CHRONO CROSS GUIDE & FAQ By ToastyFrog (J. Parish - tfrog@camalott.com) ---------------------------------------------- REVISION 1.9.5 Sept. 23, 2000 ---------------------------------------------- PLEASE READ BEFORE USING THIS GUIDE: Before you use this guide, I have three simple requests: 1. I'm still playing through the US version - until I'm done (revision 2.0), PLEASE DON'T FILL MY INBOX WITH CORRECTIONS. There are many holes and inaccuracies in this guide, but I need to fill them myself. Anything submitted before Rev. 2.0 will be deleted without being read. 2. Don't email me looking for help. If it isn't here, I don't know. Try other FAQs, the official guide, message boards, whatever. But please be courteous - I currently have 900 Chrono Cross related emails from people who aren't. Almost all of them have been ignored, because I simply DO NOT have time to be a help line. And it probably goes without saying, but you'd be surprised at how dishonest (or stupid) some people can be: do not use this guide without my permission. Don't rewrite it, don't hack it up for your website, don't copy it, and don't post it without my name. For most people this is an obvious matter of respect, but I'm worried about the 4 or 5 freaks out there who failed their ethics classes. Think before you steal, eh? Thanks for your courtesy. ---------------------------------------------- ---------------------------------------------- CONTENTS: I. ABOUT THIS FAQ II. ABOUT THE GAME A. KNOWN GAME DETAILS (PRE-RELEASE) B. GAMEPLAY SYSTEMS 1. COMBAT 2. MAGIC (ELEMENTS) a. CLASSES b. CUSTOMIZATION 3. WEAPON UPGRADES 4. FIELD EFFECT & SUMMONS 5. COMBINATION ATTACKS 6. THE MENU SCREEN 7. AFTER THE BATTLE 8. STATISTICS C. GENERAL GAMEPLAY TIPS III. WALKTHROUGH - DISC ONE A. CHANGES FROM THE DEMO B. CHRONO'S MYSTERIOUS DUNGEON C. ARNI VILLAGE: Where tides begin to turn D. OPASSA BEACH: A calling from beyond time E. ARNI VILLAGE: Nothing has changed but everything F. CAPE HOWL: A reminder of one's former self G. THE PORT TOWN OF TERMINA: The pride of the Acacian Dragoons H. VIPER MANOR: Where lie the keys to the past 1. GUILE'S PATH 2. PIERRE'S PATH 3. NIKKI'S PATH 4. ALL PATHS I. GULDOVE: Where ripples become waves 1. ODDS AND ENDS 2. HELPING A FRIEND 3. ALTERNATE PATH J. HERMIT'S HIDEAWAY: A meeting with the 'other' swordsman K. FROM PIRATE SHIP TO GHOST SHIP: A mariner's worst nightmare L. ON TO THE WATER ISLE: In search of the dragon blue M. FORT DRAGONIA: Ancient dragon's dream in ruins 1. EAST DOOR 2. NORTHEAST DOOR 3. NORTHWEST DOOR 4. WEST DOOR 5. SHOWDOWN N. DIMENSION VORTEX: Where lost souls wander O. BACK FROM THE DARKNESS: And on with a new journey P. TERMINA: Knight or day? Q. MARBULE: VIllage of the demi-humans R. THE MASAMUNE: The blood-stained sword of evil S. THE DEAD SEA: A place forsaken by the gods T. A PORTAL REOPENED: And the planet begins to shake U. BACK TO VIPER MANOR: A captive audience awaits V. SURPRISE ATTACK!: Pursuers with heavy hearts W. TO THE SEA OF EDEN: Through the hidden holes of time IV. WALKTHROUGH - DISC TWO A. THE ARBITER OF TIME: On whom the Three Fates smile B. CHRONO CROSS: The point where destinies meet C. TERRA TOWER: Caught in the echo of time D. FOR ALL THE DREAMERS: Our planet's dream is not over yet E. NEW GAME+ F. ENDINGS V. CHARTS A. ELEMENTS B. SUMMONS C. COMBINATION TECHS D. WEAPONS E. ARMOR F. ACCESSORIES G. TRADING H. KEY ITEMS I. CHARACTERS (POSSIBLE SPOILERS!) J. MORPHS K. BEASTIARY L. BOSS BEASTIARY M. STOLEN ITEMS N. SOUNDTRACK LISTING VI. FAQs VII. ACKNOWLEDGEMENTS, ETC. A. REVISION HISTORY B. LINKS C. MUCHAS GRACIAS ---------------------------------------------- ---------------------------------------------- PART I: ABOUT THIS FAQ The ultimate goal for this Guide is to be a comprehensive resource for the game Chrono Cross. Now that the English game is out, there should be no inaccuracies (in theory, but I'm only human). Story information for the rather convoluted plot is contained at the end; don't read it if you don't want to know! And each event written up does contain story spoilers, so I would recommend you don't read ahead unless you just don't care. As with all guide, the intent is to be a reference for when you get stuck, or to provide general advice, or to let you know what you've missed for a second playthrough. This Guide may be distributed, reproduced, copied, folded, spindled or cited, so long as you credit me and don't change the text. If you don't like the way I write, feel free to create your own guide - all I ask is that you respect my intellectual property and investment of time! This Guide may NOT be distributed for profit, under penalty of, uh... death, or something. Thanks. The most recent version of this document will always be available at http://www.toastyfrog.com and http://www.gamefaqs.com. Please compare it to the latest version before writing to me! And finally, there are going to be spoilers in this Guide. If you don't want to spoil the game for yourself, for crying out loud, DON'T READ THIS GUIDE! You'd think that would be obvious, but then again some woman made millions of dollars because McDonald's didn't tell her that coffee is hot, so you can't be too safe these days. Anyway, enjoy - I'm sure you're sick of my prelude, so here's the Guide. [FLASHBACK POINT: CHRONO TRIGGER] Whenever you see this indicator, I'm making a note of a connection to the original game. That way, those of you who haven't played Chrono Trigger (shame on you!) will know what you're missing out on. Act of kindness, or cruel taunt? You make the call. ---------------------------------------------- ---------------------------------------------- PART II: ABOUT THE GAME ---------------------------------------------- A. KNOWN GAME DETAILS (PRE-RELEASE) A preview of sorts Chrono Cross, as you hopefully know, is the sequel to 1995's extremely successful uber-RPG Chrono Trigger. The game takes place 20 years after the original... well, 20 years after the main time period, I suppose, making it 65,000,020 years after Ayla's time and about 979 years before the Day of Lavos. Erm, anyway. The battle system is similar to, yet shockingly different from, the system in Chrono Cross. I'll get to that later; but another major difference is the premise of the game. While Chrono Trigger focused on time travel and the resulting paradoxes (as well as the malleability of the past - who would have known that selling a piece of beef jerky would generate 20 generations of greed?), Chrono Cross focuses more on inter-dimensional travel and the causes thereof. Not dimensions as in 2D and 3D (although CC *does* make the jump from 2D to 3D), but rather parallel worlds and alternate realities. So don't expect to hear Serge say, "Ich bin ein Flatlander!" However, the game does focus on actions and consequences even moreso than Chrono Trigger - the parallel worlds allow you to see "what if?" even more clearly than in CT, but without that icky time paradox. A few CT characters are known to be returning, if only in reference. First and foremost is Lucca, whose presence was indicated by the sight of her home in flames at the end of the Chrono Cross demo. It should also be noted that in the recent Playstation rerelease of Chrono Trigger, new endings were added that presumably lead in to Chrono Cross. Of particular note are the marriage of Crono and Marle (why, Crono, why?!), the marriage of Ayla and wuss-boy Kino, Frog's transformation back into Glenn and his subsequent knighting, and Lucca's adoption of an orphaned child bearing a mysterious pendant. Additionally, the Masamune Sword (aka Grandleon, for those playing the Japanese version) was stolen in one of the new endings. Surely they wouldn't go to the trouble of adding these new details unless they planned to DO something with them, right? The initial plot is based on a Super Famicom text adventure called Radical Dreamers, which was briefly available by Satellaview (a dial-up downloadable Super Famicom game service in Japan). You'll see references to "Radical Dreamers" throughout the game, and even a bit of text from the actual game, so this is important info. Pay attention! In that regard, Chrono Cross is more of a remake than a new game, with a plot centered on finding a relic called the Frozen Flame, which can grant the ability to twist reality according to the will of whomever holds it. Lynx (who is known as Yamaneko in the Japanese version), an anthropomorphic cat in a Soviet military dress uniform, appears to be the main villain. However, this is a Square game, and Square games are noted for their plots twists; I imagine defeating Lynx and acquiring the Frozen Flame are about as likely to be the ultimate goals of the game as much as beating President Shinra was the goal of Final Fantasy VII. The game is being designed so that random battles are rarely necessary. Not only can you see your enemies on screen to avoid them, but you can win the game without spending much time leveling up (boss fights, of course, will be necessary). No doubt people who take time to boost their levels will blow through, but those who are tired of constant combat won't be penalized for their reluctance to fight. Additionally, traditional experience levels are not an element of this game; you earn status improvements a little at a time after many battles, like in the SaGa games. Small, piddling production details: the characters, for better or for worse, are designed by Nobutero Yuuki. Yuuki also designed characters for Record of Lodoss War, Seiken Densetsu 3, Vision of Escaflowne and more recently, Tail Concerto. Serge looks almost exactly like Yugo from Battle Angel, in fact. The prerendered FMV is being churned out by the amazing people who put together Final Fantasy VIII's video sequences. Yasunori Mitsuda (composer for Chrono Trigger and Xenogears) has written the music, which so far sounds excellent. In fact, much of the Chrono Cross staff is comprised of Chrono Trigger alumni, which really shows as you play the game. B. GAMEPLAY SYSTEMS ------------------------- Chrono Cross has one of the most balanced gameplay systems I've seen (although Serge tends to be too strong, bleah). Combat requires planning before and during fights, and careful balancing of attacks, defense, magic and healing. There are a lot fo factors to take into consideration, so read up now: -- 1. COMBAT --------------------------------- Neither turn-based nor active-time - what madness is this? Why, it's the Chrono Cross battle system, of course. Describing Chrono Cross' battle system is much easier with visuals, so if this text is incomprehensible for you, check the charts I've made at http://www.toastyfrog.com/ Anyway, here's my best effort at a text-based description. Chrono Cross has three numbers which indicate a character's battle status. The first and most obvious is HIT POINTS, which determine who lives and who dies. The second number is the ELEMENT LEVEL. Rather than using Magic Points, Chrono Cross Element use is determined by a histogram which rather resembles the level displays on a stereo. Refer to the Magic section below for more information. The third number is shown at the bottom of the character status indicator, and that is STAMINA. Stamina determines who can attack, and the number and power of their possible attacks at once. Each character begins battle with his or her stamina at 7 (maximum), the Elements at 0 (minimum) and with however many hit points are carried over from previous battles. Because the game is not real-time like Final Fantasy's Active-Time Battle system, you can stand and stare at your enemy for as long as you want while you devise a strategy. What does determine the flow of battle is Stamina points. For each attack a character launches, that fighter uses a set number of Stamina points. Similar to Xenogears, a strong attack uses 3 Stamina points, a medium attack uses 2, and a weak attack inflicts little damage but uses a paltry 1 Stamina point. But while a fighter's Stamina is being used up by physical attacks, 2 things are happening. 1. Other characters (enemies and allies alike) are recharging their own Stamina to prepare for an attack. 2. The active character builds his or her Element Level for each successful attack landed. A successful attack that costs 3 Stamina Points will add 3 Levels to the Element meter if it connects (and whether or not it connects, everyone else's Stamina will rise 3 points); but a 1-Stamina Point attack will only add a single level to the meter. A strong attack that misses is a real waste - not only do you lose 3 Stamina Points, but you earn nothing on your Element Meter, leaving you more vulnerable. Using an Element attack drains seven Stamina points - so if you have only 1.0 Stamina point left, using an Element will knock you down to -6.0, out of combat for 7 points on the Stamina meter. You must have at least 1 full point of Stamina in order to initiate any move; otherwise you will have to wait until enough combat "time" elapses to bring you up to one Stamina point. When you begin to attack an enemy, a small box opens that displays your chances of landing a successful blow. With each successive strike, your chances improve. Weak attacks are more likely to hit than strong attacks, especially at the beginning. But as you score more damage, you will have more success with strong blows. A 3-point attack may have only a 60% chance of connecting at the beginning of a round, but after landing a few 1- or 2-point strikes, a strong attack may rise to 85% success or even higher. Balancing your attacks is imperative. However, despite the obvious advantage of consecutive strikes, you're not required to strike only a single enemy per move. Nor are you required to attack with the same fighter. At any time, you can switch your attacks to a different foe; you may also choose to have a different character pick up the attack. However, switching targets or fighters will destroy the statistical advantage your successful attacks against an enemy may have generated. But aborting attacks is the key to effective Summoning and Combinations, rather like Xenogears' AP but less tedious. One other consideration - enemies can interrupt your attacks to launch their own strikes between your hits. If an enemy targets the active character (a successful hit isn't necessary, so long as your character is attacked) after two successful weak hits, it will destroy that character's statistical advantage and all hit % ratings will drop to where they started. Personally, I rarely use all 7 Stamina points for attacks. If I'm down to one last enemy, I'll use my last Stamina point for an Element to end the fight quickly. But if I'm up against multiple enemies, especially those which use strong attacks, I'll use my last Stamina point to Defend and reduce damage. Yes, that's right - Chrono Cross may be the first RPG ever in which defending is not only useful, but something that can be done frequently without bogging down the battle. Amazing but true! Defending cuts physical attacks by as much as 2/3, so judicious defending is a wise combat decision. Be aware that Defending also causes 1 Stamina point to be regenerated rather than used. -- 2. ELEMENTS (MAGIC) ----------------------- Elements serve the role of Magic in Chrono Cross; a rose by any other name kicks just as much butt. Like in Chrono Trigger, Elements are divided into a series of classes. Additionally, spells have a power level to them which can be enhanced or diminished depending on their placement in your magic hierarchy. -- a. CLASSES -------------------------------- This is fairly straightforward. Each spell is ranked in a category that seems to match up with Chrono Trigger's system, with a few small changes. Each character seems to have an Elemental affinity; while they can cast spells of various kinds, it seems the spells for which they have the most affinity will be more effective. For instance, Serge is White/Cosmic, Kid is Red/Fire and Glenn is Green/Wind (in the demo he was Blue/Water, just like Frog, but they wisely changed that for the final game). 