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Proto Dome and Abandoned Sewers Guide

Chrono trigger guide

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0% found this document useful (0 votes)
9 views6 pages

Proto Dome and Abandoned Sewers Guide

Chrono trigger guide

Uploaded by

boooonga
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

Proto Dome (2300 A.D.

)
----------------------

Upon entering the Proto Dome, head west and defeat the 3 Exterminators that
appear. Then, go north and defeat 4 more Exterminators you run into. After
that, recover at the Enertron, then go southeast and down the stairs to the
lower level. Go north along that path and you'll come across a deactivated
robot. Check it out and Lucca will tell you she can repair it. After a few
moments, she'll have the robot up and running again. You'll then have to give
it a name, so call it Robo.

Since the door up ahead is locked, Robo says it can get through the Factory
to the north and turn on power to open the door, but someone has to stay
behind to open the door when the power is on. You'll have to choose to leave
either Marle or Lucca behind (I chose to leave Marle and take Lucca, so the
walkthrough will go along as if you took Lucca with you). After you decide,
head back south and exit this dome.

Overworld (2300 A.D.)


---------------------

Now that you're in the overworld again, and with Robo, we're going to
backtrack a little. This next area (Abandoned Sewers) is optional, but I'm
choosing to bring you through here because it's good experience, plus there
are a couple of items you should get here. Anyway, head northwest to Site 32.

Site 32 (2300 A.D.)


-------------------

In this place, go up and check out the Jet Bike to race Johnny again to the
other side of the lab (alternatively, you can just walk all the way down the
path, but you'll have to fight enemies along the way). After you win and get
to the other side, continue south and out of this place.

Overworld (2300 A.D.)


---------------------

Back in the overworld, head south and east into the Abandoned Sewers.

Abandoned Sewers (2300 A.D.)


----------------------------

Upon entering this area, some creature will call your group thieves, then run
off to tell Sir Krawlie about it. Anyway, climb down the ladder and go east.
Defeat the 2 Egg Oozes and a Dondrago, then open the chest to get 600G. Now,
head back west and continue west to fight 2 more Dondragos. After that,
continue across the bridge and you'll see two frogs talking. They'll run off
after noticing you're coming, so head across that bridge and go south.

As you go towards the path leading to the next room, Lucca will stop and say
this isn't really a good place to be. Then, continue south into the next
room. Here, climb down the ladder and head west to find a page from an old
diary. Read it, then head back around the path and to the east, where you'll
find a cat. Try talking to it and it'll run away, leaving you to fight 3
Dondragos. Use Crono and Robo's Dual Tech Supersonic Spin (if you have it) to
make quick work of them. After that, continue along the path and you'll see a
bucket and a can. Press A to kick the can in the bucket, causing 4 Dondragos
to appear. Use the Supersonic Spin Dual Tech if you have it to beat them,
too.

Now, keep going along the path and you'll see a piece of pie on the floor.
Check that it and you'll be attacked again. Beat the Rat and 2 Dondragos,
then continue around a bit further. This time, you'll see what appears to be
a save point. Check that one out and you'll enter yet another battle with a
couple of Dondragos. Defeat them just like you did before, then continue east
and up a ladder into the next room. Here, go north and fight the 2 Egg Oozes
you see. Then, follow the path north while holding Right so you walk against
the right wall. You'll end up walking into a hidden room.

Follow the path right and hit the switch on the wall at the end to open the
door on the other side. Now, go back west to the main path and continue north
to the end. Then, go east into another hidden room and follow the path east
and south through the now open door. When you get through the door, the 2
frogs from before will be hinting at a bridge that opens when the switch is
on. They can't turn it on, so they split since you're coming.

Head east and north along the path, then across the bridge to reach a chest.
Open it to get a Rage Band, which I recommend you give to either Crono or
Robo (I gave it to Crono). Now, heal your group and go right across the
bridge, where you'll hear a conversation between a Royal Guard and Sir
Krawlie. After the guard flies off, you'll surround Krawlie and fight it.
Read the Bosses section for help on winning here.

