Chrono Trigger Enhansa #18 - Castle Depths @LunaticScreamer
Chrono Trigger Enhansa #18 - Castle Depths  @LunaticScreamer
Uploaded June 2021 | Updated September 2026, 2 weeks ago
Chrono Trigger: Enhansa Edition is a hack by inuksuk that rebalances things such as characters, equipment, techs, and so on to provide a harder challenge overall.

To get the patch, you'll need to join the NGPlus discord. A link to join it is located here:

http://l.kaffemyers.com/ngpluschat

From there, locate the Enhansa Edition channel under the mods tab where you can download the patch from the pinned messages.


Version being played: 0.4.4


Time to delve more deeply into Magus's Castle. Robo's taking a small break to let Marle in on some fun.


On her own, Marle's damage is slipping a little, but she does get a double tech with Frog called Ice Water. Cheap, AoE, and does some nice damage. Most enemies in the upcoming castle section get flattened in one cast. Any that don't typically can be softened up by Crono before the killing tech is delivered. If Crono has Lightning 2, that helps out even more. Just watch out for a bunch of counter happy enemies as you move along and don't let your hps fall too far below 250 between fights.


Of the new enemies seen here, the interesting one of the pack goes to the Juggler. It has a gimmick where it's extremely resistant to physicals, but when hit with magic, will switch its extreme resistance over to magic, forcing you to use physicals, and so on. Outlaws can even do a Fire Whirl-esque counter with the Jugglers (even if the damage kinda sucks cause Ruby Vests exist).


The main task on this rather linear run is to have a cheesy chase scene escapade with Ozzie who tries his hardest to stop the team with contraptions like guillotines, trap floors, and so on.


In that room with the trap floors, it drops the team into a big spacious room with a bunch of Decedents and four save points. The problem? Only one of them is an actual save point. Another one is a warp to bring you back to the trap door room while two save points split into three entities each and are basically free exp/tech point sources.


There's a certain pattern to how the save points shuffle around each time you fall into the big room. Everything moves 90 degrees clockwise, meaning the warp out might start on the eastern side, then will move to the south and so on.


The new equipment from chests consists of the Mist Robe (basically an upgraded Maiden Suit, +5 magic defense and all), Dark Mail, Doom Finger (+4 power boosting fist for Robo), Barrier (consumable that reduces magic damage taken by 1/3rd on the chosen party member), Lapis (consumable that heals the party for 150 hp each), and another copy of the Speed Belt accessory to name a few.


When you reach Ozzie's throne room, he decides on a rather stupid plan. Encasing oneself in a protective wall of ice isn't a bad move. Nor is forcing the party members to target four switches that open up trap doors around the room.


So, why is this all a stupid plan? PROBABLY not the smartest idea to encase yourself in ice RIGHT on top of a trap door there sir Ozzie.


More next time!
Chrono Trigger Enhansa #18 - Castle DepthsExit Fate #50 - Every Soldier MattersExit Fate #25 - A Lull in the WarChrono Trigger Enhansa #3 - The CathedralExit Fate #7 - Mayfall & Amen CornerAndaron Saga #26 - Long Live the KingExit Fate #17 - Prison BreakAndaron Saga #49 - Declaration of WarExit Fate #49 - Mayfall Reclaimed IIChrono Trigger Enhansa #13 - The Swords GuardiansParasite Eve #4 - InvestigationsChrono Trigger Enhansa #40 - Geno Dome
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Chrono Trigger Enhansa #18 - Castle Depths

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