Andere Lösungen

Chrono Trigger (e)

Cover
*	*		 *				*		    *
 *     _____|^|*____  		*		*		*
      / - __XII__-  \ * 						*
    */ //--- *----\\ \	 	     *			 *
    / //          *\\ \    *				ASCII art by: JD Cyr
   / //	 *          \\_| 			    *		*	  *
  / //*	    *_	  *	    	*   *	    *		*     
*_| ||,____/  \ ||_|| ||\\ //-\\ |\ || //-\\
(_IX||\----\  / ||-|| ||// \\_// | \|| \\_//	 *		    *   
  | ||    * ||* || ||*||\\ *     ||\_|	   			
  \ \\*     ||	     __ ,=======,	     *		    *		    *
   \ \\     ||	   *// |'==, .=='  *     __      	
    \ \\  * ||     // /    | | ||\\ ||  //\\  *__  /===  __	*
   * \ \\___\/____// /   * | | ||// || || __  //\\ |==  ||\\ 		*
      \_____IV_____-/      | | ||\\ ||  \\// || __ \=== ||//
  * 	    |_| *         *|_| || \\   *      \\//    * ||\\ *		
*	*		*		    *			   *	*
				    *
*		   *		*	              *
   *	  Chrono Trigger Walkthrough Version 1.0 (August 15, 1998) *	    *
		   By JD Cyr (E-Mail: jdcyr@Hotmail.com)
*	*			*    	*		*		*
    *		* 	  *	  		*		*
*****************************************************************************
	
	This document should be viewed with NOTEPAD, because it looks like 
crap in WORD and WORDPAD and everything else. This is perhaps the latest and
last walkthrough to ever be released for Chrono Trigger, but I know the game 
is still somewhat popular and thought some might want a new walkthrough for
it. I tried to make this guide short but complete enough to give lost players
an idea of what to do next, but without revelating to them anything about the
storyline or spoiling any surprises. Feel free to send me email if you have
any questions or comments or compliments or putdowns or letter bombs for me.

*****************************************************************************

 	   		     Table of Contents:
1.  Cast of Characters
2.  6 Important CT Tips
3.  Speedy Walkthrough
4.  The Secret Rocks
5.  Possible Endings
6.  Spekkio Info Chart


*****************************************************************************
				      
			     CAST OF CHARACTERS

Crono:  Crono; wooden-sword wielding teenager is the main character of the
        game. He is a very strong character overall, and remains one of the
 	best at attack and magic throughout the game, also the fastest. 
		Magic type: lightning		Weapon type: katana blade

Lucca:  Everything in this game is all her and her stupid time machine's 
        fault. Lucca is an inventor and the best friend of Crono. She is 
	pretty smart and dresses like a sailor scout. She is the best 
	attack magic user in the game.
		Magic type: fire		Weapon type: gun

Marle:  She is a princess that joins Crono early in his quest, but ends up
	causing a bunch of trouble for everybody. She uses mostly healing 
	magic, and never becomes good at anything. I don't like her.
		Magic type: ice			Weapon type: crossbow

Frog:   A great swordsman who suffered the spell of the evil Magus and was
	eternally transformed into a slimy amphibian. Frog uses water magic
	and is often the strongest character. Ashamed of his appearance, he
	lives in a cave deep in the woods.
		Magic type: water		Weapon type: broadsword

Robo:   Robo is a robot from the future that was found broken but is fixed
	by Lucca, which he becomes good friends with. He is a good attack
	character at first, but soon becomes perhaps the worst character of
	the game, as his attacks ecome weak, and he does not use magic.
		Magic type: (none)		Weapon type: arm

Ayla:   The chief of a prehistoric village, and perhaps the strongest woman
	alive. Although Ayla posseses no magic, she is an astounding 
        physical fighter and somewhat of a cleptomaniac. She eventually 
	becomes the ultimate fighter.
		Magic type: (none)		Weapon type: fist	
	
Magus:  A magician worshipped as a god by the strange creatures known only
	as "mystics". His background is well covered; this character has an
	amazing story all his own. Not only does he look cool, but he also
	is a great magic user - but becomes weak when the game is beaten.
		Magic type: shadow		Weapon type: scythe


*****************************************************************************

			6 IMPORTANT CHRONO TRIGGER TIPS

1- Fight every monster you find, to determine if they give a good amount of
   experience and quick level-ups, it makes the game much easier and "funner"

2- Save often, if not at every save point

3- Take advantage of free regeneration points

4- Save on an other log when unsure about a decision you are about to make

5- Carry plenty of health and magic-regenerating items at all time

6- Open the sealed treasure boxes in 600 A.D. but don't take their contents
   Always go back to 1000 A.D. and open them first to get an upgraded item,
   then return to 600 A.D. to get the treasures there


*****************************************************************************

 		       SPEEDY (yet complete) WALKTHROUGH


_The Begining_

After the intro, head down to Leene Square, north of Crono's house. Here you
can participate in games, which acquire you silver points which can be 
sold or used to play at the house of horrors.

