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You might want to skip down to the next heading if you do not want facts about the game's storyline or plot revealed to you.
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Crono and Frog's X-Strike and Crono and Lucca's Fire Whirl work well in this battle, as well as Lucca's Flame Toss and Frog's Slurp Cut. If you keep yourself healed with Tonics and Frog's Slurp and attack non-stop, and this fight should be over with rather quickly.
Tank Head
Dragon Tank
Grinder
Aim for the head first. Since Crono's Cyclone and Slash hit multiple targets, stick to single attacks for now, and have Lucca use Flame Toss on the head. After you've destroyed the head, start on the grinder (wheel). Have the party members use only regular attacks on this, because Flame Toss will hit both the grinder and the body in the line. Finally, you can set to work on the tank itself. Use any attacks you like on this. Personally, I recommend alternating between Crono's Slash, Lucca's Flame Toss, and then following it up with their Dual Tech Fire Whirl. The Tank should be destroyed with a few big attacks like these, now sit back and watch the cutscene.
The bits are the only thing capable of attacking, and they'll do some serious counter-attacks if you attack the Guardian. Just concentrate on one bit at a time and keep yourself healed with Aura Whirl. When the Guardian begins to count down make sure you're healed up and use your strongest attacks to destroy it quickly.
This can sometimes be a difficult fight because almost all of the robots attack in a row, mostly on the same party member. Just concentrate on one of them at a time, and you should do fine. Using Crono's Cyclone on three of them at a time will quicken the battle; two doses of that should do it. If you have Lucca, use Flame Toss or dual tech Flame Whirl with Chrono and have her use Mid Tonics if necessary. If you're using Marle, have her use Aura to heal while Crono performs the attacks. It shouldn't take too long to defeat them all, as long as you concentrate on one of them (or 3 if you follow the Cyclone advice) at a time.
Like all the monsters in Heckran Cave, Heckran can only be damaged well by magic attacks.
Heckran will occasionally say "Go ahead! Try and attack!" and clench himself up. It's a classic Square boss maneuver, where you're not supposed to attack while he's defending himself or he'll counter-attack with a powerful technique (in this case, "Water wave!!"). Take this time to use Aura Whirl with Marle and Chrono if you have her or have Robo use Cure Beam on everyone and then resume attacking after the battle text says, "Brief counter-attack break" to tell you when it's safe to barrage him again.
Use your most powerful magic, specifically Marle and Lucca's Antipode double tech.
This can be a confusing battle when it comes to what Zombor is immune to and what he is not. Zombor's upper half is immune to anything with Fire or Lightning attributes, so hit it with Marle's Ice or any of Robo's abilities. His bottom half is immune to Ice, so Lucca's Fire spell and Crono's Lightning spell work well. Fairly basic, just remember not to use dual techs or elemental abilities that target both the upper and lower halves. If you're using Lucca, don't waste your time trying to put the beast to sleep either, it won't work. Zombor isn't too hard to defeat, so just attack like mad and have fun with it! Don't be afraid to use tonics.
Masa and Mune Individually
Masa & Mune
You'll begin by fighting Masa and Mune by themselves. Concentrate your strongest attacks on one of them, and ONLY one of them. Be sure to have someone in your party who can cure well, because Masa and Mune counter-attack EVERYTHING with X-Strike. Alternatively, you can use Lucca and Crono's Dual Tech Hypno Cyclone to put both Masa and Mune to sleep, and then concentrate all your attacks on one or the other. This way, they cannot counter with X-Strike.
If you don't have anyone with cure magic, use Mid Tonics instead. They'll do just as well. Beat one of them, and that battle's over. But don't get up just yet! Masa and Mune will fuse together to create Masa&Mune!! This battle is a bit more challenging, but I'm sure you can do it. Again, use all your strongest attacks and don't hesitate. As soon as a character screen pops up, choose the attack and go with it! Have one character heal the party occasionally (or when desperately needed). When Masa&Mune begins to store Tornado Energy, have Crono dissipate it with Slash. You should get through this battle fairly well, as long as you keep these points in mind.
