Sunday, September 22, 2024

PrinceWatercress plays Chrono Trigger (Super NES) - Part 24 of 70


Now that Slash and Flea have been defeated, it's time to chase after Ozzie...



When you enter the save point in the entry room, you'll be taken to another area. Thankfully, you can go back if you need to leave Magus' Lair for any reason.

Throughout this first hallway, you'll be fighting Henches and Sorcerers, but you'll also be facing the Grimalkin, which are just a stronger version of the Diablos.

You'll then find yourself in a room full of conveyor belts and guillotine-like blades that move up and down. Ozzie will be on the other side of the room rotating a crank to make all of this run, and you'll need to move in the opposite direction of the conveyor belts just in case you want to avoid the blades, which will do quite a bit of damage if they hit you. Along the way, you'll get a Dark Mail for one of your main characters. When you reach Ozzie, Ozzie will run away, and you can get the DoomFinger, a more powerful weapon for Robo.

You'll then enter your first "Donkey Kong" section. Running into the Rolys will trigger a battle that involves any other nearby enemies. You'll also meet the Juggler for the first proper time here, having served as the fake Flea before. The Juggler is the enemy that switches between high physical defense and high magic defense, and when you attack it, you'll find out which defense is on. From there, you'll want to use the opposite kind of attack to take it out easily.

You'll then find another hallway with Ozzie at a crank. If you move into certain spots, you'll fall into a hole. The first time you do this, you'll have to fight six Deceased, but you can easily wipe them out with Lighting 2 or any powerful magic spell that does a lot of damage to all on-screen enemies. This battle is thankfully a one-time-only battle.

From here, there are four chests you can open for a Mid-Ether, a Lapis (which heals 200 HP for all party members), a Barrier and a Shelter, and there are four save points. Two of them are battles against fake save points that do absolutely nothing, another one is an actual save point, and the fourth is a teleporter that takes you back to the hallway where Ozzie is waiting for you. In the lower-right corner of this drop-off point is a Magic Tab, which I forget to pick it up. (I'll show if off in the next video.) All of the items can be collected only once.

When you catch up with Ozzie, he runs away again. You'll get another "Donkey Kong" section, this time with Outlaws (a stronger version of the Free Lancer), Jugglers and Roly Bombers. The Roly Bombers explode and do damage to all party members upon defeat, and if you don't kill the Outlaws, they will counterattack. If a Juggler is on-screen when that happens, they will both attack with Fire Whirl.

You'll then enter two more long hallways full of battles. The Groupies will attack you with swords and can also use Cyclone on you for more damage, while the Flunkies will shoot at you with crossbows. 

You'll then face Ozzie himself. If you want, be sure to open the chests with the Mist Robe and another Magic Scarf before talking to Ozzie to trigger the battle. Ozzie will shield himself with a protective barrier, and if you attack him, there will be consequences, so don't do it. Instead of attacking Ozzie, you'll want to hit the cranks. The first three will just open random holes in the floor, but the fourth will send him falling to his doom. From here, you'll get a save point as well as another teleporter...

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