hide results

    Programmers Door FAQ by Zelda Dude

    Version: 1.0 | Updated: 04/28/01 | Search Guide | Bookmark Guide

    ******************Chrono Cross Programmers Door FAQ********************
    			Version 1.0 created 02/4/01 updated 04/28/01
    				Author: Zelda Dude
    			Contact Information: jays_29@hotmail.com
    			        Copyrighted 2001 Zelda Dude
    04/28/01- Corrected formatting errors, fixed mistakes, etc.
    05/01/01- Updated feedback and credits.
    Table of Contents:
    1:- Legal Disclaimer
    2:- Official Holders of this Guide
    3:- Programmers Door Preliminary Run through(prologue)
    4:- Walkthrough to the Programmers door and Development ending
    5:- Theories regarding the Development ending
    6:- The truth exposed regarding the Development ending
    7:- Questions and answers section
    8:- Feeback and Mail Responses
    9:- Future guides and other FAQs by me
    				Legal Disclaimer:
    ****This guide can not under any circumstances be rerepresented in any way shape
    or form without the strict
    written consent of the Author and written authorization to use this guide before
    any distribution or advertising
    is permitted. If anyone attempts to redistribute or hold this guide, without the
    authors strict written consent legal
    pursuance of copyright infringement penalties and other such instances will be
    accordingly pursued. The author
    reserves the right to take down the guide at any given point from Gamefaqs.com
    or other FAQ/Walkthrough based
    websites and grounds if he feels these terms have been violated and keeping it
    in view is creating more mainstream
    copying and redistributing of this guide without his knowledge. Plagarists and
    thieves I no longer have a high
    threshold of tolerance for, especially in this day and age. ****
    				Official Holders of This Guide:
    The following websites have obtained permission to use this guide on their
    1 Esper Online- http://www.esperonline.com
    This section will be updated accordingly as new sites are added. If you find
    this guide on any other sites than this
    contact the author with information.
    			Programmers Door Preliminary Run Through(Prologue)
    	For those just starting the video game Chrono Cross, one of the multiple
    endings you can obtain when in New Game + mode is
    a developers ending of sorts. However the strange thing about this ending is
    there are no actual programmers anywhere to be
    seen, only developers and story writers who did things for the battle mechanics.
    When you walk through, you basically have a
    choice of talking to everyone in the ending, and doing various little funny
    intricate sidequests. Many of these sidequests were
    pointless little advents of wasting time, that is until recently when the truth
    was discovered. As you enter the development ending
    take two flights of stairs up to the top, there you will see a mysterious
    "door". Yet if you attempt to check it with the cursor, it will
    exclaim it is "Completely Locked". This door is known as the Locked Programmers
    Door, the biggest secret and oddity in the
    developers ending and now you have seen it with your own eyes, and most likely
    have memorized how to get to it. This door has
    been the main focus for over a period of many months, as no one, especially not
    the developers of the game, would release any real
    information regarding it. It was a secret that most likely was meant to remain
    one. Only the help and info lines would regard the
    developers ending and the programmers door, and even then they all said it was
    "because they couldn't change the scenery" making
    the entire reason the door was left. In this FAQ you will discover the truth,
    what the programmers were intentionally hiding, and what
    really was behind the Development Ending and mysterious Programmers Door which
    sat with no place to go. In addition, this guide will
    give all information and retrospect regarding the Programmers Door, and every
    secret and chronological gimmick that comes with it.
