Walkthrough PSX

Welcome to the Chrono Trigger walkthrough. There are several different endings to 
the game, but this walkthrough will get you to the main one, because that's the 
one that allows you to use the "New Game +" option when creating a new file. To 
start playing, select "New Game" and choose your battle options. You will then 
meet your main character. His usual name is Crono, but you may change it here if 
you like. Now it's time to begin.

1. The Millennial Fair

As the game begins, we see there is a party going on in a quiet town. We then see 
Crono sleeping in bed, but his mom soon wakes him up. He's very excited about 
the "Millennial Fair", which must be what you saw in the opening sequence. Go 
downstairs and talk to Crono's mom. She'll tell you that Crono's friend Lucca 
wanted him to see her new invention at the fair. Talk to her again and she'll 
give you 200 G as allowance. Go outside and head for the Mayor's Manor. Here you 
can learn how to play the game, as well as pick up some useful treasures. Talk to 
the elderly man upstairs twice and he'll give you an extra 300 G. After that head 
for Leene Square, where the fair is taking place. The first thing you should do 
is find Melchior the weapon smith and buy an Iron Blade. You should also pick up 
a BronzeHelm and a Karate Gi. Head north and walk to the next screen. You will 
see a girl in white walking around. As you approach her, you'll bump heads. Talk 
to her again and she'll realize her pendant is missing. Pick it up and return it 
to her and she'll be very thankful. She's new around here, and asks you to show 
her around. She'll introduce herself as Marle, and quickly becomes a good friend. 
Head west and you may see a cat sitting around. Talk to it and it will follow you 
around. To the east is the girl who owns it, and she'll be very thankful for its 
safe return. You should now begin collecting Silver Points by playing games. The 
best game to play is probably fighting Lucca's robot, Gato. He's easy to beat, 
and you get 15 Silver Points every time you win. If you need HP and MP, just take 
a nap at Crono's house. Once you have 40 Silver Points, head for the "Tent of 
Horrors" at the east end of the first screen. You can play a variety of different 
games here, but the one which costs 40 Silver Points is very important. Here you 
will see an exact duplicate of Crono. Mimic what it does and you'll win it as a 
prize, which you will need later on. Once you've won the game, talk to the girl 
sitting on the edge of the fountain near the entrance to the fair. She'll tell 
you Lucca's new invention is ready, and that it's at the north end of the square. 
When you try to go there, Marle will stop to buy candy. Don't move away from her 
until she's decided what she wants, then head north. Lucca's new invention, a 
teleportation device, is on display, but no one wants to try it. Talk to Lucca 
and Crono will volunteer to try it. Step onto the left platform and you'll be 
teleported to the right one. After seeing Crono do it, Marle tries it out, but 
the Telepod reacts to her pendant and she vanishes! Pick up the Pendant and Lucca 
will send Crono after her. 

2. The Queen Returns

Crono arrives in a forest, surrounded by Blue Imps. Luckily, they aren't hard to 
defeat. Head west and make your way south, but pick up the Tonic and PowerGlove 
along the way. When you leave this area, you'll find yourself in a village 
similar to Truce, Crono's hometown. However, instead of Leene Square, there's a 
place called Truce Canyon, which is where you appeared. Talk to the villagers and 
you'll learn you've traveled 400 years into the past, to the year 600 A.D.! 
You'll also hear that Queen Leene had vanished, but she was found in the 
mountains. Head west to Guardia Forest and make your way through it to reach 
Guardia Castle. The enemies aren't too tough, and if you do run into trouble you 
should have Crono's Cyclone attack by now. On your way through, you should see 
two sparkles on the ground in the southeast region of the forest. One is Power 
Tab so be sure to get it. The other will cause enemies to appear, but you can 
handle them. There are also bushes which shake, and usually enemies pop out as 
you approach. However, one bush has a creature which emerges if you press A on it 
and drops a Shelter as it runs off. When you reach Guardia Castle, you'll be 
stopped by two soldiers, but Queen Leene says you're a friend of hers and they 
let you in. Immediately you can either head left to rest, or you can go right to 
the dining room. Either place allows you to restore your HP and MP. You should 
also search the castle for treasures and talk to the people there to learn about 
what's going on. You may recall that there's a big war against an evil wizard 
named Magus. When you're through searching the castle, head upstairs and talk to 
Queen Leene. You'll learn that it's really Marle, but she has been mistaken for 
the queen. However, something strange happens, and Marle disappears again!

3. The Queen is Gone

Head downstairs and you'll run into Lucca, who has now followed Crono back in 
time. She tells you an interesting tidbit about Marle when you tell her what 
happened. Marle is actually Princess Nadia, the daughter of the king in Crono's 
time! In this time, Queen Leene was kidnapped, but then rescued. However, since 
Marle looks just like her, the search was called off when the soldiers saw her. 
However, that means Leene was never rescued and probably killed, so Marle was 
never born, which explains her disappearance. In order to restore Marle to life, 
Crono and Lucca must locate and rescue Queen Leene. The best place to search is 
the Cathedral to the west. Make your way back through the forest and stop at the 
market to pick up supplies and equipment. Head for the Cathedral and talk to the 
nun by the organ and you'll see something sparkling on the floor. When you pick 
it up and realize it belongs to Queen Leene, you'll be attacked by four Naga-
ettes. They each have 60 HP, making them a little harder than what you've seen so 
far. When you beat them, a fifth will surprise Lucca from behind, but a frog with 
clothes and a sword quickly appears and kills it. He too is searching for Queen 
Leene, so you should welcome him into the group (despite Lucca's protest). With 
Frog in your party, play the organ and a secret door will appear. Inside you'll 
find all sorts of enemies, but having a team of three makes it much easier. Head 
left right away and pick up the Tonic and Revive there. Head up the east stairs 
and you'll find a room full of drunken monsters who think you're on their side. 
They explain that someone named Yakra kidnapped the Chancellor and disguised 
himself in order to replace him and kidnap the queen. One of them leaves to check 
on a statue of Magus. Follow him and you'll find some monsters disguised as 
people from Guardia Castle. Defeat them and head through the wall on the right to 
reach a secret room where Magus' statue is kept. Here you can pick up a Speed 
Belt and a Defender, which are good accessories at this point. Head up the stairs 
on the west side of the Cathedral and you can pick up a SteelSaber for Crono. In 
one room you'll find various treasures, including a MaidenSuit for Lucca. Check 
the cabinet here and you'll also find something called the "Naga-ette Bromide". 
This will help you get something later. The skull on the wall beside the other 
door will lower the spikes and let you find some soldiers who were captured. 
There's also a Power Tab in the bucket there. Next head through the center door. 
There's a save point inside, so save and use a Shelter if you need it. Go up the 
stairs and go right. Slide down the stairs there and go north. After fighting the 
enemies here, hit the skull switch on the wall and then make your way back around 
the area to where you started. Be sure to pick up the treasures you pass. When 
you're back at the beginning, go into the center room and fight the enemies 
there. Take the Iron Sword and give it to Frog, then play the organ. Walk around 
to the back hallway and a new door will have appeared. Enter and work your way 
past the enemies inside. Save your game, then head through the last door. Here 
you'll find Queen Leene and the "chancellor". Your appearance allows Leene to 
escape, and now you must deal with the "chancellor", who shows his true form as 
Yakra. This guy has a good bit of HP for this point in the game, and his attacks 
aren't bad either. Regular attacks should be good, but you should also use a few 
Dual Techs like X Strike and Fire Whirl to make the battle end more quickly. If 
you need HP, use Frog's Slurp technique. Be careful, however, because Yakra will 
sometimes counterattack by hitting all three of your party members when you use 
physical attacks. Luckily, he isn't too hard of a boss if you keep using Slurp, 
and you should defeat him shortly. Search the treasures before you go to find a 
Mid Ether and the real chancellor. When you get back to Guardia Castle, the 
chancellor decides that they must make some sort of criminal justice system to 
keep others like Yakra from causing more damage. However, Frog feels he has 
disgraced the Queen since he was unable to keep Yakra from kidnapping her and he 
leaves the party. Head for the queen's chamber and you'll find that Marle is back 
now that Queen Leene has been rescued. She's glad to be back, and then realizes 
you figured out who she really was. She didn't want to tell anyone she was the 
princess so she would fit in at the fair. Now that Marle is back, stop in the 
dining room and get some food, then head for Truce Canyon and return to the spot 
where you first appeared. Lucca will tell you that this spot is one of many Gates 
which take you to the same place in a different time. Lucca has invented a Gate 
Key which will allow you to open Gates whenever you need to. Now jump in and 
you'll be back at the Millennial Fair.

4. We're Back!

Back in the present again, Marle wants to have Crono and Lucca over for dinner, 
but it looks like it'll be just Crono since Lucca has some work to do. Head for 
Guardia Forest with Marle. You will probably have to fight some enemies to get 
through it, but they aren't too tough, and there is a Power Tab to the east. When 
you reach the castle, the chancellor accuses Crono of kidnapping the princess and 
arrests him!

5. The Trial

Crono is now put on trial for his alleged crime. Whether you are innocent or not 
is usually decided by your actions at the fair. Things that can hurt you are 
grabbing Marle's pendant without talking to her, trying to sell the Pendant, 
stealing lunches, not finding the cat for the girl, and walking off while Marle 
is shopping. However, even if you are found innocent, the chancellor will lie to 
the jailers and say Crono is to be executed in three days. However, if Crono is 
found innocent, you'll find a bag in his cell which contains an Ether. You can 
also save your game and refill your HP and MP here. Now you need to escape. There 
are two ways to do this. If you simply sit in your cell long enough, you'll 
eventually be taken to the guillotine, but Lucca will arrive and take out all the 
guards with a stun gun. This is the easier method, but I don't recommend it 
because you don't get as much experience. Instead, walk up to the bars of Crono's 
cell and he'll shake them. Do this a few times and a Guard will get annoyed and 
come in after you. When he turns his back, walk behind him and press A to knock 
him out (you can do this to any Guards whose backs are turned; also note that if 
you check unconscious Guards you'll often find Mid Tonics). Do this and you'll 
fight the second Guard, but he's easy to beat. Head up the stairs to the right 
and you'll see two Blue Shield enemies. Wait for them to peek out from behind 
their shields before attacking. Then go down the lower right stairs. Get past the 
Guard after crossing the bridge and hit the switch to open the gate and take the 
treasures. On your way back to the bridge you'll have to fight an enemy named 
Omnicrone. He's not too hard, but he can make the Guards seem weak. Cross the 
bridge and take the upper right stairs. You'll fight two Guards while crossing 
the bridge. In the next room, head due right and open the gate. Here you'll see a 
man named Fritz stuck in the guillotine. Let him out and you'll be able to get 
something later. Take the Mid Tonic and open the next door. Here you'll find 
BronzeMail, but you'll have to fight some skeletal enemies. Return to the hallway 
and go north and cross the next bridge. Take the lower left stairs here and pick 
up the Shelter. Fight the Blue Shields in the hallway and take the upper left 
stairs. Go out the hole in one of the cells and climb down the wall. In this room 
take the Shelter, then jump down the hole and pick up the treasures there, 
including the Lode Sword for Crono. Return to where the Blue Shields were and go 
up the upper right stairs. Continue up here until you reach the supervisor's 
office. He'll try to run, but Lucca appears to try and save you and knocks him 
out. Save your game and read the manual on the floor to learn about the Dragon 
Tank. Check the supervisor and you'll find five Mid Tonics! Proceed outside and 
you'll fight the Dragon Tank. This thing has strong attacks and can heal the 
damage you inflict. Begin by using regular attacks on the Tank Head. This has a 
shield which protects the other parts and nullifies Lucca's fire attacks. Once 
the head is gone it cannot heal itself. Then start on the Grinder, the large 
wheel of the tank. This will keep it from using its strongest attack. After that 
take care of the main body. Have Lucca use a Tonic if your HP gets low. You will 
need to do this when only the main body is left because it will counter with 
laser shots. When you beat it, the chancellor and some soldiers will end up 
forming a human bridge when they try to fix it. Pick up the Shelter on your way 
downstairs and make your way to the castle's front door. Some soldiers will try 
to stop you, but Marle appears and handles them. However, when the three of them 
escape, the chancellor sends them back after you. They'll trap you in Guardia 
Forest, but Lucca notices a Gate. As the only way to escape, the three of them 
jump in.

