Side Quests Page
Now, you can do these ine any order, as I have done it many times. Usually the difference between doing one before the other is that in some scenes you'd see different people.
Side Quest 1 -- 2300 AD, all time periods -- The Sun Stone
"...And there's a very special stone, that can shine its light on every
generation, from the
distant past to the far future..." Talk to Lucca at the End of Time to see the
location of
the Sun Palace. Now go to 2300 AD; the Sun Palace is SW of Keeper's Dome.
Land and enter.
Now, equip the Red Mail, Red Vest, and either the Taban Suit (Lucca only) or
Ruby Vest (or
Ruby Armor, if you've already gone to 65 Million BC to get it). Head north
until you see a
shimmering dot. Search it, and the Son of Sun will appear.
The Son of Sun (Charm: Black Mail) has only 2400 HP or so, but is very
difficult to
damage. Attacking one of the five flames (Charm: Elixir) will damage the SoS
for 214 HP or
so, but attacking the wrong one results in a counter attack (fire damage to
target).
Attacking the correct flame is the only way to damage it. The SoS itself
attacks with Flare
(hopefully, you have fire protection) or a wide laser (high Shadow damage to
all on line
between attacker and target). Magic heals the SoS. Physical attacks are what
must be used.
Every now and then the SoS will rotate the flames around, forcing you to
relocate the
correct flame. Magus can destroy two of the flames with Black Hole, though he
probably
doesn't have it at this point. When you get the message "Son of Sun is losing
its fire,"
stop fighting; you've won. The flames will go out. Follow the SoS north and
search it to
receive the Moon Stone.
Now head to 65 Million BC. There's some stuff for you here. Head to the
Laruba Ruins and
talk to the Nu there; he can change the lead character's name, and the first
time you talk
to him you'll receive the Silver Rock. Now head to the trading hut. There you
can trade
10 Feathers, Horns, Petals, and Fangs for a suit of Ruby Armor. This is what
Ayla was
talking about at the End of Time. Now head east of the Dactyl Nest, and you'll
see Sun
Keep. Enter the Keep and place the Moon Stone in the sun beam.
Now go to 2300 AD. Enter Sun Keep, and you'll find that the Sun Stone is gone.
Head to 600
AD, and enter the Keep. The Stone is there, and so is a Power Tab. Go to 1000
AD. You'll
find the Stone is gone. Head to Porre Village, and you'll see sparkles rising
off the
Mayor's house. He'll deny having the Stone. Go to the Snail Stop and buy some
Jerky. Go
to the Elder's House in 600 AD. Give the Jerky to the woman. Now return to
the Mayor's
House in 1000 AD. The mayor will give you the Sun Stone. Note that you can do
the giving
away Jerky bit as early as part VII.
Now that you have recovered the Sun Stone, return to the Keep and put it in the
sunlight.
Now return to 2300 AD, and claim the fully charged Sun Stone (you need Lucca in
your party
to take it). You'll automatically head to Lucca's house. She'll use to the
Sun Stone to
make the Wonder Shot (her best weapon; damage range is from around 35 to around
750). Her
dad will use it to make the Sun Shades (increases damage by one fourth). That
completes
this side quest.
Side Quest 2 -- 600 AD -- Reforesting a Desert
"In the Middle Ages, a woman's sheer determination brings a forest back to
life..." You can
do this sub-quest only if you told that woman to plant the seedling back in
12000 BC.
Otherwise, the whirlpool in the sand won't ever appear. Head to Fiona's Villa.
Talk to
her and her husband Marco. Now go to the whirlpool, and enter. Be sure to
bring Magus,
Frog, and/or Marle; Water and Ice magic is absolutely vital in this area. Walk
into the
dark part of the swirling sands to enter the cavern proper.
The foes here are Mohavor (Charm: Shield; 400 HP; has a physical attack, a
Blindness
attack, and a Sand Cyclone attack (damages one character)) and Hexapod (Charm:
Barrier;
1000 HP, physical attacks only). Water-based magic will drastically lower
their defense.
