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Chrono Trigger Walkthrough

Written by  Neal & footbigmike
Fanart Editor & Data Manager / Former Staff Writer

14. Magus' Castle

Enemies: Underling (Blue), Gaoler, Lancer, Shadow, Sorcerer, Blue Gargoyle, Juggler, Roundillo, Save Point, Outlaw, Roundillo Bomber, Servant (Sword), Servant (Crossbow)
Treasures: Mid-Ether x4, Shelter x2, Barrier Sphere x2, BladeSlasher, Magic Capsule x2, ArmorMist Robe x2, ArmorDark Mail, Lapis, Speed Belt,


When you enter, all is quiet. There are actually townspeople in the castle, including Crono's Mom, Queen Leene, and either Taban, Lucca, or King Guardia, depending on who you have with you in your party. Travel to the ends of each hallway, then return to the front hall. A save point will have appeared.

Unfortunately, this isn't so much a save point as it is a trigger for the next event - Ozzie will come out of the wall when you step on it and start a fight with a bunch of enemies, claiming that you'll have to defeat all 100 to fight Magus. He'll leave, and the dungeon has begun.

After defeating the first group of enemies, you'll have to decide which hall to take. I recommend going down the left hallway first. The hallway has incredibly easy enemies dating back to the Prison, and before you know it you'll be thrust before Slash, the swordsman.

Slash (Unarmed)
Slash (Unarmed)
Bestiary #: 177
Level
HP
Attack
Speed
Magic Power
21
3200
40
14
6
Defense
Evade
Light Def.
Shadow Def.
Water Def.
Fire Def.
127
128
Normal
Normal
Normal
Normal
Exp
G
Tech Points
Era/Location
0
0
0
Middle Ages / Magus' Castle
Charm
Drop
None
None
Enemy Techs
Enemy Counters
Rapid Punch
Rising Fire Dance
Flame Bomber
Strategy
Well, for a swordsman, he doesn't really use a sword. Crono and Frog's attack works very well against Slash, and Lucca should throw Napalms and help heal with Mid-Potions.
 




After you defeat him, he'll grab the sword off the wall and initiate a second fight.

Slash (Sword)
Slash (Sword)
Bestiary #: 178
Level
HP
Attack
Speed
Magic Power
22
5200
70
14
7
Defense
Evade
Light Def.
Shadow Def.
Water Def.
Fire Def.
127
128
Normal
Normal
Nullify (0 Damage)
Normal
Exp
G
Tech Points
Era/Location
500
1500
10
Middle Ages / Magus' Castle
Charm
Drop
None
None
Enemy Techs
Enemy Counters
Strike
Slash [Lightning]
Max Strike
Crazy Strike
None
Strategy
The sword makes him all the more difficult, and his HP is completely refreshed, with a little more to boot. He's stronger and faster, but the strategy is the same. Using Lucca's OProtect spell is almost a must. If Frog has learned OHeal, use that to help as it heals all allies.
 




When you beat him, he'll leave behind the BladeSlasher Sword for Crono and a Save Point. Use a Shelter, save your game, and head down the right hallway. All of the people here are actually enemies in disguise (hmm, ya think?), and are also avoidable, so if you don't feel like fighting, you don't have to. At the end of the hallway, you'll first fight someone named "Flea?" but it goes down in one hit, taking your MP along with it. Afterwards, the real Flea reveals himself as the bat that had been following you around since the Magic Cave. After some interesting and androgynous introductions, the battle will begin.

Flea
Flea
Bestiary #: 176
Level
HP
Attack
Speed
Magic Power
21
4120
45
10
10
Defense
Evade
Light Def.
Shadow Def.
Water Def.
Fire Def.
150
128
Normal
Normal
Normal
Normal
Exp
G
Tech Points
Era/Location
500
1000
10
Middle Ages / Magus' Castle
Charm
Drop
None
None
Enemy Techs
Enemy Counters
Blow Kiss ♥ [Sleep]
Waltz Of The Wind ♥ [Chaos]
Rainbow Storm [Poison Wind]
Prism Beam ♥ [Darkness]
The Stare ♥ [Flea's ♥♥ Magic]
None
Strategy
With the BladeSlasher sword, the battle is much easier. Have Crono and Frog use and have Lucca heal with Mid-Potions, using Napalm in between healings. Flea doesn't take much but can put your characters to sleep. If this happens, simply use a Panacea.
 




Flea will leave behind a Magic Capsule after its defeat, leaving you with the only option of returning to the front hall. Ozzie's save point will have returned, and now you'll be able to move on through a new, central hall.