    One could say this is the definitive Chrono Cross Programmers door on the
    internet, and in this respect, you'd be right. While it was never
    really shown, the Programmers Door quest is an intricately woven pattern of
    intrigue and mystery, tightly bound together in one single
    package. Information in this FAQ comes from "The Locked Programmers Door(the
    FINAL installment)" and other heralding topics which
    have carried this infamous trilogy through, and are saved to the authors hard
    drive on disk. If any data is damaged/altered by any other users
    or hackers in any way which has been permanently ingrained to hard disk, there
    will be legal and other wise harmful acts investigated accordingly
    under state and federal law.  Mainly the contents and purpose of this FAQ is to:
    - Provide a walk through of all the various insightful side quests which were
    hidden in the Development ending, including all add ons and additions
    pertaining to
    - Provide sets of codes created by the gameshark which can be used by everyone,
    to unlock and unfold the mysteries of the Developers ending right
    before their very eyes
    - To give insight into the minds of the programmers, who created this mysterious
    ending and set it up the way they did on purpose with regard to keeping
    of their secret
    - Give a detailed on site map of the Development ending, including how to get
    where you need to and where to go to accomplish which task or event in
    any given order
    - Show the truth once and for all behind the Chrono Cross Programmers door, and
    why it was locked away for so long
    After reading and understanding everything, continue on
    ************************Walkthrough to the Programmers Door and Development
    	The hardest thing to understand about the CC Development ending is it is
    totally sporadically random, and events you accomplish, never occur the same way
    twice. And since every time you go through the game you take a different path or
    branch, it can have strange and abnormal effects on the way the ending is setup
    For instance once you get to the ending, the man in front of the door will say
    something to the tune of: "There are many different people in the world. Find
    yourself and then you may be able to discover whats inside. .......... is for
    However, if you are to travel through the ending while completing certain parts
    of the story which deal with Serges identity you advance the plot in a totally
    different way.
    If you decide to complete the game in such a way where Serge has issues ever
    completely agreeing with people or discovering his dark side, it effects how
    things go. The idea of
    and purpose of the way this game is played in these circumstances, is to see
    that Serge finds himself. For instance, using Harle to obtain the Black Relic
    will skip an entire important
    story segment. Now go back to the man who stands in front of the door. He will
    be saying "........" with nothing else coming from his mouth. Thus since
    "........." is for specification, what
    you have done believe it or not, is changed the outcome of the game where Serge
    has found himself and taken on a new "him". The strange thing is Serge is not
    the only person it
    applies to. When you go to the music room, you may recognize a mysterious
    shadowy figure standing near the door. Approach it and it tells you to leave but
    it is Kid. You learn in the game
    that Kid is actually Schala, and she likes certain kind of music, the kind that
    brings up the past for her. The analogy behind these avenues is simple:
    Story A1: Serge treats others in a way which he himself usually lives as during
    the game, Harle takes the black Relic, Serge recognizes his purpose before
    entering the Sea of Eden.
    Man in front of door changes his speech to "............". You may wonder what
    or how it occurred.
    Well in story A1, Serge acted differently between Story B where you actually
    have to fight the time devourer to get to the developer ending(during new game
    +)and meet the man at the door.
    Therefore, the story which effected the change was not in the story leading up
    to getting into the development ending, but the one from the preceding. Thus as
    many different ways as it's
    possible to complete Chrono Cross, as many different strange odd and
    unexplainable events occur inside the development ending. This is the strange
    thing about it.
    Story C2: Kid takes on the role of Serge and throughout the game completely pays
    attention to others, ignoring the duties of herself, Kid is saved by the Hydra
    Humor from Norris, is rejected by Serge
    when trying to join in Termina. Walking into the music room and playing her 3
    favorite tracks, 21, 64, and 15, Kid suddenly does not appear in her shadow
    form, but instead presents herself in a red thief
    costume, you see first at Cape Howl. Again the way it happened is puzzling.
    Well once again in story C2, Kid was primarily giving orders rather then taking
    them, she was making the role of Serge be her domain, something that is not
    normal to the CC flow. But particularly
    when her thieves outfit came up, it represents her own pride and gleam as a
    thief, giving out the orders rather then taking them. But according to the songs
    she heard, it caused her to want to take
    on this role so to speak. It's very interesting because almost all secrets the
    programmers have left in the developers ending are like this.