You'll face several attacks in the cave. Water based magic will both damage
and lower the
defense of the sand creatures here. Use Ice 2, Water 2, Ice Water, Cube Toss,
or something
similar for best results. Use normal attacks to deal with magic attack
survivors. Now,
once you've got all the chests and healed up, go down the steps at the south
end of the
cave. You're now in another cave. When you go down into the sand, you'll see
something
weird come up out of it. The party will guess on what it is, and it'll
submerge. It'll
then pop up at another part of the cavern. Every time it pops up, your party
loses HP.
Now, you can get the chests, or you can deal with the thing. If you can catch
up to it, the
rest of it will arise from the sands.
The Retinite is in essence an updated Zombor. The top has about 5000 HP, the
bottom has
about 4000 HP. The new addition -- the little core in the middle (Charm:
Speed Tab) -- has
about 2000. Both halves can drain HP, though the bottom drains more. The
bottom can do the
earthquake thing, and Sand Cyclone. The top also attacks with fire bomb, Laser
Spin, Sand
Breath (Darkness), and with a weird group damaging Shadow attack. Take out the
middle core
first. Magic does no damage to the Retinite, but Water/Ice magic demolishes
its physical
defense. Attacking it raises the defense. I usually take out the bottom half
first. Use
just Water or Ice if you're concentrating on one half at a time. When you win,
take whatever
chests you haven't already claimed, and head out. Be sure to get the Power
Tab.
Now put Robo in your party, and go talk to Fiona. Robo will volunteer to help
her restore
the forest. Let him. Now go to 1000 AD. The desert has been replaced by a
forest, and
there's a cathedral where Fiona's Villa was. Save your game and enter the
cathedral. One
of the nuns is selling Vigil Hats (protects status; best helmet you can buy).
Head to the
dais and search Robo. The lead character will drag him off of it, and Robo
will re-
activate. You'll now have a camp-out.
Once the discussion is done, everyone will fall asleep. Lucca will wake up.
Go east, and
you'll find a Gate. Go through. You're now in Lucca's house, 990 AD. Go down
the steps,
and enter the main room. You'll see Lucca's mom get her skirt stuck in a
conveyor belt,
which will then activate. Go to the shining dot and search it. You'll be
asked to enter
the password. It's L A R A. If you enter it right (remember to wait for the
thing to
acknowledge each letter), the belt will stop. If you're too slow or screw up a
couple of
times, Lucca's mom will get crippled -- history remains the same. If you
succeeded, you'll
find Lara walking around if you visit her in Lucca's house. If you saved the
game, you
can reset and re-try as often as you wish.
Either way, Lucca will wind up in her room. Go back through the Gate. Talk to
Robo to
receive the Green Dream. That ends this side quest. Note that whenever you go
by the desert
in 600 AD, you'll see Robo doing various tasks in it.
Side Quest 3 -- 600 AD -- Laying Cyrus to Rest
"There's the ghost of a lofty knight, slain by Magus in the Middle Ages, who
haunts the
present..." Talk to Frog at the End of Time to the see the location of the
Northern Ruins.
It's SE of Medina. If you go there in 1000 AD, you'll find the ghost of Cyrus,
but you
can't do anything about it (you'll simply stop fighting it once you hit it six
times). Go to
600 AD, and go to the nearby village (Choras).
Head to the Cafe and talk to Toma and the carpenter. Now go to 1000 AD, same
village. Go
to Toma's grave (West Cape) and pour Toma's Pop on it; he'll appear, and you
can now enter
The Giant's Claw (sub-quest V). Be sure to search behind the grave for a Speed
Tab.
Now go to the carpenter in the bar. He'll say you can borrow his tools. Now
talk to the
guy's wife, at their home. She'll give you the tools. Now return to 600 AD
and give the
tools to the carpenter. Now go to his house and talk to him. He'll go repair
some holes
in the North Ruins. Go there; he'll tell you that he can make further repairs
after the
monsters are defeated. The best way to deal with everything in this area is to
blast the
bejezus out of it with fire magic. Magus and/or Lucca should be in your party.