6. Beyond the Ruins

You'll reappear in a futuristic room called the Bangor Dome. Leave and head south 
to find a place called the Trann Dome. Pick up some Iron Helms and Iron Suits 
here, as well as an Auto Gun for Lucca. You can also use the machine called the 
Enertron to refill your HP and MP. Head outside and save your game, then head 
north until you reach Lab 16. The enemies here are strong and have lots of HP. 
Using Techs will definitely come in handy here. If you see rats running around, 
try not to touch them; they will usually steal Tonics from you. Head right when 
you first enter and pick up the Berserker. Head north from the entrance and turn 
right after you encounter some Crater enemies. Here you'll find another Lode 
Sword in case you missed the one in Guardia's jail. Head north and then west a 
little and you'll find a Lode Bow for Marle. Continue west and then north to find 
more Craters, then head east. On the next screen you'll encounter some Shadows, 
who cannot be hurt by physical attacks. Use Flame Toss or Fire Whirl to get rid 
of them. In the southwest corner of this area you'll find an Ether, then head 
east. Turn north after this, and here's the exit. You'll have to defeat a Mutant 
to get there, who has 300 HP. Just east of here you'll find the Arris Dome. Here 
you can rest in the Enertron and buy supplies if you need them. The people here 
will tell you that a man went into the basement to look for food a while ago and 
never came back. Head downstairs and climb up the left ladder. Make your way 
along the beams here until you reach the next room. Here you'll be attacked by a 
huge boss robot called the Guardian. He is flanked by two Bits. This guy's 
attacks are sometimes strong, so use Aura Whirl if you run low on HP. Take out 
the two Bits before attempting to beat Guardian or you won't stand a chance. This 
will keep the Guardian from attacking you. When both Bits are gone, the Guardian 
will begin a countdown to reviving them. Use regular attacks to try and destroy 
it before the countdown ends. If the Bits are revived, destroy them again before 
renewing your attack on Guardian. Once you've beaten this boss, head into the 
next room. This is where the food was stored but it has spoiled. You'll also find 
the missing man, but he's long dead. However, you'll also find a seed, and if you 
check him again you'll find a note which says that the rat knows some secret. 
Take the Mid Ether from the treasure and return to the room before the one where 
Guardian was. Dash along the beams and push A to catch the rat. He'll tell you 
the password to open the passage in the room before this one. Go back a room and 
approach the right console. Hold L and R and press A to open the way forward. The 
Buggers here will counterattack just about anything, including the actions of the 
Rats. Take the Mid Ether to the north, then go up the western stairs and make 
your way to the next door. There are no treasures to worry about in here, so just 
go north as far as you can, then go east and you should be able to find another 
door. Here you'll find a computer which Lucca will use to find a Gate in Proto 
Dome, which is east of here. However, Marle accidentally presses a button which 
shows a video record of something called the Day of Lavos, which occurred in 1999 
A.D. A huge monster came out of the ground, causing lava to fly everywhere and 
destroy much of the world. Marle decides that this is something they can't let 
slide, and our team of heroes decides that changing the past is the only way of 
stopping this Lavos creature. Their best bet for now is to return to the present 
and try and see if anyone knows who or what this Lavos is. Leave the basement and 
talk to Doan. Give the Seed to him so they might have a chance to survive. He'll 
tell you the best way to get to Proto Dome is to go through Lab 32, to the north. 
He'll give you a Bike Key so you can ride a jet bike across the area in order to 
reach Proto Dome faster. By now you should also know you are in the year 2300 
A.D. Before going to the Proto Dome, head due east and you'll find a place called 
the Sewer Access. You don't have to do this now, but you're probably supposed to. 
Climb down the ladder and you'll be spotted by a creature, who quickly runs off 
to report to his boss. Head to the right and you'll encounter a few enemies. The 
enemies here have strong attacks and defense, so don't hesitate to use Marle's 
Aura or even Aura Whirl. Open the treasure here to get some money, then head left 
until you fight more Nereids. You'll also see two frogs who are looking for a 
bridge, but they run off when you see them. Follow them downstairs. To the left 
you'll see a note which says that Nereids attack at even the slightest sound. As 
you follow the path to the right, you will see a cat, some cans, a piece of 
cheese, and a save point. Don't touch any of them - even the save point - or 
you'll make noises and alert the Nereids to your presence. When you reach the 
next room, defeat the Egders and look for a path through the east wall. Here 
you'll find a switch that opens a door ahead. Go back through the passage and go 
all the way north. You should be able to walk behind the wall and go through the 
door you just opened. Here you'll see the two frogs trying to hit a switch, but 
they're too short to reach it and run off. Turn right and head north to pick up 
the Rage Band, an accessory which often makes the wearer counterattack when he or 
she is hit. Give this to Crono. Turn right and you'll see the creature who 
spotted you earlier. He runs off, but his boss Sir Krawlie will stay and fight 
you. Krawlie has a nasty attack which will take one of your characters' HP down 
to 1 in one shot! Luckily, he doesn't take very long to beat with just regular 
attacks. Continue south and take care of the enemies here, then head west. Pass 
the ladder you come to and you'll find the switch the frogs couldn't reach. Hit 
it and several bridges will appear. You can also get a Bolt Sword for Crono. Then 
go up the ladder and you'll be back outside. Head south and you'll reach the 
Keeper's Dome, which is home to a strange old man who warns you not to climb the 
nearby Death Peak. He also mentions several of his inventions, including the 
Ocean Palace and Blackbird. Remeber these. You may also see a strange door at the 
back of the room which cannot be opened. Return through the Sewer Access using 
the new bridges and head north to Lab 32. Pick up the Mid Tonic by the entrance 
and head north until you encounter the jet bike. When you try to use it you'll be 
surrounded by robots, but they won't fight you. Soon a mechanical hotshot named 
Johnny appears and challenges you to a bike race through the ruins. When you race 
him, you'll have three speed boosts you can use at any time by pressing B. Try to 
stay directly in front of Johnny to cut him off, and use the speed boosts at the 
very end of the race (if you lose and decide to walk through the ruins, don't 
forget to pick up the Race Log, which will log your race scores, allowing you to 
earn prizes if you do really well). Leave lab 32 when you win and follow the road 
until you reach Proto Dome. You'll have to fight a few Buggers to get in, but 
there is an Enertron inside. At the north end of the dome you'll find a damaged 
robot. Lucca decides to fix it, while Marle discovers that the back door is 
locked. You'll find that the robot is very friendly and polite, but lacks a name. 
Marle quickly decides to call him Robo, but you can change that if you want to. 
When Robo learns of your time travels and how you heard there was a Gate here, he 
says that to open the back door to reach it, you'll need to head to the Factory 
up north and turn on the power. However, someone must stay behind to open the 
door when the power comes on. Leave Lucca here, because you'll need Marle's Aura 
in the Factory.

7. The Factory Ruins

Leave Proto Dome and head north to the Factory. When you go inside, use the 
computer there and Robo will turn off the security laser, allowing you to enter 
undetected. However, you'll have to fight a creature called an Acid. Its defense 
is extremely high, but its HP is very low. Head up the right conveyor belt and 
take the right elevator. Once downstairs, go down two ladders - keeping to the 
right - and walk into the door there. You'll be grabbed by a claw and dumped onto 
a conveyor belt. You'll have to ride it through three rooms of enemies (Cyclone 
comes in handy) until you reach the conveyor belt which runs east instead of 
west. Get off at the first place you can and head south into the next room. 
Defeat the Bugs and climb the ladder on the right. Walk across the walkway there 
and check the treasure by the right door to get a Mid Tonic. In the room you'll 
find a Mid Ether and some money. Check the computer to learn two special codes: 
XA and BB. Leave and go into the left room. You'll have to fight several enemies, 
but you can pick up a Shelter and an Ether. Just below the treasures is a second 
door which accesses the crane. Input the two codes you got two remove the barrels 
from the walkway below. Leave this room and go down the ladder. Head left and 
you'll reach a room which contains a computer which will give you a special 
access code: XABY. There's also a Bolt Sword here in case you missed the one in 
the Sewer Access. Return to the conveyor belt and ride it east a little to get an 
Ether (don't touch the robots here or a crane will take you back to the beginning 
of the conveyor belts). You can get off the conveyor belt just east of there. 
Before going back up the elevator, head to the area just below the ladder that 
leads to it. Go down the left ladder here and walk west until you reach a 
treasure. Inside is a Robin Bow for Marle. Also look around insie the open door 
just west of the elevator and you'll find a Mid Ether. Go up the elevator, fight 
past the Debuggers in the hall, and take the left elevator down a level. Here 
you'll find a save point, so use a Shelter if you need it. Head through the door 
and fight off the Acids and Alkalines there. When you beat them the computer will 
open a hatch which leads downstairs. Take the Shelter from the treasure and 
descend. Walk left through the hall and then turn down. You'll have to beat Acids 
and Alkalines along the way, but they're no big deal. Head right and then go 
through the door there. In this room you'll find two treasures: a Hammer Arm for 
Robo, and also a Titan Vest. The computer here will deactivate all the remaining 
security lasers, but a large gang of Acids and Alkalines will try to stop you. 
Take the ladder in the lower left corner of this room down a level and head north 
until your path is blocked. Pick up the Plasma Gun on the left and use the XABY 
code on the computer to open the door. Here you'll find the switch which 
activates the power in Proto Dome. Once you push it, the security system finally 
catches up with you. Go back up the ladder and make your way back to the 
building's entrance until you run into a gang of robots which look like Robo. 
They say Robo is a traitor, telling him his purpose was to eliminate human 
intruders. They then beat him up so badly he is unable to move. Now your 
remaining party members have to take on all six of these R Series robots. Crono's 
Cyclone will help get rid of them quickly by attacking three at once. They like 
to attack all at once, so heal often. If Crono has the Rage Band the fight will 
be much easier. When the robots have been vanquished, take Robo back to the Proto 
Dome and Lucca will fix him up. Robo then decides he wants go with you and help 
stop Lavos from destroying the world. However, when the four of them jump into 
the Gate, something strange happens.

8. The End of Time

Your team reappears in a strange room with three pillars of light. Head southeast 
and you'll find a tired old man. He tells you that you are at the End of Time, a 
place where lots time travelers wind up. When more than three people step into a 
Gate, they will always wind up here, so you must again leave one of your party 
members here. For now, Robo is probably the best person to leave behind. In the 
lower left corner of this room is a bucket where you can refill your HP and MP, 
as well as a save point. As you try to leave, the old man will tell you to check 
the room behind him. Here you'll meet Spekkio, the "Master of War". He will tell 
you about magic. Now he makes a strange request. Starting from the door, walk 
around his room clockwise three times. He will then give Crono the Lightning 
spell, Marle the Ice spell, and Lucca the Fire spell. You can now try it out on 
him. If you lose, it's okay. Spekkio is tough, and only magic will hurt him. If 
you win, you get good items. Come back often to see if his form has changed. You 
should try to beat him once for each form he takes. When you're ready to go, head 
to the room you arrived at and use Gate which goes to Medina Village in 1000 A.D.

9. The Village of Magic

After traveling through time, Crono and his friends emerge from a closet in the 
home of two imps. As you try to leave, one will warn you that the Mystics who 
populate Medina lost a war to humans long ago, and many still hold a grudge. Head 
for the elder's house and you'll find a Speed Tab on the counter. Upstairs you 
can find a Magic Tab, as well as a guy who tells you that the cave to the west is 
home to a monster who can only be harmed by magic. If you go to the market and 
inn you'll have to fight if you want to sleep or buy anything, and the prejudiced 
Mystics will still keep their prices extremely high. Head for Medina Square and 
you'll see alot of Mystics dancing around a statue of Magus, chanting about how 
he created Lavos! Leave town and head north until you see a blue triangle called 
the Forest Ruins. You can't do too much here yet, but there is a Mid Ether in a 
treasure there. Head west of town and you'll find the home of Melchior, the 
weapon smith you met at the fair. Buy a Red Katana for Crono and maybe a Titan 
Vest. Melchior will tell you that if you go through the Heckran Cave to the north 
you'll find a shortcut back to Truce. Save you game and head there. Most of the 
enemies inside have strong defense, forcing you to use magic to inflict real 
damage. Don't be afraid to run if you need to. After defeating the Henches just 
inside the entrance, follow the path until you reach a ladder. Climb down it and 
pick up the Ether here before going down the next one. Head west, get rid of the 
enemies there, and go down the stairs to the next room. In the next room, use 
magic to beat the Tempurites, then head south into the next room. There are lots 
of enemies here, but there's a MagicScarf and the end of the hall if you get past 
them. Return to the room before and pick up two more treasures, then enter the 
room to the southwest. Head west and go through the door there, then head north. 
Walk through the water in the next room until you reacha save point. If your MP 
is low, you should refill it here. In the next room you'll find Heckran, the boss 
of this cave. This guy has strong attacks which do a lot of damage, so be 
prepared to use Aura Whirl a lot. Physical attacks don't really work on this guy, 
so your best bet is to use the new spells you got from Spekkio. You can also use 
Marle and Lucca's Antipode spell for some serious damage. Once you've done some 
decent damage, Heckran will dare you to attack. If you do, he'll make a nasty 
counterattack, so wait until you get a message which says "brief counterattack 
break". Then use all your strongest spells until Heckran dares you again. By 
following this pattern you should have no trouble beating him. Suddenly the team 
realizes what needs to be done. Since Magus created Lavos, they need to back to 
600 A.D. and stop him before he gets the chance. Jump into the water at the north 
end of this room and you'll be sent to Truce Village. Stop at Lucca's house and 
Taban will give you the Taban Vest, which provides excellent defense for Lucca. 
Stop at the market here and you'll see Fritz, the man you rescue in the jail. 
He's very grateful, since he was framed too, and rewards you with ten Mid Ethers. 
Rest at Crono's house, then head for Leene Square and go back to 600 A.D.

