Serge is flung into another dimension where a mysterious villain named Lynx sends some government enforcers to arrest him. After being saved by Kid, a thief with a vendetta against Lynx, Serge resolves to confront Lynx and get some answers. Lynx knew to send enforcers to capture Serge almost as soon as he arrived, so he must have some idea of what’s going on. Lynx is from the Zenan mainland, far away from El Nido Archipelago where the game takes place, but somehow he’s become a confidant of General Viper, the lord of Viper Manor and ruler of the archipelago. Serge and his allies resolve to break into Viper Manor to confront Lynx, but the raid ends in disaster and the party are chased off a balcony overlooking the sea. Serge blacks out on contact.
Luckily, video game blackouts aren’t all that dangerous and he wakes up hours later to no long term damage, having been rescued and brought to the village of Guldove by a fisher and ferryman named Korcha. Unfortunately, Kid was poisoned by Lynx during the escape, and her condition is becoming critical. The village doctor, named Doc (nominative determinism wins again), determines that Kid can only be healed by hydra humour. Serge resolves to kill a hydra in Hydra Marsh to save her, and Doc asks what rock he’s been living under: Hydras have been extinct in Hydra Marsh for nearly a decade. Serge mumbles something about how this timeline is bullshit.
Harle, Lynx’s sidekick who Serge and his party had confronted along with Lynx back in Viper Manor, appears with her little ghost-y shadow teleportation trick to steal some special pendant from Kid, and tells Serge to come and catch her at Opassa Beach. At the beach, she uses the pendant to pull Serge and his party back into Home World, tosses the pendant back to him, and then peaces out into a temporal rift. Serge and his party are concerned that Harle has clearly lined them up for this, but there’s a hydra here, and they’re not just gonna let Kid die because Harle is shady.
It’s going to be a while before any of this paragraph gets revealed in the hypothetical game’s narrative (and in the real game it’s mostly reserved for an exposition dump at the end when the devs ran out of money and had a couple of NPCs explain all the missing story pieces straight to camera before dropping you into the final boss and asking you to pretend this confrontation had received proper buildup), but Harle isn’t tricking the party, she’s tricking Lynx. While her ultimate goal is to use the Chrono Cross to merge both Home World and Another World to bring back the dragon god and wipe out humanity and that would be bad, it’s in opposition with Lynx, who wants to prevent the Chrono Cross from being created at all, sacrificing Home World to be wiped out completely by Lavos in order to preserve a time loop in Another World where Lavos is defeated and the utopian future of 2400 comes to pass to create Chronopolis and get it sent back in time to reinitiate the loop. Kid is an agent of Lucca and basically her final piece on the board (there’s a couple of people – like Guile/Magus – who are kind-of allies of Lucca but make no effort to actively pursue her goals unless Kid or Serge show up to ask for their help). Harle helped Lynx kill Lucca several years ago, but at this point she estimates that Lynx is moving into scoring position and needs to be slowed down, so she’s going to help Serge save Kid and revive Lucca’s side of the conflict.
Those familiar with the game will realize I’ve drastically rewritten this section, which is why the plot summary goes on longer than normal. This is partly because it’s one of several very poorly explained parts of the Chrono Cross plot that I am rewriting to be more comprehensible and partly because I am collapsing Chrono Crosses’ meaningless plot branches together. Instead of having the chance to leave Kid to die and getting Macha, Doc, and best boy Glenn out of the deal, or else saving Kid and getting the much lamer Korcha, Mel, and Razzly for your trouble, I’m going with one plotline that recruits all six characters. This also solves the problem where you only get blamed for killing the hydra if you didn’t do that (because if you killed the hydra, Razzly is in your party and the fairies are more sympathetic to you) and Doc only joins your party if you abandon his patient and convince him to give up on medicine because he’s bad at it.
