Wednesday, November 28, 2012

Whats up, im back

I'm back, time to revamp the site!

Sunday, April 24, 2011

Took the rom down

Was having issues with several sites, and also was misinformed, I am not allowed to host this file.

Thursday, April 14, 2011

Just put up the SNES Rom

Just put up a copy of the SNES Rom for Chrono Trigger. Also put up the walkthrough part 1 and 2, go check em out.

Will be putting save states up soon, if my readers wouldnt mind submitting some of their own?

You can find it here: Chrono Rom Page

Catch u guys later!

Thursday, April 7, 2011

Side Quests

Side Quests


In this section, I will list all of the side quests in the game. I will also
tell you how to start each one, along with a complete walkthrough on how to
complete them all. None of these side quests can be attempted until the Epoch
gets wings attached to it.

-------------------------------------
The Sunken Desert: Restoring a Forest
-------------------------------------

You have to be at 12,000 B.C. in order to start this side quest (you still need
the Epoch with wings, though). First off, if you didn't tell that girl in the
Zeal Palace to keep that sapling, then warp to 12,000 B.C., and enter the
Commons. A girl can be found east of where you enter. Talk to her, and tell her
to plant it with hope. If you tell her to burn it, you can talk to her again to
make her change her mind. However, if you told the girl in Zeal Palace to plant
the sapling, you won't have to do it at the Commons. Once you do that, warp to
600 A.D., and fly to where Dorino is. In the middle is a building, which is
Fiona's Villa. Enter it.

Fiona's Villa - 600 A.D.

Inside here, open the two chests (if you didn't earlier in the game) to get two
Mid Ethers. Speak to the girl, which is Fiona. She'll say that her husband has
finally come home. Talk to her again to learn about monsters preventing hthe
desert from growing. Speak to her husband, and he will tell you that the
monsters in the desert cave hate water. So this means that you need at least
one person who is capable of using Water-type spells. I recommend this party:
Ayla, Robo, and Frog. Ayla and Robo are great physical attackers, while Frog
can weaken the defense of the monsters in the forest by using Water-type
spells. Now, leave the house.

On the overworld, you'll see a spinning whirlpool. Go up to it, and enter the
Sunken Desert.


Sunken Desert - 600 A.D.

To enter the underground desert cave itself, just head north, to the middle of
the swirling sand. Once you're inside the cave, open the chest you drop by to
get a Lapis. Now, run to the west. The whirling sand will take you in several
directions as you run. Open the chest all the way to the left to get a Full
Ether. Also, as you run around, you'll randomly encounter enemies. Head to the
southwestern corner, and open the next chest to get an Elixir. In the southeast
corner is a chest containing an Aeon Suit. Enter the next area to the south.
In the next area, when you get on the sand, you'll witness the sand shake every
few seconds. When this happens, you lose 30 HP.

Also, each time the area shakes, you'll see a big skeleton arise from the sand
if you're near the quake. Approaching it starts a boss battle. The chests in
the room contain a Full Tonic, a Full Ether, a Memory Cap, an Aeon Helm, and
5000 GP. There's also a chest on the center platform, which holds a MuscleRing.
After you get these items, heal your party, and approach the skeleton to start
a fight with it. Read the Bosses section to see how to defeat it. Once you win,
your party will say to return to Fiona. Make your way out of the desert. On
your way out, you can get the treasure chests if you didn't before, since no
more monsters will attack you.

Before you exit the desert, however, take note that there is a Power Tab on the
left side of the first room. This tab is only there after you defeat Retinite,
so be sure to get it! When you exit the desert, go back to Fiona's Villa.


Fiona's Villa - 600 A.D.

Back here, speak with Fiona, but make sure Robo is in your party, first. Then,
Fiona tells you that it'll take centuries to revive the forest. With Robo in
your party, he'll say that he will help the forest get revived. Agree to let
Robo help Fiona. Enter the Epoch, and warp to the year 1,000.


Overworld - 1,000 A.D.

On the overworld, you'll notice that the forest has regrown. You'll also notice
a church-looking place in the center of the forest, which looks basically like
the Cathedral. Land by that building, and enter.


Fiona's Shrine - 1,000 A.D.

Inside this shrine, speak with the ladies if you wish. The upper-right one
sells you some helmets. If you have enough money to spare, do buy a Vigil Hat
for the party members who need it. Equip them, then go all the way north. You
will see Robo on an altar of some sort, and he looks dead or something. Examine
him, and your party will drag him off of the pedestal. His systems will then
reactivate, and he'll want to celebrate the 400 year reunion. Every one of your
party members then camp out for the night, in the woods. You'll then see lots
of dialogue, where your party members discuss an "Entity". No one knows what
this Entity truly is, so do not email me asking me who/what it is.

Then, when your party members turn in for the night, Lucca wakes up during the
night, and hears a strange noise. When you gain control of Lucca, head into the
next area. You'll see a Gate here. Enter it. You'll notice that it is not a
normal type of Gate, and you'll be carried to Lucca's house.


