Guides / CHRONO TRIGGER®

Ozzie's Fort

CHRONO TRIGGER® guide · Completing the quest to defeat Ozzie
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This optional fortress in 600 A.D. serves as the final hideout for Ozzie, Flea, and Slash after the fall of Magus' Lair. The party navigates a linear set of rooms filled with failed traps, skirmishes, and a climatic showdown against all three Mystic generals together. Defeating Ozzie permanently liberates the area and alters Medina Village in 1000 A.D. into an ally-friendly settlement.

Items

0/7

Secrets

0/1

Enemies

Flea Plus
Steal / drop Flea Vest (stealable via Charm only during the trio confrontation)

Fought alone in an opening chamber and later alongside Slash and Ozzie.

Super Slash
Steal / drop Slasher 2 (stealable via Charm only during the trio confrontation)

Encoutered solo in the hall before teaming up with Flea and Ozzie.

Great Ozzie
Steal / drop OzziePants (stealable via Charm)

Encased in an ice barrier; attacking while all three bosses stand triggers powerful counterattacks, so defeat his allies first.

Ozzie
Steal / drop OzziePants (stealable via Charm)

Final solo encounter where attacking the switch behind him drops him into a trapdoor.

Tips

  • Include Ayla in your lineup to steal irreplaceable gear like the Slasher 2, Flea Vest, and OzziePants, and bring Magus along to witness unique dialogue with his former generals.

Not listed for this area: shops and people.

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Sources checked: cavesofnarshe.com, thonky.com, rpgclassics.com, arrpeegeez.com, gamespot.com, strategywiki.org

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