1. WHITE - This seems to be the equivalent of CT's Lightning magical class. Attacks are both energy-based (Holy, Laser, Photon) and physical (Comet, Shooting). Also includes RecoverAlly magic, like Revive. 2. RED - Fiery attacks. Surprising, huh? Spells include Volcano, Meltstone and the Salamander Summon. 3. BLUE - Ice, water and healing. Spells include Deluge, IceLance, and Cure/CurePlus. 4. GREEN - Air and nature-based attacks, such as BushWhacker and Tornado. Also incorporates earth-based attacks, like BushBasher. 5. YELLOW - This seems to encompass a number of different spells types, really. Some of them are straightforward electrical attack spells, like Lightning and ElectroJolt. Also, there seems to be a number of earth-elemental spells here as well, such as Uplift. 6. BLACK - The antithesis of White. As you might well imagine. This seems to consist of complimentary versions of White Elements, such as Hell Laser, the yang to Laser's yin. Elements exist in pairs - White and Black, Blue and Red, Green and Yellow. Enemies with a certain elemental affiliation will be weak to its opposite Element - a Green enemy will take more damage from a Yellow attack than from a Blue or White attack. But Green elements will also damage a Yellow enemy in turn. Furthermore, sometimes using spells of an enemy's type will actually heal it (for instance, certain plants recover HP when hit with Green spells). Use this to your advantage, but be aware that enemies aren't shy about exploiting Elemental opposites either - I've noticed that enemies tend to go after characters who are opposite to their own nature. It seems also that there are "light magic" and "dark magic" - the "light" Elements, or those with curative properties, White, Green and Blue, tend to have a stronger effect on "dark" Elements which can only cure in the form of consumables. This split also has an impact on Pip's nature, but more on that later. Additionally, each element can inflict a certain status ailment on your party or on enemies. An (*) indicates a condition that heals automatically after battle. Each condition can be healed with Stock Elements of the same color. GREEN: Poison (saps HP for every battle increment) Afraid (receive critical hits easily)(*) BLACK: Blind (hit accuracy % is cut in half)(*) Cursed (Lose stamina when struck in battle)(*) RED: Burn (receive more damage in battle/on "damage zone" ground). Confused (characters attack randomly)(*) YELLOW: Sprain (attack down/characters can't run while exploring) Dizzy (dodge rate decreases) BLUE: Frozen (characters are inactive for several turns)(*) Flu (Slow stamina recovery/hard to control in field) WHITE: Exhaustion (characters exert additional stamina with each move)(*) Sleep (Character is immobile and vulnerable)(*) -- b. CUSTOMIZATION -------------------------- The Element system is an interesting hybrid of other magic systems. It resembles Suikoden and the original Final Fantasy in that each character has a hierarchy of spells to use - Level One spells are weak, but can be cast with only a single level built on the Element Meter in combat. Level Five spells take five successful physical strikes to activate, but are much more powerful than Level One spells. However, what makes the Element system different from those terribly limited games is that it's completely customizable, like Junctioning in Final Fantasy VIII. By opening the status screen, you will have access to a grid that allows you to switch around the Elements you find. Yep, magic in this game is not learned but rather earned and found. The more you find of a particular Element, the more frequently you can use it. Each spell slot on your grid can only be used once per battle, so you need to use them with discretion. Choosing which Elements to take into battle (should you equip 5 slots with CurePlus, or focus more on heavy-hitting attacks and eschew the curative Elements in favor of offensive spells?) will offer many hours of tingly fulfillment for people who like to twiddle with stats, but it's still simple enough a system not to be overwhelming to a casual player. An interesting note about Elements is that each spell has a basic power level. If you put a Level 3 Element in a Level 3 slot, it will be at its natural power. However, if you want to be able to cast that spell more quickly, you can knock it down to a Level 1 slot; but, you will lose some of that Element's power, which will be denoted by a negative number after the spell's name (i.e., Tornado-2). On the other hand, you can crank up an Element's power by dropping it into a higher level slot - so taking a Level One spell like Cure to a Level 5 slot will yield Cure+4. Additionally, there are non-Elemental items you can equip, such as curative tablets and capsules. The possibilities are sickeningly immense. Some limitations apply: Summons and high-level Elements like Tornado and BlackHole can only be used by characters who have an affinity toward those elements (i.e., Iceburg is only available to Blue characters). When you're equipping Elements, press the Triangle button to bring up a menu with three choices. These allow you to organize your Element list by function and color, which can make scrolling through the list MUCH easier. As mentioned before, casting Elemental attacks requires 7 Stamina points. So if your Stamina meter is low, using an Element will knock it into a negative number, forcing you to sit out a portion of the battle until your Stamina builds back up. -- 3. WEAPONS -------------------------------- As is becoming increasingly common in RPGs these days, you can't just run to the store and say, "Hey! I'd like to buy Excalibur please!" Instead, you have to build your weapons and armor, much like the system in Final Fantasy VIII - or more specifically, like the barter system in Chrono Trigger's 65,000,000 BC era. However, you don't have to keep trekking to the Hunting Grounds to find your weapon components this time; rather, you find components during regular combat and in chests all around the archipelago. You may then take those bits and pieces to a forge, where you can have a smithy assemble them into new parts. Old gear can be disassembled and the components salvaged; why sell an old copper item when you can use the hard-to-come-by Carapace it's made from to build a better Iron item? Another way to acquire components is to speak to a trader, who will swap Elements for components (however, you cannot acquire the "key" components from most traders). Those key components are: - Ivory (Bone) - Bronze (Copper) - Iron - Mythril (Silver) - Denadoro (Denadorite) - Prism (Rainbow Shell & "Shiny" materials) Once you have items from a higher class, you can begin forging equipment of that particular type. The best way to get ahold of better equipment is by theft. Yes, I know your mommy told you that stealing is wrong, but so is all the killing you do in this game; you're damned either way, so you might as well make the most of it. However, it seems that even if you have, say, @Denadorote early in the game, you can't actually create a Stone Axe until you pass a certain point, which is when the smiths learn more advanced forge techniques. So unlike Final Fantasy VIII, where you could theoretically build Squall's most powerful sword as early as Disc Two, the system here is more regimented. -- 4. FIELD EFFECT & SUMMONS ----------------- As you fight, you will probably notice a little series of concentric circles in the upper left-hand corner labelled "Field Effect." The Field Effect Meter is affected by the natural terrain in which a battle transpires and also by the Elements used during combat. Field Effect is the key to using Summons in the game - for instance, Salamander can only be summoned when the Field Effect meter is all red (i.e., three consecutive fire attacks have been used). This is more easily said than done; if an enemy uses an Element of a type other than what you're trying to build on the meter, it can screw up your efforts. And if you're being beaten down mercilessly and have to heal, the Elements or Items you use for healing will register on the Field Effect meter as well. Therefore, expect Summoning to be a difficult and challenging affair, requiring a bit of luck and a lot of good planning. Fortuntely, there are ways to ease the Summoning process, but it requires the proper Elements and setup. Additional notes: To summon a beast, you need to possess Stars. Your party will earn Stars after certain events (such as whalloping a boss), but each use diminishes your Star total, and you have to stay at an Inn to replenish them. And this would seem obvious, but I get questions about it all the time: to use a Summon, you MUST FIND A SUMMON FIRST. Just like in every other video game in the history of the industry. And one other thing: Summons can only be equipped by characters who have a matching Elemental affinity. -- 5. PRISM ---------------------------------- Finding Prism equipment is terribly difficult. You will only find one or two Prism items in the course of the game; the rest you have to create on your own. To create any kind of Prism equipment, you must have Shiny Elements (the type and quantity depend on what you're creating). Depending on what you wish to forge, you may also need a Rainbow Shell. There are only a few Rainbow Shells in the game (I think I've found seven), and the Shiny items are even harder to come by: the only way to create Shiny items is to use a summon to destroy an enemy. The Summon's Affinity determines what kind of Shiny material you receive (one per enemy killed); if you use Salamander to kill four enemies, you will receive 4 Shiny Embers. If you use Sonja to kill one enemy, you will receive one Shiny Leaf. The Shiny items are: - Shiny Leaf (Green) - Shiny Ember (Red) - Shiny Sand (Yellow) - Shiny Salt (White) - Shiny Dew (Blue) - Shiny Soot (Black) See the Weapon/Armor/Accessory lists to see how much of each item is required for various items. A second source for Shiny items are the various Elemental Emblems you receive (Forest Emblem, Fire Emblem, etc.) - these can be disassembled to acquire a single Shiny item per accessory. Not efficient, but there are enemies from whom Emblems can be stolen, so it's a good alternative if you're having trouble with Summons. [FLASHBACK POINT: CHRONO TRIGGER] In Chrono Trigger, the most powerful weapons and accessories could be forged from a rare item called the Rainbow Shell. However, it could only create a very limited number of items (a sword, Sunglasses, and your choice of helmets or vests), and acquiring the Shell was a subquest in itself (which involved the Guru Melchior, a trip through a hidden cave, and a rigged criminal trial intended to do away with King Guardia). Prism equipment is a LITTLE easier to come by in Chrono Cross... but not by much. -- 6. COMBINATION ATTACKS -------------------- And of course, the combination attacks are back. These seem to combine character's unique skills to enable attacks that are vastly more powerful than a lone attack would be (unlike in Chrono Trigger, where combo attacks were often less effective than solo attacks). Combinations require two characters with compatible skills to have built both Stamina and Element Levels to an appropriate degree. For example, Serge and Glenn share a combination attack in the demo called X-Strike (hey, just like Crono and Frog! Err... forget I said anything). For X-Strike to be enabled, both Serge and Glenn need to build their Element Meter to Level 3 so each can use their respective skills that form the X-Strike combo. Additionally, they need to have at least 1 Stamina point. When these prerequisites are fulfilled, either one of them can activate the X-Strike by choosing his respective skill. You can see when they're ready, because the name of the skill will change to X-Strike. When using combos, switching between characters during a round is extremely useful to help minimize Stamina depletion. Undoubtedly, there will be many more combos to discover; hopefully more than one per character. The combos link character-specific skills. Each character has a Lv.3, Lv.5 and Lv.7 Elemental skill. With 40+ characters who have 3 skills apiece, with three possible party members at a time, I think you can see the sheer possible number of permutations, and why it's not necessarily easy to find them! Interestingly, the combo attacks tend to have their own unique elemental affiliation which has no relation to the skills which comprise the attack. Using the X-Strike attack as an example again, the two components are White (Dash&Slash) and Green (Dash&Gash). But when used together, they create X-Strike, a Red skill. -- 6. THE MENU SCREEN ------------------------ The menu screen functions rather like Xenogears' menus, except with more options and polish. In the right hand corner is a small odometer; moving the dial up and down allows you to access various functions. From top to bottom, the menu functions are: STATUS ELEMENT EQUIP ITEM CUSTOMIZE FILE - STATUS: Allows you to examine the current status of your characters. Press Action (Circle button) to toggle between statistics and equipment. Note: press left when the left-most character is highlighted to bring up a list of all characters in your party. You can view their status from the menu. The following are the meanings for the numerical statistics displayed on the character status screen, from left to right, top to bottom (courtesy of tennin): STR. (Strength) Affects the power of physical attacks. ACC. (Accuracy) Affects the hit rate of physical attacks. MAG. (Magic) Affects the power of magical Elements. RES. (Reistance) Affects defense against physical attacks. AG. (Agility) Affects evasion rate. MDEF. (Magic Defense) Affects defense against magical attacks. STAMINA RECOVERY Affects rate of stamina recovery. This is the equivalent of speed. Ten is the base rate, but different characters recover at different speeds. For every 10 points of Stamina RecoverAlly a character posseses, their Stamina Meter builds one point for every point expended by another character. So a character with a 12 Stamina RecoverAlly rating will build up 1.2 points every time another character launches a weak attack; meaning they'll build up to 6 Stamina points in only 5 moves. Conversely, a character with a 9 rating will only recover .9 Stamina points for every weak attack, meaning it will take 8 weak attacks to bring that characters Stamina from 0 to 7. - ELEMENT: Use and equip Elements. - USE: Allows you to make use of Stock Elements such as Tablets and Medicine to heal between battles or power up. - ALLOCATE: Allows you to switch Elements around on your characters' grids. - REMOVE ALL: Allows you to remove all Elements equipped on a character. - REMOVE: Allows you to remove a single Element from a characters' grid. - AUTO-ALLOCATE: This option allows you to place Elements on a character's grid automatically. I'm not certain how it determines which Elements to put in various places, but it can save a great deal of time. You can do this for a single character or the entire party. - FILL BLANKS: Fill empty grid slots with Elements. Sometimes handy, sometimes annoying, depending on how the game allocates skills. This also can be done for a single character or for the entire party. - EQUIP: Allows you to change a character's equipped