* * * * * * _____|^|*____ * * * / - __XII__- \ * * */ //--- *----\\ \ * * / // *\\ \ * ASCII art by: JD Cyr / // * \\_| * * * / //* *_ * * * * * *_| ||,____/ \ ||_|| ||\\ //-\\ |\ || //-\\ (_IX||\----\ / ||-|| ||// \\_// | \|| \\_// * * | || * ||* || ||*||\\ * ||\_| \ \\* || __ ,=======, * * * \ \\ || *// |'==, .==' * __ \ \\ * || // / | | ||\\ || //\\ *__ /=== __ * * \ \\___\/____// / * | | ||// || || __ //\\ |== ||\\ * \_____IV_____-/ | | ||\\ || \\// || __ \=== ||// * |_| * *|_| || \\ * \\// * ||\\ * * * * * * * * * * * * * Chrono Trigger Walkthrough Version 1.0 (August 15, 1998) * * By JD Cyr (E-Mail: jdcyr@Hotmail.com) * * * * * * * * * * * ***************************************************************************** This document should be viewed with NOTEPAD, because it looks like crap in WORD and WORDPAD and everything else. This is perhaps the latest and last walkthrough to ever be released for Chrono Trigger, but I know the game is still somewhat popular and thought some might want a new walkthrough for it. I tried to make this guide short but complete enough to give lost players an idea of what to do next, but without revelating to them anything about the storyline or spoiling any surprises. Feel free to send me email if you have any questions or comments or compliments or putdowns or letter bombs for me. ***************************************************************************** Table of Contents: 1. Cast of Characters 2. 6 Important CT Tips 3. Speedy Walkthrough 4. The Secret Rocks 5. Possible Endings 6. Spekkio Info Chart ***************************************************************************** CAST OF CHARACTERS Crono: Crono; wooden-sword wielding teenager is the main character of the game. He is a very strong character overall, and remains one of the best at attack and magic throughout the game, also the fastest. Magic type: lightning Weapon type: katana blade Lucca: Everything in this game is all her and her stupid time machine's fault. Lucca is an inventor and the best friend of Crono. She is pretty smart and dresses like a sailor scout. She is the best attack magic user in the game. Magic type: fire Weapon type: gun Marle: She is a princess that joins Crono early in his quest, but ends up causing a bunch of trouble for everybody. She uses mostly healing magic, and never becomes good at anything. I don't like her. Magic type: ice Weapon type: crossbow Frog: A great swordsman who suffered the spell of the evil Magus and was eternally transformed into a slimy amphibian. Frog uses water magic and is often the strongest character. Ashamed of his appearance, he lives in a cave deep in the woods. Magic type: water Weapon type: broadsword Robo: Robo is a robot from the future that was found broken but is fixed by Lucca, which he becomes good friends with. He is a good attack character at first, but soon becomes perhaps the worst character of the game, as his attacks ecome weak, and he does not use magic. Magic type: (none) Weapon type: arm Ayla: The chief of a prehistoric village, and perhaps the strongest woman alive. Although Ayla posseses no magic, she is an astounding physical fighter and somewhat of a cleptomaniac. She eventually becomes the ultimate fighter. Magic type: (none) Weapon type: fist Magus: A magician worshipped as a god by the strange creatures known only as "mystics". His background is well covered; this character has an amazing story all his own. Not only does he look cool, but he also is a great magic user - but becomes weak when the game is beaten. Magic type: shadow Weapon type: scythe ***************************************************************************** 6 IMPORTANT CHRONO TRIGGER TIPS 1- Fight every monster you find, to determine if they give a good amount of experience and quick level-ups, it makes the game much easier and "funner" 2- Save often, if not at every save point 3- Take advantage of free regeneration points 4- Save on an other log when unsure about a decision you are about to make 5- Carry plenty of health and magic-regenerating items at all time 6- Open the sealed treasure boxes in 600 A.D. but don't take their contents Always go back to 1000 A.D. and open them first to get an upgraded item, then return to 600 A.D. to get the treasures there ***************************************************************************** SPEEDY (yet complete) WALKTHROUGH _The Begining_ After the intro, head down to Leene Square, north of Crono's house. Here you can participate in games, which acquire you silver points which can be sold or used to play at the house of horrors. 1. Footraces: At the entrance of the fair. Go to the counter before the runners starts and bet on a character. I find that if a character wins once, he is liable to win a second time, then not at all for quite a while. This is not proven, but I believe it's how it works. You win, you get 20 silver points. 