhanging path to the left, then climb
until you reach the top, where you will be accosted by double battles.
These soldiers shouldn't be too tough to take down; they use fairly basic
attacks and offer no new surprises. Use a conservative battle strategy and
defend frequently, and you should weather the fight with little trouble. Heal up
immediately afterward because there's a second battle to fight.
You now face a truly challenging battle, the first set of enemies in the game
that actually stands a chance of annihilating your party. Serge will be
especially vulnerable to KingMoaman's attacks, as they are black in nature and
will do extra damage to him. Though your first impulse might be to take out the
weaker red or blue foes who cast constant status-effect magic, the king is your
top priority. Fighting alone causes him to use more powerful attacks, and his
frequent use of the GravityBlow and Gravitonne elements can inflict major pain
on your party. Once he's out of the way, take out the character who stands to
inflict the most damage to your party - for instance, if you have Kid, get rid
of BlueMoaman. Cleaning up the final enemy should be simple, as the threat here
comes in the form of numbers.
Once these two battles are out of the way, the party sneaks into the manor to
wait until nightfall.
If you're up for an extra challenge, though, skip the great warrior that is
Guile and go for the wimp that is Pierre. A foppish weakling given to delusions
of heroism, Pierre offers almost nothing whatsoever to your party. If you travel
with him, you'll want to take Kid along to provide a good balance of innate
affinities. This path is quite short, but it requires a terribly unbalanced
fight and leaves you to force your way through Viper Manor with a nearly useless
character.

The
young man in the yard behind Zappa's smithy has Pierre's badge. |
To recruit Pierre, speak to him
and talk to the boy who is running in circles in the yard of Glenn's house in
Termina. He'll give you the Hero's Medal he found, which you can then present to
Pierre. Rather than sneaking into the mansion, Pierre insists he'll be granted
access freely at the main gates (although he's wrong). Once you get the manor,
you can choose to force your way in, or you can let Pierre embarrass himself;
either way you'll have to fight.
This team of sergeants is much stronger than the privates you'd have met on
Guile's path, and Pierre is much less capable of handling them. Defend like
there's no tomorrow to minimize the damage you suffer and take out the guards
one at a time. You can win without excessive difficulty, after which, you should
prep yourself for the next battle.
Peppor and Solt, as usual, are incompetent wimps. Ketchop, on the other hand,
starts the battle by clobbering a party member for several hundred more hit
points than that person actually has. Solt is kind (or stupid) enough to revive
your fallen comrade immediately. Nevertheless, it's a tough fight. As with
previous Peppor and Solt battles, it's a purely physical conflict, so defend
yourself whenever possible. Elements are rather ineffectual, so stick to your
weapons and use your elements to heal. After a while, Ketchop will grab hold of
one of his comrades and use the hapless dragoon as a weapon, knocking both
Peppor and Solt out of the battle. Unfortunately, this will likely knock one of
your characters out of the battle as well, so be prepared to take down Ketchop
with just two characters standing.
If you manage to overcome Ketchop's strength and Pierre's lack thereof, your
party will hide until nightfall.
If you choose to follow Miki's advice and go to Shadow Woods, you'll find the
large knight and his cohorts are absent, leaving you free to enter the forest.
There are a number of green-innate monsters here who rely on magic, so it's
often a good idea to retaliate in kind. There are also a number of harmless land
octopi living in the forest minding their own business (which usually involves
butterflies). Most importantly, though, is Nikki, the pouty rock star who has
fallen into a dour mood and keeps running deeper into the woods on his own.
After following him for a while, you'll come upon Nikki trapped in an ambush by
a party of Cassowaries. Join the fray to help him out.
The Cassowaries have teamed up against Nikki, and alone, he'd be overwhelmed.
However, he has three other warriors on his side, so you can make fairly short
work of the enemies, especially if you have a multiple-effect spell like
MagmaBomb.
Once Nikki is saved, he'll run away again, this time heading straight into a
dead end. Speak to him here, and he'll join the party, informing you how to get
rid of the large creature blocking the west end of the woods. Check beneath the
waterfall to receive the angry scapula, a part of Skelly's disassembled body,
and the Aroma Pouch, which is the key to moving along in the woods. The Aroma
Pouch attracts spores from the colored bushes in the woods, which in turn
attract the land octopi, which will in turn feed and pacify the quaffid blocking
your progress. If you lead the red octopus to him (the one located at the east
entrance to the woods), he'll simply shrink, giving you the SkullDuggery window
frame set and apologizing for the trouble. If you bring a different octopus, you
must fight the creature.
The next section seems innocuous until you reach the foot of the large tree, at
which point the large knight who was blocking the entrance to the woods earlier,
Zoah, will leap to attack you, accompanied by Peppor and Solt.
All the enemies here are physical fighters, and all are yellow-innate. Be
certain to pay attention to Solt's attempt to use a summon skill - his failure
provides important information you'll need later to use the summon skill
yourself. As usual, defend whenever you can. You should have collected several
green attack elements in the woods, so be sure to equip them and use them when
possible. Zoah has more hit points than Peppor and Solt combined, so target one
of the Shaker brothers first. Be especially careful of Zoah's DragonRider tech
skill, which is the most damaging attack here - even when blunted by defending,
it hits hard.
Once you win, the soldiers will retreat, and you'll be free to explore the root
cave that leads to Viper Manor. The enemies here are mostly blue-innate and
often drop useful healing skills (which can also be stolen). Gloops are the most
significant enemies here, as they tend to ambush your party from above and will
only attack if they're the only creatures in a party. Therefore, it's a good
idea to take them out first.
Your progress will be impeded by a line of running insects here. To staunch the
flow, climb the slope to the left and roll the rock in front of the opening in
the wall. You must fight a Wraith first, a powerful black-innate undead
creature; be careful of its physical attacks and pound it with your best white
elements. Once that's taken care of, head for the back of the cave, where you
can climb to the yard of the manor and wait until nightfall.
At this point, all goals and strategies will be largely the same for every party
roster. Pierre's party will be fighting at a disadvantage, while Guile's party
will be fighting with extra-powerful attacks. Use your allies' strengths to your
advantage and try to minimize their weaknesses. The best parties for this
mission are:
- Serge, Guile, Leena/Kid
- Serge, Nikki, Kid
- Serge, Pierre, Kid
Note that you can change party member as soon as you find a Record of Fate
by using the TelePorter. Also, even if Kid isn't in your active party - or
not in your party at all - she'll still show up, making the most of the
swath you've cut through the enemy ranks and playing a vital story role.

Search
the wall behind Glenn's bed to uncover the code for the main doors. |
The yard of Viper Manor is
patrolled by sentries - if you stick to the shadows and avoid them, you can
sneak through with little fighting. If you come to close to the guards, step
into the spotlight in the back, or walk along the sidewalk, you'll be
spotted and pursued (though it's possible to give a running guard the slip).
Each different party enters through a different point, but the common goal
is the front door, which is guarded by more sentries. It's also locked, so a
key is needed to get inside.
You can find a key in the stables in the back yard. Dodge the searchlights
and slip into the bard, where the dragon tender offers you the key to the
manor if you help him feed his livestock. You'll also receive a reward based
on your performance:
- 10 - Kneepad
- 20 - Bronze Helmet
- 30 - Bronze Mail
- 40 - RecoverAll
- 100 - Iron vest
This minigame is quite simple; use the action button to pick up hay from
the pile on the left; you can hold three bales at once. Deposit them in
front of a hungry dragon when it calls out. If you take too long to feed a
hungry dragon, it will become angry and turn a shade of red. If any dragon
is neglected too many times and becomes bright red, you will lose the
minigame.
Once you have the key, head to the front door and fight the guards. The
Acacia sargeants here are no harder than in your previous battles with
them, so you can enter the mansion easily. Inside, you'll find your
options limited - the door to the left is blocked, and the door to the
right is a trap. If you try operating the snake-emblazoned device by the
rear doors, you'll be plunged into a trap where several guards will taunt
you. If Kid is in your party, she'll taunt back until one of the guards
becomes angry and opens the door; otherwise, she'll spot your dilemma and
knock out a guard while you distract him. Once freed, your characters will
don enemy uniforms (except Mojo or Poshul, for whom the uniforms obviously
don't fit) to make sneaking a bit easier.
From the trap room, there's nothing really to be found downstairs (make a
note of the soldier who places the parlor key in the bucket; you can
return later to pick it up). To the left, however, are the Acacian
quarters and mess. The young knight Glenn will mention something about a
code number and wander off to his quarters; follow him, and you can learn
the randomly set code to the snake trap upstairs (it's written on the
wall). Be sure to check all the chests here - you'll get your very first
revive element, one of the very few life-restoration spells in the game.
All throughout the manor and the manor grounds are turn spells that you'll
want to collect as well.Occasionally in the mansion, you'll come across
boxer boys, living treasure chests who challenge you to select the correct
chest or fight. Either way, you'll win a prize, but the prize for a
correct selection is usually better. If you make an incorrect choice,
simply run away and try the battle again.
Another feature of the mansion is the guarded doorways. Certain doors are
protected by large roving eyeballs that transform into powerful
PortalGheists when touched by your party. It's possible to sneak past them
by opening a door while the eye is closed, but it takes excellent timing.
These creatures are really not worth fighting; they can demolish an
unprepared party with their ElectroJolt spell and can summon creatures to
fight alongside them. The prizes for these battles rarely outweigh the
risks, and several doors are locked anyway. The large Roborg machines,
however, are a better bet. While powerful, defeating them gives you more
freedom to move about the mansion.
When you visit the treasure room on the lower floor of the east wing (give
the password "silence" by choosing no reply), you can become
trapped by taking the silver pendant from the east wall. If this happens,
you will become a "guest" of Luccia, the resident mad scientist.
She will free you, but only on the condition that you battle her
Neo-N-Bulbs. The Neo-N-Bulbs (Innate: Green) are similar to the bulbs
found in the Shadow Woods, but much more powerful. Be prepared for a
challenging battle; use lots of yellow elements and be careful not to let
the field effect meter become completely green, as that will boost the
bulbs' power. When you win, Luccia will take notes and ask you to leave -
before you go, though, be sure to open the latch on the cage at the back
of the room to set the adorable little fuzzball named Pip free.
There are more rooms to explore in the manor before you use the code given
by Glenn, although few of them have any major significance. You can meet
both Zoah and Karsh in their ground-level rooms as well as a strange
jester who admonishes you to be quiet. If you repeatedly try to open
Karsh's treasure chest, he'll eventually give in and let you take the item
inside. Zoah is not so kind, however. There are also some clever traps to
be sprung - enter the armory and place the decor shield on the bare
statue; you must fight a group of powerful Man-O-Wars. If you win, you can
push the snake statue into its niche and open a secret door in the wall.
However, the chest there is guarded by poisonous gas and cannot be
acquired at the moment.
Once you're ready, head to the main passage and use Glenn's access code on
the snake device to open the center doors. This will take you to the main
chamber of the mansion, where implacable guards (and an equally implacable
Roborg) stand guard. Take the left door and cross the bridge to explore
the library. The librarian introduces himself as the Prophet of Time and
explains a bit of Serge's predicament and the nature of alternate
realities. Once he's finished, though, the young girl in the room
challenges Serge to a fight.
Heed the words of the prophet: This young lady looks harmless, but she's
the singlemost dangerous enemy you've faced to date. She has reasonably
high hit points and defense, but her magic is overpowering. She uses
numerous blue-based elements that can wreak havoc on Kid. Be especially
careful of the IceBlast element; she uses it twice in a row when low on
hit points, and it possesses the ability to temporarily stop a party
member in his tracks. You may end up finishing off the fight with only one
active character. Be aware that if all active characters are frozen, it's
game over, so it might be good to have Medicine along to remedy blue
status conditions. Also, try to avoid using the Cure element to heal, as
it will boost the field effect power of blue characters and skills - use
Capsules or Tablets instead or RecoverAll if you have it. Turnred will
also come in handy if you have Pierre or Nikki in your party, as it lets
them inflict high damage on Marcy with blue skills.
Once you manage to defeat Marcy, she'll run away, and the prophet will
tell you the key to accessing the mansion's private areas - go to the main
chamber and press a hidden switch on the back of the second-to-leftmost
column. It's a touchy hotspot, so it may take a little fumbling to
activate. Once you do, you'll be attacked by the guards who were nearly
squashed by the lowering platform. With them out of the way, it's a simple
enough matter to use the platform to rise to the upper areas and explore.

