New Game
Chrono Cross uses a unique stat-growth system instead of traditional experience points. Regular battles grant small stat increases, but only up to a cap; once battles stop giving gains, you've hit it. Larger, permanent stat boosts come only from defeating specific "boss" fights, each of which awards a numbered level-up star (tracked throughout this guide). All active party members must survive a boss fight to get its full stat bonus. Characters sitting outside the active party miss out on stat gains entirely until the Tele-Porter key item allows swapping them in.
00) Dream Sequence
01) Arni Village [Home World]
He'll also mention some information about Poshul.
A save point (Record of Fate) is here but occupied by townsfolk early on.
Poshul (Innate: Yellow): Found outside Radius' house. Show her the Heckran Bone key item to recruit her. It's recommended to get her now, though she can still be found later if missed here.
Optional: Cape Howl, northwest of Arni, has Beach Bum enemies and water jets dealing -5 HP. It contains a Heal element and Bone components only.
Before leaving, consider swapping any Tablets for a healing element and equipping Poshul with Uplifts.
02) Lizard Rock [Home World]
Fight as many battles here as possible for small stat increases before facing the area boss. Some battles may give nothing before better ones appear.
Don't waste your good elements on the minions leading up to this fight; save them for the boss.
BOSS: Mama Komodo
Innate: Blue Weakness: Red HP: 160 Spoils: @Fang, Tablet
Star: 1st
DIALOGUE CHOICE: Opassa Beach scene with Leena
Answer that Serge does "remember the day", then follow up with "we'll never forget this day!!". These responses count toward eventually unlocking Leena's "MaidenFaith" tech.
03) Lizard Rock [Another World]
Optional: Cape Howl: a chest holds an ElectroJolt element, and a @Bone container sits above where the Beach Bums used to be.
Optional: Hydra Marshes: walking through the water drains 2 HP per step. Collect a Tablet, a Bushwhacker element, and an ElectroJolt element across the screens. A man at the western dead end gives the Safety Gear key item, which removes the marsh's damage.
04) Arni Village [Another World]
05) Cape Howl [Another World]
Fight regular battles here to get extra stat gains.
BOSS: Solt, Karsh & Peppor
SoltInnate YellowHP 52Spoils Ivory Vest → @Copper
KarshInnate GreenHP 115Spoils Bone Axe → Power Glove
PepporInnate YellowHP 60Spoils Ivory Helmet → @Copper
Star: 2nd
"Girl" (Innate: Red): revealed to be named Kid after the fight.
RECRUITMENT CHOICE: Invite Kid?
Accepting Kid permanently forfeits recruiting Leena later; refusing three times keeps Kid out for now and lets Leena join automatically instead. Only one of the two can be recruited in a single normal playthrough.
Recommended: Invite Kid. She grants the Tele-Porter key item, which allows switching characters at a save point or on the world map, a major convenience for a first playthrough. Future steps in this guide assume you have chosen Kid.
Kid (Innate: Red): if invited, Serge receives the Tele-Porter key item, which allows switching characters at a save point or on the world map.
Leena (Innate: Blue): joins automatically if Kid is refused.
Poshul (Innate: Yellow): rejoins the party here automatically if she wasn't recruited earlier in Home World Arni.
Mojo (Innate: Black): requires Leena in the party and the Shark Tooth key item. Not obtainable if following this guide's recommended Kid path, since Leena won't be in the party.
06) Fossil Valley [Another World]
Don't use elements on any Dodos near the Bellflower; it sends them into a frenzy with a hard-hitting tech that can potentially defeat anyone not defending.
BOSS: Solt & Peppor
SoltInnate YellowHP 80Spoils Ivory Vest → @Copper
PepporInnate YellowHP 90Spoils Uplift → @Copper
Star: 3rd
Serge, Kid, and Poshul each gain their first tech in a permanent Lv. 3 element grid slot after this fight. Kid's is the "Pilfer" ability, allowing theft from enemies.
07) Termina [Another World]
If Kid wasn't invited at Cape Howl, she's waiting here for another chance to join; if she leaves before you can talk to her, speaking with the person polishing the General Viper statue brings her back.
The Profiteer Purse boosts gold gained by roughly 123%, but disassembling it instead yields 3 @Copper and an @Iron, enough to craft Iron Mail and an Iron Swallow before entering Viper Manor.
Party members cannot be swapped once inside Viper Manor, so choose your party carefully before entering.
GUIDE CHOICE: Nikki, Guile, or Pierre?
A guide is needed to reach Viper Manor. Only one of the three can be obtained; whichever is picked, the other two cannot be recruited in the same playthrough, and each leads through a different path with its own boss fights.
Recommended: Choose Guile. He's a functional black-innate character, and unlike Pierre's route, this path allows leveling up between boss fights. Future steps in this guide assume Guile's route was chosen.
Guile (Innate: Black): found at the Termina Bar and joins automatically, no requirements.
BOSS: Acacia PVT
Innate: Yellow HP: 70 Spoils: Tablet, PhotonRay
Star: 4th
BOSS: KingMoaman, RedMoaman & BlueMoaman
KingMoamanInnate BlackHP 245Spoils GravityBlow, Power Glove
RedMoamanInnate RedHP 145Spoils @Feather, FirePillar
BlueMoamanInnate BlueHP 145Spoils @Feather, IceBlast
Star: 5th
08) Viper Manor [Another World]
Dragon Feeding minigame: feeding 10 times is the minimum needed to proceed and unlocks the Manor Key. Higher tallies unlock better prizes (20: Bronze Helmet, 30: Bronze Mail, 40: RecoverAll element, 100: Iron Vest) and can be repeated as many times as desired.
Party members cannot be changed once you fall through the trapdoor inside.
Avoid walking on the red carpet nearby; it triggers a battle with patrol enemies that isn't worth fighting.
Optional: Guile's Bet: picking up the Dragoon's Honor pays off with a reward later, as part of a bet Guile made with Termina's fortune-teller.
If Kid wasn't recruited earlier, she's found here in the vault instead.
BOSS: Neo-N-Bulb (×2)
Innate: Green HP: 160 Spoils: AeroSaucer, EagleEye
Star: 6th
Man-O-War enemies here (×5) drop Capsules, useful since there's no free healing anywhere in the manor.
BOSS: Marcy
Innate: Blue HP: 525 Spoils: IceBlast, @Iron
Star: 7th
BOSS: Lynx
Innate: Black HP: 820 Spoils: Pendragon Sigil C, Gravitonne
Star: 8th
Remove any elements equipped on Kid before continuing; she won't be available again for a while.
09) Guldove [Another World]
STORY CHOICE: Try to save Kid?
Choosing "Find a way to save her" recruits Korcha, Mel, and Razzly, and keeps Kid's absence from the party relatively short. Choosing "...I don't know" or "...There's nothing we can do" recruits Doc, Macha, and Glenn instead, and delays Kid rejoining the party until very late in the game.
Recommended: Find a way to save her. Future steps in this guide assume Kid was saved.
Pelvic Bone (either path): obtained from the element trader by the town dock by choosing "Trade," then agreeing to dispose of a bone she wants gone.
Green Tinkler (either path): after talking with the shaman, go into the bar and talk to the drunken dwarf twice. It's used to control plants at Hydra Marshes later.
Feathery Dress (either path): found behind Macha's house through a hidden entrance, reached by going around the blind spot on the tower's midlevel walkway.
Whichever path is taken, the next stop is Termina.
10) Termina [Another World]
Brass Rod: won from the fortune-teller's bet if Guile was chosen as the guide to Viper Manor, and the Dragoon's Honor was obtained from the mess hall.
Arni Rainbow Shell: with the Astral Amulet obtained, talk to the Home World Arni waitress to hear her poetry, then talk to her Another World counterpart. A return visit to the Home World waitress afterward yields a Book of Poems; show it to the Another World waitress for a Rainbow Shell.
The Rainbow Shell sequence above is easily missable.
Sight Scope: found on the rooftop terrace.
All areas of El Nido can now be explored; if the Viper Bluffs or Shadow Forest haven't been visited yet, this is a good time.
PATH A: Hydra Marshes [Home World]
Equip Antitoxinal Caps (dropped by Gobledygook enemies at Viper Bluffs) or stock Antidotes before entering; poison is common here and useful against an upcoming boss too.
A Green Tinkler (from the dwarf at Guldove) allows heading north to bypass some of the content ahead to the west, but forfeits a new ally in the process.
BOSS: Beeba
Innate: Yellow HP: 280 Spoils: @Fur, Upheaval
Beeba continuously summons up to four more Beebas each turn; the enemies use no elements and only attack, so dominating the field effect is straightforward. 640G awarded; no level-up star for this fight.
BOSS: Wingapede
Innate: Green HP: 430 Spoils: AeroSaucer, @Leather
Antitoxinal Caps make this fight far more manageable, as PoisonGas will simply miss. Unleash your strongest attacks quickly: Wingapede can use Tornado (100+ damage) once it's visibly near death, around its sixth turn.
This fight cannot be fled once started; only the menu remains accessible.
Leaving without talking to the fairy skips the boss fight below (and Razzly's recruitment); talking to her requires clearing it first.
BOSS: Pentapus
Innate: Blue HP: 600 Spoils: AquaBall, IceBlast
Avoid red offensive elements; they can trigger an automatic Hexahitter counter, which hits harder than Pentapus's usual Whop attack. 606G awarded; no level-up star.
Razzly comes pre-equipped with bronze gear. If she takes part in the upcoming Hydra fight, she cannot learn her Level 7 technique this playthrough; the Optional Hydra Marshes (Another World) section below covers recruiting NeoFio as an alternate green-innate character if needed.
Razzly becomes permanently missable after the Hydra fight if she hasn't been recruited yet.
Don't fall down the pit again here; it inflicts Sprain on the whole party.
Razzly is strongly recommended for the coming fight, given her green-innate advantage and access to AeroBlaster and RazStar.
MULTI-BOSS: Dwarf Trio
DwarfInnate: YellowHP: 150Spoils: Uplift, Bronze Mail
DaggyDwarf ×2Innate: YellowHP: 100Spoils: @Fur, Bronze Vest
DaffyDwarf ×3Innate: YellowHP: 90Spoils: Tablet, Bronze Vest
Take out the plain "Dwarf" type first to reduce incoming Hi-HoChorus/Hi-HoWarCry damage, and avoid letting the field effect turn fully yellow. 650G awarded, plus a 9th level-up star.