2. Ring the Bell: This is a test of strength at the bottom left corner of the first area of the fair. Face it and press A, and when your character is farthest away from it as possible, hit A again. Only worth 1 silver point since it's so easy. 3. Soda Guzzling Contest: Just press the A button as fast as possible and if you can polish off all the soda cans, you win a wonderful 5 silver points. 5. Beat up Gato: To the left of the middle area, there's a robot named Gato that Lucca made. If you manage to beat him, he gives you 15 silver points. An easy way to get better very early. 6. Prehistoric Dance: Nonrelated to anything; gives no silver points but somewhat fun to try once or twice. 7. Bekkler's House of Horrors: Situated top right of the foot races. This area features 3 games, some are important. 10 Silver Points - Guess who is who and win a music doll yourself, then catfood for your cats. 20 Silver Points - Copy the clone's movements and at the end, win an exact clone of yourself. If a guy who already has his clone plays, you win 10 ounces of cat food. 40 Silver Points - Keep the monsters back and rescue the person dangling above the fire to win cats and more cats. In the middle area, you bump into a girl who then drops her pendant. At this point what you do will affect the outcome of the game in a little while. To be a bad boy: -try to ram her as soon as you enter the area -pick up the pendant and THEN talk to her -tell her she can't have her pendant back -say YES right away when she asks to join you To be a good boy: -when you enter the area, just get in her way so that SHE hits YOU -ask her if she's OK -pick up her pendant and give it to her without hesitation When Marle is in your party, walk north to see Lucca's invention - it is closed. Go to the first area and talk to the little girl near the fountain, which will trigger Marle to say the invention is ready. Now you can also do certain things before seeing the invention. To be a bad boy: -at the left of the second area is food resting on a counter; eat it! -at that same spot is a cat, talk to him twice and freak him out -at the fair entrance, tell Marle to sell her pendant to the weapon seller -right before the invention, drag Marle away from the candy stand 3 times To be a good boy: -guide the lost cat to the east wing of the second fair area -don't eat the man's food on the counter -tell the man Marle's pendant is not for sale -when going towards the invention, give Marle time to select her candy Now go see Lucca's invention and stand in awe at the nice graphics. I personally find them better than any 64 bit game because of one single reason; they aren't polygonic. _Year ???_ After being ported, walk to the left. Follow the trail and pick up any items without avoiding any fights. In the forest before the castle you can fight enemies to up your levels, and go rest at the Inn. The far right part of the forest has a Power Tab, the rustling bush near the top has infinite free tents. Go to Guardia Castle. Eventually make your way up the northeastern tower and meet "Leen". After she explodes, walk downstairs to meet with your old pal, Lucca. She will explain things for you. _The Cathedral_ Look around the castle and eventually meet the chancellor. Then visit the cathedral west of Guardia castle. Talk to the nuns, which are actually monsters. Battle the monsters and a strange amphibian wielding a broadsword will come to your aid. To get into the Mystic's lair, play the organ. Here, visit each room. A drawer in the the bottom left room holds the secret Naga-Ette Bromide. In a room to the right is a secret basement with treasures beside a statue of Magus. Now go around the area and turn on the switches to allow you to go to the next area, where you should do the same. Save at the glittering star and play the second organ, which let's you fight the boss of that area. After this fairly easy "intro-boss", check out the chests left behind. Back at the castle, Frog leaves - now you can head back to the mountains where you came from. _We're Ho-ome!_ Back at the area you entered year 600, Lucca uses a special key to port you back to your normal era. That's it you beat the game. But seriously... bring Marle back to the castle and there you take place in a trial. (I like that part). Here is where the things you did earlier count. Youv'e been a bad boy, you recieve the death penalty. You've been a good boy... you recieve... the death penalty (ironic no?). _Break Out!