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Walkthrough:Chrono Cross/Vivi Zidane02: Difference between revisions

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Ghostxtr, adding some more stuff
(Ghostxtr)
(Ghostxtr, adding some more stuff)
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# Not saving Kid takes you to Mt. Pyre, and the Ghost Ship straightaway.
# Not saving Kid takes you to Mt. Pyre, and the Ghost Ship straightaway.
# If you didn't give Glenn the Bellflowers for free, he may not join you!
# If you didn't give Glenn the Bellflowers for free, he may not join you!
Either choice you pick, Kid is saved either by your actions or sheer "coincidence", so don't feel to horrible if you prefer chose not to save her. Explore town, visiting the Shrine Maiden, and of course the element shop. (pro tip, buy several recover all elements and allocate a few in the lvl 1 slot of each character for free healing at the end of every fight) At the element shop, buy some Green and Yellow elements (including antidotes and braces) if saving Kid, and some Blue and White elements if continuing on the quest to fight Lynx. Before you leave, talk to the little girl who exchanges elements for materials for another piece of Skelly, and visit the bar to talk to the dwarves and get the [Green Tinkler] which allows you to use the strange plants in the Hydra Marshes without touching them.
Either choice you pick, Kid is saved either by your actions or sheer "coincidence", so don't feel to horrible if you prefer chose not to save her. Explore town, visiting the Shrine Maiden, and of course the element shop. (pro tip, buy several recover all elements and allocate a few in the lvl 1 slot of each character for free healing at the end of every fight) At the element shop, buy some Green and Yellow elements (including antidotes and braces) if saving Kid, and some Blue and White elements if continuing on the quest to fight Lynx. Before you leave, talk to the little girl who exchanges elements for materials for another piece of Skelly, and visit the bar to talk to the dwarves and get the [Green Tinkler] which allows you to use the strange plants in the Hydra Marshes without touching them. After all this, you'll have plenty of Copper to upgrade your arms and armor, so make sure you visit a good smithy or two for your stuff.
 
Termina
 
New Character: Greco (Red)
 
You'll always end up here regardless of which you choose, and it's your best chance to recruit the masked wrestler/exorcist Greco, so go down to the shrine where you gave Glenn the bellflower to witness a funeral, talk to the him, follow him to his house, and he'll join your party.
 
(optional) Viper Manor
 
New Characters: Luccia (Black) NeoFio (Green)
 
After all the chaos, Viper Manor is now open, so go talk to Luccia to recruit her, and if you want NeoFio, go to the Hydra Marshes (Another World) to get the [Life Sparkle]
 
Hydra Marshes (Another World)
 
The marshes in Another World are highly poisonous, every step hurts, and you won't get far without the [Green Tinkler] from Guldove, if you have the Golem trap element, the centaurpedes will cast it occasionally when the field is pure yellow. Climb the branches on the Western side of the first area, beating up some Green monsters bullying a Beeba, getting something out of it eventually, and continue climbing, fighting as you go until you encounter a bunch of explorers, they'll give you a spare [Hazard Suit] so you don't take poison damage anymore, and let you go on your merry way. Continue to the northern edge where you meet a temperamental vine thing, use the [Green Tinkler] to make it bow in submission, and continue on the the Easternmost area for an explanation of why the forest is so poisonous, and to collect the [Life Sparkle] for Neo Fio.


Saving Kid
Saving Kid
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Bosses: Wingapede (Green), Pentapus (Blue), Dwarf Army? (Yellow, ALL) Hydra (Yellow)
Bosses: Wingapede (Green), Pentapus (Blue), Dwarf Army? (Yellow, ALL) Hydra (Yellow)