You need Korcha’s boat to get back to the big island to chase Harle, and also he has a crush on Kid, so he’s going to help you (another problem with the split timelines – if you refuse to help Kid, Korcha’s mother Macha forces him to give you his boat anyway). Korcha’s minigame is fishing. The fishing minigame is already assigned to Mojo, but Mojo also has an occult archaeology side quest, so I’m happy to say that the fishing minigame is really Korcha’s side quest, but also you use the same mechanics as part of Mojo’s side quest (but actually completing the entire fishing quest is not necessary – there’s one or maybe a handful of specific fish you need to catch with the Home Arni fisherman for Mojo’s quest, and Korcha’s is more completionist). Conveniently, we also pick up Korcha right before we get access to (bits of) Home World, so the fishing minigame is coming online for both of these characters at basically the same time.
Macha is the first character who isn’t just very strange (like Mojo or Nikki) nor a bad idea generally (like Poshul), but flat-out boring, which is both a bad idea and potentially impossible to rehabilitate. Macha’s theme is that she’s a mom, and that is like 100% of her character. She’s definitely leaning into the moms-are-tough archetype so she doesn’t come off as completely out of place as an adventurer (she’s definitely of the “motley crew of everyone willing and able” variety rather than the “elite group of trained professionals” variety, but the former are more common protagonists anyway), but there’s nothing else there. Her special attacks are all household chores, she has no sub-plots, and her only character relationship is with Korcha and Mel (who we’ll get to in a bit), her children. I would give her something about cooking, but there is a professional chef character coming, so that can’t bail me out. She’s also one of seven Guldove villagers (the others are Korcha, Mel, Doc, Orlha, Orcha, and Steena – only one of them is from Home World, the other six, including Macha, are from Another Guldove) who you can recruit in the game, which means nothing Guldove-specific can bail me out, either.
So we’re going to go with interior decorating. Y’know, a Sims-y, Animal Crossing-y sort of thing where you get a house in Guldove and can put credenzas in it. You can buy furniture, or make it using the game’s existing crafting system (in the game as it exists, it’s only used for weapons and armor, but it wouldn’t be hard to make it work on furniture and wallpaper, too), and you get points for putting fancier furniture in the house and synergy bonuses for stuff from the same set, with enough breathing room on the point totals required for Macha’s ultimate technique/weapon to allow for some creative expression rather than requiring you to stick to whatever maximizes score. This doesn’t have anything to do with Macha’s character in the game as it is, but it doesn’t seem super opposed to her character and it’s a weird enough side quest that it’s unlikely I’ll wish I’d saved it for someone else later.
Once we get back to Termina, there’s a few new faces we can pick up. First up: Greco. Greco is a medium who helps lay spirits to rest and decides to join Serge in his quest because Serge is technically dead in Another World so he’s basically a ghost which means Greco’s job is to help him out. He doesn’t seem to mind that Serge can return to Home World at this point, where he’s supposed to be alive (the text of the game sometimes implies Home World is an invalid timeline somehow, but the Good Ending is combining the timelines, not eliminating Home World altogether, so this doesn’t seem to be the ultimate conclusion).
He’s also a luchador wrestler. That second part doesn’t seem to be part of his job or backstory, he just has the aesthetic and fighting style of a luchador for no reason.
Greco’s side quest is straightforward, basically take Phasmophobia and Case of the Golden Idol, stir them together, and put them in a JRPG. There’s a few spooky haunted places that need Greco to lay their spirits to rest. Greco gets psychic visions into snapshots of the past when at these haunted locations. You have to use these clues to figure out what happened in this place. Once you’ve properly filled in your mad libs, Greco can hold a seance to lay the spirits to rest using the information you’ve learned.
Viper Manor is mostly abandoned as the Acacia Dragoons have retreated to Fort Dragonia to resist an imminent invasion of the Porre military, but you can visit the nearly abandoned site to find Luccia. Luccia is the first of several characters who are blatant rip-offs of a Chrono Trigger character but are also clearly not that Chrono Trigger character. Luccia is a mad scientist who looks basically exactly like Chrono Trigger inventor Lucca except older and also evil, but it’s a major plot point that Lucca’s dead in Another World (and probably in Home World, too – Lynx killed her, and he’s active in both timelines).