Counter
Lynx's AntiWhite spell by giving everyone in your party a wide
assortment of elements. |
Be sure to save at the Record of Fate to the left before exploring any
rooms - you're in for a tough battle. In the center room is a strange
artifact, which seems to momentarily excite Kid. However, her interest
fades just as the lord of the manor, General Viper, enters the room with a
strange cat-like being named Lynx. Lynx has a strong interest in Serge,
but Kid presses the attack.
This is another challenging fight, mainly because Lynx's innate elemental
affinity gives him extra strength against Serge. Furthermore, he can use
AntiWhite, a spell that seals the target's ability to use any white
element for a short time. To add to the danger, he uses instant-kill
spells and can also dish out impressive physical punishment on top of his
deadly elemental skills. Be sure to defend and don't rely too much on
white elements. But don't let him get the upper hand by making the field
effect all black, either. Try to keep one character with a charged-up
element meter at all times in case you need immediate healing. Don't count
on RecoverAll saving your bacon - it's likely that AntiWhite will make it
impossible to use. Be cautiously aggressive, pressing the attack but not
getting carried away, and you should have success.
Of course, Lynx wouldn't be much of a villain if such an early battle put
him down for the count. He rather quickly turns the tables on Serge's
party, but quick, ruthless thinking on Kid's behalf lets the group make
its escape. Or almost - Lynx manages to put a damper on Kid's escapades,
and the party plunges to the sea.
Serge wakes up in an unfamiliar place - Guldove, a sort of shanty town on
the water. But no sooner is he up and about than Kid is down for the
count; whether or not she's a member of the party yet, she ended up here,
and her wounds are sufficient to place her in a terrible poisoned
condition.
At this point in the game, the story again splits. You can choose to find
help for Kid, or you can concede your inability to Cure her poison.
Helping her adds emotional impact to the story and lets your characters
power up a bit more quickly. Abandoning her will let you recruit one of
the most powerful characters in the game. The choice is yours.
Whichever branch of the story you choose to pursue, there are a few common
things you can do. Be sure to shop for new elements and forge better
equipment at the shops. Acquire Skelly's pelvic bone from the element
trader. Eavesdrop on Doc and Orhla at the pub. Visit Deria and Steena to
learn more about the world of Chrono Cross. Acquire the Green Tinkler from
the dwarf in the pub. Recruit Greco in Termina in the shack behind the
shrines. He's a powerful character and can be of use later.
Recruit NeoFio by using the Green Tinkler in Hydra Marsh to pass the
mutant plants and travel to the back of the swamp. In the small watery
cove, fight a SnibGoblin and a SnobGoblin to acquire the Life Sparkle key
item, which you can then take to the balcony of Viper Mansion. Touch the
Life Sparkle to the plant in the pool and let NeoFio join your party.
After recruiting NeoFio, visit Luccia's lab and recruit her as well. Don't
miss the silver earring on her desk. Shop for new elements in Termina. If
Guile is in your party, speak to the fortune teller in Termina to claim
his prize for a successful wager: a Brass Rod.
Now, follow the branch of your preference.
If you decide not to help Kid, Korcha will take the Astral Amulet that Kid
gave you and storm off. Macha will help sail you around the archipelago,
and Doc will join the party as well. When you reach Termina, you will
speak to Glenn briefly at the entrance; he wishes to follow General Viper
to Fort Dragonia. Return to the docks and let Glenn join the party. You
will now have free run of the island chain. Fort Dragonia is beyond a
foggy shroud upon the ocean. Once you clear that, you may return to
Guldove to find that an unknown stranger has provided the Hydra humour Kid
needed, and she has returned to health.
If you choose to help Kid, you will take the Astral Amulet given to you by
Kid. Korcha will temporarily join your party to help out and sail with you
to Termina. At this point, his boat is only available for moving back and
forth between Termina and Guldove.
Since the Hydra humour you need cannot be found on El Nido in this world,
you must go to a different world to find it. Take the Astral Amulet to the
point where angels lose their way, Opassa Beach, and use it where the
light portal appears. This will return Serge to his home world, where the
Hydra still rules the Hydra Marsh.
If you have the Green Tinkler you can simply head straight back through
the marsh to find the Hydra. But if you follow the faerie apparition, you
can recruit a new character. This option requires a few extra battles, but
the effort is worthwhile.

Save
the faerie from the Pentapus before fighting the Hydra, or you'll
never see her again. |
Travel to the left of the marsh and up the large branch structure, the
same route you took in Another World to acquire the Safety Gear. Halfway
up, you will be accosted by a strange creature called a Beeba. On its own,
the Beeba is no threat - however, this Beeba summons four friends to fight
along with it, which makes for a long, drawn-out battle (an enemy moves
for almost every action you take). Multihit elements are good for starters
- use MagmaBomb a few times to soften the group, then focus on taking it
down, one Beeba at a time. Have plenty of healing elements available;
Tablets probably won't be sufficient, so make use of Capsules or
nonconsumable elements like Cure or CurePlus.
When you defeat the Beeba, it will give you a key item called the Beeba
flute. Move along up the branches. Be sure to save at the Record of Fate.
You may choose to fight the Beeba in front of the chest, but it's not
required (choose the "Mr. Puny-verse" answer to decline the
challenge). To the upper right is an open platform - if you use the Beeba
flute here, a WingaPede will appear and attack.
The WingaPede is a tough foe, with multihit skills and the ability to
launch multiple consecutive physical attacks. Any green-affinity
characters will be at a definite disadvantage here; your best bets are
Guile, Greco, or Leena. Yellow-based attacks will be a big help, but
physical attacks are useful as well.
When the WingaPede falls, it weakens the platform. Stand on the platform
to fall through into a hidden cave, where a large squid-like creature
lives. In its cave is a small cage where a faerie has been trapped for
some dire fate; if you free the faerie, Madam Pentapus revives and
attacks. However, you can leave the cave without saving the faerie if
you're that sort of person, but be aware that you'll never see her again.
The Pentapus has a few strong physical skills, but nothing that will catch
you off-guard. A fairly basic strategy will be sufficient - defend
frequently and mix physical attacks with red-based elements. Greco will
again be of use, as his hardy constitution will protect him from the
pentapus' opposite-natured attacks.
When Pentapus is defeated, the faerie Razzly will join your party. Her
magic skills will be a big help for the upcoming battles, but be sure to
give her the best defensive equipment in your party to help compensate for
her poor constitution.
Climb up and out of the Pentapus' cave, then leap from the tree branch to
the back section of the marsh. Follow the swamp path around and save at
the Record of Fate before advancing. As you travel to find the Hydra, you
will be confronted by dwarves who resent your intrusion into their home.
Dwarves on their own are not much threat, but collectively, they're
extremely dangerous. They'll begin the battle with an attack called Hi-HoChorus,
which strikes your entire party and deals huge damage. This skill is
amplified by the number of active dwarves, so thinning the ranks cuts down
on the power of the attacks. First use RecoverAll to restore your party's
blasted hit points, then aim for the tall DaggyDwarves first, as they have
slightly fewer hit points and can be more easily defeated. The dwarves
will continue to use Hi-HoChorus, but the more of them you knock out of
commission, the weaker it will be. Once you've triumphed, you should
probably return to the Record of Fate to save before advancing to the back
of the swamp to fight the Hydra.
Like the WingaPede, the Hydra has strong consecutive physical attacks and
even stronger elements, such as the multiple-hit breath attack. Do not use
yellow elements on this creature, as yellow will heal it. Instead, keep
Razzly loaded with green elements and make sure her hit points stay high;
use her as your main bruiser, as her Raz-Star skill can slam the Hydra for
major damage. You might want to bring along Poshul to use curative and
revival skills, as she has high resistance to the Hydra's attacks. On the
other hand, both Leena and Greco can hold their own: Leena as a healer and
Greco as a powerhouse. Try to avoid using Capsules to heal, as they will
affect the field effect meter in the Hydra's favor.
When the Hydra is vanquished, the dwarves curse humans for their
destructive ways and abandon the swamp. If Razzly is with you, she'll
notice the Hydra isn't extinct after all (setting in motion a small scene
later when you acquire the Hydra humour).
Once you have the medicine you need, return to Guldove to see Kid. As Kid
recovers, Korcha's sister Mel runs off with her element grid. Track Mel
down and reclaim it, and she will join the party at a later time.
At this point, you will either have Kid in your party, and Korcha will
sail you around the archipelago, or Kid will still be ill in Guldove, and
Macha will be your key to transportation. In both cases, the following
events are identical, although using Kid lets you steal some useful items
(most notably @Iron components for weapon upgrades). You can move about
the islands freely, so you're welcome to explore. However, most islands
are only partly accessible; a combination of unmovable objects and
dangerous enemies makes exploration a risky prospect. Your next
destination is Hermit's Hideaway, a small island to the northeast of the
main El Nido island, where the former dragoon Radius lives a quiet
existence.
Once you reach the hideaway, you will discover that Lynx has anticipated
your moves and sent his jester Harle to prevent Radius from helping the
party by burning the hermitage to the ground. Despite Harle's stated
desire not to hurt Serge, she will nevertheless fight him to impede his
ability to pursue Lynx and Viper.
There's really not much to this battle; Harle is exceptionally simple to
defeat. If you're lucky, Kid can pilfer MoonShades from her, a rare item
that can greatly increase a character's defensive capabilities. Serge will
be the vanguard for this fight, as his physical attacks alone should
defeat Harle. When she loses, Harle retreats, and you can freely discuss
matters with Radius, who hid in a bolt hole as his home burned.
Your mission now is to find Lynx and Viper and put a stop to their plan at
Fort Dragonia. Fort Dragonia is located in a valley off the east coast of
El Nido, but the shoreline is blocked by a foggy shroud that makes
ocean-going treacherous. If you choose to enter the fog bank, you will
soon encounter what seems to be a ghost ship. However, it is in fact a
pirate ship, and the pirates aren't terribly excited to see you aboard
their galleon of terror. You will be forced to engage in a series of
battles against the pirates' lackeys - whether you win or lose or retreat,
you'll end up a captive, but there's no reason not to give it your best
effort.
If you fought the Man-O-War battle line in the armory of Viper Manor, this
should be simple as the same strategies apply. Soften up the group with
multiple-effect skills like MagmaBomb, then take out the men one at a
time.
Once you put down the Men-At-Arms party, you'll be forced to battle a
giant bird named Polly. Far from being the sharp-tongue parrot his name
would suggest, Polly is in fact a red-innate creature whose attacks
include FirePillar (a spell that causes the target to become afflicted
with berzerk status). Defending won't prevent the berzerk effect, but it
will minimize the damage you suffer from physical attacks. The IceBlast
element will be handy here.
If you manage to defeat Polly, you must still contend with the captain
himself. Fargo relies primarily on physical attacks and is fairly weak to
red elements. If Glenn is in your party, his X-Strike dual tech with Serge
is a great asset against Fargo.
Once you've made your way through the battles, you'll end up in the brig -
a grim situation, but the sudden appearance of a true ghost ship makes the
situation even grimmer. You'll be free to leave the brig, but the ship is
full of locked doors and monsters.
You exit the brig on the lowest deck. The door at the end of the hall
leads to the top deck, but it's locked, and the key is unaccounted for.
Explore the ship and rescue pirates from their undead aggressors (white
elements are best here), and they'll begin directing you toward the key
you need. Go to the upper interior deck and enter the door next to the
burning barrels. Inside is a galley with a duct leading to the mess;
search the rear right corner of the ship to move to the next room, thereby
detouring around the burning barrels in the hall. Speak to the pirate in
the hall outside the mess, then return to the lower deck (the route to the
upper deck is blocked off). Enter the now-unlocked room and help the
sailor inside to receive the key to the door at the end of the hall.
Beyond the door is the ship's cargo hold. Surprisingly, you'll find Pip,
the little creature from Luccia's lab, scurrying about the area. If you
chase him down, you can eventually recruit him. At the moment, however,
you may want to hold off on adding him to your active party, as he's
fairly weak and his white-innate nature puts him at a disadvantage against
the undead foes here.
Exit the cargo bay through the open cannon port and follow the railings
around and up to the top deck. On the main deck, the pirates are waging a
desperate holding action against the ghost ship's denizens, but the humans
are rapidly tiring. Do as Captain Fargo asks and take the helm, where
you'll fight the leader of the ghost infestation.
The fight doesn't seem too threatening at first, but the small creatures
will fuse into a massive undead beast called the DeadHead. This monster
makes for a frustrating battle, as it has an unusually high EVD% rating,
meaning it will frequently dodge your attacks. Of course, if you don't hit
it, you neither inflict damage nor build your element meter. Even worse,
it has the ability to inflict blindness on characters with its elemental
attacks, which will make successful strikes even harder to come by. If
Glenn is in your party, the X-Strike attack will be extremely useful, but
other skills such as Meteorite and photonbeam are also effective. Do not
use black elements to attack, as they will heal DeadHead.

If
you have it, the Numble element will make it easier to strike the
evasive DeadHead. |
Once the ghostly fog has cleared, Fargo gives you his blessing to track
down and defeat Viper. Now, you are free to approach the east coast of El
Nido. But to reach Fort Dragonia, you must brave the fiery cauldron of Mt.
Pyre. It's possible to push your way through the deadly volcano by healing
yourself after walking through the magma, but it's much safer (and
cheaper) to receive help at Water Dragon Isle.
Another World's Water Dragon Isle is a dried ruin. You can find Skelly's
sturdy ribs to add to your collection of his bits and pieces, but aside
from that, there's nothing to be accomplished here - the entrance to the
cave is sealed solid with unbreachable ice.
Instead, you must travel to Water Dragon Isle in Serge's home dimension.
Since you don't have a boat in Home World, you must barter with someone
who does. Speak to the sleeping fisherman at the docks in Home Arni and
pay him 100G to travel to the island.