First, head west and go down the steps. Fight the pair of Sentries (Charm:
Full Ether;
1280 HP, normal attack does one third of full HP of target). These things have
a sort of
death-strike counter attack -- they might hit you with Grudge (damage to
target) or MP
Buster. They take double damage from fire attacks, and are immune to physical
attacks. When
damaged, they start draining HP (around 200 points everytime). Go east and
fight another
pair. Ignore the chests. Now go back, and fight a quartet of Sentries.
You've done with
the west wing for now. You might want to head to the inn. Now, head for the
east wing.
Head up, and go through the door. You're in a chamber with three undead
battles. Reapers
(Charm: Elixir; 1450 HP, and reduce HP to one on a successful attack) and
Defuncts (Charm:
Elixir; 1450 HP, and make physical attacks) are the enemy. Defuncts have
strong physical
defense when they're lying down. Use fire magic (Fire 2, Mega Bomb, Area Bomb,
Double
vBomb, Line Bomb, Flare, etc.) to clean house. You don't want prolonged
battles with these
things. When they're all beaten, return to the carpenter's house. Pay him
2000 coins to
repair the Ruins.
Now head back to the Ruins; it looks like they ran into more monsters. Go to
the west wing
and enter that door that had a hole in front of it last time. Put Frog in your
party, and
search the tomb stone. The ghost of Cyrus will appear, talk to Frog, and then
depart.
Then, the Masamune will split into its component parts. Masa and Mune will
have a
philosophical discussion, and then merge again. The new Masamune is Frog's
best weapon.
Also, the epitaph on Cyrus's grave will change. Note: Both the new Masamune
and the Brave
Sword are guilty of false advertising -- they do NOT inflict double damage on
magic enemies.
But the magic enemy qualification isn't applicable to bosses, so be sure to
equip the
Masamune when you're going to fight one. Also, there very few enemies that
qualify as magic;
I'd guess that Mt. Woe, the Ocean Palace, Death Peak, and the Sewer Access may
well be the
only places where you encounter them.
Now return to the carpenter's house. He'll repair the rest of the problem
holes for 2000
coins. Return to the Ruins, and head up the east wing. Go through the doors
you couldn't
reach before. Don't open any of the chests (search but say "no" to opening the
black
chests). There are some monsters remaining. The Base (about 80 HP) monsters
are immune to
physical attack and attack with Slash and with Grudge; just hit them with magic
until they
expire.
Now head to 1000 AD. Go through the Ruins, and take all the chests (the normal
chests are
a Hyper Ether and an Elixir). The black chests yield Moon Armor, the Shiva
Edge (second
strongest katana), and the Valkerye (Marle's best weapon). There's a Magic Tab
by Cyrus's
grave. Now go back to 600 AD, and search the chests. The black chests yield
Nova Armor,
the Kali Blade, and the Sonic.
As a final thing, put Frog in the lead and go to Denadoro Mountain (note that
Ayla can
charm Shields from Ogans and Barriers from Free Lancers). Go to where the Free
Lancer is
throwing rocks. Let Frog get hit. He'll catch a rock, and it'll turn out to
be the Gold
Rock. This concludes this side quest. The Northern Ruins are now the Hero's
Grave.
Side Quest 4 -- 600 AD -- Ozzie's in a Jam!
"A fugitive in the Middle Ages, Ozzie, maintains an evil hideout..." Talk to
Magus at the
End of Time to see it; it's in the same area that Medina Village will be in
1000 AD. Go
there, and head in. If you have Magus, go ahead and bring him. Ozzie isn't
happy to see
you, and he's positively freaked at seeing Magus. He'll run. Follow.
You'll need to fight Flea Plus. His attacks are using a fire attack against
one character,
and Prism Beam. After losing 2500 HP, he'll run. Follow. In the next room
you get to see
a weird little scene where Ozzie tries to bring up some monsters and
accidentally dumps them
down a pit. He'll run again. Follow.
You'll meet Super Slash. His attacks are hacking at one character, and using
Slash. After
losing 2500 HP, he'll run. Follow. You'll see Ozzie operating a crank and
guillotine
affair. Going after the chest now results in HP being reduced to 1 HP. Just
head for the
exit. Ozzie will run. Now you can take the chest. Also, there's a spot in
the wall south
of the exit you can walk into. You'll find a secret chamber containing a Magic
Tab and
Magus's best equipment. Now, head through the exit (you may wish to put Ayla
in your
party). You'll finally have a real battle.