1.  Footraces: At the entrance of the fair. Go to the counter before the 
	       runners starts and bet on a character. I find that if a 
	       character wins once, he is liable to win a second time, then
	       not at all for quite a while. This is not proven, but I
	       believe it's how it works. You win, you get 20 silver points. 

2.  Ring the Bell: This is a test of strength at the bottom left corner of
 	  	   the first area of the fair. Face it and press A, and when
		   your character is farthest away from it as possible, hit
		   A again. Only worth 1 silver point since it's so easy.

3.  Soda Guzzling Contest: Just press the A button as fast as possible and
			   if you can polish off all the soda cans, you win
			   a wonderful 5 silver points.

5.  Beat up Gato: To the left of the middle area, there's a robot named Gato
	      	  that Lucca made. If you manage to beat him, he gives you
		  15 silver points. An easy way to get better very early.

6.  Prehistoric Dance: Nonrelated to anything; gives no silver points but
  		       somewhat fun to try once or twice.

7.  Bekkler's House of Horrors: Situated top right of the foot races. This
    			        area features 3 games, some are important.
     
     10 Silver Points - Guess who is who and win a music doll yourself, 
	   		then catfood for your cats.
     
     20 Silver Points - Copy the clone's movements and at the end, win an
			exact clone of yourself. If a guy who already has 
                        his clone plays, you win 10 ounces of cat food.
     
     40 Silver Points - Keep the monsters back and rescue the person dangling
		        above the fire to win cats and more cats.

In the middle area, you bump into a girl who then drops her pendant. At this
point what you do will affect the outcome of the game in a little while. 
To be a bad boy:
 -try to ram her as soon as you enter the area
 -pick up the pendant and THEN talk to her
 -tell her she can't have her pendant back
 -say YES right away when she asks to join you

To be a good boy:
 -when you enter the area, just get in her way so that SHE hits YOU
 -ask her if she's OK
 -pick up her pendant and give it to her without hesitation

When Marle is in your party, walk north to see Lucca's invention - it is 
closed. Go to the first area and talk to the little girl near the fountain,
which will trigger Marle to say the invention is ready. Now you can also do
certain things before seeing the invention.

To be a bad boy:
 -at the left of the second area is food resting on a counter; eat it!
 -at that same spot is a cat, talk to him twice and freak him out
 -at the fair entrance, tell Marle to sell her pendant to the weapon seller
 -right before the invention, drag Marle away from the candy stand 3 times

To be a good boy:
 -guide the lost cat to the east wing of the second fair area
 -don't eat the man's food on the counter
 -tell the man Marle's pendant is not for sale
 -when going towards the invention, give Marle time to select her candy

Now go see Lucca's invention and stand in awe at the nice graphics. I 
personally find them better than any 64 bit game because of one single 
reason; they aren't polygonic.


_Year ???_

After being ported, walk to the left. Follow the trail and pick up any items
without avoiding any fights. In the forest before the castle you can fight 
enemies to up your levels, and go rest at the Inn. The far right part of the
forest has a Power Tab, the rustling bush near the top has infinite free 
tents. Go to Guardia Castle. Eventually make your way up the northeastern
tower and meet "Leen". After she explodes, walk downstairs to meet with your
old pal, Lucca. She will explain things for you.


_The Cathedral_

Look around the castle and eventually meet the chancellor. Then visit the
cathedral west of Guardia castle. Talk to the nuns, which are actually
monsters. Battle the monsters and a strange amphibian wielding a broadsword
will come to your aid. To get into the Mystic's lair, play the organ. Here,
visit each room. A drawer in the the bottom left room holds the secret 
Naga-Ette Bromide. In a room to the right is a secret basement with 
treasures beside a statue of Magus. Now go around the area and turn on the 
switches to allow you to go to the next area, where you should do the same. 
Save at the glittering star and play the second organ, which let's you fight
the boss of that area. After this fairly easy "intro-boss", check out the 
chests left behind. Back at the castle, Frog leaves - now you can head 
back to the mountains where you came from.


_We're Ho-ome!_

Back at the area you entered year 600, Lucca uses a special key to port you
back to your normal era. That's it you beat the game. But seriously... bring
Marle back to the castle and there you take place in a trial. (I like that
part). Here is where the things you did earlier count. Youv'e been a bad
boy, you recieve the death penalty. You've been a good boy... you recieve...
the death penalty (ironic no?).


