Chrono Trigger Walkthrough, Part Six: 2300 AD

The world map of 2300 AD, outside Trann Dome
Chrono Trigger owned by Square-Enix. 
Images used for educational purposes only.

Part Five: Prison Towers, 1000 AD

Bangor Dome, 2300 AD

- Welcome to... somewhere. You're in a confined, futuristic-looking space when you come out of the Gate, and there are only two doors: one, open, to the south, and one, quite locked, to the north. You have little choice but to leave through the south.

- You'll wind up on the world map. Your destination is to the north, but for now, head south. A small Dome down here will help you get your bearings.

Trann Dome

- Hey, look, some rather ragged humans. The first guy will sell you some basic supplies, as well as a Pocket Blaster for Lucca and Iron Helms / Suits for everyone. Stock up as you can.

- Further inside this Dome you'll find a bunch of hopeless people, as well as another locked door. Sigh. The only other thing of real value in here is the Enertron to the far left. These devices will instantly restore your HP and MP to full for absolutely free. (Though you're still hungry.)

- Back outside. Head north to find a new dungeon of sorts...

Crono, Marle, and Lucca battle monsters in 2300 AD's Site 16

Site 16

- Luverly. The first thing to note about Site 16 are the rats darting about on the first screen. They won't hurt you, but if one touches you it'll take off with a Potion. Annoying at most. Avoid 'em if you can.

- Up and to the right of the entrance you'll see a plant-like creature. Approach its nook to start a fight with a Floral Horror and two Ruin Stalkers. Nothing terribly difficult, though the Floral Horror is annoying thanks to its regenerative move. Try to kill it first. A short ways further to the right you'll find a Berserker Ring in a chest, just below a wrecked car.

- Head back to the left and up. You'll find a cluster of Craters accompanying a Floral Horror. The Craters can be painful, but they're clustered in such a way that a single quick Cyclone will take them all out before they can attack.

- Further right along this upper path you'll be ambushed by two more Ruin Stalkers and another Floral Horror. Kill them off, then check the chest they were guarding for a Silver Sword. (In case you missed the one in Prison Towers.)

- Follow the path. Along a small side path to the left, above a Floral Horror, you'll find a chest containing a Silver Bow for Marle. Approach the Floral Horrors and you'll have to take on two Ruin Stalkers as well.

- Further north you'll find five more Craters. Easy pickings with AOE moves. Head right after mopping them up.

- Another screen. Immediately head, parked atop a wrecked car, are three Shadows. These irritating little beasts can only be hurt by magical attacks, which, in this case, means only Lucca's Flamethrower or Crono's Wind Slash attack will do them any damage. Lacking MP you're best off skirting low and avoiding them completely.

- The path splits to the south. Take the upper path and you'll face a Mutants. High in HP, Mutants can steal your health for themselves. Annoying, but not as bad as they look, really.

- Take the lower path and you'll find an Ether on your left. You'll also run into three terribly-spaced Shadows if you try to walk along the path to the right, and three more past the first (though this lot isn't so oddly placed). Better to just take on the Mutant, given the choice.

- Head north. Another Mutant lingers near the exit. Beat it down and you'll be free to leave Site 16... though the lands beyond aren't a whole lot better.

Part Seven: Abandoned Sewers, 2300 AD

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