Walkthroughs, Part 1

English Walkthrough Part 1

In this section, I will give a complete walkthrough of the game, from the
beginning to the end.

When you begin a new game, you'll be asked to choose the Active or Wait mode,
for battles. After choosing, you'll get to name the main character, Crono.
After naming him, you'll see balloons float into the sky. Then, after that
short scene, Crono's mom will awaken Crono.


Crono's House - 1,000 A.D.

Once Crono's mom wakes up Crono, and leaves the room, Crono will get out of his
bed. Once you gain control, you can examine the curtain in the room and open or
close it if you want. Otherwise, head down the stairs nearby. In this room,
Crono's mom will talk again. You'll get to name Crono's friend, which is Lucca.
She has invited you to see her new invention. When you regain control, speak
with Crono's mom again. She'll give you an allowance of 200 GP. Now, exit
Crono's house via the southern exit.


Overworld - 1,000 A.D.

On the overworld, before we head off to the Leene Square, there's some stuff we
can obtain. Head south of Crono's house, and enter the southwestern building.


Mayor's Manor - 1,000 A.D.

In this house, go left, and open the chest to get a Tonic. If you want to see
what a Save Point looks like, and you want to learn about Save Points, speak
with the guy all the way to the left, by the refrigerator. He'll move away from
the Save Point, so you can walk into it if you like. Mind you, it's not a real
Save Point. Now, go up the stairs to the upper floor. In this small room, open
the chest in between the two beds to get 100 GP. Speak with the old man next to
the treasure, and listen to his advice. Speak to him again, and he'll reward
you with 300 GP! Pretty nice, huh?

If this is your first time playing the game, I suggest speaking with everyone
throughout this building. They give you certain tips about the basics of this
game. You could always read the Game Basics section of this guide, though. When
you feel you're ready, leave the manor.


Overworld - 1,000 A.D.

Back outside, go west, and enter the forest to the north.


Guardia Forest - 1,000 A.D.

There's not much to do here, but you can level up a bit if you like. Start by
going right. At the dead end, look closely for a shining dot on the ground. It
appears for a second or two, then vanishes for a second or two, then appears
again. Examine the dot to get a Power Tab. I recommend saving it for now,
because Crono doesn't really need it. Examine the forest a bit if you want to
fight some enemies. If you need them to respawn, exit the forest and re-enter
it. Don't worry about going to Guardia Castle, which is all the way to the
north of the forest. You can't enter the castle right now. After getting the
Power Tab, leave.


Overworld - 1,000 A.D.

Here again, head all the way south, and cross the Zenan Bridge. Keep going
south, and you'll see two close buildings. You're now in the town of Porre.
Continue heading south, then go left and enter the Mayor's Manor.


Mayor's Manor - 1,000 A.D.

If you talk to the man on the right, he will give you 10 GP for acting like a
chicken. It takes forever, but if you want free GP, you can do this. Go up the
stairs to the left. On the upper floor, open the chest in the corner of the
room to obtain a Shelter. There are two black chests in this room, but you
cannot open them right now; they're sealed. Exit this building.


Overworld - 1,000 A.D.

There's nothing more to really obtain right now. However, if you want to, enter
the Snail Stop all the way to the right. Inside, you can buy some Jerky, but it
costs 9900 GP, and that's a lot for this point. It's also for a side quest, so
just forget about it for now. There's also a Kilwala you can speak to, by the
piano. You can get him to change the music if you want. You can also enter the
Market to the north, which sells some equipment and items. I recommend buying
at least 20 Tonics, since they're so cheap. This should leave you with 820 GP
remaining, so buy about 20 Heals, leaving you with 620 GP. You could buy some
Shelters, but you're soon to get to a place where you can get them for free.

Aside from that, there's only one more thing you can do now. Head southeast of
Crono's house, and enter the Ticket Office. for 10 GP, you can take a ferry
ride over to the village of Porre. When you're in Porre, you can do the same
thing to return to where Crono's house is. Now, there's nothing else to do
except advance with the story. So, head all the way back north, and head east.
Enter the Leene Square, which is directly north of Crono's house.


Leene Square - 1,000 A.D.

In the square, there are some mini-games you can play to win Silver Points.
Silver Points can be used for various things around the square. If you want
more detailed information on the mini-games, refer to the Mini-Games section of
this guide. To the left of where you enter the square, you'll see a bell. If
you examine it, you can ring it. When you move back as far as possible, press
the A Button to dash, ringing the bell. If you do manage to ring it, you'll get
a whopping 1 Silver Point for your efforts. If you want to bet on who will win
the next race in this area, speak with the guy all the way to the right, under
the tent.

You can't bet on anyone while a race is going on, though. The people racing are
the ones who go around in a circle in this area. When they stop moving and form
a line, you can bet on who will win the race. If you win the bet, you'll obtain
20 Silver Points. There's also an old man by the fence to the south. If you
speak with him, he will say a certain racer's name. This is a hint, so if you
bet on the racer he mentioned, you'll have a better chance of winning the bet.
At times, his hint is wrong, however. All the way at the eastern side of this
area, there is a tent.

That tent is the Tent of Horrors. Speak with the floating face-clown thing.
He's Norstein Bekkler. There are three mini-games you can play for a certain
amount of Silver Points. Refer to the Mini-Games section of this guide for info
on the games. Very late in the game, there is a part in the story where you
have to win a Crono clone. Get some Silver Points (the fastest way is by
beating up Gato, whom I will mention soon) and play the first mini-game. Win it
to get the Crono clone. It's best to do it now than later on. Whenever you are
ready, go all the way north in the first area, and enter the next area.

In the next area, run into the lady running around the square. When you bump
into her, she'll drop her pendant. After that, speak to her again. Grab her
pendant, and show it to her. She'll thank you. Give her the pendant, and accept
her offer to hang around with you. Name her (her default name is Marle). When
she joins your party, head right. Follow the path down the stairs. You can talk
to the man by the table for a soda-guzzling contest. Tap A as fast as you can.
If you guzzle eight sodas, you get 5 Silver Points. All the way to the north is
a dancing area.

Talk to the people around this area to learn how to dance. If you want to, you
can dance just for fun, although you win no Silver Points for doing so. Leave
this area when you're ready. Back here, go down, and speak with the little
girl, whom has lost her cat. Poor girl. :( Time to return it to her. Head all
the way left to the opposite side, then go north. Examine the cat to get it to
follow you. Make sure you don't let it bump into walls; it happens often. Go
back to the little girl, and talk to her. After you return her cat, go all the
way back to where her cat got lost at. Go to the area to the north.

In here, speak with the robot, whom is Gato. It's an easy battle; just attack
with Crono and Marle to win. He's a fast and easy way to level up a couple of
times. For winning, you get 15 Silver Points. Go back to the previous area, and
speak with the old man who has a bag of lunch sitting on the table. Do not
eat it; what we're doing now is proving your innocence which will play a part
in the story later in the game. In this area is also a man under the western
tent. You can exchange 10 Silver Points for 50 GP, if you want. Go back to the
main area of the square. Then, speak with the old man at the northern side.

Buy the first weapon on the list from him. Forget the Lode Sword; it's way too
expensive, and it's not worth buying, considering you find one in a chest later
in the game. When you're done buying, Melchior will ask you to get Marle to
sell her pendant. Refuse his offer. Equip the Iron Blade onto Crono, then head
west, and speak with the man by the blue tent (to the north). Sell your old
Wood Sword, and buy some equipment for Crono. You probably do not have enough
money to buy Marle any better equipment at this point. After buying, the man
will tell you that Lucca's invention should be ready by now. Equip Crono with
his new equipment, and sell his old equipment.

Now, if you want items, you can talk to the man to the south, under the tent.
He sells items. Regardless, head to the center of the area, and speak with the
person sitting on the water fountain. She'll tell you that Lucca is probably
ready by now (isn't that what the other guy just told you?). Now, head all the
way north. In the main square, head north some more, and Marle will want to get
some candy. Stand there, and don't move an inch. When Marle gets some candy,
continue north and into the next area. Taban will explain about Lucca's newest
invention, the Telepod.

When Taban finishes talking, speak with Lucca. She'll want Crono to try the
Telepod, and Marle will sit back and watch the show. Step onto the western one,
and then Taban and Lucca will boot up the Telepod. After Crono teleports from
one pod to the next, speak to Marle. She is dying to try it out as well. When
she tries the Telepod, her pendant reacts to it. The controls will overload,
and she'll be transported into some sort of strange portal. After she vanishes,
you'll notice her pendant on the left Telepod was left behind. After everyone
leaves and Taban and Lucca talk, walk onto the left pod.

After some more dialogue, Crono will get teleported into the gate Marle was
sent into. You'll be carried through the portal, and you'll be carried 400
years into the past!


Truce Canyon - 600 A.D.

Upon entering here, go west. You'll be ambushed by three Blue Imps. Attack them
like normal until all three are dead. Continue west, and enter the next area.
Here, climb up the nearby ladder, and cross the bridge. Two birds will drop two
Blue Imps down. After defeating them, go west, and open the chest to obtain a
Tonic. Continue down, and open the chest to the right to obtain a PowerGlove.
Equip this immediately. Continue down, and walk up to the two blue Imps who
are kicking the green thing back and forth. You'll fight two Blue Imps, and a
Roly. Regardless, head south and you'll be outside.


Overworld - 600 A.D.

Outside, feel free to visit the two Residences and the Truce Inn if you want.
The second Residence has someone named Banta (reverse the "ban" and "ta", and
see what you get) working on Leene's bell. Aside from that, you can visit the
Market and buy some stuff. Buy Cronosome equipment if you have enough GP. If
you do not, just head west of the Market and enter Guardia Forest. You can't
cross the bridge to the south, either, because it's broke.


Guardia Forest - 600 A.D.

This place is no different than it is in the present, really. Head right, and
you'll be ambushed by two Green Imps, and a Roly. After defeating them, keep
going right, and examine the sparkling dot next to the small rock. You'll get
a Power Tab, just like you did in the year 1,000. There's another, more visible
sparkling dot south of the small rock. If you touch it, you'll find out that it
is a trap, and you'll be ambushed by some enemies. So, go back, then go up, and
down the path. You should see a shaking bush. Examine the bush, and a Kilwala
will come out. You get a Shelter, for free. All of the bushes in this area
except that one contains enemies.

You can get unlimited Shelters here, if you want. Simply get the Shelter, exit
the forest, re-enter it, and get the Shelter again. Repeat until satisfied. You
could also do this to sell them for lots of money. Regardless, keep going down
the path, and defeat any enemies along the way. At the far eastern side of the
forest is a dead end with a sealed chest, which we can't open right now. I
recommend fighting in the forest until you have enough money to buy the rest of
Crono's equipment, if you haven't already. You also need enough money to buy
a Dart Gun for 800 GP at the Market. You're gonna be able to use it later.