Speak
to the sleeping fisherman at the Arni docks to embark on a quest
for the ice breath. |
When you arrive at Water Dragon Isle, it's a scene of slaughter. The
dwarves, who abandoned Hydra Marsh after the Hydra died, have chosen to
overrun this island at the expense of the peaceful faeries who made it
their home. Events here will turn out somewhat differently depending on
whether or not Razzly is in your party - bringing her along makes the
faeries see your party as heroes, but if you come without Razzly, you'll
be despised for driving the dwarves from the marsh in the first place.
Even if you chose not to help Kid, the dwarves will still be rampaging
here, thanks to the fact that an exploration team killed the Hydra
instead.
The enemies here are all dwarves, so if you fought your way through Hydra
Marsh you should be familiar with their skills. In addition to the weaker
Daggy and Daffy dwarves, you'll also face the more powerful (despite their
plain name) Dwarves. Once you enter the cave, you'll face another group of
Hi-HoDwarves, which has a slightly stronger group attack than those
before, but should still be dealt with in the same manner as the hi-ho
dwarves in Hydra Marsh. Fight your way through the dwarves - you're not
required to defeat them all, though it certainly doesn't hurt to take this
opportunity to load yourself with the @Iron components that can be stolen
from the dwarves - and travel down into the cave. Don't miss the Scaley
Dress behind the waterfall, which can be equipped to boost a female's
magic defense rating. At the bottom of the cave, you'll face off against
the dwarves' ultimate weapon, a powerful machine called the Hi-Ho Tank.
This fight can truly be challenging. The tank hits for a great deal of
damage with its element cannon attack (a powerful blast of a random
elemental color; if it happens to strike a character with a blast opposite
to their innate nature, it can easily put him down in a single blow). It
also possesses a few actions that can hurt individuals or the group. But
before tackling the tank itself, you must put the kibosh on the two
dwarves who fight alongside it, one at a time. Each dwarf can heal the
tank for 55 hit points apiece, which can infinitely prolong the battle.
Knock them out of the fight before disassembling the machine, and the
battle will be much quicker. Defend yourself whenever possible and, if you
have Razzly along, be sure to keep her healed up, as the yellow-innate
skills of the tank and its footmen will hit her especially hard.
With the dwarves gone, the island is at peace again. If Razzly is with
you, she'll see her sister has been critically wounded and will leave to
attend Rosetta. Speak to the water dragon in the cave at the heart of the
island to receive both the Ice Breath and the *FrogPrince summon. This
summon spell will be immensely helpful in the upcoming missions, so it's a
welcome gift. Additionally, if Razzly is not in your party, you'll
frequently see a brief interlude by firelight in which Kid tell Serge a
little about herself. It's an optional scene, but gives insight into what
motivates Kid to fight.
Before heading to Mt. Pyre, you can take the Ice Breath to Hermit's
Hideaway to use it on the hot patch of land in front of the husk of the
tree. Once the ground has cooled, Poshul can dig up Turnip, a new party
member of questionable merit.
Heading into Mt. Pyre, it's easy to see why the Ice Breath was needed -
magma flows freely and saps your hit points with every step. Touching the
magma also results in a burn status, which causes your characters to
suffer damage more easily. Stand before the lava and use the Ice Breath to
freeze it solid, but be aware that you cannot access treasure chests
embedded in solid magma. Additionally, there is a ramp further into the
mountain which can only be climbed by slogging through burning magma.
Bring lots of Ointments and be sure to protect any blue-innate characters
well.
In the second area of the volcano, you'll again encounter Peppor and Solt.
These guys aren't much more powerful than they were before, so no new
strategy is required. However, they do give you a free lesson on trapping
elements with element traps. Traps are the only way to acquire many of the
high-level spells and the level 7 summons (except *FrogPrince, which you
may already have). If you didn't undertake the Ice Breath quest, you will
win a star after this fight.
You'll want to save at the Record of Fate here before heading into the
east passageway, as you're about to face two major battles. You can also
explore the volcano a bit more thoroughly, though there's nothing
particularly valuable contained within. In the room with the giant lizard,
you'll be confronted by a small dragon with a polearm who challenges you
to combat.
First of all, a warning: FireDragon absorbs red elements, so if you try to
attack him with a red skill, he'll be healed instead. This is not good.
Second, he has an extremely powerful multiple-hit skill called FieryBreath
that can make short work of a weakened party. Blue-innate characters with
low MDEF ratings are at a massive disadvantage here, so keep everyone's
hit points higher than 125 at all times to prevent unfortunate disasters.
Although your first instinct may be to use *FrogPrince against the dragon,
it's practically impossible, so your efforts are better spent by using
Diminish to reduce the power of the dragon's element attacks. His hit
points are high, so expect a long, difficult battle.
With FireDragon out of the way, you should backtrack and save before
advancing. Near the exit is another major battle: the three Devas of Viper
Manor, determined to stop you from reaching Fort Dragonia. While this
fight will be easier to overcome than the battle with FireDragon's battle,
it's still far from a cakewalk.
Though you've fought these three individually, they're slightly more
powerful here than before, and they attack in tandem with a fearsome
onslaught of skills. Marcy and Karsh can damage all characters, whereas
Zoah tends to hit individuals with impressive strength. If Leena or
another blue character is in your party (Leena is best, thanks to her high
MAG rating), you can take advantage of blue skills Marcy uses to help
switch the field effect to all-blue and use the *FrogPrince summon;
although it won't be at full power, it should help soften all of them up.
If you don't want to risk using *FrogPrince, be sure to focus on Marcy
first, as she can freeze characters with IceBlast and has multiple-hit
skills. Then, take down Zoah. Save Karsh for last and dispatch him quickly
with ElectroJolt and Upheaval, though he shouldn't be much threat on his
own.

Surviving
the triple-elemental threat of the three Devas requires a
carefully balanced attack strategy. |
You're now at Fort Dragonia, a massive collection of puzzles and tough
battles. Prepare yourself for the fight ahead and don't let Harle's
warning discourage you - there's no turning back now. You should recognize
the fort by now as the dungeon from the beginning of the game, though to
reach the area you saw in Serge's dream, you must jump through some
serious hoops.
This point of the game should bring everyone's growth level to about 15,
and most characters will automatically learn their innate level 5 tech
skills. If you missed the Ice Breath quest, you'll earn that final star
here.
If you skipped the Ice Breath quest, you'll be forced to fight a guard at
the entrance of the tower. This is actually a good thing, as it lets you
acquire the second star you missed as well as opening up your level 5
skills and earning *FrogPrince. The dragoon has a few tough attacks, but
after the gauntlet you survived in Mt. Pyre - and the upcoming challenges
you'll soon be facing - he should be nothing to worry about.
Inside the fort is a large empty room with a radiant, circular pattern
inscribed on the floor. There are four doors here, each must be explored
before you can proceed. The pattern on the floor is a circuit of sorts;
when six crystals are deactivated, the circuit opens, and you'll find your
goal. There is no set order for the first four doors, so the descriptions
here will start from the far right and move counterclockwise.
Beyond the long bridge, you'll come to a statue with an inscription
reading, "The Watchkeeper faces north, as we defend the fort."
The Watchkeeper in question is the small dragon statue, which faces a
random direction every time you enter the room. The direction it faces is
always "north" for the rest of the room, so all directions are
relative to the statue. Thus, if the statue is facing the left side of the
screen, "south" would be toward the right side of the screen.
Beneath the inscription is printed a set of four cardinal directions; the
direction you choose will rotate the platform on which you stand to a
position relative to the dragon's "north" and drop you to the
lower areas. Because "north" is assigned randomly, you must
deduce how to get where you're going. Each section of the lower area,
listed by its location on the screen, is described in the following
section.

Every
compass direction in this room is based on the statue's rotating
"north." |
- Left: Nothing here.
- Top: A few Cybots stand guard here.
- Right: Leads to the first crystal; examine it to activate the red
circuit.
- Bottom: Treasure chests - Trap Volcano, a Flame Charm, FirePillar,
and MagmaBurst.
This section is a complex maze of enemies, but you can acquire a
number of worthy elements by exploring. The shortest path to this
area's switch can be found by taking the entrance path and turning at
the first left branch. Turn right, move down the stairs; then, turn
right again and exit the first room through the exit to the right. In
the second room, follow the path to the back of the room and pass
through the door into a third screen. Head up the stairs near the
doorway and follow the path around the perimeter of the room until you
find the crystal, which is being protected by a powerful guardian.
The Taurusoid has some impressive physical attacks, but the real
danger is his Tornado element, a powerful attack that can rip through
your entire party. However, Tornado doesn't need to be a threat. If
you found a Trap Tornado element prior to this fight, you can negate
his spell and capture it for your own use. He's still quite dangerous,
though, as his attacks will inflict serious hurting on a single
target, especially a yellow-innate character. Once you get him out of
the way, you can throw the switch to open the green circuit.
This room is filled with a series of chests that, when opened and
closed, control rotating platforms. Moving through the area requires
little timing, merely a good head for puzzle-solving. The positions of
the rotating platform on the left side lead to:
- Upper position: Switch-chests on the right side of the room.
- Middle position: A room guarded by an Acacian dragoon.
- Lower position: Entryway.
And the platform on the right side of the room leads to:
- Upper position: Switch-chests on left side of the room.
- Middle position: Sea Charm.
- Lower position: Switch to activate the blue circuit.

Move
the left platform to the top and the right platform to the
bottom to advance. |
Use the chests on the left side to move the left platform to the
lower position. Cross to the right side and use the chests there
to move the right platform to the bottom position. Now, take the
path along the top perimeter of the room to the chests at the
upper-left of the room. Bring the left platform to the upper
position and take the path it creates into the room at the right
center area of the room, where the switch to the blue circuit and
another boss await.
GiantGloop isn't especially powerful, but it's very hard to
strike. It also has access to the powerful Iceburg spell, which
can be very dangerous if you don't trap it. If you find yourself
frustrated with constantly missing GiantGloop, try using EagleEye
to boost your HIT% rating for a few rounds. Red elements such as
Kid's RedPin are excellent for inflicting damage.

Each
character is assigned a position - switching your party
order is the key to success. |
This section can be confusing, but with a bit of practice, it's
perfectly sensible. The order of your party is key here to moving
sections of the room about to gain access to various items and
objects. Speak to the device in the west room to assign the
members of your party as "body parts," which determine
the position of the room's objects. The leader of your party will
be the head, the second person is the body, and the third
character is the tail. Using the select key, and the glowing
footprints outside the left room will change the order of your
characters, and the sequence of "body parts" when you
examine the device will cause elements of the room to shift.
The following sequences will net you items; other permutations are
useless.
- Head, body, tail: Access to the blue switch that lowers the
stairs.
- Tail, body, head: Access to the switch that lowers the crystal
platform.
- Body, tail, head: Access to the chest containing an Earth Charm.
- Tail, head, body: Access to the chest containing an ElectroBolt
element.
Once you've activated the final circuit, a column descends in the
central room. Be sure to save before opening the door within the
column, because a tremendously powerful enemy waits inside.
SunOfAGun only has 365 hit points, but reducing those few points
to zero is more easily said than done. All your attacks do about
the same amount of damage, so even a three-stamina-point strong
attack will hit with hardly any more power than a weak attack.
SunOfAGun uses a lot of effect spells, particularly WeakMinded, to
soften the party before casting powerful attacks like MeteorShower.
Though Serge will be naturally resilient to these attacks, he also
inflicts poor damage with his white-innate attacks. The changing
expression on SunOfAGun determines the ferocity with which it
attacks - defend yourself when it becomes angry. Any
black-affinity attacks will be valuable here, as they're fairly
strong against SunOfAGun, and they prevent the field effect from
becoming all white.
When dusk has come for SunOfAGun, you're free to take the elevator
to the upper floors of the tower, which should look familiar. This
time, there are different enemies as well as numerous items to be
uncovered. Explore until you've uncovered everything, then head to
the crystal room where another powerful foe awaits.
This harmless-looking creature seems innocuous enough, though it
has its share of powerful attacks. Be certain to set down a Trap
Inferno element as quickly as possible, as Bunyip has a tendency
to hit your party hard with that spell in the early stages of the
battle. Pound on the creature for about 400 hit points worth of
damage, then prepare yourself for its transformation; Bunyip
becomes an undead zombie that transports you to a sea of darkness
and tries to put you in a world of hurt. Use a Trap FreeFall
element immediately to negate its most powerful attack; even then
it's rough going. Leena and the *FrogPrince summon are very
valuable assets here - summon the frog during a lull in Bunyip's
element use to soften it up, or else you're in for a long and
difficult battle. Defending probably won't do much good here, but
Diminish will be helpful in reducing Bunyip's elemental power.
Once you destroy this creature, you're free to move along to the
upper area via the central TelePorter.
This time, beyond the doors lies not another dream but instead an
encounter with two of the most dangerous foes you've faced: Viper
and Lynx.
Viper uses physical attacks and tech skills exclusively. His
AirForce skill can hit the entire party and dish out a decent
amount of damage. But his weakness is his predictability: He
usually follows up elemental attacks with physical blows, so it's
easy to tip the field effect meter in your favor and again summon
*FrogPrince, which will remove about two thirds of Viper's total
hitponts. After that, it's little trouble to finish him off and
heal up for the next fight...
Now, you face a much more difficult opponent. Lynx here is more
powerful than the shadow you fought in Viper Manor. He uses a
wider variety of elements (including the ability to use elements
from Serge's grid - you're likely to find your own Meteorite or
Uplift turned against you) and will also attack with his level 5
group attack tech, FeralCats. If you can time your attacks, it's
possible to use *FrogPrince once more, which will shave more than
half his hit points away and abbreviate the battle to a more
comfortable length. If you bring Leena along, you'll have a major
advantage even if *FrogPrince doesn't work. She can use her level
5 tech to recharge many of her spent elements, which means you can
restore used healing skills and stay in the fight longer. Use
every trick in the book, and you'll come out ahead.
Unfortunately, the vision that has plagued Serge since the
beginning of the game comes to pass, even if you try to keep Kid
out of the party. And soon you'll find yourself unexpectedly in
control of Lynx, facing down a bloodthirsty Serge and his allies.
This is a doomed battle; Lynx simply cannot win this fight. Kudos
if you manage to last more than two rounds before succumbing to
the inevitable.
When Lynx - that is, Serge - comes to, he's in a bizarre, surreal
environment that most closely resembles an impressionistic
painting. This is the dimensional vortex, a place that draws in
lost souls. The first order of business is to push rocks out of
the way to acquire the rare and valuable revive element on the
left ledge above the hut - pass through the cave behind the
waterfall to reach it. Now, walk out onto the tree at the right
side of the screen. Serge's weight will cause an apple to drop,
and a strange creature will dart from its home to acquire it.
While it's distracted, run over to its home and enter through the
door. Sprigg, the goblin-like creature who lives in the hut, is a
bit nonplussed to have her home invaded. Nevertheless, she insists
on coming along with Serge and lending her talent for
shape-shifting to his cause.