    After experimenting with the criss crossing of storylines, it's time to pay
    visit to the main center: The music room. Here you can do a number of things but
    they must be in order and in no way
    should you not follow the instructions.
    Enter with Serge's Spectra Swallow Equipped and enter in and out of your menu,
    checking the Status. Once you get back out, Kid will be in her orphanage costume
    wearing it from the top down.
    The reason this occurs is Serge's identity is taking on a color or station of
    passage which Kid remembers, causing her to immediately come out of the shadows
    in that particular orphanage outfit.
    It's very interesting how the programmers have outlined this and when looked at
    closely you can only guess how well it was done:
    Regular swallow: No effect, kid stays shadow
    Mastermune: Same as previous
    Copper swallow: Same as previous
    Stone swallow: Same as previous
    Silver swallow: Same as previous
    Spectra swallow: Causes kid to appear in original Orphanage costume
    After this event occurs, Kid will now appear off screen to be nodding her head
    up and down to the music as if a beat was going on in the room. At this point
    you should take the time to play the
    musical tracks carefully:
    21- Kid will usually like, nodding her head sporradically. Keep on it for as
    long as possible when she's not nodding particularly if you have met the
    requirements previously for her thieves outfit
    15- This track Kid really likes, she will nod her head a lot and very often to
    the beat of the music, but there is no way to tell when she'll stop or start
    saying no again so carefully pay attention too
    65- This track which is basically the fire burning theme of her Orphanage, will
    get her very distraught. Do not play it unless neccesary
    09- She seems to like this track regardless of what time you play it at
    However it is important to note one thing: Regardless of your preset actions,
    anytime Kid nods yes more times, the track is good, and must be kept for the
    effect, any time she shakes her head no more times,
    on any given musical piece it means the track is bad, and must be changed as
    soon as possible. What the programmers were doing here is hard to follow, but
    with the right details you can stay on track.
    Most likely after the required have been completed, Kid will next change to her
    Thieve's Outfit, which is red.
    It's at this point you need to continually play the crystal theme(52) which
    reminds herself of Schala and the entire fiasco with Lavos, in order to cause
    her to sporadically change into her white gown.
    This part gives you access to a new state of Kids character, and it's integral
    for the planned patterns
    If Kid has successfully turned into her white gown, you now have the chance to
    give her leeway enough to pickpocket the guy next door.
    You may have noticed how she constantly talks about nonchalantly, that she is
    not trying to steal from the guy in the corner. In reality she
    is, but without getting this far it is impossible to make her steal successful.
    The point of continually playing the tracks, until you feel Kid has
    found herself(her schala self that is) is because it makes it possible for Kid
    to pickpocket the man in the corner, giving an item which does not
    appear on any menu, just like the key of the ghost ship. The trade is obtained
    in almost the same way, but without the exact timing, and knowledge
    of preset events it can be extremely difficult triggering it. That is why this
    FAQ is here to help in any way possible.
    Remember that as you enter or exit the menu, Kid will have the chance to then
    change her outfits and get closer to pickpocketing the man. Keep on
    continually entering in and out of your menu, as it is one of the fastest ways
    to speed along all changes.
    If you exit the programmers music room, at any time, and do not take time to
    equip that weopon you will be started over and Kid will have
    reverted back to shadow next time you enter. This frustrating setback is what
    sets apart it from the rest of the quest.
    The key has no use, talking to various people they will not say anything about
    it. We now believe the key to have some other form of a use, but that is in the
    speculations in the next section. Read below now to get the barebones on the FAQ
    surrounding the programmers door:
    Using the Gameshark tool enhancer, we were able to create codes to open every
    single door in Chrono Cross. These codes can be used on any gameshark as long
    not 2.1 or below.