Lucca's House - 990 A.D.

Once you get here, head downstairs, and go into the main room. Here, you'll see
Lucca as a child, along with her mother, Lara. She'll go try and dust off some
old machine, and her skirt will get stuck to the conveyor belts or whatever.
The machine then activates, and she gets drawn closer to the machine. Lara will
tell Lucca to help by inputting the password, but she doesn't know it. We'll
save her ourself. Examine the shining dot on the southern tube of the machine.
Press these buttons, in this order: "L, A, R, A". This stops the machine. If
you do not input it in time, she won't be saved, but it doesn't really make a
difference if you save her or not.

Also, you can find out what the password is yourself by heading through the
door leading out of the living room, then heading north. On the kitchen table
is a note. Read it, and it will say that the password is the same as Taban's
wife, which is Lara (obviously). Regardless if you save Lara or not, you will
appear back in Lucca's bedroom. Read the notes on the ground if you wish, then
go through the Gate again. Back in the forest, Robo will be there. Talk to him,
and he and Lucca will talk for a moment. He then gives you the GreenDream
accessory, which revives a party member after death (the one who has this). You
will not get this at the beginning of the game in New Game +. Side quest clear!


--------------------------------
Ozzie's Fort: The Secret Hideout
--------------------------------

To start this side quest, have the Epoch warp you to the Middle Ages (the year
600). Then, fly around until you find Dorino and Porre. East of that is Magus's
Lair, which no longer exists ever since you beat Magus the first time. Fly east
of the island with Magus's lair, and you'll see another island with another
kind of fortress on it. Land there. Save your game, and enter the fortress.


Ozzie's Fort - 600 A.D.

Upon entering here, you'll immediately see that stupid coward, Ozzie. If Magus
is currently in your party, you'll see some better dialogue in this place, so
take note of that. Ozzie will run off, to nobody's suprise. Follow him to the
next room. Head north, and Ozzie will send out Flea...an upgraded version of
her. She is now Flea Plus, but she's a pushover. Read the Bosses section for
help...if you can even consider this a boss battle. After defeating her, follow
Ozzie into the next room. Head north, and Ozzie will send out some enemies. But
because they're by a cliff, they just drop off of the cliff...what a complete
moron. He runs away, so follow him to the next area.

In the next area, go up to Ozzie. He'll then send out an upgraded version of
Slash, known as Super Slash. In case you're wondering, yes, that's where I got
my name from. Read the Bosses section to see how to beat me...err, I mean, the
next pushover. When you defeat Slash, he'll run off. Follow him to the next
room (you can tell that this place is straightfoward, can't you?). In this
area, go north, and Ozzie will have a trap set. He has a guillotine going up
and down near the chest. Are we really that stupid? I think not. If you walk
up to the chest with the guillotine activated, you'll get sliced 'n diced, and
Ozzie runs off.

And you can open the chest, but your whole party has 1 HP. However, if you just
walk past the guillotine and go east, a green Imp will walk over to the chest,
and get hit by the trap instead. Then, Ozzie runs off, leaving you free to open
the chest. It contains a Full Ether. Go to the exit of the room, then move
south. You'll reveal a secret area! In the eastern corner of that area is a
Magic Tab, so nab it. Open the chests here to get a DoomSickle, a Gloom Helm,
and a Gloom Cape. This is Magus's ultimate equipment, so if you have him, equip
all of it! Head out of the secret area, and make sure you put Ayla in your
party. Go outside and use a Shelter, and save, then head back to this room.

With Ayla in your party, enter the next room, where you'll encounter all three
people: Ozzie, Flea, and Slash. Ozzie is now Great Ozzie. They mention the
items they have on them, which you can steal using Ayla's Charm ability. Ozzie
claims that these three items make them "invincible", but we'll see about that.
Although, they're much harder this time. Read the Bosses section to see how
to win the true boss fight of this fortress. Once you win the battle, Ozzie
will flee. Equip the Flea Vest accessory onto anyone, if you stole it, and the
Slasher 2 onto Crono. Open the two chests to the northeast to get a Dash Ring,
and a Sight Cap.

Follow Ozzie into the next room. In the next room, head north, and Ozzie will
turn on his ice barrier again, and you'll fight. Attack the far western switch,
and you'll fall down a hole. Go back into Ozzie's room, and then the battle
will restart, almost. Suddenly, a cat comes in from the middle of nowhere, and
flicks the eastern switch. It just so happens that the switch sends Ozzie to
his doom (LOL, a cat was smart enough to defeat a Mystic). Side quest complete!


---------------------------------------------
The Genocide Dome: Where Machinery Originated
---------------------------------------------

First, warp to the future. Once in the future, fly all the way to the southeast
corner of the overworld. Bring up the map by pressing Select if you need help
with this. Once you've flown over there, you'll see a small island with a
factory-looking structure on it. Land there, and put Robo as the leader of your
party, then enter the Geno Dome.