BOSS: Hydra
Innate: Yellow HP: 700 Spoils: Upheaval, @Copper
Green elements risk triggering PutridOdor, but not if used the turn immediately after it's cast. Stock plenty of heal elements. 10th level-up star awarded.
PATH A: Guldove [Another World]
Kid rejoins the party.
STORY CHOICE: Chase after Mel?
Choosing "You need those elements" and "No, let's go after Mel" recruits Mel and grants a Guldovian Stitch Frame gift once she's caught. Declining loses both permanently, though Kid's stolen elements can still be recovered later through Korcha.
Recommended: Chase Mel.
Kid and Mel share a double-tech, DoubleTake.
Korcha can be re-invited here at the docks, or later at the Guldove residential tower if he isn't picked up now.
If Mel wasn't chased earlier, return to Guldove and talk to Korcha to recover Kid's elements automatically; Mel and the Stitch Frame remain unobtainable that way.
To recruit Mel, put Kid in the active party and talk to Mel at the Guldove residential tower; she joins with a Steelerang and Iron Mail, plus the Guldovian Stitch Frame. The source isn't precise on how long this window stays open, only recommending it be done as soon as Korcha hands over his boat, so don't delay it.
OPTIONAL: Hydra Marshes [Another World]
A Green Tinkler is needed to bypass an area that would otherwise require blowing the Beeba Flute (which isn't allowed here).
Snibgoblins commonly carry AeroBlaster and Centaurpedes commonly carry ElectroBolt (occasionally Earthquake) as steals; a good spot for element farming.
Several other pickups are scattered around this map beyond the two called out above (an ElectroJolt, a Bushwhacker, and more), not individually itemized here.
NeoFio: take the Life Sparkle to Another World Viper Manor's rooftop terrace and use it on the plant creature in the pond to recruit it.
OPTIONAL: Water Dragon Isle [Another World]
A handful of @Iron pickups are also scattered around this small area.
The isle's dragon god cannot be reached in its current desolate state; there's nothing more to do here for now.
OPTIONAL: Isle of the Damned [Another World]
Airframe enemies here can hit for 140+ with PowerDive; fight them only if prepared.
The Mixed Bones obtained here complete Skelly's sixth and final fragment.
OPTIONAL: Hermit's Hideaway [Another World]
Harle cannot be fought here if the S.S. Invincible has already been visited. On the "not saving Kid" path, this location leads straight to the Invincible instead.
BOSS: Harle
Innate: Black HP: 400 Spoils: PhotonBeam, Moonglasses
Bring Kid and attempt to steal Moonglasses (an accessory reducing all damage by 25%) during the fight; it can also drop as a post-battle spoil instead. Reload and retry if neither lands. Harle is weak overall, and this is the only chance to obtain Moonglasses.
A "hot patch" of ground in the front yard hints at something more, but nothing can be done with it yet.
Before heading to the ghost ship (the next destination), equip iron gear on everyone and stock up on strong elements; once inside, there's no leaving until its events conclude.
11) S.S. Invincible [Another World]
The two test battles below (Man-O-Wars, then Polly) are ordinary fights on this path and can be fled without penalty, forfeiting their steal items and gold if skipped.
BOSS: Polly
Innate: Red HP: 540 Steal: Sight Scope, Inferno
IceBlast and AquaBall are effective here. Keep HP high at the end of this fight; whatever remains carries over into the Fargo fight next. 145G awarded if defeated.
BOSS: Fargo
Innate: Blue HP: 660 Spoils: Meteorite, PhotonBeam
Dizzy and Afraid both work on Fargo. Capsule and PhotonBeam are stealable. 551G awarded.
AquaBall: in the room beside the save point.
FirePillar: at the west end of the passage, guarded by wraiths.
Sometimes the expected keyholder doesn't have it; ask around belowdecks if needed. A man in the AquaBall room also hands over an @Iron once the key is obtained.
Don't accept the pirate's vitamin drink outside; it poisons far more often than it heals.
Pip: appears out here regardless of whether he was freed earlier from Luccia's lab. Keep talking to him as he tries to hide until he stalls near a stairway, then talk once more to recruit him.
Capsule and Gravitonne: in the cargo area, guarded by monsters.
BOSS: Dead Head
Innate: Black HP: 700 Spoils: HellSoul, HellBound
Diminish halves all elemental damage for a time; a Magnify offsets it if available. Serge's weapon attacks remain reliable throughout regardless. GravityBlow and Bronze Axe are stealable. 425G awarded, plus an 11th level-up star.
Fargo suggests a detour to Water Dragon Isle before Mt. Pyre for the dragon's protection against its heat; this is optional but strongly recommended.
Marbule's shop now sells trap elements (captures an enemy's element on first use and evades its damage), plus Magnify and Diminish; Guldove's shop adds MeteorShower and RecoverAll.
Hold off on Lvl 7±0 elements for now, since they can't be allocated yet; only Lvl 5±0 and Lvl 6±0 are usable at this point.
OPTIONAL: Water Dragon Isle [Home World]
Getting Razzly's Level 7 technique (Raz-Flower) requires her to be present here and that she did NOT take part in the earlier Hydra boss fight back at Hydra Marshes. She can't learn it immediately even if both conditions are met on this visit; it unlocks later.
Nimble: also found somewhere on this map, per the area's item legend.
Anything missed in this area can still be retrieved later once a boat is obtained in the Home World.
Heading north into the dwarf-infested area ahead cannot be undone; there's no retreating once inside.
DaffyDwarfs here drop ElectroBolt. Rosetta's fate branches two rewards: clearing this area quickly keeps her alive for a Wisp Cape gift to Razzly, while deliberately stalling so she perishes instead unlocks Razzly's Raz-Flower technique later (which also requires Razzly to have skipped the original Hydra fight). The two rewards are mutually exclusive.
MULTI-BOSS: Dwarf Trio (Redux)
DwarfInnate: YellowHP: 150Spoils: Upheaval, @Copper
DaggyDwarf ×2Innate: YellowHP: 140Spoils: ElectroJolt, @Copper
DaffyDwarf ×3Innate: YellowHP: 130Spoils: ElectroBolt, @Leather
Killing two of the dwarves stops Hi-HoChorus. 650G awarded, plus a 12th level-up star.
Magic Ring: through the highest leftmost exit after the fight.
Saving at the point ahead locks you in until the next boss is defeated.
Scaley Dress: under the waterfall near that save point.
MULTI-BOSS: Hi-Ho Tank
Dwarf ×2Innate: YellowHP: 150Spoils: Upheaval, @Copper
Hi-Ho TankInnate: YellowHP: 1000Spoils: Knee Pad, @Iron
Take out the dwarves first, or they'll heal the tank. Its physical defense is high, but weapon attacks still land reasonably well; Diminish at the start weakens its own elemental attacks against you (a defensive move, not a way past its defense). AeroBlaster and Bushbasher are the elements that actually get through it, while HiRes, BatEye, and LoRes provide support. 800G awarded, plus a 13th level-up star.
Razzly receives a Wisp Cape gift from Rosetta here, if Rosetta survived (i.e., if the dwarf-clearing above wasn't deliberately stalled).
A scene about Kid's past can trigger while leaving if Razzly was never invited and Kid is in the party (not necessarily the active fight team).
12) Mt. Pyre [Another World]
Standing in exposed lava drains 10 HP per second; keep Ointments or Capsules stocked, and have iron equipment on everyone.
Guldove's element shop now sells RecoverAll; Termina's adds HealAll and Lvl 3±5 attack elements.
Poultice Cap: a rare drop from CatBurglar enemies; prevents burns, which otherwise reduce defense in battle.
Tablet: chest near the cat-enemy encounter, just before the ladder up to Solt and Peppor.
MULTI-BOSS: Solt & Peppor
SoltInnate: YellowHP: 500Spoils: Iron Vest, Sky Djinn Ring
PepporInnate: YellowHP: 483Spoils: Iron Mail, Dragoon Gauntlet
The pair bumbles through this fight as usual; Peppor attacks Solt a few times, wasting turns, and both mostly rely on physical attacks despite buffed defenses, with elements rarely showing up in normal play. An easy 1045G reward. A 12th level-up star is only awarded here if the Water Dragon Isle "Ice Breath" quest was skipped entirely.
Inferno Trap: in the left corner of the next screen; grab it before freezing the lava here, or it becomes inaccessible.
Tablet: in the east corner, reachable after freezing the lava.
Capsule: in a chest above a ladder nearby (watch for Dizzy from sulphur fumes).
BOSS: FireDragon
Innate: Red HP: 850 Spoils: Weaken, Magic Ring
Diminish helps against its red-innate attacks; Ointments or Poultice Caps prevent the Burn status from FieryBreath, which otherwise lowers attack damage. RecoverAlls and Weakens should be plentiful by now if the fight drags on. Magic Ring and Wisp Cape are stealable. Using its own two-attacks-in-a-row pattern to keep the field effect off red is also the moment to use blue attacks if going for the FrogPrince summon. The fight can't be fled once it starts. 730G awarded, plus a 14th level-up star (13th if the Ice Breath sidequest was skipped).
MULTI-BOSS: Acacia Dragoons
ZoahInnate: YellowHP: 436Spoils: Gold Earring (100%)
KarshInnate: GreenHP: 370Spoils: EagleEye, Silver Earring
MarcyInnate: BlueHP: 525Spoils: IceBlast, Iron Vest
A good spot for attack-all elements like Earthquake, Inferno, or MeteorShower. Take out Karsh first since he's the weakest, and leave Zoah for last since his attacks only target one ally. With decent gear and the extra stat bonuses along the way, none of the three should pose much threat despite their new attacks. 2330G awarded, plus a 15th level-up star (14th if the Ice Breath sidequest was skipped).
Whichever of the following are currently recruited should have their second (Lv. 5) tech available heading into the next fight: Serge, Razzly, Kid, Guile, Korcha, Poshul, Leena, NeoFio, Skelly, Pierre, and Pip.
