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This is page 6 of our complete Chrono Trigger DS game guide, featuring The Fiendlord's Keep.
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The Fiendlord's Keep - 600 A.D.
- After the brief cinematic, enter the front door of the castle.
- Head up the stairs. You will come to a point where you must choose to ascend stairs to your left or right. Walk up the stairs to your right.
- In this next room you will see four children standing around a treasure chest. Ignore them for now and run up the stairs behind them.
- In the next room you will see apparitions of other characters (King Guardia, Queen Leene, Crono's mom, etc). Run past them (stopping to take the mid-ether from the treasure chest on the left) and walk up the stairs to reach the next area.
- You will enter a small room that is empty except for a single chair. Nothing to do here. Backtrack to the entryway of the castle.
- Walk up the stairs to the left.
- You will reach another room, this time full of strangers wandering around aimlessly. Ignore them and continue forward (once again, stop to grab the items from the treasure chest you pass on the right). Run up the stairs, and past the children. Walk up the stairs to the next area.
- Run up the stairs ahead and keep moving forward. You will reach an area with another empty chair. This time, however, there are treasure chests on either side of the chair and a sword hanging on the wall. Open the treasure chests. A mid-ether is in the one on left, and a shelter on the right. Backtrack to the castle's entryway.
- A Save Point will have appeared in the entryway, directly between the two staircases. Walk into the Save Point.
- The screen will turn black and Magus' right hand man, Ozzie, will appear above you. He will spawn two Vampire Bats and four Underlings for you to fight before disappearing.
- Defeat all six enemies. All of them will go down easily from standard attacks. To avoid taking too much damage, however, use mass attacks like Frog and Marle's dual tech Ice Water or Lucca's Napalm.
- Once they are defeated, proceed up the stairs to your right. Run past the children again to the next room.
- About halfway through this next room you will be intercepted by what looks like Queen Leene. She will change into a monster called a Sorcerer and spawn two Underlings and two Vampire Bats. Take out the Sorcerer first (it can heal the other creatures). All should be vulnerable to normal attacks.
- Proceed north. Avoid Crono's mom (she will also turn into a monster). Run up the stairs behind her to the next room.
- You will now be in the small room that previously held only a chair. This time, however, there will be a monster hovering above the chair. Heal your party members and use ethers to restore MP. Now walk up to the monster. It turns into Flea, Magus's master sorcerer. Get read to fight!
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Boss - Flea
- YouTube: Magus Castle! Boss Battle!Flea! (Time: 10:42)
- Flea's first form should be fairly easy to defeat. It will cast a few basic spells on you. A dual tech like Sword Steam or Ice Water will quickly defeat it. When it dies, however, it will cast MP Buster and steal all the MP from one party member. Use an ether on this party member at the next available opportunity.
- The real Flea, who turns out to be a woman, now appears. The monster you just killed was a decoy. Her attacks are magic-based, and usually take the form of spells that affect your characters' statuses. They include:
- Poison Cloud - a spell that deals about 40-50 HP to each party member.
- She can kiss one party member, which deals minimal damage (25 HP) but puts him or her to sleep.
- Rainbow Beam - strikes your characters blind.
- Whirl Wind - casts confuse on a character.
- The Look - causes one character to attack, the other two. This causes 80-90 HP in damage to each character (even the one attacking).
- The basic strategy here is to keep your characters' health up. Flea will want to cast a lot of status spells on you, so one character should be reserved for healing and using Panaceas.
- Flea is resistant to magic attacks, so use physical attacks instead. Crono and Frog's dual tech, X-Strike, is particularly devastating. She is not an overly difficult boss. Just be cautious and repeat the steps above to defeat her.
Back to the Keep
- Take the glimmering object off the ground after defeating Flea. It is a Magic Capsule.
- Backtrack to the entryway. Avoid touching any of the characters you see along the way, or you will be forced to fight more monsters.
- Once you are back in the entryway, take the stair case to the left.
- In this next hallway you will see a group of skeletons (called Lancers) marching. They are being overseen by a huge brute with a mace (called a Gaoler). Try to walk around them (assuming you want to avoid them). Run up the stairs. You will see another group of skeletons. Try to walk around these as well. Walk up the stairs behind this second group to reach the next screen.
- TIP: If you do wish to fight them, then keep in mind that the Gaoler is immune to magic damage.