Once you have enough GP to buy that stuff, head to the Market and buy the rest
of Crono's equipment, assuming you haven't already. Also buy the Dart Gun. Sell
your old equipment, and stock up on some items if you need any. Then, continue
through the forest and onto the overworld.


Overworld - 600 A.D.

Here, simply proceed into Guardia Castle.


Guardia Castle - 600 A.D.

Inside the castle, the soldiers will immediately assume you're one of Magus's
troops, but Queen Leene steps in and stops them. She says Crono is a friend...
doesn't she look awfully familiar? Once you regain control, head down to the
kitchen, which is to the right. Take the stairs leading down to it. In that
room, head south and open the chest for an Ether. Talk to all of the people in
here if you want. If you go to the upper left table, and examine the front of
the table next to the northwestern chair, you can get some food. The Refresh
Salad restores all MP. The Power Stew restores all HP, and the Hyper Kabob
restores all HP/MP to full!

This is all for free, too! Once you've stuffed your stomach enough, feel free
to exit the kitchen, and go back to the main area of the castle. The area to
the left leads to a room full of beds. Speak to the people in there if you
want. The maid will let you take a rest in one of the beds, for free. There's
nothing else that's really in here. Go back to the main area of the castle, and
proceed through the main doors at the entrance of the castle. In the throne
room, talk to the Chancellor and the others if you want. Then, take the western
path. Make your way up the stairs, and open the chest in one of those areas on
the way up to get 100 GP.

At the top floor, make your way down the hall. Go through the doors, and open
the chest by the chair to get a BronzeMail. Be sure to give this to Crono. Exit
this room, and go back to the throne room. This time, go to the east, and go up
all of the stairs. On your way up, open the chest you'll come across to obtain
a Tonic. Once you reach the upper floor, head south, and talk to the soldier.
He'll let you pass, so head down the hall, and go north. Before speaking with
the queen, open the chest to the left of the queen to get an Ether. Walk up to
her, and she'll tell you to come nearer. Walk up closer to her.

She'll reveal herself as Marle! She apparently "knew" you'd come for her, even
though you barely know her at all (how sweet. :P). But then, suddenly, the room
changes color, and she starts acting strange. She then vanishes completely! Go
back down the hall, and exit this room. On your way back to the throne room,
you'll find Lucca. She followed you here, just like she said she would. She'll
explain how Marle is a descendant of Queen Leene. She's apparently Princess
Nadia, too! You have to save the queen now, because if she dies, Marle will die
as well. If you save the queen, history will remain unchanged, Lucca says.

When she joins your party, equip her with the Dart Gun. She's an awfully low
level compared to what Crono should be (he should be around Level 4-5). Make
your way out of the castle. On the way out, talk to the Chancellor and the
others again if you want to hear what they have to say about the queen's
disapperance. Otherwise, exit the castle.


Overworld - 600 A.D.

Just proceed into Guardia Forest.


Guardia Forest - 600 A.D.

Make sure to build up Lucca until she's on par with Crono's level, which should
be around 4-5, as I said earlier. Once Lucca is as high as Crono is, Lucca
should have Flame Toss/Flame Whirl, which will be useful for an upcoming fight.
After you've done this, make your way back onto the overworld.


Overworld - 600 A.D.

On the overworld, go right and enter the Market. Buy a BronzeHelm for Lucca,
then equip it and sell her Hide Cap and old equipment. Exit the Market, then
head west of Guardia Forest. Proceed through the small forest next to the
church, and then enter the Cathedral there.


Cathedral - 600 A.D.

Inside this place, walk around and speak with the nuns. They are acting odd,
aren't they? Speak with the one in the northwestern corner, and then you'll see
a sparkle on the ground. Examine it, and you'll find out that it is a hairpin,
Guardia's royal crest! The four nuns will gather up, and turn into monsters
named Naga-ettes. These enemies are nasty if you're a low level. Use the Dual
Tech, Fire Whirl, to deal with them. If they're gathered up a certain way, you
can attack three at once with that attack. Once three of them are gone, just
attack the last one with physical attacks.

Upon defeating the last Naga-ette, another one appears and attacks Lucca! But
suddenly, a mysterious frog enters the battlefield, and destroys the Naga-ette.
It can talk, too! What kind of frog can talk? When you're asked to take the
frog, say that you'll take him along. Lucca is terrified of frogs, but the frog
wants to help save Queen Leene. She lets the frog join the group (as if she had
any say in it at all). He will introduce himself as...Frog. Very original, huh?
Frog thinks there is a hidden passage somewhere. Examine the organ to the west,
and a door will appear to the right. Go through it.

I recommend using the two Power Tabs you have on Frog before proceeding. Then,
take the western path. Defeat the three Diablos enemies, then open the chests
to get a Revive, and a Tonic. Continue down the hall, and defeat the next set
of Diablos enemies. Go through the door ahead, and head north. Open the next
door and go through it. Open the three chests in this room to get an Ether, a
Tonic, and a MaidenSuit. Equip the MaidenSuit on Lucca, then examine the drawer
to the left, that a mirror-like thing is sitting on top of. You'll get a thing
called the Naga-ette Bromide. It can be used for something later on.

However, after snagging the Naga-ette Bromide, you'll be attacked by 3 Henches,
who want the bromide back for themselves. Use a simple Fire Whirl to take care
of them, then exit the room. Back here, go north, and go around the spikes.
Flick the switch on the wall to lower the spikes. Alternately, you could just
walk across them to the door, but that's more painful for your poor feet. Go
through the door. In that room, speak with the soldiers. One of them speaks of
a secret room in this cathedral...we'll need to check that out. Examine the pot
to the left to get a Power Tab.

Exit that room, and head east. Open the chest you'll see to get a SteelSaber.
Give this to Crono. Head down the stairs to the south, then head east to the
opposite side. Defeat the enemies if you have to, then Enter the door up ahead.
In that room, listen to the weirdos talk. Then, talk to the Naga-ette and the
Hench. They both blurt out the whole plan of capturing the real Chancellor. So
the one we saw back at Guardia Castle was a fake...or was it? Also, the guards
in here are not real, either. Speak with the Diablos, and he will leave to go
see Magus's statue. Exit this room, and follow the Diablos to another door.
Follow him inside the room.

Speak with the "fake" King, soldier, and Queen Leene. They are acting very odd.
Open the two chests on the sides to get 100 GP, and an Ether. Now, attempt to
leave the room, and the three fake people in here will turn into Gnashers.
After you defeat them, don't leave the room just yet. Head east of the second
chest, and you will enter a secret room. Inside, you'll see some Diablos and
Naga-ette's singing a song of praise to Magus, a dark wizard. They don't even
notice you...unless you speak with the southernmost Diablos. Then, they all
attack you at once.

Once you defeat them, go north, and open the two chests to get a Speed Belt,
and a Defender. I recommend giving the Speed Belt accessory to Lucca, because
she is very slow in terms of speed. You can walk up to the statue of Magus, but
you can't go far up. If you're using a ZSNES or Snes9x emulator, you will see
that a Poyozo Doll is blocking your way, if you disable the second layer. Exit
the room after getting those items. Then, exit the previous room, as well. Now,
go south, and go down the hall in the middle. Defeat the enemies along the way,
and proceed through the door. In this room, save your game at the first Save
Point in the game. Don't forget to use a Shelter.

Now, go up the stairs, then go down the stairs to the right. The stairs will
close up, and you'll slide down! Attack the Mad Bat, and you'll also have to
fight a Hench along with it. After defeating them, go through the door. Fight
the enemies in this hall, and flick the switch on the wall at the end. Go
through the next door, and go left. Examine the note on the wall, and you'll
get a hint to a secret door in this room. Open the two chests to recieve a Heal
and a Tonic. Keep going left, and follow the path down, into another hallway.
Flick the switch on the wall to spawn some more enemies! Defeat those enemies,
and then go south.

Talk to the sleeping Hench, and it'll attack you. Defeat it, and go up the
stairs. Open the chest to the left to recieve a Shelter. Go right, and through
the door in the middle. Now that the spikes are lowered, you'll be attacked by
3 Henches, and 2 Diabloses. Defeat them, then open the chest here to obtain an
Iron Sword. Equip this on Frog, and examine the organ in this room. You'll here
something trigger. Exit this small area, then go east or west, and down the
stairs again. Make your way to the northern side of the room, and this time,
you'll spot a door. Go through it.

In this area, go down the hallway, and defeat all of the enemies along the way,
which consists of 2 Henches, 2 Naga-ettes, then 2 Henches again. Save your game
at the Save Point at the end of the room, and then enter the next room. Go up,
and you'll spot the real Queen Leene, along with the fake Chancellor known as
Yakra. After Queen Leene leaves, Yakra transforms into his true form...which
looks like an over-sized beaver, if you ask me. Then, you'll fight your first
boss in this game. Read the Bosses section for help on winning this battle.
After defeating Yakra, Queen Leene will come back. After she's done talking,
open the two chests.

One contains a Mid Ether, while the other one contains the real Chancellor. How
they stuffed that big body into one little treasure chest is beyond me. He also
somehow manages to un-tie himself...Also, if you don't free him yourself, when
you proceed to leave, he somehow gets out of the treasure chest himself. When
the Chancellor walks away, head south, and speak with Queen Leene. They'll all
walk back to Guardia Castle.


Guardia Castle - 600 A.D.

Here, the Chancellor will talk a little. Frog feels that he has disgraced the
queen, so he leaves in shame. Talk to the queen and everyone else if you wish,
then head south. Talk to Frog, and he'll leave your party for the time being.
Now, go back inside the throne room, and go northeast. Make your way up all of
the stairs, and when you're at the top floor, go down the hallway. You'll see
stars gathered in one spot. Approach them, and Marle will appear! Marle and
Lucca will talk a little bit. When Marle says you would not have shown her
around the fair had you known her identity, say "Wrong!".

This will help prove your innocence even more, which you'll find out about real
soon. When Marle rejoins you, make your way back to the throne room. On a side
note, if you're using a ROM, some might have a glitch where you can press Y to
bring up the party-changing screen right now. Before you even get Marle back,
you can put her in your party, and go to the point where you rescue her. Then,
Marle will vanish, and after Marle rejoins you, the game freezes. :P Heck, you
could even use Marle against Yakra if you wanted to. Anyway, after getting her
back and you're in the throne room, make your way out of the castle.

On a side note, you can go and get Marle back before you talk to Frog. Then,
you can talk to Frog with Marle in your party to see some extra dialogue. All
credit goes to The n00b Avenger of the GameFAQs message boards for telling me
of this information.


Overworld - 600 A.D.

Make your way through Guardia Forest, like always. Upon exiting the forest,
head back east and enter the mountain you exited from when you entered this
era. This is Truce Canyon.


Truce Canyon - 600 A.D.

