In this entry, we get the path to the Gate open, but we have some complications not only getting to the Gate, but also after we enter it.
There's not much else to do here, so head to the bottom floor and head to the computer. The "ZABIE" lock will be operational, so press X, A, B and then Y at the tone to open the final door. There will also be a chest inside containing the Plasma Gun for Lucca, so don't forget to get that.
When you do that, go inside and hit the switch to power the generator for Proto Dome. You'll set off the alarm, and you'll need to get out of there before the security doors close on you. Thankfully, the game doesn't force you on a strict timer, and the crazy escape from the closing security doors is scripted and is trigger once you get close enough to them. Seeing Robo hold down that second pair of doors and narrowly escape being crushed is awesome.
You won't be able to use the elevators due to the security system going haywire (despite me saying you can), so you'll be forced to climb the ladder to get back up a floor. As you escape, you'll meet blue clones of Robo who happen to be Robo's friends...or so everyone things, as they all tell him that he is defective and chew him out for not destroying "the humans" that happen to be everyone else in the party. They then attack Robo by tackling him over and over before throwing him into a chute. From there, it's war.
To easily beat the R-Series, use Crono's Cyclone against one group of R-Series until they are gone, then do the same to the other. You'll want the other person in the party to heal regardless of whether it is Marle or Lucca. If you have the Rage Band on Crono like I do, you can make the battle a little bit easier with the counter hits that Crono will perform. In that case, you can use Marle or Lucca against any stragglers. Do not use Fire Whirl or Flame Toss, as the R-Series are invulnerable to them.
Once you beat the R-Series, Robo will be rescued from the chute. After a long journey from the Factory back to Proto Dome that involves dragging Robo back, Lucca will fix Robo up again. As she does, she asks Robo abut his plans for the future, for which Robo does not have any as nobody has ever asked him before. At this point, the door leading to the gate is open.
The End of Time
Robo is eventually fixed, and the four-strong party enters the Gate to the north after Robo says that there is nothing for him in the ruined future. Unfortunately, the Gate goes haywire for some reason, and the team ends up in a place in the middle of nowhere surrounded by virtually nothing else. There are pillars of light where they land, as well as a gate, some fencing, a streetlamp, a door and a bridge. There is also a barrel of flowers that replenishes the party's HP and MP, as well as a save point. The only person here is an old man in a brown suit and Trilby hat with a cane, and by talking to him, they find out they are at the End of Time and that parties of more than three always end up here. From here, you'll find out that you can re-organize your party and switch people in and out at any time with the Y button. Robo is the best person to leave behind (for now; as a matter of face, Lucca and Marle get mad at you if you choose them). Don't forget that party members can still gain experience while at the end of time, but they cannot earn Tech Points or learn new Techniques unless they are in the active party.
After this, the old man will tell you that the light pillars to the west will take you to different time periods, and to beware of the gate that leads from the bucket. You can't use it yet, and you definitely don't want to. If you head out to another time period, the old man will get your attention suddenly. Talk to him again, and he will tell you to to go through the door behind him.
When you do, you'll meet Spekkio. After he asks if you think he is weak or strong, he will then have you perform the simple task of walking around the room clockwise three times from the door. That means you have to walk left from the door and walk around the room from there, not to the right.) If you did it right - which isn't too hard - teach you magic. You'll want Crono, Lucca and Marle in your party for this, as he will teach Crono Lightning magic (renamed Light magic in future versions of the game), Lucca Fire magic and Marle Water Magic (although Marle will get Ice, not Water).
From here, you can fight him if you want. If you do, however, Spekkio will be pretty strong. You cannot harm him with physical attacks; only magic. There is a way to win at this point, however. You'll want to keep Aura Whirl ready whenever more than one party member is under 100 HP at the same time so you can keep everyone's health high. The rest of the time, you'll want to use Crono's Lightning, Marle's Ice and Lucca's Fire against Spekkio if you have no reason to use a Tonic or Mid Tonic to heal anyone. It will take a little while, but you will eventually beat him. If you beat him between Levels 10 and 19 in his Kilwala form (which we do here), you'll get a Magic Tab and five Ethers.
There is a frog form for Spekkio that you can meet and face if you're between Levels 1 and 9 which considerably less HP and weaker spells, although it can still destroy you in that form if you're careless. If you beat that form (which you'll be almost unlikely to see unless you rush through the game), you'll just get a Magic Tab.
Regardless of whether you win or lose (or don't fight at all), the old man will get your attention again as soon as you leave the room after learning magic. He will tell you that while you may be itching to rip and back and forth through time, it is best to return to your era through the pillars of light to the west. One will take you back to Proto Dome, another will take you to Medina Village in 1000 A.D., while the third will take you to prehistoric times in 65,000,000 B.C. Obviously, you'll want to go to Medina Village, but I'm itching to head to prehistoric times for some stuff...
In the meantime, go back to Proto Dome. Walk away from the Gate, then go all the way back to the gate, then gently tap Down as soon as you are walking in place south of the Gate and press A. If you're in the right spot, you'll get a Power Tab.
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