- Proceed up the stairs to the back of this room. You will see groups of humans standing around. Talk to the girl in the center. They will turn into Lancer skeletons. Attack them with normal attacks. They are pretty easy to defeat.
- After you defeat the Lancers, Slash will appear. Heal your party and restore MP. When you are ready to fight, run up to Slash.
Boss - Slash
- YouTube: Magus Castle! BossBattle! Slash! (Time: 10:43)
- Slash is a little harder than Flea in that his attacks deal more damage. His are mostly physical attacks, however, not magical.
- The boss fight takes place in two phases. In the first, Slash will be unarmed. He can attack you in a number of ways:
- Hit a single party member (deals around 55 HP).
- He will say "Jab, lunge, thrust" and suck one character in with a black hole. He will then hit him or her, dealing around 70 HP.
- There is not a single strategy to employ against Slash. Just keep your characters' health up using one team member (preferably Marle). Use X-Strike and similar dual techs to deal damage to him.
- Once you have done enough damage, he will cast Fire Wave. This should only deal around 25 HP per character if you are wearing the fire resistant Ruby Vests.
- The boss fight will now move into its second phase. Slash will grab the sword off the wall and continue to attack. His attacks are different and more damaging. They include:
- Wind Slash - like Crono's attack this can affect two characters at once, dealing roughly 50-60 HP to both.
- Cleave - again like Crono's attack. This one is particularly damaging, dealing 125 HP to the single member it hits.
- A simple sword slash which deals about 60 HP to a single character.
- Slash will say "Yah!" and frantically slash one character multiple times, dealing about 100 HP.
- Use the same strategy as above to defeat Slash in this second phase. Keep using X-Strike against him while the third party member keeps everyone's health at safe levels.
The Path to Ozzie
- After you defeat Slash, he will drop his sword and a Save Point will appear. Take the Slasher sword. Equip it to Crono. Save your game.
- Return to the castle's entryway. Enter the Save Point. This will warp you to another area.
- TIP: If you want to take the treasure from the treasure chest the kids were standing around, then first head up the stairs to your right before you warp. Talk to the kid immediately ahead of you. He will ask if you want the treasure. Answer "yes." The four kids will turn into Shadows. Use magic to defeat them. Open the chest to get the Barrier Sphere. This reduces magic damage to 1/3 for the character it is cast upon. Save it for when you need it.
- You will reappear in a hallway. Run forward and defeat the two Underlings you encounter. Keep moving forward. As you do so the battle music will continue to play as you encounter several groups of enemies.
- The next group you encounter consists of two more Underlings and two Gargoyles. Run forward some more and you will face two Underlings and two Sorcerers. You can defeat them all easily with normal attacks.
- Next you will face two Underlings, two Sorcerers, and two Gargoyles. Take out the Sorcerers first, then the Gargoyles, then the Underlings. A dual tech that hits several enemies at once will be quite beneficial here (Ice Water, Supersonic Spin, etc.).
- At the end of the hallway you will encounter Ozzie. Talk to him. He will soon flee. Take the Mist Robe from the treasure chest near the door and then follow Ozzie to the next area.
- You will now be in a room full of conveyor belts. Pendulums hang from the ceiling. These blades will fall down and hit the ground intermittently. There is only one way to go from here, so simply run under the pendulums before they fall (otherwise you will take damage).
- There are five conveyor belts you must navigate. Each contain one pendulum with the exception of the fourth which holds two. Be sure to take the Dark Mail from the treasure chest after you cross the second conveyor belt. This increases magic defense for the character you equip with it.
- About mid-way through the room, Ozzie will begin to increase the speed of the pendulums and conveyor belts. This isn't a big deal. Simply run in the opposite direction the conveyor belt is going until it is safe to run under the pendulum.
- After you make it across the fifth conveyor belt, Ozzie will flee to the next area. Open the treasure chest near where he was standing to obtain the Death Claw. Equip his to Robo. Follow Ozzie to the next area.
- You will now be in an outdoor area covered in mist. Furthermore, your view will be more like that of a sidescroller. Run to the left as far as you go, then proceed up the stairs to your right.
- TIP: Do not worry about the Vampire Bats flying around the area. What you do need to watch out for, however, are the green Roundillos that patrol the stairs. If one comes toward you then climb down the chain-like ladders until it passes. If one touches you then you must engage it, as well as any other foe in sight, in battle. That being said, you may want to fight them anyway for the experience.