Follow down the path. This time around, there are some new enemies that will
attack you. They are a Green Imp, and a Poly. Aside from that, make your way
back through the canyon, to the area where you appeared when you entered this
era. Lucca will introduce her newest device: the Gate Key. The Gate Key can be
used to re-open a portal, wherever one of the gates are. You'll be teleported
back to Leene Square, in the year 1,000 A.D.


Leene Square - 1,000 A.D.

Ah, home sweet home. Lucca will leave for now, and Marle will want you to
escort her home, to Guardia Castle. Make your way all the way south, and exit
the Leene Square.


Overworld - 1,000 A.D.

On the overworld, feel free to enter the Market. You can buy new stuff there.
Be sure to buy Marle the Iron Bow, a MaidenSuit, and a BronzeHelm. Equip all of
this on her, then sell her old stuff. Stock up on 99 Tonics (you should have
more than enough money...seriously, Tonics are so cheap), and some Shelters.
Then, go ahead and enter Guardia Forest.


Guardia Forest - 1,000 A.D.

Nothing new to get here, so make your way up north, and exit to the overworld.


Overworld - 1,000 A.D.

Proceed into Guardia Castle.


Guardia Castle - 1,000 A.D.

Once you're inside the castle, the Chancellor will come. He's paranoid, and he
thinks that Crono "kidnapped" Marle (aka Princess Nadia). Marle tries to tell
him otherwise, but he's stubborn and doesn't listen. So he thinks Crono is a
criminal, and you're taken to a trial room. In that room, the lawyer, Pierre,
will state that no abduction took place at all. The Chancellor will ask you
questions depending on the choices you made at the beginning of the game, at
the Leene Square. If you bumped into Marle, and talked to her before you gave
her the pendant, then the Chancellor will use this against Crono.

If you told Melchior that you'd try to get Marle to sell her pendant, the
Chancellor will tell you about this, as well. If you ate the old man's food at
the square, he will use this against you, too. If you spoke with the little
girl at the square, but didn't do anything about her lost cat, the Chancellor
will use this too. If you were impatient and moved a step when Marle was trying
to get candy, you'll have this used against you as well. When the Chancellor
asks who started all of this, tell him "I did". When he asks if you were
tempted by Marle's fortune, tell him "No", then "Not at all".

Finally, the juries will claim if you're guilty or not. If you didn't mess up
on anything, you'll be declared "Not guilty" by every jury. However, for some
strange reason, if you return the cat to the young girl without talking to her
at all, you'll be "Not guilty" by everyone, assuming you did everything else
correctly. If you DO talk to her before you return her cat, one jury will claim
you as "Guilty", for some reason. After the trial is over, you'll be carried to
the supervisor (if you're proved innocent), whom will call out some guards.
They'll slice Crono in the back, knocking him unconscious. If you were caught
guilty, you'll just be carried to your cell.

Regardless, you'll be thrown in jail. Now, when you awaken, you'll see a pink
bag if you were proved innocent. If you're guilty, the bag will not be there.
The bag holds some Ethers. The amount is determined by how many people said you
were innocent. If all seven said you're innocent, it'll contain six. If six
people found you innocent, it'll contain three. If five, it'll contain two. And
if four, it'll contain one. There's a drink in your cell. By drinking it, you
recover your HP/MP to full. That's useful, considering a Save Point is in the
cell, making a Shelter unnessecary. Use the mug, then save your game. You can
go two ways from here.

For one, if you want Lucca to save you, so she'll be in your party for the rest
of this dungeon area, you'll have to play a waiting game. Every 20 seconds in
real time, a day passes in game time. You have three days before you're carried
to get executed, so that's a whole minute you haev to wait for three days. If
you choose this method, you'll be carried to the guillotine. Before they get a
chance to slice your head off, Lucca comes in and blasts the guards to the
ground. From there, she joins your party. Alternately, you can go to the gate
of your cell, and Crono will knock on it. Do this a few times, and a guard will
open the gate to try and straighten you out, like a complete moron.

While he's walking out of your cell, run out of your cell. You'll then have to
battle the guards, but they're very easy. You can also walk behind the guard,
press A, and knock him out, though. From there, you have to proceed to the next
area to the right. Either defeat the shield enemies, or walk right in between
them to completely avoid them. If you fight them, wait until they show their
backs. Then, use a Cyclone to kill both of them. If you take the stairs up to
the northeast, you can go to the room where you'd normally be executed from
there. Inside, there's nothing but a chest containing a BronzeMail.

I really recommend taking the first option (the waiting option), though. If you
chose the first option, then you'll be carried to the room of your execution.
Once Lucca busts in to save you, and she knocks out the guards, open the chest
in the room to get a BronzeMail. Equip this on Crono, if he doesn't already
have one. Exit this room. Out in this room, if you want to have some fun, flick
the switch on the right wall to close the cage up. That'll teach the supervisor
not to mess with us! You can only do that if you took the first option, though.
Either way, talk to the man that's under the guillotine. His name is Fritz. Let
him go free, and he'll thank you, then run off to his shop in Truce Village.

Open the chest to the left to get a Mid Tonic. Go south and open the gate. If
you want free Mid Tonics, don't let the guards see you throughout the castle.
Walk up behind them, and press A to draw your sword, and send them to the
ground. After that, examine their unconscious body for a Mid Tonic. This will
work for most of the guards throughout this place. If a guard spots you in
plain sight, you'll have to fight it. Upon defeating it, it won't respawn. You
can get free Mid Tonics by knocking out a guard, and re-entering the room, and
repeating the process. When you come to a split path between north and west,
take the western path first.

In this area, cross the bridge until you enter the area with two Blue Shields.
Ignore them for now, and go up the next set of stairs to the left. Flick the
switch in this room to open the first gate. Inside is just a room with bones on
a bed. Have fun staring at them if you like. The gate to the left has a switch
that you can flick, but it only opens the gate half way, so that's useless. Go
back to the previous room. Either defeat the Blue Shields, or walk in between
them. From there, you could take the western staircase down, but that just
leads back to your cell. There's also a gate you can open, half way, in your
cell room. Just take the eastern staircase down.

Cross the bridge until you enter the next area. In that room, go up to the
guard (he's so stupid...he only looks in one direction, which is south), and
give him a good slice from your blade. Once he's unconscious (he doesn't hold a
Mid Tonic, sadly), go behind him and flick the switch to open the gate. Head
inside that room. Inside the room, open the chests for two Mid Tonics, and two
Ethers. Good deal, right? Leave the area, then attempt to backtrack. You'll be
attacked by an Omnicrone, which has 218 HP. After defeating it, make your way
back to the area with the four staircases. Take the northeastern staircase.

Go across the bridge once more, and when you're in the next area, take the path
to the north this time. In that area, go across the bridge until you reach an
area with four more staircases. Ignore the Blue Shields for now, and take the
southwestern staircase down. Flick the switch by the first gate to open it,
then open the chest in the cell room to get a Shelter. Go to the second gate,
and flick the switch to open the gate. Examine the lone man inside, and he'll
turn into a pile of bones...poor guy. Head back to the previous room with the
four staircases. Defeat or walk past the Blue Shields, then take the staircase
to the northwest.

Inside that room, you can open the first gate, but it has nothing inside the
cell. Open the second cell, and you'll be greeted by a big hole in the wall.
Enter that hole. You're outside now, by some bricks. Go right, then climb down
the wall. On the next platform, head west a bit, and climb down. Go through the
next hole in the wall. Open the chest in this cell to get a Shelter. Examine
the hole in the floor to climb it down. Open the two chests in this room to get
1500 GP, and a Lode Sword. Immediately give Crono the Lode Sword. Exit this
room by examining the northwestern part of the wall.

Make your way back up the brick walls, and back to the other cell. Go back to
the room with the four staircases. From this point, head directly east, and go
up that staircase. Go up the next staircase, then go through the big doors in
the next room. If you chose to break out of your cell, you'll have to fight two
guards. You'll find the supervisor in this room. If you chose the waiting
option to get out of your cell, the supervisor will be found unconscious, with
a note lying on the floor. If you chose the second option, the supervisor will
spot you, but Lucca then steps in and knocks him out. The note magically drops
on the floor.

Regardless of the option you chose, examine his body to find one...no, five
Mid Tonics! Read the note on the floor; it gives you a hint to the upcoming
boss battle. Now, save your game (and use a Shelter, if needed), then proceed
outside. Cross the bridge, and you'll spot the Chancellor. He'll send out his
big weapon, the Dragon Tank! Read the Bosses section for help on winning here.
After winning that fight, watch Crono, as he jumps up onto the tank, takes his
sword, and stabs it directly into the back of the tank! Hiten Mitsurugi Style!
The Dragon Tank overloads, and it then blows up.

The two soldiers, along with the Chancellor, will fall. This forms a bridge,
since it broke when the Dragon Tank fell. Convenient, eh? Walk across their
backs, and either listen to or ignore what the Chancellor says. Make your way
down the stairs, and open the chest in one of the rooms to get a Shelter. When
you're finally back in the main room of the castle, soldiers will try to get
you. Lucca suggests running, which is a good idea right about now. Run to the
entrance, only to be stopped by more guards. Princess Nadia...er, Marle, gets
the soldiers to stop.

However, Marle's father steps in, along with the Chancellor, and her father and
the King argue a bit. After their arguement, Marle leaves to Guardia Forest
with Crono and Lucca.


Guardia Forest - 1,000 A.D.

In the forest, the guards have you cornered. Head right and enter that area. It
appears to be a dead end! Just when you think you're a goner, you find a gate.
Marle isn't hesitant to say that she wants to go through the gate, but Lucca
is hesitant to use the Gate Key. Eventually, press A when you gain control.
Your group teleports through the gate, leaving the Chancellor and the others in
the dust. You should see the look on the Chancellor's face...priceless!


Bangor Dome - 2,300 A.D.

When you come out of the gate, you'll appear in a strange black building with
advanced technology all over. Where are we...? When you gain control, ignore
the door to the north; it's sealed. Go south and you'll be outside.


Overworld - 2,300 A.D.

On the overworld, you'll see that this place is in utter ruin and destruction.
Something terrible must have happened in the future. Now, go south, and you'll
see another dome, which is Trann Dome. Go inside.


Trann Dome - 2,300 A.D.

Inside this dome, head north, and you'll see an old guy. He sells you some
items and Iron equipment. Buy Lucca the Auto Gun, then buy your party some more
equipment if you have the money. After that, equip all of your new stuff, and
sell the old stuff. Stock up on some items if you need any. Now, go left, and
you'll see a lot of men, who look very miserable. They look like they're just
dying for food. If you speak to them, you find out that they have no food.
There is also something called an Enertron you can enter. It restores all of
your party's HP/MP (but you're still hungry...). Aside from that, there is
nothing else to get here. Leave this dome.


Overworld - 2,300 A.D.