10. The Hero Appears

When you arrive in 600 A.D., leave Truce Canyon and make your way to the Zenan 
Bridge in the southwest. The knights are trying to keep Magus' forces from taking 
it, but their food supplies have run out. Head for Guardia Castle and talk to the 
chef. However, he is angry with the knight captain, who is actually his brother. 
Go upstairs and walk toward the entrance and he'll reappear and give you some 
Jerky, as well as a Power Tab. Before heading back to Zenan Bridge, talk to the 
king, who is resting in bed. He tells you that a boy has appeared with the Hero 
Medal once used by the great hero Cyrus, and is currently searching the southern 
continent for the legendary sword which can defeat Magus. Return to Zenan Bridge 
and give the Jerky to the knight captain. Magus' troops attack when you arrive. 
Talk to the knight captain again when the attack begins and offer to help. He'll 
give you a Gold Helm if you do. Equip this on Crono right away. Begin walking 
across the bridge and you'll encounter Ozzie, the leader of Magus' army. You must 
now take on his skeletal Deceased soldiers, but don't bother attacking them. 
Instead, attack Ozzie and eventually his spell will be broken and the Deceased 
will be defeated. When you reach the end of the bridge, all the remaining 
skeletons will come together to form a huge monster called Zombor. Zombor has two 
parts, a top half and a bottom half, both of which must be destroyed. The top 
half has more HP and stronger attacks, so take care of it first. Don't bother 
using magic; it usually heals him. Physical attacks are usually your best bet. 
When the top half is gone, start on the bottom half. You shouldn't need to use 
much magic, since physical attacks are usually enough to wear Zombor down. The 
main thing you'll need to use is Aura Whirl, since the bottom half has some 
attacks which strike all your party members. With Zombor defeated, continue 
across the bridge to reach the town of Dorino. Check out the residence there and 
talk to the old man twice. If you got the Naga-ette bromide, give it to him and 
he'll unlock a cabinet and let you take the Magic Tab inside. If you go to the 
elder's house, you'll see a man named Toma who is being sent to look for 
something called the Rainbow Shell. Head southeast and you'll find a villa owned 
by a woman named Fiona who is trying to protect the local forest. You can take 
the treasures there if you like. Continue south to the village of Porre. Stop at 
the market to pick up Gold Suits and Berets for whoever needs them. There's also 
a Power Tab hiding in the corner. Talk to the people in the cafe and they'll tell 
you that the Hero is a bratty local boy named Tata. You may also hear he has gone 
to the Denadoro Mountains to look for the legendary Masamune sword. Just 
northwest of Porre is a small area called the Cursed Woods. The enemies there 
aren't too hard if you attack the Gnawers first, and you can find some treasures 
there as well. Sometimes you may find a Nu on the screen when you fight. He is 
hard to defeat, but you get tons of experience from him. At the north end of the 
forest you'll find a bush which is a slightly different color than the others. 
Walk behind it and there's a ladder you can climb down. There are two treasure 
here that you can open. One contains a MagicScarf, but when try to open the 
other, the person who lives here returns. It's Frog! At first he is happy, but 
when you tell him the king was injured, he is ashamed that he was not there to 
help. Your best bet for now is to find Tata, so head for the Denadoro Mountains.

11. Tata and the Frog

You'll find the Denadoro Mountains just east of Dorino. As you enter the 
mountains, pick up the treasure to get some money, then fight past the Bellbirds 
and Goblins at the entrance. Head due north, and follow the river until you reach 
the next area. Here you'll find a treasure containg a MirageHand for Robo. Return 
to the first area and climb the ladder. When you try to climb it, Tata will 
appear running away like a scared chicken. He is followed by a Goblin, which is 
easily defeated. Next comes an Ogan. Use Lucca's Flame Toss to burn his weapon 
and then defeat him. After climbing the ladder, get the treasure on the left, 
then head southwest to get another one. Continue across the bridge to the north. 
Defeat the two enemies here to get another treasure, then head east to reach the 
next screen. Head up the first north passage to get a Mid Ether, then go all the 
way east and beat the Free Lancers to get another one. Climb up the ladder, take 
the Gold Helm, then go up the next one. Head west and climb down the ladder to 
get a Mid Tonic, then climb it again and continue west into the next screen. 
Climb the ladders here, get the Mid Ether, and get to the next screen without 
being pelted with rocks. Climb the ladder here and beat the Free lancers, then 
pick up the treasure in the northeast corner. In the next screen you must fight 
lots of enemies. Just remember to use Flame Toss on the Ogans. In the next 
screen, take the 300 G from the chest, then fight off the Free Lancers at the 
water's edge. Take the Mid Tonic from the chest to the northeast. Then head west 
and you'll find another scetion of the waterfall. Jump over it and you'll find a 
treasure with the SilverStud inside. Give it to Marle to make her spells cost 
less. Jump off this ledge and you'll find another treasure which hold the 
SilverErng. Give this to Crono and it will vastly increase his maximum HP. Head 
through the trees to the north and make your way back to the top of the 
waterfall. This time head west to the next screen, but don't miss the Mid Ether. 
On this screen you'll see a fuzzy, white creature. Talk to him a few times and 
he'll get annoyed and give you a Magic Tab. In the next screen there's a save 
point, so don't miss it. There's also a Mid Ether and a Speed Tab here. Go to the 
next screen, drop of the ladder, and take the Shelter. Fight off the enemies here 
and go up the ladder and you'll find a small cave. Here you'll find the Masamune, 
but when you approach it, two creatures named Masa and Mune appear! They agree to 
test you to see if you are worthy of the Masamune. They counterattack every hit 
with an X Strike attack, but concentrate your attack on one of them and the 
battle will soon be over. However, when you win, the two combine into a single 
monster with very strong powers. This guy is very strong; you'll need to use lots 
of Aura Whirl and Cure spells. For attacking, use Dual Techs like Antipode, Ice 
Sword, and Fire Sword. If he begins storing "tornado energy," that means he's 
preparing for a big attack. Use Crono's Slash attack to dissapate it. Just be 
persistant and keep healing and you can win. When you go to take the Masamune, 
you'll find that part of it is missing; all that's here is the blade. Masa and 
Mune will help you leave the Denadoro Mountains. When you're out of the 
mountains, save your game and head for Porre. Talk to Tata and he'll tell you 
he's not the Hero. He just found the Hero Medal when some frog dropped it. Take 
it and return to the Cursed Woods. Show Frog the Hero Medal and he'll be 
impressed. However, he knows that the Masamune is needed to defeat Magus, and he 
does not think himself worthy of using it. When he moves out of the way, check 
the treasure to find the other half of the Masamune! When Lucca checks it out, 
she finds Melchior's name written on it! Return to 1000 A.D. and go to Medina 
Village to seek him out. He'll tell you that he might be able to fix it if he 
could find some Dreamstone. However, Dreamstone is thought to have been all used 
up. Luckily, that's no problem for you, since you have the magic of time travel! 

12. The Rare Red Rock

Go back to the End of Time and use the Gate which goes back to 65,000,000 B.C. If 
there's any time where you could find the Dreamstone, surely this one will be it. 
When you arrive there, you drop right into a swarm of reptilian creatures. You'll 
have to fight quite a large number of them. At one point you'll be far 
outnumbered, but a fiercely strong woman appears and drives away about half of 
the creatures. It shouldn't be hard to defeat the remaining ones. When you win, 
the strange woman reappears and introduces herself as Ayla. She admires the 
strength of Crono and his friends. She asks your group to come to her village for 
a celebration. Follow her out of this mountainous area, but don't forget to pick 
up the treasures along the way. If you fight a dinosaur, use Crono's Lightning 
spell. When you leave the Mystic Mountains, head northeast to find Ioka Village. 
Find the chief's hut and you'll find Ayla, who is the chief, of course. The party 
soon begins. At the party Crono can dance with Marle, or even try some new foods. 
There's also a strange man named Kino, who wonders why Ayla is throwing you a 
party. Talk to Ayla and she'll tell you of the battle between her people and the 
Reptites, those creatures you fought at the Mystic Mountains. Their leader is 
Azala. She also mentions another village called Laruba. Laruba is populated by 
people who are afraid of the Reptites, but no one knows where it is. Keep talking 
to Ayla and she'll show Crono a red rock she has. This is the Dreamstone, but it 
is a mark of strength, and Ayla won't give it up easily. Luckily, Ayla challenges 
you to a soup-eating race rather than fight you. Press A as rapidly as you can to 
drink faster than her, and it shouldn't be hard to get the Dreamstone.

13. Footsteps! Follow!

When you wake up, you'll find that someone has stolen the Gate Key. Although the 
Dreamstone is now in your possession, it is useless to have it unless you get the 
Gate Key back. Talk to Ayla and she'll agree to go with you in your search. Your 
third character should definitely be Marle. Talk to the villagers and you'll 
learn that Reptites often leave footprints like the ones theat were at the 
meeting site where the party was. One villager saw some Reptites heading for the 
Forest Maze to the south. Kino is also missing. Before you go to the Forest Maze 
to begin your search, head north to the Hunting Range and fight enemies to get 
Petals, Horns, Fangs, and Feathers. You can trade these for valuable items in 
Ioka Village like the Flint Edge, Sage Bow, Ruby Gun, Stone Arm, Ruby Vests, and 
Rock Helms. When it rains here, try to find the Nu and fight him to get lots of 
tradable items, as well as a Third Eye which vastly increases your ability to 
evade enemy attacks. When you have all the equipment you desire, head south and 
enter the Forest Maze. Here you'll find Kino. He took the Gate Key because he was 
jealous of Crono, but then the Reptites stole it from him! When Kino goes back to 
the village, head right through the trees and pick up the Mid Tonic. Climb down 
the vines and take the next treasure, then climb down some more. Most of the 
enemies here are the same as the ones at the Mystic Mountains. When you've 
climbed down all the vines, follow the footprints east and walk across the log, 
then go south to get a treasure, then northwest for another. When you get both of 
them, head northeast and then follow the footsteps south. After the spot where 
you fight a Winged Ape, turn left to find a treasure with a Revive inside, then 
continue south. At the southernmost end of this area there's another treasure you 
should get, then turn left and go up the walkway and follow the path along the 
cliff. When you have a choice of direction, head south and pick up the two 
treasures there, then climb down the vines and head east to find a secret area 
where a Mid Ether is kept. Head south from where the vines were to find the exit. 
Here you'll find the Reptite Lair. Inside, try not to fight the Evilweevils. Let 
them dig holes so you can find new rooms when you jump into them. There are 
several different paths, and you should return to the entrance to make sure you 
try them all and get all the treasures. You should get two Full Tonics, two Mid 
Ethers, two Full Ethers, an Elixir, a Rock Helm, and a Ruby Vest. If you miss 
some, use the upper left doorway in the room with the Winged Ape to get back to 
the entrance. Most of the enemies aren't too hard, but be sure to use Lightning 
against the Megasaurs. When fighting Evilweevils paired with Fly Traps, attack 
them first and they will suck the life out of the Fly Traps. When you have all 
the treasures, head north in the Winged Ape room and fight the enemies guarding 
the stairs, then save your game. In the next room you'll encounter Azala, who has 
the Gate Key. When you refuse to tell him how it works, he sics a large dinosaur 
named Nizbel on you. Nizbel's attack power is strong, as is his defense. Aura 
Whirls will be a necessity in this fight. To lower Nizbel's defense, use a 
Lightning spell on him. However, it only works temporarily, and you're in for a 
big shock when he recovers. When he does, cast it again. While his defense is 
down, use strong Dual Techs like Ice Sword and Volt Bite. Volt Bite in particular 
will do lots of damage to this guy. When Nizbel is gone, Azala will surrender the 
Gate Key and you can head back to the End of Time. However, Ayla stays behind to 
keep an eye on the Reptites.

14. The Masamune!

Return to 1000 A.D. and go to Melchior's house again. With the Dreamstone in your 
possession, Melchior will repair the Masamune. Once it's fixed, return to 600 
A.D. and go visit Frog in the Cursed Woods. While you rest, Frog has flashbacks 
of Cyrus, the legendary Hero who was his brother. These include the battle the 
two of them had against Magus and Ozzie, where the Masamune was broken, Cyrus 
killed, and Frog was turned into his current form. That was ten years ago. When 
you wake up, Frog has decided to go with you to take on Magus. Since Crono and 
Frog are required to be in your party at this point, your only choice is who goes 
in the third space. If you have been working up so much that you have the 
required spells to use the Delta Storm Triple Tech, bring Lucca. If you haven't, 
which is more likely, Marle is a better addition to the party because of her Cure 
spell. Head for the mountain east of Fiona's villa. This place is the Magic Cave, 
a secret underground passage to Magus' lair. Frog will at last take up the 
Masamune and use it to open the wall which blocks the cave. Before going inside, 
return to the End of Time and talk to Spekkio so Frog can learn the Water spell. 
You should also equip him with the Hero Medal now that he is using the Masamune. 
You might even want to go back to 65,000,000 B.C. and get him some better armor 
as well. If you go back to Lucca's house, Taban will have a new item for Lucca 
called the Taban Helm. When you're prepared, return to the Magic Cave and head 
inside. Once inside, you may notice that a small bat has started following you 
around. The Magic Cave is very easy to navigate, but the enemies inside are 
somewhat resistant to physical attacks, so use magic (Frog and Marle's Ice Water 
will work wonders here). At the other end of the cave you'll find a dead soldier. 
Check him to find a note written in blood! It warns of someone in Magus' castle 
called the Juggler who strengthens his defense when attacked - remember this. 
Upon emerging from the cave you will at last be at the entrance to Magus' lair.