_Break Out!_

Great, now you're in jail, sentenced to be decapitated in 3 days. Drink from
the mug to recover your status, and get the ether (only if you we're found
not guilty). You can either wait the three days and wait to be rescued, or
keep bugging the guards until you make them let you leave. The second manner
is better for level building and weapon acquisition. When broken out from
your cell, you have to face a huge maze. At one point, scale down a wall and
enter the room next to your original cell to get the sword the weapon seller
at the fair had for ver expensive. You'll also find a guy with his head
in a guilottine, let him go to be rewarded later. The fights in this area 
are easy. After the big maze you'll encounter a big mechanical dragon. To 
kill him, attack the head first, then the wheels, and last but not least; 
the body. At the entrance of the castle, push the guys around to get 
through and ultimately get into another time gate.
 

_The Future_

Exit the dome and go the the one south of it. Here you can buy things and 
learn more about this area. Use the Enertron, which regenerates your health
for free. Exit the dome and head north to Lab 16. Here you can see rats 
running around, avoid them since they steal tonics. Go through the first part
of the maze, and at it's end you'll see a group of 5 "shitakes", which is an
excellent level-gaining area. After fighting to your heart's content, head
east. and out of the maze. Make sure to grab any items along the way, some 
are very useful. In the second part of the maze are weird monsters that you 
can't attack; use magic on them instead. Now you're out - go to Arris Dome 
and meet some more survivors of the apocalypse. Save and head down to the 
storage area they are telling you not to go to. Cross the beams and fight 
the boss. It has a triple attack, which can be avoided by killing the 
spheres beside it. This is a medium difficulty battle. After that, check out
the dead guy and do as his note tells you. When you catch the mouse, go to 
the right-hand computer terminal and enter the code. You'll make your way 
to a giant computer that reveals disturbing information. This prompts you to
try and save the world. Back in the main sector of the Dome, a man gives you
a key... take it and make your way to Lab 32. 


_Moto-Racin' Down Lab 32_

Make your way north to Lab 32, and get challenged by that cool motorcycle 
guy. You can either race him or just walk across and collect the Race Log
along the way (note that there are tough fights ahead if you walk). An 
effective way to race is by speeding ahead as soon as possible and sticking
your vehicle right in his face. Use one Nitro's near the end and one about
20-40 metres before the finish line. Now go to Proto Dome. Reach the end of
this sad-sounding dome and meet a new ally. Now you must head north to the 
factory ruins.


_The Factory Ruins_

Once inside, head down the right wing and find these codes:
barrel 1: X A
barrel 2: B B
final gate: X A B Y 

Some rooms require you to go down the conveyor belt and fight a long series
of robots. Get to the crane controls use the first two codes to give you 
further access. Make sure to get the items at the bottom left of this room.
From the left wing, activate the computer and make your way to the last 
gate, at which you use the third code. After Robo tries to repair the system
and the alarm is set off. Now it's all noisy so you should leave, but you
run into a bunch of Robo's old pals programmed to kill anything. Kick their
faces in and the characters bring Robo back to Proto Dome. Enter another 
gate to reach...


_The End of Time_

You're at a weird place that doesn't seem to make any sense. Walk to the 
right and talk to the old guy Gaspar, he explains you ended up here because
there were more than 3 in your party. Here you can save, get refreshed, and
even visit Spekkio and learn a bit of magic!(an essential part of the game).
Simply follow the instructions the critter gives you. Spekkio's appearance 
changes as your levels get higher. Chances are he'll be a Kilwala, but if 
you were level 5 or less, he would be a frog. The earlier you get to him, 
the more tabs you recieve from him throughout the game. When you exit the
Master of War's battle arena, save and head left to discover new time warps.

-1000 A.D.         Medina Village
-2300 A.D.         Proto Dome
-65 Million B.C.   Mystic Mountains

Listen to the old man and start off by visiting 1000 A.D.


_The Village of Medina_

The guys living here remind me of that stupid little green Dr. Slump guy...
you know, what's his name again... King Niko Chan. They also look like that
Pilaf guy from DragonBall - check out the resemblance! ...but anywho...
Upon exiting the cupboard, visit the village at will, but do not waste your
money on the overpriced items here. Southwest on the overworld map is 
Melchior's house - the weapon seller from the fair, he has new ones now.
Now enter the cave north of there. Again you'll be facing a long maze with
alot of useful itesm scattered throughout (but not that many). The monsters
here are afraid of magic, so don't waste time attacking. Save and meet with
the fairly easy boss. Be sure not to attack at his "hit me" prompt, because
he'll retaliate. He spills useful info right before he meets the reaper. Now
keep walking up until you find a limpid whirlpool, and hop in to get ported
to Lucca's house. Visit Crono's house and the Market at Truce, where you
rescued that guy works, he'll give you a discount. Also visit the Mayor's
Manor which contains some items (if you didn't go there before). Now visit
the fair and go to 600 A.D. via Lucca's teleporter.