13) Fort Dragonia [Another World]
Stock up on Iceberg, HolyLight, Inferno, and Volcano traps before entering; none of these will be purchasable again for quite a while after this dungeon, and they're all useful against upcoming bosses.
A Dragoon guards the entrance and can be fought if the Water Dragon Isle detour (and its FrogPrince summon) was skipped; defeating it drops the FrogPrince and awards the 15th level-up star. It doesn't appear on New Game+.
The main objective across this floor is deactivating a series of colored obelisks (Red, Yellow, Green, Blue, and White), each behind its own puzzle room; a final Black destination is unlocked by defeating its guardian boss directly rather than a separate deactivation step.
Fort Dragonia: Red Room
Whatever direction the statue faces represents north; from there, pick the direction that would extend over the correct hole (per the room's own diagram: if the statue faces north, choose east; if south, choose west, and so on). Only the northern hole leads to enemy encounters (Cybots); there are infinite retries if the wrong hole is chosen.
The four holes also contain a Volcano Trap, Flame Charm, MagmaBurst, and Fire Pillar.
Once the pillar is found, the pattern in the branch room lights up to confirm it. Head to the Yellow Room next.
Fort Dragonia: Yellow Room
How the maze itself moves depends on current party formation. The exact starting order (and so the exact fix needed) also depends on formation; use Select outside to swap leaders, and the glowing blue pad there to shift the order further, until the Head-Body-Tail arrangement is reached. Inspect the pedestal again afterward to reconfigure the maze.
Earth Charm: from a chest reachable in the Body-Tail-Head order.
ElectroBolt: from a chest reachable via stairs, lowered by a blue switch inside the maze, in the Tail-Head-Body order.
Fort Dragonia: Green Room
Antidote: an out-of-the-way loop to the left from there.
Tornado Trap: in a south cul-de-sac after heading east from the start.
AeroBlaster: down the lower fork where the northern walkway splits (the upper fork leads to the pillar and boss).
Trigger the blue switch along the way to lower a stairway shortcut back. Save with any loot collected before continuing on.
BOSS: Taurusoid
Innate: Green HP: 1600 Spoils: @Carapace, Iron Vest
It heals itself with HealAll if hit by yellow elements, so stick to normal attacks and techs; a Weaken helps since it otherwise deals around 70 damage per hit. All of its specials are single-target and it's fairly slow, making it easy to keep the field effect clear of green. After its first three turns, it randomly settles into one of two attack routines, one manageable and one considerably more hectic with frequent double-tech chains; try to avoid letting the field effect go fully green, which seems to encourage the harder routine. Tornado Trap and Sonja Trap are both stealable; separately, despite its name, Tornado itself is never actually cast as an attack in practice. 1200G awarded, plus a 16th level-up star.
Fort Dragonia: Blue Room
Sea Charm: in the leftmost room.
The eastmost room leads to a Dragoon enemy fight, which can be skipped if preferred. On New Game+, the Dragoon and Sea Charm rooms are swapped.
BOSS: GiantGloop
Innate: Blue HP: 840 Spoils: AquaBall, IceBlast
It uses a dangerous trappable Iceberg attack once weakened, which counters offensive red elements below 12.5% HP; re-trap it each time it's used, or hold off on red elements against it while weakened. Capturing Iceberg for later use requires a Lvl 6 element slot; Luccia, Greco, or Mojo all have one by 16 stars if needed, and it can be trapped, fled from, and kept, letting the fight be retried for more copies. Antiviral Cap is a separate stealable item. Otherwise, red elements like MagmaBurst, RedPin, FirePillar, or Inferno work well here, particularly from a red-innate character with high Magic. 800G awarded, plus a 17th level-up star.
Equip any captured Iceberg on a blue-innate character before the next fight; it can subtract as much as 2 full elemental levels from the target. Bring a HolyLight trap too.
BOSS: SunOfAGun
Innate: White HP: 365 Spoils: @Iron
Its defense is solid despite modest HP, and its attack pattern shifts based on a facial-expression cycle (ModeChange). Its "blank" mode carries a trappable HolyLight, useful against black-innates and instant-kill on undead; it can be trapped, then fled and re-fought to stock up on multiple copies, which pays off against the black-innate boss coming up next. The "angry" mode unleashes three attacks in a row, so heal up if it appears; Imbecile is worth applying here too, since its damage output rises as the field effect turns white. @Screw is stealable. Black elements or strong physical damage work best overall. 840G awarded, plus an 18th level-up star.
The elevator also descends to some broken incubators; take it up instead for the main path. If Inferno or Volcano traps haven't been bought at Marbule yet, do so before heading up.
MeteorShower and Angel Charm: past a small doorway nearby.
Daemon Charm: guarded by a single Acacia SGT, just before the black obelisk's door.
BOSS: Bunyip (Phase 1 → 2)
Innate: Red HP: 400 Spoils: n/a
Innate: Black HP: 1000 Spoils: Gravitonne, HellBound
This two-phase fight is a great source of Inferno and Volcano elements, but only during the red-innate first phase; trap them before it transitions, since they can't be recovered afterward, and the fight can be fled and retried to farm extra copies before finishing it off. The second (black) phase uses a trappable FreeFall; BlackHole Trap is also stealable. MeteorShower, HolyLight, and Luminaire cut through its HP quickly, with periodic HealAlls to offset DevilThunda. Keep the field effect away from all-black. 1300G awarded, plus a 19th level-up star.
This is the last opportunity for a long while to buy Inferno, Deluge, ThundaStorm, HolyLight, FreeFall, or Carnivore traps; stock up now if any are wanted.
BOSS: Gen. Viper
Innate: Yellow HP: 820 Spoils: Dragoon Gauntlet, Mythril Mail
A mild fight overall, mostly threatening to green characters and not severely even then. Stamina Ring is stealable. A good opportunity to use any trapped Volcano, Inferno, or FreeFall elements, since his attack pattern allows plenty of room to heal. No gold is awarded, but a 20th level-up star is.
BOSS: Lynx
Innate: Black HP: 1000 Steal: Pendragon Sigil B, Sky Djinn Ring
Lynx can borrow one of Serge's own elements for the fight, making it temporarily unusable on Serge's own grid (though he won't take anything critical). His only black attack, GlideHook, can deal 100+ damage and occasionally strikes three or four times in one turn, hitting Serge especially hard. Keep Serge above 150 HP and everyone else above 100 at all times; bombard him with trapped elements while using HiRes/BatEye for support. 666G awarded, plus a 21st level-up star.
An unwinnable story battle follows immediately afterward; there's nothing to do but let it play out. This closes out Fort Dragonia.
14) Temporal Vortex [??? World]
Sprigg joins automatically, since she's the one holding the tower key. The party rests automatically as part of this scene.
Harle joins automatically here.
Harle would normally gift the Astral Amulet at this point, but only if Kid was never invited back in Guldove. Since Kid was invited on this path, nothing new is received here; an Astral Amulet should already be on hand from earlier.
A wormhole briefly appears at the landing spot but fades before it can be used; it returns later on.
15) Arni Village [Home World]
Arni's equipment shop has been restocked; its elements are unchanged, though.
BOSS: Radius
Innate: Green HP: 750 Spoils: Pendragon Sigil C, Gravitonne
An easy fight; fleeing to set up an Inferno Trap is an option if wanted, though not necessary. Sprigg has few elements to contribute yet, but Harle pairs well with Lynx's physical strength. Just heal up after his Inferno attack. A Silver Swallow upgrade on Lynx's weapon makes this even easier. Only 8G is awarded, but a 22nd level-up star comes with it.
Having sensed no malice in Lynx's attacks, and curious how his old acquaintances fared in the other world, Radius joins the party without needing to be asked.
16) Fossil Valley [Home World]
Infrared Vision Frame: in a chest near the dragon skull.
@Mythril ×2: in two more chests sitting in plain sight up the ladder.
OPTIONAL: Shadow Forest [Home World]
Capsule and @Mythril: both in plain sight on the second screen (already covered on an earlier visit).
Carnivore Trap: also found in or near this cave.
If the Shadow Forest (Another World) wraith/rock events were never completed, a rock blocks the hole instead of a wraith. In that case, find an inert gerridae in the water and approach it; the cricket monster leaps into another hole and frees the father instead.
Funguy, a mutated half-human-half-mushroom, joins the party automatically once given the mushroom.
17) Termina [Home World]
Zappa gifts a Smith Spirit upon recruitment, enabling weapon creation on the world map or at save points; essential for rainbow or spectral weapons later.
18) Viper Manor [Home World]
Mythril Helmet: in a chest around the enemy-free waterways.
Some barrels can be pushed into the waterway later on; a soldier currently blocks the second one, though.
Skip the chest behind bars; take the last door to find Norris.
General Viper and his men have apparently headed for the Dead Sea in the far east, an area with no normal entrance; Radius suggests asking Marbule's demi-humans about a way in.
A Draggy invitation exists but isn't reachable through anything covered so far: it requires visiting Home World Fort Dragonia, deactivating its four ground-floor obelisks (no bosses there), and using the elevator down to working incubators, where the middle one hatches Draggy from the "Big Egg" found at Another World Fossil Valley. This will be covered properly once that area gets its own section.
OPTIONAL: Guldove [Home World]
MagNegate, which makes a character take 0 damage from elements, is the standout purchase here; it requires a white-innate character to use (Starky, recruited later in this section's optional content, fits well).
Tablet: in a backroom behind the residential tower's 2nd floor.
OPTIONAL: El Nido Triangle [Home World]
@Mythril: a chest in the first area.
Star Fragment: in a cave in the second area; the whole reason for visiting.
@Mythril: down another dead-end path in the second area.
OPTIONAL: Sky Dragon Isle [Home World]
BOSS: MegaStarky
Innate: White HP: 2800 Steal: Angel Charm, White Brooch
Its attack pattern shifts once critical, which is also when it casts UltraNova; the element is trappable directly from this fight, a rare chance to get it early. Lynx with a Silver Swallow can deal around 140 per fierce attack, with an upgraded Harle close behind. Black-innate characters are at a real disadvantage here; casting Diminish immediately (purchasable at Guldove) and relying on physical attacks plus Imbecile makes this dramatically easier, since Diminish only reduces damage dealt, not the potency of curative elements used. Have elemental traps already prepared going into Raydiation, since it can inflict AntiWhite. 1000G awarded for winning.