Don't
miss the valuable revive element on the platform above the
hut! |
It's important to note that Serge's innate nature is now black,
not white. This will have important ramifications for your battle
strategies for as long as Serge looks like Lynx.
Once you've recruited Sprigg, climb to the top of the cliffs and
enter the tower at the peak. Inside, you will be confronted by
Harle, who grills you about your identity - are you truly Serge or
actually Lynx? When she transforms into a likeness of Serge, mimic
her actions by walking into the same door as she does. Eventually,
you will come to a new area - more Escher than Monet - and Harle
will join your party. Allocate elements and equipment and use the
switch near the main junction to change the direction in which you
can explore. While you're here, be sure to have Sprigg deliver a
killing blow to several TotalChaos creatures to ensure she learns
how to mimic it with her Doppelgang skill; they're powerful
monsters who can definitely aid the party.
Jump into the portal in the lower portion of this area to warp
back to the real world - you'll come out in Home Hydra Swamp, but
the portal through which you travel will fizzle and fade once you
appear. Further, if you travel to Opassa Beach, you can't use the
Astral Amulet to teleport to Another World. Your next goal is to
determine what has happened and how you can return to Another
World to find Lynx and get Serge's real body back.
Once you've been to Opassa Beach, return to Arni. The residents of
Serge's hometown obviously don't recognize him in his new form and
treat the party of demi-humans with contempt. When Serge goes
home, he shares his story with Marge, who is shocked, but believes
in her son. Once she's told her tale, speak to chief Radius, for
whom the cat-man is a bitter "Lynx" to the past.
The fight with Radius is an easy one; although he has a few good
attacks and decent physical and elemental power, he's not
significantly stronger than the members of the party and is no
match for three of them at once. Once he's defeated, he'll join
the party and recommend traveling to Termina to find help
resolving the situation.
To get to Termina, you must make a short trip through Fossil
Valley. Beware the dodos, which, as usual, respond to elemental
attacks with vicious counterstrikes - they'll also use trap
elemental spells that can suck away your valuable elements. Beat
them down with physical strikes and collect all the loot in the
area, then head along to Termina.
Home Termina has been occupied by the Porre army under the command
of Norris, the leader of Porre's Black Wind brigade. The city is
far more militarized than its alternate-reality counterpart, and
Viper Manor is a crumbling ruin. Norris is the key to the events
here, so track him down. But first, visit Zappa's forge to recruit
the powerful blacksmith into your party. He brings with him the
Spirit Smith, a magical object that will let Serge forge,
disassemble, and sell new equipment at any Record of Fate or on
the World Map. You can also recruit Van, who lives in poverty in
this world and struggles to help his father make ends meet.

The
mansion can only be reached through this drainage tunnel. |
You'll find Norris in the ruins of Viper Manor, but due to the
current state of the building, you must reach him through the back
route. You may either descend into the well or travel through
Shadow Woods to reach the underground passage into the mansion
dungeon, which is located immediately to the left of the empty
well on the small ledge. If you take the route through the woods,
you'll meet Lisa's father beneath the small waterfall where Nikki
was recruited. If you present to him the mushroom found in the
cave beneath the tree, he'll transform into a walking mushroom
himself and force his way into your party until he can find a cure
for his condition.
Once inside the waterway, you must knock a few barrels into place
to get where you want to go. Climb the ladder at the rear of the
underground spillway, and you'll find yourself in the basement of
Viper Manor, where Norris will greet you. After some discussion,
he'll join the party as well. At this point, you now have access
to a boat and can travel freely about Home World.
This is a good opportunity to explore the region and pick up
things you had missed before. There are items to be found in most
areas, and a secret place called the Bend of Time. The Bend of
Time is reminiscent of a location in Chrono Trigger called the End
of Time; but while that extra-dimensional location was a gateway
to places throughout time, this is simply a place to fight extra
battles. Portals of light will be revealed as you make further
progress into the game, and you can bring Sprigg here to learn new
Doppelgang skills. There's also a locked door that cannot yet be
opened...
Another new location to visit is the El Nido triangle. Unlike the
location in Another World, this one can be explored. At the
center, you will find a key item (which doubles as an accessory)
called the star fragment. Take this item to Sky Dragon Isle (the
crescent-shaped island to the west), and you'll be attacked by an
enormous alien.
This alien has a white-innate nature, so its attacks may give
Serge some trouble. It doesn't have any particularly powerful
skills, though, so a conservative strategy will be adequate to
defeat it. Once it's beaten, it will shrink to regular ol' Starky
size and join your party (if you can catch it). Starky's abilities
can come in handy at times, so it's good to have him in the party.
Don't forget to grab the cool Our Favorite Martian frame from the
man on the steps.

Speak
to Irenes at the entrance of Marbule once you spend the
night in the deserted hut. |
Another character can also be recruited at this time if you want
to go a bit out of your way. Travel through Mt. Pyre (since you've
never been through Home Mt. Pyre, you must fight through the
mountain again; there are new items to acquire, and the Ice Breath
still works) to Fort Dragonia. The fort itself is much like its
alternate-reality counterpart but without all the dangerous
monsters. There are a number of powerful elements and items to
collect here as well. You must activate the circuits, but it
should be easy with the relative absence of creatures (though you
will encounter a few powerful foes, there are no deadly boss
battles as before). Once the first four circuits are open take the
elevator to the basement and place the Big Egg on the glowing
recess in the center. Out will hatch Draggy, a cute, infantile and
surprisingly strong baby Dragonian - the last of his kind. His
natural imprinting instinct will cause him to latch onto Serge as
his parent. At this point, you have no need to activate the final
switches in the tower, as there's nothing to be accomplished yet
in the room at the pinnacle.
When you travel to Marbule, you'll find it deserted except for
strange ghosts and the great explorer Toma XIV and his friend Ash.
If you spend the night in the small building near the entrance,
you will be given the option to explore the town during the middle
of the night. Walk around the village and speak to Toma and Ash on
the bridge. When you return to bed, an eavesdropping mermaid will
take interest in your conversation. The next morning, she will
call to you as you leave town and ask to meet on the S.S. Zelbess.
The Zelbess is the Home Fargo's ship (called Invincible in
Another World). Rather than prowling the seas as a predatory
pirate, Fargo here is a scheming cruise ship captain who profits
from the misfortune of Marbule's former residents. If you visit
Fargo in his cabin, you'll see the tail end of a conversation
between him and Irenes, the mermaid from the night before. Your
goal here is to find the Sage of Marbule to learn more about the
Sea of Eden, but that will take some doing. The sage is, like all
the other demi-humans aboard, a menial worker in Fargo's thrall.
To get access to him, you must defeat Fargo in a game of roulette.
This task is far more easily said than done, as Fargo has an
impressive lack of ethics and is more than happy to rig the game
to make sure you don't win.
You can visit the casino at other times to wager on the roulette
wheel. If your luck holds - or if you hit pause and cheat before
making a selection - you can win an @Rainbow Shell component for
forging the first time you reach 10,000 points. Future victories
will only yield @Denadorite, which is still useful but not as
difficult to acquire as the @Rainbow Shell items.
Face off against Fargo until you're satisfied you cannot win, then
explore the ship some more. If you visit the inn rather than
Casino Vegas after challenging Fargo, you'll notice the innkeeper
is mysteriously missing. This, and the innkeeper's admonition to
his cat when it tries to climb the ladder behind the counter, is
your tip on how to stop Fargo's cheating ways.

Sneak
into the room above the inn and steal the handle to foil
Fargo's scam. |
Visit the magic show and let the magician, Sneff, transform your
party into a group of cats. Before he can change you back, leave
the stage room and make the most of the run of the ship. If you
visit the mess on the upper interior deck, you can get a monster
mouth frame set from the cat within as well as a Frypan AG47. If
you'd like, you can even travel over to Nikki's ship as a cat by
walking across the wire between vessels. Now, visit the inn and
run beneath the desk to the ladder. Climb it and examine the small
machine where the innkeeper was standing to remove the handle from
the magnetic device. Return to Sneff's dressing room (next to the
stage) to be transformed back into humans and once again challenge
Fargo. He'll lose the wager and grant you access to the Grand Slam
door.
Inside the room full of cannon ports, you'll see the sage, but you
must chase him for a while before he'll speak to you. Threaten him
to get the information he seems reluctant to share, and you'll
have another battle on your hands.
The sage is a powerful enemy who uses much more devious tactics
than anyone you've faced before. His most notable ability is that
of using consecutive elements. He can cast a TurnColor spell and
follow it immediately with a spell that capitalizes on the added
elemental weakness added by the TurnColor spell. As always, when
fighting a powerful magic user, Diminish will greatly increase
your chance of survival. Harle is a good character to have, as her
level 5 skill will impart helpful protection to the party for
several rounds.
When the sage is defeated, he'll reluctantly hand over the Fiddler
Crab item to the party and speak to Nikki. From here, you can head
toward the sea of Eden, or you can round up a few odds and ends on
the Zelbess. Most significantly, you can try and recruit Janice,
the champion of the Grand Slam tournament - but to accomplish
that, you must defeate her super-powered monsters in three
consecutive rounds of combat.
The Grand Slam is a three-round tournament in which you control a
party of creatures against Janice's army of monsters. The list of
monsters you can direct is based on Sprigg's Doppelgang list, so
before tackling the Grand Slam, you may wish to travel to the Bend
of Time and beef up her skill set. However, it is possible to win
with the default set of creatures if you're very persistent and
very lucky.
Janice controls the following monsters:
Round one: Gloop, Taurminator, Beeba
Round two: SpearFisher, Cybot, Gobbledegook
Round three: Cuscus, Cassowary, AirFrame

Janice's
monsters have you at a disadvantage - learn more
Doppelgang skills for a fighting chance. |
The key to winning is to remove the most dangerous monster from
each round first (Taurminator, Cybot, and AirFrame, respectively),
ideally by using instant kill attacks. Of your default monsters,
the Wraith and CrossBones can use instant-kill attacks. Also, be
sure to use the powerful Lagoonate in the second round to remove
Cybot from the action as quickly as possible. An important key to
success is that you can run away at any time without forfeiture,
so if the tide of the fight turns away from your favor, don't be
afraid to turn tail. Once you defeat Janice, she makes an
impressive addition to the party. As a bonus, you also receive
special prizes for each round you win. If you find the battle
overwhelming now, there's no shame in coming back later with
better Doppelgang skills.
Before you leave Zelbess, be sure to recruit Sneff in his dressing
room. This is the only opportunity you'll have to add him to the
roster, so don't miss him. Also be sure to head over to Nikki's
ship, where Irenes will join your party once Nikki and his band
head to rehearsal.
Now that you have the Fiddler Crab, sail to the southeast portion
of the map and use the crab at the foggy bank where the Sea of
Eden is located. The clouds will disappear and reveal a cave.
Inside the cave, your progress will be impeded by the legendary
sword Masamune. If you've played Chrono Trigger, you'll recall the
Masamune was a powerful sword that could annihilate evil, but now
it's a dark weapon whose evil intent threatens to overwhelm the
party. Radius has personal experience with the weapon and
recommends finding the only artifact that can overpower the
Masamune, the holy sword Einlanzer.
Meet Radius at Hermit's Hideaway, where he will give you a small
commemorative token of his fallen comrade Garai, whose death was
tragically linked to the Masamune's current state of existence.
The fact that this token is a mirror should clue you in to where
you should be heading: the only other place you've seen mirrors,
the Island of the Damned. And while you're at the hideaway, be
sure to grab the energizer suit, which may be a big help in the
scenes ahead.
There are several mirrors in the cave of the Island of the Damned,
but the proper route to progress through the cave can be found by
passing beneath the large ribs to the exit in the lower center
portion of the left screen. Use the Garai memento at the mirror at
the end of the path you are traveling (on the upper left of the
screen), and you will pass through the mirror into a secret
cavern. Wind your way to the left, then head down to the portal
past the suit of armor. You'll encounter a tombstone engraved with
the names of Serge's party and find yourself locked in a terrible
battle, so be sure to prepare yourself in advance for a knock-down
drag-out fight.
Garai has powerful physical attacks, but those pale next to his
WillBreaker and TripleCut techs. It's entirely possible he can put
black-innate Serge down for the count with a single action, so be
sure to enter the battle with someone else in the lead. Your best
party here will be Serge, Zappa, and Funguy, as they all have high
attack power and high defense. This is largely a physical battle,
so boost your characters' defense with HiRes and try to hit Garai
with weaken. His MDEF rating is high, so elements may have little
effect (though Serge's GlideHook and FeralCats techs are
respectable, and other black elements like FreeFall can be useful
when placed in higher slots). Avoid using RecoverAll except in
desperation, as it will boost the white nature of the field effect
meter and give Garai an even bigger advantage than before. Don't
be surprised to lose this fight once or twice until you devise a
good strategy. It's mad-hard.
When Garai is down for the count, return to the cave leading to
the Sea of Eden and shatter the Masamune with the Einlanzer. You
are now free to pass into Eden...
When you reach the Sea of Eden, you'll quickly see why it's
sometimes called the Dead Sea - it most closely resembles a city
besieged by a massive storm and frozen in time. The enemies that
patrol the area are either dreary shades of the living or rogue
machines.
The Dead Sea is a self-contained mini-world map in itself.
Progress here is linear, but be certain to acquire the useful
AntiColor elements located about the map - this is the only place
you'll find them, and they can be exceptionally helpful.
Inside the first sub-area, you'll find what appears to be a
massive chunk of a modern highway ripped from the earth and
slammed into this frozen whirlpool. The shades here are not
particularly aggressive and won't really go out of their way to
pursue you (though some will guard their treasures). However,
moving about can be tricky as the highway ruins are prone to
crumbling. The path to the next section of the sea is upward, then
right and back, but the route is blocked by a large, dangerous
robot called the Highwayman.
While a fight with a black-innate enemy might seem a relief after
the tough battles with the Sage and Garai, the Highwayman is
determined not to make this fight a pushover. He doesn't have
especially powerful attacks, but he does have the ability to blind
characters, lowering their attack success rates by 50 percent.
Because of this, the fight will be difficult. You can take steps
to remedy the blinding effects of his ExhaustGas attack, such as
using BlackOut elements, but nothing will actually prevent being
temporarily blinded. Therefore this fight will inevitably be drawn
out. Starky's techs are useful, and Janice or Zappa are also
effective here.
Once you've sent the Highwayman down the road to nowhere, you can
move along to the next section of the Dead Sea, the ruins of what
appear to be a residential area. There are several excellent
accessories in the doorways here, such as the EVD%-increasing Kung
Fu Shoes, so search carefully. The doorway in the tower at the
upper left of the area contains a computer room that Norris can
operate (even if he's not in your party at the time, he'll enter
the room and activate it). The machine is short on power, but
before dying out, it displays information on something called
"Lavos" - to fans of Chrono Trigger, that name means
trouble. In Chrono Cross' predecessor, Lavos was a space-borne
creature who crashed to earth and incubated for millions of years.
In 1999, it rose from beneath the earth to annihilate mankind.
Supposedly history was changed, and Lavos was defeated before it
could wipe out the human race, but the appearance of the creature
on this screen in A.D. 2400 suggests otherwise.
Move along to the center of the frozen vortex now, and you'll come
to a building known as Geddon Station. There's a lot to find here,
including the final piece of Pierre's legendary hero gear and the
extremely powerful HolyLight element. There's also a dangerous
battle ahead, so prepare yourself by forging the best weapons and
armor you can equip (@silver or @Mythril at this point; even if
you have collected @Denadorite pieces, you don't have access to
that level of equipment yet).
The entrance to Geddon is a large, tiered mall-like area with
ruined walkways and erratically operable elevators. There's a door
upstairs and to the right that leads to the station portion of
Geddon Station; speak to the shade there a few times, and it will
depart for its routine. Search the ground where it vanishes to
acquire its station pass, which will let you pass the turnstiles
and explore the back area of the station. There's a HolyLight
element that you should equip immediately on a secondary character
such as Starky. Left of here is a door to a library balcony where
you can acquire the medical book key item, which will be useful if
you've recruited Doc.