This hall is basically a Hall of Enemies, with the number and type of monsters progressing as you move along. At the end of the hall, you'll meet Ozzie, who will run away from you. Grab the ArmorMist Robe and equip it on the female of your choice, then move on.

The next room has no enemies but you can still take damage from Ozzie's falling scythes. Dodge them as best you can and Ozzie will run off once more, leaving you with the ArmDeath Claw for Robo and the ArmorDark Mail, which should be given to Frog.

All enemies in the next area can be dodged if you just pause while the Roundillo rolls by. If you move, it will activate the fight with the nearby enemies.

In the next room, Ozzie will open holes in six different places if you stand on them. Fortunately, each hole can only be activated once, and if you play it smart, you can avoid the fights almost entirely. Here's how it works: There are six holes that go in order, and at the bottom of each hole are four save points. If, after falling down the FIRST hole, either the North or South Save Point is an enemy, then the teleporter is either West or East (the other will be a real save point). In the second hole, whichever pair had the enemies before (in the hypothetical situation, it was north-south) will now contain the Teleporter or the save point (in the hypothetical situation, it's east-west). If you're set on avoiding the fights, it's in your best interest to activate all of Ozzie's traps.

The next area is like the first Roundillo area except the Roundillos are now Roundillo Bombers, and there are Outlaws, meaning you'll actually have to fight here. When you get to the top, move on along.

In the next area, Ozzie will annoyingly pull up four enemies at a time for you to fight, but they're not that difficult. The most difficult is the one with four Jugglers, but if you have learned Fire 2 for Lucca you can take all of them out at once. Ozzie will once again run away at the end. Grab the Speed Belt.

Most people don't realize that all of the battles in the next hall are easily avoidable if you just go around the statues. The battles won't activate and you'll move on easily. Even if you do decide to fight the battles, you shouldn't have any trouble whatsoever.

Afterwards, you'll enter Ozzie's lair. Grab his treasures and then fight him.

Ozzie
Ozzie
Bestiary #: 168
Level
HP
Attack
Speed
Magic Power
12
762
Unknown
12
10
Defense
Evade
Light Def.
Shadow Def.
Water Def.
Fire Def.
127
128
Nullify (0 Damage)
Nullify (0 Damage)
Nullify (0 Damage)
Nullify (0 Damage)
Exp
G
Tech Points
Era/Location
30
100
2
Middle Ages / Zenan Bridge
Charm
Drop
None
Enemy Techs
Enemy Counters
Lightning
None
Strategy
This Ozzie is not actually an enemy you can defeat. Focus on his underlings and Ozzie will take off in a typically silly way.
 




Two glistening spots will appear: To the right is a save point, and to the left lies Magus. Make sure you prepare yourself by using a Shelter and equipping any necessary equipment. Then, move on, listening to Magus' chants and taunts, and the fight will begin.

Magus
Magus
Bestiary #: 180
Level
HP
Attack
Speed
Magic Power
20
6666
70
11
8
Defense
Evade
Light Def.
Shadow Def.
Water Def.
Fire Def.
230
128
Normal
Normal
Normal
Normal
Exp
G
Tech Points
Era/Location
1500
3000
15
Middle Ages / Magus' Castle
Charm
Drop
None
Enemy Techs
Enemy Counters
Strike With Scythe
Geyser
Lightning 2
Ice 2
Fire 2
Dark Bomb [Shadow]
Dark Matter [Shadow]
None
Strategy
Having Lucca for this battle is almost imperative - it allows your party to exploit three different Elements: Water, Fire, and Light. Make sure that you heal with Mid-Potions whenever necessary because you never know what he's going to blast at you next. He'll continuously change his barrier, telling you what his current weakness is. If you attack him with the SwordMasamune, his Magic Defense will decrease. You need to keep attacking him depending on his weakness, and eventually it won't matter anymore because you'll be able to start attacking him physically. You'll know this when he stops changing his weakness. When you've got him at that point, he won't have much juice left, but don't get careless. You've got to keep your HP up but continue to attack him. Fire Sword and work very well after he risks casting a spell, but be sure to keep that HP up just in case he casts ODark Matter, one of the most powerful spells in the game.
 




After you defeat Magus, a huge Gate will open and you'll learn that Magus did not create Lavos - he only summoned him. Your party will be sucked into the gate along with Magus.

Chapters


Chrono Trigger NDS Supplement
Caves of Narshe: Chrono Trigger
Version 6
©1997–2024 Josh Alvies (Rangers51)

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