Starky joins, hoping his UFO might be repairable in the other world.
Being white-innate, Starky also works as a MagNegate vessel.
Plasma Pistol: optional. Put Starky in the active party and visit the large sawfish at Home World Arni Village; he extracts a Plasma Pistol (+6 ATK, and usable by Norris too, +11 ATK over his default gun) and learns the joke skill "Thanks."
OPTIONAL: Hermit's Hideaway [Home World]
Razzly is also present here if she was rescued on the Kid-saved path, but she can't rejoin yet.
19) Marbule [Home World]
When prompted, choose to check out the voices rather than continue sleeping.
20) S.S. Zelbess [Home World]
After certain events partway through this section, leaving won't be possible for a while (no battles either); make sure everything needed is in order before then.
Optional: Frypan Ag47 weapon, in the kitchen upstairs.
Optional: Monster Mouth Frame, from talking to the kitchen cat.
Beating Fargo grants access to the Grand Slam downstairs and returns the Porre boat.
BOSS: Sage
Innate: White HP: 1500 Spoils: Mythril Helmet
This fight can be easy or dangerous depending on approach. Sticking to a strict physical routine avoids all of his elemental attack patterns entirely, which is the safer path; using any element on him instead cues a harsher, element-specific response pattern, but is also the only way to bait and trap his many trappable elements (Carnivore, Deluge, and ThundaStorm are all worth grabbing here if they haven't been found elsewhere). Those trap elements still aren't purchasable at this Home World Marbule, which is exactly why stocking up earlier was recommended. Diminish helps considerably either way; using a trap element still counts as an offensive action for the purpose of triggering his pattern shift. Elements can be trapped repeatedly, then the fight fled, while still keeping what was captured. Lynx with a Silver Swallow can deal 200+ per round, and Diminish makes the fight trivial. 634G awarded, plus a 23rd level-up star.
The Sage relents and gives Lynx the Fiddler Crab key item, mentioning an area near the Dead Sea where the tides differ, which is where it should be used.
Nikki appears afterward wanting to talk aboard his ship, kicking off the Save Marbule sidequest.
A Forget-Me-Not Pot is needed to retain some defeated monsters for use here. Winning with the default monster roster is possible, but assembling a stronger collection first makes it much easier.
Janice joins after being defeated three times in the Grand Slam.
Sneff joins after the party witnesses him winning at the casino, then by inviting him backstage at the magic show.
OPTIONAL: Save Marbule Quest [Pt. I]
This sidequest has essentially no downside: it opens up several future recruitments, and skipping it permanently forecloses spectral/rainbow equipment crafting for this playthrough. It can be started right after defeating the Sage.
Irenes asks to join if the plan is agreed to.
This first part should be completed as soon as possible, and Irenes should remain invited (not necessarily in the active party) for the best outcome later in the sidequest.
21) Death's Door [Home World]
Radius notes that the sword of evil, the Masamune, is stationed nearby; only the holy sword Einlanzer can counter its aural assault, which will require a visit to Garai's grave.
22) Isle of the Damned [Home World]
More WillO'Wisps spawn and float around afterward; lure them to the two marked spots on the map (each hiding a cave) and defeat them there to open both up.
Earthquake: spot 1. @Carapace: spot 2.
Dead Beats, Dead Heads, Airframes, and similar enemies here are undead and die instantly to HolyLight (this doesn't apply to the WightKnight fight, though). Airframes also drop Mythril, worth farming if more is needed.
Only one WightKnight appears in normal play, so consider waiting for a Forget-Me-Not Pot, or using Sprigg's Doppelganger ability to store it for the Grand Slam. It can also drop a @Rainbow Shell, so restarting the fight a few times for that drop may be worthwhile.
BOSS: Garai
Innate: White HP: 1987 Spoils: Dragoon's Honor
Diminish undercuts his powerful techs considerably. MagNegate also helps a great deal, letting a character no-sell one of his WillBreaker hits entirely, which is especially valuable if that character is black-innate; it does push the field effect toward white, though. Starky is the only character able to use MagNegate at this point, so he's a natural fit for that role. Combining both strategies raises the odds of success substantially. Lynx can carve through Garai with a Silver Swallow, boosted further by LoRes, Weaken, or BatEye, none of which Diminish interferes with. His techs can still threaten black-innate characters, so bring plenty of CurePlus or HealAll; with Lynx attacking and one ally on MagNegate duty, the third can focus purely on healing. 1358G awarded, plus a 24th level-up star.
The Einlanzer is finally obtained, once Garai's spirit is laid to rest.
AntiRed: a chest sitting on the world map here.
From here on, the further the story progresses, the more backtracking will be required to return to earlier areas. Stock up on Capsules and other consumables before committing to what's ahead.
23) Highway Ruins [Home World]
@Screw: up the ladder on the large tower near the entrance, at the outlook point.
@Mythril: in a box near a Geos enemy on the 2nd highway.
BOSS: Highwayman
Innate: Black HP: 2000 Spoils: Nimble, @Mythril
Its most annoying trait is inflicting Darkness via ExhaustGas; either build up elements beforehand or plan on using the Purify skill to clear it. Diminish or MagNegate can help play it safe, though the hard-hitting Rampage attack only lands every 4th or 5th turn, so it's a matter of how quickly the fight is wanted to be over. This is mostly a physical battle; pack HealAlls and dig in. 1100G awarded, plus a 25th level-up star.
AntiBlue and AntiYellow: chests scattered around the City Ruins on the world map, further along.
24) City Ruins [Home World]
There's no boss in this small section, so explore at leisure.
Resistance Belt: near the start.
Kung Fu Shoes: in one of the rightmost doorways.
Earring of Light: half-hidden; steal it before examining the large monitor.
25) Tower of Geddon [Home World]
Tragediennes here can use trappable elements (including Volcano and BlackHole) immediately at the start of battle, though which one is randomized. Mannequeens counter both physical and elemental attacks (except techs) depending on their current pose: a physical pose (slight bend, right shoulder twisted forward, both arms dangling) counters physical attacks, and an elemental pose (straight back, left hand on the hip, right hand dangling free) counters elemental ones; some poses counter nothing. Using a trap still counts as an offensive action, so a Mannequeen in the elemental-countering pose can cast a trap of its own and cancel yours out; check its pose before engaging.
Purify: by the rail system.
HolyLight: north from there, past a gate opened by the Station Pass.
Medical Book: further past that gate.
The Medical Book teaches Doc his Level 7 tech; it can be skipped if he isn't recruited.
Lynx senses something nearby that flees before it can be seen. This area is filled with Tragediennes, each carrying a signature "special ambition" attack. Volcano, Tornado, and BlackHole are all trappable from them; BlackHole in particular is worth grabbing, since the upcoming boss is white-innate. They usually act first in battle, so avoid engaging with low HP.
Optional: @Feather, in the SW corner.
The Prop Sword teaches Pierre his final tech; it can be skipped if he isn't recruited.
HealAll and CurePlus: nearby.
SealAll: looping around the catwalk.
@Mythril: doubling back to another ladder, in a blind spot.
Diminish: near the left side of the broken pavement.
After defeating the upcoming boss, there's no further chance to finish collecting items across the Dead Sea, this tower, the Highway/City Ruins, or the world map; backtrack for anything missed before continuing.
Equip Daemon Charms if available (up to two should be on hand by now).
BOSS: Miguel
Innate: White HP: 1950 Spoils: Dreamer's Scarf
Despite his mild appearance, Miguel may be the hardest boss fought yet. His defense isn't especially high, so Diminish works well; BlackHole can deal close to 500 damage, so pack as many as available. HolyDragSwd lives up to its fearsome reputation and can potentially one-shot a target left undefended by Diminish, which instead cuts it down to roughly 125-175 depending on weaknesses. Physical attacks paired with LoRes or Strengthen are the way to go once Diminish is up. Keep HP topped off with HealAll, since his critical-condition combo of MeteorShower into HolyLight will likely inflict Fatigued; trap HolyLight if possible, though he only uses this combo once in the entire fight regardless. 1540G awarded, plus a 26th level-up star.
The dimensional distortion restores itself, and after some cutscenes, everyone ends up back at Marbule.
The dragon there says the destination should be the Sea of Eden, reachable only after collecting relics from all six dragon gods.
OPTIONAL: Arni Village [Another World]
26) Fossil Valley [Another World]
If Draggy was recruited earlier, bring him along and go up the ladder to the dragon boneyard where his exorcism took place. After some scenes with his mother, he learns his Level 7 tech, BigBreath, which hits all enemies.
If Draggy hasn't been obtained yet, the Big Egg he hatches from may possibly be found here too, though the source guide itself is unsure on this point.
27) Termina [Another World]
They share their story of how they found General Viper, and that Lady Riddel has been captured.
RECRUITMENT CHOICE: Karsh or Zoah?
Neither pick locks anything in; whichever one isn't chosen joins automatically later on regardless, once the party reforms. The only difference is which one is recruited first.
Recommended: Recruit Zoah. His Level 7 Toss&Spike tech is obtained via a chest at Viper Manor, so recruiting him first gives access to it there.
The Dragon Tear's shards are also handed over as the Tear of Hate.
Bringing Zappa to meet himself (with a @Rainbow Shell in inventory) triggers a scene, but rainbow equipment still can't be made yet since the hammer is too weak; that unlocks once the Save Marbule Quest concludes. Check the smithy for an updated list of wares in the meantime.
28) Viper Manor [Another World]
If Zoah was recruited: his room (ground floor, right side) holds a chest containing his Level 7 Toss&Spike tech; open it with him leading the party.
Sewer access is through a grate in the barracks hallway, the kitchen, or the jail stairway. Nothing productive can be done from those entry points yet; just let the rapids carry the party downstream into the cistern area.
@Humour: an unguarded chest nearby.
A startled gerridae knocks a chest into the water, containing a Deluge element; it can be retrieved later.
@Denadorite: a chest in the cistern area.
When Luccia inspects the Magic Seal, she receives her Level 7 tech.