Geno Dome - 2,300 A.D.

NOTE: I recommend the following party: Robo, Crono, and Frog. Make sure you
have Robo as the leader of the party.

When you enter this place, examine the monitor in the room (with Robo as the
leader of your party). You'll hear some sort of voice call Robo "Prometheus".
Then, the entrance to this place closes up, and the door in this room opens, so
go through it. In this room, the voice will want to "see what you can do". Go
up the conveyor belt, and you'll ride to a battle. This is sort of like the
chain of battles you could do in the Factory. You have to fight five battles in
a row. This is a great way to earn lots of EXP and Tech Points. It's arguably
the best place to level up in the game, although once you clear the Geno Dome,
you cannot return to this room, or any other room besides the main one.

Once you win all of the battles, you'll appear at the end of the room. Go up to
the door, and proceed through it. In the next area, head east, and fight the
Debuggest. Two more join the battle, as well. Once you defeat them, examine the
shining dot to the right. If you jump down the Dust Chute, you'll be taken back
to the main area, where you can examine the monitor again, and go back to the
room with the conveyor belts. Anyway, head all the way left, then go up. Fight
the two Debuggests, then go right, and head up, down the path. One of the
robots to the right will enter a chamber or something, electrifying itself.

It will head south. Follow the robot, and it'll open up another chamber, then
enter it, causing the door to open. Follow it inside the door. Now, defeat the
Proto 4, which is the robot. Then, open the two chests to recieve a Full Tonic,
and 50,000 GP! Exit this room, and go back to the area where the Proto 4's
were. Fight them, and open the chest in the northwestern corner to get another
Full Tonic. Examine the monitor nearby, and you'll be given four choices. Each
one gives you information about this dome for that particular subject. For the
first one, which is "Door", you'll learn that you have to get electrified, and
enter a pod next to a door to unlock it.

However, Robo will stop being electrified after a few seconds have passed, so
you have to be quick. The second option, which is "Conveyor Belt", will tell
you that a switch makes the conveyor belt reverse in directions. The third
option, "Guard Machine", will tell you that a robot is blocking the path to a
Poyozo Doll (referred to as a "figurine"), which we'll need. The robot moves in
the same direction you move in. However, if two robots are placed in front of
each other, they will short circuit. And the last option, which is "Doll", will
tell you that you'll need the two figurines in this factory in order to make it
to the Mother Brain.

Now, head back south, then head east, to where the Dust Chute is. Go north from
there, and enter the door. Open the two chests in this room to get an Elixir,
and a Lapis. Then, three Proto 4's will come out of the pods and attack you.
Defeat them, then exit the room. Head back to the Dust Chute, and enter the
door left of it. Go up the elevator in that room, then exit the room when the
elevator makes it up. Use a Shelter at the Save Point nearby, and save your
game. Then, head south, and fight the Laser Guards. Open the chest in the
lower-right corner to get a Lapis. For now, head back north, and go through the
door to the left.

In that hallway, examine the shining dot in the southeastern corner to get a
Power Tab. Now, head down the hallway, and you'll hear the voice speak again,
which obviously doesn't like humans. Continue down the hallway, and enter the
next room. Go north, towards the door, and two Proto 4's and Laser Guards will
attack you. Fight them, and then go through the door in this room. Step on the
elevator, and it will take you down. Exit the room, then go south. Fight the
two Laser Guards and the Proto 4 that attacks. Then, go northwest, and through
the black wall. When you take a few steps upon entering the hidden passage,
keep heading north.

Keep moving left and right from there, and tap A. Eventually, you should obtain
a secret Magic Tab! Now, head back south, then go west. When you appear on the
other side of the wall, head southeast, and flip the switch to make the
conveyor belts move up instead of down. Go back through the hidden passage, and
head south. Flip the switch on the wall, and the laser will be removed. Now, go
on the conveyor belt, and run to the left. On that side, flip the switch to
open up the pod. Run south, then to the right. Head south, back to the Dust
Chute, then go left, and up. You're back at the area with the info monitor.
Enter the pod left of the monitor to make Robo electrified.

With Robo electrified, quickly run back southeast, then north. Use the conveyor
belt to move north, then head west, to the pod. Enter the pod, and the door
will open (if Robo is still electrified). Go through the door, and before you
interact with the robot standing still, open the two nearby chests to get a
HyperEther, and a Full Ether. Walk up to the robot, and it will start walking.
It follows you. Simply walk out of the room, and make sure it follows. It tends
to get stuck up against the wall quite often. It will get scared away, back to
the room you found it in, if you enter any battle while it's following you.