Search
the ground where the shade disappears to find the station
pass. |
Return to the mall section and head left through the doors. You
will find yourself in the remnants of a theater, and Serge will
briefly suffer a strange hallucination of a young girl in white.
Beware the creatures that roam this area, the Tragediennes - each
one has a special skill that it can use to attack (or, rarely,
heal) the party. The Tragediennes announce their skills, which
should give you fair warning; there's a chance one will use
BlackHole or Volcano, which you should definitely trap. Otherwise,
try to pick off the ones with powerful spells first, then take out
the weaker ones at your leisure. Be sure to grab the Prop Sword
here as well.

Miguel's
WeakMinded attack softens you up for his devastating tech
skills. The StrongMinded and Imbecile spells can help
protect you. |
In the next room (to the left), Serge will see a vision of another
child before climbing the debris and taking the exit in the upper
right section. Follow the young boy with the spiky hair into the
spinning vortex once you reach the library. Now, you will find
yourself in Nadia Square - the beginning and ending point of
Chrono Trigger - now reduced to a ruined, decrepit state. You can
restore your hit points in the enertron machine, but it won't ease
your hunger pains (another Chrono Trigger flashback). At last,
you'll come face to face with the children who appeared to Serge,
and they seem to hate him. A new character will enter the fray - a
character who had been mentioned in the past, Leena's father
Miguel. Miguel explains the nature of the time crash here and why
Geddon station seems frozen in time. He then challenges Serge to a
duel.
Despite his ordinary appearance, Miguel has attacks that make
Garai's skills look like gentle love taps. He uses physical,
elemental, and tech attacks with gusto, so no single strategy will
suffice to counteract his moves. Be especially wary when he uses
WeakMinded, as he will quickly follow it up with the devastating
HolyDrgSwd attack. Counteract his statistical advantages with
skills like HiRes and Strengthen, and once Serge has used
FeralCats and GlideHook, cast Diminish to reduce Miguel's power
level. Don't forget to use Trap HolyLight to get another HolyLight
element. Also, it's more important than ever to be careful of the
field effect meter; the more white it displays, the more powerful
Miguel's attacks. If he hits a character with HolyDrgSwd in an
all-white field effect, he will easily blow that character out of
the action with a single hit. You may lose this battle a few times
before latching onto an effective strategy, but persevere, and
victory will eventually be yours.
With Miguel defeated, the portal at Opassa Beach reopens, as does
the portal in Hydra Marsh. After a last-minute rescue from the
unraveling of the time crash, Serge and his party speak to the sky
dragon and should head to Another World. In the alternate
dimension, Lynx is ruining Serge's reputation by terrorizing the
people of El Nido, and the citizens of Arni are hiding in fear.
Return to Termina by way of Fossil Valley. Of note here are the
ShadowCats, which will use the *MotherShip summon if you let the
field effect become all black. You may wish to trap this rare
element, or you can simply pass on through.

Search
the left wall to find a hidden door, where the Devas await
your assistance. |
Once in Termina, you'll discover the city has been occupied by the
Porre army, just as it was in Home World. While Porre double-agent
Lynx is perfectly safe walking around, the army is actively
hunting for former Acacian dragoons. If you visit the bar, you'll
find two of them hiding in the backroom: Karsh and Zoah. They
intend to rescue Lady Riddel, who was still at Viper Manor when
Porre arrived, and is now a captive in the mansion's dungeons.
Choose one of these two warriors to join your party (Karsh is a
stronger fighter, though Zoah has better defensive stats) and
embark on a quest to save the lady of the manor.
The front gate to the mansion is open to "Sir Lynx," so
you're free to walk in, even with a Deva in tow. You will witness
Riddel being taken to the dungeon, but being outnumbered is hardly
the way to pull off a rescue attempt. Instead, duck left into the
mansion parlor and speak to Norris, who will give Serge a key to
the dungeon.

Use
the valve handles to move the floodgates and open a path
into the manor. |
Head to the basement of the mansion and search the floor grating
outside the kitchen to access the sewers. You've been in the
sewers of Home Viper Manor, but not from this direction; to move
about, you must control the flow of water and shift valves to open
pathways. Walking across the water flow here will wash you down to
the lower area, so you must make the rushing liquid a bit more
manageable. Your first order of business is to knock the two
free-standing barrels on the lower-level platforms into the water,
which will settle into place and create a small bridge. Climb the
now-accessible left staircase and turn the valve in the area above
you to slow the water flow. You might want to take a moment here
to exit the sewers into the cave to Shadow Woods. There's a grate
blocking your path into the cave, but if you rattle the bars,
you'll spook the insect sleeping on the treasure chest. Startled,
the bug will leap away and knock the chest down to the lower area
for you to claim later - inside is a Deluge element, a rare and
useful blue attack skill.
Now, if you return to the basement of the manor, you can climb
down to the sewers and cross the more slowly running water with no
trouble. Once across the stream, move up and around to the next
screen and adjust the valve you find. Move the wall so that the
lower path is unobstructed, then return the way you came. Find
another valve along the center pathway and turn it so you can move
freely along the lower area. Head right past the lower floodgate
and climb the ladder that leads to the second valve. Turn it one
last time to unblock the upper pathway and wade around to the
right and above, toward the ladders. Before you can enter the
manor, though, you have one last battle to contend with.
The Roachster is not much of a fighter itself, but its larvae are
reason enough to be cautious. The larvae can swarm an individual
or the entire party and in all cases does substantial damage. This
is a good fight in which to have Janice - her red-innate attacks
are damaging to the big bug - but her defense is sufficient that
its attacks won't totally demolish her, especially if you cast
HiRes on her.
There are three ladders here leading to prison cells; the left
cell will hold Glenn if you haven't recruited him, the center cell
contains some guy who freaks out when you rattle the grate, and
the far right ladder leads to the cell where captain Fargo of the
S.S. Invincible is being held. Once you break into his cell, he
coordinates a prison break and lets you continue your search for
Riddel.
After saving at the Record of Fate, you'll find Riddel behind the
door to the far right, where she is about to be fiercely
interrogated by an evil shade that resembles chef Orcha.
Obviously, you can't let this happen to the noble lady, so another
fight begins.
Don't expect Hell'sCook to put up much of a fight. None of his
attacks hits Serge's party for any significant amount of damage,
and his only special tech, SpiceOfLife, restores a meager amount
of hit points to himself. He should go down in almost no time.
The agony of defeat brings Orcha back to his senses, and he offers
his assistance as penitence for the evil he nearly perpetrated.
Accept him into your party and assist Lady Riddel's escape by
distracting the guards long enough for her to make a break for it.
Head further into the mansion as she runs and battle the soldiers
who accost you; eventually you'll come up against Porre's
mercenary specialist, Grobyc.
Grobyc is strong, but Serge and party are far stronger, especially
if you start tossing around your level 7 techs for characters who
have them. The biggest threat posed by Grobyc is the special
element he holds called Vigora that lets him attack without
stamina depletion for several consecutive rounds - he could very
likely wipe out a character with a single flurry of punches, so
keep your guard up by defending all inactive party members. Also
be careful of his goofy-but-damaging HairCutter attack, which
strikes the entire party. Upon defeating Grobyc, you'll win a
Defender accessory, which will greatly enhance the defensive
skills of whomever equips it.
Upon Grobyc's defeat, a Porre soldier will activate the machine
standing guard by the east doors.
Don't spend too much time using elements on this machine unless
you have Karsh, whose green-innate skills can put a serious hurt
on it. Your physical attacks will be much more effective, so boost
your two strongest fighters (most likely Serge and Karsh/Zoah)
with EagleEye or NinetyNine and have them begin attacking as soon
as their stamina reaches 7. The mech should go down without too
much fuss, although it won't stay down - like the spider mech in
Final Fantasy VIII, it takes a moment to self-repair before
chasing your party across the bridge to the library. You must
fight the machine inside once again, so use the same tactics as
before. It still won't go down and corners you atop the balcony
once you press the secret switch near the ladder, leaving you with
no option but to leap through the stained glass window as Grobyc
has a change of heart and distracts it.
In the chaos that ensues, Grobyc will join your party. Although
he's fairly redundant right now as a second black-innate
character, he's a powerful fighter and will be exceptionally
useful in the later sections of the game.
Now, you should follow Riddel to Hermit's Hideaway, where she and
the rest of the Viper Manor residents have taken up residence in
hiding. Viper and his followers ally themselves with Serge here,
but their discussion is interrupted by the arrival of
"Serge" and Kid and a fleet of terrorists. Despite
Riddel's warnings, Serge runs out to meet them. Kid seems to be
unaware of the truth of the mind-transfer between Lynx and Serge
and threatens the real Serge to fight as the real Lynx smirks. A
grim situation is avoided when Fargo swoops in on his pet bird
Polly and plucks the party over to the Invincible.
Serge is saddened by Kid's actions and attitude, but there's
little time to mope as Viper and Fargo choose to put aside their
differences for now and join Serge's party along with Riddel,
Marcy, and whichever of the Karsh/Zoah duo you didn't recruit in
Termina. Each new addition is a great asset to the party: Viper
has brawn, Fargo can steal, Riddel is an excellent mage who can
rival Leena's abilities, and Marcy has formidable physical and
magical skills.
If you travel to the Pearly Gates, Another World's entry port to
the Sea of Eden, you'll discover that the way is blocked. Harle
will ask to you to choose between her and the world, but your
response makes no difference. Once you return from the cave, she
will realize it's time to leave the party and will be permanently
gone from this point. If Starky is in your party, there will be a
brief, touching scene that sheds a little light into Harle's
conflicted feelings and regrets.
At this point, your goal is to follow Lynx to the Sea of Eden, but
getting there is more easily said than done. If you return to Home
World where the Dead Sea once was, you will see three dark points
on the water, but when you sail over them, nothing will happen.
The dragon who lives on Sky Dragon Isle in Another World will
offer to help you if you can earn the favor of the other five
dragon gods who live throughout the archipelago.
However, before you begin your dragon quest, you should take some
time to find skills and items for your characters.
Begin in Another Guldove, where you will arrive to see Porre
soldiers threatening the bartender Orlha (who, it should be noted,
is holding her own quite well). Thinking you're Porre
reinforcements, Orlha will attack you, putting up quite a fight.
Don't be fooled by the cute pigtails; Orlha is a formidable
fighter. Her skills are almost entirely physical, so elements like
Weaken, BatEye, and HiRes will be a great asset to your party.
Though her arsenal has nothing truly devastating, she can still
catch you off-guard. Defend frequently and pound her with physical
strikes and red elements. Once you've defeated her, she'll give
you a memento to be presented to her as proof of your identity;
once Serge is himself again, bring this brooch back to Orlha, and
she'll join up.
While you're in Guldove, present the Tear of Hate you received
from Karsh and Zoah in Termina to Direa, who will give you the
dragon emblem. If you take the emblem to Steena at the Guldove
shrine in Home World, she'll ask you to bring her the dragon
relics.
There's a note in Viper Manor in the room to the right of the
throne room (formerly the door was blocked by an unmovable Cybot
or by Guillot). If you open the chest from the back side, you'll
find a message from Peppor and Solt inside. Take Karsh to the
Island of the Damned in Another World and follow the same path you
used to find Garai. He'll be confronted by spectres of the past in
the form of Peppor and Solt. Angered at their commander's
perceived treachery, the Shaker brothers will challenge him to a
fight. As always, they're no real threat and, upon being defeated,
will realize Karsh's innocence and give him his level 7 skill,
axiomatic. You'll also receive the Memento Pendant, which will be
needed for another subquest.
If you travel to Another Hydra Marsh, you can earn an ancient
fruit key item from a Beeba by saving it from the goblins who
threaten it. This will be an important item later in the game.
Explore a little further into the marsh and drop down into the
hole in the top platform, as you did when you discovered Razzly in
Home Hydra Marsh. There's no Pentapus to break your fall here, so
use Brace elements to heal everyone's sprain status. Inside the
tree-cave, you'll be confronted by the ghost of a Hydra who curses
the greed of the human race.
Unlike the living Hydra, this creature should be almost no danger
at all at this point. A few powerful attacks should put it down
for the count before it ever has a chance to do much damage to the
party. Defeating it will net you the HydraShadow element, which
will serve as Steena's level 5 tech skill once you recruit her.

