Walkthroughs, Part 2






Overworld - 65,000,000 B.C.

Make your way back to the Mystic Mountain (to the southwest, in case you have
forgotten), then make your way to the top of the mountain. Face the Gate, then
press A when you're offered to enter it. We're at the End of Time once again.


End of Time

At the End of Time, there's a new form of Spekkio you can battle if you're
around Level 20+. But you most likely cannot win if you're only around 21-23.
Anyway, take the middle-right pillar to Medina Village.


Residence - 1,000 A.D.

When you come out of the closet, exit onto the overworld. Then, head all the
way left, and enter Melchior's Hut.


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

In Melchior's hut, speak with Melchior. He sees that you have indeed obtained a
Dreamstone, but he'd rather you not tell him how you got it. He and Lucca go to
the bottom floor to work on the sword. Follow them downstairs, and watch them
both help repair the Masamune. You can disturb their concentration by talking
to them while they're doing something (like when Melchior is by the bookshelf
reading a book). P When they both work on the sword and the Dreamstone, you'll
appear back upstairs, and you'll see the true identity of the Masamune! You'll
obtain it, but you can't equip it just yet.

Once you get the Masamune, exit Melchior's hut. Back outside, head back to the
Residence you entered this era from, and head back to the End of Time.


End of Time

In the End of Time, take a pillar of light to Leene Square. Exit the square,
then go all the way south to the lone house, which is Lucca's house. Talk to
Taban inside to get the Taban Helm. You'll get the Taban Vest first if you did
not earlier. If you get the Taban Vest, talk to him again to get the helmet.
Equip this on Lucca, as it raises Magic Defense by 10. Head back to the End of
Time, and then warp to Truce Canyon, in the year 600 A.D.


Truce Canyon - 600 A.D.

Head left, to the next area. Climb up the ladder, then cross the bridge. Fight
or run from the enemies, then keep following the path, out of the canyon.


Overworld - 600 A.D.

On the overworld, head southwest. Cross Zenan Bridge, then go south to the town
of Dorino/Porre. Head west of Porre, and enter the Cursed Woods.


Cursed Woods - 600 A.D.

In these woods again, go all the way north and fight or avoid the enemies. Go
behind the shaking bush, and enter Frog's secret hideout. Inside, speak with
Frog. Your party will show Frog the Masamune, and he'll want your party to
remain in his hideout for the night. You now see a flashback of Frog's past.
This is all about how he became a frog, how his best friend (Cyrus) died, and
why he hates Magus so much. In case you're wondering, Frog's real name is
Glenn, which is revealed in the flashback. After the flashback, Frog will wake
your party up. He wants your party to go to Magus' lair with him. I recommend
the following party: Crono, Frog, Lucca. Leave the woods.


Overworld - 600 A.D.

Now that Frog is in your party, head to where Dorino is. A little bit south of
that village is a lone building in the middle. Head east of that building, and
go to the front of that mountain. Enter the Magic Cave area, and you'll see
another flashback of Frog's past. This one is about his relationship with his
friend, Cyrus. Once the flashback ends, Crono strikes the Masamune into the
ground. Frog grabs it, and a light shines forth from the blade. Watch the scene
where they try to make Frog look awesome, by slicing a piece of the mountain in
half, revealing the cave's entrance. Your party automatically enters it.

Don't go through the cave just yet, though! You have something to take care of.
I know a lot of people hate backtracking, but you should go back to the End of
Time and speak to Spekkio, with Frog in your party. Spekkio will teach him
magic. The bad thing is, you have to learn all of Frog's spells yourself. Once
you get magic for him, head all the way back to the Magic Cave.


Magic Cave - 600 A.D.

Once inside the cave, you'll notice a bat with red eyes that will follow your
party. This will continue for a little while, so you'll have to get used to it
being there, despite how irritating it can get. Also, give Frog a helmet and an
armor, along with the Hero Medal accessory. It increases the chance of getting
a critical hit with the Masamune by at least 50%. Go east, and fight enemies.
Take note that only magic will hurt the Gremlins; physical attacks do not do
too much damage. Keep following the path, and either fight or run from the
enemies ahead. At the end of the cave, you'll find a dead soldier. Examine his
body to read a note about an enemy at Magus's Lair. Exit the cave.


Overworld - 600 A.D.

Outside, just head north, and use a Shelter and save your game. Enter the area.


Magus's Lair - 600 A.D.

You get a short scene showing a statue of a gargoyle at the top of the castle.
When that is over, go north, and step into the actual castle, which we've been
oh-so craving to enter. Inside the castle, no music plays...creepy. This castle
appears to be empty so far, too. Head northwest and enter that area. Walk down
the creepy hallway while talking to the creepy people. Open the chest by the
creepy person to get a Mid Ether (think I've said that word enough yet?). Keep
going down the hallway, and enter the next room. Head north, and open the two
chests to get another Mid Ether, and a Shelter. There's also a sword behind the
chair there...hmm, wonder what that could be for?

Make your way back to the main room of the castle, then head into the eastern
area this time. There are four kids guarding a chest, that refuse to give it
up. What in the world is up with this castle, anyway? Head to the next area,
and you'll see some familiar faces down the hallway. Say hi to them...but they
are acting a bit odd. On the other hand, how did they get here in the first
place? Hmm. Keep going, and open the chest you come to for a Mid Ether. In the
next area, it appears to be empty, so head back to the main room. In the middle
of the room, there's something that appears to be a Save Point.

Step in it, and Ozzie will suddenly appear (be careful, IT'S A TRAP!). He will
laugh, and he'll tell you that you have to defeat Slash the swordsman, and Flea
the magician, if you even hope to make it to Magus. Plus, you have to defeat
all one hundered enemies in this castle...or so he says. When he vanishes, you
will have to fight some enemies. After defeating them, head into the left room.
This room is full of enemies now. Go down the hallway, and fight or avoid them.
After you defeat them, you can go out of the room and back in to get them to
respawn. But the eastern side has better EXP and Tech Points, so level up your
techs and stuff there, before moving on. Make sure Frog gets at least Heal.

Once you get Heal, make sure you go outside and save after using a Shelter.
Go back to the left area, and head all the way north. In that room, go north,
and speak with the girl by the throne. All of the people in here will turn in
to Decendents. Upon defeating them, the mysterious swordsman, Slash, will
appear. After Frog calls him "Sir Slush", walk up to him and speak with him.
Slash corrects Frog, and after some insults, you fight. Read the Bosses section
for help on defeating this guy. Once Slash is defeated for the first time, he
will take out his sword on the wall, and you'll fight again. See the Bosses
section for help on this.

After defeating Slash both times, pick up the sword he leaves behind on the
ground. Equip the Slasher on Crono, then use a Shelter, and save at the Save
Point Slash left behind. Leave the entire left section, and then head to the
right section. Speak with the kid at the very bottom, and tell him you want
their treasure. They'll all four turn into Shadows. Use Fire Whirl to deal with
them, then open the chest they were guarding to get a Barrier. Head into the
next area. Speak with the familiar faces in this hallway, only to find out that
they will turn into monsters for you to battle. Keep going north and enter the
next area.

In this room, talk to the weird-looking creature. Frog thinks that this is
Flea, the magician, so you'll have to fight it. Make sure Lucca's with you,
because she'll be useful. Keep attacking the creature, and it'll use MP Buster
before it goes bye-bye. This is never good. After the fight, the bat that has
been chasing you around for so long will turn into the real Flea. Please, do
not email me asking what gender Flea is, because it is pretty much unknown.
Consider Flea's gender whatever you want. As for me, I'll consider Flea a girl
in this FAQ. Read the Bosses section to see how to defeat her. Once Flea is
defeated, she'll disappear, and a Magic Tab will appear where she was.

Take the Magic Tab, then make your way back to the main room. Make sure to go
outside, and use a Shelter and save your game. In the main room, step into the
Save Point trap, and you'll be teleported to a new hallway. Head down the hall.
As you go down the hall, you'll fight several battles. After a few battles, you
will reach the end, where you'll find Ozzie. Talk to him. He'll try to call
upon Slash and Flea, but you took care of them. Hah! Serves him right. He'll
run away in fear. When he runs away, open the nearby chest to get a Mist Robe.
Give this to Marle or Lucca, and continue into the next area.

Here, you'll see a bunch of conveyor belts with guillotines coming down on
them. When the guillotine hits the conveyor belt, run past the guillotine a
second or so later to avoid being sliced up. Go past each conveyor belt, and
open the chest you come to for a Dark Mail. This thing raises your Magic
Defense by a decent amount, so equip it if you desire. At the end of the room,
Ozzie will run away (again). Open the chest next to where Ozzie was to recieve
a DoomFinger. Give this to Robo, and head into the next area. You're in a dark,
outside area now. Head west, and you'll see a Roly rolling down the narrow
walkways in the area.

If you want to avoid enemy contact, then climb down the half-broken ladder, and
let the Roly pass you. If a Roly sees you, you'll have to fight it, plus all of
the other enemies in the vicinity. The Juggler enemies have to be defeated a
certain way. Attack it with physical attacks first, and it will turn on its
physical defense, which means it's strong against physical attacks and weak
against magic attacks. From there, use magic against it, and it'll turn on its
magical defense. In that state, it's strong against magic attacks, but weak
against physical attacks. I think you get the picture.

After you get past that room, you'll be in a room with seemingly no traps...
visible ones, that is! This room actually has several floor traps spreaded.
There are six in total. Walk around until you fall down one. In the lower floor
you're dropped down to, you'll have to fight six Decendents. Defeat them, and
then head to the left and right sides. Open the two chests on each side to get
a Mid Ether, a Lapis, a Shelter, and a Barrier. Snag the Magic Tab in the
bottom-right corner of the room. In all four directions (up, left, right, and
down), there are things that appear to be Save Points. Only one of them will
warp you to the top, so take your pick.

Two of them split into three, and you'll have to fight enemies. They have no
name, either. They do not attack, and only have around 10 HP. They give a good
amount of EXP, especially for enemies that don't attack. One of the four Save
Points is an actual Save Point, so if you happen to come across it, use a
Shelter and save. When you find the correct one that takes you to the floor
above, make your way through the room. Navigate it this way: go to the left
wall, and walk around the outer edge. When you hit the bottom wall, move right
until you hit the right wall. Move half way up, then very slightly left, and
then a little bit up, all the way right, then up again.

If you did it right, you should have successfully navigated the floor-trap
area. When Ozzie runs away, follow him to the next room. In the next outside
area, make your way up the walkways. You'll likely be forced to fight the
enemies here. Make your way into the next room. In this room, head north, and
you'll have to fight enemies. Win the battle, keep going, and you'll have to
fight yet more enemies. You'll have to do this in this room a few times. After
the last battle, Ozzie will run away...is that a suprise? Open the chest there
to get a Speed Belt. Head north and into the next area.