_Where is Frog?_

Zenan Bridge is fixed and the soldiers are hungry. Go to Guardia Castle and
ask the chef for food, then return to the bridge. After giving the soldiers
the food, they charge the enemy, but fail to get rid of them. Now it's your
turn. Cross the bridge, killing everything along the way. At one point you
will meet Ozzie, which will create the Zombor; a slightly difficult boss.
Use Ice magic against the top half and Fire magic against his legs. Past the
bridge are two villages. Visit Dorino, the closest of the two and gather
information. Mainly this village is of no importance other than trading the
Naga-Ette Bromide to a man in the bar (he only notices you have it the 
second time you talk to him - the first time he talks about the king's
injury). Head to Porre to the south. In Porre there is talk about a hero, 
which everyone thinks is Tata. Walk northwest to the Cursed Woods, and head 
to the end of the passage where you'll see a bush moving. Climb down the 
lader to speak to frog, then head to the Denador Mountains east of Dorino.


_The Denador Montains_

There's Tata wearing armor and holding a sword, and he's running around 
like an idiot. Lucca should be with you in this area, since the ennemies
here are weak against fire. This is a long, extremely beautiful area...
simply follow the trail and don't go down the waterfalls. Atop this mountain
is a tab, a save spot and a cave which you need to go into. In the cave, a
small guy asks if you came for the Masamnune. As you say YES, his brother
Masa appears. Since their attacks are much stronger paired, put one to sleep
using Lucca's HypnoWave and slaughter the other. They eventually fuse
together and become MasaMune, which is to be attacked continuously. You
recieve the Broken Blade when you win. Visit Tata's house go recieve the
Hero Medal, which he'll give to you. Now return to see Frog and show him the
medal. Once he moves away, the second half of the Masamune appears.


_The Masamune_

The party visits Melchior's House near Medina Village (1000 A.D). He says
that he need DreamStone to reforge the blade, but the stone disappeared
millions of years ago. Now visit the End of Time and head to 65,000,000 B.C.
Once there, fight the reptites and meet Ayla, then follow her to Ioka 
village, north of the mountains you are presently at. That night the village
celebrates. During the party, talk to Ayla about the red stone - she says
she'll let you have it if you can beat her in a soup eating constest. This
is like the soda can guzzling contest, but much easier, and you have 
infinite tries. When you wake up, all your stuff is gone. Visit Ayla's hut
and talk to her so she can help you look for it. Gos south to the Forest
Maze, where Kino is with all your stuff - the thief. Now go through this
forest maze and at the end is a cave with a boss in it. Use Crono's 
lightning since nearly all prehistoric enemies are weak against it. Using
lightning decreases his defense a hundredfold. After retrieving the key,
head to 1000 A.D. and get Melchior to reforge the blade, then take it back
the Frog in 600 A.D. - Frog will be surprised and ask you to stay overnight.
He dreams of his youth and clears everything up. In the morning Frog joins
your party, take him to see Spekkio. Now stock up on items and head to the
Magic Cave in 600 A.D., (north east of Porre) where Frog will demonstrate
the bone-chilling power of the Masamune and open the cave. Cross it to 
arrive at Magus's castle.


_Magus's Castle_

Inside the castle, explore both the left and right wings and return to the
middle, where a save point will be placed. Once stepped on, Ozzie appears.
You now have to defeat Slash and Flea... Slash is in the left wing, kill him
first. He has 3 stages; normal mode, sword mode (don't attack with magic),
and counter-all mode (keep healing everyone). After he is beaten, equip the
weapon he gives and save at the save point. At the end of the right wing is
Flea. Attacks and techs work well on "it". After it is beaten, go back and
save. A save point appears in the middle hall, which is a teleporter to the
center hallway. Chase Ozzie and kill him by attacking the chains around him.
Save on the right and use the left teleport, which lead's to Magus's room.
This is perhaps the hardest boss so far. Keep using the Masamune on him to
change his barrier, then use the opposite magic. He eventually runs out of
MP and is then much easier. After his defeat, a time gate appears and all
are sucked into it. Now you're back at Ayla's hut. You learn that the 
village of Laruba has been burned down. Seems that the Reptites have kid-
napped villagers. Ayla then goes to get the Dactyls to get to the TyranoLair
to rescue them. Go north to the Dactyl Nest and climb the mountain 
(another extremely beautiful area) to meet Ayla at the top. The Dactyls 
bring you to the Tyrano Lair.