Back here, go all the way north and enter Lab 16.


Lab 16 - 2,300 A.D.

Here, make sure you have lots of Tonics. The rats that run about throughout the
lab will steal a Tonic if they bump into you. However, if you have little
Tonics, they'll steal your GP after they rid you of all of your Tonics. Head
east, then go north, and open the chest to recieve a Berserker. Now, backtrack,
and head up this time. Follow the path, and defeat or run from the enemies you
will come across. Open the chest you come to, and you'll get a Lode Sword, but
it's useless to you right now since you should already have one equipped. Now,
keep following the path, and open the next chest to get a Lode Bow.

Equip that bow onto Marle, then head down the path some more. Defeat all of the
enemies along the way, and eventually you'll reach the end of this area. In the
next area, you'll have to fight three Shadow enemies. Physical attacks do not
faze them, so use Fire Whirl to dispose of them with a single blow. Once they
are taken care of, go to the southwestern corner of the area, and open the
chest to recieve an Ether. If you take the path where you see a red thing
sitting on top of the wall, you'll have to fight a Mutant enemy. It has high
HP, but it's not too hard to fight it, and the fight IS avoidable.

If you take the lower path, just south of where the Mutant is, you'll have to
fight three Shadows. Take your pick, then go all the way up. You'll have to
battle another Mutant right at the exit. After defeating it, continue through
the exit onto the overworld.


Overworld - 2,300 A.D.

Outside, go all the way right. Ignore Arris Dome for now. Continue right, and
enter the Sewer Access all the way to the right.


Sewer Access - 2,300 A.D.

We're in a sewer now (obviously)! You don't want to stay in this place too
long, now do you? When you enter, you'll see a guard run to tell his master,
Sir Krawlie, of the invaders (you). Now, head right, and you'll have to fight a
couple of Egders, along with a Nereid. After you dispose of them, open the
chest to get 600 GP. Go all the way west, and you'll be ambushed by two more
Nereids. Upon defeating them, continue, and you'll see two talking frogs. Watch
them as they argue over whether or not a bridge existed here. One of the frogs
will notice you, and they'll retreat. Follow them south, and your party will
comment on how they have a bad feeling about this place. Go into the next room.

In this room, go left, and read the diary on the floor. It gives you a hint
about what not to do in this room. Go right, and follow the path. Ignore the
cat; it's tempting to pet its furry body, I know, but you'll trigger some foes!
Keep going. Ignore all of the objects in this room, including the soda can, and
the "Save Point" you'll come to. It's not actually a real Save Point; it's a
fake one, which summons up enemies. Keep going and enter the next room. In this
room, defeat the Egders, then go north. Ignore the walkway to the left; it
leads to nothing. Keep going north, then go east where there's a line in the
walls. Head southeast from there to enter a secret path.

Head east, and flick the switch that has a red light on the wall. This opens a
door nearby. Make your way out of the path, then head northeast. Follow the
path up, and right, then head down and through the opened door. You'll see the
idiot frogs talk again. Once they're done jabbering, follow the path north to a
chest. Open it to recieve a Rage Band. It may be a good idea to equip this on
Crono, because you have a 50% chance to counterattack after being attacked when
this is equipped. Go right, and you'll meet Sir Krawlie and the guard. After
they laugh their butts off, Krawlie will notice you, and you'll have to fight.

He's pretty much a mini-boss, not a normal boss. Even though he's hardly a
boss, see the Bosses section if you need help with winning this pathetic fight.
When you defeat the over-sized beast, continue south. Depending on where you
step, you may or may not trigger some enemies to fight. Regardless, continue
down the path, and open the chest to the left to get a Bolt Sword. Equip this
on Crono, then flick the nearby switch to form a bridge; this is just a
shortcut. Exit via the stairs to the east.


Overworld - 2,300 A.D.

Outside again, you'll see another dome to the south, along with a snowy-looking
mountain nearby. Go up to that mountain.


Death Peak - 2,300 A.D.

You cannot really do anything here at the moment, and this mountain only serves
one purpose as of now. When you enter, run up the mountain, and go northeast.
You should see a shining dot right before you get blown away. Examine it to get
a Power Tab. Right after that, you'll get blown off of the mountain, and you'll
be back on the overworld.


Overworld - 2,300 A.D.

Just go south, and enter the Keeper's Dome.


Keeper's Dome - 2,300 A.D.

Not much to see here. Walk around the dome, and speak with the Nu, which is the
mysterious, creepy-looking blue chunk of blob. There's also an old man walking
around, so talk to him if you want. He tells you NOT to climb Death Peak. He'll
get his wish, because we can't anyway. He'll ask you if you like the Ocean
Palace and the Blackbird, his inventions. What the heck? We've never even heard
of those creations. The sealed door in here cannot be opened at the moment,
obviously, so just leave this dome.


Overworld - 2,300 A.D.

Well, you basically went all the way through the Sewer Access just to get one
slightly useful item, and to see a couple of useless things. Oh well; you need
to go to those two places eventually, anyway. Enter the Sewer Access, and make
your way through the sewer (use the bridge shortcut, left of where you re-enter
the sewer). When you exit it, you'll be back on the continent you were on last
time. Head west, and enter Arris Dome.


Arris Dome - 2,300 A.D.

Now then, inside this dome, follow the path all the way to a bunch of people.
Like the other people in the other dome you saw, these look like they are
starving, as well. An old man named Doan will tell you about something blocking
the food storage room. If you attempt to go down the ladder to the basement, he
says that no one that has attempted to go down to the basement has ever came
out alive...he must be trying to scare us or something. How bad could it be?
Before you enter, however, take note that there's an Enertron to the left in
this area, along with a weapon/item shop (talk to the guy behind the boxes to
the left).

Use the Enertron if needed, and save your game at the Save Point nearby. Buy
any items you may need (he sells the exact same stuff as the person over at the
other dome did), then go east and head down the stairs, into the basement area.
In there, climb down the ladder, then follow the path. You'll see a couple of
consoles; ignore them for now, and climb the ladder to the left. You have to
walk across some red planks in this room. Make your way across the planks. You
will come to broken ends of the red planks, but make your way through it. You
should come to a rat "statue".

If you examine it, you'll find out that it has a note on it. This is a hint to
an upcoming boss battle (isn't it always?). Now, keep following the path, then
walk across the plank at the northeastern part of the room to enter the next
area. In here, you'll hear an alarm. Uh oh, not good! Go north, and a giant
robot will fall down, making your party members fall down as well. It will
attack you, along with two "bits" with it. See the Bosses section for help on
winning this battle. Once you win, go ahead and proceed to the next room. Don't
worry, there's no trap anymore.

Anyway, in the next room, Marle will smell something. There's a dead man lying
by the wall. Marle notices some kind of seed the dead man was carrying, so she
takes it. Open the chest in the northwestern corner to get a Mid Ether. Examine
the dead body to find a special note. The rat statue we saw earlier apparently
isn't a statue, but an alive rat. It knows the secret to this dome...whatever
that could be. So I suppose we have to catch it. Exit this room, then go south
and back to the room with the wooden planks. You'll see the rat in plain sight.
The game finally tells you how to run, but you've likely figured it out by now.

You have to hold B to run, and chase the rat. Tap A as you run, so that way,
when you get close enough, you'll catch the rat. Chase it across the planks. If
you miss it, it will go off-screen, so go out of the room and back in, and it
will reappear. When you catch it, it will tell you a secret: to find the secret
path in this dome, hold L and R, and press A in front of the console. Now, head
all the way to the southwestern part of the room, and exit it. Once you're back
in the room with the consoles, go to the second console to the right. Face the
small sparkling dot, and hold L and R, and press A.

This should make a platform appear next to you, which means you can gain access
to some new areas. However, if you're using an emulator, the game may not
register the fact that you input the secret code. This is a problem with
certain keyboards. Solution: map the buttons (set them) to one key. So, if you
want to go any further, you'd want to map L, R, and A to something like the R
key. Pressing that one key would trigger the secret code. Problem solved! Be
sure to set your keys back to normal (assuming you're on an emulator and the
password thing becomes a problem), then proceed into the next room.

In the next room, go north and kill the enemies. Open the chest nearby to get
a Mid Ether. Now, go back, and go up the steps. Make your way through the room,
defeating or ignoring the enemies along the way. Follow the path to a door,
then enter it. In the next area, take the eastern path if you want, but it does
not lead to anything but Shadows. The northern path is the path you want to
take. Take the northwestern steps up to a walkway. Go across the walkway until
you come to a door, then head inside. In this control room, go north, and
Lucca, being the crazy scientist she is, will examine the control panel.

She'll discover our next destination, which is Proto Dome, east of the dome we
are in. Marle sees a button that she just cannot resist pressing, which then
brings up something else on-screen. An image of how this world was in the year
1,999 is revealed. A giant, shell-like parasite emerges from the ground, and
shoots deadly spike-like things all over the world. This causes the destruction
of the entire world, which is how the future ended up in the ruin you see now.
This parasite is known as Lavos, and 1,999 A.D. will forever be known as the
"Day of Lavos". Since we know where a Gate is that we can use to get back to
the present (hopefully), there's only one thing we can do: change history.

Now that your ultimate goal in the game is revealed, Marle will want to save
history, just like we saved her. Regardless if you choose to want to save the
future or not, you'll end up having to anyway. Now then, since there's nothing
else to discover here, make your way back to the first area of the dome, where
Doan and the others are. Doan and the others see that you actually came back
alive, and Marle will try to explain that this era is their future, but it's
beyond their knowledge. After Marle gives them the seeds they found, Doan gives
you a Bike Key, because he somehow magically knows you're headed for Lab 32,
near Proto Dome, and you might wanna use it in just a moment.

Once you obtain the Bike Key, push the fellow to the north out of the way (he
doesn't seem to care, either), and rest in the Enertron. Then, save your game
at the Save Point to the left, then make your way out of this dome.


Overworld - 2,300 A.D.

On the overworld, head north, and enter Lab 32.


Lab 32 - 2,300 A.D.

In this ruined place, head right from where you enter. Open the chest you'll
see to get a Mid Tonic. Go north, and you'll see some sort of jet bike. Examine
the jet bike, and an alarm will sound. Some robots will step in, but then some
weirdo called "the MAN" appears. If you try to go to the right, the robots will
also stop you. When "the MAN" appears, he introduces himself as Johnny. He
makes the robots stop attacking you. He offers you a race, so if you want to
get out of this place very fast, accept his challenge by examining the jet
bike. To race, you have to get the hang of it first. You move back and forth
automatically; you cannot control that.

However, you can move up and down using the D-Pad. Johnny moves the same way
you do, too. You can press B to get a boost. At the bottom right corner of the
screen, you can see your boost meter, along with how many boosts you have left.
You start off with three boosts (the "B" icons are your boosts). Each time you
use a boost, your boost meter empties. It refills a couple of seconds later,
which means you can use another boost. To get points, make sure you're in front
of Johnny most of the time. Obviously, you have to be ahead of Johnny when you
finish the race in order to win.