This is another enemy-fighting room, but every fight in this room can be
avoided if you've gotten about sick of fighting (except for one fight). Hug
the right or left wall, and run. If you don't run behind the statues, you might
make a battle start. You can get to the end of the room this way, without
fighting a single battle (until the end of the room). Either fight all of the
battles, or use the trick I just provided. At the end of the room, open the
chest to get a Revive. Upon trying to continue to the next room, you have to
fight some enemies. After defeating them, go to the next room.

Ozzie is in this room, just begging to "fight" you. While he's busy laughing
his butt off, open the two chests on the side of this room for a MagicScarf,
and a Mist Robe. Speak with Ozzie, and he'll hope that Magus will call for
reinforcements soon. He'll turn on his ice-looking barrier, and you'll have to
fight him. It's not a boss fight, though. Ozzie can barely be hurt, and he has
exactly 1000 HP. If you attack Ozzie, he will counterattack the whole party
each time, and you only deal about 5-7 damage per a blow. However, if you do
actually take off all of Ozzie's HP, he won't "die". Instead, he'll become
untargetable! So, it's defenitely not worth the effort to take all of his HP.

Move the target cursor to the left, and attack the chain. It'll turn, and a
hole will appear. Do this with each chain behind Ozzie. On the last chain, it
will create a hole right where Ozzie stands, and he'll fall down to who knows
where. Can anybody say "owned"? After the fight, two Save Point things appear.
Step in the one on the right. Use a Shelter, save your game, and step into the
left Save Point, which is actually a warp. The music has stopped...run down the
long staircase, and fight all of the Vamps if you like, though if you keep on
running, you can easily avoid them without any problems at all. Proceed into
the next room.

You're in a dark room, and you hear a faint chanting sound. Walk north, as blue
flames appear on each side of your party members. Keep walking, and you will
then meet the dark wizard, Magus. Walk up to him and speak with him. Frog is
ready to draw his sword. Your party is also ready for battle. After a short
conversation, the battle will begin. Read the Bosses section for help on the
fight against Magus. Upon defeating Magus, something happens. Lavos starts to
awaken, and you learn that Magus didn't create Lavos, but that he only
summoned him. Your party, and Magus, are drawn into a humongous Gate. You see
a short dream, then you appear in 65,000,000 B.C.


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

Your party will appear in Ayla's hut. Ayla wakes up your party. Frog wants to
finish off Magus, but obviously, he's gone. Ayla wants your party to get some
rest, so she leaves and you automatically rest. Upon waking up, you learn from
one of the villagers that the northern wood is burning! It's one thing after
another, isn't it? If you ever need to, you can rest in this hut. Leave the
hut, and back onto the overworld.


Overworld - 65,000,000 B.C.

On the overworld, take note that there are some new things you can trade for,
with the Petals/Fangs/Horns/Feathers. They still have Rock Helms and Ruby Vests
for trade, but most importantly, there are new weapons for your party. These
are the weapons:


3 Petals + 3 Fangs Dream Gun
3 Petals + 3 Horns Dream Bow
3 Petals + 3 Feathers Magma Hand
3 Fangs + 3 Horns Aeon Blade


Make sure to go to the Hunting Range and get the prehistoric items, then trade
for a new weapon for each party member in the upper-right hut. Then, sell your
old equipment, and get a Ruby Vest for your party; you'll need it. Equip them,
and head north of Ayla's hut, to the Laruba Ruins.


Laruba Ruins - 65,000,000 B.C.

NOTE: If you come here very late in the game, there will be a sleeping Nu. He
will allow you to change the name of the lead character (Crono doesn't
have to be the leader after awhile). Then, he'll give you a SilverRock
accessory, which invokes a Triple Tech.

In here, go north, and someone will note that Kino has been kidnapped. Head
north, and you'll see Ayla and some old man. The old man says that it is Ayla's
fault the reason the woods are burning. Ayla wants the old man to send the
Dactyl's to the Dactyl's Nest, so she can fly up to the Tyrano Lair, and put an
end to this. He agrees to it, and Ayla leaves, so you do the same.


Overworld - 65,000,000 B.C.

Here, go right, then head north, to the Dactyl Nest.


Dactyl Nest - 65,000,000 B.C.

When you enter the Dactyl Nest, fight the Cave Ape and the Shist. When you
attack the Shist, unless you kill it in one blow, its top will open, and it
will become a Pahoehoe, although the name in the battle doesn't change. Anyway,
once you've defeated or ran from those enemies, keep going north. Fight the two
Avian Rex enemies, then climb up the wall. Open up the chest nearby to get a
Mid Ether. Follow the path around to three Shists. Fight or avoid them, then
open the chest in the southeastern corner to get a Mid Tonic. Head up, and then
climb up the wall, and enter the next area.

Enter a battle against the Cave Apes and the Shist. Defeat them, or run away
from them to move the Shist, so it doesn't block your path. Climb the rock
wall, and keep going north. Follow the path around to two Shists, which has a
Cave Ape to accompany them in battle. Defeat or avoid them, and open the nearby
chest to get a Meso Mail. Equip it if you want to, but you'll need the Ruby
Vests later, so keep that in mind! Climb the rock wall, and continue north, to
another rock wall. Fight the Avian Rexes, then climb the rock wall nearby. Go
into the next area.

In the next area, you'll see Ayla call upon a Dactyl. Head up there where she
is, and she'll notice your party. What's that red star in the sky, anyway...?
She will let all three of you go to the Tyrano Lair, and you'll have to choose
what member you want to come with Crono and Ayla. I suggest taking Lucca again.
After you choose, you'll be on the overworld.


Overworld - 65,000,000 B.C.

You'll all three be flying Dactyl's. Fly southeast of the Dactyl's Nest, and
you'll see an area surrounded by lava. On the platform there is a castle-like
structure. Land on that piece of land, save your game, and enter.


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

Inside the Tyrano Lair, you'll immediately see two Cave Apes. If you walk in
between them, you can avoid them. If you fight them, a purple Reptite will also
step in the fight. Either way, enter the eastern mouth, and take the stairs
down to the next area. Go south, and you'll be greeted by two Reptites. Defeat
them, and follow the path. You'll see some captured cavemen. Flip the switch to
the right of the cell door to free them. They'll escape, and completely ignore
you! Keep following the path, and defeat the next two Reptites. Proceed into
the next area. Head south, and you'll see three Reptites talking to...someone.
Who could it be?

When they spot you, they fight. Defeat them, and walk up to the cell door. It's
Kino! Examine the door, and Ayla will try to rescue him. She'll literally climb
up to the top of the door, and head inside. Then, she'll bust open the cell
door. ...Why couldn't they have just used the switch nearby? Kino apparently
wants to show you something. Head into his cell, and open the chest all the way
to the north to get a Mid Ether. Follow Kino out to the previous area. Follow
him in the next room, and if you didn't do it earlier, he'll free the captured
cavemen. Head back into the main room. In the main room, he will open the mouth
to the left, and then leave.

Enter that mouth, and enter the next area. In this room, you can step on the
switches on the left and right sides of the room. This will cause the enemies
on each side to fall down a trap, to a lower cell. However, if you want, you
can walk up to the enemies and fight them, instead of pressing the switches.
Take the eastern path and head south, near the switch, to the next area. Here,
follow the path, and defeat the Volcano and Avian Rex enemies that attack you.
Proceed, and defeat the next set of enemies. After that, enter the next room.
Open the chest to the left to get a Full Tonic.

If you examine the chest on the right, you'll fall down a trap, to the cell
that the cavemen were inside of. If the enemies in that other room fell down
the trap, you'll have to fight them. If not, they won't be here (obviously).
Anyway, don't fall down the trap. Simple as that. If you do, you have to make
your way back up to the room with the two switches. Head back to that room
regardless, and take the left path this time. In that area, defeat the three
Reptites, and head left. Defeat the Avian Rex that attacks you, and go through
the door ahead.

You're now in the infamous "Tile Warp Room", as I call it. If you go around the
room, you'll notice chests everywhere (by the way, to defeat the Terrasaurs,
weaken them with Lightning). They're tempting, huh? Go ahead, try and grab
them...only to suddenly be transported to a completely different spot! The
tiles in here warp you to other spots, in other words. You have to use these to
reach all of the chests in this room. I'll tell you what tiles to step on, so
don't worry. For the first chest, head a little northwest from the entrance.
Take the "split path" going left, then open the chest to the north for a Tonic.

For the next chest, head down from the Tonic. Take the eastern path down, then
go left to find the chest. Open it to recieve a CeraTopper, which is a good
helmet, so be sure to equip it on someone! From that chest, head southwest to
be transported. From there, go a little bit south, then east, where there are
a narrow set of tiles going right. You'll be transported again. Open the nearby
chest there to get a Revive. Head south a little bit from that chest (five
steps down), and head right from there to get teleported to the last chest.
Open the chest to recieve a Meso Mail. That wasn't so bad, was it?

Now, head southwest, and you'll be transported yet again. Head northwest from
there, then go up the stairs leading to the next area. Here, go south, and to
the next outside area. Follow the path, and you'll fight some enemies. Defeat
them. Ignore that closed gate for now, and keep going right. Fight all of the
enemies you come across (though they are avoidable, if you walk the righy way),
then enter the far eastern door. In that room, step on either switch. The left
one opens the mouth ahead, but also makes some enemies appear. Enter the mouth,
then press the switch. You can press it over and over if you want to, but there
isn't really a point to do that. >>

Enter the middle door outside, and into the next room. You'll see Nizbel in
here! He doesn't even seem to notice you, much less care that you're in here.
Looks like he's practicing his aerobics, or something. You can talk to him, and
he'll act friendly...sorta. Head to either side of him, and go up to the Save
Point. Use a Shelter, and save your game, then go north. Wait...Nizbel stops
you! Apparently, this is a different version of him. His brother, maybe? Or
perhaps his cousin? Whatever the case may be, he will attack you. Read the
Bosses section for help on this fight. After Nizbel II is defeated, the Save
Point will reappear.

Save your game at the Save Point, and don't forget to use a Shelter to heal
your party members from that last battle. Head north, and continue on into the
next area. Go south, and once you're outside, head all the way right, to the
far eastern door. Fight the enemies along the way, then enter the door. The
three switches in here do certain things when you step on them. If you step on
the eastern one, two Terrasaurs appear. The upper one causes a Save Point to
appear to the left, and the lower-left one causes the two floors to disappear,
meaning you can't reach the Save Point. Just step on the upper one, and the
lower-right one if you feel like fighting.

You can also make the Terrasaurs fall, by stepping on the lower-left switch,
then the lower-right one. Use the Save Point if you need to, then go north and
up to the closed mouth. Press A while in front of it to open it, then head into
the room. Open the chest nearby to get a Full Ether, then activate the switch
at the top. Exit this room, and go left, to the center door. When you approach
the center door, you'll have to fight a few Terrasaurs. When the barrage of
them ends, go through the door. Head north, and you'll see Azala in his throne.
You'll hear a "lovely voice", as Azala calls it (you call that lovely?), then
he'll escape through the door behind his throne.