BOSS: Roachester
Innate: Blue HP: 1245 Spoils: Elbow Pad
A manageable fight after Garai and Miguel. Diminish at the start, then LoRes/Strengthen and physical attacks. Red characters take modest damage (~70) from its techs, easily offset by HealAll. Inferno or Volcano can inflict Burn, reducing its defense by about 25%. 1076G awarded, plus a 27th level-up star.
BOSS: Hell's Cook
Innate: Red HP: 2800 Spoils: Gold Pendant, @Mythril
Dangerous if allowed to push the field effect toward dark red, but its defense is weak against blue-element damage; Deluge can deal 200+ per hit, making Diminish optional depending on preference. It heals itself modestly every 6th turn. Weaken or BatEye help offset its increasingly harsh physical attacks; Lynx and his swallow make quick work of its large HP pool. 1490G awarded, plus a 28th level-up star.
Orcha joins the party automatically afterward, making amends for his wrongdoings.
For optional level-up bonuses, either hallway staircase off the foyer leads to fights against Porre PVTs.
BOSS: Grobyc
Innate: Black HP: 2800 Spoils: Defender, FreeFall
Not a pushover despite some absurd-looking attacks; Lynx and Harle are largely unbothered, but everyone else should stay cautious. Diminish plus BatEye or Weaken tames his physical assault. His HealAll only restores about 200 HP, a minor setback. White attacks are very effective against his poor magic defense; even a weak HolyLight can deal close to 300. Watch for Vigora, which lets him attack up to 7 times in one turn (usually before he uses Strengthen); keep a HealAll ready for that turn especially. 1250G awarded, plus a 29th level-up star.
BOSS: Guillot
Innate: Yellow HP: 1001 Spoils: @Mythril, @Screw
Weak defense, weak attacks, and low HP; only HotEdge deals any noticeable damage, and even that's under 100 with Diminish active (occasionally used twice in a row, so stay alert if skipping Diminish). Physical attacks plus Weaken work well, or good green elements like Tornado or AeroBlaster, with HealAll on standby. No gold or level-up star is awarded; this isn't treated as a real boss encounter.
Grobyc joins the party automatically, wanting to serve as Lynx's acolyte since he follows whoever is stronger than him.
Next destination: Hermit's Hideaway.
29) Hermit's Hideaway [Another World]
Riddel (Innate: White): joins automatically once she's talked to.
S.S. Invincible
After some dialogue and reminiscing scenes belowdecks, Viper, Fargo, and Marcy join the party automatically, along with whichever of Karsh or Zoah wasn't recruited at the Termina bar.
Pip is the only character from Serge's original party who can rejoin during Lynx's section.
The dragons exist in both dimensions, but the true doorway to the Sea of Eden lies in the Home World's Dead Sea, not here in the Another World.
Harle poses a farewell question to Lynx here; the answer doesn't change the outcome, since she leaves the party either way. If Starky is present, his comforting reaction afterward varies depending on the answer given.
Harle leaves the party.
The six dragons can be tackled in any order.
OPTIONAL: Viper Manor [Another World]
Porre still controls the manor, but Norris being in the party allows entry.
The soldier who used to guard the corner pillar at all times is gone now.
Viper's Venom: a triple-bladed sword usable only by Viper, in the secret passage.
@Rainbow Shell: the second chest in the secret passage.
The east wing passage that used to be guarded by a robot is now open, following the Guillot events.
The chest is empty aside from a note left by whoever took its contents. They've gone to the Isle of the Damned and want Karsh to accompany them there, beginning the next sidequest.
OPTIONAL: Isle of the Damned [Another World]
Karsh must be in the party to proceed here.
Once the fight with Solt and Peppor begins, it's impossible to leave the area.
BOSS: Solt & Peppor
SoltInnate YellowHP 900Spoils @Denadorite, Stone Vest
PepporInnate YellowHP 1000Spoils @Denadorite, Stone Mail
This rematch can be a genuine challenge by their standards; their attacks can deal 50+ per hit to Karsh and often strike two or three times per turn. Diminish the field and keep Earthquake traps ready to counter Sprain. CrossCut still deals 200+ under Diminish, but their remaining moves are fairly mild. Even with only one brother left, consecutive element attacks can still hurt. If the fight proves too difficult, returning after defeating the Earth Dragon and obtaining its Yellow Plate (which absorbs yellow-element damage) makes it far more manageable. 1103G awarded, but no level-up star.
CrossCut is only used on the first occasion it appears in the pattern, then omitted afterward; a glitch can also trigger it even after one brother has been knocked out.
Karsh learns his Level 7 tech, Axiomatic, and the two dragoon outcasts return the MementoPendant they took from Viper Manor.
OPTIONAL: Save Marbule Quest, Pt. II [Home/Another World]
This section isn't optional if the first part of the Save Marbule Quest (talking to Nikki and receiving Irenes) was completed earlier. If it wasn't, simply inspect the sleeping Black Dragon at Another World Marbule to receive the Black Relic directly.
The Valencian Cloth Frame becomes impossible to obtain once the Black Dragon awakens. Get it now from the demi-human near Another World Marbule's entrance who used to throw rocks, while playing as Lynx with two other demi-humans in the party.
The Home World Fargo berates his counterpart, forcing the newly rechristened Invincible to Marbule's coast, and automatically receives his Level 7 tech, Invincible.
The Lagoonates encountered here usually attack in pairs and are blue-innate, so strong red attacks (Inferno, Volcano, or red techs) work well against them. With Mythril+ equipment, their Just4Kicks attack should land in the low double digits; Mantarrey's FlyLow hits a bit harder but isn't much worse. Nine total are scattered around the field, with the eighth and ninth inside the town's large cave.
A dragon's cry sounds in the distance: the Black Dragon has awoken in the opposite dimension and can now be fought.
Miki (Innate: Red): joins after being talked to in the Zelbess's dining room.
BOSS: Black Dragon
Innate: Black HP: 3900 Spoils: GrimReaper
Bring Fargo to steal the Black Plate, which absorbs all black-innate attacks, and to provide CureAll healing. Diminish and Weaken at the start defang most of its difficulty, though its Genius/GravityBomb combo can still deal 100+ even with damage halved. HealAll or CureAll is a necessity throughout. Imbecile elements counter its Genius casts, and Angel Charms guard against its AntiWhite counter on offensive white elements. Avoid black elements entirely, since they heal it, which holds true for all the dragons. Trapping FreeFall helps if the fight runs long, and upgrading to Denadorite-tier equipment, or MagNegate, can offset its heavier hits. 2154G awarded, plus the 30th level-up star.
Steal the Black Plate before the fight ends; it's needed for a later sidequest and cannot be obtained afterward.
The Black Relic is handed over before the dragon leaves.
The GrimReaper spoils is a black-innate summon element; save it for Lynx's first Level 8 slot once he has one available.
OPTIONAL: Viper Manor [Home World]
This world's manor has been crushed and much of it is inaccessible, but the sewers remain traversable.
For the last chest, in the same position the Magic Seal occupied back in the Another World: use the sluice flow to get carried back into the lower cistern area, exit through the well into the mansion grounds, climb the rubble near the NPC there, and jump into the hole. If the water flow has subsided, head toward the still waters past the Witchetty.
If the Dario sidequest has already been completed and reconstruction of Viper Manor has begun, the sinkhole becomes inaccessible and this Revive element can no longer be obtained.
30) Earth Dragon Isle [Home World]
Equip Braces if available before continuing; without them, movement beyond this point is slowed to half-speed.
Inside the cavern, only one path can be chosen per visit, so plan on re-entering several times to collect every chest. A sand boil on the east side offers a shortcut back to the first screen at any point.
The Explosive can move rockroaches, but only while they're inert.
The man nearby observing a second rockroach's behavior offers a hint if asked: attack it by the cliff. Ambush that rockroach once it stops on the bluff above the sand boil, then choose to push it into the hole after winning.
BOSS: Earth Dragon
Innate: Yellow HP: 3100 Spoils: ThundaSnake
Bring Fargo to steal the Yellow Plate. Unlike the Black Dragon, this one has few elements to spam, so Diminish isn't essential; Weaken helps since its physical attacks grow longer as the pattern progresses. Green elements are especially effective here, since it lacks any instant counter. Its attack pattern shifts in critical condition, though which part it starts from seems inconsistent; either way, it only uses the low-HP pattern once before reverting to its normal moves. Its Attack ×3 turn changes the field effect to whichever color is chosen. Catastrophe is rarely seen, even in ideal conditions.
The Yellow Relic is handed over once the Earth Dragon is defeated.
31) Water Dragon Isle [Home World]
This island's layout mirrors the earlier area where the Hi-Ho Tank was fought, populated by Lagoonates instead of dwarves.
BOSS: Water Dragon
Innate: Blue HP: 2800 Spoils: BlueWhale
This dragon absorbs its own blue-element attacks, so avoid using Deluge or Iceberg against it. Watch for its double IceBlast, which can lose the fight outright if everyone gets frozen. It moves faster than the Earth Dragon did, so there's less room to relax. Certain damage thresholds seem to instantly shift the pattern toward one of two status effects: Frozen, the more dangerous of the two since a full freeze can end the fight in the dragon's favor, or Flu, which lingers for the rest of the battle. As the fight progresses, it drops its weaker attacks in favor of its techs and stronger elements. Keep HealAll ready and push red elements to shift the field effect back toward red; certain red elements and techs, though not MagmaBurst, can burn the boss and lower its defenses. Diminish is worth using in the second half if red-innate characters are available. 2036G awarded, plus the 32nd level-up star.
A Blue Relic is awarded for the party's efforts.
Next destination: Mt. Pyre, home to the Fire Dragon.
32) Mt. Pyre [Another World]
The large lavaflow area is now accessible past a previously blocked entrance.
Unlike the earlier dragons, this one does not heal if you flee and immediately re-challenge it; the room must be re-entered to find it again.