At the bottom of the screen, you can see yours and Johnny's jetbikes, and how
far away you are from reaching the goal (the checkered flag). If you want to
save your scores, you have to get the Race Log, which is found in this area,
meaning that if you want it, don't race and beat Johnny. If you beat him, race
him back to the entrance of Lab 32. You need the Race Log if you plan to get
the prizes you can win. I will list the prizes you can get for scoring a
certain amount of points in a moment. With the Race Log in your possession, you
can change the racing mode you want to play in.

Mode #1 is the normal, usual mode. You can use up to three boosts in this mode,
and you cannot change the view around. Mode #2 has no boosts, but you can move
the view around by pressing the L and R buttons. You may actually find this
useful, because it makes the view slightly better. Now then, let me explain how
the prizes work. Depending on what score you ended the race with (if you won),
you may or may not get a certain prize. If you get a score of equal numbers,
like 555, you'll get either an Ether, a Mid Ether, or a Full Tonic.

If you manage to nab a score of 1300 or above, the game will mess up on telling
you what prize you get. It will say you get 5 Mid Ethers. However, this is
completely false. You really get 5 Mid Tonics instead. If you manage to get a
score of 1500 or above, you'll get a Power Tab, which can only be gotten once.
After you've gotten it, you can't get it again. If you get a score of 2000 or
more, you'll get 5 Ethers. If you get a score of 2300 or above, the game will
say you've obtained 5 Ethers, but it's really 5 Full Ethers! Finally, if you
manage to get a score of 777, you'll be awarded with 10 Mid Ethers.

One more thing for me to mention. Once you get the Race Log, Johnny will tell
another robot to come, if you talk to him first. This robot can change the mode
of racing you want. He's also the one that keeps your scores. That about covers
everything you'd ever need to know about racing Johnny. From this point, let's
continue from where you first meet Johnny, shall we? After Johnny appears and
introduces himself and stuff, head east and go into the next area. Defeat the
three Mutants here, then go southeast. Before you get a chance to open the
chest, you're attacked by Shadows.

Kill them by using Fire Whirl or Crono's Slash ability. When they're gone, rid
the chest of its contents, which is the Race Log. Now, keep going east, and
defeat the Mutants along the way. Eventually, you'll end up in the next area.
Somehow, even though you never saw him ride as you went along, Johnny managed
to beat you to the end of this place. Now, simply go south to exit.


Overworld - 2,300 A.D.

Back outside, go east, then south. Ignore the Factory for now. Your next
destination was Proto Dome, remember? Enter it.


Proto Dome - 2,300 A.D.

In the Proto Dome, go west, and you'll have to fight three Bugger robots. Kill
them, then continue following the path. You'll see some more Buggers, but if
you want to avoid them, just walk along the edge (walk, not run), and then
continue from there. If you want, destroy the Buggers. They were blocking an
Enertron, which you may want to use. Keep following the path, and you'll come
to a ruined robot. He's severly damaged. Talk to him, and Lucca tries to repair
him. She does so, and Crono and Marle are left bored for hours. Lucca makes
sure he doesn't attack the party.

After the robot is repaired, she gives it some juice, and it activates again.
He says his serial number is R-66Y. There's a translation error here. He says
in the game that his number is R66-Y, but it's supposed to be R-66Y. Marle
hates that name, though, so they give him a new one (Robo). Robo says that
there is a Gate beyond the sealed door ahead, but to unseal it, you'll need to
go to the Factory (in case you're wondering, no, unsealing that door does not
unseal the rest of the doors we've seen in this era). You'll need Robo's help
to get through the Factory.

You also have to leave one party member behind. I suggest having Marle stay
behind, since she's practically useless. This leaves you with a new party of
Crono, Lucca, and Robo. You can come back here any time, and speak with the
party member you left behind to exchange members (except Robo). Once Robo joins
your team, exit this dome.


Overworld - 2,300 A.D.

On the overworld, head north and enter the Factory.


Factory - 2,300 A.D.

When you get inside the factory, since Robo is in your party, examine the big
screen to the north. He'll override the security, deactivating the nearby
laser. Suddenly, an Acid comes to attack you. It has very strong physical
defense, so use something such as Slash to get rid of it quickly. When it's
gone, take the eastern conveyor belt up. Those green circles are elevators.
Take the one on the right side, first. You'll be taken down to a lower level.
In that area, go down the ladder, then go up. Climb up to the door, then go
northeast. When you reach the dead end, press A to open a hidden chest.

It contains a Mid Ether. Exit this room you can't see anything inside, then go
south. Climb down the southwestern ladder, and head all the way west. Open the
chest to recieve a Robin Bow. If Marle is in your party, equip this on her.
Backtrack to the east, and climb back up the ladder. Climb down the nearby
ladder to the east, then follow the path. Go through the opening, and move
around a bit. If you move towards the left, you can move across the belt, and
avoid the robots. If you manage to unavoid the robots, a crane will grab you,
and you'll have to go through a few battles, which are a little hard.

The battles give you good EXP, but they get hard (especially the last one). If
you are moving across the conveyor belt and you didn't get caught by the crane,
quickly go down to the first safe area you see. When the robots pass, go back
on the belt, and head left. Open the chest at the next safe area, and you'll
get an Ether. Now, after the robots pass (again), go left, then go down and
into the next area. You'll have to go here regardless if the crane caught you
or not. In the next area, fight the Bug enemies there. Once they're taken care
of, go north, and climb the ladder. Open the door and enter the next area.

Here, go north, then open the chest to the right containing a Mid Tonic. Open
the nearby door and enter the next room. In the next room, open the two chests
to the right to recieve a Mid Ether, and 400 GP. Examine the monitor in the
middle of the room, and it'll tell you the codes for a crane coming up. In case
you forget the codes, they're X, A, then B, B. After that, the Proto 3 enemies
will rush through the room. Avoid them or fight them. Either way, exit this
room. Back in the previous area, enter the door to the west. These Proto 3's
are also avoidable (walk in between them after they walk next to each other).

Open the two chests at the far left for a Shelter, and an Ether. Head south and
enter the next area. Go down, and you'll have control of a crane. This is where
the codes we found come into use. First, put X and A for a code. The crane will
pick up a red barrel and move it. Control the crane again, and press B, B. The
crane moves a second barrel. Leave this area, along with the previous area.
When you're back to the area with two doors, climb down the ladder to the left.
Go left from there, and enter the door you'll see. In this area, open the chest
nearby to get a Bolt Sword, which Crono should already have equipped.

Examine the monitor in the room, and you'll learn of a secret password. The
password is "ZABIE". Think about all of the button names (A, B, X, and Y) on
the SNES controller, and if you think correctly, you'll get "X, A, B, Y", which
is pronounced like "ZABIE". But enough of my riddle talk. Exit the room. Make
your way all the way back to the main room of this factory. This time, go to
the left elevator. Fight the Debuggers along the way (you can avoid them). You
will see a note on the wall where the Debuggers were. Read it if you wish.
Then, take the western elevator down to a lower level.

In the next area, use a Shelter if needed, and save your game at the Save
Point. Now, follow the path, and fight the Acid-type enemies. You have to in
order to be able to activate the monitor. Attack them with physical attacks.
When they're defeated, open the chest there to recieve a Shelter. The monitor
will activate. Walk up to it and press A to open a lock nearby. Go down it and
into the next area. In this area, climb down the ladder and go west. On your
way, you'll have to fight, but you can avoid it by running alongside the wall.
Now, go south, and follow the path east. You'll have to fight some Acid-type
enemies again (the battle can be avoided by running along the wall).

After defeating them, go through the door ahead. In that room, go northwest,
and open the chest to get a Titan Vest. Now, go east, and open the chest in the
corner to get a Hammer Arm. Give the Hammer Arm to Robo, and give the Titan
Vest to anyone, since Robo has one already. Now, activate the large monitor in
the room. Some more Acid-type enemies will attack you. After you defeat them,
the lasers will all deactivate. Go southeast, and then use the elevator there.
Take it up once, and use a Shelter and save your game at the Save Point. Take
the elevator down twice to a new room.

Now, head left, then go up the hallway. Open the chest to get a Plasma Gun.
Equip this on Lucca (if she's with you), and examine the monitor. It will ask
you to input the secret password (in case you forgot, it's X, A, B, and Y, in
that order). After you input it, the locked door nearby will open. Go through
it, and flick the switch on the center structure. Robo will say that the
security system has gone crazy, so follow him to the south as walls close in.
Somehow, on the last wall, Robo holds it up for them as they run straight
through Robo. Robo lets go of the wall, and bounces off of the walls...
literally. Head southwest, and climb the ladder to the next area.

In this room, go east, and through the door. Head left, then go north, and down
the hallway. Your group will meet Robo's "friends". However, they say he has
malfunctioned, and will begin to beat him up badly. He gets to the point where
it's almost impossible for Lucca to repair him. It seems Robo's buddies do not
like him very much...then, they'll stuff Robo in a holder or something, and
they'll attack you. Read the Bosses section for help on getting through here.
After defeating the robots, Lucca/Marle takes Robo out of that storage place,
and brings the near-destroyed Robo back to Arris Dome.


Arris Dome - 2,300 A.D.

Back in the Arris Dome, Lucca will be repairing Robo while she talks to him.
After awhile, Robo is repaired, and ready for action. He decides that he wants
to stay with you, since there's nothing left for him here in the future. The
four go to the Gate up ahead, Lucca swings that Gate Key, and they enter. But
wait...the Gate was malfunctioning! Where to now?


End of Time

You'll arrive in a strange, eerie place with some mysterious pillars of light.
Robo wonders where we are, as well. So, head down the stairs ahead, and you'll
be in an open area with a pillar and an old man lying up against it. There's
also a door, but you can't enter it yet...for some reason. There's also some
stairs to the right, but they lead to nothing. You'll also find a Save Point,
along with a bucket with a glimmering dot next to it. That restores all of your
HP/MP when you use it, so don't bother with wasting a Shelter. There's another
bucket by the locked door to the north, but right now, it does nothing. Speak
with the sleeping old man to pop his bubble and awaken him!

He will tell you about where you're at (the end of time, obviously), and how
you ended up here in the first place. If more than three people enter a Gate at
one time, then you'll appear here (it's not just a coincidence that it happens
since you can only hold three party members at a time, is it?). And as you
probably guessed, you have to leave one party member behind. Since you're about
to get magic in the next two minutes or so, make a party of Crono, Marle, and
Lucca for now, since Robo is incapable of using magic, and you're gonna have to
use magic very soon.