Open the chests in the corners of this room for a Mid Ether, and a CeraTopper.
Equip the CeraTopper, then follow Azala outside, through the door. Equip one
Ruby Vests on each of your party members now. Head north, and you'll see what
appears to be a metal dinosaur-thing...or, uh...something like that. Azala is
on top of it. You'll have to fight them both, so read the Bosses section of
this guide for help on winning this fight. Once you win the battle, the big
BlackTyrano will vanish, and Azala will be lying on the ground. Watch him as
he blabbers about a "long, cruel ice age".

You will then see the red star...FALL! Just like Azala wanted it to. That red
star is actually the giant parasite we have all come to know as Lavos. It will
fall, directly down onto the earth. So, we now know that Lavos arrived on earth
in this time period. Kino comes with some Dactyl's to rescue your group, before
Lavos destroys the area. Azala refuses to come, however. He gets left behind,
as your group escapes, and Lavos destroys the entire Tyrano Lair. Azala went
along with the lair, obviously. Your party wants to go to the spot where Lavos
fell, to see if they can discover anything.


Overworld - 65,000,000 B.C.

On the overworld, walk up to the now-ruined Tyrano Lair. Head there.


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

In the ruins, you'll see a Gate! You'll learn about how Gates are created. When
your party finishes talking, enter the Gate. Also, take note that you can now
remove Ayla from your party. I recommend this party: Crono, Frog, and Lucca.
You'll end up in a completely different era, in a cave. Just exit the cave, and
you'll be on the overworld of this era.


Overworld - 12,000 B.C.

Here, you'll notice that you're in a snowy area, with, well...snow, making the
place even more snowy. Anyway, head all the way to the right, and enter the
small building there, which is known as the Skyway. Step in the middle of the
purple circle there, and you'll be teleported up. Exit onto the overworld, and
then head right, to the Enhasa.


Enhasa - 12,000 B.C.

First, walk around this place and speak with everyone. You'll learn somewhat
about what this era is known as, which is the Kingdom of Zeal. You'll find two
people that look like Masa and Mune. After talking to them, they disappear.
Over to the northwestern part of this place is a kid named Janus. He will tell
you that "one among you will shortly perish". Oookay...what could he mean? He
then just walks off. Near where Janus was, there is a purple circle. If you
stand in it, you'll recover your party's HP/MP. This is a Spring of Recovery.
In this place, there is a shop. It's in the lower-left corner.

There's also another one of those guys that look like Masa and Mune, named
Doreen. He'll give you a hint about something, and vanish. The shop sells Full
Tonics, among other things. Stock up on some items if you need any. Aside from
all of that, there's nothing else that's really here.


Overworld - 12,000 B.C.

Go north of the Enhasa, and go to the Land Bridge. Step on the teleportal, and
you'll be carried down to the lower continents. Head north after exiting the
Skyway, and enter the next Skyway. Step on the teleportal, exit the Skyway, and
go all the way left. Before entering the next town thing, head to the ship,
which is the Blackbird.


Blackbird - 12,000 B.C.

At this place, go all the way north. Speak with one of the guards, then some
weirdo named Dalton comes. After he runs his mouth, he leaves. Nothing else to
do here, so leave back onto the overworld, and enter the town, which is Kajar.


Kajar - 12,000 B.C.

Inside Kajar, there's some stuff to see and do. Walk around and talk to the
people in here, and you'll learn about the Earthbound Ones, whom cannot use
magic, and the Enlightened Ones, whom can use magic. The Enlightened Ones are
basically the people in this weird era. There's a sleeping Nu, who will sell
you items. Talk to him from the right side of the table to wake him up. There
is another Spring of Recovery here, too. Head to the northeastern side of the
room, and you'll see a glimmering dot by the bookshelf, on the wall. To get the
tab, enter the room next to the bookshelf. Examine the southeastern wall to nab
the Speed Tab. Would've never guessed that, would you?

In the northeastern room, there are also people you can talk to. You'll learn
about some source of power, along with information about a Sun Stone, among
other stuff. There's a Nu that has his back turned. He won't do anything if you
try to talk to him, so let's ignore him for now. The sleeping Nu in here will
give you a hint about some elements, which I'll be explaining in a moment. In
the main room, you can learn some more stuff about the Sun Stone. Someone also
shows you an island, where something known as the Sun Keep is located. Please
don't email me asking me if it's possible to reach that island, because it's
not possible. It's just there for viewing purposes, I suppose.

Anyway, it's time to do something with those elements I was just talking about.
Did you see the green books in the main room, on desks? You can open certain
ones by pressing A while facing it, and an element appears. You can close the
book back by pressing A again. You have to open the books in a certain order,
to open up a secret room. At the northwestern side of the room, there is a
book. Open it to reveal water. Open the book to the southeast to reveal wind.
Lastly, open the book in the middle, where the Nu is, to reveal fire. No, this
doesn't summon Captain Planet. Instead, you'll hear a secret passage open up!

The bookshelf nearby lowers itself, revealing a secret entrance. Go inside, and
examine the Poyozo Doll. This will make you obtain the Black Rock accessory,
which will invoke the Triple Tech, DarkEternal. Right now, it serves little
purpose to us. Now, exit Kajar.


Overworld - 12,000 B.C.

Make your way down the Land Bridge over to the right, then make your way back
to the next Skyway, then enter the Enhasa on that floating island.


Enhasa - 12,000 B.C.

Inside the Enhasa again, open the elemental books in the same order as you did
in Kajar. The water book is located to the northeast, the wind book is located
to the northwest, and the fire book is located on the desk that you see when
you enter. Open the elemental books in this order, and a bookshelf will open
nearby. Head into the secret entrance, and speak with the sleeping Nu. He'll
tell you that the Guru of Reason is gone, and he'll ask if you want to fight
him. Accept his challenge, and you'll have to battle six Nu's at once! Use the
Triple Tech, Delta Storm, if you have it (Crono, Frog, and Lucca can use it).

If not, use your best Dual Techs, and heal very often. It's not too hard to win
this fight. You can steal the Mop item from the Nu's, too. When you win the
battle, the Nu will give you a Magic Tab, and a Speed Tab. Not a bad deal,
actually. Before you leave the room, feel free to read the diary on the desk in
here. Then, leave the room, and exit Enhasa.


Overworld - 12,000 B.C.

On the overworld again, enter the Land Bridge, and warp to the bottom islands.
Make your way up to the next Skyway, then you'll be warped to the top island
once again. Make your way left, and enter the cave. Step into the yellow light
to be warped a little higher. Enter the next cave, and step into the light. You
will be warped even higher. Finally, enter the Zeal Palace.


Zeal Palace - 12,000 B.C.

Here, head west, and go up the stairs. Then, head south, and speak with the
girl over at the southeastern corner. Tell her that you like plants, and when
she asks to plant it or burn it, tell her to plant it. Walk around and talk to
everyone around here, and you'll learn more about the queen, Schala, and the
little boy, Janus. In the middle of the area, up on a higher platform, there's
a Nu that's walking around. Talk to him, and you'll discover his scratch point
if you scratch his back. Head to Kajar again, and head to the northeastern
room. Talk to the Nu that has his back turned, and you'll scratch his back.
He'll drop a Magic Tab for you. Do those things to get the tab if you want.

Now, head to the room at the northeastern side of the palace. Head into the
eastern room, and you'll see the girl named Schala, along with Janus. He will
talk about the "black wind". Schala gives him some sort of amulet, then when
she goes to leave, she notices you, but still leaves. Talk to Janus if you
want, only for him to tell you to go away. For a little child, he sure does
have a lot of guts, doesn't he? Talk to his cat, and he'll say that Alfador
only likes Janus himself. Exit this room, and head back to the main room.
Enter the room in the middle. This is the queen's hall.

Head north, and you'll witness Schala pulling out a pendant...but it looks just
like Marle's! Upon taking out the pendant, the sealed door opens up! Try to
walk up to the sealed door, only to find out that your pendant is of no use.
Hmm...exit the queen's hall. Now, head left, and talk to the Nu to get him to
move away. Head into that room, then go north. Head into the next room, and
you'll see a big machine upon entering. Walk up to the red dot, and press A.
Your pendant will go up to the energy by the machine, powering it up. Woo! Exit
this room, and go back to the queen's hall. Examine the sealed door, and then
it will open up. Yay for us!

In the throne room, head north. You'll see Dalton, Schala, Queen Zeal, and some
Prophet with a purple cloak over his head...doesn't this person look strangely
familiar? Queen Zeal will order Dalton to take care of your party, and Dalton
will summon the Golem. Everyone disappears (except your party, of course), and
you'll see the Golem. It's not impossible to win this fight on a normal game,
but it's hard unless you're really high. Regardless, see the Bosses section if
you want to know a way to win this fight. You'll most likely lose, though,
unless you're playing on New Game +. You'll advance with the story, regardless
if you win or lose.

Queen Zeal will carry your party to the room where you powered up your pendant,
although Dalton will do it if you managed to defeat the Golem. Your party will
be unconscious, inside some sort of energy. Schala and Janus enter the room,
and Janus doesn't want to free your party. Schala thinks that your party might
be able to rescue the Gurus, along with Melchior (!!!), on Mt. Woe, who was
imprisoned for opposing Queen Zeal. However, the Prophet steps in, and he does
not want you to save the Gurus. After some convincing, the Prophet says that
he'll spare your party. You'll be back in the cave with the Gate. The Prophet
orders Schala to seal it once he sends your group back through the Gate.

Schala is hesitant to do it, but the Prophet convinces her to obey. When your
party gets in the gate, they're sent back to the year 65,000,000, and Schala
seals the portal shut. Just great...


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

Back in the ruins, Frog asks where Magus is, out of nowhere, even though it's
been quite some time since we fought with him. Hmm...that hints at something.
Let's see if you can figure it out. Now that you have that pendant powered up,
there are some stuff you can do. Specifically, you can now open every sealed
door and chest you've seen scattered throughout the game! Before we continue on
with the story, let's do that, shall we? Exit the ruins.


Overworld - 65,000,000 B.C.

On the overworld, board the Dactyl's, and then fly west. Fly to the Mystic
Mountain, and enter it. Then, make your way up to the top of the mountain, and
choose to jump into the Gate. You will be warped to the End of Time.


End of Time

At the End of Time, go ahead and see if Spekkio has a new form ready to be
challenged. Regardless, it's time to do some stuff. Warp to Proto Dome.


Proto Dome - 2,300 A.D.

In the Proto Dome, exit, and head to Lab 32. Either walk your way out, or race
Johnny back to the other side of the lab. Then, exit the lab, and enter the
Arris Dome, which is in the middle of that area.


Arris Dome - 2,300 A.D.

Here, follow down the path. Keep following the path until you get to Doan and
the others. Then, head down the ladder, and into the lower parts of the dome.
Go up to the two consoles, and take the eastern path into the next area. Here,
go left, and follow the path up. Keep following the path, and fight or avoid
the enemies. When you get to the door, head inside. In the next room, make your
way north. Over to the northeast is another console, along with a sealed door
that you cannot reach. Make your way to that console, then hold L & R, and
press A to reveal a platform leading to the door.

