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========================== RADICAL DREAMERS ==========================
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This Revision has been written for months, but I wanted to release
Revision B properly so it's been waiting forever to go up. With the
release of the entire script file by Demiforce, I noticed a variable
that kept track of your relationship with Kid, so I decided to include
that in the walkthrough. I only did that for the first scenario,
though; life got in the way and it's been impossible to find any free
time to devote to the guide. If someone else wants to continue where
I left off, send me an email.

This file by: Leandro Pardini <leandro@leelazone.com.ar>
  Msg. Board: http://www.leelazone.com.ar/forum/index.php?showforum=9
 My Junk Box: http://leandrotlz.deviantart.com/

Thanks to: Demiforce for translating this game.
           Sean for some missing info in the scenarios.
           TheUnseen for finding the Music Test.
           Zeus44 for finding the Extra Sekrit Bonus.

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INDEX
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1. MANSION MAP: Super Condensed ASCII Version
2. WALKTHROUGH
   1) Le Trésor Interdit
   2) Magil: Caught Between Love and Adventure
   3) Kid and the Sunflower
   4) SuperXtreme Alphacosmos Police Case EX Ultra
   5) Homecoming: Shea's Light
   6) The Enigmatic Gigaweapon: Paradise X
   7) The Shadow Realm and the Goddess of Death
   BONUS) Music Test
   EXTRA SEKRIT BONUS) Zero Wing
3. RANDOM ENEMIES
4. FREQUENTLY ASKED QUESTIONS
5. CHEATS
6. VERSION HISTORY
7. CONTACT INFORMATION

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MANSION MAP: Super Condensed ASCII Version
======================================================================

                 +-------+              +----------------+
                 | Study |              | Treasure Vault |
                 +-------+              +----------------+
                    | |                         | |
                    | |                         | |        +---------+
+----------+________| |_________________________| |________| Torture |
| Ballroom |________   _____   ________   _________|_|_|_|_| Chamber |
+----------+        |-|     | |        | |                 +---------+
                    |-|     | |     +------------+
        +----------+|-| +---------+ | Clocktower |
        | Riddel's ||-| | TERRACE | |  Storeroom |
        |   Room   ||-| +---------+ +------------+  +-----------+
        +----------+|-|                             | Catacombs |
+------+    | |     |-|  +-------------+            +-----------+
| Lynx |____| |_____|-|__| St. Archway |__+--------+___| |
| Qrt. |_________________| Mouth of T. |__| Atrium |___  |
+------+                 +-------------+  +--------+   |-|
                                                       |-|
                                          +---------+__|-|__+--------+
  Get the PNG map at www.GameFAQs.com     | Kitchen |_______| Armory |
                                          +---------+       +--------+

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WALKTHROUGH
======================================================================

1) Le Trésor Interdit

You begin the story with 120 health points, and Kid's appreciation for
you is at exactly 38 points. Read the introduction, until you begin
fighting against the feral cats. To defeat them, attack the first
(your relationship with Kid will go up 10 points for being decisive),
and then attack again when Kid warns you (you'll take 20 points of
damage, but your relationship with Kid will improve another 8 points).
Once the battle's over, Kid will wonder if you plan to wait forever;
just tell her "no way, let's go!" and your relationship with her will
go up another 18 points, for a total of 74. After some more pages of
text, you'll be inside Viper Manor.

Take the left passage; when the path splits in three directions, go
down the stairs, then enter the passage to the right. You'll end up
right outside of Riddel's room; enter it, and check the dresser
drawers. After a sweet exchange of words, you'll leave the room and
she'll like you 20 points more.

From there, head to the right to find a robust set of doors. Go into
the room, and you'll find a Mirror of Whispers. Ask about Kid, and
you'll learn more about her past. Your relationship won't be affected,
though.

Leave Lynx's Quarters, go past Riddel's room, and take the stairs up.
Proceed ahead and enter the Study. Examine the desk to find a photo of
Riddel. When you hear footsteps, hide under the desk for some more
interaction between Serge and Kid. The bump on the head will take 2
points of health from you, but your relationship will go up another 6
points, for a total of 100 by story events only.