BOSS: FireDragon
Innate: Red HP: 3400 Spoils: Salamander
This is a two-form fight. The first form is fairly basic, with a weak tech capping around 100 damage and a poor physical attack; it absorbs red elements, as expected. Once it takes roughly 1000 damage, it transforms into the true Fire Dragon and shifts to its second attack pattern, at which point Red Plate becomes stealable (Magic Ring is stealable from the first form). FireBreath is dangerous, capable of 200+ damage to Fargo or other blue-innate characters, but there are usually two or three turns between uses, giving time to heal and set the field to blue for BlueWhale or FrogPrince. In this second form, FieryBreath also serves as a counterattack against any blue element used on the boss, so be cautious about using blue elements once it has transformed. Inferno is trappable and worth trapping to avoid extra damage and Burns. Brimstone is comparatively weak, especially with a favorable field effect. A Diminish-and-MagNegate approach works reliably if the fight proves difficult. 1800G is awarded for the win, plus the 33rd level-up star.
The Red Relic and the Salamander summon are awarded for the party's efforts.
This is the third Elemental Dragon in the sequence. Despite the party's expectation of a Green Dragon next, no Green Dragon Isle exists.
33) Gaea's Navel [Home World]
Riding the Wingapede consumes the Ancient Fruit obtained earlier, covering the round trip to Gaea's Navel and back.
Leah joins the party temporarily while on the island (Innate: Yellow) and becomes a permanent member once the Green Dragon is defeated; she leaves if the party exits Gaea's Navel before then. She has a double tech with Draggy.
Gaea's Navel requires defeating a set number of enemy groups in a single, uninterrupted visit; leaving the island at any point resets all enemies and progress toward that requirement.
Ground enemies appear as plain markers on the map; enemies connected by a line spawn a Pterodact after the linked treasure chest is claimed.
BOSS: Tyrano
Innate: Red HP: 1600 Spoils: Resistance Ring
Tyrano is accompanied by a Pterodact, best eliminated indirectly through mass-attack elements. Deluge can deal 200+ damage on its own, and stronger blue-innate elements like BlueWhale or FrogPrince can deal roughly double that in a single hit. Consider using Diminish once Tyrano reaches critical HP, since its CrunchOut special can deal 200+ damage to blue-innate characters and inflict Sprain. Power Seal and Gold Earring are both stealable. Having the Red Plate from the FireDragon fight makes this fight noticeably easier, though it isn't required. 1718G is awarded for the win, plus the 34th level-up star.
Leah leads the party to the Green Dragon's den automatically after Tyrano is defeated, but there is time to return and save first.
BOSS: GreenDragon
Innate: Green HP: 3700 Spoils: Genie
Avoid green-innate elements here; the GreenDragon absorbs them along with some techs. Its GreenField special turns the field innate fully green, which is especially rough on yellow-innate party members, and leads into a Carnivore-heavy attack pattern. BadBreath deals no damage but can inflict a random status effect such as Darkness, AntiYellow, or Fatigued; ToxicBreath deals minor damage and can inflict Poison. Physical attacks are rare and weak, so keeping the field away from full green often causes it to waste turns on support moves instead. Diminish generally isn't necessary here. A head-bobbing, mouth-open animation signals it's close to defeat; finish it quickly, since its HealPlus special (used in critical condition) can heal back roughly 430 HP. Green Plate is stealable. 1110G is awarded for the win, plus the 35th level-up star.
The Green Relic is awarded, and Leah joins the party permanently.
Following this guide's route, the Sky Dragon is now the only remaining relic-holder. Lynx should have already learned his Level 7 tech, ForeverZero, by this point.
34) Sky Dragon Isle [Another World]
Whatever order the six dragons are fought in, the Sky Dragon is always the last one defeated.
BOSS: Sky Dragon
Innate: White HP: 3800 Spoils: Saints
The Sky Dragon absorbs white elements and most techs, so cast an UltraNova trap early to catch it later. If Lynx has the Stone Swallow and decent ATK, his fierce hits should deal 180+ damage, making him a strong damage outlet here. In a neutral field effect, WhiteBreath is nearly harmless, but Diminish makes a good counter right after Magnify: it cancels the Magnify out and blunts the follow-up HolyBreath, which can otherwise deal 200+ damage to black-innate characters. Its HolyHealing element can restore 500+ HP, though it typically only comes up once. Leah is a solid pick here, since her PhysNegates can help keep Lynx's HP up when the boss singles him out. UltraNova is used once the boss nears critical HP and, despite reports otherwise, can be used more than once per battle. White Plate is stealable. As long as a few Diminish elements are on hand to offset Magnify, this fight is more manageable than it first appears. 2150G is awarded for the win, plus the 36th level-up star.
The White Relic is awarded, completing the six-dragon quest chain.
Before entering the Sea of Eden, Serge's body must be restored at Fort Dragonia in the Home World, ending the "Lynx" disguise. A number of optional sidequests are available at this point before that final story step.
OPTIONAL: Guldove [Another World]
This scene is only visible while playing as Lynx.
BOSS: Orlha
Innate: Blue HP: 1800 Spoils: Mythril, Waist Pad
This fight is fairly easy as long as care is taken. Cast Weaken and use the best available red elements, such as BigBreath, Volcano, or RedWolf. Keep a Diminish on hand, since Orlha attacks up to three times per turn and will eventually use Iceberg. After her PunchDrunk tech, she switches to physical attacks only, in random amounts per turn. Kung Fu Shoes is stealable. 1520G is awarded for the win, but there's no level-up star for this fight.
Orlha gives Lynx the SapphireBrooch, proof of his identity for when Serge's body is restored. She also asks him to visit her again once that happens; talking to her in the bar afterward reveals another scene.
Direa gives Serge the Dragon Emblem, which grants entrance to the other dimension's shaman tower.
This section is labeled optional by the source guide, but the Dragon Emblem obtained here is required for a later quest regardless.
OPTIONAL: Hydra Marshes [Another World]
This also opens access to Gaea's Navel from here, though that isn't relevant at this point.
BOSS: De-Hydrate
Innate: Black HP: 1042 Spoils: FreeFall, Resistance Ring
Everyone starts this fight with Sprain from the fall; use Revenge if you want to pass that status back onto the enemy for a laugh. Otherwise its attacks are weak, aside from BlackHole, which carries a chance of instant death. BlackHole is only used when the field effect is pure black, so it's easy to trap safely; note that fleeing means returning to the hole above and jumping back in to restart the fight. Once you've farmed as many BlackHole traps as wanted, HolyLight defeats it instantly. Daemon Charm and HellBound are both stealable. 780G is awarded for the win. Some players have reported De-Hydrate using two GravityBlows in a single turn, possibly triggered by using white elements against it.
Steena's Level 5 tech, HydraShadow, is earned, and the Pendragon Sigil B chest becomes accessible.
OPTIONAL: Gaea's Navel [Another World]
This is a smaller version of the island with lighter random encounters, and there's no save point.
The area where the Green Dragon fight took place in the other dimension can't be entered here due to steam blocking the way; there's no known way past it. Leave once finished, since there's nothing else to do here.
OPTIONAL: Forbidden Island [Home World]
This requires the MementoPendant from Karsh's quest on Isle of the Damned to have already been completed.
Riddel must be in the party for this fight. Giving her the Black Plate improves her odds of surviving.
BOSS: Dario
Innate: Black HP: 3500 Spoils: Dreamer's Scarf
Dario counterattacks any element used against him, but the counter isn't instantaneous; it costs him his next turn, and the counters themselves are mostly de-buffs rather than damaging attacks. Equip the Black Plate on Lynx so Dario counters him with a stream of ConductaRods, while everyone else focuses on red elements. Dario's high DEF makes Diminish-ing the field a poor choice. Red elements are worth the focus for another reason too: inflicting Burns lowers his DEF. Using yellow elements against him can inflict Sprain as well, though doing so draws his BatEye counterattack, which lowers HIT% on whoever cast it. His end-of-pattern attack targets whoever last used an element and counters with the opposite color, so leaning on red elements means the Blue Plate helps mitigate it, though it won't prevent Frozen. Even with a good strategy, there's still a real chance only the Black-Plated ally survives; there's no level-up star for this fight, so don't worry about party members getting KO'd. Nostrum and Pendragon Sigil A are both stealable. 2500G is awarded for the win.
The Masamune is de-cursed and passed to Serge, transforming into the Mastermune and replacing his Sea Swallow. Riddel also earns her Level 7 tech, SnakeFangs, here.
Since the Sea Swallow is the Mastermune, it can't be carried over into a New Game Plus. Forge the Spectral Swallow from a Rainbow Shell for a comparable starting weapon on a fresh save.
A further quest stems from this one's completion, but it requires a different setup not yet available.
OPTIONAL: Earth Dragon Isle [Another World]
This quest has been available since Serge first escaped the Temporal Vortex, though it's much easier with the Yellow Plate in hand, which should already be obtained by this point.
BOSS: Criosphinx
Innate: Yellow HP: 13000 Spoils: Sunglasses
This encounter can be approached two ways. The first is to "answer" its riddles: it poses a question expecting a specific color each round (in order: Yellow, Red, Green, Blue, Black, White), and attacking with that color counts as the correct answer. There's no need to attack before a question is posed, since the party's element grids refill on their own each turn; just defend and wait. Winning this way ends the encounter, but yields no spoils or rewards. The second way is to defeat it outright: equip the Yellow Plate, Diminish the field, guard against Sprain, and lean on Imbecile and Weaken. This can be tough to attempt right away, but becomes much easier after completing Terra Tower. Rainbow Shell and Denadorite are both stealable. Defeating it in combat is the only way to obtain its Sunglasses accessory, of which there is only one in the game, and also awards 2500G. Expect a long fight either way.
35) Guldove [Home World]
This section requires the Dragon Emblem obtained earlier from Direa in Another World Guldove after showing her the Tear of Hate.
After talking further inside, the Dragon Tear is received, and Steena (Innate: White) joins the party automatically.
Time to head to Fort Dragonia and restore Serge's body.
36) Mt. Pyre [Home World]
By this point, the party should be strong enough to handle this area without detailed step-by-step navigation.
There's no save point in this area.
37) Ft. Dragonia [Home World]
If Draggy was already recruited earlier, there's no need to deactivate the obelisks again; Steena will ask Lynx to place the Dragon Tear in the pedestal near the entrance, which activates the entire facility on its own.
