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When Can You Go in Castle Again Chrono

Magus's Castle (600 A.D. third time)


Magus's Castle [edit]

Enemies: Vamp, Omnicrone, Decedent, Hench, Slash, Shadow, Sorcerer, Flea
Items: 3x Mid Ether, Shelter, Slasher, Bulwark, Magic Tab

CT Magus's Castle.png

Incidentally, Ozzie, Slash, and Flea are really rock musician references, Ozzy Osbourne from Black Sabbath, Slash from Guns North' Roses, and Flea from the Reddish Hot Chili Peppers, which is why 1 of the townspeople refers to them as tone-deafened evil fiends.

Anyway, make sure you had Spekkio teach Frog water magic earlier you begin, and decide who you lot want your third political party fellow member to exist. Magus uses barriers of all the unlike magic types, and Crono and Frog take lightning and water respectively. Marle would be redundant with ice magic, and then I'd go with Lucca or Robo for fire or shadow. The beginning of Magus's castle is very eerie, simply follow both paths to their conclusion and come up dorsum to the save betoken in the center to greet Ozzie and begin taking on Magus's henchmen. Caput down the left path for Slash, the right path for Flea. Information technology is best to get with Slash to start since you get a sword for fighting him.

Finding Slash [edit]

Take the left path to fight Slash. Talk to the Omnicrones in the next ii rooms if y'all want to fight the skeletons. Become Mid Ether in the first room.

In the last room with the sword on the wall, talk to the lady at the forepart of the room to fight the skeletons in that location. After you're finished with them, Slash will face you.

Slash
CT Boss Slash.png
HP
3,200 (first time), v,200 (second time)
Weaknesses
None
Strengths
H2o
Absorbs
None
Charmables
None
Drops
Slasher
XP
500
TP
10
Gold
ane,500
Attacks
Outset fight
  • Attack, set on, set on: Does about 90 physical harm to one person.
  • A shut range fiery punch that does about 50 physical damage to one person.
  • An energy wave attack, which does about 60 damage to everyone.
2nd fight
  • An attack which resembles Crono's Slash. Slash positions himself around the room and so that it almost always hits at least 2 people, and does most fifty-lx physical damage.
  • Yeah indeed!: Does about 90-100 concrete damage to one person.
  • A shut range sword slash which does anywhere from xl to 70 physical damage to one person.
  • A leaping sword slash, which does betwixt 120-150 physical damage to one person.
Description/Strategy

You'll take to fight Slash in ii parts: before and afterwards he picks up his sword. Healing will probably be very important for this battle, if Frog knows heal y'all're ready or if yous accept Robo with heal beam you lot tin can heal the whole party in a single plow, otherwise try the Aura whirl or have one political party member employ mid tonics or uncomplicated healing spells.

Never permit anyone's HP fall below 100-120. Stick to attacks and physical techs. Utilize double techs every bit you desire, but don't carp if the dual tech damage is less than if both characters used unmarried techs. Dedicate someone to healing. Frog'south Heal heals all 3 party members, and if you equip him with Rage Band he can add to damage while healing full time. Give Crono the Argent Stud if you want him to use Spincut through the whole fight. Have Lucca cast Protect on everyone, which will mitigate Slash's attacks. You can succeed without Lucca, only this makes healing less important. At the terminate of phase one he will hitting the entire party for low damage, then as long as nobody's HP is low plenty to be blinking, you won't need to revive anyone.

The second boxing begins without giving you a risk to heal or use ethers. Slash will employ more than attacks, accept turns more frequently, and hit harder. This is why you don't want anyone's HP to fall below 100 in the first phase.

After the battle, walk over and collaborate with the sword on the basis. You volition pick upwards the Slasher. Equip Crono with it if yous oasis't charmed an Aeon Bract in 65M BC. Accept the Mid Ether and Shelter from the two chests.

Finding Flea [edit]

That is Not a Girl, simply a Human being!

Backtrack and become downwardly the right path to face Flea. Talk to the bottom kid if you lot want the Barrier in the treasure breast, these monsters are pretty easy anyway. Keep going through the room and if y'all want to get into some more than monster fights in before the boss, talk to all of the phantoms impersonating people shut to your party members and don't forget to go Mid Ether on the style.

You'll then run into a monster who'south impersonating the wizard Flea. Make sure any character kills information technology has low MP, since whoever finishes it off will have all their MP drained. On a side note, if y'all counter-assail a monster with a counter, its counter doesn't work so if you have the rage band equipped and it strikes you, you can kill information technology without getting your MP drained. After you vanquish the fake flea, the bat that was post-obit you lot around volition turn into the real, androgynous Flea.

Flea
90
HP
iv,120
Weaknesses
None
Strengths
None
Absorbs
None
Charmables
None
Drops
Magic Tab
XP
500
TP
10
Gold
1,000
Attacks

Flea casting Prism Beam/Darkness on party.