Leaving the study, head towards the terrace and continue on through
the passageway. You'll find an old, dusty door on the right. Open it,
and enter the Clocktower Storeroom. Among all the junk, Kid will find
an antique sword. Then, an old woman will appear and ask about you;
tell her the truth and let her have a look at you for free healing.

When you leave the Clocktower Storeroom, head to the right. You'll
find a firm-looking set of doors on the left; try to open them, but
they're locked. Proceed ahead to the stairs, and open the door at the
top. You've just entered the Torture Chamber, something that'll
become very obvious quite soon. Ram the door to escape.

You'll return to the door of the Tresure Vault. Keep going towards
the terrace, and proceed on through the hallway once you reach it.
Take the stairs down again, and head right, past Riddel's room, into
Lynx's Quarters. Ask the Mirrors of Whispers where the key to the
Treasure Vault is. You'll be shown a room filled with books.

So, leave the room and go up the stairs. Proceed ahead into the study;
the key is in the purple book in the back. If you select other books,
Kid will read them, but your relationship will decrease 10 points for
every time you tell her the wrong book, plus she'll deal 18 points of
damage to you if you have her read a certain blue book. Once you have
the key, your relationship with Kid will increase 15 points. Head
towards the terrace and keep going down the hallway until you reach
the Treasure Vault's doors.

Go inside, and you'll find the Frozen Flame. It's trapped, but it
doesn't matter if you are cautious or not; an alarm bell will ring
either way, and you'll have to fight some Goblins. You've got to save
her (unless you want her to beat you up for running away), but those
Goblins react randomly to your choices, so just select either one and
hope it's the best. If they hit you, you'll lose 10 or 20 health
points. Head-butt them and you lose 10 health points. Bounce off one
and have him kick your ribs, and you lose 28 health points. You could
end in bad shape after this battle.

After defeating the Goblins, you'll get a Hand-Shaped plate. Leaving
the Treasure Vault, head towards the terrace and keep on walking
until the path splits; take the stairs again. Go through the archway
on the left, into the atrium. Immediately go back; the more you stay,
the more damage you'll take, and you'll never reach the far exit. As
you return, you'll find a Mouth of Truth. Once Kid's done threatening
it, put the hand-shaped plate you got from the goblins on it.

Having crossed through the atrium, head down the left path. You'll
find a locked door leading to the Catacombs. Heading away from it,
keep on going forward, then take the descending staircase and turn
left; you'll be right outside the Armory, so go in. Meet Esmeld, the
educated Goblin. Take a seat next to Magil, and drink some tea; your
wounds will be healed. Esmeld will say the key to the Catacombs is
around, but it's up to you to make him "remember" where it is.

+ Optional: if you want a bit of fun, tell him 'tough luck, give us
  the key' and then take out your secret collection of Kid's photos
  before telling him the story. Kid will not be amused and deal 40
  points of damage to you, though! Your relationship with her will
  also go down 30 points.

Ask Esmeld what does he want in return, and then tell him how the
girl came across a large beetle, painted it from head to toe with
shiny golden paint, and eventually sold it for an outrageous sum of
money. Esmeld will then give you the key to the Catacombs.

Heading away from the Armory, proceed on through and enter the
Kitchen. Eat from the saucepan and say it's delicious to recover 30
health points. Then, a trapped rat will mistake Kid for a boy (an
honest mistake if you ask me) and ask you to free it. Help it out;
it will turn into a gryphon! Don't panic, and hit the deck. The
gryphon will stand on its hind legs, lose balance, and come crashing
to the ground. If you spare its life, it will offer vital information
and you will learn how to escape a Devil's Circle.

Go up the stairs and proceed on ahead, towards the catabombs. You will
meet an old man muttering to himself; Magil will explain that he's
constructed a wall on his mind and refuses to acknowledge the world
around him. Tell Magil that his explanation makes sense to you, and
say nothing, confused, when Kid asks you what to do. Since the old man
mentioned Riddel, your next stop should be her room.

