Quick Note: The end of this quest grants you some powerful items, but only if you've already acquired the Sun Stone from another side quest. If you don't already have the Sun Stone, hop back one section in the guide and do that first.
Once you acquire the flying version of the Epoch and enter the 'optional' portion of Chrono Trigger, you'll regain access to Guardia Castle in 1000 AD. Marle is unable to repair her relationship with her father, however, and even bringing him a tasty treat of Spiced Jerky from the Snail Stop in Porre won't mend the gap between the two. This side quest is all about bringing the family back together - though it doesn't start off that way.
Head for Choras, a village in 600 AD and 1000 AD. It’s on the southeastern continent on the world map, only accessible when you have a flying Epoch at your command. Enter the Tavern and you'll find Toma inside, sitting at the bar. Speak to him and he’ll give you Toma’s Spirits, with instructions to pour the spirits on his grave if he doesn't return from one of his excursions.
Jump to 1000 AD. To the northwest of Choras you'll find the West Cape, upon which stands Toma’s grave. Inspect the grave with the spirits in your inventory and you’ll pour it onto the stone. This summons Toma’s ghost, and he’ll tell you the location of the Rainbow Shell, the artifact he’s been hunting for a veeeeeery long time. Look northwest of Choras in 600 AD to find the path to the Rainbow Shell.
Giant’s Claw - Enemies
The Tyranno Lair?! Yes, despite being driven deep into the ground by Lavos the remains of the Tyranno Lair survived, now going by the name 'Giant's Claw'. This place is full of prehistoric-style foes, and as ever they are vulnerable to Light attacks. (The one exception being the Lizardactyls. They absorb Light attacks.) Putting Crono or Magus in the party is not the worst idea in the world.
There are a few chests in the Giant's Claw that can still be closed if you didn't open them in the Tyranno Lair. They contain the same items they did back then, and any equipment you find will be a little outdated, such as the Triceratopper in the throne room. Still, it's a neat touch.
If you want you can have some fun seating your team members on Azala's old throne. Otherwise, you just need to head south through Azala's throne room. In the first cavern area and to the left of the entrance you’ll find a chest containing a Clarity Cap. Approach the chest to enrage an Aecytosaur and two Aecytonyxes. Like the old days, these creatures are best fried with electrical attacks.
To the east you’ll hit a battle with three Lizardactyls. These creatures absorb Light attacks, so stick with other elemental options or normal attacks. Through the door they were guarding you’ll find a room with a dinosaur skull and three buttons. The top button creates a save point; the left button drops out the floor; the right button drops two Fossil Apes into the room. They’re strong physical opponents that should be defeated with powerful Techs.
The western door in the previous chamber leads to a dead end, so create pits in the skull room and fall through the floor. At the bottom is another skull chamber with two more buttons. The left one opens the skull, while the right summons three Aectonyxes into the room. You’ll find a Strength Capsule on the other side of the skull.
Head south to reenter the cave sections of Giant's Claw. Go down the ladder on your left, then check to your right for another Strength Capsule and to your left for a Hi-Ether. Climb back up the ladder and head south and east to fight two Fossil Apes. Look further east, then northeast, to find a partially-hidden Blue Gemstone. When this accessory is equipped on Lucca, Robo, or Magus, the three of them can use the Omega Flare Triple Tech.
Head east in the next room. The ladder leading into the ceiling will take you back to the beginning if you need a breather. Otherwise, go down the lower ladder to proceed deeper into the dungeon. Before heading all the way south, look to the west for a partially-hidden chest that contains a Zodiac Cape. Southeast of here is a chest containing a Lapis, and all the way south and west is a doorway.
An Aecytosaur and two Aectonyxes are in the next room. Kill them off, then go through the skull to the north and on the left. At the top of the stairs you’ll find a horizontal corridor with Fossil Apes at both ends. You can drop them into pits via buttons. Through the left door you’ll find a Wrath Band, and through the right door are two TP-rich Rubbles and a chest that will drop you deeper into the dungeon.
Head west and go upstairs to find a Strength Capsule, then make your way back downstairs and east. You'll find the cell where the Reptites once held Kino hostage. There’s now a hole in the rear of the cell, as well as a save point. Save, heal up, and head into the hole. A battle awaits.