Great Ozzie (Charm: Ozzie Shorts), Super Slash (Charm: Slasher 2), and Flea
Plus (Charm:
Flea Vest) will all take you on. Ozzie never attacks, while Flea and Slash
have the same
attacks as before. Their real power is that fact that you'll face a counter
attack whenever
you damage one of them. Hurting Flea or Slash results in the attacker getting
hit with
their version of Fire Sword; Flea's counter attack is a little stronger.
Damaging Ozzie
gets you slammed with Delta Force. A group-damaging attack results in facing
all three
counter attacks. If you defeat Slash, Flea will run. They all go down if
Ozzie is beaten.
The Flea Vest is the only one of the Charm items that's really good (12 point
bonus to Magic
Defense). The Slasher 2 is Crono's third strongest sword. The Ozzie Shorts
item is
technically the strongest helmet, but has several negative side effects on the
wearer,
including Chaos. You'll get a lot more Technique Points if you were able to
bring down
Flea. When you win, Ozzie will make his final retreat. Follow him.
Great Ozzie (Charm: Ozzie Shorts) will make a brief speech and set up his ice
shield. Hit
the switch, and the pit will open under your party. You'll be back in the
previous
chamber. Just head back up to Ozzie. He'll prepare to fight, and a cat will
walk in, hit
the third switch, and walk out. The pit will open under Ozzie, and he'll die.
The third
character will make some comment about Ozzie. Now leave Ozzie's Fort. This
ends the side
quest.
The imps are now in control of Medina Village. The statue at the square will
be gone. The
Inn is very cheap (1 coin), and the stuff at the shop is being sold at lowered
prices -
lower than the normal prices, actually. The only remaining dark spot is an imp
singing
praises to the Black Omen.
Side Quest 5 -- 600 AD, 1000 AD -- The Rainbow Shell and the Trial of the Century
"There's an object in the Middle Ages that sparkles like a rainbow..." At the
End of Time,
Marle's wondering what's going on with her dad. If you've done the
pop-on-Toma's Grave
thing in 1000 AD, you can now go to Giant's Claw. If you haven't already done
so, do it
now. Now go to Giant's Claw in 600 AD. Enter.
Foes at the Giant's Claw: Gigasaur (Charm: Ruby Armor; 2250 HP;
counter-electrocution soon
after you shock it), Leaper (Charm: Elixir; 800 HP, and is basically a
stronger version of
the Runner), Fossil Ape (Charm: Megalixir; 1800 HP, takes half-damage from
magic, and
counter attacks by throwing the attacker at or into something), and Lizardactyl
(Charm:
Hyper Ether; 950 HP; healed by Lightning, and counter attacks with Chaos).
Use your
techniques to kill your foes as rapidly as possible. You don't want a
prolonged battle with
any of these.
Once you're in, make your way through until you reach Toma's note. Read it,
and head
through the nearby exit. You'll be in Azala's throne room. Yes, this is where
the Tyrano
Lair wound up after Lavos landed on the damn thing. Now head south and out of
the throne
room. You should note that all area's in the lair that would be on the
battlements are now
in the cave system. Go west to reach a chest (Sight Cap), and an exit. This is
where the
(one-way) exit route comes out. Now, make your way east until you reach an
exit. Go in.
Step on the center switch for a Save Point. Step on the left switch to open
the pits;
you'll see a cat drop in. Stepping on the right switch brings down monsters.
Jump into the
pit, and you'll arrive in a similar chamber. If you dropped in the two Fossil
Apes, you'll
fight them now. Step on the left switch to open the skull gate and reach a
Power Tab; step
on the right switch to fight some Leapers. Go out the exit when you're
through.
Head west and down the first ladder. Go east to reach a Power Tab. Go west to
get a Full
Ether. Climb back up the ladder, and head west along the path. Make your way
around. Be
sure to get the partially hidden chest (the Blue Rock) before going through the
exit.
Head east until you reach the ladders. If you head up and north, you'll
eventually reach
the exit route. If you head down and south, you'll find a chest and the exit.