_ Great, now you're in jail, sentenced to be decapitated in 3 days. Drink from the mug to recover your status, and get the ether (only if you we're found not guilty). You can either wait the three days and wait to be rescued, or keep bugging the guards until you make them let you leave. The second manner is better for level building and weapon acquisition. When broken out from your cell, you have to face a huge maze. At one point, scale down a wall and enter the room next to your original cell to get the sword the weapon seller at the fair had for ver expensive. You'll also find a guy with his head in a guilottine, let him go to be rewarded later. The fights in this area are easy. After the big maze you'll encounter a big mechanical dragon. To kill him, attack the head first, then the wheels, and last but not least; the body. At the entrance of the castle, push the guys around to get through and ultimately get into another time gate. _The Future_ Exit the dome and go the the one south of it. Here you can buy things and learn more about this area. Use the Enertron, which regenerates your health for free. Exit the dome and head north to Lab 16. Here you can see rats running around, avoid them since they steal tonics. Go through the first part of the maze, and at it's end you'll see a group of 5 "shitakes", which is an excellent level-gaining area. After fighting to your heart's content, head east. and out of the maze. Make sure to grab any items along the way, some are very useful. In the second part of the maze are weird monsters that you can't attack; use magic on them instead. Now you're out - go to Arris Dome and meet some more survivors of the apocalypse. Save and head down to the storage area they are telling you not to go to. Cross the beams and fight the boss. It has a triple attack, which can be avoided by killing the spheres beside it. This is a medium difficulty battle. After that, check out the dead guy and do as his note tells you. When you catch the mouse, go to the right-hand computer terminal and enter the code. You'll make your way to a giant computer that reveals disturbing information. This prompts you to try and save the world. Back in the main sector of the Dome, a man gives you a key... take it and make your way to Lab 32. _Moto-Racin' Down Lab 32_ Make your way north to Lab 32, and get challenged by that cool motorcycle guy. You can either race him or just walk across and collect the Race Log along the way (note that there are tough fights ahead if you walk). An effective way to race is by speeding ahead as soon as possible and sticking your vehicle right in his face. Use one Nitro's near the end and one about 20-40 metres before the finish line. Now go to Proto Dome. Reach the end of this sad-sounding dome and meet a new ally. Now you must head north to the factory ruins. _The Factory Ruins_ Once inside, head down the right wing and find these codes: barrel 1: X A barrel 2: B B final gate: X A B Y Some rooms require you to go down the conveyor belt and fight a long series of robots. Get to the crane controls use the first two codes to give you further access. Make sure to get the items at the bottom left of this room. From the left wing, activate the computer and make your way to the last gate, at which you use the third code. After Robo tries to repair the system and the alarm is set off. Now it's all noisy so you should leave, but you run into a bunch of Robo's old pals programmed to kill anything. Kick their faces in and the characters bring Robo back to Proto Dome. Enter another gate to reach... _The End of Time_ You're at a weird place that doesn't seem to make any sense. Walk to the right and talk to the old guy Gaspar, he explains you ended up here because there were more than 3 in your party. Here you can save, get refreshed, and even visit Spekkio and learn a bit of magic!(an essential part of the game). Simply follow the instructions the critter gives you. Spekkio's appearance changes as your levels get higher. Chances are he'll be a Kilwala, but if you were level 5 or less, he would be a frog. The earlier you get to him, the more tabs you recieve from him throughout the game. When you exit the Master of War's battle arena, save and head left to discover new time warps. -1000 A.D. Medina Village -2300 A.D. Proto Dome -65 Million B.C. Mystic Mountains Listen to the old man and start off by visiting 1000 A.D. _The Village of Medina_ The guys living here remind me of that stupid little green Dr. Slump guy... you know, what's his name again... King Niko Chan. They also look like that Pilaf guy from DragonBall - check out the resemblance! ...but anywho... Upon exiting the cupboard, visit the village at will, but do not waste your money on the overpriced items here. Southwest on the overworld map is Melchior's house - the weapon seller from the fair, he has new ones now. Now enter the cave north of there. Again you'll be facing a long maze with alot of useful itesm scattered throughout (but not that many). The monsters here are afraid of magic, so don't waste time attacking. Save and meet with the fairly easy boss. Be sure not to attack at his "hit me" prompt, because he'll retaliate. He spills useful info right before he meets the reaper. Now keep walking up until you find a limpid whirlpool, and hop in to get ported to Lucca's house. Visit Crono's house and the Market at Truce, where you rescued that guy works, he'll give you a discount. Also visit the Mayor's Manor which contains some items (if you didn't go there before). Now visit the fair and go to 600 A.D. via Lucca's teleporter. _Where is Frog?