If you're using an emulator, and holding L/R, and pressing A doesn't work, then
remember: set the L, R, and A buttons all to one key, then press that key. It
should work. Regardless, examine the sealed door to open it. Go inside the
room. Examine the middle tile inside to get a Power Tab, then open the four
chests in here. They contain a Lumin Robe, an Elixir, a Hit Ring, and a Gold
Erng. The Gold Erng increases a character's maximum HP by 50%. If you equip it,
that party member will probably have 900+ HP with it equipped at this point.
After you obtain those items, make your way back out of the dome.


Overworld - 2,300 A.D.

Back on the overworld, head to Lab 13, which is west of Arris Dome. Make your
way through the lab, and when you're back outside on the other side, enter
the Bangor Dome.


Bangor Dome - 2,300 A.D.

In this dome, open the sealed door above the Gate. Head inside the room, and
open the three chests inside to get a Charm Top, a Full Ether, and a Wallet.
The Charm Top needs to be equipped on Ayla. It increases the success rate of
Charm. The Wallet turns all EXP gained into GP instead. This is great if you
want to get a lot of GP fast, though you get no EXP (obviously) when it is
equipped. Exit the room after taking these items, and enter the Gate.


End of Time

After appearing in the End of Time, you'll notice two more pillars of light
that are available: one taking you to Bangor Dome, and the other taking you
to Guardia Forest, in the year 1,000. Now it's time to hunt down the sealed
chests scattered throughout the years 600 and 1,000. I will explain how the
sealed chests work. In the years 600 and 1,000, you've probably seen sealed
chests scattered throughout the game. Now that you have the powered up pendant,
you can open the said chests. However, if you don't open them the right way,
you won't get the best contents out of them, and you'll miss out on two items
in the same chest.

When you examine a sealed chest in the year 600, you'll usually get an option
asking if you want to open the sealed chest or not. If you get this option,
refuse to open the chest, and return to the same area in the year 1,000. If you
do so after refusing to take the contents, and then open the chest in the year
1,000, you'll get a better item out of the chest than you would've normally, if
you would have opened it without refusing to open it in the year 600. In other
words, if you would not have chose to not open the chest in the year 600, the
sealed chest would have contained the same item in both eras.

On top of that, once you open the sealed chest in the year 1,000, you can come
back to the year 600 and open the chest to get the normal contents. How good
is that? However, take note that some chests just open automatically, without
you getting the option to leave it closed or to open it. On those chests, that
means that the chest does not have an upgraded item for you to obtain. Get it?
With all of that explained, here's a list of all of the sealed chests below.
Take note, however, that some cannot be accessed until after you get a time
machine, and it gets wings attached onto it.


---------------------------------------------------------

Guardia Forest
Contents (600 A.D.): Speed Tab
Contents (1,000 A.D.): Power Ring
Notes: N/A

---------------------------------------------------------

Elder's House / Mayor's Manor (Porre)
Contents (600 A.D.): Black Vest, White Vest
Contents (1,000 A.D.): Black Mail, White Mail
Notes: In the year 600, the house is called the Elder's House in Porre, while
in 1,000 A.D., it is the Mayor's Manor.

---------------------------------------------------------

Guardia Castle
Contents (600 A.D.): Red Vest
Contents (1,000 A.D.): Red Mail
Notes: To get into Guardia Castle in the year 1,000, you have to have Marle in
your party.

---------------------------------------------------------

Heckran Cave (1,000 A.D. only)
Contents: Wall Ring, Dash Ring
Notes: N/A

---------------------------------------------------------

Truce Inn
Contents (600 A.D.): Blue Vest
Contents (1,000 A.D.): Blue Mail
Notes: N/A

---------------------------------------------------------

Northern Ruins / Hero's Grave
Contents (600 A.D.): Nova Armor
Contents (1,000 A.D.): Moon Armor
Contents (600 A.D.): Kali Blade
Contents (1,000 A.D.): Shiva Edge
Contents (600 A.D.): Siren
Contents (1,000 A.D.): Valkerye
Notes: In the year 600, the place is called the Northern Ruins. In the year
1,000, it is the Hero's Grave. The time machine with wings attached to
it is required to reach this place.

---------------------------------------------------------

Forest Ruins (1,000 A.D. only)
Contents: Swallow, Safe Helm
Notes: The Nu that appears will tell you to choose between only one. The Safe
Helm is recommended. You can only get one of the two items.

---------------------------------------------------------

Magic Cave (600 A.D. only)
Contents: Magic Ring
Notes: N/A

---------------------------------------------------------


And there you have it. Those are the locations of all of the sealed chests in
the game. You can get most of them right now, but not all of them. When you're
ready, take the middle pillar of light to Proto Dome again.


Proto Dome - 2,300 A.D.

In Proto Dome, exit, then make your way through Lab 32. Again, either walk your
way through the place, or race Johnny. Either way, make your way out of the
lab. When you're outside, head south, and enter the Sewer Access.


Sewer Access - 2,300 A.D.

You should already have this place cleared out, if you visited it earlier in
the game. If you haven't cleared it out, I have a complete walkthrough for this
place. Scroll all the way up until you get to the start of the future, for the
first visit. Somewhere around there is a walkthrough for this place. Whether
you have cleared it out or not, head all the way to the southern part of the
sewer. Climb the ladder up to exit.


Overworld - 2,300 A.D.

On the overworld, head south. Ignore Death Peak for now, and enter the only
dome on this continent, which is the Keeper's Dome.


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

Inside of here, head all the way north. Ignore the sleeping Nu. You'll come to
a sealed door, so open it and head inside the new room. In the next room, you
will see some lights appear on the floor. Examine these as you navigate the
room. They are notes from Belthasar, which explains more about Lavos and such.
Since Belthasar has no use for it anymore, he wants you to take his last
creation, which has the ability to travel in time in seconds. This creation is
known as the "Wings of Time". After you read the last note, open the next
sealed door, and head inside. Go north, and you'll see the Wings of Time.

Walk behind the Wings of Time, and your party members will comment on it. After
that, attempt to leave the room, and a Nu will suddenly come in, pushing some
sort of thing with three seats on it. He will introduce himself as Belthasar.
Who would've thought that Belthasar is a Nu? He will also tell you the controls
of the machine (L & R switches to different eras, along with D-Pad, and Y makes
the screen where you can choose an era come up). He will want you to name the
time machine. The default name is Epoch. Warp to 12,000 B.C. now.


Overworld - 12,000 B.C.

Before you disembark the Epoch, your party will freak out over what this time
machine is capable of. When you're on the overworld, take note that all of the
Skyways are disabled right now (the power on them is sealed). Head northwest,
and enter the small tent-like thing there, which is Terra Cave.


Terra Cave - 12,000 B.C.

This is the village known as Algetty. It hardly looks like a village, but hey,
whatever. Head up the ladder, and proceed through the small cave leading to the
next area. In this area, feel free to climb down the ladders and speak with all
of the villagers. On each "floor" is a cave, which leads to a room with some
people inside. There are five of these in all. The first cave you'll see in
this village has someone that's willing to sell you items. He sells your party
some new equipment, although it is expensive. Buy the equipment if you wish. If
you do, be sure to sell your old equipment for free GP. This shop also sells
normal items, so stock up on some if need be.

Anyway, when you're done shopping, go to the other caves on all of the other
floors to learn some stuff about Janus, Queen Zeal, and the Mammon Machine. Go
to the fifth floor, when you're ready. Use a Shelter at the Save Point, then
save your game, and enter the cave on the fifth floor. In the next area,
examine the shiny dot in the southeastern corner to get a Power Tab. Head all
the way north, and you'll have to fight two Beast enemies. After defeating
those, head north some more, and you'll fight more Beasts (you can steal a good
helmet from them, by the way). Defeat them, and recover your party's HP/MP
after the fight.

Continue north, and you'll see a red and blue beast, along with a brown Imp. As
you probably guessed, you have to fight them. And, as you probably already
know, refer to the Bosses section for help on winning this battle. After the
fight has been won, go onto the leaf that the Mud Imp was standing on. Walk up
the chain, and your party will walk up to a floating mountain connected to the
chain, which is Mt. Woe.


Mt. Woe - 12,000 B.C.

When you get on this mountain, you'll immediately notice a Rubble enemy. If you
fight it, it will lock up your entire party's Techs and Items. You will not be
able to use any items or techs for the rest of the fight. You have to rely on
physical attacks to kill it, but it has very high evasion. Higher evasion than
any monster in the game. If you manage to defeat it, you get 1,000 EXP, along
with 100 Tech Points! It's really worth trying to kill this monster. There is
only one Rubble on this mountain that respawns. If you don't kill the Rubble
fast enough, it will run away.

After you fight it, head north. Fight the Bantam Imp enemies (you can steal a
cool sword off of them with Charm), and keep followinng the path. Follow the
path down, then open the chest to the left to recieve a Lode Helm. Backtrack to
the entrance of the mountain, and head west. Walk up the chain bridge, and
follow the path. You'll have to fight more enemies. After defeating them, head
into the next area. In the next area, go left to find another Rubble. Fight it,
and go east. Follow the path north, and fight the Gargoyles. Then, use the Save
Point there to save your game.

Head north, then fight the Bantam Imp enemies which guard the chain bridge to
the right. Walk up the chain bridge after fighting them, then fight the Rubble
here. Take note that this is the only Rubble on the entire mountain that will
respawn, so use this to your advantage to level up your characters and learn
their ultimate techniques! Now, open the two chests to get a Shield, and a Lode
Vest. Head all the way left, and defeat the Gargoyles. Then, open the chest to
get a Barrier. Go back right, and head down. Follow the path left, and around
the higher ground.

Then, head up, and defeat the enemies. Open the chest to get a Lapis (you have
the HIGH GROUND!). Head east, and go up the chain bridge. Then, follow the path
and fight the enemies along the way. Head down the chain bridge nearby, then
head southwest. Fight the Rubble, then head north. Open the chest to get a
Barrier. Follow the path leading to the next area. In this area, open the chest
to the north to get a Lapis. Head right, and igore the Man Eater enemies. Open
the chest to the north to get a Barrier. Head south, and fight the Gargoyles.
Open the chest there to get a Full Ether.

Go back west, then go north. Fight the Man Eater enemies (they inflict Chaos
quite often, so they can get annoying fast. They also have a good sword you can
steal), then keep going north. Now, follow the path around to a higher ground.
Fight the Rubble, then go south, and fight the enemies there. Then, open the
chests to get a Shield, and a Shelter. Head north, and cross the chain bridge.
Follow the path, and fight the Gargoyles, then use a Shelter, and save your
game at the Save Point. Climb up the chain leading to the next area. Follow the
path north, and around to the chest.