BOSS: Dark Serge
Innate: Black HP: 3200 Spoils: Pendragon Sigil A, Stamina Belt
BlackHole is the most dangerous element here, capable of an automatic KO, so set a trap for it and avoid it otherwise. Physical attacks work well against Dark Serge, and Diminish is a solid choice while working him down, especially since the Mastermune makes this fight noticeably easier. His normal attacks are manageable as long as no white-innate character is present, though BatEye, Weaken, or Imbecile still help take some bite out of the fight. He uses a wide spread of elements but no white-type ones at all, so equipping Plates matching whichever color he's currently using can turn his attacks into free healing (White Plate is the one exception, since it's never needed here), and bringing more black-innate party members makes the fight considerably easier overall. Try to finish him off before he uses Ninety-Nine and Vigora, since the attack that follows is brutal. Trashy Tiara and Rainbow Shell are both stealable, though this isn't an ideal fight for trapping elements; Diminish and steady healing is the more reliable approach. 1234G is awarded for the win, plus the 37th level-up star.
Dark Serge leaves after this battle, and the elevator becomes usable.
The Tear of Love is received from the Dragon Tear's shards, and Steena mentions the legendary "Chrono Cross" can supposedly be made at Divine Dragon Falls.
Serge's Level 7 tech is now FlyingArrow instead of ForeverZero. Re-equip his elements and accessories before continuing.
Turnip's name can't be changed at recruitment, except via the BeachBum in Another World Viper Manor's library.
All characters recruited as either Serge or Lynx are now merged into a single roster, usable in any combination. One character is still noted as missing from the roster at this point; that will be addressed later.
OPTIONAL: Twin Einlanzers is a side quest requiring Glenn in the party (the "Leave Kid" route at Guldove) along with a defeated Dario and the Mastermune. It isn't accessible on this guide's Kid-recruitment route, since Glenn was never recruited.
This marks the transition from the original Disc 1 to Disc 2 on original hardware; there's no save prompt at this exact moment, just the disc-swap message.
OPTIONAL: Marbule [Home World]
This assumes Marbule has already been restored via the earlier Save Marbule sidequest (Nikki's concert and clearing out the Lagoonates), and that Serge's body has already been restored at Fort Dragonia.
The shop here matches the Another World version, but there's no support element shop.
This is a reward for being a milestone visitor to the rebuilt town; if it isn't given right away, leave the screen and re-enter to try again.
The "Smith Spirit" becomes able to forge rainbow equipment from Rainbow Shells going forward, excluding the Rainbow Axe.
38) Sea of Eden [Home World]
There are three islands here (Past, Present, Future) surrounding a large triangular waterfall. Whichever island's Record of Fate is inspected last determines which of three possible bosses is fought.
Fate Distortions here can be used to exit back to the world map before committing to a boss.
Visiting the islands in a different final order instead triggers Vita Duo (Future last, Innate Green, HP 2500, Spoils: Earring of Light/Diva Dress) or Vita Tres (Past last, Innate Blue, HP 2500, Spoils: Diva Dress/Gold Tiara), both somewhat easier than Vita Unus but without access to Vigora.
BOSS: Vita Unus
Innate: Red HP: 2500 Spoils: Vigora
This is considered the hardest of the three potential fights, though not by a wide margin. With the Mastermune, fierce hits can deal 300+ damage, and Diminish considerably reduces its fire-based attacks. Its strategy shifts in stages as its components "stop functioning" (each shift is announced automatically): to its second pattern once Atropos stops functioning, then to its third once Lachesis does. Its third phase yields some strong trappable red elements, though extras likely aren't needed by this point. Its physical attacks grow weaker as its pieces are disabled. White Brooch and Diva Dress are both stealable. 1180G is awarded for the win, plus the 38th level-up star.
Vigora is a blue-only element, so only blue-innate characters can equip it.
The waterfall outside descends, revealing the Time Fortress, Chronopolis, the next destination.
39) Time Fortress Chronopolis [Another World]
BOSS: PolisPolice
Innate: White HP: 3200 Spoils: PhysNegate
Stone weapons auto-critical against machine-type enemies.
PolisPolice has high ATK and hits hard, so use Diminish immediately to cut tech damage to roughly 175. The main three party members should have 400+ HP by this point if after-battle bonuses have been kept up with, so an outright KO shouldn't be a concern, aside from black-innate characters, who are at serious risk here. The Mastermune makes quick work of this fight, with Serge still hitting for 200+ normally, but watch the field innate: when it's fully white, PolisPolice hits hardest. The Saints summon deals solid damage while healing the whole party, and Weaken, BatEye, or Imbecile help take pressure off CureAll or HealAll. If a HolyHealing element was stolen from one of the non-recommended Vita bosses back at the Sea of Eden, it also works well here. MagNegate is useful whenever it can be pulled off. After taking some damage, its fist explodes and it shifts to its second pattern, which is just as dangerous. The White Plate makes this fight manageable, though keeping everyone alive can still be a challenge. Capsule and the missable Rainbow Shell are both stealable. Bodily spasms signal it's in critical HP, though this doesn't show until it's very low. 1000G is awarded for the win, plus the 39th level-up star, along with an element.
There are infinite retries if the robot fails to cross.
The five small doors function as binary digits (closed = 0, open = 1, least significant digit on the right); e.g. 00100 = 4, 00001 = 1, 11100 = 28, and so on, if a different combination is preferred.
The Card Key unlocks access to B1. Save in the docks area before heading there.
BOSS: Fate
Innate: Black HP: 5000 Spoils: Magic Seal
Priority one is stealing the HolyHealing element here (restores full HP and cures status), the first chance to get one without giving up something better. Fate opens with Diminish, then settles into regular attacks; counter with Magnify if preferred. Its attack pattern is a five-step sequence that repeats in a countdown. Its only real damage comes from DarkEnergy, which is softened by Diminish and by keeping the field effect away from black. MagNegate works well ahead of that attack, and the Black Plate makes this fight essentially unlosable. A Saints summon lands well if the field can be shifted to white, easiest right after DarkEnergy is used; DarkEnergy itself can deal 1000+ even through Diminish. As long as it doesn't land its best move under ideal conditions for it, this fight isn't too difficult. Earring of Light and HolyHealing are both stealable. 2457G is awarded for the win, plus the 40th level-up star.
The party is automatically returned to the S.S. Invincible. Next up: finding a way into the Time Fortress' floating tower, and waking Kid from her slumber at Radius' place.
40) Divine Dragon Falls [Another World]
ChronoCross recharges all used elements except the one belonging to whoever uses it.
Helping revive Kid requires either the ChronoCross or the Mastermune; either works.
A New Game Plus-exclusive sidequest ("Retrieving Previous Characters") becomes available here once the ChronoCross is obtained; it's covered in the New Game+ section of this guide.
Next destination: Hermit's Hideaway.
41) Lucca's Orphanage [????]
Either the ChronoCross or Mastermune works to enter, but using the element alone sends Serge back without his allies, making the dungeon harder; bringing plenty of healing elements and the Red Plate helps offset this.
Serge's remaining allies gradually fade out until he's alone here; the Red Plate helps even though the enemies aren't too tough (around 800 HP each). Answer "yes" to the children's questions to receive items.
A party member disappears from the active roster at this point.
The second remaining ally disappears after this corridor.
The party returns to the real world, and Kid (Innate: Red) rejoins the party automatically.
If Ice Breath was missed earlier during the Hydra Marshes sidequest, the Ice Gun obtained here can substitute: use it on the black patch of ground at Another World Hermit's Hideaway, then bring Poshul to the Home World counterpart and inspect the plant to recruit Turnip as a backup method.
A Rainbow Shell falls out of the letter.
Next, the party needs a flying machine to reach Terra Tower (Sky Dragon Isle, now airborne and otherwise inaccessible).
42) El Nido Triangle [Another World]
Starky must already be in the party for this section (covered earlier in the OPTIONAL: Sky Dragon Isle content).
Bring a party member with plenty of red elements, since only red elements are effective against the boss here.
SideSteppas in this area also drop CureAlls.
BOSS: RoyalJelly
Innate: Blue HP: 1657 Spoils: Resistance Belt
Only red elements are effective here; physical attacks do essentially nothing. Set an Iceberg trap at the start as a safety net, and try opening with a Salamander summon, which may score an outright KO. It's extremely weak to red innates, so even a base Inferno can deal 300+ damage, and it's common to finish this fight in one or two turns with an X-Strike. Earring of Light and Sky Djinn Ring are both stealable. 900G is awarded for the win, plus the 41st level-up star. One of the easier fights around.
With Starky in the party, the UFO can now be entered; he digs up an anti-gravity device inside. Back at Chronopolis, the device is attached to Korcha's boat, allowing it to fly.
This opens the way to Terra Tower.
Starky's Level 7 tech, StarStruck, can be obtained by revisiting the UFO with him in the party and searching the same floor hatch again.
43) Terra Tower [Another World]
All bosses here absorb elements of their own kind.
BOSS: Terrator
Innate: Yellow HP: 2200 Spoils: YellowField
This can be tricky if the field effect is allowed to run yellow. Open with BatEye or Weaken while steering the field effect toward anything other than yellow. Whoever has the Yellow Plate is nearly invincible here, but anyone without it can take 250+ damage from OmegaYellow even against a mostly green field. It uses two Capsules when critical, which helps shift the field effect further its way, so watch for that. The Mastermune makes quick work of its low HP, but avoid its physical attack, which can deal 70+ per hit undefended. HealAll works especially well here, both for its normal healing and because it's a green element. For a safer physical-attack approach, lean on Diminish and MagNegate. Yellow Brooch and Earth Charm are both stealable. 1000G is awarded for the win, plus the 42nd level-up star.
The YellowField element earned here can be used to trigger easy Golem summons; equip it on someone other than whoever is performing the summons.
A voice speaks to the party from below.
BOSS: Pyrotor
Innate: Red HP: 2400 Spoils: RedField
Set a RedWolf trap, since it's easy to bait and a smart move regardless. Diminish is a good idea here, as Pyrotor is more element-oriented and hits harder than Terrator. Physical attacks work well, and the YellowField element earned earlier is useful even just to shift the field away from pure red. It uses three Tablets as a blue-element counterattack, which is especially dangerous if it lands right after Volcano or Ninety-Nine (a six-hit attack); that combination only makes the follow-up hit twice as hard. Diminish and physical attacks remain the safest approach, since anyone without a Red Plate will take heavy damage otherwise. Its attack pattern shifts slightly at low HP, so try to finish it before it uses Rage to boost its own ATK. If the Mastermune hasn't been obtained yet and this fight is proving difficult, it's worth getting first. Red Brooch and Flame Charm are both stealable. 1000G is awarded for the win, plus the 43rd level-up star.