The
Forbidden Island is an unmarked destination a in small
cove and offers a terrible battle. |
If you take Riddel to the Forbidden Island (the tiny island with a
smoking hut, located in a cove on the northeast portion of the
main island) in Home World, she will encounter her lost love,
Dario. Though Dario died in Another World under the influence of
the Masamune, here he lives, but is similarly under the control of
the evil sword. Riddel will try to awaken his mind with the
memento pendant, but the sword will control him. This fight may be
too difficult to tackle now, but at some point in the game you'll
want to stop here as it clears up some of the story surrounding
Riddel, Karsh, and Dario, earns Riddel's level 7 tech, and nets
Serge an excellent weapon. If you're prepared for one of the most
difficult battles in the game, get ready to fight Dario and the
Masamune.
You're almost guaranteed to lose if you fight Dario now, but it's
possible to win. First realize a few things about him. First, he
attacks with a set pattern (attack, HardHit, attack, SonicSword,
repeat) of moves that can be used to your advantage. Second, he
counterattacks viciously whenever you use any kind of element on
him. Do not use a white element against him, as he retorts with a
skill that is practically guaranteed to kill even Grobyc or Serge.
The easiest way to face him is to give Serge the black plate armor
(which can be stolen from the black dragon). Whenever Dario uses a
black tech skill, the attack will heal Serge, meaning that every
other move Dario makes will work to Serge's benefit, even if the
rest of the party dies. This approach takes a while, but is
guaranteed to work.
A second strategy is to wait until Serge returns to his original
body and use the *Saints summon against Dario, which will reduce
his hit points by more than half. It's a somewhat risky gamble,
but fairly effective.
If you don't wish to wait for such a long time to tackle Dario,
though, you can try to wear him down with elements. Using red and
blue elements against him will cause him to counter with
effect-inducing elements. Countering also exhausts his stamina,
making him incapable of launching his regular attacks. Between
Riddel's elemental power and Serge's physical strength, this
should keep Dario in a state of perpetual exhaustion and therefore
incapable of attacking. However, it's not a fully reliable method,
so be cautious.
When you defeat Dario, Serge will receive the Mastermune swallow,
an advanced form of the Masamune sword, and Dario will return to
Home Viper Manor to help oversee its reconstruction. The
Mastermune has lower stats than the Spectral Swallow you can forge
later in the game, but it has an extremely high critical hit rate.
This makes it the most powerful weapon in the game, in practice if
not statistics.
Another possible battle can be found on Another Earth Dragon Isle,
deep within the cave. A creature called the CrioSphinx will ask
you riddles that must be answered with elements.
If you answer these questions correctly, it gives you an important
clue for later in the game - pay attention to the order in which
the colors are used (yellow, red, green, blue, black, white).
However, if you can somehow defeat him - and he has more than
10,000 hit points, so it won't be easy - you'll be rewarded with a
special item called the Sunglasses, which greatly improve your
attacking power. The problem is that you must defeat him in less
than six rounds, and every time you attack with a color besides
that which solves the question at hand, he counterattacks with
massively powerful yellow skills. If you equip the yellow plate on
your characters, they can survive the onslaught, but you must
still reduce his hit points by more than 2,000 per round to defeat
him. Good luck!
There are plenty of other secrets to uncover. Put Janice in the
lead of the party, travel to the Bend of Time, and speak to the
land octopus there to receive her level 7 tech skill, What'sUpDoc.
Take Zoah to Viper Manor as the party leader and open the chest in
his room to receive his level 7 tech, Toss&Spike. While in
Viper Manor, check the bookshelf behind the librarian's desk to
see a familiar-looking machine. Speak to the beach bum to receive
a Porre's Furnace window frame.
Another task in Viper Manor is to visit the armory and place the
snake statue into its nook. Now, deactivate the trap in the hidden
room by pressing the secret switch against the left wall next to
where the soldier formerly stood. You will receive an @Rainbow
Shell and the sword Viper's Venom.
Take Draggy to the dragon skull in Another Fossil Valley to
receive his level 7 tech, BigBreath. Take Orcha to speak to his
brother Belcha in Home Arni to learn Orcha's level 7 tech,
DinnerGuest. In Another Guldove, give Doc the medical book from
Geddon Station's library to receive his level 7 tech, HangTen.
Take Norris to speak to his Another World self to receive his
level 7 tech, TopShot.
Take Funguy to the cave where he became a mushroom and choose not
the eat the new mushrooms to learn his level 7 tech, Myconoids.
Take Van to meet his counterpart's father in Another World to
receive a bigger piggy bank for his PiggyBoink attack. In Another
World, give Pierre the prop sword found in Geddon Station to learn
his level 7 tech, SlapOfCyrus. Return to the S.S. Zelbess in Home
World and ask Pip to rejoin your party. He is the only previous
party member who is willing to look beyond Serge's changed
appearance.
Stop in Another Marbule to pick up some trap elements. You'll be
seeing some heavy-duty attacks flung about by the dragons, so it's
a good idea to start a collection through judicious use of traps.
Visit the home of the old lady in Another Termina to recruit
Skelly once you've found all his body parts.

Let
the two captains meet to save Marbule. Taking party
members to meet their counterparts will often unlock
secrets or advance the story. |
Finally, there's a fairly involved quest that will let you set
events in Home Marbule right. Take Another Fargo to meet his
greedy, cheating self on the S.S. Zelbess. The likable Fargo will
take the Zelbess and Nikki's ship to Marbule, where Nikki will
perform a stage show. After the main performance ends, he'll
continue to play. Travel with Fargo to the boat, and the captain
will unlock his level 7 tech, invincible. Now you must clear the
lagoonates out of Marbule. The music here is pretty awful, so
you'll want to bring along a powerful red-innate character to
speed the process along. Once every lagoonate is defeated, you'll
hear a distant roar, and the people of the village will be free to
return.
At this point, you should be completely ready to find and
defeat the dragon gods to earn their favor. These battles can be
tackled in any order (except the sky dragon, who will not fight
until you have defeated the other dragons), so the order is at
your discretion. Each dragon is based around a certain elemental
affinity and can absorb elements of its own nature while dishing
out attacks of its innate color. Take this into consideration
while forming your parties. Another note for consideration is that
every dragon god carries a plate armor of its own innate color. If
you bring Fargo along, he can lightfinger these useful armors that
can absorb damage from like-colored elements and will be
exceptionally useful during certain battles.
At this point, you should also upgrade the equipment of your
active characters to denadorite/stone to boost their chances of
survival.
Travel to Home Earth Dragon Isle and prepare for some heavy
blasting. Speak to the expedition members to receive the Explosive
key item and jump into the quicksand. Head inside the cavern and
track down the RockRoaches. You need a means by which to reach the
platform in the center of the lower cave, and the RockRoaches are
your key - by placing them over the small geysers, you can force
all the thermal pressure into the central spout.
Use the irresistible force that is the Explosive on the immovable
object that is the RockRoach at the upper right, and you'll find
the irresistible force wins. The RockRoach at the upper left must
be fought while standing near the edge of the rock ledge; once you
defeat it, it will temporarily retreat into its shell, and you can
push it over the edge and onto the nearest geyser. The final
RockRoach needed for this trick is puttering around on the cave
floor. Fight it and push it over the final geyser to cause the
steam pressure to focus from the center boil. Leap into the
geyser, and you'll be blasted to the upper platform and therefore
free to move to the inner-most cave where the dragon awaits.
Karsh, despite his green-innate nature, is a great character to
have here. If you boost his MDEF rating with accessories like
MoonShades and elements like StrongMinded, he can weather the
yellow-based attacks of the dragon. Yellow status conditions are a
concern here, but shouldn't have too much impact on your combat
effectiveness in any case. If you've managed to find some of the
level 7 summons besides *FrogPrince, they'll be quite useful,
provided you can wrangle the field effect to the necessary color
state. Once you triumph, you'll receive the yellow relic key item
and the level 8 summon *ThundaSnake. You can't equip level 8
summons until later in the game, so keep it in mind until then.
At this point, you should be completely ready to find and
defeat the dragon gods to earn their favor. These battles can be
tackled in any order (except the sky dragon, who will not fight
until you have defeated the other dragons), so the order is at
your discretion. Each dragon is based around a certain elemental
affinity and can absorb elements of its own nature while dishing
out attacks of its innate color. Take this into consideration
while forming your parties. Another note for consideration is that
every dragon god carries a plate armor of its own innate color. If
you bring Fargo along, he can lightfinger these useful armors that
can absorb damage from like-colored elements and will be
exceptionally useful during certain battles.
At this point, you should also upgrade the equipment of your
active characters to denadorite/stone to boost their chances of
survival.
Travel to Home Earth Dragon Isle and prepare for some heavy
blasting. Speak to the expedition members to receive the Explosive
key item and jump into the quicksand. Head inside the cavern and
track down the RockRoaches. You need a means by which to reach the
platform in the center of the lower cave, and the RockRoaches are
your key - by placing them over the small geysers, you can force
all the thermal pressure into the central spout.
Use the irresistible force that is the Explosive on the immovable
object that is the RockRoach at the upper right, and you'll find
the irresistible force wins. The RockRoach at the upper left must
be fought while standing near the edge of the rock ledge; once you
defeat it, it will temporarily retreat into its shell, and you can
push it over the edge and onto the nearest geyser. The final
RockRoach needed for this trick is puttering around on the cave
floor. Fight it and push it over the final geyser to cause the
steam pressure to focus from the center boil. Leap into the
geyser, and you'll be blasted to the upper platform and therefore
free to move to the inner-most cave where the dragon awaits.
Karsh, despite his green-innate nature, is a great character to
have here. If you boost his MDEF rating with accessories like
MoonShades and elements like StrongMinded, he can weather the
yellow-based attacks of the dragon. Yellow status conditions are a
concern here, but shouldn't have too much impact on your combat
effectiveness in any case. If you've managed to find some of the
level 7 summons besides *FrogPrince, they'll be quite useful,
provided you can wrangle the field effect to the necessary color
state. Once you triumph, you'll receive the yellow relic key item
and the level 8 summon *ThundaSnake. You can't equip level 8
summons until later in the game, so keep it in mind until then.
At this point, you should be completely ready to find and
defeat the dragon gods to earn their favor. These battles can be
tackled in any order (except the sky dragon, who will not fight
until you have defeated the other dragons), so the order is at
your discretion. Each dragon is based around a certain elemental
affinity and can absorb elements of its own nature while dishing
out attacks of its innate color. Take this into consideration
while forming your parties. Another note for consideration is that
every dragon god carries a plate armor of its own innate color. If
you bring Fargo along, he can lightfinger these useful armors that
can absorb damage from like-colored elements and will be
exceptionally useful during certain battles.
At this point, you should also upgrade the equipment of your
active characters to denadorite/stone to boost their chances of
survival.
Travel to Home Earth Dragon Isle and prepare for some heavy
blasting. Speak to the expedition members to receive the Explosive
key item and jump into the quicksand. Head inside the cavern and
track down the RockRoaches. You need a means by which to reach the
platform in the center of the lower cave, and the RockRoaches are
your key - by placing them over the small geysers, you can force
all the thermal pressure into the central spout.
Use the irresistible force that is the Explosive on the immovable
object that is the RockRoach at the upper right, and you'll find
the irresistible force wins. The RockRoach at the upper left must
be fought while standing near the edge of the rock ledge; once you
defeat it, it will temporarily retreat into its shell, and you can
push it over the edge and onto the nearest geyser. The final
RockRoach needed for this trick is puttering around on the cave
floor. Fight it and push it over the final geyser to cause the
steam pressure to focus from the center boil. Leap into the
geyser, and you'll be blasted to the upper platform and therefore
free to move to the inner-most cave where the dragon awaits.
Karsh, despite his green-innate nature, is a great character to
have here. If you boost his MDEF rating with accessories like
MoonShades and elements like StrongMinded, he can weather the
yellow-based attacks of the dragon. Yellow status conditions are a
concern here, but shouldn't have too much impact on your combat
effectiveness in any case. If you've managed to find some of the
level 7 summons besides *FrogPrince, they'll be quite useful,
provided you can wrangle the field effect to the necessary color
state. Once you triumph, you'll receive the yellow relic key item
and the level 8 summon *ThundaSnake. You can't equip level 8
summons until later in the game, so keep it in mind until then.