Once you get a party of Crono, Marle and Lucca, attempt to enter a new area in
this place (walk around towards a pillar of light), and the old man will say
"Hey". Talk to him again, and he'll tell you to check the room behind him. It
mysteriously gets unlocked, so go ahead and go inside. In that room, you'll see
a certain "monster", whom is Spekkio. Spekkio's forms differ depending on your
level. See the Spekkio section of the guide for help on that. Speak with him,
and he'll say that he is the "Master of War". Tell him if you think he looks
strong or weak; your choice will not affect the outcome of anything.

Watch as he preaches about magic, who can use it nowadays, and who can't. Your
party, however, is capable of using magic! Crono is "Lightning", Marle is
"Water", and Lucca is "Fire". Robo cannot use magic, obviously. He tells you to
think "MAGIC", and walk around the room clockwise (needless to say, you really
don't have to think of magic while you're doing it), three times. Clockwise,
not the other way around. Hug the walls the entire time you're doing it, and
start from the southeastern corner of the room. Count it like you do racing
laps; consider it one "lap" after you pass the door. After you do it three
times, talk to Spekkio.

If you did it right, he will award your characters with the ability to use
magic. Whee! If you did it wrong, he'll tell you to try again. Regardless, when
you get it, he'll challenge you to a battle to test your new powers. If you
defeat him, you get some rewards (see the Spekkio section of this guide). If
you lose, you don't get a Game Over, and you automatically get max HP/MP, so
don't worry. Regardless, when you're ready, exit Spekkio's room. Before you go,
the old man will call you again. Talk to him, and he'll tell you that you need
to return to your own era (the year 1,000). Now, examine the bucket next to
Spekkio's room.

The old man will tell you that the bucket leads to 1,999 A.D., the "Day of
Lavos". You do not want to go there right now. That bucket is available now
for getting certain endings. And those endings can be achieved through the New
Game +, which you get after you beat the final level of the game. But all
that's for another time, another day. For now, go west, and press A while
inside a pillar of light. Examine each one until you find the one that will
warp you to Medina Village, in the year 1,000. Before you take that warp, enter
the one that leads to Proto Dome. There's a really well-hidden secret there.


Proto Dome - 2,300 A.D.

When you come out of the Gate, head slightly south, towards the first step
leading out of the room. Press A randomly around the Gate, until you hear a
chime. Press A at that spot to get a Power Tab. Credits go to Phoenix 1911's
FAQ for having this in his guide. Without it, I'm pretty sure I would have
never found this hidden tab. Thanks! Exit the dome via the Gate again.


End of Time

Back in the End of Time, take the far right pillar to Medina Village.


Residence - 1,000 A.D.

The creepy-looking creatures will get terrified, because you warped out of the
freaking CLOSET! Once you come out, speak with them if you want. Attempt to
leave the house, and they'll tell you about a swordsmith, who is in a building
to the west of here. In case you're wondering, the Mystics are creatures who
fought the humans 400 years ago during a war. On a table in this house is a
cake. By examining it, you'll eat it and restore your HP/MP. After you eat it
once, it's gone for good (so enjoy the taste!). Exit the house.


Overworld - 1,000 A.D.

Outside, there are a few places to visit if you want. You can enter the Medina
Square in the center of the buildings, where the Mystics are praising Magus. A
statue of Magus is in the middle of the square. Talk to the Mystics to learn
some more things. There's also the Elder's House, which is north of the house
you came out of. Enter it.


Elder's House - 1,000 A.D.

In the Elder's house, talk to the Imps if you wish. There's also a blue dude
here, named Ozzie VIII. Apparently, he's the leader of this village. But for
some reason, he doesn't attack you or anything. There's a couple of tabs to get
in here, so examine the table where the Imps are (the far right side of it) to
get a Speed Tab. Now, head upstairs, and examine the southwestern part of the
table to get a Magic Tab. There's nothing else in here, so exit.


Overworld - 1,000 A.D.

Not much more to see, unless you want to battle some. In the Market, if you try
to go shopping, you'll have to fight (if you choose to plead). After winning,
the Hench will sell you stuff...for an extremely high price on everything!
Unless you're using a Max GP and Infinite GP code via a cheat device, you will
most likely not be able to afford any of the weapons. In the Inn, if you talk
to the Hench and choose to plead, you'll fight again. After winning, you can
rest at the Inn for 200 GP, which is obviously a ripoff. Lastly, there's the
Forest Ruins all the way to the north, so go to it.


Forest Ruins - 1,000 A.D.

There's some sort of blue barrier to the north, but we can't disable it right
at the moment. There's a chest near where you enter, however. Open it to get a
Mid Ether. After getting that, just leave.


Overworld - 1,000 A.D.

Let's continue with the main quest, shall we? Head southwest of the Forest
Ruins until you come to a lone building, near a cave. This is Melchior's Hut.


Melchior's Hut - 1,000 A.D.

In this hut, speak with Melchior. He's the same guy you saw in Leene Square at
the beginning of the game. Tell him that you wish to buy a weapon. The only
thing you should need to buy here is a Red Katana, for Crono. Buy it for him,
then sell his old weapons. Buy some Titan Vests for your party, equip them, and
sell old equipment. Stock up on any items you might need. When you're done
shopping, Melchior will tell you about a shortcut to get back to Truce Village.
To get there, we need to go through the Heckran Cave. Exit the hut.


Overworld - 1,000 A.D.

Directly north of Melchior's Hut is the Heckran Cave, so head inside.


Heckran Cave - 1,000 A.D.

Isn't it weird how Spekkio taught you magic right before you had to go here?
Because you'll defenitely need it in this cave. The monsters do not get hurt
very much by physical attacks. When you enter the cave, two Henches will give
you a warm (err, rude) welcome. Use your newfound powers (magic) on those
Henches. When you defeat them, follow the path. Climb down the two ladders. On
your way to the second ladder, open the chest for an Ether. Keep following the
path, and fight the Jinn Bottle if you want; it spits out Octoblush enemies
with it. Don't forget that only magic hurts them.

Enter the next area. In the next area, follow the path south, and you'll have
to fight two Tempurites. Defeat them, then keep heading south and enter the
next area. In this room, go left and fight the Rolypoly enemies. Then, head
towards the chest in the room, and Cave Bats will fight you. After you kill
them, open the chest to get a MagicScarf. Equip this on someone (preferably
Lucca), then leave this room. Back here, go left this time, and open the chest
for a Mid Ether. Go north, and you'll have to battle some more enemies. Once
you take care of them, go north and open the chest to get an Ether.

Head south and to the next room. Go through the room, and defeat the set of
Rolypoly's. Continue, and you'll have to battle Cave Bats. Getting tired yet?
Enter the next area afterwards. In that room, go north, and fight the Jinn
Bottle if you wish. Keep going, and you'll come to a sealed chest. Ignore it,
and go to the next area. Follow the path, and step into the water. Head right,
then go north, and use a Shelter at the Save Point if needed. Enter the next
room, and head up. You'll find a huge, gigantic beast with a horn...okay, so
maybe it's not that bad, but it's still ugly.

You'll have to battle it (you would've never guessed, huh?), so read the Bosses
section to see how to defeat it. Once you defeat the Heckran, it will talk
about the Mystics, and then vanish. Your party thinks that defeating Magus, who
apparently summoned/created Lavos, would make history change, and make Lavos
die. Proceed north, and choose to jump into the water. You'll come out of a
vortex, and appear by Lucca's house on the overworld.


Overworld - 1,000 A.D.

Walk around the area near Lucca's house until you see something appear on the
screen. It says "Vortex Pt". If you enter that, you'll jump back into the
vortex, and can re-enter the Heckran Cave. There's really no reason to re-enter
the cave, though. Go inside Lucca's house.


Lucca's House - 1,000 A.D.

Time to get Lucca something new. Inside her house, go through the door. Take
the eastern staircase up to the upper floor. Speak with Lucca's mom, and then
Taban will come inside. After that short scene, head back downstairs, and go
back to the main room. Speak to Taban, and he'll give you the Taban Vest. Equip
this on Lucca immediately; it increases Speed by 2, plus you get a minor Fire
resistance. Leave her house.


Overworld - 1,000 A.D.

Now, head north of Lucca's house. Enter the Market.


Market - 1,000 A.D.

If you saved Fritz back in the dungeon at Guardia Castle awhile ago, then talk
to him here. For your reward, he'll give you 10 Mid Ethers. Nice! He'll also
sell you some stuff. The stuff he sells is the same stuff Melchior sold to you.
After that, exit.


Overworld - 1,000 A.D.

There's nothing else to really get, unless you want to go to Crono's house and
speak with his mom. Aside from that, just go to the northern part of the area,
and enter Leene Square.


Leene Square - 1,000 A.D.

In the square, head north two areas until you're at the Telepod area. Use the
Gate in between the Telepods to warp to the End of Time.


End of Time

You'll now see that two more pillars of light are revealed. Those lead to the
year 1,000, and the year 600. Lucky for us, the year 600 is where we want to go
next. Examine the upper-right pillar, and warp to Truce Canyon.


Truce Canyon - 600 A.D.

Head left and enter the next area. In that area, make your way up the ladder,
across the bridge, then down the mountain. Fight or run from the enemies along
the way, then you'll be on the overworld.


Overworld - 600 A.D.

On the overworld, go all the way to the southwestern corner of the area. You'll
see the fixed bridge. Go up to the first half of the bridge, and press A to
enter it. This is Zenan Bridge.


Zenan Bridge - 600 A.D.

Here, speak with the soldier wearing the golden suit. He'll say that they're
hungry. Time to get them some food. Exit this place.


Overworld - 600 A.D.

Now, make your way north to Guardia Forest. Go through the forest, and then go
inside Guardia Castle.


Guardia Castle - 600 A.D.


Head east from where you enter, then follow the path to stairs. Take them down
to the kitchen. Head south, and speak with the cook. Listen to the conversation
and leave the kitchen. Attempt to leave the castle, and the cook will rush to
your party. He'll give you a Jerky, which you are to give to the hungry people
back on Zenan Bridge. He'll also give you a free Power Tab! Yay! Now that you
have gotten what you need, exit the castle.


Overworld - 600 A.D.

Make your way through Guardia Forest, then go all the way south, and enter the
Zenan Bridge once more.


Zenan Bridge - 600 A.D.

On the bridge, speak with the guy in a golden armor again. Give him the Jerky,
and you'll hear a noise. It's Magus's troops! Talk to the guy in the gold armor
again, and tell him that you'll help. He'll give you a Gold Helm, so equip it
on whoever. Head west, and you'll find some skeletons stab soldiers dead. A fat
green guy, named Ozzie, appears. Ozzie is Magus's right-hand man. You'll have
to fight the two Deceased enemies. Use magic on them. Once they're gone, just
do a single physical attack to Ozzie to end the fight. Keep crossing the bridge
until you find three dead soldiers, along with Ozzie (again).