_The Prehistoric Castle_

For this area, Lucca and Crono are useful characters. When you enter the 
lair, go to the open entrance leading downstairs and free the villagers. 
Follow Kino upstairs and he will open the door for you. Follow the dungeon
through the newly opened door until you reach the room Azala is in. This
time Azala has a dino friend. First off, attack Azala until the monster
removes his own defense. When he does so, attack him withh al your might.
When his defense is back, keep attacking Azala. After the battle, Lavos is
seen falling from the sky. The comet hits the castle right after your escape
and creates a giant crater. Inside the crater is a time portal, use it.


_The Realm of Magic_

The time portal has taken you to a new era; 12000 BC. This is the ice age.
To the right of the cave is a dome you can enter, which leads to perhaps the
most beautiful area in the entire game; the floating island of Zeal. The
teleporter beams you to Enhasa. To get hidden items here, open the 3 
elemental books in this order: Water, Wind, Fire. This makes a secret door 
appear near the entrance, where you must fight a number of Nu's (from who 
you can steal mops). You'll get some cool stuff. In the top left room is a 
kid saying strange things such as "The black wind begins to howl, one of you
is about to perish..." At the second city of Kajar, do the same thing with 
the books to open a secret room containing the Black Rock. Go to Zeal Palace
and scratch the Nu's back. There are three chambers. First, go to the one on
the right, which is Janus and his big sister Schala's bedroom. Schala 
leaves, but follow her into the center chamber. She opens the door with a 
pendant ressembling yours, but yours does not work. To activate it, charge 
it with the Mammon machine in the chamber to the left. Inside, Dalton the 
bodyguard summons a Golem which you must fight. This fight is near 
impossible to win, but a special item can be stolen from this monster. If 
the battle is won, lots of experience is acquired. Only magic will hurt him 
without causing him to retort. You are put inside the Mammon machine. You 
eventually are sent back to 65 Million BC. and the gate back is sealed. Now 
since the pendant has been recharged, any door or box bearing the same crest
as the one seen in Zeal can be oppened. The majority are in 2300 A.D.


_Break the Seal!_

In the future, return to Arris dome and head east, to Sewer Access. Follow
the maze and get any item. The ennemies are very easy here. Avoid making
any sound to prevent from getting into unnecessary battles. Once out, go
south and enter the Keeper's Dome. This dome was once occupied by inventor
Belthasar. Now he is dead. The Nu inside ignores you. Open the sealed door
and inside, follow the glowing stars and open the second door. Inside is a
great ship, but is unaccessible, turn back and leave. The Nu appears and 
explains how to use the ship. Now any time period is accessible, including
the apocalypse, 1999 AD. Return to 12000 BC.


_The Guru Of Life_

Back to 12,000 B.C, use the ladder in Terra Cave (north west coast). Keep
going up and enter the village of humans. This is a good area for weapons 
and also has a free Inn. Save and stock up and enter the cave leading to the
floating Mountain of Woe. The cave is filled with Rhinos, which have 1000 HP
each and whose attack power increases with each hit they suffer. Some are
weak against certain elements. Attack them one by one, and if an Imp is 
present, only attack him after the Rhinos are killed. Go save again and 
climb the chain to the mountain. On the mountain exists a monster named
"rubble" which gives 10 tech points each, but only can be faught once then
disappear forever. Gargoyles can knock you down to 1 HP. The end bosse is
fast, but reasonably easy. Balthasar is released when the battle is won, 
then the mountain crumbles. Balthasar elaborates the plot and gives you a
weapon able to prevent the awakening of Lavos.


_The Under-Water Palace_

Back in the center center Zeal Palace, you have to fight Dalton, but leaves
before you can kill him. This is a very long place, so luckily Square used
good music here. There are lots of very good weapons to be found. Save at 
the save point and go fight the Golem Twins. If your characters are good
enough, these should be fairly simple to beat. Here plays a long, impressive
cut scene which results in the death of Crono. You end up captured by Dalton
and are placed in Belthasar's massive ship; the BlackBird.


_The Blackbird_

You are trapped in a cell and all your items are missing. Ayla is good to
have in the party at this point since she doesn't need a weapon, and all the
weapons were stolen. Search every room using the halls and ventilation
system until you gather all your equipment, items and gold. Exit the
blackbird and fight the turrets which give ten tech points each, then must
face the golemboss wimp, which chicken out being scared of heights. 
Meanwhile Dalton is done equipping the Epoch with wings. You capture the 
Epoch and shoot down the BlackBird. The Epoch lands near a village. With 
Frog, walk north-east to an extention in the coast, and enter the area. 
There stands Magus, you can either kill him or spare him. Your choice will
affect which ending you see. If you don't kill him, he joins the party.
Back at the village, you learn that the ocean palace is now afloat in the
air, known as the Black Omen. In one of the huts at the village, a Nu blocks
you from acquiring a tab... to get this tab, simply enter and exit the hut
until the Nu is gone. 


