Magus's Castle (600 A.D. third time)
Enemies: Vamp, Omnicrone, Decedent, Hench, Slash,
Shadow, Sorcerer, Flea
Items: 3x Mid Ether, Shelter, Slasher, Barrier, Magic
Incidentally, Ozzie, Slash, and Flea are actually rock musician
references, Ozzy Osbourne from Black Sabbath, Slash from Guns N'
Roses, and Flea from the Red Hot Chili Peppers, which is why one of
the townspeople refers to them as tone-deaf evil fiends.
Anyway, make sure you had Spekkio teach Frog water magic before
you begin, and determine who you want your third party member to
be. Magus uses barriers of all the different magic types, and Crono
and Frog have lightning and water respectively. Marle would be
redundant with ice magic, so I'd go with Lucca or Robo for fire or
shadow. The beginning of Magus's castle is very eerie, simply
follow both paths to their conclusion and come back to the save
point in the center to greet Ozzie and begin taking on Magus's
henchmen. Head down the left path for Slash, the right path for
Flea. I'm going to go with Slash to start since you get a sword for
Take the left path to fight Slash. Talk to the Omnicrones in the
next two rooms if you want to fight the skeletons. Get Mid
Ether in the first room.
In the last room with the sword on the wall, talk to the lady at
the front of the room to fight the skeletons there. After you're
finished with them, Slash will confront you.
3,200 (first time), 5,200 (second time)
- First fight
- Attack, attack, attack: Does about 90 physical damage to
- A close range fiery punch that does about 50 physical damage to
- An energy wave attack, which does about 60 damage to
- Second fight
- An attack which resembles Crono's Slash. Your opponent
will position himself around the room so that it always hits at
least two people, and does about 50-60 physical damage.
- Yes indeed!: Does about 90-100 physical damage to one
- A close range sword slash which does anywhere from 40 to 70
physical damage to one person.
- A leaping sword slash, which does between 120-150 physical
damage to one person.
You'll have to fight Slash in two parts: before and after he
picks up his sword. Healing will probably be very important for
this battle, if Frog knows heal you're set or if you have Robo with
heal beam you can heal the whole party in a single turn, otherwise
try the Aura whirl or have one party member use mid tonics or
simple healing spells.
Never let anyone's HP fall below ~100-120. Stick to attacks and
physical techs. Use double techs as you desire, but don't bother if
the dual tech damage is less than if both characters used single
techs. Dedicate someone to healing. Frog's Heal heals all 3 party
members, and if you equip him with Rage Band he can add to damage
while healing full time. Give Crono the Silver Stud if you want him
to use Spincut through the whole fight. Have Lucca cast Protect on
everyone, which will mitigate Slash's attacks. You can succeed
without Lucca, but this makes healing less important. At the end of
phase one he will hit the entire party for low damage, so as long
as nobody's HP is low enough to be blinking, you won't need to
The second battle begins without giving you a chance to heal or
use ethers. Slash will use more attacks, have more turns, and hit
harder. This is why you don't want anyone's HP to fall below 100 in
the first phase.
After the battle, walk over and interact with the sword on the
ground. You will pick it up. Equip Crono with the Slasher (but if you
charmed Aeon Blade in 65M BC, then
don't bother equipping it, Slasher is weaker than Aeon Blade). Also
take the Mid Ether and Shelter from the two
That is NOT a Girl, but a MAN!
Backtrack and go down the right path to face Flea. Talk to the
bottom kid if you want the Barrier in the treasure chest,
these monsters are pretty easy anyway. Keep going through the room
and if you want to get into some more monster fights in before the
boss, talk to all of the phantoms impersonating people close to
your party members and don't forget to get Mid Ether on the
You'll then run into a monster who's impersonating the magician
Flea. Make sure whatever character kills it has low MP, since
whoever finishes it off will have all their MP drained. On a side
note, if you counter-attack a monster with a counter, its counter
doesn't work so if you have the rage band equipped and it strikes
you, you can kill it without getting your MP drained. After you
beat the fake flea, the bat that was following you around will turn
into the real, androgynous Flea.
Flea casting Prism Beam/Darkness on party.
- Prism Beam ♡/Darkness: Damages the entire party (40-50
damage) and attempts to blind them.
- Waltz of the Wind/Chaos: Attempts to inflict Chaos on
- Rainbow Storm/Wind of Poison: Inflicts about 50 damage
to everyone and attempts to poison them.
- The Stare/Flea's Magic: Turns one character on the
others - inflicts 80 physical damage to everyone. Used as a
counter-attack to any magical attack on Flea.
- A sleeping bomb move which attempts to put one person to
- A weak ranged attack which inflicts 40 physical damage to one
person and may put the target to sleep.
If you're at low (i.e. normal) levels healing will be your
biggest priority, although you can get by without a tech that heals
all your party at once, you'll probably just have to spend a few
rounds getting yourself back to full health before continuing, and
make sure you save first.
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
defense 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.
After you beat Flea he'll leave behind a Magic
Enemies: Hench, Sorcerer, Grimalkin, Juggler,
Roly, Vamp, Save Point, Decedent, Outlaw, Roly Bomber, Groupie,
Items: 2x Mist Robe, Dark Mail, DoomFinger, Mid
Ether, Lapis, Shelter, Barrier, Magic Tab, Speed Belt, Revive,
Head back to the front of the castle and step on the save point
to warp forward. You can skirt the edges of the room to avoid most
of the monsters or run the gauntlet down the center to fight them.
Pick up the Mist Robe at the end and give it to one of your
favorite (or active) girls, then talk to Ozzie to chase him away.
The next room will be full of conveyor belts and falling anchors,
so run as you cross them and be careful. You can also walk against
the conveyor belt to stay in place if you need more time to cross.