items. Press left when the leftmost character is highlighted to see a list of all characters. The R1/L1 shoulder buttons can be used to toggle between the three active party members. - WEAPON - ARMOR - ACCESSORY (Can equip up to three accessories per character) - ITEM: Allows you to view Key Items, such as the Heckran Bone and Komodo Scales. - CUSTOMIZE: Allows you to configure your settings to match your preferences (thanks to tennin for help). - SOUND: (Stereo) Mono - WINDOW: (Default) Custom Allows you to change the style of your windows on-screen. I prefer the default until I find new window styles throughout the game (I personally like Red Vision and Porre's Furnace myself). - CURSOR POSITION - (Regular) Memory Regular defaults a menu cursor to its original location. Memory will maintain the cursor position in menus and point at the most recent location when you open a menu again. - BATTLE ATTACK SELECTION - Manual (Auto) When in battle, automatically advances the Attack cursor to the next highest attack with and 80% chance or better of success. - CONTROLLER - (Normal) Custom Allows you to set your controller settings. You can adjust this as you see fit, but I think the default is fine. Interestingly, it seems you can set the "L3" and "R3" buttons to be Action and Cancel, which is a rare feature. - X-BUTTON ON - Run (Walk) Causes Serge and party to run or walk during exploration sequences by default, and to toggle between the two by pressing X. - LEFT STICK SENSITIVITY - (Digital) Analog Active will allow you to switch between walk and run based on how far you press the left stick. Digital means you need to press X to switch. - FILE: Choose to SAVE or LOAD a file. You can only save at Records of Fate, but you can load anywhere. A nice touch! -- 7. AFTER THE BATTLE ----------------------- Once battle has ended, you will see a number of screens as a familiar tune plays. The first screen displays any statistical improvements a character has earned (since Chrono Cross has discarded regimented levels, characters power-up in more frequent bursts of small increments). The second screen gives you three options: - Replenish HP and status using battle Elements - Replenish HP and status using stock Elements - Do not replenish HP and status The post-battle options are fairly intelligent. The first choice will automatically use healing spells up to the Element level your characters have remaining on their meter at the end of battle. So if one character equipped with RecoverAll+3 has his Element meter built to L.7 when combat ends, choice one will cause this character to use RecoverAll on the entire party automatically. Choice two instead uses Elements like Tablets and Capsules to restore HP, and is a useful option after a tough battle where your Elements are expended and levels are low. Choice three simply lets you restore your HP at your own discretion through the menu screen. Note: fallen characters cannot be healed with option one or two; although "dead" characters automatically recover with a single HP after battle, they do so after the auto-recover screen. So be sure to use the menu screen to replenish the HP of anyone who bit the dust during combat. The game will display the Elements you used for recovery; this DOES NOT cause those Elements to disappear from your inventory (except consumables), so don't be afraid to charge up after battle. Your Element levels don't carry into the next battle, so there's no reason NOT to heal up. After the recovery screen, you will receive a list of all the items you have won during battle. D. GENERAL GAMEPLAY TIPS --------------------- -- 1. COMBAT --------------------------------- Learning to make the most of Chrono Cross' battle system can be tricky; but as you learn the game's strategies, you'll find there's a lot of flexibility and strategy in the game. You COULD barrel straight ahead and annihilate everything with your strongest attacks, but that won't always be the best solution. Remember that using an Element, no matter what level it is, requires 7 Stamina points. If you knock your Stamina down to 1 and then cast a spell, you'll be out 6 points. That's 13 measures of combat you'll have to wait before your Stamina is full recharged, and 7 measures until you can even defend again. Obviously, standing there helplessly against a tough enemy can be a very, very bad idea. Learn to defend whenever you can! Defending only causes a single measure of combat to advance, and it can cut the physical damage you suffer by as much as 2/3. Learning to balance attacks is especially important once you start acquiring Level 7 & 8 Elements - even with the Dreamer's Scarf, which automatically gives you a headstart to Level 1 on your Element meter, it will take more than just a single turn (of 7 Stamina points) to boost Elements to 8 and cast a spell. A good technique to use is to stop at 1 Stamina point and defend, then switch back to the character who is building his Element meter once his Stamina has risen a few points. While toggling between characters like this, it's a good idea to have the character whose turn is being cancelled defend as well. Another wise strategy is to assign a single character as a healer in tough battles, and to keep that character's HP high and their Element meter boosted as much as possible. This way if you're hit by a sudden strong attack, you can switch right over to that character and heal immediately - an especially good idea when facing multiple strong enemies. However, don't make that person the only one who can heal! Be sure to give everyone healing Elements to be safe, and try to have a good selection of single- and group-effect spells on hand. Revive spells are hard to come by; be sure not to give them all to a single character, in case that one fighter gets taken out. A nice trick about Revive is that the higher the slot it's placed in, the more effective it is. While a Level 1 Revive spell will restore a fallen character to life with a few HP, Revive+5 will restore that character as well as all or most of their HP. On the other hand, you may not want to have to build five levels on your meter to be able to restore a fallen character, especially if the one who fell was your main healer or attacker, so placing Revive in a low-level slot can be smart as well. Experiment and see what works best for you. Of course, each Element has its opposite type; use this to your advantage. Craft your party to respond to the threat ahead. For example: if you're going up against a Red enemy, it's not always good to use a Blue character as they will be more vulnerable (they'll suffer as much as 50% more damage per attack). However, to use the really good Blue Elements, like Iceburg and the Frog Summon, you NEED the blue character. So there's a trade-off for every decision you make. And be careful not to rely too heavily on a single Element color; an Anti- spell can totally seal off your access to an entire category, making that character much less effective for the duration of the battle. Fortunately, Chrono Cross isn't a terribly difficult game. But keeping these considerations in mind will make the fights much easier, and you'll spend much less time hanging on to life by a thread if you plan ahead. ---------------------------------------------- ---------------------------------------------- PART III: WALKTHROUGH - DISC ONE A. CHANGES FROM DEMO ------------------------- A number of elements, both major and minor, have changed between the demo and final versions of the game. Here is a brief rundown. - Fewer battles in first dungeon, and no boss encounter with SideSteppa. - Post-victory fanfare - Glenn no longer accompanies Kid and Serge; rather, a third party member is selected apparently at random for the duration of the sequence. - Kid and Glenn do not offer assistance in hunting down the Komodo lizards. - Serge's skill, HP and Element levels drop significantly between the dungeon dream and waking up in his village. - Treasures have been removed or changed in various places. - Razzly no longer turns Serge away from Hydra Woods; instead it's some random guy. - The real battle theme and victory fanfare have been added, and much of the music has changed in certain locations. - Enemy levels have been reduced so they don't annihilate Serge. - There's a second section of Arni Village, at its west end, where Radius teaches Serge a lesson humiliation. - The game doesn't end after talking to Leena on the beach. - Battle load times have been abbreviated significantly. ------------------------------------------------------------------------------- B. SERGE'S MYSTERIOUS DUNGEON RECOMMENDED PARTY: N/A Enemies in this Area: - Cybot - AlphaBat Items in this Area: - None This bit will be rather familiar to anyone who has played the demo. It's the same area as the opening of the demo, but with the challenge sucked out like a dog sucks the marrow from a bone. Slurp! After an opening cinema which simply displays the Tower from outside, Serge and Kid and a random character plucked from the cast of thousands arrive in an elevator near the top of a dungeon. It should be noted that I've seen many different characters here - i.e. Poshul, Razzly, Mel and Orcha, and I'm sure if I tried it again I'd see a different character. Each random person seems to have distinct dialogue (and even dialect, although I can't really say since my knowledge of Japanese could be inscribed on the head of a pin), which is probably causing Square's translation team to stay up late at night weeping. (Shock shock, the US team seems to have done a great job with the dialects. So before you gripe about them, remember they're just being true to the Japanese, 'K?) [FLASHBACK POINT: RADICAL DREAMERS] The opening dialogue in the ancient fort is remarkably similar to the opening dialogue from Radical Dreamers, though the third character (who was Magil in Radical Dreamers) is chosen randomly. This area is pretty straightforward, since all the treasure boxes from the demo are missing, the enemies are toned down, and the boss is in absentia. Use this dungeon as an opportunity to familiarize yourself with combat, and don't feel bad about using your most powerful spells, since you won't be seeing them again for a while. [FLASHBACK POINT: CHRONO TRIGGER] The victory theme in Chrono Cross is a more boisterous rendition of Lucca's Theme from Chrono Trigger. Head left from the elevator to check out your goal - a glowing crystal. Kid gets ticked off that you can't just jump down, but it's not a problem, really. Go back to the right and into the central chamber of the Tower and work your way counter-clockwise around the room to the exterior. Continue to work your way around and up; your ultimate goal is to reach the door in the upper left-hand corner of the central chamber and throw the switch in the room beyond. Once you've deactivated the beam of light, return to the central area and walk to the hub in the center of the room. Press the action button and you'll be transported outside and in front of a large door. Walk up to the door and be creeped out by the freakish cinema... ------------------------------------------------------------------------------- C. "ARNI VILLAGE" "Where tides begin to turn" RECOMMENDED PARTY: N/A Enemies in this Area: - Radius (OK, so he's not really an enemy) Items in this Area: - 200G - beneath bed - Tablet [Consumable] - in Serge's bedroom - Komodo Scale [Key item] - from fisherman beneath swordfish - Shark Scale [Key Item] - from Kiki's father - Heckran's Bone [Key Item] - beneath restaurant bed - Ivory Helmet [Accessory] - in restaurant case - Coral [Window Frame] - next to Element seller - PhotonRay [Element] - in Leena's house - Uplife [Element] - Speak to the barrel in Belcha's shop four times - Cure [Element] - behind tapestry at Radius's house The screen turns black and someone calls Serge's name. Is his mother? Or maybe Jenova? Who knows. Anyway, it turns out that whole dungeon sequence was a dream... which is a real shame, since Serge was about 4 or 5 times more powerful in the dream than in real life. You'll find when you wake up that you have only 50 HP and a mere three slots on your Element grid, as opposed to being the beefy warrior tyke you were in the dream. Oh well. After a yawn-and-stretch-and-try-to-come-alive bit, Serge is up and about in his home. Be sure to grab the 200G stash under his bed; there's also a Tablet hidden on the opposite side of Serge's room. You can rest at any time by "talking" to the bed and choosing the top option. Once you're satisfied with the state of your room, head downstairs where you'll meet Marge, who reminds you to go meet Leena-chan, which you should do... but there's no harm in exploring the village first. I mean, heck, you've left her waiting this long, a little longer won't hurt, right? [FLASHBACK POINT: CHRONO TRIGGER] The game Chrono Trigger opened with a very similar scene: Crono's mother woke him up, opened the shades and gave him an allowance of 200G. There are several points of interest in Arni. First off, head out of town to the left, which will take you to the western portion of the village where old man Radius will kick your butt in the name of training. Poshul is also running around here with a little girl and can be recruited (see below). The chief's house is being tended by a fellow named Toma XIV, who will be appearing there and there... [FLASHBACK POINT: CHRONO TRIGGER] Toma XIV is presumably descended from Toma Levine, an errant adventurer from the year 600. Toma encountered Crono and his party at various places and offered useful advice (in exchange for having his sake, errr, SODA poured over his gravestone). [FLASHBACK POINT: CHRONO TRIGGER] The Zenan Mainland (and surrounding area) was where the events of Chrono Trigger transpired. The only actual mention of "Zenan" in the game was a large bridge that connected Guardia to the southern area of the continent (which was the site of a major battle for Crono and co.), but apparently the entire landmass has retroactively been dubbed in honor of the bridge. Back in the main portion of the village, the fellow standing near the west exit beneath the massive flopping fish will give you a Komodo scale if you butter him up when you speak to him. The woman standing in the depression to the east is a merchant; speak with her to make a purchase. Under each option you have the choice to Forge (use found items to create new equipment), Disassemble (break apart your current inventory to reclaim the components necessary for making other items) or Sell. Also, the Forge option offers three choices: Weapon, Armor or Accessory. You can search her pile of goods for an Aztec-looking coral motif window setting as well. Beyond the merchant is a restaurant run by a large swarthy man named Belcha (lovely name for someone preparing food...). You can chat with people inside, admire the poster of Dynamite Dancer Miki, or be impressed by lovely goth poetry. The back room of the restaurant is guarded by an overly-friendly dog and contains an Ivory Helmet in a trunk and a Heckran Bone under the bed. [FLASHBACK POINT: CHRONO TRIGGER] The Heckran was a powerful monster whose body was highly resistant to physical damage but weak to magic. Crono, Lucca and Marle battled it in order to reach their home after a bit of a mishap. Poshul can be recruited here by giving her the Heckran Bone (use the Square button to bring up the Item menu, then press Confirm to give it to her). It can be tricky to line up correctly with her, but just offer her the item and she'll join you for a gleeful dose of butt-whuppin'. Behind the restaurant is a boathouse where a fishmonger and a girl with an affinity for Komodo lizards