Not too hard of a battle. Start out with a good dose of Lightning to shock Nizbel, therefore lowering his defense. Then whack away at it. If Ayla has Cat Attack, use it. It's priceless. Otherwise, Rollo Kick will suffice. Eventually Nizbel will release his Electrocution Energy. That'll do about 100-200 damage to your party, so heal up and start over with Lightning, following up with high-powered attacks. Crono and Ayla's Drill Kick and Crono and Marle's Ice Sword work well, as does replacing Marle with Lucca and using Crono and Lucca's Fire Sword. Ultimately you will want Marle in your party, rather than anyone else, because Aura Whirl will be helpful in reducing time taken to heal up your party after Nizbel's electrocution attack. Nizbel will be cut down to size soon enough, and you can continue your journey. If you've boosted Crono's speed, you can probably keep casting Lightning without giving Nizbel any chance to fight.
First fight
Second fight
Personally I stick to physical attacks on this, but do as you please. If Crono has Spincut, use it. It's very good. Have Frog use Heal or use a Mid Tonic semi-often, as Slash uses...you got it! A Slash attack. And unlike your party members, Slash can move around the room, therefore positioning you in a line for the Slash. It hits everybody. Also, his "Yes Indeed!" attack is pretty bad, and he's lethal about it. He seems pretty easy, but after you beat him once, guess what? You have to do it AGAIN! Just your luck, eh? Well, just use the best attacks you have, heal often, and you should be fine. He's significantly harder once you've beaten him down once, since he moves an awful lot faster and can attack more often - keeping up your healing can be quite difficult, and you have to get attacks in-between restoring your party. Having Robo accompany Crono and Frog helps a lot, since it's really easy to have unlocked a Triple Tech, Triple Raid by this point. Even at modest levels this can do 800 damage in one shot, saving time. Using this about 3 times for the first battle and 5 for the second should do it, but use Ethers in case anybody gets low on MP (which will probably be Robo unless you gave him a Silver Stud). Having the Rage Band equipped to any one of the three (preferably Crono, since he's pretty fast and powerful anyway) will add extra damage to Slash when he starts attacking more often, so you'll defeat him faster.
The first version of Flea is actually a Joker. One hit kills him, although he uses MP Buster as his parting shot. However, if you allow it to attack you first, and you're equipped with a Rage Band, you'll counter-attack it instead and it won't be able to use MP Buster. Now comes the real Flea. Not too difficult. Crono and Frog's X-Strike and Crono, Frog's and Robo's Triple Raid Triple Tech work very well here. Heal often, use powerful attacks and do it quickly, and you shouldn't have too much trouble. However, you will want to be quick about defeating Flea because he loves to use status-inducing attacks, e.g. Prism Beam/Darkness and Rainbow Storm/Wind of Poison and you will pretty much always get one person who gets inflicted with the associated status ailment. Flea's magical defence is also really high, and he has a pretty nasty counter-attack to it, so stick with physical attacks. Also, for some reason, Flea is less susceptible to physical attacks than Slash, but has less HP.
This fight is laughably easy. Ozzie encases himself in a shield of Ice. All you have to do is attack the switches next to him, instead of attacking Ozzie himself. Now sit back and watch the fun!
The toughest fight you'll have at this point of the game. Magus will routinely switch between Fire, Water, Lightning, and Shadow Barriers. Whenever a certain barrier is active he will only attack with that type of spell(level 2) and will absorb all magic not of that type. For example, a Fire Barrier means he'll use the Fire2 attack and only attacks with Fire magic can harm him. Because of this, hope that Magus chooses Shadow as often as possible, especially if you have Robo in your party. Shadow Bomb only hits one person so the damage is minimal compared to Fire 2,Ice 2 and Lightning 2. The Masamune will also lower his magical defence. A healer is very necessary for this battle. If you have Marle, then you can use haste(if you have it) which will greatly help in the battle, especially when he tries to cast Dark Matter. Try to bring a balanced party for attack magic, and when it says "Magus risks casting a spell" he's about to try casting Dark Matter on you which causes massive damage, so heal up and hit him with whatever magic you want, since none of his barriers are active at that point. Also, note that he uses barrier changes (and subsequently one of his elemental spells) almost every time you hit him with a technique or magic, and his intermittent attacks aren't that powerful, so use these gaps to heal up. If you're finding that he's always of a barrier type that you can't get through, then hit him with something like Crono's Spincut to provoke him into changing his barrier (but be prepared for the accompanying magical attack). One final nasty little surprise about this battle is that all of your characters HP will slowly deplete even if Magus doesn't attack you, thanks to his Geyser/HP Down attack.