_"The End"_

You've reached the end of the linear half of this game. All you've 
accomplished so far can be perceived as the linear part of the game; the 
part where you need to follow a specific chain of events to get through the 
story. Depending on how much you choose to do from now on, you may be at the
halfway mark, or you may be nearly done. From this point, what you choose to
do is 100% your choice. You may roam the world, looking for items and 
somehow causing minor changes to the future, or you may head straight for 
Lavos now, and try your hand at defeating him. The possible things to do 
listed below are in no particular order and can be completed at choice.
Have fun!


1.      Crono's resurection

The old man at the End of Time tells you how you can possibly save Crono. Of
course, you may not want to do this as it will affect the ending you see. 
The old man gives you the Chrono Trigger and tells you to go consult the
Guru of Time in 2300 AD. After getting his instructions, go to Bekkler's 
House of Horrors in 1000 AD and get a clone of Crono by winning the 40 
Silver points game. Consult the Guru again, then head to death peak, bring
Marle for an added cut scene. Folow the instructions of the dolls and climb
Death Peak. Eventually you come face to face with Lavos Spawns, which are
easy if the attacks are directed at their heads. Keep following the doll's
instructions and once the top is reached, enjoy the scene and there you have
it, you got Crono back!


2.      Dead ol' Cyrus

Cyrus is Frog's departed best friend. You need Frog in your party for this
one. Visit the village below the tomb in 600 AD and go to the Café to speak
to a man saying he could repair it if he had tools. Return to the same
village in 1000 AD and ask is decendants for his tools, then return them to
him. After gathering his team, he goes and fixed parts of the ruins. Every
time he comes back saying there are ghosts in there, go search the castle
and eliminate any enemy, and return to him. Keep doing this and eventually
a room containing a tombstone will be accessible. Read the tomb to upgrade
the masamune. Also look for Marle's ultimate weapon the Valkyerie in one of
the castle's rooms in 1000 AD.


3.      Let's Kill Ozzie!!

Having Magus in your party for this task will let you see an extra cut 
scene. Talk to Magus in the End of Time to learn where Ozzie's castle is in
600 AD. Get there using the Epoch and enter his home, of course he'll start 
running like a girl. Continue down the rooms and get rid of Slash and Flea.
In the room with a guillotine, don't take the treasure under it, but look
at the large indent in the room to the right. Walk to the top right corner
and down, looking for an opening in the large block that's sticking out. In
there you will find Magus's ultimate weapons. In the next room you have to
fight all 3 of Magus's old floozies. The each have a unique item to steal,
so it's a good idea to bring Ayla along. After you kill Slash and Flea, 
Ozzie will again run away and trick you into a trap door... simply climb
back up and watch Ozzie's pathetic demise.


4.      Ecological Tree-Planting Robo

In 12000 BC, a woman of Zeal asks whether of not she should keep and plant
the seedling that was given to her by the Guru of Life. Encourage her to do
so. Go to 600 AD, to Fiona's Villa on the desert and talk to Fiona. Go 
outside and walk into the whirlpool of sand (with at least Frog or Marle,
and a good physical fighter). Collect the items and fight the boss by using
water or ice magic to harden the sand, and attack him full force. Repeat.
Return into the house, where Robo will be offering to revive the forest.
Let him plant the trees and go get him in 1000 AD. The gang camps out, and
Lucca finds a warp point leading back to the time her mother was injured.
She is in the house, and an accident happens. To turn off the machine, enter
the password L A R A (the mother's name), but you can never mind that and
let her get her legs ripped off. It doesn't matter in the longrun. When
warping back, Robo gives Lucca a special reanimater ring.


5.      Robo's Hometown

Talk to Robo at the End of Time to know where he was made. Find and enter
the factory. The computer inside calls him by his real name. Place Robo as
the leader and go on inside. There you have to find and place 2 dolls in
their appropriate places next to a sealed door. One computer explains how to
get through. Anyhow, you'll eventually meet up with Atropos, which Robo has
to fight, and he wins a ribbon. Now advance to destroy the main computer,
which is surrounded by 3 others. Kill 2 of them, but leave one alive, and
attack the main computer full-phledge. Once the battle is won, Robo recieves
2 new arms, his best one and the Crisis arm, who attacks for major damage
when Robo is at 10 HP or lower.