Run down the conveyor belts (wait on the robot, too), then head right. Let it
continue following you, and head all the way southwest. Defeat the Debuggests
here if you didn't earlier, and head north. Keep running up towards the robot,
and eventually the two robots will stare down each other. Open the chest nearby
to get a Vigil Hat, then examine the Poyozo Doll to snag it. Now, go back
south, and take the next path going north. Go through the door there, and keep
going up. Fight the four Laser Guards, and you'll see three switches on the
wall. Have it so that they're turned on/off in this order, from the switch on
the far left: off, on, and off.

Once you do that, a pod that was once closed now opens. Head back to the pod
that electrifies Robo, then while he's electrified, run back to the room with
the switches, and enter the open pod to open up the door. Enter the room, and
take the Poyozo Doll. Stand there for a few seconds, then examine the green
circle the doll was on to get a Speed Tab! Exit the room with the doll, then
head all the way southeast, to the Dust Chute. Go west of the chute, then enter
the door. Take the elevator up, then exit the room. Use a Shelter, and save
your game at the Save Point. Now, head southwest (fight the Laser Guards and
open the chest if you didn't earlier).

Then, a pink robot will appear, named Atropos. She tells Robo that he had a
completely different purpose, but Robo doesn't care, since he isn't built for
destruction any longer. Robo tells the rest of your party to stand back, and to
let him deal with this. Read the Bosses section for help on winning. When she
is defeated, Atropos will come to her senses, but she is severly damaged. If
Lucca is with you, she'll try to repair him, but can't. She'll give Robo her
Ribbon (automatically used), which ups his Speed by 3, and Magic Defense by 10.
When Atropos disappears, you'll regain control. Now, go up to the switch on the
wall, and Robo will jump up and press it, deactivating the lasers.

Enter that small area, and examine the shining dot in the lower-right corner to
get a Magic Tab. Open the chest nearby to get a MegaElixir! Head southwest, and
follow the path. The voice will speak again. Head south and climb down the
ladder, then follow the path. Open the chest to recieve 15,000 GP. Keep going
down the path, and go through the door leading to the next area. In this area,
you'll see a man on the conveyor belts. Your party wants to save him, but you
can't, because you have to destroy the main computer first. So, go right, and
enter the next area. Open the chest here to get a Full Ether. Head back into
the previous room, then exit the room on the other side.

Back here, follow the path and go back up the ladder. Head north, and fight the
six Laser Guards. Continue, and fight the next six Laser Guards. Then, examine
the two green circles to place a Poyozo Doll on each one. The door ahead will
open up. Go back to the Save Point and use a Shelter, and save your game. Head
north, and into the room that opened. Three displays will turn on, and then the
MotherBrain will appear (that's the voice you've been hearing throughout this
factory). You'll then have to battle, so read the Bosses section for help. Once
the MotherBrain is defeated, she will disappear, and Robo will obtain the Terra
Arm and the Crisis Arm. You then automatically leave.

However, since every machine in the factory has been shut down, you cannot
re-enter the factory (except the main room). So therefore, in case you're still
wondering, you can't save those men in the factory that were on the conveyor
belts. Also, if you're wondering which weapon is better (the Crisis Arm or the
Terra Arm), I suggest using the Terra Arm instead. This side quest is complete.


-----------------------------------
The Sun Stone: The Source of Energy
-----------------------------------

To start off this side quest, fly to the future. Then, press Select to bring up
the map. Fly to the southwestern part of the map, and land there. Enter that
cave, which is known as the Sun Palace. Make sure your party is equipped with
Ruby Armors (go to 65,000,000 B.C., and enter the upper-right hut. Trade 10 of
each of the prehistoric items to get one. Repeat until you get three). If you
don't want a Ruby Armor, just get a Ruby Vest or a Red Mail.


Sun Palace - 2,300 A.D.

In this palace, head north and touch the shining dot. A big thing known as the
Son of Sun will come out, and it'll have flames surrounding it. Read the Bosses
section for help on winning this annyoing fight, although having Ruby Armors
makes it much easier. Once you defeat the Son of Sun, it will run away, and a
walkway will be created. Follow the path, and go up the stairs on either side.
Walk up to the Son of Sun, and it will turn into the Sun Stone, although it has
no power left in it. Your party wants to recharge it, even though it would take
aeons (have they already forgotten about our ability to time travel?). Exit the
palace, and board the Epoch. Warp to the year 65,000,000.


Overworld - 65,000,000 B.C.

When you're on the overworld of 65,000,000 B.C., and are on the Epoch, look at
the map, and fly to the northeastern part of it. Land on that continent, and
enter the Sun Keep.


Sun Keep - 65,000,000 B.C.

Head north, and examine the beam of light. Place the Moon Stone there, where
the light doesn't stop shining. Exit the Sun Keep, and board the Epoch again.
Then, warp to 1,000 A.D., and enter the Sun Keep in the same spot.


Sun Keep - 1,000 A.D.

Go to the end of the keep, and you'll notice that the Moon Stone is gone! It
has been gone for quite some time. So, exit the Sun Keep, then warp to the year
600. Then, land and enter the Sun Keep (again).


Sun Keep - 600 A.D.

