This is a guide for your first visit to the Port Town of Termina in Chrono Cross: The Radical Dreamers Edition.
Termina is the first large city you’ll explore in the game–it’s much bigger than Arni Village where you first started! If you’re not sure what to do, please read on!
When you enter, Glenn will be looking for a Bellflower at the florist, but is out of luck. Should you need a rest, there’s an inn on the right that you can use. Inside, you can find a save crystal to save your game, although you can also do that from the World Map.
Either way, head up the stairs on the left side of the inn. If you didn’t recruit Kid at Cape Howl, she’ll be waiting here for you, although she’ll run off to give Serge and Leena some space. Around here, there’s a crossroad of sorts.
Towards the left, there’s a bar where Guile is loitering around. Further left is an exit to the docks. There isn’t much to see at the docks, but feel free to sight-see if you’re curious. Later on, if you want to recruit Nikki, you’ll want to go there.
Meanwhile, towards the right is the Element Shop.
There’s also extra dialogue if you speak to the shopkeeper while Leena is around. Further right leads to an overpass going across the water.
Finally, towards the north is a golden statue of General Viper, plus two houses. We suggest heading that way last, unless you’re in a hurry.
This area is located west from the initial area. There’s supposed to be a festival here, but it hasn’t started yet, so there’s not much to see. At the far end, you can board a ship where Nikki the superstar is found. They won’t let you see him though. But you can visit his crew.
This area is located east from the initial area. Here, there are a few peddlers trying to grab your attention. The fortune-teller is quite funny.
North from here is another area that includes the Smithy and Gogh’s residence. We’ll call this the northern district.
Towards the east side of the overpass, there’s a dodgy merchant who’s showing off a captured mermaid. A cheeky lad called Korcha will come along to drive off his customers.
Afterwards, you can continue east towards the shrine area.
This area is located north from the overpass. At the smithy, you can craft new equipment using obtained materials. You’ll also find Zappa inside, although he’s not in the mood.
The smithy also has a back exit that leads to another room, where Pierre is staying. Poor guy seems to have lost something important.
Exiting to the south will send you towards the garden that the dog outside was blocking, but no more. To the west is the room where Dario and Glenn once lived in.
Gogh’s house is located at the far end of this area. As soon as you enter, go around to the back of the staircase that’s ahead and search for a hidden chest containing a Profiteer Purse. This accessory boosts the gold you can obtain.
Upstairs, you can chat to Van the painter, who receives a surprise visit from his father, Gogh. Van Gogh, get it? The poor boy’s spirits are dashed by his father’s money-grabbing attitude though. Best to just leave him alone for now.
This final location can be accessed by heading east from the overpass. There’s nothing of note, save an emotional exchange between Glenn and Riddel. If you grabbed a Bellflower from Fossil Valley, you can give it to them (for free or for money).
How to Progress the Story
When you’re ready to proceed, speak to the man polishing Viper’s golden statue north from the city entrance. He’ll give you a lecture on Viper Manor. Whether you recruited her or not, Kid will persuade you to sneak into Viper Manor.
Regardless, you’ll receive the Tele-Porter, a key item that lets you change your party via the world map or at a save crystal.
Looking for a Guide
From here, you need to find a way into Viper Manor. However, you can’t do it alone, so you’ll need to find somebody to help you. In fact, there are three different people that can help you–and who you choose will drastically change how you enter the manor.
|Nikki||Missing, but you can look for him at the big ship at the western docks||Nikki’s Path|
|Pierre||Back room of the smithy in the northern district||Pierre’s Path|
|Guile||The bar in the initial area||Guile’s Path|