The
black dragon will give a party of demi-humans the black
relic without a fight, but that may not be in your best
interest. |
The green dragon isn't strong, but he likes to tip the scales in
his favor with the GreenField spell, which turns the field effect
meter completely green. This is a very dangerous thing for you,
because shortly after using GreenField (or as soon as the field
effect otherwise becomes all green), he uses the spell Carnivore.
With the added boost of a fully green field effect meter,
Carnivore can quite possibly annihilate your party. You can use
trap Carnivore if you'd like to add this formidable spell to your
inventory, but after trapping a few, you'll want to reduce the
green in the field effect meter; any time it becomes all green,
have someone cast a spell - any spell, even something worthless -
of a different color. Otherwise, you're just setting yourself up
for trouble. Also, you'd be best advised to avoid using Heal or
HealAll to recover hit points. Most of the dragon's attacks are
weak and rely on inflicting status effects to impede your fighting
prowess, so as long as you can prevent the use of Carnivore, you
should be just fine.
When you defeat the green dragon, you'll receive his green relic
and the powerful level 8 summon *Genie.
The water dragon (whom you've met if you undertook the Ice Breath
quest) is probably the easiest of the dragons. You'll find him on
Home Water Dragon Isle in his cave, although to get to him, you
must defeat some large crab-like beasts called SideSteppas.
The most powerful attack you'll face here is Iceburg, and if
you're smart, you'll set a trap for that particular spell. If
Janice or Zappa are along, their high-level techs should offer a
lovely means by which to pound on the dragon a bit. Inferno,
Volcano, and (if you've managed to trap it) *RedWolf will make
certain the water dragon is all washed up. Victory here will net
you a blue relic and the *BlueWhale level 8 summon.
There are two ways to earn this dragon's relic: fight or visit him
with a party of three demi-humans. If you take three demi-humans,
he'll simply give you the relic with no conflict. This is nice,
but it also means that you can never forge the rare, valuable
prism equipment or steal the useful black plate, so think
carefully before you choose this option.
Should you choose to fight, you must complete the Marbule
sub-quest with Fargo first. Now, the black dragon will awaken and
irritably challenge the party to fight.
If you use white elements against this dragon, it will
auto-counter with AntiWhite, and even a charm may not always
protect you from having your white elements sealed. Therefore, you
must spread out your important white-based effect skills among
your party so the person with all the RecoverAlls and revives
doesn't get hit with AntiWhite. This may be moot, however, as the
dragon can cast SealAll, a skill that prevents all combatants from
using elements. This will put you at a massive disadvantage, as
the dragon can attack quite powerfully with physical strikes, and
you can't heal your characters while SealAll is in effect. Also
beware its gravitybomb skill, which can hit you for about three
quarters of your hit points. The best party for this battle is
probably Serge, Grobyc, and Fargo (you'll definitely want Fargo to
steal the black plate, as it will be immensely helpful later). If
you can survive the black dragon's onslaught, you'll receive the
black relic and the *GrimReaper summon (and, ideally, the black
plate armor).
Once you have bested the other five dragons, return to Sky Dragon
Isle and speak to the sky dragon, who will challenge you to judge
if you are truly worthy of his favor.
The sky dragon fights in almost the exact opposite manner of the
black dragon. While the black dragon used SealAll to negate
element use, the sky dragon uses Magnify to boost the effect of
elements. Typically, it follows the use of Magnify with
WhiteBreath, making a powerful attack even more deadly. Because
the white nature of this creature's skills are opposite to Serge's
current innate color, he'll be especially at risk during this
fight. You should reduce the risk posed by the dragon's attacks by
using Diminish to negate Magnify. It's also a good idea to set a
trap for UltraNova, an incredibly powerful white element that can
be used by white-innate characters to inflict serious damage. Do
your best to reduce the advantages that the sky dragon tries to
create for itself and bring along characters with high hit points
and a high resistance to elemental attacks. When you put the white
dragon down for the count, you'll receive the final relic and the
last of the level 8 summons, *Saints.
At this point, return to Home Guldove and present the relics to
Steena, who will join your party and give you the Tear of Love.
Take this item to Home Fort Dragonia to set straight Serge's
identity crisis.
Explore the fort and recruit Draggy if you've not already done so.
When you approach the elevator to the upper levels, you'll be
confronted by Lynx, now known as Dark Serge. Claiming he's not yet
ready for Serge to return to his true form, he'll attack with some
of the most Devastating battle tactics you've seen yet.
Even though he's in Serge's body, Lynx has his true black-innate
nature and can use all the same techs that Serge can, including
the Devastating ForeverZero. To make matters worse, he also can
use all the innate-only level 6 spells like Iceburg and
earthquake, meaning it's impossible to set up a party that is
inherently strong against his skills. You can try trapping some of
these skills, but there's no way to predict the order in which
he'll use them, so the chances of negating every spell are slim.
You really shouldn't bring along white-innate characters here,
although Steena's constitution is hardy enough to keep her on her
feet even after most of Dark Serge's innate techs, and her power
with white elements is formidable. Keep Serge in the lead position
of the party, as that's where Dark Serge focuses most of his
attacks. With luck, you can manipulate the field effect to allow a
level 7 summon, but as long as you're cautious and choose your
attacks carefully, a summon shouldn't be necessary to win.
After this battle, Lynx will slink away, leaving Serge free to
travel to the peak of the Fort. You'll also open up level 8
element grid slots for many characters, meaning you can equip
those characters with level 8 summons.
Beyond the doors of the tower pinnacle, Serge will learn more
about Lavos, the true nature of humanity, and the history of the
vanished Dragonian race. Placing the Tear of Love on the pedestal
will let Serge be reborn as his true self.
Once Serge is reborn and puts on some clothes, his former
teammates will join him again, causing his party numbers to swell
significantly. You can also accomplish a number of small tasks
here or in the near future after returning from the Sea of Eden.

Once
Marbule is liberated, this man will sell the valuable
master hammer for a relative bargain price of 10,000G. |
Take Steena to Home Isle of the Damned and visit Garai's grave to
acquire her level 7 tech, GaraiShadow. Return Orlha's brooch to
recruit her into your party. Take her to speak to Doc in Home
Guldove to receive her level 7 skill, SisterHoods. Return to Home
Marbule and receive Irenes' level 7 tech SirenSong from the doctor
in the first hut. In Home Marbule, acquire the master hammer from
the blacksmith in the black dragon's cave. It's well worth the
10,000G price.
Equip the master hammer on Zappa and take him to meet himself in
Another World. The two will forge the legendary rainbow axe, and
from this point, you can create prism/rainbow/spectral equipment
if you have both the money and the components.
Take Skelly to the bartender in Termina to receive his level 7
tech, OnARoll. Have Viper visit the back room of the bar in
Termina and examine the tapestry to acquire his level 7 tech,
FlagBearer. Take Greco to the shack by the shrines in east Termina
and speak to the gravetender to earn his GraveDigger level 7 tech.
Take Mojo to speak to the cat statues in his shrine in Another
Arni in the following order: Lasery, Aurey, Lickey. He will
receive his level 7 tech, HooDooGuroo. If you take him to speak to
Kiki's father in Home Arni, his name will change to Mojoy. Take
NeoFio and Turnip to the balcony of Viper Manor to receive
Turnip's level 7 tech, VegOut. With Luccia in tow, descend into
the basement of Viper Manor through the grate in the kitchen to
receive her level 7 tech, TestAmoeba. Take NeoFio to Home Sky
Dragon Isle and save the butterfly that has been caught by the
land octopus. Dozens of butterflies will bestow upon her a new
level 7 tech, BamBamBam.
Let Nikki meet his alternate reality self aboard the Zelbess, and
he will receive his LimeLight level 7 tech (the universal dream!).
If Razzly was with you during the Ice Breath quest, take her to
Another Water Dragon Isle to speak to her alternate-reality sister
Rosetta and receive her Raz-Flower level 7 tech. Take Leena to
speak to her mother in Home Arni. If you answered her questions at
the beginning of the game sentimentally, Leena will receive her
level 7 Maidenfaith tech.
Take Poshul to speak to Leena on the docks in Home Arni to receive
her level 7 tech skill, UnLeashed. Take Korcha to the main fairway
in Another Termina to examine the mermaid's tank where he first
appeared. Then, speak to the mermaid near the shrines to receive
his level 7 skill, BigCatch. If Glenn is in your party, take him
to Dario's grave in Another Termina, and you will receive a second
Einlanzer that only Glenn can equip. With two swords, he becomes
an incredibly powerful warrior who can even outperform Serge in
combat. If you found Hydra humor for Kid earlier in the game and
recovered her element grid from Mel, you can now recruit Mel as
the third character capable of stealing.
Once you've resolved these details to your satisfaction, you can
move along to the Sea of Eden through the portal in Home World.
Upon entering the sea, sail over one of the three fate distortions
and warp to Another World. At this point, you will be asked to
switch to the game's second disc.
Inside the true Sea of Eden, you will discover a large and
perfectly triangular plateau that's veiled by a cascading
waterfall. At the vertices of the triangle are three small
islands, each of which contains a statue of a fate from Greek
mythology: Clothos, the spinner of the threads of fate who
oversees the present; Lachesis, who weaves the fabric of fate into
the tapestry of history and oversees the future; and Atropos, the
fate of the past, whose job it is to cut the threads and end the
lives of mortals. Upon viewing all three statues, you will be
confronted with Vita, a mechanical mask who represents the three
statues you viewed. The final statue you examine will determine
the nature of Vita. Vita-Dos, who represents the fate of the
future, drops the ultra-rare Vigora spell, so you will probably
wish to look at the statue of the future last.
Vita - in the form of Vita-Unus (Red), Vita-Dos (Green) or Vita-Tres
(Blue) - shifts between the various aspects of the fates as you
defeat each one. The most powerful aspect of Vita is the Atropos
program, so be prepared to bring out the big guns when it shifts
to Atropos.
Once Vita is out of the way, the waterfall vanishes to reveal
Chronopolis, a construct of the future that looks like the city
Serge saw in his vision when he confronted Lynx in Viper Manor.
Anytime you wish to return from the Sea of Eden, you may travel
via the fate distortions. But once you're ready to explore this
mysterious new city, enter and be prepared to fight.
For your initial foray into Chronopolis, you'll want to bring some
hardy, durable, and, most importantly, non-black-innate characters
like Glenn, Leah, or Karsh. The reason for this is found hovering
at the top of the entryway in the form of PolisPolice, a
surprisingly unpleasant robot who doesn't seem too happy to see
Chronopolis' new guests.
PolisPolice has the strongest sheer physical power and techs of
any enemy you've encountered, with abilities capable of knocking
out characters in a single blow. Weaken and HiRes will be a small
help here, but mostly you just need strong characters with high
hit points and excellent physical defense stats. Black elements
are useful, but PolisPolice seems to have high resistance to
elements. A more devious strategy is to let the field effect meter
become all white and summon *Saints; unlike the elemental dragon
gods, PolisPolice does not absorb elements of its own innate
nature and will reel beneath the power of Serge's best attacks.
However, an all-white field effect meter does give PolisPolice a
huge power boost, so you probably don't want to leave it white for
too long. Pound the sucker with EagleEye-enhanced strong attacks
and dual techs if you have any capable characters along.
Once the robot is down, you're free to explore the outpost. There
are mechanical enemies wandering around as well as the shades of
researchers who operate the advanced mechanisms found here. With
PolisPolice out of the way, you will likely want Grobyc in your
party; not only does he have excellent resistance against many of
the enemies within (including the ultimate enemy inside), but he
can also locate his level 7 tech here as well.
Thorough exploration here will let you discover a number of useful
brooch accessories throughout Chronopolis. Be sure to search every
nook, cranny, and dead end.
Past the door guarded by PolisPolice is another room, but the exit
is locked. Search the hatch at the right side of the room to
reveal a ladder into the sewer system of the city. There are
several switches here that extend bridges; press the one near the
door to extend the bridge leading to the back of the room partway.
Unfortunately, the other switch is located across the water system
from where your party is located; to access it, you must use the
remote control located to the left of the entrance. Activate the
little vehicle and steer it along the underwater platforms that
are visible beneath the surface (if it falls into the deeper
water, you have to start again). Don't miss the CureAll element in
the upper left-hand corner. Then, maneuver the drone to hit the
switch at the rear right area of the screen. This will complete
the bridge; press the triangle button to deactivate the drone and
resume control of your party. You can now climb the ladder at the
back of the room to reach the area that was blocked by the locked
door (which you can unlock to facilitate future exploration).
The next area is a foyer with a glass elevator that is off-limits
to low-level personnel such as your party.
To the left of the foyer is an underground dock with a welcome
Record of Fate and a Chronopolis staff member. Take the door to
the right of the foyer, and you'll find a stairwell, a nice
low-tech solution to a high-tech problem. You'll definitely want
to grab and equip the Forget-Me-Not Pot, an accessory that makes
acquiring Doppelgang skills for Sprigg significantly easier. Climb
the stairs to the second floor (the passage to the third floor is
locked).
There's a laser tripwire here, but the drone it summons is easily
avoided. Behind the tripwire is a room with an esoteric puzzle
that involves the position of the open doors - the easiest
solution is simply to close it and claim the prize inside by
inputting the number 00. Put Grobyc in the lead and search the
large case to uncover his level 7 tech skill.
Elsewhere on this level is a great deal of information about the
history and creation of the El Nido archipelago. You'll witness
many shocking revelations in Chronopolis... The floor projection
here is simply the first. Examine the computer in the upper
right-hand corner of the map room to deactivate the security lock
on the doors. Now, you can access everything but the B1 level of
the elevator, so head up to the third floor.
There are more backstory revelations here, some of which are of a
rather technical nature. Pay attention and try to recall your
biology classes. And while you're here, be sure to pick up the
HellBound element and rare @Rainbow Shell component located here.
Looking around this level will end abruptly when you encounter
another door that requires a high-level security clearance. Return
to the dock area on the first floor and speak to the staff member,
who will return to his experiment. Follow him back to the locked
door that's now unlocked. Inside, you'll learn about the function
and purpose of Chronopolis - a familiarity with the story of
Chrono Trigger will help clarify many of the names and motives
mentioned by the staff members. Fight the robot in the left
chamber to receive the card key to the elevator and examine the
panel at the back of the chamber. The text here comes from the
beginning of a Japanese-only game called Radical Dreamers, which
served as the inspiration for Chrono Cross and exists here as an
alternate reality that perhaps might have been.
With card key in hand, hitch an elevator ride to the lowest level
of the city, where you will confront your fate (quite literally)
and learn the true reason for Chronopolis, the actions of Lynx,
and much more... Save your game at the Record of Fate and forge
ahead.
Fight your way past the robots on the bridge and examine the panel
at the left of the Project Kid door. Now, you will discover who
Lynx is, why he wanted to change bodies with Serge, and what has
happened to Kid since you last saw her. But first, you must
survive the deadliest enemy you have yet faced: Fate.
You've fought the good fight so far, and this will be the true
test of your mettle. Fate's only weakness is that it uses a
predictable countdown format for its attacks and uses only black
elements. You can use both facts to your advantage; if you equip
Serge with the black plate, he will be invincible to Fate's
attacks. But if you neglected to steal the black plate, or if you
simply want to see how well you can fight without the benefit of
special accessories, try the following strategy.