The chest contains a Time Hat. Go right, and cross the chain bridge. Open the
chest to the southwest to get a Full Ether. Go all the way right, and examine
the shiny dot in the southeastern corner to get a Magic Tab! Go north, and
climb the chain. The area turns dark...ooh, scary. Climb the chain up to the
next area. You're now on the summit. Walk up to the ice block, and it will
vanish, and a huge creature will rise up. Read the Bosses section for help on
defeating Giga Gaia. Once the monster is defeated, the ice block will appear
again, and it will reveal Melchior, the Guru of Life!

Melchior talks with your party, but since this is way before 1,000 A.D., he has
no idea who the heck you are. Eventually, the mountain will begin to collapse!
Then, your party, along with Melchior, will appear back in Terra Cave, in one
of the rooms.


Terra Cave - 12,000 B.C.

When you get here, Melchior will explain that if the Mammon Machine is brought
closer to Lavos, he might awaken. Which is not cool, obviously. Suddenly,
Schala comes in the room, along with Janus. Schala has betrayed the evil powers
of the Mammon Machine, along with Queen Zeal's orders. Yay for us! She has also
kept the power of the Skyways open, so we can use them as we please once again!
But then, Dalton enters the room. After he blabbers his head off, he captures
Schala, and vanishes with her. The only ones left in the room are your group,
an old man, and Melchior. Speak with Melchior, and Crono will agree to help
stop the queen, along with the Mammon Machine.

In order to destroy the machine, you need a special blade. Melchior gives you
the Ruby Knife, which should destroy the machine. When you get the Ruby Knife,
exit the area. Here, climb up the ladder, and head east, and into the next
area. Climb down the ladder, and exit this place.


Overworld - 12,000 B.C.

On the overworld, head east, and enter that cave there. Enter the Gate to be
warped back to the End of Time.


End of Time

At the End of Time, you'll hear the old man call you. If you go speak to him,
he'll tell you about the Wings of Time...he's pretty behind on the news, eh?
Furthermore, you probably noticed that all of the pillars of light are now
unlocked. One of them leads back to 12,000 B.C., while the other one leads to
the Tyran Fortress (Lair Ruins) in the year 65,000,000. Go back to Spekkio's
room, and see if he has a new form waiting to be challenged. Regardless, when
you're ready, head back to 12,000 B.C. via the pillar of light. Exit the cave,
and you'll be on the overworld again.


Overworld - 12,000 B.C.

Back here, head southeast, and enter the Skyway. Step in the middle of the
purple circle to be warped up to the higher continent. Then, exit the Land
Bridge, and go north to the next Land Bridge. Use it to warp to the bottom,
then exit the Skyway, and head all the way north. Use the next Skyway to warp
to the top. Cross the bridges, and enter Kajar.


Kajar - 12,000 B.C.

In Kajar, head to the middle of the area, if you want to buy some new weapons.
Talk to the Nu from the side, and tell him that that isn't Schala's pendant
that you have. He'll sell you new weapons and armor. If you told him that it is
Schala's pendant, he won't sell you anything. If you did this, exit Kajar and
re-enter, then talk to the Nu again, and tell him no this time. The weapons are
very expensive, though, and the Pearl Edge can be stolen from the Man Eaters.
But if you didn't steal the Pearl Edge before, it's too late now (unless you
buy it here). Just forget about buying equipment; it's way too expensive, and
you're about to get better equipment, for free.

Now, be sure to head to the northeastern room, and talk to the Nu with his back
turned. If you found the Nu's scratch point at the Zeal Palace when you first
visited this era, you'll scratch the Nu's back, and he'll drop a Magic Tab!
Aside from this, there's nothing else to see or get, so exit this place.


Overworld - 12,000 B.C.

On the overworld, head east, and enter the cave. Step into the yellow shining
light to be warped higher up. Exit the cave, and enter the next one. Step into
the light, then exit the cave. Enter the Zeal Palace.


Zeal Palace - 12,000 B.C.

Here, simply head all the way north. Go up the hallway, and enter the middle
room, which is the queen's hall. Use a Shelter and save your game at the Save
Point, then go north, and enter the next area. In here, you'll see Dalton. He
looks angry...but why should we be scared of him? He will attack you, so
read the Bosses section for help on defeating him. When Dalton is defeated, he
will run away, since we owned him. A Gate-type portal will appear. Examine it,
and you'll be carried down to the bottom of the water, where the Ocean Palace
lies. You'll enter the palace.


Ocean Palace - 12,000 B.C.

NOTE: A party of Crono, Frog, and Lucca is HIGHLY recommended for this place,
because you'll need their elemental spells for certain enemies.

When you arrive here, head south, and use the Save Point. Talk to Mune guarding
the exit to this room, and he'll sense an evil energy awakening (Lavos), then
he will disappear. You'll see a scene where Queen Zeal orders Schala to power
up the Mammon Machine. She has no choice, so she does it, or else it'd be over
for her. When you regain control, head into the next area. In this area, head
south, and approach the chest. You'll have to fight Scouter enemies. Attack
them using Lightning spells. If you don't, and you attack them with a different
spell, they'll counterattack using a Lightning-based attack, which hits the
entire party.

Just have Crono use Lightning2 to defeat them instantly. Open the chest nearby
to get a Rune Blade. Equip this on Frog, and then head south of the chest.
Fight the two Scouters, then open the chest nearby to recieve an Aeon Suit.
Equip this on someone, and then head north. Fight or avoid the Red Scouts (if
you fight them, attack them with the element corresponding with their color; in
this case, Fire), then enter the next area, which is at the northeastern part
of the room. In this area, step on the blue switch, and you'll have to fight a
Jinn and a Barghest.

If you attack the Jinn, it will be protected by the Barghest's shield. Destroy
the Barghest first, and attack the Jinn to break the shield. After you fight
those enemies, head southeast and enter the next area. Fight the Red Scouts and
the Mage. Have Lucca use Fire 2 quickly, because the Mage might cast a spell
that will prevent a character from using magic; usually the one that you need
the most, which is Lucca in this case. After winning, open the chest to recieve
an Aeon Helm. Equip this, then head west, and enter the next area. Back in the
main room, head southwest, and go to the next area.

In this room, fight the Blue Scouts, then head south and open the chest to get
a Kaiser Arm. Equip this on Robo, then go south. Fight the Red and Blue Scout,
along with the Mage. Use Level 1 type spells (Fire, Water) on both Scouts, then
take care of the Mage. Go south, and fight more Red and Blue Scouts, along with
another Mage. After that, head west, and step on the blue switch. Keep going
west, and then south. Fight the enemies, then open the chest in the corner to
get a SonicArrow, which is for Marle. This is equipment city, huh? Head north,
and fight the enemies (this never ends, does it?). Backtrack all the way back
to the main room.

At the main room, make your way west, and defeat the Mage and the two Scouters
you come across. After that, head all the way north, and fight the three Blue
Scouter enemies. Keep going north, then enter the area to the northwest. In the
next area, step on the blue switch, and defeat the Jinn and Barghest. Head
southwest, and enter the next area. Defeat the two Blue Scouts, and the Mage
that appears, then open the chest nearby to get a Star Sword. Equip this on
Crono, then head east and enter the next area. Back here, go south, and follow
the path to the next area...am I the only one thinking that this level is very
repetitive and boring?

Here, defeat the two Red Scouts, then open the chest to get a Shock Wave. Head
south, and then go left, and around the walls. Hug the walls until you go
through a part of the wall. Head southeast, and open the chest in the secret
area to get a Demon Hit. It's a sword for Frog. It doubles the amount of damage
that you deal to enemies that are magic-type. Take your pick: the Rune Blade,
or the Demon Hit. Either way, exit the secret path, then run by the walls until
you get back to the entrance. Head northeast and exit this area. Make your way
to the southern part of the area, and proceed to the next room.

Go south and fight the enemies. Then, head west, and down the long stairway.
In the next room, head south, and fight the two Mages and Thrashers. This room
is pretty much straightfoward. Head down the stairway nearby. If you touch one
of the Thrashers, they'll be sent down to the platform below, and you can fight
them. If you want to avoid them, run in between two when they jump all the way
up, then stand there. When they jump again, run in between the next two, and
repeat. It's pretty difficult to avoid all of them. When you get down the
staircase, head southwest, and down the next set of stairs.

The fireballs that the statue uses at your party will reduce 10 HP with each
hit. The party member that gets hit loses HP, so be careful. Fight the two
Thrashers and Lashers. Take note that when you attack one of them, they will
use a counterattack (like a Dual Tech, sorta) together. When you defeat them,
head down the next flight of stairs. Keep going down the path, and then an
Omnicrone will spawn four Thrashers. The Omnicrone cannot be fought. Defeat the
Thrashers, and then go down the next stairway. Talk to Masa, and he'll talk
about a red rock, and some knife (either referring to the Masamune, or the Ruby
Knife; it's hard to tell which).

You'll then see a scene with Schala and Queen Zeal. Zeal is still intent on
forcing Schala to power up the Mammon Machine. We have to stop her! When you
regain control, head down the flight of stairs, and into the next area. Keep
going down the flight of stairs, then fight the Jinn and Barghest. After you
defeat them, use a Shelter at the Save Point, and save your game. Then, head
south, and enter the next area. Out here, go on the elevator, and fight the
enemies. Now, examine the big, shining dot. This causes the elevator to go
down. You will now have to fight several battles in a row (three, to be exact).

For the first battle, you'll have to fight a Jinn, a Barghest, and three
Thrashers. For the second battle, you fight two Lashers, two Mages, and one
normal Scout. The third battle can be the hardest. You have to fight two of
each Scout type. Use your Level 1 spells (Lightning, Fire, Water) on each one
until you defeat them all. After the third battle, you'll reach the bottom.
Enter the next area, then go back to the previous area. This time, you'll see
the shiny dot on the eastern side. Examine it to take the elevator up. You will
be taken up to a different spot. Examine the left part of the wall to get a
Magic Tab, then go north and enter the next area.

The bad thing now is, you'll have to go down the staircase to the left, and
make your way back down all of the staircases, back to the room with the
elevator. Then, you have to take the elevator down, and fight all of those
battles again. Once you reach the bottom again, head north and enter the next
area. Here, head left, and follow the path to the next area. Head north, and
the Scout will split into a Red and a Blue Scout. Defeat all three of them,
then flip the switch on the wall. Exit the room, and head over to the opposite
side, and enter the next room.

Walk up to the Scout, and fight the trio again. Flip the switch on the wall,
then exit the room. Head to the entrance of the room, and step on the blue
switch. This will cause a hallway, along with an entrance, to be created. Now,
when the platform you're on lowers, head north, and into the next area. Here,
follow the path, and open the chest to the right to get an Elixir. Use a
Shelter at the Save Point, and save your game, then enter the next area. We're
almost done with this boring place, so rejoice! In this area, head north, and
you'll find Dalton. He'll send out two Golems, known as the Golem Twins. See
the Bosses section for help on defeating them.