_ Zenan Bridge is fixed and the soldiers are hungry. Go to Guardia Castle and ask the chef for food, then return to the bridge. After giving the soldiers the food, they charge the enemy, but fail to get rid of them. Now it's your turn. Cross the bridge, killing everything along the way. At one point you will meet Ozzie, which will create the Zombor; a slightly difficult boss. Use Ice magic against the top half and Fire magic against his legs. Past the bridge are two villages. Visit Dorino, the closest of the two and gather information. Mainly this village is of no importance other than trading the Naga-Ette Bromide to a man in the bar (he only notices you have it the second time you talk to him - the first time he talks about the king's injury). Head to Porre to the south. In Porre there is talk about a hero, which everyone thinks is Tata. Walk northwest to the Cursed Woods, and head to the end of the passage where you'll see a bush moving. Climb down the lader to speak to frog, then head to the Denador Mountains east of Dorino. _The Denador Montains_ There's Tata wearing armor and holding a sword, and he's running around like an idiot. Lucca should be with you in this area, since the ennemies here are weak against fire. This is a long, extremely beautiful area... simply follow the trail and don't go down the waterfalls. Atop this mountain is a tab, a save spot and a cave which you need to go into. In the cave, a small guy asks if you came for the Masamnune. As you say YES, his brother Masa appears. Since their attacks are much stronger paired, put one to sleep using Lucca's HypnoWave and slaughter the other. They eventually fuse together and become MasaMune, which is to be attacked continuously. You recieve the Broken Blade when you win. Visit Tata's house go recieve the Hero Medal, which he'll give to you. Now return to see Frog and show him the medal. Once he moves away, the second half of the Masamune appears. _The Masamune_ The party visits Melchior's House near Medina Village (1000 A.D). He says that he need DreamStone to reforge the blade, but the stone disappeared millions of years ago. Now visit the End of Time and head to 65,000,000 B.C. Once there, fight the reptites and meet Ayla, then follow her to Ioka village, north of the mountains you are presently at. That night the village celebrates. During the party, talk to Ayla about the red stone - she says she'll let you have it if you can beat her in a soup eating constest. This is like the soda can guzzling contest, but much easier, and you have infinite tries. When you wake up, all your stuff is gone. Visit Ayla's hut and talk to her so she can help you look for it. Gos south to the Forest Maze, where Kino is with all your stuff - the thief. Now go through this forest maze and at the end is a cave with a boss in it. Use Crono's lightning since nearly all prehistoric enemies are weak against it. Using lightning decreases his defense a hundredfold. After retrieving the key, head to 1000 A.D. and get Melchior to reforge the blade, then take it back the Frog in 600 A.D. - Frog will be surprised and ask you to stay overnight. He dreams of his youth and clears everything up. In the morning Frog joins your party, take him to see Spekkio. Now stock up on items and head to the Magic Cave in 600 A.D., (north east of Porre) where Frog will demonstrate the bone-chilling power of the Masamune and open the cave. Cross it to arrive at Magus's castle. _Magus's Castle_ Inside the castle, explore both the left and right wings and return to the middle, where a save point will be placed. Once stepped on, Ozzie appears. You now have to defeat Slash and Flea... Slash is in the left wing, kill him first. He has 3 stages; normal mode, sword mode (don't attack with magic), and counter-all mode (keep healing everyone). After he is beaten, equip the weapon he gives and save at the save point. At the end of the right wing is Flea. Attacks and techs work well on "it". After it is beaten, go back and save. A save point appears in the middle hall, which is a teleporter to the center hallway. Chase Ozzie and kill him by attacking the chains around him. Save on the right and use the left teleport, which lead's to Magus's room. This is perhaps the hardest boss so far. Keep using the Masamune on him to change his barrier, then use the opposite magic. He