Go through
and you'll be at the old Tyrano Lair entrance. You can't go through the right
skull, so
enter the left skull and head up.
You're now in the hit-switch-dump-monster room. Just fight the things; other
wise, you'll
wind up facing them again. First go left, go through the exit, and take the
Frenzy Band in
this small chamber. Go back (the monsters regenerate, so you'll be attacked on
entry), and
go to the east exit. Go through, and make your way through the cavern to the
next exit (be
sure to kill the Rubbles). Now go and hit the egg switch; the pit will drop
you into the
cell for the Laruba villagers. You'll have to fight any dumped monsters. Head
west and up
to claim a Power Tab, and then go back to the cell and head east. Go down.
You're at
Kino's cell. Kill the monsters, use the Save Point, equip your best fire
protection gear,
and head through the exit that's now in the cell. You'll see a Tyrano. It'll
ignore you
right until you try to walk past it, at which point it'll attack.
The Rust Tyrano (Charm: Red Mail) has 20000 HP. It has the attacks of the
Stone Tyrano,
with a couple of differences -- as the fight progresses, the countdown to
flaming gets
shorter, and the fire damage increases. The countdown timing resets when the
countdown
message reaches "3, 2, 1," (it'll do this twice in a row), but if it gets that
far without
anyone being equipped with a Red Mail/Vest, you're probably toast. Defense
remains constant
throughout the battle. The HP drain attack is once again over half of the
target's full
HP. Throw the book at it when it's doing the countdown; you may wish to put up
a Magic
Wall or Barrier on character without Red stuff when the countdown is nearing
zero. Use the
non-countdown phase to heal and/or replenish MP -- and to attack, of course.
When that abominable creature finally dies, go forward to claim the Rainbow
Shell. Problem
is, it literally weighs a ton -- the party can't carry it. Start heading
south, and you'll
automatically arrive in the Guardia Castle throne room. The King will agree to
have his
soldiers collect the Shell.
If you visit Toma's village in 1000 AD now, you'll find a descendant of Toma
where there
was an old man talking about Toma. If you go 600 AD, same place, you'll find
Toma saying
that he's going to find the Sun Stone before you can. More important is the
change at
Guardia Castle, 1000 AD -- east of the courtroom/kitchen steps, is a new set of
steps leading
down to the new treasury.
Now, put Marle in you party and go to Guardia Castle, 1000 AD. You'll find
that the king is
being put on trial for selling the Rainbow Shell. Head up to the courtroom.
Marle will
force the guards to let her in. You'll see a bit of the trial, and you'll now
need to get a
piece of the Shell to prove the king's innocence. Head to the treasury steps,
and go down.
Kill Dumb and Dumber, and start going through the treasury. You can take the
chests, but
you'll be coming back this way anyway. The foes here are Gnashers (Charm:
Revive) and
Naga-ettes -- yes, the foes in the 600 AD Cathedral. Carve your way through to
the Shell.
Search the Shell; you'll find a note from Queen Leene and receive the Prism
Shard. Go back
up to the courtroom. Note: This entire time, you'll be getting cut-scenes of
what's going
on in the court.
When you reach the guards in front of the court, they'll refuse to let you in.
Marle will
think of another way into the courtroom. Now, inside the courtroom, the king
has been found
guilty and sentenced to death; the Chanceller will be talking about taking over
the realm
when Marle comes in through the stained-glass window. She'll display the Prism
Shard, the
other two party members will come in, the Chancellor will reveal his true form,
and the king
will get out of the courtroom.
Yakra XIII (Charm: White Mail) has 20000 HP. He attacks with Blizzard, and
will start
making a Needle attack (Needlespin Version 13 against a character, or
"Drooooo..." against
the party) when he's lost half of his HP. He'll also use Needlespin 13 on the
party when
brought down to 0 HP. Make full use of Haste, and use your most powerful
attacks. When
Yakra expires, you'll see a shimmering dot appear where he was standing. The
king will walk
back into the courtroom, and he and Marle will make up. You'll now be back in
the throne
room. Melchior will show up, and ask you to meet him in the treasury.