live. She's just a kid, but she's already got the guys eating out of her hands... Show the girl the Komodo scale the fisherman gave you if you make her blush; otherwise head to the odiferous basement and talk to the fisherman, who will give you a shark's scale pendant. You can give the Komodo scale to the boy outside the house (or sell it for 1000 G); if you let him have it gratis (first option), he'll give you an Uplift Element in return. Once you've done all the above, head to the docks at the north end of town, where you'll have a pleasant chat with Leena, who is training to become a nagging wife. I think she rather fancies Serge, but alas she expresses it by being annoying. Serge, being the macho man that he is, volunteers to make a necklace for her out of Komodo lizard scales. And not just any scales! If you try to give her the scale that the fisherman gave you, she'll say, "No, no! I want scales ripped from the warm corpses of lizards that you murdered with your own hands!" Serge is whipped, so he heads out out of town to go reduce the lizard population of the region. ------------------------------------------------------------------------------- D. "OPASSA BEACH" "A Calling From Beyond Time" -- 1. WORLD MAP ------------------------------ RECOMMENDED PARTY: Serge, Poshul [FLASHBACK POINT: CHRONO TRIGGER] The overworld music, and several other themes in the game, include the "Chrono Main Theme" motif from the original game's opening. When you'll leave town, you'll enter the world map, where Arni village is pretty much the center of everything. To the east is Hydra Woods, where some guy tells you it's dangerous to enter. Scratch that. To the north is a valley, where Porre soldiers tell you it's dangerous to enter. Hmmm. [FLASHBACK POINT: CHRONO TRIGGER] Porre was a small town in Chrono Trigger at the southernmost point of Zenan. The mayor of Zenan was a greedy, heartless man, but Crono was able to alter his personality by traveling back in time and teaching the mayor's ancestors the value of sharing. Hooray for moralizing! Apparently, though, that lesson didn't stick, as Porre seems to have developed into quite a fearsome military power. Northwest of Arni is a small cliff, where a large stone overlooks the ocean... but to get there you have to fight through a series of steaming geysers. The only enemies here are KomodoPups and BeachBums. [FLASHBACK POINT: CHRONO TRIGGER] BeachBums look remarkably similar to Nus, strange creatures in Chrono Trigger who were often found in unsual places throughout time. Nus, however, were a heckuva lot tougher than BeachBums. -- 2. CAPE HOWL ----------------------------- Enemies in this Area: - SandSquirt - BeachBum Items in this Area: - Heal [Element] - @Bone [Component] You can look at the stone on the cliff, but there's not much to see. Still, this section offer a little extra combat, which means more G and stat-boosting! Once you've explored the world, head west to the small coral forest at the tip of the land. -- 3. LIZARD ROCK ---------------------------- Enemies in this Area: - KomodoPup - SandSquirt - BeachBum - MamaKomodo [BOSS] Items in this Area: - FireBall [Element] - Silver Loupe [Accessory] - Tablet [Consumable] - Ivory Helmet [Accessory] Ah, the grotto. How we love thee. This part was sort of confusing for importers, but in English it's all straightforward: the point is to catch, murder and skin the three lizards. Conveniently, this area is broken into three sections, and a lizard lives in each one. However, catching them will require a little brain work. Or no brain work, if you cheat and use this guide. The bottom right area (just head down from the entrance after pushing the rock out of the way) features a lizard happily walking back and forth in front of a small rock ledge. Running up to the lizard will cause it run away in justified fear. However, to the left of the ledge is a fallen tree that leads to the upper-right screen. Walk up this tree to the next screen, then hang a 180 and head back down to the screen below by way of the rock ledge. You will find yourself looking down at the happy lizard; when it passes in front of the ledge, press the Circle button to leap on it and attack. Be careful with the timing here; too early or too late will cause it to run away. Now kill the lizard and take its precious hide. Jerk. Be sure to knock the rock into the water at the far left of the screen to claim the treasure chest and the accessory within (a Silver Loupe) and then head up to the left section of the grotto. The left section features the easiest lizard to catch, although the fact it doesn't really require a gimmick might make the solution easy to overlook. Simply chase the thing around and around in a counter-clockwise circle. Use your X button if you don't have the controller set to auto-run. Again, when you catch it you'll fight it and take its scales. The left area also features a somewhat tricky chest to reach. Walk all the way to the left edge of the area and look for a lump towards the center of the outcropping. Pressing Circle will cause you to leap into the lump, which is the entrance to a tunnel that will squirt you out at the top of the waterfalls. Head back through the tunnel (guarded by a BeachBum) to snag some Tablets. Return to the action by leaping back into that... sphincter... thingee. Finally, head back to screen you started on where you should see a small rock tunnel. Beneath the tunnel is the last lizard you must violate. Walk around the rock formation (NOT through the tunnel - the lizard will run away and you'll have to leave and come back to reset the screen) and the lizard will scurry through the tunnel. No problem; walk to the large rock and press Circle while standing at its left side. Serge will roll the rock to block the tunnel. Now walk back up to the where the lizard fled and it will try to escape through the now-obstructed tunnel. This is almost too easy - just kill the thing and -- -- BATTLE: MAMA KOMODO ---------------------- Innate: MamaKomodo (Blue) -- face off with a giant beastie. Looks like mama lizard's a bit pissed that you've been practicing genocide with its babies. As soon as the baby lizard bites the dust, the mother will appear (no chance for healing between fights, sorry) and attack. It has some pretty powerful Elements, like Aquabeam and Cold Breath. Hopefully you have 5 Tablets in your Level One slot and at least one attack spell at a higher level (I would recommend putting Fireball in the Level 3 slot, since the lizard is a Water Element). Try and predict its attacks so you can defend when it uses Elements, and keep your HP high. The Cold Breath attack can easily knock more than half of your HP off, so play cautiously. Defeat the mama lizard and you will receive not only the last lizard scale you need, but also some nice status boosts and your very first Star for summoning. Not that you have any Summons yet, but give it time. Once you're through here, you can try to head back to Arni Village, but Leena won't be there. Head to the beach to the west of the grotto instead and she will meet you there. As she talks, that Jenova voice starts calling to Serge and a weird energy surrounds him as a massive wave crashes against the shore. Rather than panic and run, Serge does the manly thing and passes out face-first in the sand with Leena nowhere to be seen. ------------------------------------------------------------------------------- E. "ARNI VILLAGE" "Nothing Has Changed But Everything" -- 1. LIZARD ROCK (ANOTHER) ------------------ Serge awakens when some random guy and his pet lizard kick sand at him. Leena is nowhere to be seen, and the random guy doesn't seem to recognize Serge. So Serge heads back the way he came... except now things are... DIFFERENT (cue dramatic chord). Enemies in this Area: - KomodoPup - BeachBum - SandSquirt - OpahFish Items in this Area: - @Bone [Component] Besides the new music that plays during the world map, there are weird flying fish floating about the grotto. And there's a lizard guarding a chest where a Beach Bum guarding a chest had been before. This chest simply holds a bone piece rather than an Element. But that's not a bad thing, as it will allow you to create armor as you begin to develop a party. The enemies seem to be a little more vicious now, but it should be nothing that Serge can't handle. Watch out for the lizard on the rock outcropping - it jumps on you just as you had done to the lizard before. Oh, how tragic this bizarre irony. -- 2. WORLD MAP (ANOTHER) --------------------- Returning to the World Map shows that not too much has changed since Serge passed out, but the music is different. However, heading into the various areas reveals a number of differences. For one thing, the guy in Hydra Marsh no longer cares if you go in further, although the swamp water is poisonous and will sap your HP... best to wait for now. The soldiers in the valley are different, and still tell you to kiss off. But you'll definitely want to take a trip to Cape Howl. -- 2a. CAPE HOWL (ANOTHER) -------------------- Enemies in this Area: - BeachBum - SandSquirt Items in this Area: - @Bone [Component] - ElectroJolt [Element] - Tablet [Element] Besides housing the extremely useful ElectroJolt (unless you got the Uplift in Arni, it's your very first Yellow Element! Cherish it), the geyser area is significant because of the rock outcropping on the cliff, which contains a depressing inscription rather than a message of love. Anyway, now that you've gotten a feel for this strange new world, you should head home. So to speak. -- 3. ARNI VILLAGE (ANOTHER) ------------- Items in this Area: - Tablet - MagmaBomb [Element] Arni Village is really, REALLY different. Instead of being littered with dead fish scraps, it's festooned with flowers. In my opinion, this is an improvement (at the very least it now smells better), but I can see how it would be disconcerting for Serge... especially since no one seems to recognize him. Head into the first building, which is still a restaurant but a dainty cafe as opposed to a manly pub run by someone called "Belcha." The Dynamite Dancer Miki poster has been replaced with a poster of Nikki, a rock star, which is being swooned over by a woman. The overall macho ambience of the store has been transformed into a flowery sort of cheer. Although the girl who used to be a disgruntled waitress now seems to be a disgruntled flower girl (and no wonder; flower girls have rotten luck in Square games). There are items in the back room once more, but the chest which now contains a Tablet is hidden behind a curtain. Behind the flower shop is the home of the fishmonger - although his basement is no longer used for cutting and gutting fish, but rather as a shrine to the one, the only MOJO! Whatever has happened to Arni is strange, but extremely cool. You can't recruit him just yet, though... You can also shop here; refer to the charts at the end of this guide for item pricing. At the moment you're limited to low-end equipment of bone or ivory, but be sure to stock up on the consumable Elements - they're exceptionally helpful at this point in the game. The area of town to the west is quiet, and Radius and Poshul are nowhere to be seen. And Serge's house is... different. Besides the fact that Marge is nowhere to be seen and the cats have been swapped out for dogs and the overall feel is a bit more claustrophobic, Serge's bedroom is now occupied by a lizard that charges him 100G to sleep. Talk about a blow to the ol' self-esteem. On the plus side, you can find a MagmaBomb Element at the far left of Serge's room - walk behind the foreground clutter and press Circle to retrieve it. When Serge leaves his house, a woman walks in and demands to know what he's doing there. He asks where Marge is, but the woman doesn't know and claims (I think) to have lived there for 10 years. At this point I'd be a little dejected. Luckily one thing hasn't changed - Leena is still hanging out at the docks, watching the kids swim. Alas, Leena doesn't recognize Serge and says (I cheated here and confirmed this with the spoilers at www.thegia.com) that Serge died 10 years ago, and doesn't seem to appreciate Serge's claims to be, well, Serge. Even offering her a lovely lizard scale won't turn her callous heart. ------------------------------------------------------------------------------- F. "CAPE HOWL" "A Reminder Of One's Former Self" Once you've spoken with Leena, you have two options. You can try to cruise Hydra Marsh or you can go visit the monument on the cliff again. The correct answer here is "the monument"; however, there are some good items to be found in the swamp, and the enemies are easy to deal with in the opening area, so I recommend a side tour through the swamp before advancing. -- 1. HYDRA MARSH PART 1 --------------------- Enemies in this Area: - Potpourri - SwampBug Items in this Area: - Tablet [Consumable] - BushWhacker [Element] - ElectroJolt [Element] - Survey Group Gear [Key Item] The first thing you will notice in Hydra is that the water is poisonous. Walking in the water will take off a hit point or two with every step. This is a Bad Thing, as there's an awful lot of water in the marsh. Fortunately, you don't have to suffer for long - walk up to the swaying plant to the left of the man at the entrance and hit Circle, which will cause it to lower and provide a shortcut for you. Now head left off the screen and you'll walk along a massive fungal growth high above the swamp. There are no enemies in this bit, so it's quite straightforward; just head up and hang a right at the Record of Fate (the little glowing blue pyramid that appears midway up the fungal stalk - there was one in Arni inside what used to be Radius' house as well). When you get to the top, you will meet two men - but be sure to grab the ElectroJolt element first. Speak to the first man, the one in purple, and choose the first option. He will give you a key item called Protective Gear, which will keep the marsh's poisonous water and gasses from harming you. And you don't even have to equip it! Better yet, it works like Final Fantasy VI's Diving Helmet and one set works for an entire party! I love video game logic. Head back down the stalk and into the main swamp area. You can travel through the water without suffering damage, but be sure to check your HP before every instance of combat - many of the enemies use poison in battle. You should also buy 10 or 15 Antidotes from Arni Village (15G, bottom choice in the buy/elements menu) to clear up any poison status you acquire in battle. The only two enemies you'll encounter for now are some insects which can hit for 15-24 HP as well as some passive-aggressive plants. Be sure to take out the insects first, because they attack actively, and because the plants have a dying counter attack which hits you with poison and about 30 HP damage! You can avoid combat if you like, but you can earn some extra cash this way if you need it, as well as some random Elements (I've won several Wind-based elements here). Just be sure to heal after combat. Head up and grab the BushWhacker Element in the chest at the top left corner of the screen. The walk to the right and you'll see two plants guarding a treasure chest... unfortunately, they're up an unpassable slope. Head back to the left and up off the screen and you've gone about as far as you can. There's a bending plant here, but it's a little resilient and snaps back, injuring Serge and making this route unpassable. -- 2. CAPE HOWL ------------------------- Enemies in this Area: - BeachBum - SandSquirt - Karsh [BOSS] - Solt [BOSS] - Peppor [BOSS] If you head back to the cliff where the rock monument was before, you'll see the