  • Prism Beam ♡/Darkness: Damages the entire political party (40-fifty harm) and attempts to blind them.
  • Flit of the Wind/Chaos: Attempts to inflict Chaos on ane person.
  • Rainbow Tempest/Wind of Toxicant: Inflicts nigh l damage to everyone and attempts to poison them.
  • The Stare/Flea's Magic: Turns one graphic symbol on the others - inflicts lxxx concrete damage to anybody. Used as a counter-set on to any magical set on on Flea.
  • A sleeping bomb motility which attempts to put one person to sleep.
  • A weak ranged attack which inflicts 40 concrete damage to 1 person and may put the target to sleep.
Description/Strategy

If you're at low (i.e. normal) levels healing will exist your biggest priority, although you can go by without a tech that heals all your political party at once, you lot'll probably just take to spend a few rounds getting yourself back to total health earlier continuing, and make sure you salve first.

The first version of Flea is actually a Joker. One hit kills him, although he uses MP Buster as his parting shot. Still, if you allow it to attack yous first, and you're equipped with a Rage Band, you'll counter-attack it instead and information technology won't be able to use MP Buster. Now comes the real Flea. Not too hard. Crono and Frog'southward X-Strike and Crono, Frog's and Robo's Triple Raid Triple Tech work very well here. Heal often, apply powerful attacks and exercise information technology quickly, and you shouldn't have too much trouble. Yet, you will want to be quick about defeating Flea considering he loves to use status-inducing attacks, east.g. Prism Axle/Darkness and Rainbow Storm/Current of air of Poison and y'all will pretty much e'er become one person who gets inflicted with the associated status ailment. Flea's magical defense is also really loftier, and he has a pretty nasty counter-assault to information technology, then stick with physical attacks. Also, for some reason, Flea is less susceptible to physical attacks than Slash, but has less HP.

Later on you trounce Flea he'll get out behind a Magic Tab.

Finding Ozzie [edit]

Enemies: Hench, Magician, Grimalkin, Juggler, Roly, Vamp, Save Point, Decedent, Outlaw, Roly Bomber, Groupie, Flunky
Items: 2x Mist Robe, Dark Mail service, DoomFinger, Mid Ether, Lapis, Shelter, Barrier, Magic Tab, Speed Belt, Revive, MagicScarf

Head back to the front of the castle and step on the save point to warp forwards. You tin can skirt the edges of the room to avert about of the monsters or run the gauntlet down the center to fight them. Pick up the Mist Robe at the end and requite it to one of your favorite (or active) girls, so talk to Ozzie to chase him away. The side by side room will exist full of conveyor belts and falling anchors, and so run as you lot cross them and be careful. You lot can also walk against the conveyor belt to stay in place if you demand more time to cantankerous. Option upwardly the chests with Dark Mail and DoomFinger and chase Ozzie into the next room.

The but mode to trigger a fight in the next room is past running into the green ball, and previously mentioned you don't get into a fight with monsters unless you're moving yourself. So stay still to let it pass y'all rather than worrying about climbing the ladders. In case you lot fight a juggler, it alternates between physical and magical defense. If y'all hit it with a weapon information technology'll turn on its physical defense and disable its magical defense and vice versa. It can only have i on at a time, and it starts with physical defense on.

Ozzie laid out one of many traps in Magus Lair.

In the next room Ozzie will have a bunch of fake platforms that fall out of the floor, leading you to a pit filled with skeletons the first time. I'd recommend falling down at least once to selection up Mid Ether, Lapis, Shelter, Barrier and get the Magic Tab in the lesser right corner. There are iv save points, one of which is existent, ane of which is a transport out, and two of which are monsters called ???s. The faux save points are an excellent source of experience and present no challenge, so fight as many of them as possible. You lot might want to employ a shelter at the save indicate too since y'all're probably tuckered from Slash and Flea.

Once you're through the room yous'll pass into another walkway section where either the outlaws or the roly balls can get yous into a fight. The next expanse will take sets of enemies arriving on chains, hopefully Frog has the heal spell by at present so you tin can recover between fights. Equally noted before, the Jugglers switch between existence immune to magic or physical attacks. Try to outset off with a multi-target spell and stop them off. The outlaws will exercise a grouping counter-assail if yous attack them while a juggler is however live. Get Speed Belt from the chest and become in next room.

The next room is another long hallway with a Revive at the end: you can walk effectually the statues or charge down the eye to fight. Hopefully you lot have whoever is casting spells to impale the jugglers equipped with the Silver Stud. In the side by side room you'll finally get to fight Ozzie. Don't worry, information technology'due south a joke fight. Pick up the two chests with MagicScarf and Mist Robe, so engage him.

Ozzie
CT monster Ozzie (ice).png
HP
yard
Weaknesses
None
Strengths
None
Absorbs
None
Charmables
None
Drops
None
XP
0
TP
0
Gold
0
Attacks
  • Counter: Barrier Bomber.
  • HP upwardly.
Clarification/Strategy

Ozzie encases himself in a shield of Ice. All you accept to do is attack the switches next to him, instead of attacking Ozzie himself. Hit each of the four in turn equally you're able to target them and Ozzie will fall to his doom. If you do happen to attack him straight, he will counter your attacks. It is possible to "defeat" him, merely the effect is that Ozzie cannot be selected equally a target and you notwithstanding must attack the switches. Ozzie will go on to attack after his HP is gone.