In here, you'll notice that the Moon Stone is still intact in this era! Grab
the Power Tab just left of the Moon Stone, then go back on the overworld. Warp
back to the year 1,000.


Overworld - 1,000 A.D.

Fly to the southwestern part of the map, and to the village of Porre. You'll
notice sparkles coming from the Mayor's Manor, so land there, and enter. In
the manor, speak with the mayor, whom is on the couch to the right. Apparently,
he has never heard of the Moon Stone...hmmm. We know he has it. So, exit the
Mayor's Manor, and head east of the manor. Enter the Snail Stop, and buy a
Jerky for 9900 GP. Exit, and warp to the Middle Ages.


Overworld - 600 A.D.

Land the Epoch, and enter the Elder's House (which is the Mayor's Manor in
1,000 A.D.). With the Jerky in your possession, speak to the lady in the
kitchen. When she says that she'll fork over 10,000 GP for the Jerky, tell her
that you'll just give it to her. She'll tell you that she'll be teaching her
children the value of sharing from now on. Board the Epoch, then warp back to
the year 1,000.


Overworld - 1,000 A.D.

Enter the Mayor's Manor, and speak with the mayor. This time, instead of lying
about knowing what/where the Moon Stone is, he'll just give it over! Now wasn't
that easy? Leave the Mayor's Manor, and fly to the northeastern part of the
map. Land there, and enter the Sun Keep.


Sun Keep - 1,000 A.D.

Go up to the sunlight, and choose to leave the Moon Stone on the sunlight. It
looks like it's nearly recharged, but it'll still take awhile. Board the Epoch,
and warp to 2,300 A.D., then enter the Sun Keep.


Sun Keep - 2,300 A.D.

In here again, walk up to the sunlight, and put Lucca in your party. She'll say
that she can make a powerful weapon with that much energy charged into it. Then
your party will head to her house in the year 1,000.


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

Finally, when you get here, Lucca will use the Sun Stone on some machine. She
will use it to create her ultimate weapon. When she's done with it, she'll show
it off, and you'll get the WonderShot, her ultimate weapon! When equipped, the
damage you deal varies. It could be anywhere between 100, or as much as around
2300. This is a great weapon for her, so equip it. Taban will also give you the
Sun Shades, which was created using some of the Sun Stone's energy. If you come
back here after clearing the Rainbow Shell side quest (or if you cleared it
before coming to this side quest), you'll be able to make some more stuff! This
side quest is complete now.


--------------------------------------
The Ghost of Cyrus: A Long Lost Friend
--------------------------------------

Start this off by warping to the year 1,000. Once there, fly to the southeast
part of the map (press Select to bring up the map). On that island, there is a
place all the way to the north known as the Northern Ruins. Land you airship,
and enter the ruins. If you go to the left, you'll see a big knight. If you go
up to him, you'll fight him. It turns out that he is Cyrus! However, obviously,
he is a ghost. Only non-elemental Triple Techs will hurt him. If you defeat
him, nothing happens. After you keep attacking him, if Frog is in your party,
he'll try to tell him that he's Glenn, and the battle ends. The same thing will
happen if Frog isn't in your party, basically.

Since there's really no point in even trying to defeat Cryus, just board the
Epoch and warp to 600 A.D., then land.


Overworld - 600 A.D.

You're in the town of Choras now. Head south of the Northern Ruins, and you'll
see a lot of places to visit. There is a shop you can visit, along with an Inn,
but you need to go to the Cafe. Enter the Cafe, and talk to the guy that is
drinking a soda. He tells you that his tools were stolen, and that he can't
work right now because of that. So, board the Epoch and warp to the year 1,000.


Overworld - 1,000 A.D.

In this era, enter the Choras Inn. Inside, speak to the soda-guzzler sitting on
the chair. He'll tell you that his wife has some tools, and to go get them from
her. Head out of the inn, then go south of the Choras Inn, and go into the
Residence. Speak with the girl, which is his wife. She'll give you his tools.
Exit the building, and warp back to the year 600.


Overworld - 600 A.D.

On the overworld (again), enter the Cafe. Speak with the soda-drinking dude,
and he'll ask for the tools you have. Give them to him, and he'll leave the
Cafe. Head outside, then head south, and enter the Residence. Talk to the man,
and he'll say that he's gonna start repairing the northern ruins. He calls out
his "lazy blokes", and his men, along with him, leave to go to the ruins. Exit,
and follow him up into the ruins.


Northern Ruins - 600 A.D.

Inside the ruins, the guy will tell you that they're done for now (they just
entered five seconds ago, and they're done already? oO), and to clear out all
of the monsters, or else they can't finish. Don't take Magus in here with you,
because the monsters in here absorb Shadow-type spells, but are weak against
Fire-type spells. Head east and go down the stairs. Enter through the door in
that area. In the next room, you'll see some skeletons lying down on the ground
to the right, left, and to the north. Approach each one of them, and defeat
them by using a simple Fire 2 spell. All of the other paths in these ruins are
blocked off for now, so leave.