- Move right, up the stairs, as far as you can go. Ignore the Juggler floating above. Run underneath it to the left.
- NOTE: If you do engage the Juggler in battle (i.e., if you get caught with it on the screen), then remember what the note said earlier. Alternate attacking it with physical attacks and then magic. It will put up a guard for one, which leaves it vulnerable to the other. For instance, attack it with a normal slash, followed by a magic spell.
- Run as far as you can go to the left, then proceed up the stairs to the right.
- Go as far as you can go to the right, and then turn left. Ignore the Juggler and run up the stairs to the right of it. Enter the doorway.
- Once you enter this room you will see Ozzie on the other side, readying a trap of some sort. Run forward. A trap door will open underneath your feet and your party will fall through.
- Your party will land in the center of a group of six Lancer skeletons. Defeat them with normal attacks (no sense in wasting MP on these bozos).
- You are in a square-shaped room. What appear to be Save Points appear by each wall. Before entering any of them, check the northwest and northeast corners of the room for treasure chests. There should be four in total. Among the items you receive will be another Barrier Sphere and a Lapis (restores 200 HP to all party members).
- Enter the Save Point on the east wall. This will teleport you back to the room where you first fell through the trap door.
- NOTE: Of the three remaining Save Points, one will be a real place where you can save the game. The other two will be enemies. If you touch the enemy Save Points, then it will split into three. This trio will then attack you. There is nothing special about these entities other than their appearance. Defeat them with normal attacks.
- Run around the hole in the floor you fell through. As you can see, there is a lot of ground to cover before you get to Ozzie. There are five holes he can open up, including the one you just fell through. If you fall through any of them you will have to repeat the same process as before (locating the right save point, etc.). It will be different each time. To avoid this all you need to do is avoid falling.
- Here is the way to navigate the room:
- The second hole will be immediately south of the first hole. To avoid it, turn right after you pass the first hole. Hug the wall and walk around in an L-shape until you get to the central, brick portion of the wall.
- Head south from this brick portion and huge the opposite wall. Run along this wall until you reach the lower right corner of the room.
- Head north while still hugging the wall to your right. Once you are directly to the right of Ozzie, then walk over and talk to him. He will retreat to the next area. Follow him.
- You will now be in another mist-filled, outdoor, sidescrolling section. Run to the left as far as you can go. You will see a bird with a sword (called an Outlaw). There isn't any real way to avoid this guy, so just run up to him. In addition to the bird, you will most likely face another Juggler and a Roundillo Bomber. The bomber will explode once you defeat it, dealing about 50 HP to all members. There doesn't seem to be a way to avoid this except to avoid fighting the beast altogether.
- Once you defeat them, head up the staircase to the right of where the Outlaw was patrolling.
- Walk up the stairs. You will see another Outlaw at the top of the stairs. Once again, there is no way around him. Make sure there are not Roundillo Bombers on the screen. When the coast is clear then run up and engage the Outlaw.
- Run to the left of where the Outlaw was standing and up the next set of stairs. Be sure to avoid any Roundillo Bombers heading your way by climbing down the chain ladders.
- At the top of the stairs, run left. You will see another Outlaw ahead. Once again make sure there are no Roundillo Bombers around before engaging him.
- Run up the next set of stairs. There is another Outlaw at the top. Repeat the same process to defeat him. From the top of the stairs, run left.
- From here it should be smooth sailing to the top. Enter the doorway when you get there.
- You will enter a large room with pulleys and holes to your left and right. Run forward. Once you get to the center of the room you will be ambushed by two Outlaws and two creatures called Servants. The Servants are fairly durable and possess Wind Slash attacks like Crono, so it's worth the MP to take them down with special attacks.
- After you defeat this gruesome foursome, run forward. You will encounter a group of enemies comprised of two Jugglers and two Outlaws. Concentrate on the Jugglers first. Remember the trick with them? If you have a mass magic spell like Lightening II (you should have it by now) then it will work well against these fiends followed by a massive physical attack that affects multiple targets.
- Run forward and you will see Ozzie. Right before you get to him will will summon four Jugglers. Use Lightening II to immediately make them vulnerable to physical attacks. Follow this up with attacks like Cleave and Slurp Slash to easily take them down. The Jugglers may get in a few hits in with their fire, but since your party is most likely wearing Ruby Vests, they won't take much damage.
