Walkthrough - Part Nineteen - Break the Seal! (2300AD and 12,000BC)
Leave the Lair Ruins and get on the Dactyl. Fly back to the Mystic Mountains and use the gate there to get to the End of Time. Talk to the Old Man and then take Ayla to see Spekkio. If he's changed form again, fight him to get some kewl stuff and then head for Medina Village, 1000AD. Now, head to the Forest Ruins to the north. You use the pendant to open it up and a Nu appears. Take whichever you feel would suit you best. Personally, I take the sword every time but the helmet is fairly good as well. When you've made your choice, go through the Heckran Cave to get a Wall Ring and Dash Ring from the magic box here before visiting Taban again to get the Taban Suit. Now, go to 2300AD, and you'll want to visit these places:
Arris Dome. Go down the ladder and through the right-hand door. Make your way towards the console room as you did before but DON'T take the second set of stairs. Instead, follow the platform around to the right and enter the code to the console (L&R + A if you can't remember) This'll raise another piece of floor which you can use to open the door. Inside you'll find a Power Tab, a Lumin Robe, an Elixir, a Hit Ring and a Gold Energy. Nice!
Bangor Dome. Open the door behind the gate and you'll find a Charm Top, a Full Ether and a Wallet.
Trann Dome. Open the door there to get a Magic Tab, a Gold Stud and a Full Ether.
Return to Bangor Dome and use the gate there. You'll end up at the End of Time where two new pillars have appeared. Take the far-right one to Guardia Forest, 1000AD, get the Power Ring and then take the gate back to the End of Time. There are two more magic boxes you can open at the moment; in the Heckran Cave and in the Magic Cave but leave all of the others alone for the moment. I'll explain why later. Take the pillar to Proto Dome and re-race Johnny across Lab 32 and then it's time to return to the Sewer Access. You should already know the layout but I'll go through it anyway.
Because you've already been through here, the bridges will be up, making this a lot easier. Head left, down, right across the bridge, down while pressing against the right-hand edge. Press the switch and leave by the left, all the way up, around the back and through the now open door. Follow the path round to the bottom and then up the big ladder to the surface. Head to Keeper's Dome and go straight up, opening the door. A whole load of twinkling dots should appear on the floor of the next room but unfortunately, they're not Tabs. Walk over them and a Belthasar's voice will talk to you, explaining what he's been doing here. Once you've read them all, open the door and behold the Wings of Time! Go round the back and then try to leave the room. The Nu from near the entrance will arrive. Name the device but don't board it yet. Leave the room and you'll find a Magic Tab nearby. Return to the Epoch and get on the seats. Lock and load, to the past we go...
When you arrive in 12,000BC, you find the Epoch's major limitation: it can't actually move, so you've got to do the legwork yourself. However, the Skyways are now blocked so head northwest to the Terra Cave. Climb the ladder and exit the cave. Enter the first doorway and talk to the man to buy some stuff. As you may have noticed, it's fairly expensive here so choose carefully what you buy. Once you've had your fill of commerce, head down to the very bottom and save. This next bit is very tough. You'll need Lucca along with Frog or Marle in your party. It's a tough choice but I'd take Marle coz' Antipode 2 just kicks so much arse! Enter the Beast's Nest and in the bottom right corner is a Power Tab. Head up and use Antipode 2 to kill both Beasts in one go, though it must be noted you can charm Rainbow Helms from them which are absolutely brilliant for this stage in the game. Take the left fork and again, use Antipode 2. Head upwards for one of the toughest fights in the game.
Boss: Mud Imp, Blue Beast, Red Beast
HP: 1200 (Mud Imp), 5000 (Both Beasts)
As can be guessed by their colour, the Blue Beast is weak against Fire and the Red Beast is weak against Ice. For the moment, ignore the Mud Imp and concentrate on one of the Beasts at a time. Use Fire or Ice Sword on one while the remaining magician casts Fire or Ice against the other. I'd recommend going for the Red Beast first out of preference. Use Aura Whirl or Cure frequently until you've got rid of the Beasts. Then use Spincut (Confuse if you've got it) and Antipode 2 against the Mud Imp until it gives up the ghost.
Prev: The Magic Kingdom (12,000BC)
Next: The Guru on Mt.Woe (12,000BC)