You
must learn to predict Fate's countdown to survive. |
First, be aware that Fate uses no physical attacks. It takes an
action for approximately every seven stamina points your party
exerts, which means it can quickly flood the field effect with
black. It also means summoning is extremely difficult. Fate's
actions are very predictable, though, and this will be your
salvation. It functions in an endless loop of the following steps:
- Diminish
- Gravitonne
- Heatray
- FreeFall
- GravityBlow (used twice)
- At countdown zero: DarkEnergy
DarkEnergy is the real threat; if you let the field effect
meter remain black when DarkEnergy hits, your party will
probably die. Instead, spend your time healing up and building
your stamina and element meters as high as possible for the
zero count. When DarkEnergy hits, you want the following
conditions:
- The field effect meter to have at least one non-black ring
- Serge to have seven stamina points and eight levels charged
on his element meter
- The other characters to have at least one stamina point and
one level charged on their element meters.
After being hit by DarkEnergy, start with Serge and have every
character immediately cast a white level 1 skill, even if it's
just Purify-3. By the time Serge's turn comes up again, his
stamina will be 2 and his element meter will be at 7; use a
single weak attack to raise his element meter one final notch
and cast *Saints. This attack will critically damage Fate,
heal your party, and make the remainder of the battle
immensely easy. If you have Fargo or Mel along, take a moment
to pillage - if you're lucky, you'll grab a rare HolyHealing
element, which will come in handy in the future. Now, finish
off Fate and watch the terrible events that follow.
With the fall of Fate comes the rise of Terra Tower, and both
Kid and Harle are casualties. But if you have the Mastermune
or Chrono Cross, you can undertake a sidequest to save at
least one of your former companions.
Visit Kid's bedside at Another Hermit's Hideaway, and the
spirits of the Mastermune will recognize Kid from another
place and time and send Serge and his party into the past to a
critical junction in Kid's life. Otherwise the Chrono Cross
will send Serge alone to the same place.
The fiery inferno that greets Serge will be instantly familiar
to those who have played Chrono Trigger - it's Lucca's house,
converted into an orphanage. The familiar face of combat robot
Gato greets the party before deactivating. If you help the
children here, you will receive various treasures, such as the
valuable @Rainbow Shell. Fight the monsters to save the kids
and take the left stairs in the back hall up to a balcony. In
the room adjacent to the stair, you'll find an ice gun (which
will help extinguish the fires) and a note that should give
you an important clue to the device in the entry room. When
you take the gun, though, the Mastermune's spell weakens and
draws one of your party members back to the present.

Input
the proper code into this device to discover Kid's
elusive level 7 tech skill. |
If you go back to the main room and input the code L-A-R-A-X
(L1-triangle-L1-triangle-X), you'll discover Kid's level 7
HotShot tech. Now, take the right stairs in the main hall and
climb down the hatch in the room at the back to find a pantry
downstairs that will bring you into the back of the house.
When you exit the pantry door, your second party member will
vanish. Take a look at the images on the wall, then extinguish
the fires to clear the path to the back room. Once you arrive,
you will see an unconscious, young Kid, a pair of broken
glasses that look suspiciously like Lucca's, and Lynx and
Harle leaving the scene. Having accomplished their dirty work
already they don't fight, and Serge can save his unconscious
friend.
Now, Kid will rejoin the party. You can take her to visit
Lucca's old friend Luccia at Viper Manor to read the final
words from Kid's "big sis." In addition to receiving
some cryptic hints about her true past, Kid will also receive
a @Rainbow Shell once she's finished reading the note.
The next order of business is to find a means by which to
reach the airborne Terra Tower. Although you don't have an
airship, one member of your party has a spaceship: Starky. If
you haven't recruited the little guy yet, you must do so now.
Then, take him to Another El Nido Triangle and dive to the
ocean floor. Explore, collect, and fight until you reach the
center of the lower area, where you'll find the downed
remnants of Starky's ship being guarded by a fierce undersea
monster.
RoyalJelly isn't very strong, but it's resistant to every kind
of attack save red elements. Physical blows and non-red
elements inflict zero damage. If you've brought the newly
rejoined Kid to the battle, she'll make short work of the
beast with HotShot, RedPin, and (if you're into overkill) the
*Salamander summon.
With Starky's help (you must go fetch him if he's not with
you), you can pillage the anti-gravity drive from the
spaceship. Starky will take the party to Chronopolis and use
the advanced technology there to install the stellar drive on
the party's humble boat, which will transport the group to
Terra Tower. You may leave Terra Tower at any time to return
to earth, and you can switch party members or forge equipment
at the Record of Fate. This is a great place to acquire the
rare shiny items for prism equipment as well as an opportune
area in which to trap advanced elements. If you return to the
ocean floor and search Starky's ship, you can pick up starky's
level 7 tech skill, StarStruck.
Here's a quick rundown of the situation. Terra Tower is
guarded by six elemental spirits who appear in the form of
globes of light. Prepare your party for these encounters prior
to facing them by equipping appropriate elements and
accessories. These guardians have been known on rare occasions
to use level 7 summons, although it seems to happen so
infrequently that it's not worth the trouble to Trap. There
are several high-level weapons within as well, so keep your
eyes peeled for Janice's Beta Carotene, Sneff's Pack Of Lies
deck and a Spectral Glove.
The very first elemental spirit you will encounter greets you
in the entry corridor.
The strongest skill this monster has is OmegaYellow, which is
deadly indeed; prepare to heal after being struck. It will
attempt to amplify its elemental power by casting YellowField,
so try to negate its strategy by countering with green
elements like Tornado. You can use a summon if you can manage
it, but it's almost overkill. Be aware that this spirit -
along with all the others in the tower - absorbs elements that
are the same color as its innate nature. There's a chance you
can trap *golem when the field effect turns all yellow, but
it's more likely to use Earthquake or OmegaYellow instead.
Your victory will net you the YellowField element.
After defeating Terrator, you will come to the central hub
of the tower. Time has caused many parts of the structure to
decay and crumble, so you must take an indirect route through
the tower. There's a stone slab standing upright near the
entrance; knock it over to create a makeshift bridge that
leads to the left chambers. Take a path down here to end up in
a basin of water along the floor, then scramble along the
coral growths and head toward the lower left-hand corner of
the coral platform. As you head toward the chest in the next
room, your footing will crumble, plunging Serge and his party
to a precarious ledge along the bottom of the Tower. Listen to
the mysterious spirit within the stone face and reenter the
tower through the door at the left side of the screen.
Climb along the coral growths and collect the treasures
stashed around the area. At the top of the coral, you can
return to the central tower hub. Push both stone slabs into
place and climb to the center, then head up. The footing here
will be far more stable, and ahead you'll see a glowing red
sphere - another spirit battle.
Trap some elements here or simply blast through this guy.
Iceburg, Deluge, and *BlueWhale will shred him in a hurry. His
OmegaRed attack is dangerous, but if you use blue elements to
heal, you'll not only restore your party, but reduce Pyrotor's
environmental advantages as well. When you win, you'll receive
the RedField spell, which makes summoning *Salamander a snap.
Travel the circular paths ahead and don't miss the Spectral
Glove along the way. There's a HolyHealing element to be
claimed when you reach the ruined grand staircase. Through the
door to the left is a surprisingly familiar place: the bridge
leading to Viper Manor's library. Here, the prophet will
reveal his true identity: the Enhasan Guru of Time, Belthasar.
Chrono Trigger veterans will recognize him as an exile from
the wrath of Lavos in 12,000 B.C. who was flung to the far
future and developed the time machine Epoch, the "Wings
of Time." The things he tells you here are incredibly
important, so pay close attention - especially to what he has
to say about melody and harmony.
When you leave the library, you can pass through a door in the
upper area of the staircase to a room containing immense
hovering crystals. Keep in mind the tune they play; if you
have the Chrono Cross, you'll recognize the crystals' chimes
as sharing the same tones as the orbs that appear whenever an
element is used. Cross the bridge, and you'll encounter a
green sphere, the Anemotor.
If you have a yellow-innate character in your party, this
battle will transpire with almost criminal brevity. Simply
have one character use YellowField and follow it up with *ThundaSnake
- boom, no more Anemotor. Otherwise, use the same strategies
as with the other two spirits and watch out for OmegaGreen.
Once you win, you'll receive the valuable GreenField element.
After Anemotor, you'll encounter a very welcome Record of Fate
standing before a triple branch. The door ahead is locked, but
there are two paths you can choose - left or right, along the
upper arms of the tower.
When you head right, time your movements to avoid being pushed
into the patrolling cherubs by errant gusts (unless you simply
have a desire to fight) and stand upon the platform at the end
of the path to be flung to your next battle.
Unlike the previous spirit fights, this one is actually rather
challenging. Right off the bat, Luxator uses Magnify and
follows it with OmegaWhite - this combo can even knock Serge
down to critical condition. Don't bring a black-innate
character to this battle! If you can use Diminish before it
has a chance to bring OmegaWhite into play, you'll have a
higher survival rate. Black elements are pretty effective, but
you're probably best served by sticking to strong physical
attacks and LoRes. This victory strengthens the soul of Serge
and gives him an UltraNova element to boot.
When Luxator is gone, one of the energy beams blocking the
center door disappears. To get rid of the other beam, take the
left path from the Record of Fate and prepare to buckle down
for another doozy of a fight.
Gravitor represents what would best be described as a massive
threat to Serge in particular. You'll want to equip that black
plate if you have it or else give Serge a heaping portion of
defense-boosting accessories. Luckily, most of his attacks
target a single character, which makes him a bit easier to
survive than Luxator. Keep your hit points high in case it
uses SealAll, as you'll be left in the lurch for a few rounds
with no healing elements. Gravitor (along with Luxator) has
the highest hit points of any of elemental spirits, so this
fight will be a little longer in the running than the other
battles. Try to get in a few licks with the UltraNova you won
from Luxator and perhaps a FlyingArrow; these attacks should
knock the black elemental down a peg.
Take a BlackHole element once you win and return to the
central door, which is no longer protected by the light beams.
There's one final elemental spirit to face, but it should be
no problem.
Short strategy: Use Glenn and Serge to deliver an X-Strike
dual tech and defeat him instantly. Slightly longer strategy:
Use RedField and follow it with *Salamander. Otherwise: Use
the same strategies as with the other spirits. Don't let it
get the upper hand and hit it hard. You win a BlueField
element and can now take the elevator to the top of the tower.
Save before you go...
Now, your party climbs the stairs of Sky Dragon Isle, the path
to the Frozen Flame. The mystical artifact will speak to the
leader of your party when you arrive, provoking a different
reaction from every character. When you reach for the flame,
the TimeDevourer - the fusion of the seven dragon gods - will
arrive to fight you.
This will be the longest and perhaps most difficult battle in
the game - the TimeDevourer changes its innate nature after
taking a set amount of damage. All told, it has approximately
15,000 hit points and bombards you with the strongest attacks
in the game - omega skills, effect powers, level 6 attack
elements, and physical attacks. You'll want to hit it hard,
but don't become so absorbed with dishing out damage that you
neglect to heal.

The
TimeDevourer cycles through all the elements. Prepare
your party by choosing a wide spread of strengths and
skills for the fight. |
The absolute best party for this battle is Serge, Glenn, and
Leena. This combination will give you access to the four
element types' most powerful attacks. Give characters
colorfield spells that will let them set the field effect for
the next character in line to summon (or at least use boosted
elemental attacks). Equip a variety of elements in everyone's
level 1 slots for quick access and be sure each character has
a wide variety of healing spells.
The TimeDevourer's transformations mirror the habitats of the
six dragon gods and shift in the same order as the
Criosphinx's riddle and the chiming crystals you heard before
you faced Anemotor. It begins with a white-innate attribute
and experiences the following transformations:
|