sun is setting. Head up past the geysers, collecting any treasures you may have passed up before, and examine the monument. Serge bends to look more closely at it, and sees it is in fact... his tombstone. Talk about depressing. Apparently, though, some people have a thing against adventurers who pull a Huck Finn and show up at their own funeral. Or was that Tom Sawyer? Anyway, a fellow named Karsh and his bumbling henchmen Peppor and Solt (what is UP with games/anime and food names, anyway?) appear and try to accost Serge. But they stop in their tracks when a voice from behind mocks them. Pan over to reveal a girl, looking very nice in the twilight. Or at least as nice as you can expect from someone who looks like she hasn't changed clothes in about a year. The girl, Kid, joins Serge in standing against Karsh and co. and of course, a fight commences. -- BOSS: KARSH, PEPPOR, SOLT ---------------- Innate: Karsh (Green), Peppor (Yellow), Solt (Yellow) This is a pretty simple battle, as Peppor and Solt are dismally weak. Kid is also sort of spindly and ineffectual as a fighter, but she has some pretty handy magic. Take out the henchmen first as they sometimes use status-affecting magic. Then focus on Karsh, who is a bit more formidable. Be sure to use your last Stamina point in each attack sequence for Defense (unless you use an Element), because Karsh has a special attack called DragonRider in which he mounts a dragon steed and charges for serious damage. Still, caution is the word of the day, and you should win without any serious difficulty. Victory brings many spoils: another Star, a new Level Two slot on your Element Grid, an Ivory Axe, an Ivory Vest and an Ivory Helm. Also, you join with Kid, whom you can name. Now you have an RPG party! You'll return with Kid to your "house," where a short conversation ensues and Kid gives you the Tele-Porter, which allows you to swap active party members on the world map or at Records of Fate (but at this point, you have a two or three-member party, so there's no one to swap out). NOTE: if you're trying to recruit Leena, you should refuse Kid three times (second option) until she goes away. You'll meet with her soon enough. Leena will join along with Poshul, if you've not yet recruited the mighty purple pooch. ------------------------------------------------------------------------------- G. "THE PORT TOWN OF TERMINA" "The Pride Of The Acacia Dragons" -- 1. FOSSIL VALLEY ------------------ RECOMMENDED: Poshul, Serge, Leena At this point, you will be allowed to pass into the Valley to the north of Arni. There are a few enemies here, although nothing totally lethal, if you know what to do (and what not to do). Enemies in this Area: - BubbaDingo - MamaDingo - Dodo - Drongo - Peppor [BOSS] - Solt [BOSS] Items in this Area: - Heavy Skull [Key Item] - Big Egg [Key Item] - Bellflower [Key Item] Near the entrance is a battle with three BubbaDingos, which are utterly baffling... they seem to attack one another, but not the party. When the MammaDingo is around, they'll focus on you, but when it's just babies they're more likely to fight one another. Beyond that is another guard blocking a ladder; tell him you're the Exorcist and he'll step aside. Up the ladder is a massive fossilized dinosaur skeleton. A strange little talking skull painted to look like a clown is hiding in the dragon's skull; choose the first option and it will hop into Serge's inventory. The skull's name is Skelly, and it wants a body. This becomes one of your sidequests. Back down and to the left is a bone ladder going down; a soldier will speak to you when you mount the ladder. Ignore his whimpering warnings and grab the Big Egg in the Dodo's nest; it does not contain the dodo's offspring, so put aside those feelings of guilt. This is your first encounter with a Dodo, which are terribly annoying creatures. They hit pretty hard and have high defensive ratings, but most frustrating is that they respond to Element attacks with a brutal counter-blow that kills a character in a single hit. So please, don't use Elements against them, unless you enjoy dying. Defeating this creature will allow you to take its Big Egg, another key item. I feel kind of sleazy for having killed it, but what can you do? Between this and the Komodo Lizards, Serge is on a crusade to offend PETA, it seems. Climb back up the ladder and head around and up the path. You can fight the enemy there or simply bypass it and take the Bellflower (yet another key item) at the edge of the cliff. Once you've looted the area, head back down to the lower sections and travel to the left of the bottom path. You will encounter Peppor and Solt once again (what's an RPG without wacky recurring enemy fops? Scorpion Army, we salute thee). -- BOSS: PEPPOR, SOLT ----------------------- Innate: Peppor (Yellow), Solt (Yellow) Another fight that's nothing to be worried about. I think this is more an in-game tutorial than a battle; these guys talk about elementary Elements, and then use them - mainly status-affecting Elements at that. You can see their exemplary examples of Element types, or just beat them down in a hurried hurry. Winning will earn you the Element "Uplift," a third Star, a second slot on your Level Three Element grid, and everyone's L.3 Tech (e.g., Serge gets Dash&Slash and Kid learns Pilfer, which as you might suspect allows you to steal from enemies). These skills are not Elements per se, as they are inherent Techs like the non-magical attacks in Chrono Trigger; they're marked with a Yin-Yang symbol and cannot be exchanged or un-equipped. However, using them does affect the Field Effect meter. Head out the exit and return to the world map. -- 2. ODDS AND ENDS ------------------ RECOMMENDED: Poshul, Serge, Leena Passing through the valley of dragon bones opens up a new area of the world map for you; additionally, you can pass back to the Arni area without having to enter the valley again. I would recommend doing just that; now that you have Kid, you can get your third optional party member: the one, the only... Lucky Dan! Oh wait... in English his name is "Mojo." Oh well - whatever. Finding Mojo is pretty simple - he's in the basement that belonged to the fishmonger back in the reality Serge came from. Mojo is actually an idol to a dark god of some sort. Examine the doll and speak to the Another version of Kiki's father, who seems to spend his entire life contemplating this evil effigy. Use the Square button to hand the Shark's Scale (pendant) to the man, who will extemporize on it and hand it back to Serge. If you did this right, nothing will happen until you try to leave... and then, Mojo will come to life, proclaiming himself a messenger of God. "Lucky, Lucky, Lucky!" Let him join the party and name him as you see fit. Mojo isn't particularly powerful, but some of his secondary ratings are excellent - two to three times as high as Serge's. Also, he's quite amusing in combat. And now, back to the story. The only real option you have now is to go to the city of Termina. The eastern woods are blocked by a burly knight named Zoah, and the gates of the mansion are impassable. So head to the western shore and enter Termina. -- 3. TERMINA SQUARE ------------------------ RECOMMENDED PARTY: Serge, Leena, Kid NOTE: The actions you choose here will affect the path the story takes. I recommend Guile's path your first time through the game; it's easy to find, and Guile is an extremely powerful fighter and mage. But if you want more of a challenge, skip down to section H-2. If you want the scenic route, scroll ahead to H-3. Termina is a large, bustling town with festive music... sort of like Aveh, but without the grating slowdown. When you enter, you will witness a scene involving Glenn, a young man seeking Bellflowers. How convenient that you managed to snag that Bellflower back in the valley, eh? Since the flower shop is sold out of Bellflowers, Glenn goes away empty-handed; but not before mentioning Karsh, causing Kid to have a brainstorm and connect two plus two to get four. [FLASHBACK POINT: CHRONO TRIGGER] Glenn was the real name of the CT character Frog. CT's Glenn was an aspiring knight whose closest friend Cyrus was killed by the then-villainous Magus, and Glenn himself was transformed into a man-sized frog. Frog's speech was characterized by extremely formal and archaic English; while CC's Glenn does not speak with the same medieval tongue as CT's Frog, the two characters actually have quite a bit in common. Glenn's relationship with Dario is very similar to Frog's relationship with Cyrus: both are young but noble spirits standing in the shadow of their heroic elder. However, the two Glenns are NOT the same character, so if you go around saying they are, I will beat you with a stick. Note - if you chose to recruit Leena, you will need to travel to the top of the city and view the statue of Viper where Kid will try to muscle her way into your party once more before you can advance any further in the game - you can still turn her down, if that strikes your fancy. At any rate, examining the statue of the general is the "trigger point" for the next bit of the game; the person you talk to next and accept into your party will be your companion for some time to come. Also, make note of a few places that are mentioned here. [FLASHBACK POINT: CHRONO TRIGGER] Guardia Kingdom was the focal point of much of Chrono Trigger. It was the land of which Marle was princess, and the land whose queen Frog protected in the past. At the end of Chrono Trigger '99, the marriage of Crono and Marle is shown, presumably meaning Crono would become King in the future. Guardia seems to have suffered some unknown, unhappy fate in the time of Chrono Cross. ------------------------------------------------------------------------------- H. "VIPER MANOR" "Where Lies The Keys To The Past" ******************************************************************************* BRANCH POINT ****************************************************************** ******************************************************************************* At this point, the game offers you three paths, depending on your next action. If you go to the west docks first and speak with Miki, you will go down Nikki's path. If you go east and back to the rear area of town, you will go down Pierre's path. And if you head straight to the Bar, you will meet Guile. Before you hunt for Glenn, though, take a look around town. There's plenty to do here, such as stop at the Inn at the lower level, or visit Lisa at her Shop. There are a few new Elements for sale here, so have a look. Be sure to buy several Ointments and Braces, as you probably will be stricken with those particular status ailments soon enough. Lisa also offers you a ticket to Nikki's upcoming concert if you examine the ubiquitous Nikki poster in her shop. Alas, she realizes that she is out of tickets if you accept the offer. At the top of the Square is a statue of Viper, who seems to be the man in charge of this region. Kid initiates a conversation and asks if you will help her sneak into Viper's manor. You can choose an affirmative reply (top) or negative (bottom). Beware: she'll make fun of you if you say no, chicken-wuss. To the left of the main square is a carnival celebrating some 100 year anniversary or another in Termina. Unfortunately, you can't get in for now. You can also mosey up a pink stairway to see groupies standing around Nikki's residence - he's like the Ricky Martin of Chrono Cross. However, you can't get past the throng of swooning fangirls, but you can meet Dynamite Dancer Miki in the dressing room below (please note that speaking to Miki before Pierre or Guile will initiate the Nikki story branch if you agree to help her). To the right of the main square is a number of items of interest. Head up a screen to see a house which seems to be Glenn's residence (be sure to bring Mojo along to examine the practice dummy in the yard for an amusing scene; if you bring Poshul, she'll exchange a barking match with the dog outside the dojo), but he is currently away (keep looking!). To the right of Glenn's place is a smithy run by a man named Zappa, who dislikes being disturbed while forging. If you've found any interesting items while traveling, you can have your weapons upgraded here... but most likely, you will need to explore new areas and defeat new enemies to acquire useful items. The back room of Zappa's shop is occupied by Pierre, who likes to spice up his dialogue with French but is too busy admiring himself in the mirror and complaining about his lost badge to join your crusade (please note that speaking to Pierre and giving him his badge before speaking to Guile or Nikki will initiate the Pierre story branch). You can shop for Bronze and Iron equipment at Zappa's, but I'd recommend waiting to puchase anything until you decide which party you'll be taking ahead, ye ken? At the end of this area is a mansion where an artist named Van lives. Van and his father don't seem to get along too well, but isn't that what being a teenager's all about? To the right of this section, past the fortune teller's tent, some children are gathering to watch a demonstration when a street punk named Korcha scares them away and leaps to his boat below. Work your way further right and then down to follow him. When you get to the next area, you'll see Korcha by his boat but won't be able to reach him. Head counter-clockwise around the pond beneath the shack and trigger the event with Glenn and Riddle. Glenn wishes to commemorate the death of his father and brother; give him the Bellflowers you acquired in the valley and he'll place them at the memorial. If you don't have the flowers, he and Riddel will simply pass you by after speaking. The two will disappear beneath the shack. If you follow them, you can speak with Korcha, who seems unimpressed with Serge. Now, choose your story path. They all converge after the mansion event, but the details and path will be different depending on who you take with you. [FLASHBACK POINT: RADICAL DREAMERS] The excursion into Viper Mansion is the part of the game most clearly lifted from Radical Dreamers. In RD, Serge and Kid and a fellow named Magil (whom Guile closely resembles - see FAQs at the end of this guide for more info) planned to infiltrate Lynx's mansion to reclaim the Frozen Flame. Of course, in Chrono Cross, the manor doesn't belong to Lynx but rather to General Viper, and there's a bit more to the game than just the infiltration... 