A very poisonous place filled with lots of green and yellow monsters, the place is vibrant with lots of plant life. Almost all of the monster that are green are poisonous, most notably the bulbous plant that just sits there, it will always cause poison with it's tech skill before it's demise. explore the place, climbing the odd "branch" on the west side of the first area, continue forward encountering a bullied Beeba, get his [ Beeba Flute] out of good will, and continue on til you reach a "wide, open space", use the flute to summon the first boss, the Wingapede. This boss is green, so have enough yellow elements to smack it down, healing for his damage, and antidotes for its iconic poison gas tech. After annihilating the Wingapede, walk on the dangerous ground and fall "head on" madam Pentapus, knocking her out. Prepare with Red elements and make sure you're healed up for another boss fight, Madam Pentapus hates her dinner being stolen, but Razzly is worth it! The Pentapus has better physical attacks than the Wingapede, but it's elemental attacks are only effective against Red characters, so hack and slasher her to pieces. After the battle, depending on whether you want Razzly's lvl 7 Tech Skill or a happy ending for the dwarves, put her in your party for a happy ending, leave her out for the dwarves' destruction and lvl 7 tech skill. Continue through the marshes, encountering an ARMY of yellow dwarves, with a total of 3 different types, and a total of 8 dwarves. When fighting the dwarves, use either elements that target them all or pick a type of dwarf and focus fire, otherwise their triple tech skill is a nuisance against your entire party. After that, chase them down, and get ready for a 1 on 3 fight with the Hydra, the protector of the forest. The Hydra is a yellow element monster with high physical damage, uses elements like wave of fear (lowers all defense) and Hires (increases defense) to make it harder to kill with physical attacks, but it's not terribly hard as long as you keep your health up, make sure that no Green character has your revive, and smack it with Green elements and attacks til it falls. After the battle, if you don't have Razzly on your team, the Hydra dies and the Dwarves flee in terror and indignation. If you do have Razzly, she finds a baby Hydra within the dead one, so the forest will live on. Either way, the dwarves flee in terror. Afterwards, head back to Another World to give Kid her antidote!
A very poisonous place filled with lots of green and yellow monsters, the place is vibrant with lots of plant life. Almost all of the monster that are green are poisonous, most notably the bulbous plant that just sits there, it will always cause poison with it's tech skill before it's demise. explore the place, climbing the odd "branch" on the west side of the first area, continue forward encountering an upset Beeba beat him and his friends til he cries uncle, and get his [ Beeba Flute] out of good will, and continue on til you reach a "wide, open space", use the flute to summon the first boss, the Wingapede. This boss is green, so have enough yellow elements to smack it down, healing for his damage, and antidotes for its iconic poison gas tech. After annihilating the Wingapede, walk on the dangerous ground and fall "head on" madam Pentapus, knocking her out. Prepare with Red elements and make sure you're healed up for another boss fight, Madam Pentapus hates her dinner being stolen, but Razzly is worth it! The Pentapus has better physical attacks than the Wingapede, but it's elemental attacks are only effective against Red characters, so hack and slasher her to pieces. After the battle, depending on whether you want Razzly's lvl 7 Tech Skill or a happy ending for the dwarves, put her in your party for a happy ending, leave her out for the dwarves' destruction and lvl 7 tech skill. Continue through the marshes, encountering an ARMY of yellow dwarves, with a total of 3 different types, and a total of 8 dwarves. When fighting the dwarves, use either elements that target them all or pick a type of dwarf and focus fire, otherwise their triple tech skill is a nuisance against your entire party. After that, chase them down, and get ready for a 1 on 3 fight with the Hydra, the protector of the forest. The Hydra is a yellow element monster with high physical damage, uses elements like wave of fear (lowers all defense) and Hires (increases defense) to make it harder to kill with physical attacks, but it's not terribly hard as long as you keep your health up, make sure that no Green character has your revive, and smack it with Green elements and attacks til it falls. After the battle, if you don't have Razzly on your team, the Hydra dies and the Dwarves flee in terror and indignation. If you do have Razzly, she finds a baby Hydra within the dead one, so the forest will live on. Either way, the dwarves flee in terror. Afterwards, head back to Another World to give Kid her antidote!


Guldove
Guldove
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Saving Kid: END
Saving Kid: END


If you didn't save Kid, instead of Korcha joining you with his boat, Macha joins your party instead, and Glenn will join shortly after arriving back in Termina. Take the boat and head into the fog blocking Mt. Pyre.
If you didn't save Kid, instead of Korcha joining you with his boat, Macha joins your party instead, and Glenn will join shortly after arriving back in Termina. At this point you have total control over Korcha's prized boat, so you can sail anywhere. But whatever you do, don't go to Isle of the damned yet, and if you do, don't fight anything unless you want to see the GAME OVER screen. The monsters there are ridiculously powerful for this level, and the only thing worth grabbing is the more of Skellys' bones on the eastern side in a little bone cave thing. To continue the quest take the boat and head into the fog blocking Mt. Pyre.