15. Magus' Castle

Inside Magus' castle go up the central stairs and check the rooms on both the 
left and right. You'll find some treasures and some strange people who seem to be 
braindead. You'll also find what appears to be some acquaintances of the party, 
but nothing that makes sense. Return to the foyer and you'll discover what looks 
like a Save Point. When you step on it, Ozzie appears. He says Magus is busy so 
you'll have to deal with him, Slash the swordsman, Flea the magician, as well as 
the rest of the monsters in the castle. Fight off the monsters that appear and 
head back into the rooms on the left. Avoid or fight off the enemies here and 
make your way to the room at the end. Defeat the Decedents there and a new foe 
will appear: the swordsman Slash. Apparently he and Frog have met before. Make 
sure your HP is refilled before you fight him. His attacks are very strong, and 
he's fast, too. Magic doesn't seem to affect him, so use regular attacks and the 
X Strike Dual Tech. At first he shouldn't be too hard, but then he takes out his 
sword. Now the X Strike will become vital. Use it at every opportunity. Slash's 
attacks will be even stronger now, so don't hesitate to use Cure spells and the 
Aura Whirl. Many of his attacks will also hit multiple targets now. As the battle 
progresses, Slash will start using a very strong counterattack, so heal yourself 
even more. If you keep healing and use the X Strike most of the time, you should 
defeat him quickly. When you win, you'll find a Save Point, but you may also 
notice that Slash dropped his sword, the Slasher! Take it and give it to Crono 
before you save. Return to the foyer and go up the stairs on the right. The kids 
surrounding the treasure will become Shadows like the ones in Lab 16. Defeat them 
to get a Barrier. In the next room are the people who look like other characters 
from the game. These are actually monsters in disguise. When fighting them, kill 
the Sorcerers first, because they will use magic that heals the other enemies. At 
the end of the hall, you'll encounter an enemy which Frog thinks is Flea. 
However, when it dies very quickly, you realize you've been duped. The bat that's 
been following you around then reveals its identity as the real Flea! Believe it 
or not, Flea is actually a man (talk about cross-dressing)! Now you must do 
battle with her - I mean, him. Flea can use strange magic spells that will give 
your party members a variety of status ailments. Again, use normal attacks and X 
Strike against him. However, eventually Flea will begin countering with a spell 
which causes Crono to attack the rest of your party, so keep your HP very high. 
This will not be an easy fight, and you'll probably end up using a good bit of 
your items. When the battle ends, check the area in front of the chair to find a 
Magic Tab. You may also want to return to where you fought Slash to save and use 
a Shelter. When you're ready, return to the foyer and step on the "Save Point" 
there to be sent to the next area. Head north, fighting your way past the 
monsters, until you reach Ozzie. When he realizes you beat Slash and Flea, he'll 
run away. Take the Mist Robe from the treasure, equip it on Marle, and chase 
after him. In the next room, time your movements to avoid being hit by the blades 
Ozzie is operating. You should also be able to pick up a Doom Finger and Dark 
Mail here, but again Ozzie will run away. In the next room you must climb all the 
stairs. Hanging from ladders will help you avoid fighting any passing enemies. In 
the next room, Ozzie will open trap doors which cause you to fall into an area 
full of Decedents. It's okay to fall down here, though, because you can find four 
treasures and a Magic Tab. There are four objects here which appear to be Save 
Points. One really is, but two of them are actually enemies. The fourth one will 
take you back to the room where Ozzie is, but it's impossible to know which is 
which. Don't get discouraged if you keep falling. The holes you fall in will stay 
visible, making it easier to reach Ozzie. Of course, he runs away again. The next 
room will again have ladders you can hang on to avoid some of the enemies, namely 
the self-destructing Roly Bombers. However, you will also encounter enemies here 
called Outlaws and Jugglers. If you attack the Outlaw when they are together, 
they will counter with an attack like Fire Whirl. Dispose of the Juggler first. 
His defensive abilities alternate, so alternate between physical and magic 
attacks each turn (use magic first). In the next two rooms, you'll have to battle 
a huge horde of enemies, so be ready. Finally, after you've survived this 
onslaught, Ozzie will have nowhere left to run. However, when you fight him, he 
protects himself with an impenetrable shield of ice. Instead of attacking him, 
hit the switches nearby, and one of them will drop Ozzie into a pit. Take the two 
treasures, use the Save Point on the right (you'll definitely want a Shelter 
here), then use the left one to reach a stairwell. Run to the bottom as fast as 
you can to avoid the Vamps and enter the next room. Here you'll find Magus just 
as he is trying to conjure up Lavos. Now you must do battle Magus himself. This 
will be a very difficult fight. Magus has 6666 HP, and can use spells of every 
kind: Lightning, Water, Fire, and Shadow! Physical attacks are not that effective 
on him, but he changes which kind of magic will work on him every time you hit 
him. To hurt him, use the strongest technique which matches the type of the one 
he uses when his barrier changes. If it's a type you can't use, just attack him 
and he'll change it again. Frog's Heal spell and the Aura Whirl Dual Tech will 
get lots of use if you intend to win this fight - and this is only the beginning! 
Eventually you will reach a point where Magus does not change his barrier after 
you hit him. Continue to use the same type of magic the last barrier change 
allowed you to. I pray it's one you have strong techniques of, because you'll 
want to get rid of Magus as fast as possible now. He will not attack as often 
now, but he will start using a spell called Dark Matter which will wreak havoc on 
your party's HP. Heal and Aura Whirl will be in use almost constantly. However, 
you should have enough time to heal the damage and get in some good attacks 
before Magus casts Dark Matter again. After you win, Magus will explain that he 
didn't create Lavos. He was only trying to summon Lavos to his castle. Lavos 
lives inside the Earth's core, absorbing energy in order to grow stronger. 
Suddenly, a huge Gate opens and all four of you are sucked into it.

16. Forward to the Past

In the next scene, Crono is back at home, asleep in bed. However, something isn't 
right, because Marle is living there with him, telling him to go out and get a 
job. Crono suddenly wakes up, realizing it was actually a dream. The party finds 
themselves in Ayla's hut, back in 65,000,000 B.C. Ayla says she found the three 
of you at the base of the Mystic Mountains. Frog is anxious to find Magus, but 
Ayla says that only the three of you were found. However, another question is 
brought up: if Magus didn't create Lavos, then where did it come from? Ayla will 
give you some test to rest. When you wake up, you'll find Kino. Ayla is off 
looking for the elusive Laruba village. She is hoping to get the people there to 
aid her against the Reptites. Suddenly, another caveman appears and tells Kino 
that the woods to the north are on fire, and he quickly leaves. Before heading 
after Kino, stop at the hut next door and get a Dream Gun, a Dream Bow, a Magma 
Hand, and an Aeon Blade. These weapons are much stronger than the ones you have 
already. If you need more trade items, just spend some time fighting enemies in 
the Hunting Range. You should also save your game (the last thing you want to do 
now is die and end up having to fight Magus again). Head northwest from Ioka and 
you should find that part of the forest has been cleared away by the fire. Here 
you'll find what remains of Laruba. A boy will tell you that the Reptites burned 
the village to the ground and kidnapped Kino, killing anyone who tried to fight 
back! At the north end of this area, you'll find Ayla talking to an old man. The 
old man blames her for bringing the Reptites but she has more important things to 
deal with. She wants to attack the Tyrano Lair, the Reptites' home base. However, 
it is located on a high plateau, so Ayla needs the old man to let her ride 
Dactyls to get there. Eventually he agrees, and Ayla runs off. Leave Laruba and 
head northeast to reach the Dactyl Nest area. The enemies here are new and more 
powerful than the ones before. Be especially caeful when fighting Cave Apes and 
Shists together. The Cave Apes will counterattack by throwing the Shists at you. 
You should destroy the Shists first, but be warned that a Shist will become a 
fire-spewing Pahoehoe after being hit. The other enemies should be no big deal. 
When you enter the Dactyl Nest, head north until you can climb up the cliff, take 
the Mid Ether on the right, then turn left and walk around until you can climb up 
the next cliff and reach the next screen. Just before you get there, remember to 
pick up the Mid Tonic in the treasure. Fight off the enemies on the next screen 
and climb the next two cliffs. From here, you must again walk around the area to 
reach the next cliff, and again there will be a treasure there. This one, 
however, contains Meso Mail, so equip it right away. Head north and beat the 
Avian Rexes, then climb the last cliff. On the next screen you'll find Ayla and a 
Dactyl. After a short conversation, she'll agree to let you come with her, and 
calls down two more Dactyls. Crono and Ayla are automatically entered into the 
party, and your third party member should most certainly be Marle (in the Tyrano 
Lair, she's even more important than normal). The three of now depart for the 
Tyrano Lair. However, you may notice a strange point of light has appeared in the 
sky.

17. Unnatural Selection?

Ride the Dactyls to an area just east of Ioka village. The Tyrano Lair will be on 
a plateau near the volcanoes. Go inside, sneak past the Cave Apes, and walk 
through the mouth of the dinosaur on the right when you reach the north wall. Go 
downstairs and you'll fight some Reptites. These Reptites are a little stronger 
than the ones you encountered last time, but still aren't that big a deal. Just 
to the right you'll find a cell where some people from Laruba are being held. Hit 
the switch by the "door" to let them out. To the right are some more Reptites. 
Beat them and continue downstairs. After beating the Reptites there, Ayla will 
release Kino from his cell. He agrees to head back to Ioka, but first he will 
show you something. Before following after him, check his cell and you'll find 
an "egg" which contains a Mid Ether. Kino will lead you back to the main entrance 
and open the other dinosaur skull for you. Walk through it and go upstairs. In 
the next room, step on the two switches to cause the enemies to fall into holes 
(if you end up fighting lots of dinosaurs at once, from now on, use Crono's 
Lightning2 spell. Go through the lower right door and walk along the ledge 
outside to reach the next room. When fighting enemies here, always attack the 
Volcanos first; they will spew out lava which will hurt the other enemies. In the 
next room, the left egg contains a Full Tonic, but the right one will cause you 
to fall into the cell where Laruba's people were, and you'll have to fight the 
enemies you dropped to the floor below. Back in the room where the enemies fell, 
take the lower left door to reach another outside ledge. Use it to reach the next 
room. When you first enter you'll have to beat some enemies (remember to use 
Lightning on the Terrasaur). The rest of this room is somewhat puzzling. There 
are four eggs in the room, but standing on certain spot will cause you to be sent 
to other spots. If you walk north from where the fight was, and turn right at the 
second-highest path where you can turn right, you should be sent to the egg in 
the southeast corner of the room, which contains a Revive. The egg t the center 
of the north wall contains a Tonic. Walk relatively due south from there and 
you'll find a CeraTopper, a powerful new helmet. However, I am yet to find a way 
to get the northeast egg. Oh, well. Anyway, go up the stairs to the northwest and 
head outside. Fight your past the enemies to reach the door on the far right. 
Inside, step on the switch on the right to avid fighting enemies, then hit the 
switch in the room through the dinosaur skull. This should open the gate you 
passed outside. Go back to it and head inside. Here you'll find Nizbel II. At 
first he doesn't seem to notice you, and you can walk around him to reach a Save 
Point in the back. Save and continue north (if you need to use a Shelter, do it 
now). However, when you try to go upstairs, Nizbel II will recognize you and 
attack. He is basically just a stronger version of the roiginal Nizbel. However, 
his attacks are very strong and he's fast, too. Use a battle plan similar to the 
one before: cast Lightning to lower his defense, then hit him with Dual Techs 
like Volt Bite and Ice Sword (if you have Ice Toss and Cube Toss, these are also 
good). Volt Bite in particular is good, because it will continue to shock him and 
lower his defense, thus doing more damage than the other techniques. However, as 
before, watch out for when he releases the electricity and shocks your party. 
Using Volt Bite should make this fight easy. When you win, reuse the Save Point 
before continuing. Go upstairs and head outside again. Again there should be a 
door blocked by an iron gate. Head for the far right door as you did before and 
go inside. There are three switches here. The center one makes a Save Point, so 
hit that first. The left one will cause holes to appear in the ground. The right 
one will drop Terrasaurs into the room, but if you opened the holes they'll fall 
into them. So the only one really worth hitting is the center one. To open the 
dino skull, just walk up to it and press A. Take the Full Ether inside and use 
the switch that raises the iron gate outside. Exit and go through the gate (using 
Lightning to beat the Terrasaurs, of course). Inside, you'll come face-to-face 
with Azala again. When you speak to him, you hear a deafening roar outside. Azala 
leaps off his throne and heads through the back door. Open the two eggs in the 
room and follow him. When you catch up to Azala, you'll see he is flanked an 
enormous dinosaur called the Black Tyrano. Meanwhile, the red point in the sky 
has started moving. Azala seems to say that something bad is about to happen to 
the Reptites, but he intends to destroy you first. Now you must fight both Azala 
and the Black Tyrano. Azala can use strange attacks involving telekenesis and 
teleportation, and is fairly fast. Take care of him first. He can be beaten with 
strong ice attacks like Ice Sword and Cube Toss. The Black Tyrano's fire-
breathing attack is no real threat, but watch out when he starts chewing on one 
of you party members. This does a lot of damage, and the Black Tyrano will gain 
the amount of HP you lose. The fact that its defense is even stronger than 
Azala's doesn't help, either. Wait for him to lower his defense and start storing 
power before you attack, then hit him with your strongest attacks, namely Volt 
Bite and Cube Toss. Make sure your HP is very high when the countdown reaches 0. 
The Black Tyrano will use an extra-strong flame attack that hits everyone in your 
party. Use Aura Whirl right away to replenish some HP, fast. After executing this 
attack, the Black Tyrano's defense be partially replenished, but will not be as 
strong as it was at first. After you defeat the Black Tyrano, Azala will tell you 
that rocks will fall from the sky soon, announcing the beginning of the ice age. 
Suddenly Ayla utters a very familiar word: Lavos! Ayla says it's just her word 
for "big fire". Now it becomes clear that Lavos came from outer space, and is 
about to hit Earth right now! Luckily, Kino arrives with the Dactyls and takes 
everyone to a safe distance. From there we can only watch as Lavos crashes into 
the Tyrano Lair, leaving behind an enormous crater. Since Lavos has just arrived, 
head for the crater to see if you can catch it. When you reach the carter, you'll 
find that Lavos is already deep underground. However, a new Gate has appeared! It 
seems like the best place to go, so hop inside.