1. BRANCH ONE ***************************************************************** GUILE'S PATH RECOMMENDED: Serge, Guile, Leena (or Kid) [FLASHBACK POINT: CHRONO TRIGGER] Guile is extremely reminscent of CT's Magus, though the two are not the same person. For more about the history of Guile and Magus, check the FAQs section near the end of this guide. Head back to the Bar and speak to Guile again. If you agree to help him with his wager he will join your party; this is a very, very good thing. Guile is an excellent magic user, plus his attacks are extremely powerful, despite his fey appearance. His Strong attack hits all enemies simultaneously, and his unique skill, WandaIn, is almost abusively damaging (and downright painful to watch). Now backtrack once more and chat with Korcha. This time, Guile will persuade Korcha to lend use of the boat, which can hold only four people. So off you go to do the ol' attack-from-behind maneuver (for the low, low price of 100 G). Korcha takes you to the cliffs behind the mansion, where you can sneak in without worrying about those pesky gates. Unfortunately, a guard spots you and begins flinging boulders at you. Quite a strong lad, he is. -- 1. OVER THE HILL ------------------------- Enemies in this Area: - Loch Nest - Gobbledegook - Acacia Soldiers [BOSS] - KingMaoman [BOSS] - RedMaoman [BOSS] - BlueMaoman [BOSS] Items in this Area: - Heal [Element] - PhotonRay [Element] - Meteorite [Element] - Tablet [Consumable] - FreeFall [Element] The boulders that fall hit the party for 10 HP per character, so be sure to heal before entering battle if you are struck. There are two kinds of enemies on the cliffs - round bat-like things called Gobbledegooks, and round baskets with mysterious creatures inside, called Loch Nests. The Loch Nests are hard to avoid, as they ambush you while you climb. Neither enemy poses a great challenge, but they do offer decent power-up opportunities, so be sure to battle a few. From the bottom of the cliff, you can go one of two ways. I'd start by going right across the shallows, and up. Head to the far left and climb to the chest which contains a Heal element. Be careful of the geyser - if your party leader gets hit, you will be washed down to the screen below. This is bad, if you're climbing up. However, once you've gotten the Heal chest above, let the water blow you to the screen below, which allows you to access a chest with a PhotonRay element inside. As one of your first White elements, I would recommend giving it to Serge, since he has the highest White affinity. Climb back down to the lowest level with the hanging moss and begin climbing the cliff, this time on the left side. This section is a bit complex to explain in text, so here's a rundown of where the paths lead. Second screen up: Right to Tablet; left to dead end; middle to Third screen. Third screen up: Left to Shooting; right to dead end; middle to Fourth screen. Fourth screen up: Left to FreeFall, middle to dead end; right to top. At the top of the cliff, you will be accosted by several soldiers. This should be an easy fight; unfortunately, the soldiers also manage to irritate some bird men who will give you the first truly challenging fight of the game. -- BOSS: ACACIA SOLDIERS -------------------- Innate: All (Yellow) Just be sure to defend after your attacks until you thin the ranks a bit, then use your elements. Victory will yield a Star. -- BOSS: KINGMAOMAN, REDMAOMAN, BLUEMAOMAN -- Innate: KingMaoman (Black) RedMaoman (Red) BlueMaoman (Blue) KingMaoman is a real pain here, so be careful. His cronies use status-boosting skills on him at the start of the fight to improve his strength. It's imperative to defend constantly! He can launch multiple strikes in a single turn, just like your party members, making him very dangerous if you leave your defenses open. Your first instinct might be to tackle his henchmen first, since they can inflict status conditions and have less HP than KingMaoman. However, this actually is a bad idea; when KingMaoman fights alone, he uses a truly nasty spell on the party called Gravitonne. It can kill a party member in a single hit, which is not good... so you want to avoid being hit by Gravitonne. Use your best attacks on him, especially Guile's In Body, which can hit for nearly 100 HP and is by far your most powerful skill (despite Guile having the same innate color as KingMaoman). In addition to all of this, you have to contend with Red, who uses power-up elements on the enemy party, and Blue, who will cast Nimble (improves enemy accuracy) and Numble (lowers your accuracy). Play cautiously, keeping your HP above 50 at all times in the event that KingMaoman gets mean and uses Gravitonne (he tends to cast it twice consecutively, leaving you with two seriously wounded - or dead - characters). Your well-earned victory here gives you another Summon Star (bringing your total to 5) and a new Black element, GravityBlow. When the battle is complete, you will sneak into the manor. (Skip to H-4) 2. BRANCH TWO ******************************************************************** PIERRE'S PATH RECOMMENDED: Serge, Kid, Leena (sadly, you have to use Pierre instead) If you think a butt-kicking mage like Guile makes the game too easy - or maybe you just think Guile is too macho - you can follow this alternate game path. Start by entering Termina and going to the right. The take the path up, to the Smithy. Enter Zappa's Smithy and walk into the back room to speak with Pierre. Exit Pierre's room through the exterior door (not back into the Smithy) and speak to the kids in Glenn's house once or twice. Exit Glenn's house and speak to the children in the yard. The boy in red should give you a Key Item - a badge with a crest on it. Give that to Pierre and he will join your party. If you give it to Pierre after speaking to Korcha, Korcha will disappear. If Pierre joins before the Korcha event on the bridge, once you trigger it, Korcha will simply boat on past the shore by the shack and you'll never meet him. [FLASHBACK POINT: CHRONO TRIGGER] The Hero Medal you give to Pierre played a small role in Chrono Trigger as well - it was formerly Cyrus', but taken by a young lad named Tata who thought himself a hero despite being a bit of a wuss. Sort of like Pierre, actually. When equipped along with the legendary sword Masamune, the Hero Medal gave Frog a power boost. Pierre doesn't use anything nearly as cool as Masamune, though, so the badge just boosts his Evade % a bit. Refer to the Termina Square info above for a breakdown of the city. Once Pierre is in your party and you're ready to enter the manor, return to world map. The woods are still blocked by Zoah, but that's OK. Pierre's a flamboyant type - so this calls for a frontal assault. Walk up to the guards at the front gate of the manor; Pierre will introduce himself and ask to be let inside. The guards are not impressed. Pierre seems nonplussed, but Kid makes a comment and offers some suggestions - choose option 1 and battle the guards. Victory will net you a Star. -- BOSS: SUGAR, SOLT, KETCHOP --------------- Once you've opened the gate, Peppor and Solt will accost you... but this time, they've brought a friend. A massive, dangerous friend named Ketchop who starts the battle by hitting your party leader for about 600 HP. Yipe... Peppor is considerate, though, and revives your fallen character. Your best bet is to take out Ketchop first; when Peppor or Solt become critical, he grabs both of them and uses them to attack the party, which will almost certainly knock out the member targeted. On the plus side, that attack also wipes out Peppor and Solt. The real challenge of this battle is that Pierre is pathetic - his strong attack is about as powerful as Serge's weak attack. His special skill is to use his badge to restore a few HP, but it only works on himself. He's not terribly inspiring. However, if you can overcome Ketchop's muscle and Pierre's lack thereof, you'll be in the mansion. Pierre recommends hiding until night, which the party does. You will enter the mansion through the front, but you'll still need to get the key from the stables. (Skip to Part H) 3. BRANCH THREE *************************************************************** NIKKI'S PATH RECOMMENDED: Serge, Kid, Nikki This sequence begins at the large ocean liner parked next to the Carnival area in Termina. Make it your first stop; enter the lower door on the ship and speak to the girls twice. Exit, then return and speak to the manager. Miki will enter the room, panicking because of Nikki's absence. Reply to her query with the top response and she will run away to help. -- a. SHADOW WOODS -------------------------- Enemies in the Area: - Cuscus - Bulb - Cassowary [BOSS] - Zoah [BOSS] - Peppor [BOSS] - Solt [BOSS] Items in this Area: - AeroSaucer [Element] - Uplift [Element] - Heal [Element] - Aroma Pouch [Key Item] - Angry Scapula [Key Item] - Skullduggery [Window Theme] Refer to the previous section for details on the layout of Termina. However, you will not be able to find Guile or Korcha or Pierre after meeting Miki. Do whatever you need to accomplish in the city, then exit to the world map and head to the eastern woods. Zoah no longer will be standing in the way, so you can pass through here to get to the mansion. Inside the forest, you'll quickly notice several strange blob creatures of various shapes. These are land octopi, although you won't be able to get them to move simply by talking to them. Make a note of where they're located and which colors are where. Your more immediate concern is on the fellow in the pond on the second screen. If you take the lower path around the pond, he'll be surrounded by the creatures of the forest and leap over them to safety, fleeing to the next screen. Grab the AeroSaucer from the chest above the pond and the Uplift element from the chest at the bottom left of the area, then follow the man. In the next area, the fellow you're chasing runs into a party of Cassowaries. You can help him out by running up behind the Cassowary if you wish. -- BOSS: CASSOWARY (x3) --------------------- Innate: Cassowary (Blue) An interesting battle. This begins with Nikki, the man being chased by the Cassowaries, fighting them off single-handedly. Once everyone has made a few moves, your party will be allowed to attack. These guys are really easy, especially if you have multiple-effect Elements like Bomber. As with most of these fights, you will earn a Star for your victory (no matter which path you take, you'll always net two Stars by the time you arrive at the mansion). You'll also earn a couple of Uplift elements. Nikki isn't terribly friendly - his way of thanking you for his rescue is to run off and disappear behind a small waterfall. Chase the dope and you'll find he's accidentally blundered into a dead end. Speak to him and choose the first option both times - he'll join your party. I would rank him somewhere between Pierre and Guile in terms of usefulness. His attacks and magic are stronger than Pierre's, but nowhere near as powerful as Guile's. He also looks pretty goofy in battle, but hey - glamrockers need love too. Be sure to take the Aroma Pouch in the cave, which will enable you to proceed to the next step in your goal of reaching the manor. Now it's time to put the forces of nature to use. You need to move past this area, but unfortunately the egress is being blocked by a large plant. Luckily, it's a very hungry plant. Even more fortunately, its diet consists of land octopi - convenient, considering you saw some on the way in. The only question is how to convince the land octopi to become scooby snax. In a stroke of sheer fortune, the land octopi enjoy eating the little friendly spore-blobs that the spiky bushes in the forest release. To make this work, you have to grab the Aroma Pouch from beneath the waterfall - this will allow you draw the spore blobs away from the bushes and toward the land octopi. The rub here is that octopi will only eat spore-blobs that are the same color as themselves. Go up to each bush and press the Action button; it will release a spore-blob of a specific color which will then follow behind your party like a puppy. Walk in front of each land octopus with a spore-blob that matches its color in tow and the octopus will follow you. Move quickly, or the octopus will eat the spore-blob and lose interest in you. Play pied piper here until you've led the red octopus to a crunchy death at the jaws/mandibles/petals of the big path-blocking plant. If you lead a differently-colored octopus to the Quaffid, you'll have to fight it - and it's tough. Once the plant is sated, speak to it. Kid will threaten it, but instead of fighting it will simply shrink down and allow you to pass, plus it will give you a new window setting, the strange but amusing Skullduggery motif, by way of apologizing. The last section of the forest is brief, but significant. You will be accosted by Zoah, a knight of the Acacian army, as well as by wacky funsters Peppor and Solt. -- BOSS: ZOAH, PEPPOR, SOLT ----------------- Innate: Zoah (Yellow), Peppor (Yellow), Solt (Yellow) Solt begins this battle by trying to summon a Golem... unfortunately for him, the Field Effect isn't all Yellow. This won't be a difficultly difficult fight; focus on Zoah first, and try to take him down before he uses his DragonRider attack. The enemies will go pretty easy on you in the first few rounds, so you might as well use your best element attacks right away. As the battle wears on, try and predict some of the attacks (especially once Peppor uses Strengthen on himself to boost his strength; that's when he starts using special charge attacks). Zoah runs away in disgrace at the end of the fight, although nothing is shown of his sidekicks. Doubtlessly that won't be the last of them. You'll win a Star here, as always, as well as Uplift and Ivory Mail. Grab the Heal Element in the chest by the tree and duck beneath the tree's roots. -- b. THE ROOT OF YOUR TROUBLES ------------- Enemies in this Area: - Gerridae - Gloop - Wraith Items in this Area: - MagmaBomb [Element] - Deluge [Element] This section is brief and straightforward, but you'll probably end up engaging in more battles than you would like thanks to the numerous quick enemies and narrow maneuvering space. Grab the MagmaBomb in the chest behind the roots, and then run ahead to the cave in the distance. You'll encounter a line of running bugs here (this reminds me of the teenagers where I live who drive around Sonic's parking lot on weekend evenings... scary). Coupled with the fast flow of water, these bugs will make the area unpassable. Unless of course you take care of the problem at its source and staunch the bug flow. Climb the overhang parallel to the bug flow and fight the Wraith next to the boulder. When the monster is gone, you can roll the boulder in front of the hole that's ejecting insects. Now you can wade upstream without molestation. There is a seemingly inaccessible chest above the path on a small alcove (you will be able to reach it later in the game), and a tunnel leading into the back of the cave which connects to a well. When you arrive in the well shaft, the party will automatically climb the vine clinging to the back wall. This will lead you to the mansion yard. 4. ALL PATHS ****************************************************************** RECOMMENDED: Serge, Leena, Guile Serge, Kid, Nikki Serge, Kid, Pierre You will arrive at the manor one of three ways - through the back (Guile), front (Pierre), or the well to the southwest (Nikki). Whichever is the case, you will need to head to the back area before you can enter the mansion proper. The general requirements are the same no matter who you bring, although different characters will witness different dialogue events (particularly Nikki). -- a. TACTICAL ESPIONAGE ACTION ------------- Enemies in this Area: - AcaciaPvt - AcaciaSgt Items in this Area: - Ointment [Consumable] - TurnBlue [Element] - TurnYellow [Element] - Kneepad [Accessory] - Bronze Helmet [Accessory] - Bronze Mail [Armor] - RecoverAll [Element] - Iron Mail [Armor] Now that you're in the manor, you cannot leave. However, if you want to switch party members, you may do so with the Tele-Porter at any Record of Fate. In the back, you'll find yourself in a scene right out of Metal Gear Solid - everything from sneaking around guards to a giant roving searchlight. The good news is that guards aren't in infinite supply, and you can dust them off one by one. But your first priority here is to head up to the stables at the top of the area. Inside the stables is a very welcome Save Point. You might want to make a new file here, as you can't leave the manor (at least not as far as I've found). While you're in the stables, check the top right-hand corner for a Key, which will be needed later. Also inside the stable is a small minigame. Talk to the