Chrono Trigger: Boss Tricks

I’ve finally broken new ground in Chrono Trigger, passing the point where I left it three years ago, the boss fight against the Magus the Fiendlord. Magus is a fake end boss, kind of like in Castlevania: Symphony of the Night: the story sets him up as the big bad rather than a sub-quest like most of the bosses up to that point, but there’s just too much unexplored territory for it to be believable, and indeed beating him just kicks off more story complications. Also like in Castlevania, you have to make your way through a large and spooky castle filled with undead to reach him. That, I think, is part of why I chose to stop playing there. It felt like the game’s premise, its variability of environment, had promised something fresh and interesting, but it was spending an awfully long time at being just another fantasy RPG. And it really does drag it out, making you battle three sub-bosses and multiple repetitive minion sequences before reaching Magus himself. It’s the sort of thing that really makes me appreciate how zippy the rest of the game is.

The other reason had I stopped there is that Magus is simply a really difficult fight. I may well have seen more PC deaths (or KO’s really) in this one fight than in the entire rest of the game, including a couple of boss fights that come afterward.

Boss fights in Chrono Trigger are by and large trickier than what I’m used to from Final Fantasy and the like. Those are generally pretty straightforward: all you have to do is figure out how to do the enemy enough damage to kill them before they kill you. Special resistances and vulnerabilities can affect this, of course. I recall one boss in FF4 or FF5 that kept on changing what sorts of damage it was vulnerable to, which is one of Magus’s tricks as well. But even there, the correct approach was to figure out the cycle and then repeatedly hit with the correct damage type, fast and hard. Chrono Trigger seems determined to make this approach inadvisable.

Mainly it does this with counterattacks: if you just hit the enemy as fast as you can, you just wind up dying faster yourself. And it can take a while to figure out that this is going on, because it isn’t necessarily obvious that an attack is a counterattack. You just have to take it slow and observe what happens to figure it out. Observing the enemy’s actions can be crucial in other ways as well. For example, there’s one fight against a spellcaster where you’re told in advance that you can disrupt his spellcasting with a specific one of Crono’s sword techniques. As a result, Crono spends much of that battle sitting and waiting for a spell to disrupt, even though he’s the team’s best damage-dealer.

The fight against Magus goes through two phases. In the first, he only does major damage in his counterattacks, so once you’ve figure that out, it’s easy to take control of the battle and keep your guys healed. The game plays a bit of a trick on the player there: hitting Magus with the Masamune Sword lowers his defense stat, but I didn’t realize this for a long time, because (a) it only does it on a normal melee hit, rather than the special techniques that do more damage, and (b) the only character who can wield the Masamune is also a healer, and thus often busy dealing with the aftermath of those counterattacks. After you do a certain amount of damage to Magus, he shifts into the second phase, where he drops the magical shields and just casts a very powerful damage spell at you repeatedly. I got through this by making sure my healing kept pace with the damage, but the amount of warning the game gives you whenever he starts to cast the spell makes me wonder if there was a trick that I was missing, something like that disruption effect described above.

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