Rust Tyranno
HP: 25,000
Charm: Red Plate
The return! The Rust Tyranno is a bit easier than its forebear, the Black Tyranno, but that doesn’t mean it’s necessarily easy. The Rust Tyranno uses the following attacks:
- A chomping attack that absorbs one target's HP
- A roar that slowly reduces the party's HP
- A countdown to a flame attack that inflicts heavy damage
The Rust Tyranno begins the fight with the same countdown as the Black Tyranno, and when it’s done you’ll be hit by a fiery attack that’s identical to the attack from 65,000,000 BC. After that the Rust Tyranno will gobble down your characters a few times to replenish its HP, then boost Fire damage and begin another countdown. Rinse and repeat.
You need to pour on as much pain as possible to kill it before the Rust Tyranno can complete too many countdowns, as the Tyranno’s attack will get stronger and stronger until even Fire-resistant characters can’t survive a hit. Rust Tyranno has no strengths or weaknesses, so mash it with your most powerful single-hitting Techs and Dual Techs until it bites the dust. Ayla's a good choice for this, and she can also steal a Red Plate from the Rust Tyranno with her Charm Tech. A straightforward and rather repetitive battle, on the whole, and not terribly difficult as long as you remember equipment that resists (or, better, absorbs) Fire.
North of the Rust Tyranno you’ll find the Rainbow Shell, though it’s far too large to move with three party members. Verify this by inspecting the Rainbow Shell and you’ll jump to Guardia Castle, where the king will agree to have it moved to Guardia for later generations to enjoy. (You can even trek back into Giant’s Claw and see the knights struggling to lift the shell, if you really want.)
Guardia Castle, 1000 AD
Jump ahead in time, put Marle in your party, and enter Guardia Castle. You’ll quickly discover that all is not well in the kingdom of Guardia. Make sure you save and heal before going much further, as you’ll soon be locked inside the castle.
Head to the east wing of the castle and climb to the courtroom. With Marle in the party you can yell your way through the guards, but the trial continues regardless. Return to the ground floor and go down the flight of stairs on your right.
The stairs lead to a lengthy northbound trek through a storage cellar that didn't exist prior to the visit to Giant's Claw. Down here you’ll face some hopelessly-outclassed enemies, as well as locate six chests containing two Lapises, two Elixirs, and two Turbo Ethers. At the end you’ll also find the Rainbow Shell, safe and sound, and snag a Rainbow Shard.
Rush back up to the courtroom and speak to the guards. Marle improvises a route inside, and you'll find yourself face-to-face with a familiar bad guy.
Yakra XIII
HP: 18,000
Charm: White Plate
Surprise! Yes, that jerk of a Chancellor was a Fiend all along, and Yakra’s descendent is a fair bit tougher than the original. He uses the following attacks, which should look quite familiar:
- A needle-dropping attack on one character
- A needle-dropping attack on the whole party
- A charging attack against the whole party
- Miasma, which can inflict Confusion on a single character
The needles are Yakra XIII’s greatest weapon, and if they’re used on someone with low defenses - like, say, Marle - they can rip through HP like butter. Increase everyone's defenses with items or Lucca's Protect Tech, then assault Yakra with whatever powerful moves you have on hand. Marle’s Dual Techs with fighters such as Ayla and Crono work very well in this battle, and bringing Ayla along will allow her to Charm Yakra XIII for his White Plate.
Your greatest concern while fighting Yakra XIII should be keeping at least one character’s health high. When he's defeated Yakra XIII unleashes a needle attack of considerable power, and it hits your whole party for between 200 to 300 HP of damage. If everyone's hurting you may be in store for a two-way KO, meaning you need to fight the battle over again.
Reconciliation follows the battle, as well as a surprise appearance by Melchior. Follow Melchior down to the Rainbow Shell and he'll offer to forge the shell into one of two things:
- A Prismatic Dress for one of your female party members
- Three Prismatic Helms, for any of your party members
Want a bit of extra fun? Return to the courtroom. You'll find Yakra’s Key sitting on the ground. You can use it on a locked chest two floors down to discover a familiar face whom you've actually never met. Ah, history repeats itself...