    Open Programmers Door:
    80106B5E 0000
    Open Door Below Programmers Door:
    80106FA2 0000
    Open Door Second Time In Viper Manor:
    80107562 0000
    Open Right Gate Second Time In Viper Manor:
    8010756E 0000
    Open Main Door Second Time In Viper Manor:
    80107572 0000
    Open All Other Side Doors(second visit):
    80106E82 0000
    Open All Side Doors(first visit):
    80107102 0000
    Open Main Door First Time in Viper Manor:
    80107222 0000
    Open Right Gate Which Drops:
    80107226 0000
    Open Right Gate:
    8010722E 0000
    Open Left Gate(first visit):
    80107232 0000
    The following credits are strictly mentioned in the project:
    			Founder/Author and Creator of the Chrono Cross Programmers
    Door Project:
    					Zelda Dude-  jays_29@hotmail.com
    			Main Gameshark PRO and Game Hackers for the Project:
                            Sage Of Time- furfur@citynet.net
    				Silent- saracoth@mailandnews.com
    				CardinalSinn- cardinalsinn@aol.com
    				Ben Simmons- jess134@msn.com
    				Lights Out- wuzzers@hotmail.com
    					Honorable Mentions:
    				M52- Nomalla@aol.com for keeping it real
    		and all his support througout
    				Chris Redfield
    				Master X
    This section of the FAQ will be the main part consistently updated, look for
    more information in the not distant future.
    *******UPDATE******** It seems hacking in the developers room using Gameshark
    PROs has become more of a chore then we anticipated, with constant PSX freezing
    up glitches which
    make it impossible to consistently hack. Before the week is out, we will most
    likely all be using PSX Mod chips just like me so that hacking in the
    development ending is no longer a pain or struggle,
    and everything can be done with much ease and restful breath.
    *********************************Theories regarding the development
    	In all accordances of what we found, it seems that the key was likely
    going to be originally a part of a trading game, this as far as people could
    speculate to its actual use or purpose,
    after all a dummied out item like that found in the development ending made
    little or no sense, even though all of the development ending made little to no
    sense. Still though a key not on the
    menu was the strangest thing so far, and if indeed meant to go somewhere, where
    coult it actually go???? What speculation had run rampant for ages, for how the
    key could be used or possibly
    replaced. Maybe traded away??? It seems like a key never really in your
    inventory would not go anywhere. But then again perhaps not???
    	The "costumes kid wore" were actually based upon what equipment you had on
    in every instance. Well after checking this several times we verified it is not
    true. Specific equipment
    limited to the "Spectra Swallow" is the only change that can be physically
    effected. Otherwise, playing the music tracks, and how you play the games are
    one hundred percent in back of the
    effects and strange events that go in the development ending.
    	Crono could be gotten by talking to certain characters in order in the
    development ending. Though many suggestions illude to this, the corny and often
    pointless discussions which changed the accent of characters,
    lighting in the rooms, and speech patterns of the individuals had little or
    nothing to do with anything else other then jest. One could speculate on forever
    there was a connection, but as far as hackers have dug through
    this CD it can't amount to more then that at this time.
    	You could *never* open the Programmers door in Chrono Cross and nothing
    was around that area, because Walk Through Walls regardless of how many times it
    crashed/glitched up proved it.
    This was proven not to be true, we hacked and completed all the codes including
    the ones to open the programmers door. Granted the animation for any of the
    doors is not in it, that's a graphic modification
    we're still in beta stages of testing with.
    	At one point in the game Marle was found here. This is definitely not
    true, after scouring every inch of the second CD, no NPC data whatsoever could
    be discovered on the infamous Marle.
    While surely a great imagination and thought of glee to have this possible, it
    most likely was not, with no mentions of it anywhere whatsoever.
    	The programmers ending originally had programmers. Not true. No one in the
    developers ending was ever a programmer, only a developer strangely. At one
    point there was never any
    sign of the programmers. For one reason or another they were never intended to
    be a part of this game, or were they hiding out???