18. The Magic Kingdom

Upon emerging from the Gate, you'll find yourself in a small cave. Head outside 
and you'll find yourself caught in a snowstorm. The year is 12,000 B.C., and the 
ice age Azala mentioned is now in full swing. Be sure to save your game. Head 
southeast and you'll find a small building called a Skygate. Step on the circle 
inside and you'll be rocketed up to an island in the sky! Here you'll find the 
town of Enhasa. Go inside and head to the right. Here you'll find a creature that 
looks like Masa and Mune. It tells you that you are in the kingdom of Zeal, where 
dreams come true. If you talk to the people here, you'll learn that most of the 
people in this kingdom can use magic, thanks to the efforts of one Queen Zeal. If 
you head to the northwest corner of this building, you'll come across a small boy 
with a purple cat. Without warning, he suddenly says that one member of your 
party will die soon. Go up the steps after talking to him and you'll find a blue 
cirlce on the ground. Step on it to have your HP and MP refilled. In the 
southwest corner you'll find a shop. Stock up on supplies there. In this place 
you may also find books that you can open, each one revealing the symbol of a 
type of magic. Open them in the following order: water, lightning, fire. If you 
do this, a secret door should appear behind the man near the entrance. Inside 
you'll find a Nu, who asks if you challenge him. Say yes and you'll have to fight 
six Nu. They are strong, but not really hard to beat. Use attacks that hit 
multiple targets like Cyclone and Falcon Hit, and the battle shouldn't last too 
long. When you win, you'll get a Speed Tab and a Magic Tab. After restoring your 
HP and MP again, head outside and use the Land Bridge to the north to get back 
down to ground level, but on a different continent. Head north and west to find 
another Skyway, which will take you to another part of the Zeal kingdom. Cross 
the west bridges to reach the village of Kajar. Talk to the people here and 
you'll learn the name of the boy you saw: Janus. He is the son of Queen Zeal, as 
it turns out. You'll also learn about the three Gurus of Life, Reason, and Time. 
Head through the upper-right door. In the southeast corner of this room, check 
the lower wall to find a Speed Tab. As in Enhasa, there are three books which 
open a secret door when they are opened in the correct order. In this secret 
room, you'll find an item called the Black Rock. You can't really do anything 
with it yet, but in time, it will let you use an awesome Triple Tech called 
DarkEternal. Leave Kajar once you have it. To the west is the giant flying 
machine called the Blackbird, which you'll have to deal with later on. Instead 
head into the cave to the east. Use the columns of light in this series of cave 
to reach the top of the mountain where Zeal Palace is. Here you'll learn that a 
strange prophet has appeared, making many predictions which have come true. You 
may also find a Nu walking on a bridge over the main hall. Offer to scratch his 
back. fter doing this, return to Kajar and scratch the back of the Nu in the room 
where you got the Speed Tab. In return he'll give you a Magic Tab. Back in Zeal 
Palace, there is also a woman who was asked to destroy a plant she received from 
the Guru of Life. Tell her not to do it (this has a big effect later in the 
game). You may also see Masa and Mune here. After all this, you need to go into 
the three door at the north end of the palace. The one on the right leads to the 
living quarters of Janus and Schala (the queen's daughter, and Janus' older 
sister). When you go inside, you'll see that Janus is very worried about 
something. Suddenly, a woman appears and informs Schala that the queen asks for 
her prescence at the Ocean Palace, the technological wonder being constructed 
under the sea. Head into the center door now and follow Schala. She will use her 
pendant to open a sealed door, which closes behind her. When you try to use 
Marle's pandant on the door it doesn't work. Head for the left door to reach the 
Mammon Machine, which is the source of the magic power possessed by the people of 
Zeal. However, you will learn the Mammon Machine is actually drawing power from 
Lavos himself! The quen intends to move the Mammon Machine to the Ocean Palace in 
order to increase the amount of power it draws in. Step in front of the Mammon 
Machine and press A to have it charge Marle's pendant with energy. You can now 
return to the sealed door and use Marle's pendant to open it. Inside, you'll be 
in the throne room. Also here are Queen Zeal, Schala, the prophet, and Dalton, 
the captain of the Blackbird. The prophet tells the queen that your party are 
troublemakers, and Dalton unleashes a monster called a Golem. If you win this 
fight, good for you, but it won't help. You'll still be captured and thrown into 
the energy of the Mammon Machine. Luckily, Schala appears later and releases you. 
She is hoping that you can rescue Melchior (yes, the same guy from 1000 A.D.), 
who is apparently one of the Gurus, and was sent to the Mountain of Woe for 
opposing the queen! However, the prophet discovers you and intends to do away 
with you, but Schala and Janus are able to stop him. He still orders you to show 
him how you came to this kingdom. You will be taken to the cave where the Gate 
is. After you are sent back through the Gate, Schala is forced to use her magic 
to seal it off.

19. Break the Seal!

Back in the prehistoric era, Marle remembers seeing the same crest as the one on 
the door Schala's pendant opened in the Keeper's Dome near Death Peak in 2300 
A.D. Before going there, however, there are some other places you should check 
out. In 600 A.D., you'll find sealed treasures you can now open in the Magic Cave 
and Guardia Forest. In 1000 A.D., check out the Heckran Cave. Also in 600 A.D., 
you will find some sealed treasures which say what's inside is reacting to 
Marle's pendant. When the game asks if you want to open one of these, don't. 
After refusing, go to 1000 A.D. and open them. The items inside will be stronger 
than what you would have gotten in 600 A.D. After you get the stronger versions, 
return to 600 A.D. and pick up the weaker ones, because they are still good. 
These treasures can be found in Guardia Castle, Truce Inn, and two of them are in 
the Elder's house in Porre (Guardia Castle in 1000 A.D. also has other treasures 
you should get. You may also notice that a tense situation is growing between 
Marle and her father. Something weird is going on with the chancellor, as well). 
They are pieces of armor which will absorb certain types of magic (note that it's 
a good idea to give a person a piece of armor which will absorb the type of magic 
which is the opposite of the one he or she uses). You should also check out the 
Forest Ruins north of Medina in 1000 A.D. The Pendant will cause the pyramid of 
energy there to dissapate. A Nu will ask you to choose between the Safe Helm in 
the left treasure, or the Swallow for Crono on the right. Both of these are 
incredibly strong, but I recommend the Safe Helm, since you will get more use out 
of it, while other weapons will later replace the Swallow. After doing all of 
this, it's time to head for 2300 A.D. However, you still have more items to get! 
Head west through Lab 32 to the Arris Dome. When you get there, head down into 
the basement and go to where you saw the recording of the Day of Lavos. Nearby, 
there should be a door like the one in Zeal Palace (you'll need to use the code 
where you hold L and R while you press A to reach it). Inside, you'll find a load 
of treasures, including the awesome Gold Erng. Give this to Crono. There's also a 
Power Tab in here. After you've accessed this room, leave the Arris Dome and head 
west through Lab 16. Head for the Trann Dome. There you'll find yet another 
sealed door. Inside you'll find a Magic Tab, a Full Ether, and an accessory 
called the Gold Stud. This will drastically reduce the MP cost of your 
techniques, so give it to Marle right away. Just north of the Trann Dome is the 
Bangor Dome where you first arrived after escaping from Guardia Castle. Inside 
there's another sealed door to open. Inside you'll find more treasures, including 
the Charm Top for Ayla, which increases the success rate of her Charm technique 
(if you don't have this yet, now is a good time to gain tech points. The Mystic 
Mountains are a good spot for this. Try to get everyone's fifth technique before 
returning to 12,000 B.C.) However, you're not done with the Bangor Dome yet. Use 
the Gate there to get back to the End of Time. Two new columns of light should 
now be available. One goes back to the Bangor Dome. The other goes to Guardia 
Forest in 1000 A.D. Go there and you'll find yet another sealed treasure. That 
should take care of all the sealed treasures and doors, except for the one in the 
Keeper's Dome. Go through the Sewer Access using the bridges you made to get 
there. When you reach the Keeper's Dome, you'll learn that the old man who was 
there has passed away. Use the Pendant to enter the back room. Inside you'll find 
several shiny objects which reveal the old man's identity. He was the Belthasar, 
the Guru of Reason from 12,000 B.C.! Somehow he was sent to the future through a 
freak accident. He then proceeds to tell the story of Lavos, who descended to 
Earth in 65,000,000 B.C., as you saw. He burrowed underground as has been 
consuming the world from the inside out. In 1999 A.D., Lavos broke the Earth's 
surface and caused the Day of Lavos. He now resides on Death Peak, continually 
devouring more of the world and producing offspring. Your only chance to beat him 
is through time travel, and that is why he leaves you his greatest creation, 
the "Wings of Time". Open the last door to find his invention (if you come back 
to the room with the messages from Belthasar, you can find a Magic Tab). Examine 
the strange vehicle and then try to leave. You'll be approached by a robotic Nu 
who has Belthasar's memories copied into its databanks. It will tell you how to 
operate the machine, and allow you to name it. Its usual name is Epoch. Finally, 
use the seats the Nu brought to get in, and you're off! You can now use the Epoch 
to get back to 12,000 B.C. again! Before you do, however, you might want to gain 
experience and tech points like I said earlier. When you're ready for 12,000 
B.C., Crono, Ayla, an Marle should be in your party. Use the Epoch to get back to 
12,000 B.C. When you arrive, head northwest and you'll find the Mountain of Woe, 
which is anchored to the ground by a chain. Nearby is a place called the Terra 
Cave. Head inside and you'll find the village of the "Earthbound Ones", the 
people without magic. Stop at the shop and pick up any equipment you need (if you 
get the FlashBlade for Frog, make sure you take the Hero Medal off). Climb down 
all the ladders and you'll find a Save Point. Save and talk to the man there. 
He'll tell you that if you go through the hole on the right, you'll reach the 
Beast's nest. From there you can get to the Mountain of Woe. Go inside, and 
immediately look in the southeast corner of the room to find a Power Tab. Head 
north and you'll fight a few Beasts. Theie attack power increases every time you 
hit them, so take care of them quickly. If you use Ayla's Charm on them, you'll 
get R'bow Helms, which will lessen the amount of damage you take from lightning 
attacks, and have good defensive strength. Get as many of them as you can. 
Continue north until you reach the boss of this area: the Mud Imp, who is flanked 
by the Blue Beast and Red Beast. Using Charm on these guys has great results. The 
Blue Beast will give you a MermaidCap, the Red Beast will surrender an Elixir, 
and the Mud Imp itself coughs up a Speed Tab! Although he seems like the leader, 
do not attack the Mud Imp. His defensive strength is massive, and often heals 
himself and the other enemies. Concentrate your attack on the two beasts. Use 
strong ice attacks on the Red Beast (two hits with Cube Toss should finish him), 
and use lightning attacks like Volt Bite on the Blue Beast. If you're really 
desperate to hit them all, try Flacon Hit. With attacks like these at your 
command, the battle won't last long (which is good, because most of your hits 
will invoke counterattacks). The Mud Imp usually runs away after the beasts are 
defeated, but sometimes you can get him with Ayla's Rock Throw (for some reason, 
this works where everything else doesn't) or occaisionally regular attacks. Walk 
up the chains behind him to reach the Mountain of Woe.

20. The Guru on Mt. Woe

The Mountain of Woe is a very strange place. For the first time, you will 
encounter enemies which use a spell called Lock All. This disables everything but 
normal attacks. However, defeating one of these enemies gives you 100 tech points 
each! The enemies here aren't that strong, but beware of the Lifeshaver attack 
which Gargoyles use. However, they all give lots of tech points, so try switching 
in different characters to learn lots of new techniques. The only disadvantage is 
how hard it is to navigate this place. Begin by heading north across some chains. 
Following this path will lead you to a treasure with a Lode Helm inside, as well 
as some good enemies to fight. Return to the entrance and head west and then up 
to reach the next screen. On the next screen, head left to fight a Rubble, then 
go back to the right and head north as far as you can (you should see a Save 
Point along the way). Head east across the chain to get some treasures, then head 
due west to find a treasure which contains a Barrier. Go back east a little to 
reach a point where you can go up to the next level of the ground, then walk west 
and around on that level to reach the next one. Head due north to get a Lapis, 
then cross the chain to the east to reach the area that will lead you to the next 
screen (there should be one treasure and one more Rubble before you get there). 
On the next screen, go north and get the Lapis from the treasure, then take care 
of the Man Eaters to your right. Continue east and get the two treasures there, 
then head north from where you fought the Man Eaters. From here on out it should 
be easy. To make sure you don't miss any treasures, I'll tell you now that there 
are four left, plus a Magic Tab right before the last chain (the one where the 
sky gets dark). After climbing this chain, you'll find a block of ice. 
Apparently, the Guru of Life is trapped inside. However, you must now face the 
guardian of this place, Giga Gaia. This guy will open with strong fire and shadow 
attacks (it's good to equip the Black Mail and Red Mail). To cut down on his 
healing and two-hand attacks, start by taking out the right hand (your right, not 
Giga Gaia's). It will eventually regrow, but you'll do lots of damage while it's 
gone. If you want to hit both hands, use the Falcon Hit. Once the right hand is 
gone, use all your strongest attacks on Giga Gaia's head (i.e. Cube Toss, Volt 
Bite, and Ice Sword 2). If you keep destroying that right hand after it 
regenerates, you'll cut this guy down in no time. When you win, Melchior (the 
Guru of Life) is released from his prison of ice. When he learns about the Ocean 
Palace, he tells you that Queen Zeal's quest for power has allowed Lavos to 
control her, and the more energy Mammon Machine draws out, the worse she gets. 
Suddenly, the Mountain of Woe starts to collapse, and everyone rushes back to the 
Terra Cave. Back in the cave, Melchior warns you that if the Mammon Machine is 
brought too close to Lavos, he may awaken. Suddenly Schala appears with Janus and 
tells Melchior that the Ocean Palace has been completed. However, Schala has now 
deserted Queen Zeal's cause, and has reopened the Skyways so you can stop her 
mother. However, Dalton shows up and kidnaps her. Janus also disappears, 
apparently hot on Dalton's trail

21. What Lies Beyond?

Talk to Melchior again and he'll give you an item called the Ruby Knife. It's 
made of Dreamstone, just like the Mammon Machine, and must be used to destroy the 
machine before it's too late. Leave the Terra Cave and save your game. You should 
probably take Ayla out of your party and put Lucca in instead (if not now, then 
at least do it once you reach the Ocean Palace). Use the Skyways to retrace your 
path to Zeal Palace (you should stop in Kajar to check out the new items at the 
shop, but don't say that the your Pendant is Schala's or the Nu won't sell you 
anything because you "lied"). Once you reach the palace, head for the throne 
room. There you'll find a disgruntled Dalton standing guard. You'll have to get 
past him if you want to get to the Ocean Palace. Regular attacks work pretty well 
on him, but he often counters with his Iron Orb attack, which can instantly cut 
your HP in half. If you want to use magic to make the fight end faster, go ahead; 
you can always refill your HP and MP in the palace. Actually, you'll have to use 
magic sometimes; when he says "go ahead, try and attack," normal attacks will 
usually miss. Once you beat him, he'll head through a portal to the Ocean Palace. 
Follow him.