Ghost Ship
Ghost Ship
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Boss:  Polly (Red), Fargo (Blue), Dead Head (Black)
Boss:  Polly (Red), Fargo (Blue), Dead Head (Black)


As you enter the fog, you end up on a mysterious ghost ship, encountering several suits of armor, and pirates! After the pirates appear, you fight Polly, then get knocked out by Captain Fargo and tossed into the brig. During the night, a REAL ghost ship shows up, and tons of undead Black monsters infest the ship, namely Wraiths, Skeletons, and Dead Beats, their elements are moderately powerful, but their physical attacks hurt, so make sure you keep your health high as you travel across the ship. When you reach the galley, talk to Pip until its cornered to let it join your party and fulfill its dream to see the world. Head up and if you feel lucky, get "healed" by the pirate with the mysterious brew, save and prepare for a few waves of monsters followed by Dead Head. Dead Head is a Black attribute boss that favors status such as diminish (which cuts elemental effectiveness in half) and status effects with his Bad Breath tech skill, so keep at it with physical attacks and healing, he'll fall sooner or later. After watching the Dead Head fall into goop, Fargo rewards you with information about Mt. Pyre, a place to stay, and access to ship (monster free). If you want to avoid lots of damage and get the easiest summon available, go to Water Dragon Isle (Home World) and get the ice breath and Frog Prince* element from the Water Dragon. I recommend picking up some trap elements of each type (especially Holy Light, get several of them for a particularly handy boss), trap elements will be explained at Mt. Pyre through the antics of the Shaker Bros. (look forward to it), but first, back to Home World.
As you enter the fog, you end up on a mysterious ghost ship, encountering several suits of armor, and pirates! After the pirates appear, you fight Polly, then get knocked out by Captain Fargo and tossed into the brig. During the night, a REAL ghost ship shows up, and tons of undead Black monsters infest the ship, namely Wraiths, Skeletons, and Dead Beats, their elements are moderately powerful, but their physical attacks hurt, so make sure you keep your health high as you travel across the ship. When you reach the galley, talk to Pip until its cornered to let it join your party and fulfill its dream to see the world. Pips' innate attribute is White, but it's form and element can change depending on what elements it casts and has cast upon it. Please check out Pips section for his evolutionary potential.
 
Head up and if you feel lucky, get "healed" by the pirate with the mysterious brew, save and prepare for a few waves of monsters followed by Dead Head. Dead Head is a Black attribute boss that favors status such as diminish (which cuts elemental effectiveness in half) and status effects with his Bad Breath tech skill, so keep at it with physical attacks and healing, he'll fall sooner or later. After watching the Dead Head fall into goop, Fargo rewards you with information about Mt. Pyre, a place to stay, and access to ship (monster free). If you want to avoid lots of damage and get the easiest summon available, go to Water Dragon Isle (Home World) and get the ice breath and Frog Prince* element from the Water Dragon. You gets lots of iron from these losers, so make sure you upgrade you're favorite characters equipment to Iron stuff to make things easier. I recommend picking up some trap elements of each type (especially Holy Light, get several of them for a particularly handy boss), trap elements will be explained at Mt. Pyre through the antics of the Shaker Bros. (look forward to it), but first, back to Home World.


Arni Village (Home World)
Arni Village (Home World)
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Boss: Solt and Peppor (Yellow), Red Dragon (Red), 3 Acacia Dragoons, Karsh, Marcy, Zoah (Green, Blue, Yellow)
Boss: Solt and Peppor (Yellow), Red Dragon (Red), 3 Acacia Dragoons, Karsh, Marcy, Zoah (Green, Blue, Yellow)


Mt. Pyre is dangerous for one major reason, the lava everywhere, but before you freeze everything, check for chests in the fire, because if you miss them now, you'll never get them, so make sure you keep some capsules and tablets for some firewalking. After collecting the treasures interspersed through the lava areas, use [Ice Breath] to permanently freeze it, making it impossible to be burned again, continue fighting the hotdoggitys and cat burglars til you reach the Shaker Brothers again. This fight is a tutorial fight as usual, and teaches the power of trap elements, as shown by the example of Solts' black hole trap and Peppors' black hole element, traps are consumables and allow you to collect elements from monsters that cast it. After knocking them senseless (Hit Peppor first, he's SUPER upset at Solt and will smack him for you), continue on, collecting stuff from lava til you hit the save, get your Blue stuff ready for your encounter with the little Red Dragon. He casts fire breath, which hurts for now, but mostly watch out for his physical attacks, keeping some healing on hand. After sparring with him, he lets ya go on, only to be stopped by the 3 Dragoons, Karsh, Marcy (who REALLY REALLY hates you for some reason) and Zoah. Pick one and stick with them, preferable Karsh, Marcy, then Zoah, because Karsh and Zoah have a combo tech, and Karsh loves his lvl 5 tech skill which hits everyone. Marcy uses weak physical attacks with strong elements, Zoah attacks hurt but he only has single target techs and elements. After beating them, Harle advises against entering Fort Dragonia (please ignore her), make sure you pick up a few tornado and iceberg trap elements from Marbule, along with the Holy Light traps, and a few free fall and inferno traps or you might regret it.
Mt. Pyre is dangerous for one major reason, the lava everywhere, but before you freeze everything, check for chests in the fire, because if you miss them now, you'll never get them, so make sure you keep some capsules and tablets for some firewalking. After collecting the treasures interspersed through the lava areas, use [Ice Breath] to permanently freeze it, making it impossible to be burned again, continue fighting the hotdoggitys and cat burglars til you reach the Shaker Brothers again. This fight is a tutorial fight as usual, and teaches the power of trap elements, as shown by the example of Solts' black hole trap and Peppors' black hole element, traps are consumables and allow you to collect elements from monsters that cast it.
 