After you win, heal and continue south along the path. Defeat the Dondragos
and Egg Oozes you encounter, then continue south and all the way west,
ignoring the first path going north for right now. At the end, go north and
open the chest to get a Thunder Blade, which you should equip Crono with
immediately! Now, go back south and east, then across the north bridge you
passed up a moment ago. Climb up the ladder and you'll exit the sewers.

Overworld (2300 A.D.)


---------------------

Back in the overworld, head south and enter Keeper's Dome if you want to talk
to the old man inside. Otherwise, go northeast and visit Death Peak.

Death Peak (2300 A.D.)


----------------------

As soon as you enter this area, run north and get to the east wall. Continue
north and you'll see a type of indent in the wall; check it out to find a
Strength Capsule. You must do this all quickly before the wind blows you off
the mountain entirely. If you can't do this the first time, keep trying until
you get it. After you get it, give it to whoever you want, then go back out
of here.

Overworld (2300 A.D.)


---------------------

In the overworld again, go west and back into the Abandoned Sewers area.
Abandoned Sewers (2300 A.D.)
----------------------------

Back in the sewer area, climb down the ladder and follow the path going west
and north. Hit the switch on the wall to make the rest of the bridge appear,
then cross the bridge and defeat the enemies there. After that, go south and
into the next room. There, follow the path all the way through this room,
while avoiding all the traps along the way (unless of course you want to
fight those creatures a second time). When you get to the end, climb the
ladder and you'll be in the next room. In this room, go all the way north,
then east across a bridge. From there, go north and up the ladder to exit the
Abandoned Sewers.

Overworld (2300 A.D.)


---------------------

Now that you're in the overworld again, it's time to get back to the Proto
Dome and the Factory like we're supposed to be going to. Get through Site 32
and race Johnny or walk, whichever you prefer, then when you get out at the
other side, go east. Use a Shelter and save your game, then enter the
Derelict Factory.

Derelict Factory (2300 A.D.)


----------------------------

When you enter this factory, go up to the computer screen and press A. Robo
will disable the security here, so you can get through. Defeat the Acid enemy
that pops out, then go right and up the conveyor belt. Then, go west and
defeat the 3 Deverminators that come off the wall. Read the note posted on
the wall the Deverminators came from and it'll tell you which elevator will
take you where. To save yourself some time instead of having to go back and
forth later, go down the east elevator into the Factory area.

There, go south and down a ladder, then go west and north. Go up the ladder
and into the dark room. Go all the way north in it, then all the way east.
Press A to get a Mid-Ether, then go back out of that hidden room. Then, go
back south and climb down the ladder to the left. Follow the path all the way
west and open the chest at the end to get a Bandit's Bow (equip this on Marle
later). Now, go back east and up the ladder, then go east and climb down the
other ladder.

Follow the path south and west to the end, then go up and into another little
room. A giant claw will come down and pick up your group, then drop them on a
conveyor belt in the middle of the room, which moves them into another room.
There, you'll have to fight a Version 3.0. Defeat it and you'll be sent to
the next room, where you'll fight a Version 3.0 along with 2 Deverminators.
Beat them and you'll be sent into a third room, where you'll fight a Version
3.0 and 4 Deverminators!

Keep your party in good shape and defeat these enemies, then you'll finally
go around to another conveyor where you can get off at this point. Wait until
the robots on the conveyor pass, then get back on it and walk right. Get off
at the next stop and open the chest there to get an Ether. Get back onto the
conveyor and try to run to the left, but you'll eventually get pulled off by
the giant claw and be forced to go through those 3 battles again. Get through
it, then when you reach the first stop, go south into the next room.
In this room, defeat the 4 Bugs, then climb up the ladder to the east and go
through the door at the top to enter the following room. Here, go north, then
east when the path splits. Follow that path east and north, then open the
chest nearby to get a Mid-Potion. Now, go through the door into the next
room. Here, check out the computer screen in the center of the room to find
out how to control the crane (Pattern 00: X A; Pattern 01: B B).

Then, a couple of Version 3.0's will start flying around. Defeat them, then
open the 2 chests to get 400G and a Mid-Ether. Now, leave this room and
follow the path south and west, then go north and through the door into
another room. There, defeat the 2 Version 3.0 robots, then the 2
Deverminators that fall from the ceiling. After that, open the chests to get
an Ether and a Shelter, then take the southwest exit to the crane control
room. After the beep, input one of the codes listed above to make the crane
move one of the metal barrels onto the conveyor belt and out of your way.
Then, input the other code to move the second barrel.