22. Lavos Beckons

One of the first things you may notice about the Ocean Palace is its awesome 
music. Immediately save in the southeast corner and talk to Mune. You'll see a 
scene in which Schala is forced to raise the Mammon Machine to full power, 
slightly draining her own energy in the process. Head south and you'll be in a 
large room. Here (and throughout the palace) you will encounter enemies called 
Scouters, Blue Scouts, and Red Scouts. Contrary to what you might think, each 
type of scout is susceptible to the type of magic which matches its color (i.e. 
use fire magic on Red Scouts). Immediately head right and enter the next room. 
Step on the switch to fight two enemies: a Jinn and a Barghest. Destroy the 
Barghest first to lower the Jinn's protective shield. The switch will then 
activate a bridge in another room. Continue to the right and fight off the 
enemies in the next room, taking the Aeon Helm there as well. Head due west to 
get back to the main room. Head to the left side of the room and repeat the 
process you just completed (there are also some treasures to pick up this central 
room as well). After hitting both switches, head through the door in the 
southwest corner of the central room. Take the Shock Wave from the treasure and 
head south. In this room you'll find the SonicArrow for Marle (if you start at 
the door and head west around the outside of the room, you'll eventually find a 
secret room with the Demon Hit for Frog inside. Anyway, head east to reach 
another switch. This will open a new path in the central room. Return there by 
continuing east to get any treasures you missed. In the central room, a new path 
has appeared in the center of the south wall. Take it, and head down the stairs 
to your left. It will be a long trek with lots of enemies, but eventually you'll 
run into Masa (when two Thrashers or Lashers are together, beware their powerful 
counterattack. Use Lucca's Shock Wve to confuse them and avoid it). He'll tell 
you that the Pendant, the Ruby Knife, and the Mammon Machine are all made of 
Dreamstone. You will also find a Save Point in the next room. Use a Shelter if 
you need it, then head south to reach an elevator. You'll have to face a lot of 
enemies while riding the elevator, but they're nothing new (note that you can 
ride back up the elevator to get a Magic Tab, but you'll have to fight past a lot 
of enemies that you already dealt with again). When you exit the elevator shaft 
on the bottom floor, head for the two small rooms on the sides of this area. 
Defeat the enemies inside and activate the two switches. After doing this, return 
to the switch right outside the elvator shaft and step on it. A path should 
appear that will take you to a Save Point. Save and use a Shelter if you need it. 
You should also take Lucca out of your party and put in Frog instead. Also, equip 
items that will lessen or absorb the damage you take from water magic (Blue Mail, 
Blue Vest, and MermaidCap). Then head into the next room (oh, don't miss the 
Elixir near the Save Point). Dalton appears again, this time summoning two Golems 
to fight you. Like the one before, they copy the attacks you use. Attack using 
only water magic on them and they will end up healing you most of the time, so 
you can defeat them easily. If you have the Arc Impulse Triple Tech, this fight 
will end very quickly. Dalton is about to summon another enemy, when he suddenly 
senses a strange force and leaves the Ocean Palace. At this point, if Crono is 
wearing anyequipment that you particularly like, remove it from him immediately. 
You should also put your normal equipment back on. In the next room you'll find 
Queen Zeal, Schala, and the rest of the gang. Without warning, the Mammon Machine 
suddenly goes haywire. In order to stop it, Crono throws the Ruby Knife into the 
machine. When it hits, the energy from the machine transforms it into the 
Masamune! But that isn't enough to stop it, and Lavos appears. At this point, you 
have no hope of winning, and Lavos will probably defeat you with his first 
attack. However, the prophet suddenly takes off his cowl and reveals who he 
really is: Magus! He too has sworn to destroy Lavos, but for what reason he 
doesn't say. However, Queen Zeal appears and proclaims that even he can't stop 
Lavos. When Magus and Schala try to stop her and Lavos, they get blasted, too. 
Miraculously, Crono manages to get up. Despite his battered body, he makes one 
last attempt to destroy Lavos. But this, like all the other attacks, results in 
failure, and Lavos' blast completely incinerates him. There isn't even a body 
left. Before the Ocean Palace falls apart, Schala manages to send Magus and what 
remains of your party to safety. What happens now is all too familiar. As Lavos 
breaches the Earth's surface, lava is thrown high into the sky, wreaking havoc on 
Zeal's floating kingdom. The giant falling rocks, combined with Lavos' power, 
cause a huge tidal wive which wipes out almost everything. Your two party members 
awaken in a small hut. Crono is not with you (note: try to keep Marle in your 
party at all times while Crono is dead; you may see some very emotional scenes). 
An old man will tell you that you two were the only ones found after the Ocean 
Palace was destroyed. No one has seen Magus or Schala. The three Gurus have also 
vanished, but evidence suggests that they, as well as Janus, were sucked into 
Gates! Luckily, the Epoch is safe. You must now replace Crono with a third party 
member, which should most definitely be Ayla. You should still keep Marle in your 
party, but your third party member could be whoever you like. Save your game and 
head outside. In one of the others huts you'll find a Nu who will sell you 
supplies. Occassionally you can also get him to leave the hut, and you'll find a 
Magic Tab behind where he was standing. Head for the Commons. Talk to the 
survivors and you'll learn that the "Enlightened Ones" have lost their magic, but 
they're all right. When you talk to the old man you saw earlier, Dalton shows up 
with some soldiers. Now that Queen Zeal is gone, he claims to be the king of the 
world. Having seen the Epoch, he decides to take it and make it his personal 
vehicle, and then captures your party.

23. The New King

Your party awakens in a strange cell. All your equipment, items, and money are 
gone! It's a good thing you brought Ayla; she's the only one who can still fight 
without her weapons. Save your game and climb the ladder. When you reach the top, 
you see open sky. You're on the Blackbird! Now you have to find your items and 
escape. When you go back down the ladder, one of your characters will find a spot 
where you can press A to jump up into the ship's ductwork. While up here, you can 
stop on top of any lit area and press A to look through the grate and see what's 
on the floor below you. Head left until you reach a grate, then head as far south 
as you can. When you reach the last grate, look down and you'll see Dalton's men 
working on the Epoch! But you can't challenge Dalton without your equipment, so 
you'll have to worry about the Epoch later. If you want, you can return to your 
cell and approach the door. When you do, you can pretend to be sick, and then 
beat up the guard when he comes in. Until you find your equipment, Ayla will have 
to take care of any more enemies. Go out the door and head left. When you come to 
another door, go inside and defeat the Bashers. Open the treasure and you'll find 
your money. Leave this room and head south (you'll need to use the switch to 
change the direction of the conveyor belt), then turn left and go into the next 
door you come to. Defeat some more Bashers and you'll get your third character's 
equipment back. Next, return to your cell door, but walk past it and head north. 
Beat the Bashers guarding the door and go inside. Destroy the Byte here to 
reclaim your second character's equipment. Leave the room and head left, then 
take the conveyor belt north to the next room. Go into the door on the left and 
you'll find your items. Leave this room and return head to the right. Use the 
ladder here to get back up into the ship's ductwork. Head west and turn north 
once you reach a grate, then turn left at the next grate. You should come to a 
ladder. Climb down it and take the rest of your equipment from the treasure while 
the Basher sleeps. Now go back into the ductwork. If you want a Magic Tab, head 
right until you reach a grate, then go up, right, down, right, and up again. You 
should reach a dead end where you'll find a Magic Tab. Now return to the room 
where you found your items (the door to your left near the entrance to the second 
large room). Go through the door there and you'll find yourself out on one of the 
Blackbird's wings. Fight against the wind and you can fight the Turrets here. 
Like the Rubble you fought before, these guys can use the Lock All technique, but 
also give you 100 tech points each! After destroying a fw of those, make your way 
to the lower-left corner of the wing. Here you'll encounter the Golem Boss. This 
guy is a complete wuss, and you can beat him with regular attacks without taking 
any damage whatsoever (don't worry about his countdown - it doesn't do anything)! 
He may even run away! However, your next enemy won't be as easy. Dalton has now 
added wings to the Epoch, and he intends to use it against you! In order to stop 
him, your party will jump onto the Epoch to fight him. This guy is not easy. He 
counters physical attacks with the Iron Orb technique, so use magic. Be aware 
that he will counter magic spells with spells of the opposite type (i.e. using 
Fire 2 to counter a water spell). If you use Charm on him, you get an item called 
a Power Meal, which would be like a HyperTonic if there was one. This will not be 
an easy fight, so cure a lot. Note: I have occassionally noticed that Dalton will 
try to summon the Golem Boss and end up getting sucked into the portal that 
appears. This usually happens when I use Cube Toss. Climb into the cockpit and 
push the buttons your characters tell you to. You should activate the Epoch's new 
lasers and blow the Blackbird out of the sky. Land and return to the Commons. 
Some of the people there will tell you that a stranger appeared looking for you! 
Could this be Crono? They say he headed for the north cape, so head there right 
away. When you get there you'll see a shining object. Check it out and you'll 
find the person who was looking for you: Magus! You'll learn he was a citizen of 
Zeal Kingdom when he was young, and tells a story of how he and the three Gurus 
were sucked into Gates. He was Janus! Ozzie found him and raised him to be evil. 
This also explains why Melchior and Belthasar were living in other times, but 
what of Gaspar, the Guru of Time? You haven't seen him yet. Magus moves to say he 
tried to summon Lavos to his castle in order to repay him for what he did, but 
that was when you happened upon him. Ironically, he ended up back here when he 
was drawn into the huge Gate that appeared. In describing Lavos' awesome power, 
he mocks Crono, which gives you the chance to fight him. Don't do it! It won't 
help anything. All that really happens if you kill him is that Frog will become 
human again. However, spare him and he'll join your party before you leave! A few 
of his spells are missing, but he's still an awesome ally. Either way, Magus will 
tell you that there may be a way to bring Crono back... if you can find Gaspar.

24. The Time Egg

Leave the north cape and head for the Last Village (you should put Magus in your 
party right away). Buy any supplies and equipment you need from the Nu there. 
Then head for the Epoch. When you take off, you'll see something incredible. The 
Ocean Palace rises up out of the water and begins to hover above the ground! If 
you fly over to it, you can see its name is now the Black Omen. You're not ready 
for this place yet. Head back to 1000 A.D. Taban will give you the Taban Suit. 
Give this to Lucca right away. Then head for the End of Time. Talk to the old man 
there and ask him about the Guru of Time. However, all he says is how sad it is 
that Crono's gone. When you try to leave, he'll call you. Talk to him again and 
he'll give you something called the Chrono Trigger (C. Trigger in your 
inventory), which looks like an egg. With it, you may be able to get Crono back. 
He tells you to ask Belthasar about it. After hearing this, you'll realize that 
he's the Guru of Time! Head for the Keeper's Dome in 2300 A.D. and talk to 
Bethasar's Nu. He'll tell you that in order to bring Crono back, you have to 
climb Death peak, and you'll need an exact copy of Crono. Go to Crono's house and 
pick up the Clone (the doll in his room). If you haven't won it already, go the 
Tent of Horrors in Leene Square and play the 40-point game. Then return to the 
Keeper's Dome. The Nu will send three dolls off to Death peak to help you. Now 
head for Death Peak. Talk to the first doll and some trees will appear, which you 
can hind behind when the wind picks up. Use these to reach the next screen. The 
Krakkers here aren't a cause for concern as long as you defeat them quickly. Head 
to the far left to get a Magic Ring, then climb the rocks up the cliff and make 
your way to the next area. Here you'll encounter an enemy called a Macabre. There 
will be more of them later, but Magus' Lightning2 will take care of them. Head 
down into the lower area here and take the Wall Ring. There's also a Save Point 
here. When you're done, head through the cave to the north. Here you'll find a 
Lavos Spawn. This guy has two parts: a head and a shell. Whatever you do, don't 
attack the shell or he will respond with a monstrous counterattack. Instead, 
attack the head with single target attacks. His attacks are somewhat strong, so 
keep a close eye on your HP and use Cure as needed. When you win, take the Giga 
Arm from the treasure on the left and give it to Robo. Continue north to reach 
the other side of the cave. Outisde, head east and south to get to another part 
of the cave. Here you'll find a BraveSword for Frog. Head south and you'll be up 
on a ledge. To the north is something shiny. Walk up to it and press A. Another 
cave will open nearby. Return to where the Save Point was and go into the new 
cave. Inside is a StarScythe for Magus. Continue north and you'll find another 
Lavos Spawn. Beat it as you did the one before. Head west and you'll find the 
second doll. He warns you that the path ahead is slippery, and the winds will try 
to blow you off the ledge. Use B while running across and fight the wind by going 
up. On the next screen you'll find a VedicBlade. Crono could use this... if he 
was here. Avoid the Krakkers and head south a screen, then west a screen. The 
third doll will tell you to use a shell to climb on, whatever that means. Climb 
down the cliff to the west and take the Dark Helm, then save your game. When you 
head north, you'll have another Lavos Spawn to fight. However, when this one 
dies, its shell stays behind. Push it against the cliff to the northeast, then 
press A to climb up it to reach the cliff. You should now be at the summit of 
Death Peak. Approach the tree at the top and the Marle's pendant will start 
giving power to the Chrono Trigger, which floats up into the sky... and breaks! 
But then there's an eclipse. Apparently the Chrono Trigger was supposed to 
shatter when it worked. You appear at a moment frozen in time, just before Crono 
met his demise. Place the Clone in Crono's place and he will be restored to life 
(if you brought Marle you get to see her get all emotional, and it's a good 
scene).