After knocking them senseless (Hit Peppor first, he's SUPER upset at Solt and will smack him for you), continue on, collecting stuff from lava til you hit the save, get your Blue stuff ready for your encounter with the little Red Dragon. He casts fire breath, which hurts for now, but mostly watch out for his physical attacks, keeping some healing on hand. After sparring with him, he lets ya go on, only to be stopped by the 3 Dragoons, Karsh, Marcy (who REALLY REALLY hates you for some reason) and Zoah. Pick one and stick with them, preferable Karsh, Marcy, then Zoah, because Karsh and Zoah have a combo tech, and Karsh loves his lvl 5 tech skill which hits everyone. Marcy uses weak physical attacks with strong elements, Zoah attacks hurt but he only has single target techs and elements. After beating them, Harle advises against entering Fort Dragonia (please ignore her), make sure you pick up a few tornado and iceberg trap elements from Marbule, along with the Holy Light traps, and a few free fall and inferno traps or you might regret it.


Fort Dragonia
Fort Dragonia
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BOSS:Giant Gloop (Blue), Taurminator(name check!) (Green), SuN Of A gUn (White), Bunyip (Red, then Black) Gen. Viper (Yellow) Lynx (Black)
BOSS:Giant Gloop (Blue), Taurminator(name check!) (Green), SuN Of A gUn (White), Bunyip (Red, then Black) Gen. Viper (Yellow) Lynx (Black)


As you can tell, this is it, there's tons of bosses, lots of chests, and a lot of puzzles.
As you can tell, this is it, there's tons of bosses, lots of chests, and a lot of puzzles. The enemies in Fort Dragonia tend to be Yellow, Black, and Red, but make sure you have a smattering of everything and plenty of recovery stuff. After entering the large room with the four weird lines and circles, pick one, I'll put the puzzles and how to solve them in separate paragraphs.
# If you end up in an odd room with sheer drops and a few circles, you're in the blue area, use the chests (opening and closing them) to navigate the room, collecting treasures, fighting a Dragoon, and make sure you have an Iceberg trap ready for Giant Gloop. Giant Gloop uses blue elements and attacks, so make sure you have red attack elements and non-blue healing elements for use. Start off the battle by using you're Iceberg Trap just in case, smack with attacks, healing, and elements, rinse and repeat. After defeating it and watch it flatten into a puddle, walk up to the crystal and deactivate it.
# If you entered an area with a dark pit and a dragon on a tower, you're in the red area, it will always assume it's facing north. so East is 1 to the right, South 2, West 3, North 4 or 0. Each area has either treasures, healing, or monsters, so you'll pick them all in the end for nice stuff and some fights against Cybots. Activate the crystal before you completely leave though.
# If you're in the center of a giant maze of circles, you're in the yellow area, make you're way to the room on the far Western corner to determine you're order, there's lots of stuff so change character order with the SELECT button and use the weird sign outside to switch the second and third characters' spots, in order to get to the crystal, the pattern is Tail, Body, then the Head.
# In the square maze area, you're in the wind zone. The enemies tend to be Cybots, and Paper boys with Combats and the little black bats as back up. Cybots hit hard and heavy, paper boys are only bad when they start tearing themselves up, other than that, collect the goods and make your way to the crystal chamber and the Taurminator. First things first, He's green, unlike most of the enemies in the area, and he occasionally casts Tornado, so set a trap for that first. His elements hurt more than his hits, so be prepared for healing, especially if you have Poshul or another Yellow character in the party. After knocking him down, deactivate the crystal and exit.
Finally, the elevator is activated, but before you can use it, save and allocate you're holy light trap for the White attribute boss SuN Of A gUn. This boss is an oddity in and of itself, depending on it's health and elements cast on it, it'll change moods, casting debilitating attacks like Meteor Shower and Holy Light. I suggest you get it's health low without a black character, and try and grind for Holy Light, which instakills undead, and deals tons of damage, being one of the elements that can't be bought (which is why there's a trap for it). Overall it's tough if you have a Black character, but as long as you keep your health up without using white elements, it's not too difficult. After it spazzes to oblivion, take the elevator up, and have a sense of Deja-vu. Afterwards, instead of what you remember, there's a few bats and a lot of Acacia Dragoons, Sargeants, and an actual Dragoon on the stairs. Remember the teleporter? There's a boss guarding the crystal called Bunyip. As funny as its name is and as cute as it looks, it hits with red elements like Inferno until it takes too much damage, so make sure to trap one or two ahead of time. After that it unleashes it's inner darkness, becoming a Black attribute cyclops that uses an aoe tech and FreeFall occasionally, so set a trap as soon as it transforms, keep healing with white elements, and defeat the darkness! Afterwords, make sure that you got all the treasures in the place, because after going through the doors at the top of the elevator, there's no going back. EVER. so make sure you're ready before your confrontation with Lynx.
 