So, heading away from the catacombs, turn right, go across the atrium
and proceed through the passageway, until you reach the doors to
Riddel's room on the right. Enter the room; Riddel will be here, and
she will give you information about both the Frozen Flame and the old
man; your next stop is the Torture Chamber, but Riddel says that you
need the holy sword Einlanzer to enter it and escape alive. Remember
that ancient sword in the Clocktower Storeroom?

From Riddel's room, head left towards the atrium, and take the stairs
up. Turn right, heading towards the terrace and past it, and enter the
Clocktower Storeroom. Kid will find the Einlanzer, while Magil talks
a bit about it and the Masamune. Swallow your pride and pick the sword
up, unless you want a punch in the stomach that'll take away 10 health
points.

Leaving the storeroom, proceed to the right, and take the stairs.
Enter the Torture Chamber, and thrust the sword into the floor! The
ceiling will stop, and after removing a stone from the wall, you'll
find the Acacian Ring.

At the bottom of the staircase, proceed ahead to the terrace and past
it. When the path splits into three directions, proceed on ahead and
enter the Ballroom. After a small scene, leave the ballroom and take
the stairs. Go through the archway on the left, through the atrium,
and head down the left path, towards the Catacombs. Go in; Magil will
open the old man's cell and Kid will try to get his attention rather
violently; try to stop her or let her go on, either way he'll mistake
Kid for Riddel and reveal to her that there's a secret entranceway in
the Ballroom. Leaving the catacombs, turn right and go across the
atrium for the last time.

+ Optional: head down the passageway and go past Riddel's Room and
  into Lynx's Quarters. The Mirror of Whispers will be back, and after
  a small scene where it reveals it has alerted Lynx of the party's
  presence, it will destroy itself.

Take the stairs up and head left, towards the wallroom. Enter it, and
Kid will push against the candlestick, causing the entire room to
sink into the ground. After talking to Kid, the room will come to a
stop and you'll start walking down a long, dark path. Now it's the
time to ask about the Frozen Flame, and you can put two and two
together and guess what it is. Just remember: what was, really, the
meteorite that crashed in the planet, several millions of years ago
in the Chrono Trigger's timeline...?

After walking for a while, Magil will command you to stop. A bolt of
electricity approaches you, splits off in two, and forms a circle
around you... a Devil's Circle. To escape it with your bones intact,
follow the Kitchen Gryphon's instructions: take three steps to the
right, then two steps to the left, and finally two steps to the right.

And so, heading down the hallway further and further, eventually...
you'll reach a door leading into a cavern full of ruins from the
Kingdom of Zeal. The Frozen Flame is here... and so is Lynx. A fight
will ensue, and both Kid and Magil will be trapped. No matter what you
choose, the result is the same; if Kid appreciates you enough, she'll
give up the stone for you. But don't let the menues time out.

Enjoy the ending!

After the credits roll, press A to see the list of scenarios you've
completed. Press A again to head for the first selection menu. Now
when you start the game, it'll play a different story depending on
what you do; you will want to save the current state in your
emulator, to avoid having to play the first scenario all over again.

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2) Magil: Caught Between Love and Adventure

Give in to sleep. Follow Kid. Go to the study and examine the desk.
Go to Riddel's room. Now you can vomit at the lovey-dovey scene.

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3) Kid and the Sunflower

Don't fall asleep, and check out the woods. You can now try to kiss
Kid, or kill her, or be killed by her (three different endings).

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4) SuperXtreme Alphacosmos Police Case EX Ultra

Fall asleep. Follow Kid. Go to the Study and check out the painting.
Go to the treasury, open your eyes wide at what you read. Go to the
storeroom room, laugh like a maniac. Go down the stairs and fall off
your chair laughing your ass off as the scenario becomes more and
more weird with every word. Go Mick Van Jovi, Go!

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5) Homecoming: Shea's Light

Fall asleep. Take another second to see about that light. Go to the
Ballroom, er, Cathedral. Press both keys in the organ. Go to Lynx's
Quarters. See Lynx not-so-lifeless body and return to the Cathedral.