25. The Fated Hour

Back at the End of Time, talk to Gaspar. He'll tell you the time for the battle 
with Lavos is near, but there are a few things you should do first to become 
stronger. He will then provide you with some hints as to what they might be. 
Luckily, you have me here to tell you exactly what they are. Some of your party 
members will also provide clues if you talk to them. Before you head of on your 
little quests, Ayla informs you that her village has a strong defensive item. 
Head back to Ioka Village and you will now be able to trade for Ruby Armor, which 
is very strong. If you stop at the Laruba Ruins, you'll also find a Nu. He can 
change your characters' names, and will also give you a SilverRock.

Sunken Desert

For this mission, you'll want characters with water magic. Obviously, Magus, 
Marle, and Frog make the best party. Assemble your group and take the Epoch to 
600 A.D. Remember the woman with the plant in 12,000 B.C.? If you told her to 
plant it in secret, there should be a spot in the barren area between Dorino and 
Porre that looks like a whirlpool of sand. Nearby is Fiona's villa. Talk to her 
and you'll find that she now has the strange plant. She wants to plant it in 
hopes of restoring the forest, but there are too many monsters lurking around. 
Looks like it's up to you to clear 'em out, so head for the strange whirlpool: 
the Sunken Desert. Walk into the swirl and you'll wind up underground. The 
shifting sands make it hard to move around sometimes, but it's not that big of a 
deal. The enemies here have strong attacks, but can defeated easily after you use 
Ice 2 or Water 2 to lower their defense. In the first room there are four items 
you can get: a Lapis, an Aeon Suit, an Elixir, and a Full Ether. Head south to 
enter the next room. Here you'll see a strange skeletal monster, which is the one 
responsible for the Sunken Desert. It keeps going underground up coming up in a 
different place. When it comes up next you, you'll have to fight it. You'll want 
to fight it, but try to get all the treasures in here first (there are seven, and 
they're all good). Finally, it's time to face the Retinite. He looks a lot like 
Zombor from the fight at Zenan Bridge. However, he not only has a top and bottom, 
but a midsection. Use regular attacks on this first, because the other parts will 
try to absorb its HP. However, once it's gone, the other parts use strong 
attacks. You'll have to use a lot of Heal and Cure spells. To defeat it, 
concentrate on one part at a time. Use Water or ice to lower it's defense, then 
attack it with weapons until its defense is restored. Then use another spell. You 
will use lots of HP and items in this fight, but it is doable. Just be persistent 
and heal yourself a lot. Once you've beaten it, go back to see Fiona (there 
should be a Power Tab in the first rom now). Be sure to put Robo in your party 
now. Fiona says she can plant the seed now, but there revival of the forest will 
take longer than she will live. Robo agrees to stay behind to help. Jump in the 
Epoch and head for 1000 A.D. When the spot where Fiona's villa, you'll find a 
shrine has been placed there in her name, and it is surrounded by a huge forest. 
Here you can buy a new helmet called a Vigil Helm; get lots. Here you will also 
find Robo, who has been waiting for you for 400 years! In celebration of their 
reunion and the restoration of the forest, the whole gang decides to have a 
campout in the forest. Robo tells you he may think that Lavos is not the one who 
created the Gates. He has come to think that some outside force wanted then to 
travel through time. There is then a large discussion about why people's lives 
flash before their eyes, and they decide it must be because of regretting things 
that the person about to die wanted to change. In the night, Lucca wakes up when 
she hears strange sounds. Take control of her and head to the right to find a new 
Gate. Traveling through it takes her back to the year 990. If you've ever seen 
Lucca's mother, you know she has lost the use of her legs. This is the day that 
happened. Check some of Lucca's house and you'll find a piece of paper that says 
the name of Lucca's mom is a password. Head to the main room and you'll see 
Lucca's mom become trapped in a conveyor belt that is about to crush her. Walk 
over to the machine and you'll see a shining spot on it. Press A on it and it 
will ask for a password. Enter the name of Lucca's mom, Lara (L,A,R,A). If you're 
fast enough, you can stop the accident from happening. Back in 1000 A.D., talk to 
Robo and he'll give you something called the GreenDream. For those of you who are 
Final Fantasy III fans, it functions the same as the Life 3 spell. 

Ozzie's Fort

For this mission, you should still keep Magus and Marle in your group. Crono 
makes a good thrid member, but the enemies you'll face have good items that you 
can steal, so you might want Ayla instead. Take the Epoch back to 600 A.D. and 
head for the continent where east of Magus' castle. Here you'll find Oziie's 
fort. When you go inside, you'll learn that Ozzie and his fellow Mystics now 
consider Magus a traitor to their cause. In the next room, you'll run into an old 
friend, Flea! He's a little stronger than the last time you fought him, but you 
should be able to beat him easily. Continue northward until you reach Ozzie's 
next henchman, Slash. Again, stronger than last time, but easy to beat. In the 
next room, Ozzie will try to trick you into taking a treasure which is booby-
trapped. Ignore it and walk past. If you do this, a Green Imp will try to take 
it. The booby-trap will take care of, letting you get the treasure. More 
importantly, check the south wall near the stairs here and you'll find a secret 
paasage. Inside are the DoomSickle, Gloom Helm, and Gloom Cape for Magus, as well 
as a Magic Tab. In the next room is the major battle. You must take on Super 
Slash, Flea Plus, and Great Ozzie all at once. Each of them is more powerful than 
before, and they will counter every attack you make with combo attacks! To start 
concentrate all your firepower on Super Slash. He is the only one who responds 
with a dual tech instead of a triple tech. It's also a fire attack, so if you're 
wearing Ruby Armor there's nothing to worry about. Use Charm on him to get the 
Slasher 2, which is a good weapon for Crono. Using Cube Toss will take care of 
him quickly. Next, turn your attention to Flea Plus. From him you can steal a 
Flea Vest, an accessory that increases magic defense. However, he will probably 
run away as soon as you hit him. As for Great Ozzie, he's a piece of cake, but 
don't forget to steal the OzziePants. This is the strongest helmet in the game, 
but it confuses whoever wears it. Take the treasures and run after Ozzie. This 
fight is reminiscent of when you fought him at Magus' castle. Just hit switches 
until you find the right one and he falls into a pit. With Ozzie defeated, your 
work here is done. However, go to Medina Village in 1000 A.D. and you'll find 
that the Mystics are much friendlier than before. The inn and shop are even 
cheaper than most human stores, so buy whatever you need before continuing with 
the game.

Geno Dome

Robo and Marle are absolute musts for this mission, but your third character 
could probably be whoever you want. Take the Epoch to 2300 A.D. and check the 
map. There should be a small island to the southeast. Here you'll find the Geno 
Dome. Go inside an Robo will unlock the door by using the computer on the left. 
However, something doesn't seem right. In the next room, step onto the conveyor 
belt and you'll have to fight a large amount of minor enemies to proceed. Max 
Cyclone works well here if you bring Crono. In the next room, use the switch on 
the wall to open the pod next to it. It doesn'y really do anything itself, but 
there is another switch which opens another one that does do something. Head left 
and then north to find it (you'll have to fight some Proto 4s). There is also a 
computer here which offers information about various things in the Geno Dome. 
Take the Full Tonic, then head northwest to find a room with three switches. Make 
it so only the center one is green and a nearby pod will open them (note that the 
Laser Guards will self-destruct if not killed in one hit, so don't attack them 
with Marle or Lucca). Then step into the pod next to the computer to energize 
Robo. Step into the newly opened pod to open the door and take the small doll. 
Energize Robo again and open the door near the entrance to this room. In here 
you'll find a few treasures. Outside this room, there is a door to the right 
which opens without being charged. Inside is an elevator which takes you to a 
Save Point. Go into the room next door and pick up the Power Tab. Continue north 
until you reach another elevator which leads back downstairs. Head south from 
there to fight some enemies. You may notice one of them walking through a wall to 
get at you. After you defeat the enemies, walk through that wall to find a switch 
that reverses the conveyor belt. Hit another switch where you fought the enemies 
to lower a security beam. Now retrce your steps back to where you got on the 
first elevator. Just north of there is a room with some Proto 4s and treasures. 
Now, head for the energizing pod and energize Robo. Run to the room you were just 
in, but don't enter it. Instead, get on the conveyor belt to the left and ride it 
northward. Get off at the left and enter the pod to open the door (there will be 
a switch to hit). Take the treasures, then walk over to the robot. He will follow 
you around now. Take it to where you first entered this room by running back 
across the conveyor belt. Then head left and use it to disable the other robot 
and take the second doll. There is also a Vigil Hat here. Now that you have both 
dolls, go back up the first elevator and save your game. Head south and pick up 
the Lapis, then turn left. Here you'll encounter Atropos, a "female" robot who 
was a friend of Robo's. However, whatever is controlling the other robots has 
gotten to her as well. She orders Robo to destroy the humans before speaking to 
their "mother". However, Robo won't allow it, so he fights Atropos alone. Atropos 
XR is no easy match, though. She has nearly all of Robo's attacks and is usually 
faster than him, as well. If you equipped the Rage Band, it will help a lot now. 
Use Robo Tackle on her (anything stronger isn't worth the MP), and use Cure Beam 
when your HP is low. When you win, Atropos snaps back to reality, but she's too 
damaged to be repaired. However, she does give Robo something which automatically 
boosts his speed and magic defense. Before continuing, dash at the switch on the 
wall to jump and hit it. Inside is a MegaElixir! Head left and climb down the 
ladder. Take the money from the treasure and head north. Here you'll find a 
machine that is killing humans, but in order to stop it you'll have to destroy 
the central computer. Head out the right door, however, and you can get a Full 
Ether. Now return to where you fought Atropos and head northwest. Defeat the 
Laser Guards and place the dolls on the green circles to open the large doors. 
Here you will find the Mother Brain of the computer controlling the robots. When 
Robo refuses to join her, you'll have to fight her. The three Displays behind her 
will constantly heal, so destroy two of them. If you destroy all of them, 
however, the MotherBrain becomes too strong to defeat, so leave one Display 
intact. Since it replenishes about 1000 HP every turn, use the absolute strongest 
attacks you have. As long as that one Display isn't destroyed, this should be an 
easy battle to win. If you use Crono as your third party member (like I did), a 
combination of Uzzi Punch and Ice Sword works well (don't use Ice Sword 2 or 
you'll destroy the Display). Upon your victory you'll receive the Terra Arm and 
Crisis Arm. The Crisis Arm becomes stronger when Robo's HP is low, but it's too 
risky to use, so equip the Terra Arm instead. Robo will also tell you that the 
human-terminating machine has been deactivated.

Sun Palace

For this mission, you'll need to use party members with the highest speed 
ratings, but don't take Marle out of your party. Your destination is again in the 
year 2300. South of the Keeper's Dome you'll find the Sun Palace. Here you'll 
encounter a strange enemy called the Son of Sun. Don't attack him directly or 
he'l counterattack with Flare spells. Luckily, your Ruby Armor should block most 
of it. The trick to beating this guy is attacking the flames around him. However, 
you must guess which one is the right one in order to hurt him. There's no way of 
knowing which one is the right one; even following it when it shuffles doesn't 
work. You just have to guess. Once you inflict enough damage, the flame around 
the Son of Sun goes away and it runs off. Chase it and it will turn into a Moon 
Stone. Go back to 65,000,000 B.C. and place it in the Sun Keep in the northeast 
corner of the map. However, when you go to 1000 A.D., you'll find that it has 
been taken. Go to the Mayor's manor in Porre and you'll see a strange light. 
However, the mayor is a selfish man and denies having seen the Moon Stone. You 
should also go to the Snail Stop here and buy some Jerky, even though it is 
expensive. Now, head back to 600 A.D. and go to the Elder's house. The woman 
there is desperate for Jerky, and offers to pay 10,000 G for it! However, you 
should give it her for free. After seeing how kind you are, she vows to teach her 
children about being generous. Return to 1000 and the mayor will gladly hand over 
the Moon Stone. Put it back in the Sun Keep and go to the year 2300 with Lucca in 
your party. She'll take the fully charged Sun Stone back to her place and use it 
to make the WonderShot, he most powerful weapon. Taban will also create the Sun 
Shades, which increase the strength of your attacks.