Chrono Cross totally ignores the uncanny resemblance to Lucca so we are, too. Luccia is an optional mad scientist and she’s going to have a chemical mixing minigame. You know the one, the spatial reasoning game where you have a bunch of vials with different-colored fluids in them which absolutely do not mix, and you can pour the topmost layer of mysterious science juice from one vial into any other vial with room left, and the goal is to get all the vials with the same color, or maybe to create a mixture with some specific combination. You can find different color chemicals as treasure in the world, and Luccia’s ultimate weapon requires all five of them, but you can get other prizes for completing puzzles with just three or four of the chemicals. Some of the other characters, like Pip and NeoFio, can also get upgrades from Luccia’s chemical puzzle – we’ll talk about those when we get there.
Assorted misadventures in Hydra Marsh lead to meeting Razzly, a fairy who’s been captured by a giant pentapus monster (one of several weird monsters who live in this place). Fairies usually live on Water Dragon Isle, but Razzly came here to check up on the hydra, which you are, uh…here to kill. The native dwarves of Hydra Marsh find Razzly and imprison her in the lair of the pentapus, and will later attack the fairies of Water Dragon Isle in a fullscale invasion. In the game as it is, Razzly has a weird thing where you can only get her ultimate technique if you do not bring her to fight the hydra, which means she does not find the hydra eggs, which means her sister Rosetta does not survive the dwarves’ attack, and then later you can visit Rosetta’s grave and Razzly gets her level 7 tech. I’m pretty sure this is one of those things where Chrono Cross is trying to nudge you into a New Game+ by making you wonder what happens if you recruit Razzly but then don’t save the hydra species. The thing is, it’s not good game design to hide ultimate techniques/weapons behind stupid choices that most people will only get to when they’re trying to find every single story branch.
There’s an interesting question to potentially be asked here if, after saving Razzly, she tells you that the Hydra Marsh is doomed if you kill this last hydra before it can raise its children. Do you let a party member die in order to preserve the ecology? Or do you finish off an entire ecosystem to save one person? If you spare the hydra, there’s no guarantee it won’t get knocked off anyway, but you’ve already seen what happens to the Hydra Marsh in Another World, so you know for a fact that things are going to get bad if you kill it.
The problem is, we can’t actually let Kid die, for plot reasons. So the game contrives to have Kid survive anyway even if you choose to spare the hydra, and by the time you meet Razzly you’re already committed to killing the hydra and can’t back out without loading a save or starting over, and the way you get her ultimate technique is actually to kill the hydra and then just fail to find and protect its children.
So barring a massive rewrite of the game to put a more expendable character in Kid’s place (probably Leena?), I’m instead going to rewrite the Hydra Marsh so that, in addition to the live hydra, there is also a hydra graveyard where you can potentially find some leftover humour, but it’s in a much harder to reach part of the map. Because there are no more living hydras in the area, it’s full of poison, just like Another Hydra Marsh, and you have to harvest anti-poison grooblies (berries or something) from the healthy parts to give you an anti-poison buff or else just buy a whole lot of antidotes and consumable healing. Maybe also chopping down some wood to build a bridge or something – there’s a full-on survival scenario for another character later on and I want to build up to it a bit with this one.
After you whip up the antidote for Kid from the hydra humour, local Guldove rapscallion Mel steals her elements, and yes, this is exactly like when Yuffie steals your materia in Final Fantasy VII. We’ve already got a thievery side quest for Kid, and while I don’t like it, I want to wrap this post up, so I’m going to have Mel piggyback on it. There are certain estates that can only be burgled by taking advantage of Mel’s tiny size.