After defeating the two Golems, Dalton will attempt to call upon the next Golem
called the GolemBoss. However, Lavos' energy interferes, so he can't summon the
GolemBoss. As always, Dalton runs away. When you regain control, go back to the
previous room if you want, and save it. Then, head north, and proceed into the
next area. In this hallway, go north, and talk to the Nu. He jumps off, for
some reason. Keep going, and you'll encounter Zeal, Schala, and the Prophet.
Crono takes out the Ruby Knife, and throws it at the Mammon Machine. That does
not stop the machine, though, and Lavos awakens! You're carried to a blue, wavy
area, where Lavos awaits you.

You will immediately enter in combat against it. However, on a regular file, it
is near impossible to win unless you're very high (like around Level 60+). It
will start the battle by doing a move that attacks your entire party. This will
most likely kill your entire party. If not, then any remaining members will
have very little HP remaining. If you're using New Game + and you're a high
enough level, winning this fight is possible, just very difficult. This is
known as the "hard" version of Lavos. Trust me, the only time he is this hard
is at this point in the game. If you want to give it a shot, use your ultimate
attacks, and try your luck.

He follows an attack pattern. He will do the "Destruction rains from the
heavens" attack, then he'll do Chaotic Zone. Then, he'll shoot needles out at a
party member, and start over from the first attack he did. If you manage to
beat him on a regular file, good job! Anyway, to continue with the story, you
have to lose this fight. Once you lose, the Prophet will appear. He'll take off
his disguise, and you'll find out that he is really Magus! Schala and Zeal will
suddenly appear. After a little bit of talking, Magus attempts to attack Lavos
himself (LOL, yeah right), but he fails, obviously. Lavos begins sucking up
Schala and Magus closer to him.

Nothing happens if Schala and Magus get right next to Lavos. Talk to your party
members, if you wish, along with Schala and Magus. Then, go up in front of
Lavos. Like a complete idiot, Crono attempts to attack Lavos. Crono fails
miserably, and as a result, a light appears in front of his face, causing him
to shatter. Yes, you've guessed it correctly: Crono is dead. Schala, Magus, and
the rest of your party will appear back by the Mammon Machine. Before the
palace crumbles, Schala uses her pendant to send your party, and Magus, to
safety. You'll see a scene where Lavos destroys over half of the kingdom of
Zeal. Then, after a huge tidal wave, you'll appear in a hut.


Last Village - 12,000 B.C.

Here, the elder will come in, and he'll explain what happened to Melchior,
Janus, and Schala. Although, he doesn't exactly know what happened to Schala,
but you never see her again. She didn't die, though, because she appears in the
sequel to this game, Chrono Cross. She is held captive in the final battle of
that game. And, regardless of what rumors you may have heard, Schala is not
an optional party member for you to get. The Epoch is safe, and it didn't even
get a scratch on it. That can't be just a coincidence. When the elder leaves,
you can choose the party you want. From now on, you're free to choose three
party members; you no longer have to worry about Crono being the leader.

When you choose your party, use a Shelter and save your game at the Save Point.
You can examine that bush of hay to the right, and take a nap there. It looks
uncomfortable, but hey, it works good enough, right? Exit the hut.


Overworld - 12,000 B.C.

On the overworld, you'll notice two other huts, both of which are named the
Last Village. In the northern tent, there is a person that tells you that the
Nu standing there sells various items from time to time. Behind him, you'll
notice a Tab that you cannot reach. To get it, talk to him, and do not press
A when he says "Buy?". Leave it on that text box for about four or so minutes,
then press A to proceed to the shopping screen. Immediately leave the shopping
screen, and he should move. It worked for me. If he doesn't move, please do
not send me an email asking how to get him to move, because I've tried every
other method, and this is the only one that worked for me.

Anyway, the Nu sells you normal items for now, but later on, he sells new stuff
for your party. Buy anything you might need. The eastern hut has two people.
One of them tells you about the Sun Stone and such. The place you need to go to
is the Commons, which is north of the western hut.


Commons - 12,000 B.C.

In the Commons, speak with everyone here if you wish. Then, head north, and
speak to the elder. Suddenly, some soldiers appear, saying that Dalton is the
new king of this kingdom (ha, yeah right...he wouldn't know what the word
"king" meant if it sat on his head). Then, after his pointless blabbering, he
will knock out your party (they turned their backs, for some reason...no wonder
he knocked them out), and he'll also steal your Epoch! Then, your party will
appear in some sort of airship.


Blackbird - 12,000 B.C.

Your party will wake up in Dalton's airship. Your party will also discover that
your weapons, items, AND money are all gone! You cannot switch party members,
either. Ayla is good, since she doesn't need equipment to fight. And your party
members will just stand there, and act as a non-existant object, until they get
their equipment back. Ayla, however, does not need her equipment to fight,
since she uses fists. Anyway, when you regain control, head up the nearby
ladder. You'll appear outside, and your party will notice that we are indeed
onboard the Blackbird. Head back inside. Back here, climb down the ladder, and
a party member will notice a secret entrance into the air ducts.

Also, if Ayla is not in your party, and none of your characters have their
equipment back, you'll be thrown into your cell again if a guard catches you.
You can examine the left wall to climb into the air ducts, but there's also
another way out. There are two ways. The first one is via the air ducts. For
the second method, attempt to leave the cell via the south exit. Then, choose
to act sick, and a guard will come in (like a complete idiot), opening the cell
and getting knocked out in the process. You can proceed out of the room this
way. As I said earlier, you can also escape via the air ducts.

The first method (the air ducts) is the easiest and most safe method if Ayla is
not in your party. If she is in your party, do either option. I'll tell you the
location of each character's equipment, along with your GP, and items. First,
start by going into the air duct. Inside, if you want to see Dalton blabber his
mouth some more, head all the way to the southern area until you reach a dead
end, and examine the grating. You'll see Dalton jabber. You can also examine
the several other gratings in this area to look down on certain rooms. I'll
guide you to the room where your first set of equipment lies.

From where you first enter the air duct from your cell, head east, north, west,
north at the split path (go two gratings up), west, and north. You'll enter an
area with a sleeping guard, and a chest. Open the chest to get a party member's
equipment back! Don't press A by the guard, or you'll wake him up, and you'll
have to fight. Exit that room. From where you got your first set of equipment,
head back to the area where your cell is, then enter your cell. Exit your cell
via the southern exit, then head north. Defeat the two Bashers (the guards),
and the Byte (if it attacked you), then enter the door.

In that room, defeat the Byte, then open the chest to get your second party
member's equipment back! This is easy, isn't it? Exit the room, and head all
the way south. Then, go west, and flick the switch nearby to make the conveyor
belt go down. Head down it, and enter the western room. Defeat the enemies in
here, and open the chest to get the third party member's equipment back. Now
for the GP and the items. Exit the room, and flick the switch by the conveyor
belt, and use it to go back up. Enter the room to the left, and defeat the
three Bashers. Open the chest to get your money back! All that is left now are
the items.

Exit that room, and head all the way north. Flick the switch to make the belt
go up, then head up. Fight the two Bashers, then enter the next room. Kill the
two Bashers that immediately attack you, then enter the room to the left. Kill
the two Bashers and the Byte, and open the last chest to get your items back!
If you want, head back to the air ducts, and head all the way to the northeast
corner of the air ducts. Examine the shining dot to get a Magic Tab. This Tab
can only be obtained after you get everyone's equipment back. Head back to
the room where you got your items back at, and enter the door in that room.
Climb up the ladder, and into the next area.

You're now outside. If you didn't get your equipment back, your party will warn
you of this. If you got your equipment back, head west. You have to run to get
across this area. Fight the Turrets on the wing; they are just like Rubbles,
only these attack. Keep going west, and fighting the Turrets along the way. Go
to the southwestern corner of the wing, and your party will notice something
appear. It's the Golem Boss! Read the Bosses section to see how to defeat it...
if it's even worth killing. When the battle ends, you'll see a scene where
Dalton has attached wings onto the Epoch! He will rename it, and call it the
"Aero-Dalton Imperial", then after he talks, he takes off.

Then, your party will notice that he is onboard the Epoch, and they jump on it
with him. You then fight him, so read the Bosses section if you need help on
winning this pathetic fight. After Dalton is sucked away into that portal, he
is gone for good. Good riddance. Your party boards the now-flying Epoch. Press
the Y Button to fire off a laser, which will destroy the wing, making the
Blackbird lose balance. Then, press the X Button. Watch the Blackbird collapse
into the ocean, as everyone back in the commons rejoices. Then, you'll appear
on the overworld, with the Epoch in flight.


Overworld - 12,000 B.C.

Your party lands, and thinks that Crono may be on this island. They will jump
out of the Epoch. If you didn't do it back at the Zeal Palace, enter the
Commons now, and talk to the girl next to the seed. Tell her to plant it with
hope; you'll need to do this if you want to do a certain side quest. If you
told the girl in the Zeal Palace to plant it with hope, you won't have to do it
in the commons. Head north of all of the tents, and enter the small mountain on
this island. Make sure Frog is in your party.


North Cape - 12,000 B.C.

On this mountain, head north, and examine the big shining dot. Magus will
suddenly appear, and he'll start talking about the kingdom of Zeal. You'll see
a flashback of when he was a kid (notice anything? Magus is Janus!). You'll
also see how Melchior, Janus, and everyone else (including Gaspar, the Guru of
Time, whom gets dragged into the End of Time) ends up in the spots you've seen
them throughout the game. After the flashback, you'll find out that Janus is
Magus when he was a kid. After he insults Crono a bit, Frog takes out his
sword, ready to fight (if you have him in your party).

When Magus asks if you wish to fight him, either say yes or no. If you say no,
you will get him as a party member in just a moment. However, if you fight him,
you'll kill him, and he won't join your party. You'll get his Amulet accessory,
but you get this when he joins your party, too. If you do wish to fight him,
for whatever reason, read the Bosses section for help. He has the same HP as
the last time. If you have Frog in your party, you'll have to fight Magus with
him alone. If you fight him with Frog alone, attack him with Leap Slash over
and over, and heal when needed.

If you fought him and killed him, he'll tell you about Gaspar, the Guru of
Time, which you'll need to go see in order to revive Crono. He'll leave the
Amulet behind, and die. If you chose to not fight him, head south, and he'll
then walk up to you, and say that he'll come with you. He'll tell you about
Gaspar, the Guru of Time, just like he would if you fought him. He has the
Amulet equipped right when he joins your party. I recommend keeping Magus
alive, because he's a valuable asset to your party. Leave the mountain when
you're through here.


Overworld - 12,000 B.C.

On the overworld, head south, and enter the top tent. Inside, speak with the
Nu. He has some equipment for your characters. However, it's the same stuff as
you probably got in the Ocean Palace, so don't bother wasting any money. If you
kept Magus alive, though, buy him the Hurricane weapon, and equip it on him.
Also, if you have enough money, buy some Aeon Helms and Aeon Suits for your
party. Keep Lucca equipped with the Taban Suit, though. Sell your old stuff,
and exit the tent. Head south and board the Epoch. Your party will feel an
enormous energy, and they think it's Lavos.