Northern Ruins

For this mission, Frog will need to be in your party. The rest of your party 
should be strong magic users, namely Magus and Crono, since they can cast 
Lightning2. If you fly to the southeast in 1000 A.D., you'll find the town of 
Choras. Also here is the place called the Northern Ruins. This building is very 
old and damaged, and is haunted by tormented spirits. In the first room, you'll 
encounter a ghost who fights you and cannot be beaten. Frog thinks it may be his 
dead brother, Cyrus! Leave this place and go back to 600 A.D. One man in the 
Choras cafe complains that his tools have been stolen. Zip back to 1000 and find 
a similar man at the inn drinking soda. He will offer to lend you his tools. Just 
go to his house and talk to his wife to get them. Back in 600, give the tools to 
the man whose tools are missing. Go back to his house and speak with him after 
this, and he'll run off to repair the ruins. However, he only gets part of the 
job done, since there are lots of ghosts wandering around. Getting around in this 
place should be fairly simple. Just go anywhere you can and kill all the enemies. 
They are somewhat strong, but Lightning2 and Dark Bomb spells should make quick 
work of them. When you run out of places to go, get the repairman to fix more of 
the holes. Note that there are some treasures that can be opened using Marle's 
pendant. Check them by pressing A, but when it asks you to open them, say no. 
Like the colored vests before, these items will power up if they have had a 
chance to react to the Pendant, and in 1000 A.D. they will be stronger. After 
you've gotten the stronger ones, you can always return to 600 to get the weaker 
ones, too. However, the most important thing to find is the tomb of Cyrus. Here, 
the Masamune will be powered up, making it the strongest weapon for Frog. Besure 
to put it back on, as well as the Hero Medal. Once you have this, go back to the 
Denadoro Mountains with Frog at the head of your party. Find the Free Lancer who 
throws rocks at you and let him hit Frog a few times. Eventually, he'll catch one 
of the rocks, which turns out to be the Gold Rock!

Giant's Claw

For this next trip, only one group will do: Crono, Ayla, and Marle. All three of 
these characters are vital to your success here. Head back to Choras in the year 
600. At the cafe you'll find Toma, the guy you saw in Dorino who was looking for 
the Rainbow Shell. When you speak to him, he asks you to hold his drink for him 
(Toma's Pop). He says he may know where the Rainbow Shell is, and wants you to 
pour this on his grave if he doesn't make it back. Head to1000 A.D. You'll find 
Toma's grave just northwest of town. Read the headstone and you can pour the soda 
on it, causing Toma's spirit to appear. He tells you that he found the Rainbow 
Shell on a large island northwest of here named Giant's Claw. Return to the year 
600 and fly to the island Toma indicated. There should now be a cave there that 
you can get into. Inside, you find the remnants of the Tyrano Lair where you 
defeated Azala! The enemies here are basically just stronger versions of the ones 
that were here before, so don't worry about them too much. Just remember to use 
Crono's lightning spells on the Gigasaurs and Leapers. When fighting Fossil Apes, 
you can avoid counterattacks by attacking the one that is farther from your 
character. After passing through Azala's throne room, head left to get a Sight 
Cap. Next, head through the opening on the right. This room should look familiar. 
Hit the center switch and save your game, then step on the left switch and drop 
to the floor below. Here, step on the left switch to go through the skull and get 
a Power Tab, then go south. In the next room, climb down the ladder to your left 
to pick up a Full Ether and another Power Tab. Continue walking counter-clockwise 
around this room until you reach another opening, but don't enter it just yet. 
Just above it is a partially hidden treasure containing a Blue Rock! In this next 
room, continue southward to reach the next opening, but don't miss the treasure 
with the Lapis inside. In the next room, you may be able to sneak past the 
Leapers to reach the left skull. Walk through it and go upstairs. In this room, 
you can use the switches to drop your enemies into holes. First, check the room 
on the left to get a FrenzyBand, which works like the Rage Band, only better. 
Next use the right door. Here you'll find two Rubbles, the enemies who give you 
100 tech points each! Put in your party members who need tech points while you're 
in this room. Put Crono, Ayla, and Marle back in your party if you took them out, 
and proceed through the right opening. Open the egg here to drop down to the next 
floor. Leave the cell and go up the left stairwell to find yet another Power Tab. 
Now go down the stairs to the right of the cell to reach a Save Point. Save your 
game and use a Shelter if you think you need it. Once you've done this, hit the 
switch by the cell door to your left and go inside. Here you'll find a ancient 
boss from way back when: the Rust Tyrano! When you try to sneak past him, you're 
in for a real fight. He uses a countdown to a very strong fire attack on your 
whole team, but your Ruby Armor should block most of it. Luckily, the Rust Tyrano 
has... well, rusted, so his defense is very low. Use all your strongest attacks, 
like Volt Bite, Ice Sword 2, Cube Toss, and Triple Kick if you have it (you'll 
deal the most damage per turn using a combination of Luminaire and Cube Toss). 
Once you've beaten him, head north to find the Rainbow Shell. However, it's too 
heavy for the three of you to carry, so your party asks King Guardia to have his 
soldiers take it and store it in the castle. Take a nap in the bedroom before 
returning to 1000 A.D. Go back to the castle and you'll find that the present 
king, Marle's father, is on trial! Climb the stairs to the right of the entrance 
to reach the courtroom. The chancellor says that the king sold the Rainbow Shell 
for cash, but the king denies ever hearing of the Rainbow Shell. In order to 
prove his innocence, you'll have to find it. Head down the stairs to the ground 
floor. There should be some stairs to your right. Head down them and you'll 
overhear two mosters gloating about how their boss intends to frame the king. You 
must now battle a series of very wimpy monsters in the basement. However, there 
are some very good treasures down here. Eventually you'll find the Rainbow Shell, 
which you can take a piece of and return to the courtroom. However, the king has 
already been pronounced guilty! Luckily, Marle arrives and shows everyone the 
piece of the Rainbow Shell, proving the king's innocence. However, the chancellor 
reveals his true identity: Yakra XIII! This guy may seem impressive, but he's 
only a mediocre boss who doesn't require any major strategy to beat. Just watch 
out for his needle attacks. When the battle is won, Marle and the king finally 
set aside their differences. Melchior also shows up, offering to make some 
weapons out of the Rainbow Shell. However, before you follow him, head back to 
the courtroom and check the sparkle on the floor to get the Yakra Key. Use it to 
open the treasure in the stairwell and release the real chancellor. Then head 
down to the basement and talk to Melchior and he'll ask you what you want. You 
must choose between a PrismDress or three Prism Helms. The PrismDress is 
stronger, but only girls can use it. The Prism Helms are probably the better 
choice, especially, since there may be a way to get both later on if you take 
them. If you have the Sun Stone, he will also make some PrismSpecs, which are 
better than Sun Shades, as well as an incredibly powerful sword for Crono called 
the Rainbow. With this sword, you will score critical hits 70% of the time!

It is now time for the final stage of your adventure. Your next destination will 
be the Black Omen. This will be a huge challenge for your characters, so make 
sure your levels are at least in the high 40's. If you have the time, it might be 
worth trying to reach some high levels; you'll need everything you can get in the 
upcoming battle. Note: at levels 72 and 96 (I think) Ayla's Fist will change to 
Iron Fist and BronzeFist. These new weapons aren't any stronger than the usual 
Fist, but they have other special attributes. Crono, Ayla, and Marle make the 
best party in my opinion. Spend some time learning techs if you're missing some - 
you'll be needing them all. When you're ready, head for the Black Omen in either 
12,000 B.C., 600 A.D., or 1000 A.D. (sometimes it's best to go to 1000, becuase 
you can go through the Black Omen again in earlier time zones). Even before you 
get inside, you'll be fighting against some Laser Guards. As soon as you get 
inside, you'll know that you're up for a real challenge. Queen Zeal immediately 
sends a boss after you. Luckily, this Mega Mutant isn't particularly strong. 
However, he's only the first over several bosses you'll face. Magic will help you 
end the battle quickly, though (Cube Toss hits both parts). After this boss, 
you'll face some enemies called Incognito. Wait for them to lower their shields 
before attacking. In the next room, you'll find a Save Point by walking past the 
door and heading right (watch out for Goons - magic usually heals them). From 
here, head up two rooms and you'll find some interesting enemies called Boss Orbs 
and Side Kicks. The Boss Orb uses Lock All, but the Side Kicks can give a 
combined total of 200 tech points, so put in people who need to learn techniques 
when you fight them. Make your way through the room after this and you'll come to 
a transporter which takes you to an elevator. While going down this elevator, try 
using Ayla's Charm on the enemies. The Ruminators (who attack each-other for HP) 
will give you MegaElixirs! The room after the elevator includes more Boss Orbs 
and Side Kicks. Just before the door, check the left wall to find a treasure 
containing 30,000 G! The next room is a real treat. There are two Ruminators, a 
Boss Orb with Side Kicks, and also two Flyclops (from which you can steal a Gold 
Stud!!!). Both of the paths after the Boss Orb lead to the same door, but the 
right one includes a treasure with a Magic Seal inside. The next room holds a 
half-dozen treasures which all have good stuff inside, as well as two Nu. One 
will sell you items, but the other will send you out of the Black Omen if you say 
you want to wake up, so don't do it. There is also a Save Point here. Press A at 
the north wall to open a door and proceed. In the next room, you should probably 
run from the Tubster (his counterattack hurts a lot), but see if you can steal a 
Power Tab first. Fight past the enemies in the next room after that, but don't 
miss the ZodiacCape in the treasure in the northwest corner. The next room has 
lots of Boss Orbs and Side Kicks, but there are other enemies as well. In the 
next room, there should be a treasure on your left part of the way down, and then 
another in the lower-right corner. Pass the door in the next room and pick up the 
Speed Tab first. The next room contains some pretty weird enemies (you can steal 
Magic Tabs from the Aliens, but beware their instant-death counterattack), but 
there is one Boss Orb with four Side Kicks. Be sure not to miss the three 
treasures, too. There is a Save Point in the next room, so make sure you use it. 
Next you must fight the Giga Mutant. He is vulnerable to only magic, so Ice Sword 
2, Cube Toss, and Luminaire work well on this two-part boss. However, he will try 
to sap your MP, so be ready with Mid Ethers and the like. Save again before 
heading to the next room. After this, you'll take a transporter and go up another 
elevator. Get through the next room and defeat the four Panels to access another 
Save Point (don't forget the treasure). Now you'll face the TerraMutant. This guy 
is a cinch. Concentrate your magic on the upper half, and it will drain HP from 
the lower half. When the lower half is gone, he's dead meat. Take the treasures 
and save again before continuing. A few rooms later, you'll have to fight a Lavos 
Spawn, but this one is a little stronger than the ones you've already faced. 
However, the same technique of attacking the head still works. Defeat the Panels 
in the next room and save your game (you can hit them all with a well-placed 
Falcon Hit). It's time to face Queen Zeal. Her Hallation attack can drop you all 
to 1 HP in one round, so be ready to heal. Aside from healing yourself, there 
isn't any prticular strategy you need. Just hit her whenever you can (I can 
usually get by with just physical attacks). After you've beaten her, she'll have 
you fight the Mammon Machine. The Mammon Machine is a fairly easy enemy. It 
converts magic into offense and physical attacks into defense, but other than 
that, it sucks. Just beat on it however you like. The next fight takes place atop 
the Black Omen. This time, Queen Zeal transforms into a big face and hands. The 
bulk of your attack should concentrate on the head, but you can steal a 
PrismDress and Prism Helm from the hands. However, the hands have counterattacks, 
so don't hit them very often. Zeal can cast spells of any element, but she isn't 
that tough in this form as long as you concentrate on her face. However, she 
still uses her Hallation attack on occaision, so be careful. When she's beaten, 
the Black Omen is no more, but Lavos has emerged.

26. The Final Battle

Lavos will assume the stats and abilities of several of the bosses you've faced 
before. Just beat them the same way you did earlier in the game (Lavos even gives 
you time to heal and switch party members between fights). However, when Lavos 
lets out his trademark roar, be ready to fight his true form. This guy's first 
attack can sometimes wipe your entire party out, and it doesn't get a lot better. 
Use strong magic to get rid of him before he can do a lot of damage. At first 
this guy might seem too easy for a last boss. Well, you're right. After ripping 
his head off, you must go inside Lavos' body to finish him off. Be sure to save 
your game and use a Shelter (it's the last time you'll ever need one). The Gate 
can be used to return to the End of Time if you wan to. To get back here use the 
bucket which goes to 1999 A.D. (if you use the Epoch, you won't get the right 
ending to reach "New Game +"). Head north to find the inner Lavos. This guy has 
three parts, and like before, his first attack can easily wipe you out. 
Concentrate your attack on the arm to your left until it is destroyed; if you do 
this, he can't use that first attack anymore. When the first arm is gone, go for 
the second. The main body is not vulnerable until you see a message 
saying "engaging main body", unless you destroy both arms. Once the main body is 
activated, hit it with everything you have. The main body will cycle through 
attacks in the following order: Obstacle, a poison attack, a Fire spell, and then 
an awesome attack called Shadow Doom Blaze. Make sure that all your characters 
are healed before he gets to Shadow Doom Blaze, or you'll be in big trouble. Just 
make sure you're prepared whenever Shadow Doom Blaze comes around, and you should 
be fine. Still not challenging enough? Guess what - you've just reached the last 
boss! This boss is composed of a central creature flanked by two small pods 
or "bits". Contrary to what you might think, the center creature is not your main 
enemy. The actual Lavos Core is the bit on your right! Its defense is extremely 
high, but there is a way to get around that. To start off, start hitting the left 
bit with physical attacks (it's immune to magic). It should die after taking a 
few thousand HP of damage. When it's gone, the right bit will lower its defense 
in order to revive it. Once its defense is down, hit the Lavos Core with 
everything you have. However, you must still watch out for the central enemy. His 
attacks are very powerful, so don't be afraid to use those MegaElixirs you got in 
the Black Omen. Right after the left bit is revived, the Lavos Core's defense 
will still be down for a little bit, so you can hit all three of your targets 
with a Falcon Hit. Anytime the left bit is revived, just kill it again and the 
Lavos Core will lower its defense. Keep it up, and victory shall be yours in no 
time.

Back home, Crono is acquitted of his charges, and you are allowed to enjoy the 
last night of the Millennial Fair. However, after everyone says their goodbyes at 
the Gate, Crono's mom wanders into it while chasing the cat! Head south and talk 
to the king to see the unveiling of Nadia's Bell, and then it's of into time 
again!