Heal up and save before the boss ahead.
BOSS: Anemotor
Innate: Green HP: 2500 Spoils: GreenField
Set a Sonja trap if aiming to catch it on Turn 5. A quick way to close out this fight is YellowField into ThundaSnake or Golem, which is straightforward to set up. Otherwise, Diminish the field and rely on normal attacks, which softens the impact of its many green elements. BatEye, Weaken, and Imbecile all help if Diminish isn't available. With a Green Plate equipped on someone, this fight becomes nearly unlosable. Green Brooch and Forest Charm are both stealable. 1000G is awarded for the win, plus the 44th level-up star.
An ally mentions the summit is protected by beams stemming from wherever the passages lead.
BOSS: Luxator
Innate: White HP: 3000 Spoils: UltraNova
Diminish the field to start, since Luxator uses Magnify on its second turn followed by OmegaWhite; keep a second Diminish ready, which cancels Magnify out with its opposite once it's used (Magnify is only used once). Use BatEye, Weaken, or Imbecile when possible, and set a Unicorn trap if baiting it, since the three PhotonRays that precede it give plenty of setup time. There's no need to trap HolyLight or UltraNova if Diminish is kept up, though the Fatigued status will need to be managed some other way without White Brooches. Later in the fight it uses MagNegate, which makes physical attacks even more worthwhile. HolyHealing only restores around 700 HP and is used just once. Keep attacking with the Mastermune, and remove any Pendragon Sigil A (or similar) to maximize damage output. Anyone able to use BlackHole has a great time here, assuming they can survive long enough. 1100G is awarded for the win, plus the 45th level-up star. There's no WhiteField element in the game, so UltraNova is the best available substitute.
The beam generator behind Luxator is destroyed.
BOSS: Gravitor
Innate: Black HP: 3000 Spoils: BlackHole
This is likely the most frustrating of the tower's standard bosses, since equipping a Black Plate doesn't guarantee safety here: BlackHole elements can still inflict an instant KO even through it, so trapping that should be a top priority. There's also a rare MotherShip summon worth trapping, and this is an easy place to get it. Diminish the field and let Serge's physical attacks carry the fight while the other two allies focus on healing and trapping (Serge can deal 600+ per hit with the Mastermune, which speeds this up considerably). The pace is slow enough to leave ample time for reviving. HellBound may be used twice if it misses the first time. Realistically, this fight can be over by Turn 3 if Serge's Level 3 attacks are kept up, though waiting a bit longer gives a chance at the MotherShip summon. Keep Revives on hand, or a ReviveAll if already obtained. A matching Field element paired with a summon also works if extra help is needed, and MagNegate is useful for managing the field effect. Gravitor tends to target whoever last damaged it, occasionally picking randomly if no one has attacked recently, which can be used to help steer its aggro somewhat. Black Brooch and Daemon Charm are both stealable. 1100G is awarded for the win, plus the 46th level-up star.
The beam generator on the left side of the tower is disabled, opening the locked door near the save point.
BOSS: Aquator
Innate: Blue HP: 2800 Spoils: BlueField
This fight isn't too bad, especially with a RedWolf or Salamander summon popped early (ideally right after the first turn). Diminish the field afterward, since a Deluge/Iceberg combo can otherwise devastate red-innate characters and inflict Frozen or Flu. A couple of HolyHealing elements should be saved for this fight. It uses FrogPrince on its fifth turn if possible, so either trap it in advance or disrupt its required all-blue field to prevent it. As usual, Serge's physical attacks carry much of the damage, and MagNegate is useful here as well. Although this is the last of the six standard bosses fought, it isn't the strongest; even so, don't let the fight drag on too long, or party members may end up frozen or in poor shape. Imbecile works well here too, since its physical attacks aren't very strong. Sea Charm is stealable. 1000G is awarded for the win, plus the 47th level-up star. This boss doesn't carry a Blue Brooch.
Equipping a Pendragon Sigil A on Serge is a good idea here, along with elemental Plates matching the three chosen allies' opposing colors (for example, Black, Green, and Blue Plates for Serge, Leah, and Draggy).
Make sure every item in this tower has been collected before this point; once the next boss is defeated, the tower can never be re-entered.
BOSS: TimeDevourer
Innate: variable HP: 15000 Spoils: Earring of Hope
Traps set during one form carry over to the next. TimeDevourer absorbs whichever innate color it currently is, so summoners should be careful. All allies take damage whenever it changes form and innate, usually 50 to 70, though sometimes none at all.
This is a lengthy fight with a huge spread of trappable elements across every color. Its element lineup changes with each form shift, which makes preparation somewhat easier, but Diminish remains the single best approach throughout, even if repetitive, given the 15,000 HP total. Physical attacks are reliable in every phase.
White (first form): This opening form only uses physical attacks, hitting the whole party the way a Rod or Boomerang user would; individually weak, but it adds up. Conserve elements with an attack-attack-defend pattern, though Diminish is still fine to use. The field starts mostly black, limiting incoming damage. A HolyHealing element can be stolen during this form.
Yellow: The field effect is kept deliberately randomized here through three weak, status-free elements. It eventually settles into ThundaStorm once, then OmegaYellow from then on, so try to get through this phase before then (GreenField plus Sonja can help). Serge deals extra damage since this form isn't yellow-innate; if a Pendragon Sigil is equipped, its Bushwhacker can trigger a "TurnGreen" effect on Serge, roughly doubling his physical damage.
Red: If Serge has a Pendragon Sigil A equipped, this form's three-element combo can trigger a "TurnBlue" effect on him instead, similarly doubling physical damage. It uses Volcano and OmegaRed, neither worth trapping; instead, save up for the coming HolyHealings by Diminishing the field and healing with HealAll, or CureAll if a blue-innate character is available.
Green: This form hits harder and drops yellow elements entirely, taking the Pendragon Sigil trick off the table. Aim for a matching Field element and pop a summon while Serge continues attacking. Not too difficult, though the party will take more consistent damage than in the calmer forms.
Blue: Keep Revives ready, since this form mixes in the ever-annoying HellBound alongside blue and white elements, and its physical attacks hit the whole party. This form is annoying, but the next one is even more so; consider setting a BlackHole trap here in preparation for the next form.
Black: This pattern is only five turns long, making a BlackHole use likely and dangerous, since it can inflict an instant KO. Set a trap for it and be ready to replace the trap if it's used, while Serge keeps up physical pressure. As long as BlackHole doesn't land, this form is a bit easier to manage. A Black Plate on Serge helps considerably if he can draw its attacks; this phase shouldn't last long if hits are connecting. An EagleEye element can help speed the form along.
White (final form): An UltraNova trap works well here, since HolyLight becomes its main attack; expect some Fatigued status effects regardless. This form leans more physical than the middle stretch of the fight, so Weaken and BatEye help while Serge continues attacking with his blade. Keep HealAll ready whenever UltraNova is close, to keep the damage in a manageable range.
2000G is awarded, plus the 48th level-up star. The Frozen Flame instructs Serge to go to the place where time became divided and weave the threads back together. The Prophet gives Serge a Time Egg before departing.
This is a good time to forge rainbow equipment if it hasn't been done yet.
Next stop: the final boss.
44) The Final Battle [???]
BOSS: TimeDevourer (final form)
Innate: White HP: unknown Spoils: none
This form uses no physical attacks at all, making it a purely elemental fight. Nostrum is stealable.
This fight offers two outcomes depending on approach: a straightforward victory leads to a "bad ending," while a specific harmonization sequence leads to the "good ending." This guide follows the good-ending path.
Simply Diminishing the field and defeating it with normal attacks, backed by plenty of HealAlls, works and isn't a hard fight on its own, but it ends the game with the "bad ending."
To reach the good ending, the Chrono Cross must be used to harmonize every element color, in this exact order, displayed left to right at the top of the screen: Yellow, Red, Green, Blue, Black, White, ChronoCross. This must be completed in a single attempt, though the ChronoCross element itself can be placed anywhere on the grid.
The order is Blue, Black, White, not Blue, White, Black.
Completing the sequence correctly ends the battle immediately as a scripted victory, regardless of how much HP TimeDevourer has left.
Getting TimeDevourer to play along with this sequence takes some luck, since it can switch which color it's currently using and disrupt the pattern. If it doesn't cooperate, the attempt must be restarted from the beginning.
New Game+
New Game Plus & Continue Plus
After completing the game and saving at the ending prompt, either a New Game Plus or a Continue Plus save can be started. These are two different features.
New Game Plus carries over: Gold, summon (Star) levels, all character stats, all window frames, all elements except ChronoCross and summons, all raw materials (including Rainbow Shells and other Shiny items), all special techs learned automatically (missable or earned techs like MaidenFaith or Unleashed do not carry over), all equipment except the Mastermune, Einlanzer, Hero's Medal, Blue Brooch, Hero's Shield, Hero's Sword, and Master Hammer, and all enemies already learned for Sprigg's Doppelgang ability.
Key items do not carry over. Serge additionally starts with a Time Egg, allowing the final boss to be fought at any time, and a Time Shifter, which can fast-forward or slow down field animations and dialogue, though not FMVs. Some elements equipped at the moment the game ended may also fail to carry over.
Other differences on New Game Plus:
On Pierre's path, the Acacia SGT boss fight occurs without the Acacia PVTs fought first.
If the Ice Breath quest is skipped, the Dragoon still doesn't appear at Fort Dragonia's entrance when it normally would.
At Fort Dragonia, in the Blue Room, the Sea Chest and Dragoon locations are swapped.
Continue Plus
Continue Plus carries over the same items as New Game Plus, but onto any regular save file rather than starting the whole game over; it cannot be used with a save made at the ending prompt.
OPTIONAL: Retrieving Previous Characters
This can only be done on a New Game Plus.
Every character collected across both Serge's and Lynx's playthroughs, but not currently in the active roster, joins the team for the rest of the playthrough.