Overworld - 600 A.D.

Head south, and enter the Residence again. Talk to the man, and he wants you to
pay 2,000 GP if you want the ruins repaired some more. Fork over the cash, then
follow him back to the ruins.


Northern Ruins - 600 A.D.

They'll tell you to clear out more monsters, then they'll leave again. Go to
the eastern room that you were in last time. The two doors on the sides can be
accessed now. The western one has a chest containing an Elixir (do NOT take it
right now). Enter the small room on the right, and examine the sealed chest.
Choose to NOT take out the contents, then go through the door at the northern
side of the room. Go through the next door, and in the next area, go up, and
fight the two Reapers. Proceed through the third door, and then through the
fourth door. Defeat all of the enemies in this area, and then examine the two
sealed chests. DO NOT take their contents. Now, go back to the main hall.

Enter the room to the left this time. In the next area, defeat the two Sentries
(the soldiers). However, be warned that they might use MP Buster on whoever
finishes them off. If not, they use Grudge. Head right, and defeat the next two
Sentries. Exit this room, since the other path is blocked off. On your way out,
defeat the four Sentries, then exit the ruins.


Overworld - 600 A.D.

Go back to the Residence, and speak with the repair man again. Give him 2,000
more GP, and they'll return to the ruins again. Go back to the ruins...again.


Northern Ruins - 600 A.D.

This time, they'll tell you that they're done for now. Notice how they don't
tell you to clear out monsters or anything. Enter the western room, and then
go down the hallway again. Leave the chest closed in the northeaster corner
for now. Proceed through the door near the chest. In the next area, go up, and
you'll notice a grave. Examine it (with Frog in your party), and you'll
discover that this is actually the grave of Cyrus! Watch a scene, as the ghost
of Cyrus appears. He and Frog have a talk a little bit, and he then vanishes.
For good. The Masamune then floats up, and Masa and Mune will appear. The
Masamune then powers itself up. You have Frog's "ultimate" weapon now!

This side quest is now officially complete, but there's still some other stuff
for you to get in the ruins. Exit the western rooms, then exit the ruins.


Overworld - 600 A.D.

NOTE: Now that you have the upgraded version of the Masamune, head to Denadoro
Mountains (after you get the optional items, that is). Go to the area
where the Free Lancer is throwing stones (or rocks, whatever) at you, and
have Frog as the leader of your party. Frog will catch one of the rocks,
and you'll get the Gold Rock accessory, which invokes the Green Dream
Triple Tech! Yay! You have to have the upgraded Masamune equipped to get
the rock.

Back on the overworld, warp to 1,000 A.D. with the Epoch.


Overworld - 1,000 A.D.

Here, go to the Northern Ruins, which is now known as the Hero's Grave.


Hero's Grave - 1,000 A.D.

You'll notice that since Cyrus is now resting peacefully, that he will not be
blocking the path to the western room now. Go down the stairs to the east, and
examine the shining dot in the bottom-left corner to get a Power Tab. Head
through the door and into the next area. Enter the left door, and open the
chest to get an Elixir. Now you can go back to 600 A.D. and get it again! Head
right, and open the sealed chest in that room. If you chose to leave the
contents in there in 600 A.D., you'll get a Moon Armor instead of a Nova Armor!
Go through the doors at the northern end of the room, and keep going north
until you reach the two sealed chests.

If you chose not to take the contents from them in the Middle Ages, you'll get
a Shiva Edge and a Valkerye. The Valkerye is Marle's ultimate weapon! Be sure
to equip the Valkerye. Then, exit the eastern rooms, and then go to the western
room. Open the chest all the way at the eastern side to get a HyperEther. You
can go back to 600 A.D. and get it again. Enter the door in front of the chest,
and go northwest of Cryus's grave. Examine the shining dot to get a Magic Tab.
Now you can exit the ruins, as you've truly complete this side quest now!


--------------------------------------------
The Rainbow Shell: Guardia's Future Heirloom
--------------------------------------------

To begin this side quest, start off by warping to 600 A.D. (if you're not
there already), then fly to the southeastern part of the map. This is the
village that is known as Choras. In Choras, enter the Cafe, and head north.
Speak to Toma (he is by the desk, standing next to a chair). He will say stuff
about the Rainbow Shell, and give you Toma's Pop. He says to pour it on his
gravestone if he doesn't return. With his pop in your possession, enter the
Epoch and warp to 1,000 A.D., and enter the West Cape (which is to the, err...
west, obviously).


West Cape - 1,000 A.D.

Go north, and examine behind the gravestone to get a Speed Tab! Now, examine
the gravestone itself, and you'll discover that it is Toma's grave. The leader
of your party will then pour Toma's Pop onto the grave. Toma's spirit appears,
and he will tell you that the Rainbow Shell is located at the Giant's Claw,
which is northwest of Choras. However, it's in 600 A.D., not this era. So, go
to the Epoch, and warp to the Middle Ages.