First, head back up to the courtroom, and search that shimmering dot to receive
the Yakra
Key. Now, head back down and use the Yakra Key to open that locked chest; the
real
Chancellor will pop out, and he'll promptly go to the Barracks to continue
working on the
Moonlight Parade. Now head to the treasury; take the chests that you didn't
bother to take
last time. Melchior's waiting at the Rainbow Shell.
Talk to him. He'll offer to make you one Prism Dress (best armor for one of
the ladies;
permanent Magic Wall effect) or three Prism Helms (basically the best helmet --
second best
in defense points, adds nine points to Magic Defense, and protects from status
ailments).
I usually go with the Prism Dress. After this, talk to Melchior again. If you
have the Sun
Stone, he'll notice it, and make you the Prism Specs (raises damage by one
half), and the
Rainbow (Crono's best weapon, period). Having Crono combine the Rainbow with
the Prism
Specs seems to get the best results; give the Prism Specs to whichever party
member you want
inflicting huge damage. Melchior will leave after making those two items. If
you don't
have the Sun Stone, go get it. Melchior will wait for you. This ends the
side-quest.
Side Quest 6 -- 2300 AD -- Robo Comes Home
"There's a task to be done in the Future, where machinery originated." Talk to
Robo at the
End of Time to see Geno Dome; it's on an island SE of Keeper's Dome. Put Robo
in the lead,
and head in. Put Lucca or Magus in your party, if practical; you can wipe out
just about
everything here with magic attacks.
Foes: Laser Guards (Charm: Full Tonic; 400 HP; fires a thin laser, is weak
against magic,
and blows up and damages party if damaged but not destroyed), Proto 4 (Charm:
Elixir or
Barrier; 1024 HP; attacks with fire balls, bullets, and the wide laser; can
heal a target
for 30 HP), and Debuggest (Charm: Elixir; 1024 HP; makes physical attacks, can
shock a
target, can fire a thin laser, and can perform Laser Spin).
Have Robo search the console, and then go through the door. You'll be on a
conveyor belt.
After the battles are through, you'll be in the factory proper. Take note of
the strange
thing before you; it's basically a trigger. Hit the switch by any trigger to
raise or lower
the thing keeping you from stepping in. Go west until you see some Debuggests;
kill them.
Now head north until you can go east; kill the Proto 4's in the room, and
search the
computer. It'll tell you what's up. Standing in the trigger booth will charge
up Robo;
stepping in another trigger booth opens the door by it.
Now, head west and north until you see three switches. Hit #1 and #3, and
you'll be able to
enter the trigger booth. Charge up and enter the booth; get the Poyozo Doll.
Now charge
up, and go enter the first booth you saw. Enter the now opened room for some
treasure.
Now head east, kill the Debuggests (note the dust chute -- if you want to
leave, that's how;
leave and re-enter Geno Dome repeatedly if you want a lot of experience points
-- you'll need
to fight along the entrance conveyor belt again, and it's over 8000 XP every
trip), and go
around until you reach the conveyor belt. Run north up it until you see a
Proto go through
the passage just north of it. Now go back, and check the two rooms you passed
up. One
contains treasure and a fight, the other contains the elevator up. Head up,
and leave the
arrival room.
Head south if you want to fight and destroy some Laser Guards; there is a Save
Point just
north of them. Head north and go through the door; get the Power Tab and head
along this
passage until you reach the end. Take the elevator down. First, head south
and hit the
switch to turn off that laser barrier. Now go through the passage that the
Proto went
through, and change the conveyor belt direction. Return to the charge booth,
and run to the
trigger booth beyond the conveyor belt. Go through the now-open door, and
investigate the
Proto to get it to follow you.
Now make your way back to the SW corner. If you didn't kill the Debuggests
there like I
told you to, you'll have to fight them now -- and go back for the robot and
lead it here once
again, since it will have gone back to its original spot. Now, keep edging
forward until
the two Protos short each other out. Take the Poyozo doll. Now head back to
the elevator,
and go up. If you haven't dealt with those Laser Guards, do so now, and use
the Save
Point. Equip Robo with your best stuff. Go west from the Laser Guards, and
you'll face
Atropos, Robo's re-programmed girlfriend. Robo will fight her solo. She won't
appear until
you have both Poyozo dolls.