Two salvage points will appear, the correct 1 of which will actually let yous save. Race by some bats afterward transporting with the left save point, and you'll end upward in Magus's sanctum.

Magus [edit]

Hopefully Frog has Heal at this point, mayhap even Leap Slash. Crono may very well have Lightning 2, and your third party member probably has some powerful fire or shadow magic depending upon whether it's Lucca or Robo. If you desire to build tech points, running down the walkway and killing the bats is an like shooting fish in a barrel way to do it. They should fall pretty fast to a multi-attack spell and yous can recover at the save indicate. You lot may accept to use them if you tin can't beat Magus on your beginning or second try. Choice your party, equip them all the same yous'd similar, and get set up to face Magus himself.

Magus
CT Boss Magus.png
HP
vi,666
Weaknesses
Variable
Strengths
Variable
Absorbs
None
Suggested Level
25
Charmables
None
Drops
None
XP
1,500
TP
15
Gold
three,000
Attacks

Magus vs. Crono, Frog and Marle (with Haste cast).

  • Lightning 2: Deals about 150 lightning damage to the entire political party.
  • Ice 2: Deals about 100 water damage to the entire party.
  • Fire 2: Deals nearly 150 fire damage to the entire party.
  • Shadow Bomb: Deals virtually 150 shadow damage to i ally.
  • Dark Matter: Deals 250 shadow damage to the entire party.
  • Geyser/HP Downwardly: Does near seventy harm to everyone. Slowly drains allies of HP.
  • A slashing attack which deals about 75 physical impairment to one person.
Description/Strategy

This is the toughest fight that you have had to face to this point of the game. Magus's gimmick is that he will often change what blazon of magic he is resistant and weak to. These are referred to as magical barriers. Magus will routinely switch between Fire, Water, Lightning, and Shadow Barriers. Whenever a certain barrier is active he volition just attack with that type of spell (level 2) and volition absorb all magic not of that blazon. The barrier changes will be appear in the battle text, simply a skillful rule of thumb is that the barriers are two way. If Magus is casting fire spells, just burn down spells volition work confronting him. For example, a Fire Barrier means he'll use the Fire2 attack and merely attacks with Fire magic can harm him.

Magus changes barriers each time he's attacked. When he does this, he will as well unleash a spell with the new chemical element that hits all of your party members. Between bulwark changes, his intermittent attacks aren't every bit powerful, but he can slowly deplete the party with his Geyser/HP Downwardly assail. If y'all're finding that he's ever of a barrier blazon that you can't become through, and so hit him with something like Crono'due south Spincut to forcefulness him into changing his barrier (only be prepared for the accompanying magical attack).

With the bulwark changes, you should hope that Magus chooses Shadow as often as possible, particularly if you have Robo in your party. Shadow Bomb only hits i target, and so the impairment is minimal compared to Fire 2,Ice two and Lightning 2. If y'all have Frog in your party, a normal attack with the Masamune equipped will lower Magus' magical defence. A healer, or two, is very necessary for this battle. If you have Marle, then you can use haste (if you take it) which will profoundly help in the boxing, especially when he tries to cast Dark Matter. Effort to bring a balanced party for attack magic, to ensure that you can penetrate almost of the barriers.

Frog with Masamune equipped should often apply a normal attack because it lowers Magus' magical defense force. Physical attacks tin can be used if you don't take magic of the particular blazon that Magus' bulwark opens (due east.g. Shadow damage is simply dealt past Robo's techs). Try to heal adequately regularly when your wellness gets low with Frog's heal spell ideally. When y'all read the text "Magus risks casting a spell!" it means that none of his barriers are agile and you tin striking him with whatever you want, only it also means he'due south about to cast the ultimate magic attack, Nighttime Matter, on your political party. At this point he won't have very much health to get, so just stay live and keep hammering him.

When y'all come across "Magus risks casting a spell" he's dropped his defenses and is outset to charge his Dark Thing on your party to cause massive damage. Heal before and after this spell and striking him with your most powerful attacks with whatever magic you lot want, since none of his barriers are active at that indicate.

When you lot finally finish him off, Magus will inform you lot that he only summoned Lavos. Magus did not create Lavos. Lavos will brainstorm to wake upward and you'll all be sucked into a time gate and disappear.

Challenging Lavos [edit]

If you get back and challenge Lavos at this signal, yous should get The Frog vs Magus Ending. Frog volition duel information technology out with Magus and his henchmen without your assist, and the two volition finish things off with a battle at the height of the castle.

Also if you lose in the fight to Magus, you'll encounter a brief scene where he turns around and finishes summoning Lavos, and Lavos will make his trademark scream.

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Source: https://strategywiki.org/wiki/Chrono_Trigger/Magus%27s_Castle

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