Pick up the chests with Dark Mail and DoomFinger and
chase Ozzie into the next room.
The only way to trigger a fight in the next room is by running
into the green ball, and previously mentioned you don't get into a
fight with monsters unless you're moving yourself. So stay still to
let it pass you rather than worrying about climbing the ladders. In
case you fight a juggler, it alternates between physical and
magical defense. If you hit it with a weapon it'll turn on its
physical defense and disable its magical defense and vice versa. It
can only have one on at a time, and it starts with physical defense
Ozzie laid out one of many traps in Magus Lair.
In the next room Ozzie will have a bunch of fake platforms that
fall out of the floor, leading you to a pit filled with skeletons
the first time. I'd recommend falling down at least once to pick up
Mid Ether, Lapis, Shelter, Barrier and
get the Magic Tab in the bottom right corner.
There are four save points, one of which is real, one of which is a
transport out, and two of which are monsters called ???s. The
fake save points are an excellent source of experience and present
no challenge, so fight as many of them as possible. You might want
to use a shelter at the save point too since you're probably
drained from Slash and Flea.
Once you're through the room you'll pass into another walkway
section where either the outlaws or the roly balls can get you into
a fight. The next area will have sets of enemies arriving on
chains, hopefully Frog has the heal spell by now so you can recover
between fights. As noted before, the Jugglers switch between being
immune to magic or physical attacks. Try to start off with a
multi-target spell and finish them off. The outlaws will do a group
counter-attack if you attack them while a juggler is still alive.
Get Speed Belt from the chest and go in next room.
The next room is another long hallway with a Revive at
the end: you can walk around the statues or charge down the center
to fight. Hopefully you have whoever is casting spells to kill the
jugglers equipped with the Silver Stud. In the next room you'll
finally get to fight Ozzie. Don't worry, it's a joke fight. Pick up
the two chests with MagicScarf and Mist Robe, then
- Counter: Barrier Bomber.
- HP up.
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. Hit each of the four in turn as you're
able to target them and Ozzie will fall to his doom. If you do
happen to attack him directly, he will counter your attacks. It is
possible to "defeat" him, but the result is that Ozzie cannot be
selected as a target and you still must attack the switches. Ozzie
will continue to attack after his HP is gone.
Two save points will appear, the right one of which will
actually let you save. Race past some bats after transporting with
the left save point, and you'll end up in Magus's sanctum.
Hopefully Frog has Heal at this point, maybe even Leap
Slash. Crono may very well have Lightning 2, and your
third party member probably has some powerful fire or shadow magic
depending upon whether it's Lucca or Robo. If you want to build
tech points, running down the walkway and killing the bats is an
easy way to do it. They should fall pretty fast to a multi-attack
spell and you can recover at the save point. You may have to use
these guys if you can't beat Magus on your first or second try.
Pick your party, equip them however you'd like, and get ready to
face Magus himself.
Magus vs. Chrono, Frog and Marle (with Haste cast).
- Lightning 2: Deals about 150 lightning damage to the
- Ice 2: Deals about 100 water damage to the entire
- Fire 2: Deals about 150 fire damage to the entire
- Shadow Bomb: Deals about 150 shadow damage to one
- Dark Matter: Deals 250 shadow damage to the entire
- Geyser/HP Down: Does about 70 damage to everyone.
- A slashing attack which deals about 75 physical damage to one
This is the toughest fight that you have had to face up to this
point of the game. Magus's gimmick is that he will often change
what type of magic he is resistant and weak to. These are referred
to as magical barriers. 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. The barrier changes will be announced in the battle
text, but a good rule of thumb is that the barriers are two way. If
Magus is casting fire spells, only fire spells will work against
him. For example, a Fire Barrier means he'll use the Fire2 attack
and only attacks with Fire magic can harm him.
Magus changes barriers each time he's attacked. When he does
this, he will also unleash a spell with the new element that hits
all of your party members. Between barrier changes, his
intermittent attacks aren't as powerful, but he can slowly deplete
the party with his Geyser/HP Down attack. 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 force him
into changing his barrier (but be prepared for the accompanying
With the barrier changes, you should hope that Magus chooses
Shadow as often as possible, especially if you have Robo in your
party. Shadow Bomb only hits one target, so the damage is
minimal compared to Fire 2,Ice 2 and Lightning
2. If you have Frog in your party, a normal attack with the
Masamune equipped will lower Magus' magical defence. A
healer, or two, 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,
to ensure that you can penetrate most of the barriers.
Frog with Masamune equipped should often use a normal attack
because it lowers Magus' magical defense. Physical attacks can be
used if you don't have magic of the particular type that Magus'
barrier opens (e.g. Shadow damage is only dealt by Robo's techs).
Try to heal fairly regularly when your health gets low with Frog's
heal spell ideally. When you read the text "Magus risks casting a
spell!" it means that none of his barriers are active and you can
hit him with whatever you want, but it also means he's about to
cast the ultimate magic attack, Dark Matter, on your party. At this
point he won't have very much health to go, so just stay alive and
keep hammering him.
When you see "Magus risks casting a spell" he's dropped his
defenses and is beginning to charge his Dark Matter on your
party to cause massive damage. Heal before and after this spell and
hit him with your most powerful attacks with whatever magic you
want, since none of his barriers are active at that point.
When you finally finish him off, Magus will inform you that he
only summoned Lavos. Magus did not create Lavos. Lavos will begin
to wake up and you'll all be sucked into a time gate and
If you go back and challenge Lavos at this point, you should get
The Frog vs Magus Ending. Frog
will duel it out with Magus and his henchmen without your help, and
the two will finish things off with a battle at the top of the
Also if you lose in the fight to Magus, you'll see a brief scene
where he turns around and finishes summoning Lavos, and Lavos will
make his trademark scream.