Atropos has about 6000 HP. She can punch, do Rocket Punch, use Laser Spin, do
Robo Tackle
(400 HP!), use Area Bomb, and use Cure Beam. Use Uzzi Punch and Cure Beam. Be
sure to
restore MP if needed. When you get the message, "I...am..." you've won. She'll
make one
last attack, and then come to her senses. If Lucca's with you, she'll try to
repair
Atropos. However, Atropos was too badly damaged. She'll give you the Ribbon
(Robo's
Speed goes up 3 points and his Magic Defense goes up 10 point; this is
automatic), and
expire. Now, heal Robo.
Have Robo run at the switch just north of you; he'll jump and hit it. Go into
the room,
take the chests, and search SE wall of it to find Magic Tab. Now, head back,
and go west.
You can climb the ladder, or go north on the walkway. Climb down the ladder
and head along
this particular walkway until you reach a door. Head in. You'll witness part
of the
implementation of Mother Brain's plan for dominance -- extermination of all
humans. Go
through the east exit, and take the chests. Go back, head up the ladder, and
take the
walkway. Fight the Laser Guards, and head north until you meet more Laser
Guards. Destroy
them, and place a Poyozo Doll on each glowing floor-plate. The wall will open.
Now go back
to the Save Point, use it, and configure your party as according to whichever
high-powered
triple tech you think is best (Spin Strike, Twister, Omega Flare, etc.). Now
head back to
the opened wall, and head north to face Mother Brain.
Mother Brain (Charm: Blue Mail) has 5000 HP. That doesn't sound like much,
but the three
Displays (Charm: Elixir, 1 HP) around her will use 1000 HP Cure Beams whenever
they act.
Mother Brain uses Reprogramming (causes Chaos to target), Laser Spin, and the
wide laser
(high damage against target) as long as the Displays are up. If the Displays
are destroyed,
she'll start using an increasingly powerful group damaging attack. Trash two
of the
Displays. Now, just go all out with your triple tech. Ignore healing; you
just want to
finish this as soon as possible. If the triple tech damages all foes, don't
bother trashing
two of the Displays; just start using it.
When Mother Brain goes down, you'll receive the Terra Arm and Crisis Arm. Robo
will shut
down the plant. You'll leave, and you now can't proceed past the entrance
room. This
finishes the side-quest.
There's something odd with the Crisis Arm -- the bit about being under 10 HP is
a mistake.
To get the most out of it, Robo must be at 999 HP. When he is, he'll be able
to do triple
the Terra Arm damage. About 1200 with a normal attack; over 3600 with an Uzzi
Punch. For
real fun, try it with the Prism Specs...
When the party reaches level 40, Spekkio will assume a new form - a purple
Masamune with
10000 HP. He uses the Omnicrone form's attacks, and also uses Chaos Barrier
(damage and
Chaos to party), Dark Bomb, and an instant death attack (final attack of the
sequence; one
character). If you can beat him, you receive one of each Tab, and 10 Elixirs.
Spekkio has a final form, which he'll assume if you reach level 99. It's a
pink Nu with
20000 HP, and incredible resistance to pure magic attacks (he only takes about
one third
damage). Attacks are Halation (reduces party to 1 HP), Salt (restores target
-- a party
member -- to full HP), Luminaire (800 points!), Dark Matter, and Flare. Order
is completely
random; Salt is the rarest, and Halation seems to be the most frequent. Most
strategies for
beating him involve Frog Flare or Grand Dream, but, IMHO, that involves putting
too much
trust in luck. I recommend equipping one character with Red Mail, another with
White Mail,
and a third with Black Mail (or everyone with White stuff), and expect to fight
one hell of
a grudge match. If you can beat him, you'll receive ten of each Tab, and ten
Megalixirs.
You can also take pride in the fact that you're good.
The Watcher's statement about someone close to you needing help is probably
referring to the
sub-quests; there doesn't seem to be any evidence that this is referring to a
sub-quest in
of itself. Once you've completed the sub-quests, all that's left is to go
after Lavos. The
path of most resistance -- and the most rewarding -- is going through the Black
Omen.