6.      The Sun Stone 

Talk to Lucca at the end of time, then put her on your party. In the next 
area, you need to fight a fire boss, so equip everyone with Ruby Armors, Red
Mails or Red Vests. If you don't have Ruby Armors, they are for trade in 65 
Million BC. Now go to the Sun Palace in 2300 AD (the place Lucca told you
about) and fight the Son of Sun. Flames float around him, and a specific one
must be hit to hurt him. Every time you get it wrong, he counters with Flare.
When he dies, take the Moon Stone and take it to the sun keep in 65 Million
BC and go see it in 1000 AD. The sun stone was stolen! West of Porre, 
there's a house with sparkles coming out the chimney. The guy has it, but 
he's so cheap that he denies everything. Now to to the Cafe in Porre and 
buy the Jerky from the bartender. Now go back to 600 AD and go to the rich 
man's house - give (not sell) the jerky to the woman in the left room. Now 
her decendants will be generous. Now go back to 1000 AD and get the Sun 
Stone. Go put it back in the sun keep and get it from the year 2300 AD. 
Lucca will use it to make her ultimate weapon the Wonder Shot, and her dad 
will make the Sun Specs.


7.      All the Colors of the Rainbow... Shell

Marle must be in party in second half. First, find Toma and do what he 
wanted you to do (pur pop on his grave). He tells you in 1000 A.D. 
that the Rainbow Shell is located on a small island named the Giant's Claw
in the 600 A.D. era. What he is talking about is the Tyrano Lair from 65 
Million BC. Here's the bad new... you have to redo the whole stupid lair,
but this time it's even worse. No good news. After you find the shell, 
report it King Guardia of 600 AD, and he will store it until 1000 AD. Put
Marle in the party and go to Guardia Castle, 1000 AD. Here's a nice part of
the game where the king is being tried for selling the Rainbow Shell. Go to
the new wing of the castle and get a sample of the shell to bring to the 
courtroom. You'll be guided through all this, so no details needed. In the
courtroom you must battle Yakra again, and when you win, Melchior shows up
and makes items from the rainbow shell. Either 3 helmets (+9 defense/protect
from all abnormal status) or a dress (good defense, cuts magic by 1/3). Come
back if you get the sun stone, he will make more items for you. If you have
the Sun Stone, Belthasar will also make the Prism Specs and the Rainbow 
(gives 70% critical hit rate).


8.      The Black Omen

This is the Ocean Palace that rose from underneath the water. It now resides
in every time period but 1999 A.D. and 12000 B.C. To get in the Black Omen,
fly the Epoch straight into it. Inside is a large "maze" of rooms to follow,
with many ennemies everywhere. One ennemy, which seems as if it is part of
the wall lets you steal a Speed Tab from it. At the end of the maze, you
must fight Queen Zeal, which commands two large hands to cause damage to 
you. Destroy the right hand first, then her. Start by beating the Black Omen
in the year 2300, then 1000, then 600 and finally in 12000 BC to get the
maximum amount of experience and tabs. There is an area reasonably early in 
the Black Omen that lets you fight for levels well, you simply need to use
Luminaire once to kill the 2 red guys, and attack onece to finish off the
floating eyeball imp.


*****************************************************************************
		
			     THE SECRET ROCKS

						     
ROCK: Gold     		CHARACTERS:       Frog   -   Marle   -   Robo
TECH: Grand Dream	TECHS NEEDED:  Frog Squash   Life 2   Laser Spin
			TECH POINTS:      15	 	15         3

After obtaining the Masamune's true form from Cyrus's grave, revisit Mt.
Denador. With Frog as the leader, climb the mountain until you reach the 
part where there is a Free Lancer on a ledge throwing rocks at you. Frog
catches one of the rocks, and it turns out to be the Gold Rock. Keep 
climbing the mountain until you reach the large waterfall, then cross the
stream and go down the small water fall on the left to collect some nice
treasures.


ROCK: Black     	CHARACTERS:       Magus   -   Marle   -   Lucca
TECH: Dark Eternal	TECHS NEEDED:  Dark Matter    Ice 2       Fire2
			TECH POINTS:        20	 	8           8

In 12000 AD, before the floating island crashes, visit Enhasa (the first
city) and open the 3 elemental books in this order. Water, Lightning, Fire.
This will cause a hidden door to open, which contains the Black Rock.


ROCK: White     	CHARACTERS:       Lucca   -   Marle   -   Ayla
TECH: Poyozo Dance	TECHS NEEDED:   Hypno Wave   Provoke   Tail Spin
			TECH POINTS:        1	 	1         10

The White Rock is found in a treasure chest in the Black Omen.


