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, Slasher, Magic Capsule x2, Mist Robe x2, Dark 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) 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) 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 |
When you beat him, he'll leave behind the Slasher 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 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 Slasher 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 Mist 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 Death Claw for Robo and the Dark 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 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 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 Masamune, 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 Dark 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)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.