You'll see the water shaped sort of like a triangle. Then, the Black Omen will
arise from the water. This is the "Undersea Palace", now the Black Omen (it
used to be the Ocean Palace). That place is entirely optional, but it is not a
side quest, simply because it advances onto a new chapter in the game, and you
unlock New Game + only after beating Lavos after clearing the Black Omen.
Anyway, bring up the era-warping screen (press Y), and warp to the End of Time.


End of Time

Disembark the Epoch, and your party will jump up to the steps that used to lead
to the abyss. They now lead to the Epoch, so come here when you're ready to fly
again. Talk to the old man, and he'll ask where Crono went to. Your party tells
him what happened to him...through their minds, or something. He gives you some
sort of melody (funny; it's just Marle's theme) called "Memories of Crono".
When you regain control, attempt to visit a pillar of light, and the old man
will call you. Talk to him, and he'll give you an egg of some sort. It has the
potential to revive Crono, known as the "Chrono Trigger".

Your party discovers that he is really Gaspar, the Guru of Time! He tells you
to go and visit the one who made the Wings of Time, which is Belthasar, back in
the future. It'll be simple to visit him now, though, since we can fly. When he
gives you the Chrono Trigger, go visit Spekkio to see if he has a new form
available. Regardless, head back to the Epoch, and fly to the year 2,300.


Overworld - 2,300 A.D.

If you aren't there already, fly to the continent where Death Peak and the
Keeper's Dome are. Then, enter the dome.


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

Inside the dome, head all the way north. Then. open the sealed door. Head into
the room. In the next room, follow the path, and when you get to the last set
of steps leading to the sealed door, examine the northern part of the platform.
You'll find a Magic Tab. Talk to the Nu, Belthasar, next to the sealed door.
He will tell you that in order to make a Chrono Trigger work its magic, you'll
need a clone identical to the person you wish to revive. He tells you that
Norstein Bekkler could probably give you one, and that he can be found at a
fair (the Millennial Fair, in this case). Exit the room, then exit the dome.


Overworld - 2,300 A.D.

Board the Epoch, and warp to the year 1,000.


Overworld - 1,000 A.D.

On the overworld, fly around the overworld until you see the Leene Square. If
you already got the Crono clone at the beginning of the game, skip the whole
section of the Leene Square below, then start reading after that.


Leene Square - 1,000 A.D.

Here, go beat up Gato (in the second area of the fair, head left, and enter
that area to find him) until you get 40 Silver Points (you'll get 45 if you
beat him up three times with 0 Silver Points). Then, go to the Tent of Horrors,
which is in the first area of the square, all the way to the east. Speak with
Norstein Bekkler, and he'll let you play the clone game. However, the longer
you're in the game, the less GP you have to spend (yes, you have to spend GP to
get the clone). Follow the instructions, and play the game. If you're in it
long enough, you win, and the clone is delivered to Crono's house. If you lose,
you have to use Silver Points next time you play. Now, exit the square.


Overworld - 1,000 A.D.

Head south of the Leene Square, and enter the bottom-right building to the
right, which is Crono's house.


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

Inside Crono's house, head upstairs, and Crono's alive! Speak with Crono's mom, and she'll let you borrow that clone. Examine the clone to take it, then exit the house. Warp to
the year 2,300 again.


Overworld - 2,300 A.D.

Fly all the way to the continent with the Keeper's Dome, then enter the dome
once again.


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

Inside the Keeper's Dome again, head all the way north, and enter the sealed
door. In that room, follow the path, and talk to Belthasar. Since you now have
a Crono clone, he will allow you to attempt Death Peak, which is the only
chance you even have of reviving Crono. He will send out three Poyozo Dolls,
and they'll transport to Death Peak. He will ask you to turn the switch off on
his stomach, so that he can rest for eternity. You could just completely ignore
what he said, and head out of the dome, but if you want, talk to him, and turn
him off. The "Zz" will disappear from his head. If you talk to him, you'll see
a message saying "This creature sleeps beyond the flow of time.".

Now, since there's nothing left to do here, exit this room, then make your way
out of this dome, for good.


Overworld - 2,300 A.D.

On the overworld (again), head north to Death Peak. Use a Shelter if needed,
and save your game, then enter Death Peak.


Death Peak - 2,300 A.D.

Upon arriving at Death Peak, quickly run directly north, and speak with the
Poyozo Doll. Then, when the doll turns into a tree, do not move even a tiny
inch! If you do while the wind is blowing at a fast speed, you'll get blown off
of the mountain. When the wind stops blowing, run up some more. When you get to
the next tree, get up to it as close as you can, and just walk. Don't run. If
you did it right, you shouldn't get blown off. When the second wind gust stops,
quickly run up to the next area. Please do not email me asking me how to get
up the slippery mountain. Just use the strategy I provided. When you make it up
to the next area, head left.

Fight the Krakker enemies, then head left, and open the chest covered in snow
to get a Magic Ring. Now, head back to where the Krakkers were, and then climb
up the rock wall. Head right, and follow the path. Fight the Krakkers, then
climb the rock wall to the north, and then head right, and to the next area. In
this area, fight the Krakker enemies, along with one Macabre. This is a great
spot to build up your levels and Techs; if you have Magus, just build up his
Techs and levels here. When you're ready, head right, then go south. Use a
Shelter, and save your game at the Save Point.

Head northeast of the Save Point, and open the chest to get a Wall Ring. Go
back left, then run back up the hill. Go north, and hug the left wall if you
want to avoid enemies. Otherwise, fight the Macabres, and enter the cave. In
the next area, go north, and you'll see something that looks like Lavos, which
is a Lavos Spawn. Read the Bosses section for help on defeating it. There are
three Lavos Spawns altogether in this place, so use the same strategy to kill
each one. When you kill the Lavos Spawn, open the chest to the right to get a
Giga Arm. Equip this on Robo, then head north, and to the next area.

In this area, follow the zig-zag path. Don't worry; the gusty winds won't blow
you off of the mountain. Fight the three Macabres along the way, and then enter
the next area. In here, open the nearby chest to get a BraveSword, which is for
Frog. Equip it on him, then head south and defeat the Krakkers. Proceed to the
next area. Examine the shining dot in the northwestern corner to open a secret
cave across from the platform you're on. Backtrack to the area where the Save
Point is. Head south from the exit of the first cave, then save your game if
you wish. Head all the way north and go through the cave. In the next area, go
north, and move east if you want to avoid the falling Kraker.

Either avoid or defeat the Krakker, then open the chest nearby to obtain a
StarScythe. Equip this on Magus (assuming you have him), then go into the next
area. Out here, go up to the Lavos Spawn, and defeat it. Use the same strategy
that I provided in the Bosses section for the first one. After you defeat it,
go left and enter the next area. Here, speak with the Poyozo Doll. It will tell
you that if you fall off of this slippery area, you'll have to start over. Run
left the entire time while holding Up. Let go of Up when you need to slide down
a bit, but make sure you're holding Up at the right times. If you fall, you'll
fall down to the area with the Save Point.

Then, you have to make your way back up to this area to try again. When you
make it across, enter the next area. In the next area, a bunch of Krakkers will
fall down. In the corner to the left is a chest. Avoid or fight the falling
Krakkers, then open the chest to get a VedicBlade, which is for Crono (this
confirms that you get him back). Head all the way south, and enter the next
area, then follow the path to another area. Speak to the Poyozo Doll here, and
it'll say "Push the shell...Climb the shell...", whatever that could mean.
Climb down the rock wall nearby, then go left. Climb the rock wall down to the
south, then open the chest nearby to get a Dark Helm.

Use a Shelter, and save your game at the Save Point. Then, climb the rock wall
back up, and head north. You'll encounter another Lavos Spawn. Upon defeating
it, you'll notice that its shell doesn't disappear. Go to the back of the
shell, and run while holding Right to push it. Push it up to the small rock
wall, and when it's right on the wall, press A to climb it. Finish climbing up
the rock wall, then open the chest to the right to get a Memory Cap. Proceed
into the next area. At the summit, head north, and a scene occurs. Your party
holds out the Chrono Trigger, as the pendant reacts to it.

It floats up, and then shatters! All that work for nothing, huh? Suddenly, a
black thing will cover the evening skies (or so it looks like evening skies),
and your party will appear in some sort of a time freeze. Lavos, Zeal, Schala,
Magus, and your party you had at the time, along with Crono, are all statues.
Go up to Crono's statue, and press A. They will replace the clone with Crono,
and somehow, they make it where Crono's spirit comes to life in the clone...
or something like that, anyway. Crono will float down to the summit of Death
Peak, and your party appear there, as well.

Your party will talk to Crono a little bit (how do they even get an interesting
conversation out of the guy? He doesn't even speak!), then after that, you'll
all be back at the End of Time.


End of Time

When you get here, speak with Gaspar. He will tell you that you may face Lavos
whenever you want, and that many paths lie open to you. You can use the bucket
next to Spekkio's room to warp to the Day of Lavos. You can also use your own
ship, the Epoch, to crash through Lavos's shell (warp to 1,999 A.D.), and take
out the core. You can visit the Black Omen and beat it, where you will fight
Lavos immediately after destroying the omen. If you use the Epoch method, you
will skip the fight with the shell. Gaspar also mentions several people that
"need your help". He is referring to the side quests in the game, which I do
recommend doing before taking on Lavos.

Also, take note that in order to proceed to the final chapter, you need to beat
the Black Omen, which unlocks the final chapter, "The Final Battle". Again, I
recommend clearing all of the side quests first, then taking on the Black Omen.
You can talk to the people standing around in the End of Time (the members that
you don't have with you) to learn about their side quests. Now then, with all
of that explained, refer to the Side Quests section to see how to complete all
of the side quests (and how to start them). Take note that Crono is no longer a
required character to be in your party. You can also see a certain scene in
Guardia Castle, only before the Rainbow Shell side quest.

If you want to see it, head to 1,000 A.D. (before doing the Rainbow Shell
side quest), and enter with Marle. The King and Marle will argue, and Marle
says that they're "no longer family". If you try to cheer the Chancellor up by
giving him some Jerky, nothing happens. Whenever you're ready to tackle the
Black Omen, board the Epoch, and warp to any era except 65,000,000 B.C., 1,9990
A.D. (obviously), and 2,300 A.D. You cannot enter the Black Omen in the year
65,000,000 B.C., because the Ocean Palace didn't rise until 12,000 B.C. And in
2,300 A.D., you can't enter the actual building itself, because the Day of
Lavos has already occured.

If you try to enter the door, you'll find it's sealed shut (after Zeal talks,
that is). You can attempt the Black Omen as many as three times, or as less as
one. If you go to 12,000 B.C. and enter it, and beat it, the omen will get
destroyed, and it will be destroyed in any other era that you visit. However,
if you start from 1,000 A.D., then beat the omen, go to 600 A.D., beat it,
then to 12,000 B.C., that's three times total that you get to clear the Black
Omen. Be warned, though: other than the last three boss fights in the Black
Omen, you cannot fight the other battles that you fight while you're in the
omen more than once, regardless of when and where you enter the Black Omen.