- Ozzie will flee after you defeat the Jugglers. Open the treasure chest to find the Speed Belt. Follow Ozzie to the next area.
- Run forward. You will see two statues ahead. When your party runs between them they will be ambushed by two Outlaws. Make quick work of these clowns and keep moving forward.
- At the next set of statues you will encounter a Juggler and two Outlaws. Take out the Juggler first, followed by the Outlaws.
- At the next set of statues you will encounter a Juggler, two Outlaws, and two Servants. Once again deal with the Juggler first, followed by the Servants, then the Outlaws. Mass attacks will work well here if you time them right with the Juggler's defense. Use the X-Strike against the Servants to take them down in one hit.
- The exit is a straight shot from here, or so it would seem. Collect the Athenian Water to the right of the staircase ahead. Try to exit. You will be ambushed again by a Juggler, two Outlaws, and two Servants. Use the same strategy as last time to defeat them.
- Run forward. Ozzie will be standing in the center of the room. Before talking to him open the treasure chests on the left and right side of the room. Restore your party's HP/MP. Now run back and talk to Ozzie.
Boss - Ozzie
- Ozzie freezes himself, making him practically invulnerable. Any attack on him will be met with an explosive counterattack that deals 75-100 HP in damage to all party members.
- Don't attack Ozzie. Instead target the four chains around him. A single normal attack on each chain should destroy it.
- Once all four chains are destroyed a hole will open up and Ozzie will fall through. Victory is yours!
- Two Save Points will appear. Save the game using the one on the right. Use the one on your left to teleport to the next area.
- TIP: You will want to use a shelter at this save point.
Boss - Magus
- YouTube: Boss Battle Magus! (Time: 10:41)
- Run down the staircase ahead of you. Some Vampire Bats will follow, but just ignore them. Enter the doorway at the bottom of the stairs.
- You will enter a room bathed in darkness. Magus will be chanting an incantation. Begin running forward. Flames will appear on either side of your party as you move. Eventually you will reach Magus.
- IMPORTANT: At this point you much approach Magus to fight him. Before you do anything make sure each member of your party possesses a different magical alignment. In other words, do not include Marle in the party. As previously mentioned, since both Frog and she possess water magic, it is redundant to use them both. Ideally you should have either Lucca (fire) or Robo (shadow) as your third party member. The reason for this will become readily apparent.
- When you are ready, approach Magus and press A.
- The basic strategy with Magus is that you want to attack him with whatever magic he uses against you. For example, if he casts Lightening II, then use Crono to attack him with Lightning magic. His elemental attacks include:
- Ice II - affects all party members. Deals 80-90 HP per member.
- Fire II - affects all party members. Deals 45-90 HP per member (an individual character will receive less damage if he or she is still wearing a Ruby Vest).
- Lightening II - deals 80-110 HP to each member.
- Shadow Bomb - does about 80 HP in damage to a single party member.
- NOTE: If he attacks you with a type of magic that none of your party members are aligned with (for example, he attacks with shadow when Robo is not in your party), then simply hold back, heal up your party, and keep using normal attacks on him until he changes alignments.
- In addition, Magus has a few non-elemental attacks, including:
- Hell Geyser - deals 30-40 HP to each party member.
- Slash - deals about 70 HP to a single party member.
- TIP: You will want Frog to hit Magus with the Masamune whenever possible. This lowers Magus' magic defense.
- TIP: This is the time to use any Barrier Spheres you picked up while trekking through Magus' castle.
- TIP: You will want to use Frog's Heal ability often. Magus' strategy is to whittle down your party members' health and then unleash a huge attack to finish them.
- When the screen reads, "Magus lowers his guard to begin casting a spell," this means trouble is coming. Unleash your most devastating attacks on him while he is in this mode, for he has no protection. At the same time, heal your party using Frog's Heal ability, Robo's Cure beam, or simply Mid-Potions. Magus will eventually cast Dark Matter, an incredibly powerful attack that deals 230- 260 HP in damage to each party member.
- In the aftermath of a Dark Matter attack, use any mass healing spells (especially Frog's Heal ability) and revive any party members that may have fallen. It won't be long before he casts it again.
- Keep attacking when his defense is down while simultaneously healing. Eventually you will win this war of attrition.
- After you defeat Magus, Lavos will appear and suck Magus and your party into a time portal.
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