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Chrono Trigger owned by Square-Enix. Images used for educational purposes only. |
Truce, 1000 AD
Despite returning home, you have another destination in mind: 600 AD. Nevertheless, there are a few quick things you can do before leaving 1000 AD:
- Check in at home. Not only will Crono’s mom be relieved, she’ll have a different reaction each time you bring in a new party member. Some of her short conversations are pretty funny.
- Assuming you saved Fritz from Guardia Castle during your previous escape, check in at the Market. Fritz will give you 10 Mid-Ethers. Score! The Market’s also a good place to get caught up on your equipment if you haven’t been doing so up to this point.
- Head to Lucca’s House. Her father will give you Taban’s Vest, a fancy piece of defensive equipment for Lucca. Check in every now and then and he’ll give you other stuff for Lucca as well. (If you can’t find him, look upstairs to trigger a quick cut scene with Lucca’s mother. After that’s done he’ll appear on the ground floor.)
All done here for the moment. Return to the Millenial Fair and hop back to the End of Time via the Gate in the north of the Fair. This will unlock a Gate at the End of Time to 600 AD.
Zenan Bridge, 600 AD
- Back to fog territory. Head south of Guardia Castle to Zenan Bridge. Now rebuilt, the Bridge is under attack by Fiends. Speak to the Commander (the knight in gold) on your side of the Bridge to learn of their desperate need.
- Head to Guardia Castle and down to the kitchens, to the right of the entrance. Speak to the Master of Kitchens, then head back to the main floor. He’ll rush up and give you Spiced Jerky and a Strength Capsule.
- Return to Zenan Bridge and speak to the Commander to hand over the Jerky. He’ll give you a Golden Helm if you speak to him a second time. Set up your team with Marle and Lucca helping Crono, then head west across the Bridge.
- There are two battles with Skeletons ahead. They’re accompanied by Ozzie, one of Magus’s generals. Dealing enough damage to Ozzie (300ish HP) will immediately knock out the Skeletons. This is preferable, since the Skeletons require magic to effectively destroy.
- After the two battles…
Zombor
That’s a biggun right there. Zombor consists of a torso and a set of legs, and you need to destroy both to finish him off. The top half is weak to Water, while the bottom is weak to Fire and Lightning. Use your magic and special attacks accordingly to avoid healing Zombor. Crono’s Double Techs Ice and Fire Sword work quite well in expediting this fight, which is, at first, not that difficult…
… but it gets trickier. Once you defeat one half of Zombor, the other half gains new attacks. If you defeat the lower half the upper half will become powerful in general. Defeat the upper half first, though, and it will use MP Buster to suck out one character’s MP - and then the lower half will gain an instant-killing attack. Ouch. Both halves have a little under 1000 HP, so your best bet here is to spread out your attacks and try to keep the amount of damage inflicted on Zombor’s bits roughly equal. The bottom half will likely go down first, leaving the top half open to a quick(er) kill before it can pull out its more brutal attacks.
Part Fourteen: Dorino and Porre, 600 AD
Part Fourteen: Dorino and Porre, 600 AD