eventually runs out of MP and is then much easier. After his defeat, a time gate appears and all are sucked into it. Now you're back at Ayla's hut. You learn that the village of Laruba has been burned down. Seems that the Reptites have kid- napped villagers. Ayla then goes to get the Dactyls to get to the TyranoLair to rescue them. Go north to the Dactyl Nest and climb the mountain (another extremely beautiful area) to meet Ayla at the top. The Dactyls bring you to the Tyrano Lair. _The Prehistoric Castle_ For this area, Lucca and Crono are useful characters. When you enter the lair, go to the open entrance leading downstairs and free the villagers. Follow Kino upstairs and he will open the door for you. Follow the dungeon through the newly opened door until you reach the room Azala is in. This time Azala has a dino friend. First off, attack Azala until the monster removes his own defense. When he does so, attack him withh al your might. When his defense is back, keep attacking Azala. After the battle, Lavos is seen falling from the sky. The comet hits the castle right after your escape and creates a giant crater. Inside the crater is a time portal, use it. _The Realm of Magic_ The time portal has taken you to a new era; 12000 BC. This is the ice age. To the right of the cave is a dome you can enter, which leads to perhaps the most beautiful area in the entire game; the floating island of Zeal. The teleporter beams you to Enhasa. To get hidden items here, open the 3 elemental books in this order: Water, Wind, Fire. This makes a secret door appear near the entrance, where you must fight a number of Nu's (from who you can steal mops). You'll get some cool stuff. In the top left room is a kid saying strange things such as "The black wind begins to howl, one of you is about to perish..." At the second city of Kajar, do the same thing with the books to open a secret room containing the Black Rock. Go to Zeal Palace and scratch the Nu's back. There are three chambers. First, go to the one on the right, which is Janus and his big sister Schala's bedroom. Schala leaves, but follow her into the center chamber. She opens the door with a pendant ressembling yours, but yours does not work. To activate it, charge it with the Mammon machine in the chamber to the left. Inside, Dalton the bodyguard summons a Golem which you must fight. This fight is near impossible to win, but a special item can be stolen from this monster. If the battle is won, lots of experience is acquired. Only magic will hurt him without causing him to retort. You are put inside the Mammon machine. You eventually are sent back to 65 Million BC. and the gate back is sealed. Now since the pendant has been recharged, any door or box bearing the same crest as the one seen in Zeal can be oppened. The majority are in 2300 A.D. _Break the Seal!_ In the future, return to Arris dome and head east, to Sewer Access. Follow the maze and get any item. The ennemies are very easy here. Avoid making any sound to prevent from getting into unnecessary battles. Once out, go south and enter the Keeper's Dome. This dome was once occupied by inventor Belthasar. Now he is dead. The Nu inside ignores you. Open the sealed door and inside, follow the glowing stars and open the second door. Inside is a great ship, but is unaccessible, turn back and leave. The Nu appears and explains how to use the ship. Now any time period is accessible, including the apocalypse, 1999 AD. Return to 12000 BC. _The Guru Of Life_ Back to 12,000 B.C, use the ladder in Terra Cave (north west coast). Keep going up and enter the village of humans. This is a good area for weapons and also has a free Inn. Save and stock up and enter the cave leading to the floating Mountain of Woe. The cave is filled with Rhinos, which have 1000 HP each and whose attack power increases with each hit they suffer. Some are weak against certain elements. Attack them one by one, and if an Imp is present, only attack him after the Rhinos are killed. Go save again and climb the chain to the mountain. On the mountain exists a monster named "rubble" which gives 10 tech points each, but only can be faught once then disappear forever. Gargoyles can knock you down to 1 HP. The end bosse is fast, but reasonably easy. Balthasar is released when the battle is won, then the mountain crumbles. Balthasar elaborates the plot and gives you a weapon able to prevent the awakening of Lavos. _The Under-Water Palace_ Back in the center center Zeal Palace, you have to fight Dalton, but leaves before you can kill him. This is a very long place, so luckily Square used good music here. There are lots of very good weapons to be found. Save at the save point and go fight the Golem Twins. If your characters are good enough, these should be fairly simple to beat. Here plays a long, impressive cut scene which