Curing Kid inspires her doctor Doc to join the party. He felt useless just watching Kid die because he didn’t have the right medicine and joins the party to stock up. His side quest builds on survival-crafty gameplay that Razzly used, but with the specific objective of crafting medicines. Different areas have different materials that add up to different tech trees, with specific medicines to be crafted in Lizard Rock, the Isle of the Damned, Gaea’s Navel, El Nido Triangle, Mount Pyre, and Earth Dragon Island. Each one is associated with an element: Lizard Rock is blue, Mount Pyre is red, Earth Dragon Island is yellow, Gaea’s Navel is green, the Isle of the Damned is black, and El Nido Triangle is white. Hydra Marsh has a lot of overlap with the Gaea’s Navel tech tree, Shadow Forest has a lot of overlap with the Isle of the Damned tech tree, and Water Dragon Isle has a lot of overlap with the El Nido Triangle tech tree, so you can complete most, but not all, of the tree from those locations. Likewise, El Nido Triangle has chunks of the blue tree, and there’s some materials that show up in a lot of different tech trees, so they’re not completely distinct.
After saving Kid, you meet Glenn, an Acacia Dragoon who doesn’t like this Lynx fellow one bit and agrees to join Serge’s party to thwart whatever nefarious plot Lynx is pursuing, which Glenn suspects is going to be bad for General Viper and El Nido Archipelago. Glenn’s older brother Dario disappeared under mysterious circumstances after coming into contact with the cursed sword Masamune, and the game as it is has a whole side quest with Karsh, Dario’s rival who Dario consistently trounced, and Riddel, Dario’s fiancee who was left pre-widowed when he disappeared, and you can eventually find him and fight him as an optional boss and if you do you get the Masamune, which is…Serge’s ultimate weapon, for some reason. Glenn has an unrelated side quest where he can retrieve Einlanzer from Home World in the third act. We’re fixing this by making Masamune Glenn’s ultimate weapon.
With Kid back in the party (or having joined the party for the first time, if you’ve been real stubborn about keeping her out up until now – she won’t take no for an answer at this point), you set out for Mount Pyre, atop which sits Fort Dragonia, where Lynx and the Acacia Dragoons have retreated to await the coming of the Porre military, who plan to invade El Nido Archipelago. The plan here is basically the same as Viper Manor except hopefully this time we don’t fuck it up: Confront Lynx, defeat him, and interrogate him as to what his vendetta with Serge is and how he knew Serge would be arriving when he did.
While on the way to Mount Pyre, the party sails through mysterious fog and is kidnapped by pirates, who are then attacked by undead. In the middle of the three-way battle they meet Pip, a lab experiment of Luccia’s who you set free in Viper Manor (or didn’t, but if you didn’t then you can’t recruit her here). Pip’s mechanical gimmick is that she evolves Pokemon style into either an angel or a devil version based on whether you use more white, blue, and green elements (for angel) or black, red, and yellow elements (for devil). I’ve heard there’s something busted about the system, but I never checked, because this game has too many characters as it is.
For this version, I’m giving Pip a total of eight forms. Her base form is innate element white, because all characters must have an innate element, but we are treating this one as “untyped.” Whenever Pip has 1) cast more elements of one type than all five others combined and 2) cast at least ten elements, she transforms into a form matching that element, so she has a grass-and-tree themed green form, a water-themed blue form, and so on. If you transform Pip into all six of her elementally themed forms, she gains her ultimate technique and the power to switch forms at-will. Additionally, if Pip’s first transformations into each of her six elementally attuned forms follow the yellow-red-green-blue-black-white sequence used to activate the Chrono Cross in the final battle, you unlock a special time/dimension themed super form. This is definitely a New Game+ kind of achievement which is why Pip’s ultimate technique/weapon comes from getting all six forms in any order and does not require this ultimate form, because by the time you recruit Pip you’ve had none of the clues as to what that elemental sequence is (the hints are extremely opaque even in the lategame – I might rewrite that when we get there).