With all of that explained, whenever you feel that you're ready, fly to any era
between 12,000 B.C. and 1,000 A.D., then fly around until you see the omen. Fly
under it, and press A to jump on board. Here we go!


Black Omen

You arrive outside of the omen. To exit the omen, just examine the shiny dot,
and you'll be able to board the Epoch. Head north, and you'll have to fight six
Laser Guards. Destroy them, then walk up to the door, and it will open. Head
through the door, and you'll be in the true part of the omen. Walk north, and
you will see Zeal, who will then call upon something known as a Mega Mutant.
Read the Bosses section to see how to kill it. After you defeat the boss, head
north. Fight the Incognito enemies. Let them turn their backs, and then kill
them that way, since their defense is lowered. With their backs turned, they're
called a PeepingDoom. You can steal from the front, but not from the back.

By the way, these enemies do not respawn. Continue, and head east, to the next
area. In this area, defeat the two Martello's (they're gun turrets), then head
north. You'll then fight two Goons. You can't run away from them, and they
absorb Lightning and Shadow spells. Plus on top of that, they have lots of HP,
and they'll use a drop on your party members, which halves their HP! Use Fire
or Water spells to defeat them (or just physical attacks). Once you defeat
them, keep following the path. Fight the Martello and the two Synchrites, then
use the Save Point there. Those sets of enemies are agruably the best ones to
fight for leveling up.

Continue into the next area. In the next area, head north, and you'll have to
fight two Panels (you can steal a Speed Tab from them). Once you defeat them,
they disappear off of the wall. Continue north, and defeat the next two Panels.
Then, continue into the next area. Fight the three eyeballs in here. Kill the
Boss Orb first, then attack the Sidekicks. If you don't kill them fast enough,
they will run away. If you manage to kill all three enemies, you'll get a lot
of Tech Points! After fighting them, continue north, and you'll have to fight
another Boss Orb and two more Sidekicks. Fight them, and continue. This place
is really straightfoward, huh?

You'll have to fight another set of the Boss Orb and Sidekicks! After you
fight those, continue left, and into the next area. You'll see some black
enemies in here, which look like Mutants from Lab 16. They're Metal Mutes.
Fight them, and continue following the path. Fight the two Metal Mutes and the
two Flyclopses. Take note that you can steal a Gold Stud from the Flyclopses!
After you fight them, continue into the next area. Step on the orange light,
and you'll be teleported to another room. Exit the room, and you'll see an
elevator. Examine the shining dot on it, and it will go down. You might have
to fight some enemies, but you don't always have to.

Once the elevator reaches the bottom, proceed into the next area. In the next
room, head left if you want to fight two Ruminators, which you can steal a
MegaElixir from (you can avoid the battle by walking)! Otherwise, head right,
and follow the path up. Fight the Boss Orb and the two Sidekicks (again, you
can avoid the battle by simply walking), and keep following the path. When you
see stairs, ignore them for a moment. Keep going right, and then open the chest
at the end to get a MegaElixir. Go back left, then head up the stairs. Head
northwest, and open the chest for 30,000 GP! Head east, and proceed through the
northern door. The battles at the end of this room can be avoided by walking.

In the next area, if you take the left path, you'll have to fight two Ruminator
enemies. If you take the right path, you'll have to fight two Flyclopses. Take
either path, and keeep heading north. Fight the Boss Orb and the Sidekicks (you
only fight them if you run), and then head right. Follow the path to a chest.
Open it to recieve a Magic Seal. Then, head north. Fight the Martello, and the
Synchrites. Keep following the path, and enter the next area. Open the two
chests on the side to get an Elixir, and a Vigil Hat. Head down the hallway,
and open the next two chests to get a Nova Armor, and a MegaElixir. There is a
Save Point nearby too, so use it.

A little bit more to the north are two Nu's, and two more chests. Open them to
get a MegaElixir, and a Haste Helm. The Nu on the left will sell you items. The
one on the right says that there might be a way to "wake up from this dream".
If you choose to wake up, you'll be taken out of the omen. So choose to stay,
and head north, to the door there. Examine it to open it, then proceed into the
next area. Follow the path west, and you'll have to fight a Tubster. You can
steal a Power Tab from them. You can then run away, then exit the area and
re-enter (go back to the room with the Nu's), and steal unlimited Power Tabs
from them!

Continue north, and into the next room. Fight the two Cybots in here, which
looks like a blue version of Gato. Keep going up, and you'll see an Incognito.
You can avoid it by moving through the passage that it isn't blocking. Fight or
avoid it (it actually splits into three if you fight it), and continue. You'll
see four Ruminators here, with a chest in the western corner. Open it to get a
ZodiacCape. Fight the Ruminators, or avoid them, and continue east into the
next area. You'll see two Sidekicks here. To avoid them, wait until the left
one closes its eye, then run in between the two. When the second one closes its
eye, head right.

If you don't avoid the Sidekicks, you'll have to fight a Boss Orb, as well as
the two Sidekicks. Keep following the path, and fight the Flyclops and the two
Goons. Then, open the nearby chest to get a MegaElixir. Keep going right, and
you'll see two Boss Orbs. They can be avoided the same way that you avoided the
Sidekicks. However, if you enter a battle with one of them, you'll have to
fight four Sidekicks and two Boss Orbs at once! Regardless, continue to the
next area. Take the left path, and follow the path to a chest in the corner.
Open it to get a Power Seal. Head south, and you'll have two fight two Flyclops
enemies, and a Tubster.

After you fight them, continue, and fight the Martello and Cybot. Open the
chest in the lower-right corner to get a Speed Tab! Proceed left, and into the
next area. Follow the path all the way left, and open the chest at the end for
another Speed Tab. Yay! Continue to the next room. Step on the tile at the end
of this room, and you'll be carried to another area. Head north and exit the
room, then go north, and take the left path. You'll have to fight two Blobs,
and two Aliens (you can avoid them by running along the upper part of the
platform). You can steal a Magic Tab from the aliens. Water-type spells hurt
the Blobs.

After you fight them, go left, and open the chest to the south to get an
Elixir. Follow the path up, then head right. If you examine one of the
Sidekicks, you will fight four of them, plus a Boss Orb. If you just leave them
alone, you won't be attacked, however. Continue going right, then follow the
path up. A chest is to the left, and it contains a Speed Tab. There's another
chest on the other side; go north, then head left to go to the other side. You
have to fight two Aliens on the way. Open the chest to get a MegaElixir. Head
left, then follow the path to the next area.

Use the Save Point here, and go up. You'll see some tiles change colors, then a
Giga Mutant will appear. Read the Bosses section for help on winning here. Once
the Giga Mutant is defeated, go back and heal/save, then head all the way up.
In the next area, step into the teleportal. Then, proceed south, and you'll be
outside with an elevator, just like earlier. Activate the elevator to ride it
up. You may or may not fight some enemies. Regardless, when you reach the top,
head into the next area. Follow the path, and fight the two Synchrites. Keep
following the path, and you'll see two bats. If you touch them, you'll have to
fight two Goons.

It is possible to run past the bats, but it is pretty hard. Regardless, whether
you fight them or not, keep following the path, and you'll have to battle two
Tubsters. Fight them, and head left. Follow the path some more, and then enter
the door you come across. In the next area, head north, and fight the four
Panel enemies. A Save Point will appear. Open the nearby chest to get a Speed
Tab, then use the Save Point. Head north, and you'll see some lights form a
triangle-shaped thing, which causes the TerraMutant to appear. Read the Bosses
section for help on defeating this mutant. After defeating the mutant, open the
two chests on the side to get a White Rock, and a MegaElixir.

The White Rock invokes the Triple Tech called "Poyozo Dance". Go back to the
Save Point, and use a Shelter and save, then head north, and through the door.
In the next area, go down the hallway and go through the door. In the next
room, when you go north, you'll see a Lavos Spawn appear. This is the "hard"
version of a Lavos Spawn, so read the Bosses section for a strategy. After the
Lavos Spawn is defeated, go through the door leading to the next area. Head up,
and fight the five Panels that attack you. This causes a Save Point to appear.
Use the Save Point, and proceed into the next area. You'll see a bunch of tubes
with clones of your party members in this room.

So, head down the hallway, and you'll come to a broken thing. Queen Zeal will
then appear, and she'll run her mouth, like she always does. Then, you'll have
to fight her, so read the Bosses section for help on defeating her. Zeal will
toss you into the Mammon Machine, after the battle. You'll then have to fight
the Mammon Machine. As always, read the Bosses section for help on winning the
battle. After the battle with the machine, the very top of the Black Omen will
appear, and your party will be on it. Queen Zeal then appears. After a little
bit of talking (if Magus is in your party, you get a little more dialogue), you
fight Zeal transformed. Read the Bosses section to see how to win.

Once you defeat Zeal for the second time, she will call upon Lavos. Just as he
is being summoned, the Black Omen gets destroyed, and Zeal vanishes. You'll be
at the area where Lavos is about to appear. Lavos then arises from the ground.


Day of Lavos - 1,999 A.D.

If you got here via the Epoch, and crashed into Lavos, you won't have to fight
the outer shell first. Other than that, however, you'll have to fight the shell
first. Once Lavos changes attack modes, walk up to him to start the battle. See
the Bosses section for help on defeating all of Lavos's attack modes, along
with the true battle itself. When you win all of the fights, Lavos's head will
disappear, revealing a hole. Your party thinks it's over, but they enter the
shell to go and investigate. When you get inside the shell, you will notice a
Gate, and a Save Point. Use the Gate if you need to go back to the End of Time,
for whatever reason. The Gate won't be here if you crashed into the shell.

Make sure your party is equipped and ready, and make sure you use a Shelter and
save your game. Form the party that you want, then head all the way north. The
screen will fade out, then you'll appear further inside. You'll see the core of
Lavos, and you'll have to fight it. Read the Bosses section for help. Once you
defeat that form, it will turn into one miniature thing. After your party talks
about some stuff regarding Lavos, the core will create two other bits, and you
will have to fight them. This is the true final battle. Read the Bosses section
for help on winning the ultimate fight! If you lose to any of Lavos's forms,
you'll get a secret "ending", showing Lavos destroying the world.

However, when you defeat Lavos's last form, you've beaten Lavos. For good, this
time. Congratulations on completing Chrono Trigger, one of the best RPGs in
history! If you beat the game via the Black Omen, which is the true final level
in the game, you will have unlocked New Game +. By selecting this at the File
Selection screen, you can choose a file to start the game with. You start with
all of your equipment, levels, stats, and spells. You can also beat the game at
different times to get different endings this way. In the Millennial Fair, at
the Telepod area, there is a dot on the right Telepod. If you examine it, you
will be taken to Lavos, where you can beat him to get one of the many endings.

If you want to see how to get all of the endings in the game, then refer to the
Endings section of the guide to see how to get them. Regardless, when you beat
the game for the first time, congratulations! Enjoy the ending. This is an
ending that you can actually control yourself (some of it, at least). Again,
congratulations on completing Chrono Trigger!

 
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