results in the death of Crono. You end up captured by Dalton and are placed in Belthasar's massive ship; the BlackBird. _The Blackbird_ You are trapped in a cell and all your items are missing. Ayla is good to have in the party at this point since she doesn't need a weapon, and all the weapons were stolen. Search every room using the halls and ventilation system until you gather all your equipment, items and gold. Exit the blackbird and fight the turrets which give ten tech points each, then must face the golemboss wimp, which chicken out being scared of heights. Meanwhile Dalton is done equipping the Epoch with wings. You capture the Epoch and shoot down the BlackBird. The Epoch lands near a village. With Frog, walk north-east to an extention in the coast, and enter the area. There stands Magus, you can either kill him or spare him. Your choice will affect which ending you see. If you don't kill him, he joins the party. Back at the village, you learn that the ocean palace is now afloat in the air, known as the Black Omen. In one of the huts at the village, a Nu blocks you from acquiring a tab... to get this tab, simply enter and exit the hut until the Nu is gone. _"The End"_ You've reached the end of the linear half of this game. All you've accomplished so far can be perceived as the linear part of the game; the part where you need to follow a specific chain of events to get through the story. Depending on how much you choose to do from now on, you may be at the halfway mark, or you may be nearly done. From this point, what you choose to do is 100% your choice. You may roam the world, looking for items and somehow causing minor changes to the future, or you may head straight for Lavos now, and try your hand at defeating him. The possible things to do listed below are in no particular order and can be completed at choice. Have fun! 1. Crono's resurection The old man at the End of Time tells you how you can possibly save Crono. Of course, you may not want to do this as it will affect the ending you see. The old man gives you the Chrono Trigger and tells you to go consult the Guru of Time in 2300 AD. After getting his instructions, go to Bekkler's House of Horrors in 1000 AD and get a clone of Crono by winning the 40 Silver points game. Consult the Guru again, then head to death peak, bring Marle for an added cut scene. Folow the instructions of the dolls and climb Death Peak. Eventually you come face to face with Lavos Spawns, which are easy if the attacks are directed at their heads. Keep following the doll's instructions and once the top is reached, enjoy the scene and there you have it, you got Crono back! 2. Dead ol' Cyrus Cyrus is Frog's departed best friend. You need Frog in your party for this one. Visit the village below the tomb in 600 AD and go to the Café to speak to a man saying he could repair it if he had tools. Return to the same village in 1000 AD and ask is decendants for his tools, then return them to him. After gathering his team, he goes and fixed parts of the ruins. Every time he comes back saying there are ghosts in there, go search the castle and eliminate any enemy, and return to him. Keep doing this and eventually a room containing a tombstone will be accessible. Read the tomb to upgrade the masamune. Also look for Marle's ultimate weapon the Valkyerie in one of the castle's rooms in 1000 AD. 3. Let's Kill Ozzie!! Having Magus in your party for this task will let you see an extra cut scene. Talk to Magus in the End of Time to learn where Ozzie's castle is in 600 AD. Get there using the Epoch and enter his home, of course he'll start running like a girl. Continue down the rooms and get rid of Slash and Flea. In the room with a guillotine, don't take the treasure under it, but look at the large indent in the room to the right. Walk to the top right corner and down, looking for an opening in the large block that's sticking out. In there you will find Magus's ultimate weapons. In the next room you have to fight all 3 of Magus's old floozies. The each have a unique item to steal, so it's a good idea to bring Ayla along. After you kill Slash and Flea, Ozzie will again run away and trick you into a trap door... simply climb back up and watch Ozzie's pathetic demise. 