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6) The Enigmatic Gigaweapon: Paradise X

Fall asleep. Follow Kid. Play the game normally like in Scenario #1
until you get the key to the Treasure Vault. Head to Lynx's Quarters
right away and follow Kid into the wall. Beat the crap out of the
Cyclops until Magil reminds you who it is. Now finish the game to
watch Gigaweapon Paradise X battle against Steel Lord Mecha-Lynx!
I've heard that if you don't fall asleep and exchange some words with
Kid, the ending is different. I'll confirm this and give more detailed
info in the long-awaited Revision B.

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7) The Shadow Realm and the Goddess of Death

Fall asleep. Follow Kid. Go to the Study and walk over to the
bookshelves. Ask Magil to open the book. Go to the ballroom.

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BONUS) Music Test

Give in to sleep. Follow Kid. Go to the study and examine the desk.
Go to Riddel's room. Now, skip through the text until you see
"If only I had more options..." followed by two options; that's your
clue. Hit down *twice* and the cursor will dissapear: you will be
in a third, hidden option. Press A and you'll be in the Music Test
screen. Once you hear all the songs you want, select Exit and complete
the lovey-dovey scene; the final screen will display Bonus: Music Test
and mark is at complete.

Credit goes to TheUnseen for finding this one.

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EXTRA SEKRIT BONUS) Zero Wing

Give in to sleep. Follow Kid. Go to the study and examine the desk.
Go to Riddel's room. Now, skip through the text until you see
"If only I had more options..." followed by two options; that's your
clue. Hit down *twice* and the cursor will dissapear: you will be
in a third, hidden option. Press A and you'll be in the Music Test
screen. Select the song 6, "Under Moonlight"; in the next screen,
hit down *twice* and the cursor will dissapear again into another
hidden option. Press A and you'll be returned to the track listing;
select "Under Moonlight" again and select the hidden option again;
keep doing that and after a short while, a secret bonus will be
activated. All your base are belong to us.

Credit goes to Zeus44 for finding this one.

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RANDOM ENEMIES
======================================================================

For this section, I'll post a small text so you can identify the exact
enemy, and then the choices you should select for minimum damage, if
possible. Note that sometimes, the result of your choices is random;
I've included both results if they still allow you to select another
choice to kill the monster, but if the result of the fight is just
plain random, I've indicated it.

* GOBLINS
  Suddenly, Kid comes to a stop.
  "Somethin' ain't right..."
  Hearing this, I immediately unsheathe my knife. I try to
  look ahead and behind, but all I can see is darkness.
  - Do what Kid would do!
    The goblin loses an eye, and Kid likes you 5 points more.
  - Hurl my knife at it, and while it's distracted, snatch its mace!
    The globin loses the rest of its head.

* GOBLINS
  Before me, Kid comes to an abrupt stop. My knife's
  ready, but all I can see is darkness.
  - Grip my knife and stand ready.
  - Deflect its blow with my knife!
    The goblin drops its morning star. Damage: 0.
  - Go for it!
    Sucks to be that goblin. Damage: 0.
  - See if Kid needs any help.
  - Swing the morning star at it.
    Kid doesn't yet at you. Incredible. Damage: 0.

* SKELETON
  Ahead of me, I hear Kid come to a sudden stop.
  "What's wrong!?" I ask in a whisper.
  - Ram it!
    Ribs fly everywhere. Damage: 0.
  - Catch it!
    You catch the skull. Damage: 0.
  - Smash it onto the floor!
    The skeleton crumbles to the ground. Damage: 0.

* SKELETON
  Just ahead of me, I bump into Kid, who's come to a
  complete stop.
  "Somethin's wrong, mate."
  - Look for a weak spot!
    The skeleton freezes Magil. Damage: 0.
  - Attack!
    You shatter the skeleton. Damage: 0.

* LEECHES / DEMON
  As we continue through the passageway, everything's
  going normal, until...
  Suddenly, something drops onto my hood.
  - Make a run for it!
    You run until the leeches form a demon.
  - Duck!
    + You duck and the demon misses. No damage.
    + You duck but the demon hits you. Damage: 10.
  - Attack!
    You hit the demon and it dissapears.