ROCK: Blue     		CHARACTERS:      Frog    -    Robo    -   Ayla
TECH: Spin Strike 	TECHS NEEDED: Leap Slash  Robo Tackle   Tail Spin
			TECH POINTS:       4	 	4          10

In Giant's Claw of 600 A.D. (the old Tyrano Lair), this rock can be found in
a treasure chest. There is a switch in one area, hit it and jump to the left
side to reach this chest.


ROCK: Silver     	CHARACTERS:       Magus  -  Lucca  -  Robo
TECH: Omega Flare	TECHS NEEDED:   Dark Bomb   Flare  Laser Spin
			TECH POINTS:        8	     20		3

Back in 65 Million BC, visit the village of Laruba (the ones the Reptites
burned down), and speak to Namingway the Nu. He will give you this rock.


*****************************************************************************

			     POSSIBLE ENDINGS
			      by Carson Lee

*1.     Do everything Gaspar tells you to, beat Lavos via the Epoch.
*2.     Do everything Gaspar tells you to, beat Lavos via the bucket.
3.      Crono dead, Magus alive, beat Lavos via the Epoch.
4.      Crono dead, Magus alive, beat Lavos via the bucket.
5.      Crono dead, Magus dead, beat Lavos via the Epoch.
6.      Crono dead, Magus dead, beat Lavos via the bucket.
7.      Beat Lavos via the right Telepod of Lucca's invention or the
        first time you encounter him at the Ocean Palace.
8.      Beat Lavos after saving Marle from 600 A.D.
9.      Beat Lavos after first arriving at the End of Time.
10.     Beat Lavos after getting the broken blade of the Masamune.
11.     Beat Lavos after talking to Tata and getting the Hero's Medal.
12.     Beat Lavos after getting all the parts of the Masamune.
13.     Beat Lavos after opening the Magic Cave.
14.     Beat Lavos after beating Magus at his castle.
15.     Beat Lavos after you first reach the 12000 BC (Zeal).
16.     Lose against Lavos.

NOTES: upon completion of the numbers marked with a "*", you are given access
to the "new game plus" mode. there exists other endings resembling these in
every way, but with a few minor alterations. these appear if some specific
things have been done when playing through the game.

*****************************************************************************

			     SPEKKIO INFO CHART
			        by FFfanNo1

 /-----------------------------------------------------------------------\
 | Spekkio's Forms & HP | Level |    Spekkio Set Won    |  Set Includes  |
 |----------------------|-------|-----------------------|----------------|
 | Croaker              | 1-5   | Refresher set         | 1 Magic Tab    |
 | HP: 400              |       |                       | 5 Tonics       |
 |----------------------|-------|-----------------------|----------------|
 | Kilwala (White)      | 1-19  | Special refresher set | 1 Magic Tab    |
 | HP: 800              |       |                       | 5 Ethers       |
 |----------------------|-------|-----------------------|----------------|
 | Goblin (Blue)        | 20-29 | Choice set            | 1 Magic Tab    |
 | HP: 2200             |       |                       | 5 Mid Ethers   |
 |----------------------|-------|-----------------------|----------------|
 | Omnicrone (Red)      | 30-39 | Healthy choice set    | 1 Magic Tab    |
 | HP: 4800             |       |                       | 5 Full Ethers  |
 |----------------------|-------|-----------------------|----------------|
 | Masa & Mune (Blue)   | 40-98 | Graceful set          | 1 Magic Tab    |
 | HP: 10000            |       |                       | 1 Speed Tab    |
 |                      |       |                       | 1 Power Tab    |
 |                      |       |                       | 10 Elixirs     |
 |----------------------|-------|-----------------------|----------------|
 | Nu (Red)             | **    | Cheerful set          | 10 Magic Tabs  |
 | HP: 20000            |(99)   |                       | 10 Speed Tabs  |
 |                      |       |                       | 10 Power Tabs  |
 |                      |       |                       | 10 MegaElixirs |
 \-----------------------------------------------------------------------/
 

*****************************************************************************
	
	As a conclusion, I hope this Walkthrough helps you with what is maybe
the greatest game ever made and I especially hope you enjoy playing this
game as much as I did. I would like to thank these people even thought they
don't know me at all;

-Squaresoft (for making the game)
-Carson Lee (because I got some info from his 1995 FAQ)
-Nintendo Power (for that realy awesome player's guide)
-FFfanNo1 (cuz he made the Spekkio chart)
-Chris Bunag (his guide helped me get one missing rock)

...and that's about it. I don't think this guide will ever be updated since
I am sure I will never even get a single demand to do so. Goodbye!
Visit my webpage for my more popular SoM and FF3 guides, mana.gamespage.com

   	             everything above (C)JD Cyr, 1998