4. Ecological Tree-Planting Robo In 12000 BC, a woman of Zeal asks whether of not she should keep and plant the seedling that was given to her by the Guru of Life. Encourage her to do so. Go to 600 AD, to Fiona's Villa on the desert and talk to Fiona. Go outside and walk into the whirlpool of sand (with at least Frog or Marle, and a good physical fighter). Collect the items and fight the boss by using water or ice magic to harden the sand, and attack him full force. Repeat. Return into the house, where Robo will be offering to revive the forest. Let him plant the trees and go get him in 1000 AD. The gang camps out, and Lucca finds a warp point leading back to the time her mother was injured. She is in the house, and an accident happens. To turn off the machine, enter the password L A R A (the mother's name), but you can never mind that and let her get her legs ripped off. It doesn't matter in the longrun. When warping back, Robo gives Lucca a special reanimater ring. 5. Robo's Hometown Talk to Robo at the End of Time to know where he was made. Find and enter the factory. The computer inside calls him by his real name. Place Robo as the leader and go on inside. There you have to find and place 2 dolls in their appropriate places next to a sealed door. One computer explains how to get through. Anyhow, you'll eventually meet up with Atropos, which Robo has to fight, and he wins a ribbon. Now advance to destroy the main computer, which is surrounded by 3 others. Kill 2 of them, but leave one alive, and attack the main computer full-phledge. Once the battle is won, Robo recieves 2 new arms, his best one and the Crisis arm, who attacks for major damage when Robo is at 10 HP or lower. 6. The Sun Stone Talk to Lucca at the end of time, then put her on your party. In the next area, you need to fight a fire boss, so equip everyone with Ruby Armors, Red Mails or Red Vests. If you don't have Ruby Armors, they are for trade in 65 Million BC. Now go to the Sun Palace in 2300 AD (the place Lucca told you about) and fight the Son of Sun. Flames float around him, and a specific one must be hit to hurt him. Every time you get it wrong, he counters with Flare. When he dies, take the Moon Stone and take it to the sun keep in 65 Million BC and go see it in 1000 AD. The sun stone was stolen! West of Porre, there's a house with sparkles coming out the chimney. The guy has it, but he's so cheap that he denies everything. Now to to the Cafe in Porre and buy the Jerky from the bartender. Now go back to 600 AD and go to the rich man's house - give (not sell) the jerky to the woman in the left room. Now her decendants will be generous. Now go back to 1000 AD and get the Sun Stone. Go put it back in the sun keep and get it from the year 2300 AD. Lucca will use it to make her ultimate weapon the Wonder Shot, and her dad will make the Sun Specs. 7. All the Colors of the Rainbow... Shell Marle must be in party in second half. First, find Toma and do what he wanted you to do (pur pop on his grave). He tells you in 1000 A.D. that the Rainbow Shell is located on a small island named the Giant's Claw in the 600 A.D. era. What he is talking about is the Tyrano Lair from 65 Million BC. Here's the bad new... you have to redo the whole stupid lair, but this time it's even worse. No good news. After you find the shell, report it King Guardia of 600 AD, and he will store it until 1000 AD. Put Marle in the party and go to Guardia Castle, 1000 AD. Here's a nice part of the game where the king is being tried for selling the Rainbow Shell. Go to the new wing of the castle and get a sample of the shell to bring to the courtroom. You'll be guided through all this, so no details needed. In the courtroom you must battle Yakra again, and when you win, Melchior shows up and makes items from the rainbow shell. Either 3 helmets (+9 defense/protect from all abnormal status) or a dress (good defense, cuts magic by 1/3). Come back if you get the sun stone, he will make more items for you. If you have the Sun Stone, Belthasar will also make the Prism Specs and the Rainbow (gives 70% critical hit rate). 8. The Black Omen This is the Ocean Palace that rose from underneath the water. It now resides in every time period but 1999 A.D. and 12000 B.C. To get in the Black Omen, fly the Epoch straight into it. Inside is a large "maze" of rooms to follow, with many ennemies everywhere. One ennemy, which seems as if it is part of the wall lets you steal a Speed Tab from it. At the end of the maze, you must fight Queen Zeal, which commands two large hands to cause damage to you. Destroy the right hand first, then her. Start by beating the Black Omen in the year 2300, then 1000, then 600 and finally in 12000 BC to get the maximum amount of experience and tabs. There is an area reasonably early in the Black Omen that lets you fight for levels well, you simply need to use Luminaire once to kill the 2 red guys, and attack onece to finish off the floating eyeball imp. ***************************************************************************** THE SECRET ROCKS ROCK: Gold CHARACTERS: Frog - Marle - Robo TECH: Grand Dream TECHS NEEDED: Frog Squash Life 2 Laser Spin TECH POINTS: 15 15 3 After obtaining the Masamune's true form from Cyrus's grave, revisit Mt. Denador. With Frog as the leader, climb the mountain until you reach the part where there is a Free Lancer on a ledge throwing rocks at you. Frog catches