* DEMON WARLOCK
  Suddenly, Kid stops dead in her tracks. I look to her, wondering
  what's wrong.
  - Size it up!
    Magil will throw a streak of fire at it.
  - Rush it before it has time to finish!
    You'll get hit (no damage) and Kid will finish it off.

* GRYPHON
  Suddenly, a bloodcurdling screech cuts through the
  darkness! Scared stiff at the deafening sound, I look up
  to see two gigantic, maddening red eyeballs staring
  straight at me!
  - Random fight.

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FREQUENTLY ASKED QUESTIONS
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1. What is that garbled brown screen at the beginning of the game?
   Since this game was distributed via the SatellaView, and no SNES
   emulators implement the system calls, when the game tries to access
   the SatellaView memory to check for saved games, it believes they
   are all full. That brown screen asks you to erase a save slot, and
   the first option transfers control back to the SatellaView system.
   Since that is not emulated, selecting it just hangs the game. Just
   select any of the save slots 1-8, and press A, followed by Start;
   then the game will begin. The screen will be garbled only if your
   emulator resolution is low; it will look fine at 512x448 or more.

2. Why doesn't the in-game save option work?
   See above. This game tries to save to the SatellaView's memory,
   that is simply not emulated. Use the emulator's savestates instead.

3. Does this game fill any of the gaps from Chrono Cross?
   No. This game is an alternate universe to both This World and
   Another World from Chrono Cross; what happens in Radical Dreamers
   doesn't affect either of the Chrono Cross' timelines.

4. Is Magil actually Magus from Chrono Trigger?
   Probably. The strongest evidence is that he knew the Masamune's
   owner and while he wasn't his 'mate' he doesn't think of Frog as
   an enemy, either. Since the Chrono Trigger is in Kid's possesion
   after Lucca's death, we can assume this is what happens to the
   Chrono Trigger timeline if you don't resurrect Crono (lack of a
   clone, perhaps) and Magus stays alive.

5. How do you apply the Demiforce patch to this ROM?´
   Windows: You need to use the command prompt. Copy both the ROM
   file (whatever.smc) and the patch files to your C:\ drive in My
   Computer. Make sure it's the only ROM file in there. Now, open a
   command prompt by clicking Start, Run and running "command" in
   Windows 9x/Me, or "cmd" in Windows 2000/XP. On this command
   prompt, type, without quotes and hitting Enter after each item,
   "c:", "cd\", "ren *.smc rad-j.smc", "sour", and finally "exit".
   And a new ROM file called Radical Dreamers should be there.
   If you have problems, just get a prepatched ROM and save everybody
   the headache of explaining you; if you never used DOS, chances
   are you'll just get in everybody's nerves. And just to be clear:
   I won't patch your ROM, I won't send you the prepatched ROM, and
   I won't send you the ROM period. Use Google.
   Linux: copy rad-j.smc and the patch files to the same directory,
   then open a terminal and run "wine sour". I've tested it with the
   current WINE release and it works fine.

6. What does the "small gem" that some enemies drop do?
   It improves your relationship with Kid by 24 points.

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CHEATS
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Serge's health level is stored at address 7E0901; I'm using that
address' value to report health damages in the battles, but you can
fix this address to a given value and then you'll never lose health,
though you probably still can die from story events. You begin the
game with 120 health points; to fix that value, enter the cheat code
7E090178 in zSNES.

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VERSION HISTORY
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First Release: 2003.04.19
- Complete info to get the seven main scenarios.

Revision A: 2003.04.28
- Added the two bonuses.
- Added an ASCII version of the map.
- Added the Cheats section.
- Added the Enemies section.
- Expanded Scenario 1 walkthrough.

Revision B-: 2004.06.06
- Done since January but waited five months for release.
- Rewrote the main scenario to include relationship points between
  Kid and Serge; incomplete and needs to be added to other scenarios.
- Added the FAQ section.
- More enemies added to the section.

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CONTACT INFORMATION
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E-Mail: leandro@leelazone.com.ar (subject: "Radical Dreamers")
MBoard: http://www.leelazone.com.ar/forum/index.php?showforum=9
  Site: http://leandrotlz.deviantart.com/