After going through the doors, you encounter the [Dragon Tear], being guarded by General Viper and Lynx himself. First up is the General himself, he's a yellow attribute character with his cross slash tech being his most dangerous move. He does decent physical damage but his techs are the real threat, so don't get knocked out at the warm-up. After knocking him down, he attempts a comeback, only to be stabbed in the back by Lynx, who challenges your party by himself. Lynx is similar to his first fight, just that he hits harder, faster, and uses Hellbound in conjunction with other Black elements, but other than Hellbound, his physical attacks are the real threat in this fight. After defeating him, Serge becomes entranced by the [Dragon Tear], only to awaken strangely.
 
Part 3
 
<nowiki>*</nowiki>SPOILER ALERT* you awaken as Lynx, get annihilated, and watch as Serge stabs Kid as what happened in your dream becomes reality. Afterwards, Serge defeats the party, and banishes Lynx to the Temporal Vortex.
 
Temporal Vortex
 
New Characters: Sprigg (Green), Harle (Black)
 
After awakening, explore your new surroundings, and notice the odd fruit tree and the house located nearby, shake the tree and run into the house before its inhabitant returns. After spending the night at Spriggs', the old lady joins your party, so make the most of this monster free area and explore its oddities, making especially sure to mess with the rocks at the topmost pagoda to get a revive near the bottom of the odd waterfall. Sprigg is unique, because she only has two or three elements slots available, along with her lvl 5 tech skill, Doppelganger, which allows you to mimic a previously defeated opponent, the most powerful of the ones available being Lagoonate. After re-allocating your elements and adjusting to your new characters, enter the tower, listen to Harles' problems with your perception of reality, follow Serge, and escape the Temporal Vortex.
 
Hydra Marshes (Home World)
 
Sprigg wants to throw a party in honour of your escape, and Harle just wants to get on with it, so get a move on, and see if you can't get to Another World
 
Opassa Beach (Home World)
 
Annnndddd... nope, doesn't work for some reason, so your only option is to head home and see what's up.
 
Arni Village
 
Boss: Chief Radius (Green)
 
You're a cat man now, so nobody likes you anymore, because they lack open-mindedness and experience with demi-humans. prepare some yellow and healing elements for a battle with the village chief, then talk to your Mom to figure out what's going on. Radius isn't terribly powerful, but he deals a lot of damage compared to the tutorial, so heal when your health is low, and beat some sense into that old man. Afterwards, he and your mom listens to your explanation, they give explanations of their own, and it's on to Termina to figure out how fix everything.
 
Fossil Valley
 
The enemies in the homeworld are much tougher than Another World, so be careful, especially with the weird fire priest monsters, they cast fire pillar and Volcano (so you can trap these easy here), so defeat the monsters with Sprigg, collecting the treasures here, and continue to Termina
 
Termina (Home World)


[[Category:Chrono Cross Walkthrough]]
The layout is the same, but the Town's almost unrecognizable, so explore,  [[Category:Chrono Cross Walkthrough]]
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