one of the rocks, and it turns out to be the Gold Rock. Keep climbing the mountain until you reach the large waterfall, then cross the stream and go down the small water fall on the left to collect some nice treasures. ROCK: Black CHARACTERS: Magus - Marle - Lucca TECH: Dark Eternal TECHS NEEDED: Dark Matter Ice 2 Fire2 TECH POINTS: 20 8 8 In 12000 AD, before the floating island crashes, visit Enhasa (the first city) and open the 3 elemental books in this order. Water, Lightning, Fire. This will cause a hidden door to open, which contains the Black Rock. ROCK: White CHARACTERS: Lucca - Marle - Ayla TECH: Poyozo Dance TECHS NEEDED: Hypno Wave Provoke Tail Spin TECH POINTS: 1 1 10 The White Rock is found in a treasure chest in the Black Omen. ROCK: Blue CHARACTERS: Frog - Robo - Ayla TECH: Spin Strike TECHS NEEDED: Leap Slash Robo Tackle Tail Spin TECH POINTS: 4 4 10 In Giant's Claw of 600 A.D. (the old Tyrano Lair), this rock can be found in a treasure chest. There is a switch in one area, hit it and jump to the left side to reach this chest. ROCK: Silver CHARACTERS: Magus - Lucca - Robo TECH: Omega Flare TECHS NEEDED: Dark Bomb Flare Laser Spin TECH POINTS: 8 20 3 Back in 65 Million BC, visit the village of Laruba (the ones the Reptites burned down), and speak to Namingway the Nu. He will give you this rock. ***************************************************************************** POSSIBLE ENDINGS by Carson Lee *1. Do everything Gaspar tells you to, beat Lavos via the Epoch. *2. Do everything Gaspar tells you to, beat Lavos via the bucket. 3. Crono dead, Magus alive, beat Lavos via the Epoch. 4. Crono dead, Magus alive, beat Lavos via the bucket. 5. Crono dead, Magus dead, beat Lavos via the Epoch. 6. Crono dead, Magus dead, beat Lavos via the bucket. 7. Beat Lavos via the right Telepod of Lucca's invention or the first time you encounter him at the Ocean Palace. 8. Beat Lavos after saving Marle from 600 A.D. 9. Beat Lavos after first arriving at the End of Time. 10. Beat Lavos after getting the broken blade of the Masamune. 11. Beat Lavos after talking to Tata and getting the Hero's Medal. 12. Beat Lavos after getting all the parts of the Masamune. 13. Beat Lavos after opening the Magic Cave. 14. Beat Lavos after beating Magus at his castle. 15. Beat Lavos after you first reach the 12000 BC (Zeal). 16. Lose against Lavos. NOTES: upon completion of the numbers marked with a "*", you are given access to the "new game plus" mode. there exists other endings resembling these in every way, but with a few minor alterations. these appear if some specific things have been done when playing through the game. ***************************************************************************** SPEKKIO INFO CHART by FFfanNo1 /-----------------------------------------------------------------------\ | Spekkio's Forms & HP | Level | Spekkio Set Won | Set Includes | |----------------------|-------|-----------------------|----------------| | Croaker | 1-5 | Refresher set | 1 Magic Tab | | HP: 400 | | | 5 Tonics | |----------------------|-------|-----------------------|----------------| | Kilwala (White) | 1-19 | Special refresher set | 1 Magic Tab | | HP: 800 | | | 5 Ethers | |----------------------|-------|-----------------------|----------------| | Goblin (Blue) | 20-29 | Choice set | 1 Magic Tab | | HP: 2200 | | | 5 Mid Ethers | |----------------------|-------|-----------------------|----------------| | Omnicrone (Red) | 30-39 | Healthy choice set | 1 Magic Tab | | HP: 4800 | | | 5 Full Ethers | |----------------------|-------|-----------------------|----------------| | Masa & Mune (Blue) | 40-98 | Graceful set | 1 Magic Tab | | HP: 10000 | | | 1 Speed Tab | | | | | 1 Power Tab | | | | | 10 Elixirs | |----------------------|-------|-----------------------|----------------| | Nu (Red) | ** | Cheerful set | 10 Magic Tabs | | HP: 20000 |(99) | | 10 Speed Tabs | | | | | 10 Power Tabs | | | | | 10 MegaElixirs | \-----------------------------------------------------------------------/ ***************************************************************************** As a conclusion, I hope this Walkthrough helps you with what is maybe the greatest game ever made and I especially hope you enjoy playing this game as much as I did. I would like to thank these people even thought they don't know me at all; -Squaresoft (for making the game) -Carson Lee (because I got some info from his 1995 FAQ) -Nintendo Power (for that realy awesome player's guide) -FFfanNo1 (cuz he made the Spekkio chart) -Chris Bunag (his guide helped me get one missing rock) ...and that's about it. I don't think this guide will ever be updated since I am sure I will never even get a single demand to do so. Goodbye! Visit my webpage for my more popular SoM and FF3 guides, mana.gamespage.com everything above (C)JD Cyr, 1998