old man and choose the first option to play a game that requires you to feed the dragon steeds and keep them happy. This game is necessary if you want to acquire the Key to the manor - unless you try feeding the dragons, the old man will refuse to let you take it. How the game works: Serge can carry three bales of hay at a time. The dragons can only be fed while their heads are raised; if they are not fed within a few seconds' time, they become angry and turn a shade of red. If any dragon becomes completely red, you've failed. Replenish your hay by pressing Action at the far left; feed a dragon by pressing Action in front of its stall. The more food you give the dragons, the better the prize. You can choose to feed them 10, 20, 30, 40, or 100 bales of hay. The prizes are as follows: 10 - Kneepad [Accessory] 20 - Bronze Helmet [Accessory] 30 - Bronze Mail [Armor] 40 - RecoverAll [Element] 100 - Iron Vest [Armor] Outside the stable, you can go back down to the door right above where Guile enters the manor and pick up TurnBlue. The Turn(color) Elements cause an enemy to acquire a specific elemental attribute, making them weaker to a specific counter-element. Example: hit an enemy with TurnYellow and it will become weak to Green elements and strong against Yellow elements. Take the door to the lower left, and try to stay off the open path unless you want the guards to see you. Fight the guards by the main entrance and you will be allowed to enter the mansion. Did you snag the key in the stables? Don't miss the Ointment Element in the chest at the top left-hand corner of the yard and TurnYellow in the treasure chest by the main gate. Once inside the mansion, you will have to work through three sections. The door to the second section is straight ahead, but don't expect to get there right away... Note: if you chose not to include Kid in your party, she will follow you into the mansion as an NPC. In the following events, I used a party of Serge, Guile and Mojo, so your sequence may vary slightly if you take Kid along. -- b. INSIDE - FIRST AREA ------------------- Enemies in this Area: - Man-Of-War - Man-At-Arms - Will-O-Wisp - PortalGheist - BigBoxer - Li'lBoxer - Roborg - Potty - Neo-N-Bulb [BOSS] Items in this Area: - TurnGreen [Element] - Silver Pendant [Accessory] - TurnBlack [Element] - Hero's Shield [Key Item] - Bronze Sword [Weapon] - Bronze Mail [Armor] - Silver Earring [Accessory] - Revive [Element] - Dragoon's Honor [Accessory] When you enter the mansion, you will be confronted with three doors: straight, left and right. The left door is locked (well, blocked) and the right door is available. The door straight ahead is flanked by a snake statue. Talk to the snake statue and it will ask for you to input two numbers. You have a 1-in-100 chance of getting it right, so 99% of you are going to fail, which activates a trap door leading to a cage in the basement. Three guards are standing watch by the cage, and two of them run upstairs when you arrive. You can rattle the door, but the guard just says to shut up. Stand around for a while and Kid will sneak up the stairs. Bang the door again to distract the guard; Kid will knock him unconscious and pick the lock. The other two guards rush in and attack, which should be an easy fight. Serge and party will do a Locke Cole and steal their uniforms (no clue about what happens to their bodies...), although Mojo and Poshul won't be able to don a guard outfit... for obvious reasons. (NOTE: If Kid is in your party, she'll annoy the guards from within the cage until one of them opens the door and fights you. In any case, she saves your bacon.) From here you can take the left elevator or take the right stairs. There's nothing of significance downstairs - a guard blocks your way into the dungeon, you will be attacked by a random treasure chest, and there's a rattling grate that can't be opened. Up the elevator, you'll come to a room with both left and right passages. Either way works fine. To the left is the living quarters of the Acacia soldiers. The first door is the mess, where you'll meet Glenn again. Talk to him and he'll leave... affable fellow. There's a Dragoon's Honor accessory in the chest at the top of the room, don't forget to grab it. Past the mess, and behind the second door, is the kitchen, where Orcha and his assistant are preparing food. He cannot be recruited at the moment. Still, that shouldn't stop you from taking the TurnGreen element in his cabinet. The third door is the Acacia soldiers' sleeping quarters, where Glenn has gone. You can grab a Revive element here, or use the Save Point, but be sure to pay attention to Glenn's actions - he faces the wall, and then moves to his bed side? I wonder what was so interesting about that wall... maybe you should look (hint hint). Past the sleeping chambers is a staircase, leading to the first-level basement. There is a Roborg at the end of the hall, which will fight you if you talk to it twice. If you walk down the center section of the carpeted hall, you will be attacked by sentry monsters. Finally, several doors here are guarded by eyeballs - touching the door while the eyeball is active will cause you to enter battle with a very nasty living door called - wait for it - a PortalGheist. The doors can be beaten, but they yield little in the way of power-ups and give you a single Capsule as spoils. They also have strong Lightning attacks and can summon assistant enemies to aid them. You can battle the door if you wish, but you're better advised to run to the door and open it when the eye blinks. If you time it right, you can sneak past it. The first door on this level is unguarded, so pop in and take a look. Here you'll find a girl in a jester costume asleep on a couch. There's also a fighting treasure chest; I managed to win an AeroSaucer here, but your mileage may vary. Whenever you encounter a fighting chest, you have a 50/50 chance of choosing the correct one (it's random). If you mess up, you'll have to fight; if you choose correctly, the chest you attack will give you an item. If you goof, you can run away and try again until you choose the correct box. The second door on this level is guarded by an eyeball, but even if you defeat the eye the door is locked. Tres bummer. You're better off fighting the golem to unblock the door to the main chamber. The golem is tough and has some damaging attacks, but use your best elements and you shouldn't have any trouble. Now you're back in the room you saw when you first entered the manor. If you have the numbers Glenn was blocking, you can use them to pass the snake statue. However, there are a few interesting things to be found on the right side of the building, so take a detour first. Starting from the bottom floor and heading to the left, the first room seems to be a treasure depot. You have to go in here (incidentally, the password is "silence" - choose none of the responses and the guards will let you in), because the passage is blocked by another bronze golem. Kid is already in the treasure room - if you talk to her, though, she'll take off. (Or, if she's in your party, she'll babble for a while and shut up when she sees the Frozen Flame isn't to be found so easily.) You can take the items at the back of the room, including useful equipment like a Bronze Sword and Bronze Mail. There's also a Silver Pendant attached to the right wall of the room; if you choose to take it (first option), it will activate a trap door that sends you into a cage in the next room. This room is occupied by a lady named Luccia, who seems to be conducting research to breed powerful fighting animals. She'll let you out of your cage, but you have to fight two little creatures that look like a cross between Mojo and Peco from Breath of Fire III. -- BOSS: NEO-N-BULBS ------------------------ Innate: Neo-N-Bulb (Green) If you took Nikki's path, you may have seen these guys in the forest... sort of. The Neo-N-Bulbs have been suped up from their original Bulb form by Luccia's maniacal tinkering, and they can actually be pretty tough. Watch for some of their Elemental attacks like BushWhacker and BushBasher - they can be painful. Use any Yellow or White Elements you may have, and keep your HP above 50. Remember you can run if you have to regroup, there's no penalty for backing out of a fight (except your pride). However, if you do defeat them, you'll earn a Star, and an Aerosaucer Element or two. There's a little Pokemon-looking guy with an Elvis hairdo in the cage at the back. You can set him free if you want, but it doesn't make any difference - he'll escape on his own eventually. Be sure to gank the Silver Earring accessory from Luccia's desk - it'll give you a much-needed HP boost. When you leave the lab, you can fight the golem to unblock the passageway. Again, no real problem. The eye-guarded door to the right of the lab is an armory. You can push a snake statue against the wall here, which will cause some Gloops to attack. They yield decent power-ups, so there's no harm in fighting them. You can also choose to take the shield from the wall between the statues if you wish. If you give the shield to one of the guard statues, they will fight you. Defeat them and you can then open a secret switch that takes you to a secret chest surrounded by poison gas... which you can't bypass just yet. Come back later in the game to unravel this particular secret. Back in the hallway, head up the staircase at the end of the passageway and back to ground level. There are two doors here, both of which are guarded by eyes. Inside the first door is Zoah and inside the second door is Karsh. Since you're in disguise, you can ask them various questions about things... Both men have a treasure chest in their room, but they will not let you open the chests (actually, Karsh will give up if you keep trying and let you take the contents. Count to 30...). Now that you've seen the sights, return to the main hallway and input the numbers at the statue. It will open the large doors leading to the second section. Be sure to save before you go! -- c. INSIDE - SECOND AREA (LIBRARY) --------- Enemies in this Area: - AcaciaPvt - AcaciaSgt - Marcy [BOSS] Items in this Area: - TurnWhite [Element] This is a large antechamber. Two guards are blocking the back passage and there's a golem by the right door. This means you can go left and only left, so walk left through the door and across the bridge to the library. A small girl named Marcy and an old man who calls himself "The Prophet of Time" starts to describe the plot using some REALLY trippy special effects. He begins to explain a bit about what's happening to Serge, but since this is only a few hours into the game he doesn't explain everything. For some reason, this revelation provokes Marcy to attack your party. Yeah, a tiny little girl wants to kick your butt... and she's pretty darned good at it, at that. -- BOSS: MARCY ------------------------------ Innate: Marcy (Blue) For little munchkin, Marcy packs a punch. Her physical attacks are only so-so, but her magic kicks your butt. She doesn't have anything brutally powerful, but she uses the Elements she possesses frequently and viciously. Her two most dangerous Elements are WirePhone, which hits for about 50-70 HP, and IceBlast, which damages a character AND stuns him. She can use this on two characters consecutively when her HP is low, so be prepared to finish her off with just one active character. The Turn Elements come in handy here, and it might not be a bad idea to give one or two characters Medicine elements for when she hits you with IceBlast. When you win, you'll receive a Star and an Iceblast element. Marcy runs off, disappointed that she couldn't murder you. The librarian, or rather the "Prophet of Time," seems to find this amusing. Ignore his senility and press the switch that Marcy tapped earlier, the one hidden in the books, to activate the ladder to the balcony. Grab the TurnWhite element up there, because it's oh-so-handy with Black characters like Guile and Mojo around. Run back across the bridge to the antechamber and you will be greeted by both Kid and the jester girl, Harle. Kid and Harle don't seem to get along too well, especially after the jester blows Serge a kiss and walks off. Kid acts annoyed if you try to leave, the guards won't let you pass, and the golem won't fight you. You're going to be stuck here unless you adapt to Square's habit of creating invisible switches. Annoying, no? The switch in this room can be found after long, tedious hours of pressing the Action button - you'll have the most luck if you search near the columns at the back left side of the room. When you find the switch, you will cause an elevator to descend, scaring the pudding out of the guards. It seems the guards don't care much for having the pudding scared out of them and they attack you. Put them out of their misery and take the elevator to the third floor. To be fair, the Prophet tells you about the switch, but I'm stupid and originally played the game in a language I don't understand. Bleah. -- d. INSIDE - THIRD AREA ------------------- Enemies in this Area: - Lynx [BOSS] You can go left or right here, but there's nothing of significance to the right - just a lovely balcony with glowing plants. To the left is a very welcome Save Point. Make use of it and have a look at the doors. The one on the left is locked, but the door on the right leads to an office with a small glowing item on the desk. Kid enters and becomes excited for a moment about the objet d'art, but then realizes it isn't the REAL Frozen Flame - merely a lifelike simulation. As she comes to grip with reality, the bookcase at the back of the office retracts and an old man (Viper, lord of the mansion) steps forth. He is soon accompanied by none other than Lynx. Kid seems to know Lynx and Lynx seems to know both Serge and Kid. The cat man takes this opportunity to pop the top on a six pack o' butt-kick on the young perps who have broken into the inner mansion. -- BOSS: LYNX ------------------------------- Innate: Lynx (Black) Lynx is a tough customer, but actually gave me less trouble than Marcy. He uses Anti-White, which will prevent your characters from using White spells. Showing remarkable AI for an RPG enemy, he's most likely to use Anti-White on Serge. Just play cautiously here, mixing your strong Element attacks with defense and healing. It should be noted that scythes appear to be the tradition for Chrono main enemies these days! When you defeat Lynx, you'll earn another Star as well as a Pendragon Sigil C (which you can also steal from him). [FLASHBACK POINT: CHRONO TRIGGER] Fun fact: the "villain" of Chrono Trigger, Magus, also used a scythe. But you know, you're only a few hours into the game - surely you don't think this is the last of Lynx? Of course it's not. He transforms into a cat, then reappears as himself behind the cat apparition, and causes more cats to appear as he entices Serge to examine the glowing sphere on his desk. Serge has another vision, in which his face changes to Lynx's ("No, Serge... *I* am your father...") and a city on an island is nuked. Things are starting to look pretty bad as Serge starts a Cloud Strife-style freak-out, but just then Riddel, whose quarters are next door to Viper's office, walks in and Kid takes her hostage (pretty impressive for a spindly little waif). It's a standoff! Serge's party backs out of the office, but then Karsh and several soldiers appear from behind, leaving Serge and co. no choice but to head out for the balcony. Unfortunately, Lynx reveals a throwing dagger with which he hits Kid. Wounded, she plummets to the ocean below, and the rest of the party jumps after her to be rescued by Korcha. And Lynx adds a little intrigue to the plot by shouting a familiar term at Serge as he falls... ------------------------------------------------------------------------------- I. "GULDOVE" "Where Ripples Become Waves" ******************************************************************************* BRANCH POINT ****************************************************************** ******************************************************************************* The story splits here based on your responses to Korcha regarding Kid's health. Once you awaken and walk outside the hut, you'll find the rest of your party. Kid, however, collapses right away and falls ill from the wound she suffered at Lynx's hands. Doc, who appears to be involved in medicine as a side hobby of his other interest in certain herbs, has a look at Kid and determines her wound can only be healed by a potion which is located in Hydra Marsh. But not the Hydra Marsh in this world - you'll have to return to Serge's world to reach it. To enable this, Kid gives Serge the Astral Amulet, which allows him to locate and use a dimensional warp. Once you receive the item, Korcha asks you what your intentions are. Your response dictates the story branch you will follow. - If you give him the TOP reply to his questions (a negative response), he will become annoyed and take the amulet from you, presumably with the intent of helping Kid himself. - If you give the BOTTOM response to his questions, he will join your party as you search for the medicine to heal Kid. Either way, you can take care of a number of odds and ends at this point. While you're in Guldove, be sure to visit the Pub after seeing the Shaman. If you visit the pub before the Shaman, you'll witness a scene of Doc crying into his beer. The Dwarf inside will give you a Green Tinkler [key item], which will give you the ability to bend nature to your will. Literally! 