Ozzie will turn the dead soldiers into another pack of Deceased enemies. Defeat
them and attack Ozzie once, then recover your party's HP/MP after the fight.
Continue following him. At the end of the path, Ozzie will form up a lot of
Deceased enemies. They'll turn into a huge skeleton named Zombor! Read the
Bosses section to see how to win this fight. After defeating Zombor, continue
west, onto the overworld again.


Overworld - 600 A.D.

Now you can walk up and down Zenan Bridge, freely on the overworld. There are a
few things to discover before we move on. Go south. You're now in the town of
Dorino and Porre. In the Market, you can stock up on a few items if you need
any. In the Elder's house, you'll hear a conversation about someone sending
Toma some money, to go and search for a "Rainbow Shell". You'll get further
into this matter in a side quest later in the game. Toma leads, and heads to
the Inn. Inside there, you can feel free to speak with everyone if you want.
You'll learn a few things, along with information about a legendary sword
called the Masamune.

When Toma asks if you'll pay his tab for a little information, I wouldn't do
it, personally. It's hardly information at all. A few people seem to be in
doubt that the world can be saved from Magus, too. You can also rest at the Inn
if you like. Go to the Residence next. If you got the Naga-ette Bromide from
the Cathedral, now's the time to put it to use. In the Residence, talk to the
old man by the table. Give him the Naga-ette Bromide, and he will use it to
unlock the drawer. Go up to it and press A to get a Magic Tab. Now, go to the
southwestern area of Dorino/Porre.

You'll find an entrance to some sort of woods. These are known as the Cursed
Woods, so enter them.


Cursed Woods - 600 A.D.

Inside these woods, head all the way north. On the way, fight the enemies if
you want. There is a slight chance that you'll find a Nu running across the
screen (the blue, blob-looking creatures). If you happen to, and you enter a
battle with the enemies near it, you can fight it. If you bring another party
member here later in the game, named Ayla, you can use her Charm ability (once
you get it) to steal a Mop, which is practically useless. If you defeat the Nu,
you'll get a lot of Tech Points for it. Anyway, while going down the path, open
the two chests you'll come across to get a Mid Tonic, and a Shelter.

At the end of the path, you'll see a lone, shaking bush. You'll also hear a
croaking noise. Go behind the bush, and push Down to enter a secret hideout.
Upon entering, you'll find Frog! You didn't think you'd ever see him again, did
you? Once he gets done talking, talk to him again. Since he finds out that the
King is injured, he says that he can't do a thing about it. Open the pot in the
northeastern corner to get a MagicScarf. There's nothing more you can do here
for now, so exit the Cursed Woods.


Overworld - 600 A.D.

On the overworld, head to Porre (the village south of Dorino). If you enter the
Cafe, you can talk to the people to discover some things about "the hero". In
the Market, examine the shiny dot to the left to get a Power Tab. Talk to the
soldier. He's gonna fight Magus! ...Wait, his armor is too heavy, so he falls
down. LOL. Feel free to buy a Gold Helm for your four party members, along with
two Berets for Marle and Lucca. Equip these, and sell old equipment. There's
nothing else to see in this village, really. When you're ready, head all the
way back north. A little bit east of Dorino Village is a mountain. Save, and
enter it.


Denadoro Mts. - 600 A.D.

Here, either go around the birds so you won't have to fight, or just fight the
enemies. Either way, keep going north, and head northeast to a secret area.
Open the slightly visible chest to obtain a MirageHand. Give this to Robo, then
exit the area. Back here, go west, and you'll see a boy (Tata, the "hero") run
down the ladder. Then, you'll have to fight a Goblin. After defeating it, Tata
will be on the higher ledge (how'd he get there? oO), and tell you to leave,
because it's dangerous. Nothing is too dangerous for us! You'll now have to
fight an Ogan. It's slightly different than a Goblin, as it has very high
defense power.

Make sure Lucca is in your party, then use a simple Fire spell. This will burn
the Ogan's hammer, and it'll basically be a normal Goblin again. Defeat it, and
then climb up the ladder to the next area. Head west, and you'll see a path
that goes south, leading to another area. Take that path, then head south and
open the chest to get a Revive. Head back to the previous area, and go north.
Now, open the chest to the left for an Ether. You can disturb the Ogan's sleep
(he's over to the right) by going up to him and pressing A. Upon going north,
you'll be attacked by a Free Lancer, who will wake up the Ogan. You'll only
fight the battle if you disturbed his sleep.

Win the fight, or run, then keep heading north. Cross the bridge, then fight
the Ogan and Goblin. After that, open the chest north of them to get 500 GP.
Continue right, and follow the path south to a ladder. If the Ogan catches you,
fight it (walk to avoid it), then head up the ladder. Keep heading north, and
into the next area. Go right, and fight the Free Lancer. Continue, and go north
at the path there. Open the chest at the end to get a Mid Ether. Go back, then
head east. Fight the two Free Lancers, then open the nearby chest to get a
Revive. Head up the ladder nearby, and open the next chest for a Gold Helm.
Give it to whoever, and head up the next ladder.

Fight the Ogan, then head left, and fight the Free Lancer and the Ogan. Go all
the way south, and climb down the ladder. Open the chest for a Mid Tonic. Head
back up, then go west and enter the next area. Climb up the ladder in this area
and keep going up. Avoid the rocks that the Free Lancer over to the left throws
at you; they take away 5 HP on whoever gets hit by them. Open the chest you'll
come across to get a Mid Ether. Climb the ladder, and enter the next area. Go
right and climb the nearby ladder, then go north. Open the chest along the way
to get 600 GP.

Keep going up, and enter the next area. Here, go left, and you'll have to fight
some enemies. You'll have to fight a total of four consecutive battles. After
winning them, don't worry; you won't have to fight them again. The battles
can't be re-fought! Rejoice. Continue into the next area. Open the chest near
the entrance of the area to get 300 GP. Go north, and fight the Free Lancers
and the Bellbird. Head southwest, and you'll see a part of the waterfall. Drop
down to land on a secret ledge. Open the chest to get a SilverStud. Head right
to drop down to another ledge. Open the chest there for a SilverErng.

The SilverStud reduces the MP used by 50% with every magic spell used. The
SilverErng increases a party member's HP by 25%. Not a bad deal, eh? All in two
chests in a single area! Equip the SilverStud on someone like Lucca, and equip
the SilverErng on someone such as Crono. From where you got the SilverErng, go
all the way north and to the next area. Then, head north another screen, and go
left and to the area where the waterfall is located. Go back north, fight or
run from the Free Lancers and Bellbird, then keep going north. Open the chest
on the way to get a Mid Tonic. Head left, and you'll see a Free Lancer slicing
at air...for some reason.

If you talk to him, he'll tell you to shut up and get lost. What a great way to
say hello to a guest. Go left, and open the chest to get a Mid Ether. Climb
down the nearby ladder, then you'll have to fight the Free Lancer at the top,
plus another one that will attack. After winning or running, continue into the
next area. Go left and cross the bridge, and speak with the Kilwala four times
in a row. On the fourth time, he'll say that you're nosy, and he'll give you a
Magic Tab for free! Yay! Head south and enter the next area. Use a Shelter at
the Save Point if needed, then save your game.

Now, head west and climb down the ladder. Open the chest to the right to get a
Mid Ether. Climb down the next ladder to the south, then examine the glimmering
dot left of the ladder to get a Speed Tab. Head right, and into the next area.
Avoid the rock-throwing Free Lancer again, then head under the orange leaves to
the north. Open the barely-visible chest to get a Gold Suit. Head down the
broken ladder to the south. Open the chest there to get a Shelter (there sure
are a lot of chests here, aren't there?). Awaken one of the Goblins, and you'll
fight all three of them.

After defeating them, climb up the ladder, and avoid the Free Lancer. If you
get hit by it, it'll stand in one position. If you touch it in that state, you
will have to fight two of them, plus two Ogans. Keep going north, and enter the
next area, which is some sort of cave. Speak with the running kid (what is a
little kid like him doing in such a dangerous place?), and he'll tell you that
he's "the wind"...yep, okay. Go north, and you'll see nothing other than...the
legendary Masamune! The kid will try to stop you. Tell him you're here for the
sword, and his brother will come from behind the sword.

They will turn into some sort of monster, and attack! Read the Bosses section
for help on winning this fight. When you win, they'll both fuse into a gigantic
beast (whoa...I had no idea such little kids could do such big things). Read
the Bosses section for help on this battle, too. After winning both of those
fights back-to-back, they will un-fuse, and turn back to normal kids. They're
actually the actual Masamune, or something. They think you'll do fine as an
owner, and they'll go up to the sword, and go "inside" it. Follow them, and the
sword will glow...ooh. Your party takes the (broken) sword, and Masa/Mune will
take you off of the mountain.


Overworld - 600 A.D.

On the overworld, go all the way south to the village of Porre. One of the
buildings to the far south is Tata's house. Go inside.


Tata's House - 600 A.D.

In Tata's house, speak with him. He'll tell you that a frog dropped a strange
medal (the Hero Medal), and he'll give it to you, saying that he really isn't
the true hero. Leave the house, then make your way to the Cursed Woods, which
is slightly northwest of Tata's house.


Cursed Woods - 600 A.D.

Here, simply head all the way up north, and fight or avoid the enemies. Head up
to the shaking bush, and push Down to enter Frog's secret hideout again. In the
hideout, talk to Frog. He'll see that you have the Hero Medal, but he won't
take it. He says he has "no right" to wield the Masamune, and kindly asks you
to leave. When he moves away, a glittering dot will appear on the pot he was
standing next to. Open the pot to find a piece of the Masamune; the hilt, and
part of the blade, to be exact. One of your party members will translate the
text on the sword. It says "Melchior"! Since when does a sword have a hint on
it? Then again, this is a video game. Leave the woods.


Overworld - 600 A.D.

Make your way north, and out of Porre/Dorino. Head east to Truce Canyon. Make
your way through the canyon, to the Gate at the end. Use the Gate to teleport
to the End of Time, then use the pillar of light that takes you straight to
Medina Village. Head all the way left, and enter Melchior's hut.


Melchior's Hut - 1,000 A.D.

NOTE: If you do not see Melchior here, then go back to 600 A.D., and head to
the Cursed Woods. Talk to Frog, then come back here, and you will find
Melchior this time.

Talk to Melchior inside. He sees that you have the Masamune in your possession,
and he asks if you want to hear the story of the Masamune. Despite your party
wanting to hear the story, the subject changes one dialogue box later (so much
for that). Unfortunately, you'll need a Dreamstone to reforge the blade, and
they haven't been available for quite some time. Leave his hut, then make your
way back to the End of Time.


End of Time

In the End of Time, examine the middle-left pillar. Use the pillar of light to
transport to a new era, 65,000,000 B.C.


Mystic Mountain - 65,000,000 B.C.

