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Fiendlord's Keep: Difference between revisions

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Enemies usually attack in groups. These groups start small at the beginning of long halls, and gradually get larger and stronger. Often, these groups are set up in such a way that there is a trap if you fight them in the wrong order. For example, Outlaws are often seen with Jugglers. If you attack an Outlaw when the Juggler is still alive, they perform a devastating [[Fire Whirl]] Dual Tech counterattack. If the Juggler is destroyed, the Outlaw will not counterattack at all.
Enemies usually attack in groups. These groups start small at the beginning of long halls, and gradually get larger and stronger. Often, these groups are set up in such a way that there is a trap if you fight them in the wrong order. For example, Outlaws are often seen with Jugglers. If you attack an Outlaw when the Juggler is still alive, they perform a devastating [[Fire Whirl]] Dual Tech counterattack. If the Juggler is destroyed, the Outlaw will not counterattack at all.


==Bosses==
===Bosses===


*[[Slash (Unarmed)]] / [[Slash (Sword)]]
*[[Slash (Unarmed)]] / [[Slash (Sword)]]
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{{locat-stub}}
{{locat-stub}}
==Layout==
Being the heart of the [[fiend]] world, the castle is permeated with magic. At first, there are two wings accessible. They can be completed in either order. The West Wing is populated with monsters who use mostly physical attacks, leading up to the battle with [[Slash]]. The East Wing is populated with monsters who use a great deal of magic, ending in the encounter with [[Flea]]. After both wings have been completed, returning to the main hall will reveal a secret entrance to a third, central wing, hidden behind an illusion. This third wing is filled with traps of [[Ozzie]]'s devising. After passing all of his traps, you will come face to face with the general. Defeating him is trivial, as you can use his traps against him and drop him into the basement through a trap door. This opens the way to a stair that descends into the catacombs beneath the keep, leading to [[Magus]]' sanctum.
[[Category:Chrono Trigger Locations]]
[[Category:Chrono Trigger Locations]]
[[Category:Middle Ages Locations]]
[[Category:Middle Ages Locations]]
'''Bold text'''

Revision as of 20:11, 15 July 2010

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The Fiendlord's Keep (also known as Magus' Castle in the SNES/PS version) is a location that appears in 600 AD. It is Magus' castle and home to 100 monsters.

It is destroyed when Lavos awakens prematurely, causing the creation of a supermassive Gate that flings everyone through time and swallows the castle.

Enemies

Enemies usually attack in groups. These groups start small at the beginning of long halls, and gradually get larger and stronger. Often, these groups are set up in such a way that there is a trap if you fight them in the wrong order. For example, Outlaws are often seen with Jugglers. If you attack an Outlaw when the Juggler is still alive, they perform a devastating Fire Whirl Dual Tech counterattack. If the Juggler is destroyed, the Outlaw will not counterattack at all.

Bosses


Layout

Being the heart of the fiend world, the castle is permeated with magic. At first, there are two wings accessible. They can be completed in either order. The West Wing is populated with monsters who use mostly physical attacks, leading up to the battle with Slash. The East Wing is populated with monsters who use a great deal of magic, ending in the encounter with Flea. After both wings have been completed, returning to the main hall will reveal a secret entrance to a third, central wing, hidden behind an illusion. This third wing is filled with traps of Ozzie's devising. After passing all of his traps, you will come face to face with the general. Defeating him is trivial, as you can use his traps against him and drop him into the basement through a trap door. This opens the way to a stair that descends into the catacombs beneath the keep, leading to Magus' sanctum.