1. ODDS AND ENDS ---------------------------- RECOMMENDED: Whatever works for you Enemies in this Area: - (varies) Items in this Area: - (varies) A few things in Termina have changed. For one thing, Miki is back in her dressing room, although she seems rather oblivious to your presence. If you visit the shack where Glenn placed the flowers by the memorial to Dario, you will witness an event where three people are sending a boat off to the Great Unknown. The person giving the eulogy or whatever is Greco, a Pro Wrestler who apparently moonlights as a priest. Once the sequence has ended, follow him into the shack and speak to him and he will join your party. He kicks quite a bit of butt, so it's nice to have him around. If you don't recruit him now, he'll still be at the funeral procession until the end of the game. There doesn't seem to be anything else to be done in Termina for now, so if you want you can travel to Lynx's manor. The mansion is basically deserted; there's a Cybot at the front gate which can be beaten easily. Once you're inside you can go inside and collect a few items that were inaccessible before. Be sure to note: now that you're on the World Map, press Start to bring up the usual "Vibration On/Off" menu. A second menu will be available beneath that; this is the Wormhole Map. Turn it On to display a small indicator of your current dimensional location, much like the era indicator in Chrono Trigger. Well, OK, not really, but play along, OK? You first stop in the mansion should be Luccia's lab. Luccia and Pip are gone, but the chef's assistant seems to be caught in the large cage trap. You can set him free, though he seems a wee bit suspicious. There is also an Earring (acessory) on the desk, if you missed it before. Luccia, though, is at the balcony where Kid was injured by Lynx. If you talk to her, she will leave and return to the lab after talking about her vonderful scientific genius. Man, this chick is like the Baroness wearing Rufus Shinra's wardrobe. Cool. You can talk to Riddel or explore Lynx's office ("left statue is the key to Spectacle Rock"), but be sure to follow Luccia. When you speak to her in the lab, select the first option and she will join your party. Also, once you find the Life Sparkle, you can return to the balcony and recruit NeoFio (to get the Life Sparkle, use the Green Tinkler in Another Hydra Marsh to cause the flexible plants to bend for you. The Life Sparkle is located at the back right area in a submerged chest for which you'll have to fight two SnobGoblins). You can also enter the private rooms freely now, although some are still locked (such as the dungeon entrance). You can open the chest in Karsh's room to claim an accessory, but Zoah's chest is still locked. Too bad your thief is incapacitated. Outside the manor, you can also explore any areas you skipped before. If you took Nikki's path, you can take the back route and descend the cliffs (which will be MUCH easier in the absence of falling rocks). Nikki's path can be accessed through the well, although to get past the giant plant you'll want to enter through the woods to the east of the manor. These areas are optional, but offer a few useful elements and items and may be worth the time and trouble it takes to clear them. 2. BRANCH ONE ***************************************************************** HELPING A FRIEND Recommended: Serge, Korcha, Poshul Provided you've chosen to help Kid, thus begins a new fetch quest. -- a. GULDOVE --------------------------------- Be sure to explore Korcha's home before you get going, though. In the lower level of the house is a girl named Mel who is very very intent on using crayons. At the docks below his home is a person who can combine Elements to create items for upgrading your weapons... unfortunately, it's expensive, and it seems like everything he has to offer sort of sucks. Don't expect too much here, but it's possible you might be able to find a good combination at the smithy just left of the merchant. If you talk to the Element trader twice, however, he'll give you Skelly's sacro-iliac. West of the docks is a bar where Doc and a girl named Orlha will have a conversation, and Serge decides not to enter. If you come back later, you can enter, and a little big-nosed midget gives you a "Green Tinkler," which sounds like it might be nasty but actually is just a small bell used to manipulate the vine plants in Hydra Marsh. Above the bar is a shop; there's not too much new here, but you might find something worthwhile. At the far west end of the village is a fortune teller's hut occupied by two women named Direa and Steena. Steena will answer various questions about various things. If you show the Astral Amulet to Deria with the Square Button Menu, she'll give you a hint about what to do with it (hint: it starts with "Opassa" and ends with "Beach"). Once you've explored the village to your heart's content, go to the east end of the docks and speak with Korcha, who will take you to Termina (you have no choice in the direction here, sorry) and incidentally expose a much larger view of Chrono Cross' world than you've seen to date. -- b. HOME IS WHERE THE SUBQUEST LIES -------- First of all, speaking to Korcha at the docks will allow him to join your party. If you want to return to his home, simply press Action while facing his boat. Hydra Marsh has changed significantly. In particular, it's swarming with creatures now. This is a good sign, as the boosted difficulty means you're on the right track! If you haven't already picked up the Protective Gear on the fungal stalk at the left edge of the forest, do so now in preparation for the journey ahead. However, you're still going to find yourself at a dead end in Hydra Marsh. You need to pass that unyielding plant, but how? Perhaps if you could find some other means to pass it, like the Green Tinkler? Even so, there's nothing to find in this world's swamp, now that the Hydra is dead. This is where the Astral Amulet comes in handy. If you travel to the beach where Serge arrived in Another world, it will cause a reaction with the spot on the beach which caused Serge to cross dimensions. The Amulet acts like a Gate Key - use it while standing in the energy reaction and Serge will be transported back to his Home dimension. No one here seems particular overjoyed at Serge's return. There's no "Oh Serge! I thought you were dead when you vanished before my very eyes on the beach!" from Leena, no cheerful exclamations from Marge upon your return. Tsk! Well, no matter; Arni isn't where you need to be anyway (although this would be a good time to take care of anything you missed before). Then travel ahead to Hydra Marsh. -- c. HYDRA MARSH (HOME) --------------------- RECOMMENDED: Serge, Korcha, Guile Serge, Korcha, Greco Enemies in this Area: - Potpourri - Swarmp Bug - Dwarf - DaggyDwarf - DaffyDwarf - Beeba - Wingapede - Pentapus Items in this Area: - @Feather [Component] - @Bone x 2 [Component] - Medicine [Consumable] - Brace [Consumable] - BushBasher [Element] - Antidote [Consumable] - RecoverAll [Element] - Beeba Flute [Key Item] - Hydra Humour [Key Item] You'll notice it's not quite as grim and gloomy as the alternate world's version of the area. However, the plant life is just as unyielding. You'll need to find another way around that plant on the second screen. Collect the treasure on the first two screens and then visit the left area, with the massive fungal growth that rises above the swamp. As you venture into this area, a HUGE insect will fly overhead. Luckily for you, it's not interested on making a snack of you, so you can travel unmolested. However, when you reach the third section, near the save point, you will be accosted by a strange little tribal-looking creature called a Beeba-Beeba. It will attack, and the most annoying fight to date will begin. -- BOSS: BEEBA ------------------------------ Innate: Beeba x5 (Yellow) The Beeba isn't terribly strong, but it's fast and unfortunately, it calls friends to assist it. Within a round or two you will be facing not one but FIVE Beeba-Beebas. This is extremely frustrating, because they attack after almost every move you make, which slows the battle down to a ridiculous crawl. Take them out one at a time starting with the leader, and be sure you have your RecoverAll Elements equipped (high slots are good). You may wish to unequip unnecessary Elements like Tears and Detoxin, because this battle will be long and most likely will use up most of your Element slots. Persistence and patience win the day here; when you finally win all you'll get is a crummy Upheaval Element (a more powerful version of Uplift). No Stars, and little status boosting. What a hassle. (If you can kill the first Beeba-Beeba right away, you may be able to prevent him from calling all of his friends. Give it your best shot.) Defeat the Beeba-Beeba and he'll retreat apologetically, giving you a Beeba Flute (key item). Carry on up the stalk (you can sneak around the tribesman at the offshoot above to claim a BushBasher Element if you like) and arrive at the platform where you received the Protective Gear in Another world. Your other party members will make a comment, then rejoin the group. Take a cue from Nausicaa and play the flute you just received while standing in the middle of the platform. The large winged insect you saw, a Hydra, will descend. Unfortunately, when Serge tries to grab the medicine it possesses, the bug attacks (shock!). -- BOSS: WINGAPEDE -------------------------- Innate: Wingapede (Green) This is one nasty bug. You saved earlier, right? It uses a vicious breath attack that slams your party for serious damage, plus it has a physical attack that can be used up to 4 times consecutively! Balance defense with offensive Elements and be careful when it starts to attack multiple times. Using a Yellow character with high offense, such as Poshul, might not be a bad idea. You won't win anything worthwhile from this battle. However, the stress of the battle, coupled with the bug's crash landing, have weakened the platform on which your party is standing. Keep walking across the stress fracture, and in a moment your party will plummet to the depths of the marsh below. Luckily there's a massive land kraken to break your fall. You'll drop into its lair and onto its head, which causes it to become unconscious. You don't HAVE to fight it, but next to the chest bearing a RecoverAll element you'll find a sprite in a cage. If you choose to let her go, the kraken will revive and attack you. Please note: if you choose not to undertake the medicine quest, you will find the Kraken (unconscious) but not the sprite when you come to this area. Presumably, you didn't rescue her in time and she was eaten. Suck, huh? -- BOSS: PENTAPUS --------------------------- Innate: Pentapus (Blue) Not a terribly difficult fight. Again, it can use a multiple hit attack, so watch your defenses. This is a Blue elemental monster, so Red attacks are very effective (FireBall, etc. - multiple effect spells like MagmaBomber are less useful). You'll recieve an Aquaball element for your trouble. Once you beat the kraken, you can free the sprite, Razzly, who was sadly blown by the wind from her village. She will join your party; I HIGHLY recommend taking her along, as her magic is powerful, and she's extremely effective against the main boss of the area. MY PARTY: Serge, Korcha, Razzly Climb out of the kraken's lair and you see a familiar area - it's the ledge overlooking the stupid plant that won't bend! The good news here, though, is that you can skip right past that plant now. Walk to the tip of the ledge and hit the Action button to jump to the back area of the swamp. you can grab an AeroSaucer element here, if you want. Exit to the right and back of the screen to travel to the depths of the marsh. You might want to sneak past the giant plant guys (just like the plant in the Eastern woods where Nikki was, except that these guys fight instead of shrinking) on the next screen. They can be a little tough (especially since a lot of Green elements HEAL them - ouch) and you've just been through two consecutive boss fights. Luckily, there's a Record of Fate just beyond the plants. Here the path split in two. To the rear of the area are some dwarves standing guard; the foreground leads to the exit. You probably won't want to go too far in this direction, but once you've cleared the area the dwarves split and take all the treasures with them, so it's now or never. Talk to the three dwarves at the back path and they will attack. -- BOSS: HI-HO DWARVES ---------------------- Innate: DaggyDwarves x3 (Yellow) DaffyDwarves x3 (Yellow) There are six of these creeps, and they start the battle with a massively damaging group attack called HiHoChorus. Your first priority will be to use a RecoverAll element to restore your party's HP, especially if you brought Razzly along - she'll be hit hard by their Yellow-based attack. Next, try to take out as many dwarves as you can as quickly as possible. Don't be shy, use your best Elements immediately. For reference, the DaffyDwarves seem to have fewer HP than the short ones, so start with them. As you thin the ranks, you also diminish the power of HiHoChorus, so this is one battle that happily becomes easier as you go along. Winning will give you a much-deserved Star, as well as several Equipment items and Elements. One of the dwarves runs away to the right - follow him and you'll encounter another huge insect. This one doesn't have wings, but it's tough nonetheless. Yes, prepare for another boss battle. -- BOSS: HYDRA ------------------------------ Innate: Hydra (Yellow) Once again, watch for the Breath attack. Green Elements are effective here, especially Razzly's special attack which does 150+ HP damage. Us