You'll come out of a Gate...right in the middle of a cliff! You'll fall down,
but don't worry, you'll land safely. >> You'll be ambushed by five green,
scaly creatures from outer space (okay, maybe not from outer space, but...you
get the picture: they're ugly and scaly). They'll fight you. Defeat them, and
you'll be attacked by even more than last time. Some mysterious monkey-woman
with a tail will come and scare off the Reptites, leaving only four remaining.
After defeating those, a scene commences. The monkey woman will slam Crono
against the wall (uhh...oO), and she'll introduce herself as Ayla.

The rest of the scene is a little bit funny, especially with Robo/Lucca both in
your group. She tells you that the village has plenty of stones, and she wants
you to follow her to the village of Ioka. Follow her to the next area. Head
down the path, and open the chest along the way, near the entrance (the green
box), to get a Berserker. Fight or run from the enemies. Take note that, if you
want to lower the Runner enemy's defense, use Lightning with Crono. Follow the
path onto the prehistoric overworld.


Overworld - 65,000,000 B.C.

On the overworld, head east. Inside the huts, you can learn some information,
as well as get some items, if you want. In the lower-right hut, there are some
people you can talk to. One of them offers a drink of Sweet Water, which will
recover all of your party's HP/MP if you drink it. The hut left of that has
people that will tell you where to find the chief, Ayla. She also apparently
has a Dreamstone! In the upper-right hut, there are some people who will tell
you about a "rare monster", among some other things. One of the people asks you
to trade your "shiny stones" (in this case, GP) for some items. They're Tonics,
Mid Tonics, and Heals, so buy some if you need any.

Finally, in the upper-left hut, you will find Ayla. Enter that hut, and talk to
her. She will say that she is getting ready for a party. You will all appear in
the meeting site, in the middle of the night. Let's party!


Meeting Site - 65,000,000 B.C.

At the meeting site, Ayla will introduce her new friends (your party) to the
villagers. Feel free to walk around the area and speak with everybody. Ayla's
best friend named Kino, doesn't seem to be fond of the new outsiders, however.
You have to speak with your two party members a few times, and watch them do
things. Keep speaking to them. You can also dance with Marle eventually. Speak
to Ayla after talking to your party a couple of times, and she'll talk to Crono
about the Reptites and their leader, Azala. After she's done talking, talk to
your party members again if you want.

Otherwise, speak with Ayla again, and she will show you a red rock. This is the
Dreamstone you're looking for! However, you have to participate in a "contest"
if you want it. You have to win a soup-drinking challenge. Tap A to gulp up the
soup as fast as you can (how, may I ask, can you drink ALL of that soup at once
without swallowing, much less puking your guts out?). It's really easy to win.
If you lose, you'll be offered to try again. After you win the contest, she'll
agree to give you the red rock. Your group will appear sleeping. However, there
are footsteps, led by a certain someone.

Your party also notices something even worse than that: your Gate Key has been
stolen by someone! As Lucca states, "This isn't funny! Let's go see Ayla!" we
really should find out who the culprit is.


Overworld - 65,000,000 B.C.

Make sure you un-equip the SilverStud on Lucca, and give it to Crono, because
his Lightning is pretty useful for this era. Your party immediately appears at
the Chief's Hut. Wake up Ayla by talking to her. She hates the fact that you've
been robbed, and immediately joins your party. The party I recommend is: Crono,
Lucca, Ayla. Leave the hut, and if you want to learn of a new area, head all
the way north until you find a mountain. Ignore it for now, and head east of it
to find a Hunting Range.


Hunting Range - 65,000,000 B.C.

In the hunting range, walk around, and you can fight some enemies. They're easy
to defeat, even with just normal attacks. For winning, you get some EXP, plus
you get a "Petal", "Fang", "Horn", and "Feather" item. You win two of these for
pretty much each battle. These are useful; they can be traded for some decent
equipment in this era. A Nu can be fought in this hunting range. He can be in
any random spot in the range. The first time I find him, he's usually on the
southeastern platform, though he can be anywhere. Climb the vines to the north
to reach the platform.

If you fight and defeat the Nu successfully, you will get three of each of the
prehistoric items, plus a lot of EXP/Tech Points, and a Third Eye accessory
for winning (you only get this once, though). The Nu isn't too hard, though,
so just have Crono/Lucca use Fire Sword, and keep healed. will You can also
obtain good amounts of GP in the hunting range. You can get some free level-ups
in this place. Make sure you get tons of the four prehistoric items before
you leave.


Overworld - 65,000,000 B.C.

After you're through hunting in the Hunting Range (ha ha), feel free to visit
all of the huts again. You'll learn some information about the culprit who
stole your Gate Key. In the upper-right hut, talk to one of the guys on the
left. Tell him that you wish to know what items you get for trading. He tells
you, but it's hard to remember, so I'll list them below:


3 Petals + 3 Fangs Ruby Gun
3 Petals + 3 Horns Sage Bow
3 Petals + 3 Feathers Stone Arm
3 Fangs + 3 Horns Flint Edge
3 Fangs + 3 Feathers Ruby Vest
3 Horns + 3 Feathers Rock Helm


Talk to the old man in the middle of the hut to start the trading. The Ruby
Vest will be very good for later, but you don't really need it at the moment.
Get a few if you want, though. Ayla already has one equipped by default, so
don't bother getting her one. Buy a Ruby Gun, a Sage Bow, a Stone Arm, and a
Flint Edge. The Flint Edge goes on Crono. Equip these new weapons and armor,
then get Rock Helms for your party members. Equip the helmets, and sell the old
stuff using the shop one of the guys have in here. Ayla already has a Rock Helm
equipped, so don't bother getting her one.

Once your party members are all fully equipped, and all of your old equipment
is sold, it's time to move on. Head all the way south of the four huts until
you find a forest, which is the Forest Maze.


Forest Maze - 65,000,000 B.C.

Upon entering, you'll spot Kino! Speak to him, and you'll find out that he is
the one who stole the Gate Key! He apologizes to Crono after Ayla gives him a
good scolding, but he says that the Reptites took the Gate Key. Ayla wants to
give chase to them (as do we). To avoid most of the enemies in here, don't walk
on the trail of footsteps. Walk next to them (in other words, around them), and
you won't have to fight nearly as many battles as you would normally. Go right,
and open the orange-ish chest for a Mid Tonic. Climb down the viene nearby,
then go southwest and open the chest to get a Revive. Head back north, then
climb down the next vine.

Avoid walking on the trail of footsteps if you want to avoid battles, and head
right. Walk across the brown tree log, and open the chest to the southwest to
get a Mid Tonic. Head all the way north, and open the next chest for a Mid
Ether. Follow the footsteps, then head left when you're about half way down.
Open the chest to obtain a Shelter. Head south, to what looks like a dead end.
Open the next chest to recieve a Shelter. Now, head right, and go around the
higher platform. Make your way around, and avoid the footsteps you come across
until you get to a split path.

Take the southern path, and head all the way west. Open the chest there to get
a Mid Tonic. After that, go back right, and then head up. Follow the path, then
head south and open the chest to get a Heal. Go a little bit right, and climb
down the vine. Head right, and follow the path to a chest. Open it to get a
Mid Ether. Head back up the path, and a bit west. Follow the footsteps onto the
overworld, then use a Shelter and save your game. Enter that cave, which is
known as the Reptite Lair.


Reptite Lair - 65,000,000 B.C.

Upon entering the Reptite Lair, head right and to the next room. In this room,
there are four Evilweevil enemies. Do not fight them. Instead, stand there.
Eventually they'll dig holes. It could take quite a few minutes for all four to
dig holes, so be patient. Do not enter the first hole (the one in the northwest
part of the room). There's a catch to this, though. If an Evilweevil already
dug a hole by a hole that already exists (e.g, two holes are close together in
the northwestern part of the room), and you enter that hole, you'll appear on
the same floor upon entering both holes. If you need to reset the holes for any
reason, exit this room via the western exit, and re-enter.

If you enter a room you didn't want to enter, dig your way through all of the
holes in the area while fighting enemies. You'll end up in a big area with lots
of Reptites. To find out how to get back to the main room from there, read
below until you find the paragraph which explains it. The northeastern route
has a chest with enemies guarding it. Defeat or avoid the enemies, and open the
chest to get a Mid Ether. Go down the next hole, and you'll be in an area with
two Evilweevils, and one Fly Trap. Ignore the hole, and open the chest to get a
Ruby Vest. Now, let the two Evilweevils dig holes (this can also be done in the
previous room; it worked for me).

Go down one of them, and you'll be in a hidden room. Open the lone chest to get
an Elixir, then use the hole to enter the bottom floor. Make your way back to
the top floor (see below paragraphs) if you want to get the rest of the items.
The southwestern route is the same as the northeastern route; the chest on the
first floor of the route contains a Mid Ether. Stay on the floor and do not
destroy the enemies. Let an Evilweevil dig a hole. If it doesn't work, go to
the next floor and let one do it. Go down the dug hole, and open the chest to
get a Full Ether. Go down the next hole, then make your way back to the top.

The southeastern route leads to a room with enemies, and a chest which holds a
Full Tonic. If you let an Evilweevil dig a hole, and go down it, you'll end up
in a hidden room with a chest containing a Full Ether. Take the hole down to
the bottom floor. Finally, the northwestern route leads to a couple of rooms
where you have to fight some enemies (one is a Megasaur; use Lightning to lower
his defense). Regardless of the route(s) you took, you will end up in a room
full of Reptites going crazy (it looks like they're on drugs, or something).
Fight all of the Reptites, including the one guarding the chests in the upper
right corner and lower-right corners of the room.

Open the two chests to recieve a Full Ether, and a Rock Helm. Go east and enter
the next area. In this room, fight the Winged Ape and the Shitakes, then head
north and fight another group of them. To the left is a room leading to ladders
that lead to a room with a hole. Go down that hole if you want to return to the
main room. If not, then keep going north, and fight the Megasaur, along with
the Reptites. Upon winning, a Save Point appears. Use a Shelter and save your
game, then enter the next area. In that area, go north to meet Azala, leader of
the Reptites.

He has your Gate Key, too! When the game asks you if you'll tell Azala about
the key or not, select any choice. If you say yes, he'll find it hard to
believe that you'd talk so easily, and send a monster after you. If you say no,
he'll think he can force you to talk by sending out the monster. Gee, does he
make up his mind? When the huge monster appears (looks like a Rhydon from the
Pokemon games, if you ask me), you'll have to fight it. Read the Bosses section
for help. When Nizbel is defeated, Azala will give the Gate Key back, and run
away for now. You'll appear in the Chief's Hut.


Chief's Hut - 65,000,000 B.C.

In the chief's hut, Ayla will be disappointed that your party has to leave at
the moment. Kino apologizes for what he did earlier. When all that's said and
done, exit the hut.

 
Photography Templates | Slideshow Software