Now, go back to the previous room and defeat the enemies if you can't get
around them safely, then go through the opposite door into the next room.
Here, go west and climb down the ladder, then head west along the now clear
path. At the end, go north and through the door into the next room. Here,
open the chest to get a Thunder Blade, then check out the computer screen.
It'll give you another code (XABY), which you'll need for the next area of
this place.

Leave this room and head south, then all the way east to the very end. Then,
climb up the ladder and continue east and south along the path. Go east and
climb up another ladder, then go north and up the elevator into the next
room. Here, get to the west side of the room by defeating the 3 Deverminators
in your way. Then, go down the west elevator into the Lab area of the
Derelict Factory. In this room, go south to the save point, where you should
recover/save before going any further.

After you're done here, go west and north through the door, then defeat the
Acid and Alkali enemies here. Next, check out the computer screen to open the
hatch leading to the next room. Open the chest to get a Shelter, then go down
the ladder in the southeast corner to reach the next room. In this next room,
head all the way west while defeating the Alkalis that appear along the way.
At the far end of the room, head south through the door and defeat the Acid,
then continue south through the next door. Head east and defeat the next
couple of enemies, then go through the north door into another room.

Go east and open the chest to get a Hammer Arm (equip on Robo), then go north
and west to another chest with a Titanium Vest inside (give this to Lucca).
Now, check out the computer screen in the northeast area of the room to
disable the security lasers here. Several Acids will fall from the ceiling,
so defeat them. Then, go down the ladder in the southwest corner of the room
to reach the following room. Here, go east and all the way north through this
hallway.

At the end, go west and open the chest to get a Plasma Gun, which you should
equip Lucca with right away! Check out the computer screen and it'll ask for
you to input the password, so press the following buttons after the beep: X A
B Y. Doing that will open the nearby door. Now, go through that door into the
next room.

Here, turn on the power generator in the center of the room, and the security
will be set off in this place. Robo tells you to hurry out of here, so leave
this room and continue south through here as the metal doors close behind
you. At the end, go west and up the ladder to the next room. Here, go east
and south through the door, then continue west and north through 2 more doors
to the end.

In there, 6 robots will come out to block your path. Robo considers them to
be his friends, but they attack and send him away, leaving you and Lucca to
fight them off. Read the Bosses section for help on defeating the R-Series.
After you beat them all, Lucca will pull Robo out of the room he was thrown
into, then Crono and Lucca will bring him back to the Proto Dome.

Proto Dome (2300 A.D.)


----------------------

You'll automatically come back here with a badly damaged Robo. Lucca will
repair him, then he'll decide to come with your group. Your group will then
go to the now open room, then warp through the Gate to another area known as
the End of Time.

End of Time
-----------

When you arrive here, head southeast and through the door into the next room.
Here, check out the sparkling pillar to the south to recover your HP/MP, then
save at the save point. Now, talk to the sleeping old man and he'll wake up.
He'll explain to you where you are and what's going on, then he'll tell you
that you can only have 3 members in your party at once, which means you'll
have to leave someone behind for now. I chose for my party: Crono, Lucca, and
Marle. After the old man is done talking, go up and into the next room.

Talk to the round white guy here, who introduces himself as Spekkio, the
Master of War. Answer either choice when he asks if you think he's strong or
weak, then he'll tell you about magic. He'll then ask you to walk clockwise
around his room 3 times, starting from the door. So, walk along the walls,
touching each corner, as you make your way around the room 3 times. After you
do that, talk to Spekkio again and he'll give your current party the ability
to use magic (this is why I didn't have you put Robo in your party; he can't
use magic).

You'll also be given the chance to test your magic against him in battle. Use
your new magic to attack, but don't worry about what he does to your group,
since it's just practice and you won't get a Game Over if your party dies.
After you win, he'll give you a bunch of prizes depending on your party's
level (I got a Magic Capsule and 5 Ethers).