Overworld - 600 A.D.

On the overworld, fly northwest of where the West Cape was. Land on that island
and enter the cave, which is the Giant's Claw.


Giant's Claw - 600 A.D.

NOTE: Crono's Lightning spells will weaken the dinosaur-type monster's defense
in this dungeon.

When you get in here, follow the path and read the note on the ground. It is
from Toma; it gives you a hint about ending back at the beginning, or something
like that. Continue into the next area. In this area, you'll notice a throne.
This is the Tyrano Lair, quite a few thousand years later. The chests on the
left and right side can be opened now if you didn't get them in the actual
Tyrano Lair. You can press A in front of the throne, and your party leader will
sit in it. Head south, and your party will notice now that this place looks
just like the Tyrano Lair, only it's buried underground this time. Continue
into the next area.

Here, go left, and fight the two Leapers and the Gigasaur that appears. Then,
open the chest to recieve a Sight Cap. Head east after opening the chest, and
you'll be attacked by three Lizardactyl's. Lightning spells heal them, though,
so refrain from using those spells against them. After you defeat them, head
into the next area. In this area, you'll see three switches. The top one makes
a Save Point appear. The bottom-left one makes two holes appear, and a cat fall
down the hole (poor cat). The bottom-right switch makes two Fossil Apes fall
down, and they'll go down the hole if you activate the hole-creating switch
first. Create the holes if you plan to get past this room.

If you go up to the skull and press A, it opens. In that small area has a
chest. Open it if you didn't at the Tyrano Lair. Then, fall down either hole,
to the lower area. In the next area, you'll have to fight the Fossil Apes if
you made them drop down here after stepping on the switch that created the
holes. If you have to fight them, then do so. The eastern switch will cause
three Leapers to appear. The left switch opens the skull head, so step on it.
Go into that area, and examine the shining dot to the right to get a Power Tab.
Now, go all the way south, and enter the next area. Here, climb down the
ladder, and examine the dot in the eastern corner for another Power Tab!

Now, go all the way left, and open the chest there to recieve a Full Ether. Go
back up the ladder, and follow the path going left, and around. If you walk/run
along the walls, you can avoid a battle, but if you don't, you'll be caught by
some monsters. In the northeastern corner is a chest containing a Blue Rock, so
be sure to open it. Then, head south and into the next room. In this room, head
east. Ignore the northern ladder, as it just takes you to an area with a broken
ladder, which leads you back to the beginning of this dungeon. Instead, climb
the southern ladder down. Head all the way left, and you'll notice a chest, but
it's barely visible. Open it for a ZodiacCape.

Head back east, then go down. Open the chest in the corner to recieve a Lapis.
Keep following the path, and head west, into the next area. In this room, go
north and fight the two Leapers and the Gigasaur that joins the battle. Ahead,
there are two skulls. Take the left one, since it's the only one that's open,
and enter the next room. You can use the switches in this room to drop down the
monsters through the holes, just like you could in the Tyrano Lair. Take the
western side leading to another area. In that area, go left, and open the chest
to get a FrenzyBand. Go back to the previous area, and take the eastern path
this time.

Once you take that path, fight the two Rubbles in that room. Then, enter the
next area. The chest on the left will be closed if you didn't open it in the
Tyrano Lair, which holds a Full Tonic. Open the chest thing on the right, and
you'll fall down a trap, to a lower cell. Exit the cell, then head west and go
down the stairs. Examine the shining dot to the left in this small area to get
a third Power Tab. Go back to the previous area, and head east this time. Go
south, and use a Shelter, and save at the Save Point. Go up to the switch next
to the locked cell door, and press A to open it. Head inside, then go north.
Open the chest here if you didn't in the Tyrano Lair, and continue.

In the next area, head north, and you'll see a giant Tyrano! This is known as
the Rust Tyrano. Head on the eastern side of it, and it will growl at you. You
will then have to fight it, so read the Bosses section for help on defeating
this thing. After the Rust Tyrano is defeated, head north, and you'll find the
Rainbow Shell! Examine it, and you'll discover that it's too heavy to pick up
alone. Since your party suggested help from Guardia, head south, and you'll be
carried to the castle automatically.


Guardia Castle - 600 A.D.

Once you get in this castle, you'll automatically be at the throne. The King
will agree to keep the Rainbow Shell safe for a long while. If you go back to
the Giant's Claw, and to the room where the shell is, all you'll see is the
three knights trying to take the Rainbow Shell. Exit the castle, then warp to
the year 1,000 with the Epoch.


Overworld - 1,000 A.D.

On the overworld, bring Marle in your party, then enter the castle again.


Guardia Castle - 1,000 A.D.

