Chrono Trigger Walkthrough
Written by Neal & footbigmike
Fanart Editor & Data Manager / Former Staff Writer
14. Magus' Castle
Enemies: | Hench, Omnicrone, Decedent, Shadow, Sorcerer, Grimalkin, Juggler, Roly, Save Point, Outlaw, Roly Bomber, Groupie, Flunky |
Treasures: | Mid Ether x4, Shelter x2, Barrier x2, ![]() ![]() ![]() |
When you enter, all is quiet. There are actually townspeople in the castle, including Crono's Mom, Queen Leene, and either Taban, Lucca, or King Guardia, depending on who you have with you in your party. Travel to the ends of each hallway, then return to the front hall. A save point will have appeared.
Unfortunately, this isn't so much a save point as it is a trigger for the next event - Ozzie will come out of the wall when you step on it and start a fight with a bunch of enemies, claiming that you'll have to defeat all 100 to fight Magus. He'll leave, and the dungeon has begun.
After defeating the first group of enemies, you'll have to decide which hall to take. I recommend going down the left hallway first. The hallway has incredibly easy enemies dating back to the Prison, and before you know it you'll be thrust before Slash, the swordsman.
Slash | Level | HP | Attack | Speed | Magic Power | |
21 | 3200 | 40 | 14 | 6 | ||
Defense | Evade | Lightning Def. | Shadow Def. | Water Def. | Fire Def. | |
127 | 128 | Normal | Normal | Normal | Normal | |
Exp | G | Tech Points | Era/Location | |||
0 | 0 | 0 | Middle Ages / Magus' Castle | |||
Charm | Drop | |||||
None | None | |||||
Enemy Techs | Enemy Counters | |||||
Rapid Punch Rising Fire Dance |
After you defeat him, he'll grab the sword off the wall and initiate a second fight.
Slash 2 | Level | HP | Attack | Speed | Magic Power | |
22 | 5200 | 70 | 14 | 7 | ||
Defense | Evade | Lightning Def. | Shadow Def. | Water Def. | Fire Def. | |
127 | 128 | Normal | Normal | Nullify (0 Damage) | Normal | |
Exp | G | Tech Points | Era/Location | |||
500 | 1500 | 10 | Middle Ages / Magus' Castle | |||
Charm | Drop | |||||
None | None | |||||
Enemy Techs | Enemy Counters | |||||
Strike Slash [Lightning] Max Strike Crazy Strike |
When you beat him, he'll leave behind the

Flea | Level | HP | Attack | Speed | Magic Power | |
21 | 4120 | 45 | 10 | 10 | ||
Defense | Evade | Lightning Def. | Shadow Def. | Water Def. | Fire Def. | |
150 | 128 | Normal | Normal | Normal | Normal | |
Exp | G | Tech Points | Era/Location | |||
500 | 1000 | 10 | Middle Ages / Magus' Castle | |||
Charm | Drop | |||||
None | None | |||||
Enemy Techs | Enemy Counters | |||||
Blow Kiss ♥ [Sleep] Waltz Of The Wind ♥ [Chaos] Rainbow Storm [Poison Wind] Prism Beam ♥ [Darkness] The Stare ♥ [Flea's ♥♥ Magic] |
Flea will leave behind a Magic Tab after its defeat, leaving you with the only option of returning to the front hall. Ozzie's save point will have returned, and now you'll be able to move on through a new, central hall.
This hall is basically a Hall of Enemies, with the number and type of monsters progressing as you move along. At the end of the hall, you'll meet Ozzie, who will run away from you. Grab the

The next room has no enemies but you can still take damage from Ozzie's falling scythes. Dodge them as best you can and Ozzie will run off once more, leaving you with the


All enemies in the next area can be dodged if you just pause while the Roly rolls by. If you move, it will activate the fight with the nearby enemies.
In the next room, Ozzie will open holes in six different places if you stand on them. Fortunately, each hole can only be activated once, and if you play it smart, you can avoid the fights almost entirely. Here's how it works: There are six holes that go in order, and at the bottom of each hole are four save points. If, after falling down the FIRST hole, either the North or South Save Point is an enemy, then the teleporter is either West or East (the other will be a real save point). In the second hole, whichever pair had the enemies before (in the hypothetical situation, it was north-south) will now contain the Teleporter or the save point (in the hypothetical situation, it's east-west). If you're set on avoiding the fights, it's in your best interest to activate all of Ozzie's traps.
The next area is like the first Roly area except the Rolys are now Roly Bombers, and there are Outlaws, meaning you'll actually have to fight here. When you get to the top, move on along.
In the next area, Ozzie will annoyingly pull up four enemies at a time for you to fight, but they're not that difficult. The most difficult is the one with four Jugglers, but if you have learned Fire 2 for Lucca you can take all of them out at once. Ozzie will once again run away at the end. Grab the Speed Belt.
Most people don't realize that all of the battles in the next hall are easily avoidable if you just go around the statues. The battles won't activate and you'll move on easily. Even if you do decide to fight the battles, you shouldn't have any trouble whatsoever.
Afterwards, you'll enter Ozzie's lair. Grab his treasures and then fight him.
Ozzie | Level | HP | Attack | Speed | Magic Power | |||||||||||||||||||
12 | 762 | Unknown | 12 | 10 | ||||||||||||||||||||
Defense | Evade | Lightning Def. | Shadow Def. | Water Def. | Fire Def. | |||||||||||||||||||
127 | 128 | Nullify (0 Damage) | Nullify (0 Damage) | Nullify (0 Damage) | Nullify (0 Damage) | |||||||||||||||||||
Exp | G | Tech Points | Era/Location | |||||||||||||||||||||
30 | 100 | 2 | Middle Ages / Zenan Bridge | |||||||||||||||||||||
Charm | Drop | |||||||||||||||||||||||
None | ||||||||||||||||||||||||
Enemy Techs | Enemy Counters | |||||||||||||||||||||||
Lightning | None Strategy This Ozzie is not actually an enemy you can defeat. Focus on his underlings and Ozzie will take off in a typically silly way. | |
Two glistening spots will appear: To the right is a save point, and to the left lies Magus. Make sure you prepare yourself by using a Shelter and equipping any necessary equipment. Then, move on, listening to Magus' chants and taunts, and the fight will begin.
Magus | Level | HP | Attack | Speed | Magic Power | |||||||||||||||||||
20 | 6666 | 70 | 11 | 8 | ||||||||||||||||||||
Defense | Evade | Lightning Def. | Shadow Def. | Water Def. | Fire Def. | |||||||||||||||||||
230 | 128 | Normal | Normal | Normal | Normal | |||||||||||||||||||
Exp | G | Tech Points | Era/Location | |||||||||||||||||||||
1500 | 3000 | 15 | Middle Ages / Magus' Castle | |||||||||||||||||||||
Charm | Drop | |||||||||||||||||||||||
None | None | |||||||||||||||||||||||
Enemy Techs | Enemy Counters | |||||||||||||||||||||||
Strike With Scythe Geyser Lightning 2 Ice 2 Fire 2 Dark Bomb [Shadow] Dark Matter [Shadow] | None Strategy Having Lucca for this battle is almost imperative - it allows your party to exploit three different Elements: Water, Fire, and Lightning. Make sure that you heal with Mid Tonics whenever necessary because you never know what he's going to blast at you next. He'll continuously change his barrier, telling you what his current weakness is. If you attack him with the ![]() ![]() | |
After you defeat Magus, a huge Gate will open and you'll learn that Magus did not create Lavos - he only summoned him. Your party will be sucked into the gate along with Magus.
Chapters | |||
Caves of Narshe: Chrono Trigger
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.