Now, leave Spekkio's room and talk to the old man again. He'll tell you to
return to your own era, which is 1000 A.D., so save again and go north
through the hallway into the next room. In the room with the pillars of light
(Gates), check out the rightmost one and use it to warp to Medina Village in
1000 A.D.

Medina Village (1000 A.D.)


--------------------------

When you arrive in this era, you'll fall out of a closet inside a villager's
home! They'll freak out, and as you leave the house, they'll tell you that
other villagers don't take too kindly to humans. After that, leave the house.

Common questions

Powered by AI

To progress through the Derelict Factory, players must interact with various computer screens to disable security systems and solve puzzles, such as inputting the XABY code to open doors. These steps often require defeating enemies blocking paths and carefully navigating through the facility's layout, influenced by the need to manage security alerts and backtracking to previous areas to use newly acquired codes to proceed .

The game design integrates hidden paths and rooms to enhance player exploration by providing secret areas that yield valuable items or shortcuts when discovered. For example, locating a hidden switch opens a new path, rewarding players with items like the Rage Band and Thunder Blade, which boost character abilities . This design encourages thorough exploration and experimentation with different routes and interactions, fostering engagement and rewarding determined players with strategic advantages. These elements collectively enrich the player's experience by seamlessly weaving exploration into core gameplay mechanics.

Environmental interaction is crucial in solving puzzles within the Derelict Factory, where players must input specific codes into computers to manipulate the factory's mechanisms, such as moving metal barrels with crane controls to clear pathways. This involves understanding the space, backtracking to achieve objectives like obtaining necessary codes, and choosing tactical combat or avoidance to conserve resources. Players also navigate lifts and platforms while managing security alerts, requiring strategic spatial reasoning and interaction with the environment to progress .

Interacting with Spekkio facilitates character development by granting party members the ability to use magic, which significantly enhances their combat capabilities. This encounter encourages players to strategically incorporate new magical abilities into their gameplay. Spekkio also allows for a practice battle where players can test these newfound powers without the risk of a Game Over, thus fostering an understanding of magic use and building confidence in the player's strategic abilities .

Robo faces an ethical dilemma when encountering robots he considers his friends at the Derelict Factory. However, these robots attack and incapacitate him, highlighting a conflict between his programmed loyalty and the current hostile reality. The outcome is Robo being overpowered and needing assistance from Crono and Lucca, who subsequently defeat the robots and rescue him from danger, underscoring themes of betrayal and loyalty .

The acquisition of a Rage Band, recommended for Crono or Robo, impacts character strategy by offering increased battle capabilities through counterattack mechanisms. This item can enhance a character's offensive potential, allowing them to retaliate automatically when hit, making them more effective in prolonged battles. Strategically assigning the Rage Band can balance the party dynamics by augmenting either offense or defense based on who wears it, thus contributing to a more versatile combat approach .

The narrative uses time travel to create tension and urgency by presenting scenarios where players must act within limited time frames to prevent adverse outcomes, such as the wind conditions on Death Peak threatening to push players off, necessitating quick navigation and decision-making . Time travel also causes cultural and social conflicts when interacting with characters from different eras, as seen in Medina Village. This mechanic heightens the stakes, forcing players to adapt strategies and maintain awareness of temporal and narrative shifts, thereby creating a dynamic and engaging gameplay experience.

An effective strategy for overcoming the enemies encountered in the sewers, such as the Dondragos and Egg Oozes, involves utilizing Crono and Robo's Dual Tech Supersonic Spin. This move is particularly useful for quickly defeating groups of enemies . Consistently healing and managing your party's health is crucial, especially before big encounters like the one with Sir Krawlie, to avoid being overwhelmed by enemy attacks .

Traveling to different eras significantly alters the party's interactions with NPCs, as seen when they arrive in Medina Village in 1000 A.D. from the End of Time. The locals react with hostility due to prevalent cultural biases against humans. This mechanic of era-based travel allows the narrative to explore diverse social dynamics and relationships, deepening the storyline by showing how time travel impacts historical perceptions and interactions, reflecting broader themes of prejudice and understanding .

Death Peak challenges players with harsh environmental conditions, particularly strong winds that can blow them off the mountain. Players must quickly navigate the area to reach a hidden indent in the wall to claim a Strength Capsule before the wind pushes them back. This requires quick reflexes and timing .

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