If Marle is in your party, you'll be able to go further into this side quest.
The Chancellor will come in, and tell Marle about how her mother, Aliza, is
dead. The way he's putting it, the King (her father) killed her in cold blood!
You cannot proceed to the throne room, because some sort of a trial is going on
right now. Head east, and follow the path. Go into the next area, and make your
way up the stairs. On the way up, open the chest in one of the areas to get a
HyperEther. The second chest you'll come across is locked...for some reason.
When you reach the hallway, go through the hall, and speak with the guards.
They allow no entry, but Marle yells, and busts in.

You then see a scene where the King is being accused of selling the Rainbow
Shell. Marle steps in, but she is forced out by the Chancellor. Isn't he acting
a bit odd, with that "Heh, heh..."? Hmm. Anyway, the guards will not let Marle
through under any circumstances. However, we found the Rainbow Shell back in
600 A.D., so it should still be somewhere in this castle. So, head downstairs,
then go right, and down the stairs. This is the basement. The half-conscious
guard just says that he was "bit by a rat". Follow the path, and then you'll
find two Gnashers. They blurt out the entire thing, and you'll find out that
this whole thing is a setup! Fight the Gnashers, and show them who's boss.

The scene then switches back to the trial room, where you see some weird man
say that he bought the Rainbow Shell for the King. The Chancellor says that he
was lying perfectly (something really IS up). You then have to fight a single
Naga-Ette and a Gnasher. Show them what the word "ownage" means by giving them
a taste of your weapons...or Techs, whichever. Open the chest that you can
reach to the left to recieve a Lapis. Head south, and open the two chests to
get an Elixir, and a HyperEther. Continue north, and either fight or avoid the
Naga-Ette. Keep going down the hallway, and enter the next area. Go down the
hallway, and fight or avoid the enemies along the way.

Eventually, you'll come across the Rainbow Shell! Open the only three chests
that you can reach to get an Elixir, a HyperEther, and a Lapis. Now, examine
the Rainbow Shell, and your party will notice a letter on it. Marle reads it,
then takes a PrismShard off of the shell. The scene will then switch back to
the trial room. After a short scene, make your way out of the basement, then go
back up the western set of stairs. Talk to the guards. They still refuse to let
anyone in, but Marle has a plan. She (somehow) goes up to the stained glass
window in the trial room (she's inside of it), and jumps out of it, into the
room! Marle then shows the PrismShard to the Chancellor.

Since he has now gotten caught, he admits that it's "not the plot that you
think". He's here to avenge his ancestors. You know what that means. He will
then transform into an upgraded version of Yakra! Uh oh. Read the Bosses
section to see how to take this monster down. Once you've beaten him, a shining
dot will appear on the ground. You can't pick it up right now, though, because
the King comes in, and he and Marle have a discussion together. After they
talk, your party will be in the throne room. Suddenly, Melchior comes in, and
he will say that he will make some stuff out of the Rainbow Shell. Woo! Now,
for a moment, go back to the trial room.

Examine the shining dot in the trial room to get a Yakra Key. Go back down the
stairs, and open the locked chest now. Out comes the real Chancellor! He has to
get ready for the Moonlight Parade, so he runs off. Let us hope that is the
real Chancellor. The kitchen now has some food you can order, like you could at
600 A.D. You can order the following: Refresh Bread (it restores all MP), Power
Roast (it restores all HP), and the Crono Special (restores both HP and MP).
Now, head to the throne room, and take the eastern path. On your way up to
Queen Leene's room, there's a chest containing a HyperEther. In the queen's
room, go down the hall, and through the door.

By the chair, there is a chest containing a MegaElixir! There's two chests on
the way to the King's room, too (which is on the left side in the throne room),
which contain an Elixir and a Full Ether, in the same spots. Once you get these
items, head east of the stairs leading to the trial room. Take the stairs down
to the basement. Head all the way up the hallways, and you'll find Melchior by
the Rainbow Shell. Talk to him, and he'll tell you that he can make stuff out
of the shell. You can take either one Prism Dress, or three Prism Helms. It's
up to you entirely, but I recommend choosing the dress.

Regardless, when he gives you the item, speak to him again if you have cleared
the Sun Stone side quest. He will then use your Sun Stone that you have to make
something known as PrismSpecs, which ups your physical AND magical strength by
150%! But that's not all! He'll also make Crono's ultimate weapon using it. It
is the Rainbow. With it equipped, you have a 70% chance of getting a critical
hit with every physical attack. This is just awesome. Give Crono the Rainbow,
and the PrismSpecs to the character of your choice. Side quest complete!

Chrono Trigger Music

Here is a link to buy Chrono Trigger music in a single compilation:
Chrono Trigger Music

Wanna buy Chrono Trigger?

Well here is Chrono Trigger on Nintendo DS:
Chrono Trigger for Nintendo DS

If u are old school, this is a copy of the original SNES tape:
Chrono Trigger SNES Tape

Saturday, March 12, 2011

This is your resource for all things Chrono Trigger

I will be posting relevant info regarding Chrono Trigger for SNES and DS!

 
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