    ******************************The truth exposed regarding the Development
    	The truth is aside from all the theories, the Development Ending was
    originally the Debug room for Chrono Cross. This room was locked away and
    dummied out on purpose, by and for the
    programmers so they could run their pre beta testing systems, and debug the game
    without any nosy gamers messing with their controls. They locked away the rest
    of the Debug Room behind the
    Programmers Door itself, making an insane twist of plots and sequences leading
    up to it which no gamer could figure out, only a programmer. The inside of the
    Programmers Room looks like this:
    	Inside it is completely black, walls are front to back and you can walk
    around the room just like any, the stairs will stop in that part of the room
    however, not allowing you to continue. We found a way
    finally around this however, with an existing Room Modifier code we hacked. With
    it we were able to scour every Room ever in there of CC, including any removed
    and otherwise still beta type rooms.
    Unfortunately, none of Crono's NPCs were found inside, but many are still a
    wonder to behold, and leave many intricate memories of what the Debug Room was
    But just for the record, I am posting Divine Dragon Lloyd's rare Sprigg
    Doppelgang NPC codes here anyway, along with his authorization on the project
    which he made.
    Even though Crono wasn't found, it doesn't mean it isn't possible we'll get him
    in the future and update this FAQ, as well as the others with information and
    all codes pertaining to it.
    Codes work for all sharks, except 2.1 and below.
    Room Location Modifier for Chrono Cross:
    8007E6E8 ????
    Room Location Quantity Digits:
    CC90 Start to just before leave for VM w/Guile
    CC89 Very bottom of ViperM bluffs to after raid w/Macha/Glenn/Greco/Luccia
    recruited and ready to explore Shadow Forest
    CC88 Done w/Shadow Forest and ready for Another's Hydra Marsh to first return to
    CC87 Inside Hydra Marsh (home) to first 4 crystals in Fort Dragonia (another)
    CC86 Defeated white crystal guardian to on SS Zelbess, having already talked to
    the Sage (goto Nikki)
    CC85 Ready to convince Fargo to help w/Marbule to just after home Marbule
    cleaned out
    CC84 In Another, outside Guldove (get Steena/Tear from Home) to end of Disk 1
    (go into a fate gate to progress)
    CC83* Disk 2 (Home World, outside Marbule, preparing to go back and enter
    Chronopolis), Save 2 = Bend of Time after picking up Full Revival from Marbule
    entrance; through=
    *stopped on this save
    258 Overworld map of Dead Sea, post time-crash (empty, w/Fate distortions)
    250 Overworld map, large
    531 Bend of Time
    255 Overworld map of Chronopolis (center shielded by triangular water barrier)
    476 "Past" isle (to open Chronopolis)
    474 "Present" isle (to open Chronopolis)
    475 "Future" isle (to open Chronopolis)
    259 Overworld map of Chronopolis (access granted)
    477 Chronopolis Entrance
    479 Area2
    478 Below area2
    488 Bottom floor, elevator area
    489 W of 488
    480 Stairs
    483 Floor 2 right door/stair access
    487 Floor 2 main
    486 F2 left
    494 F3 main
    482 F3 right
    485 F3 left
    495 F4 main
    481 F4 right
    484 F4 left
    490 B1 entrance
    491 B1 flame area
    492 B1 flame area view 2
    291 Blue dragon lair
    308 Red
    456 Green
    418 Yellow
    399 Black
    438 White
    274 Fargo's ship (Another), mess hall
    251 Overworld map, large, w/tower
    8 None (also the "room" used from new game until Serge and friends come up the
    22 Fort Dragonia (new game, going up elevator)
    23 Large room w/teleporter at center
    24 Outer curving area
    25 Black crystal room
    26 Top of teleport
    31 Serge's Bedroom
    29 Serge's home
    27 Arni village main
    33 Arni village left area
    35 Arni village chief's hut
    37 Arni village docks
    39 Arni bar
    41 Arni bar back
    43 Arni fisherman's home basement
    45 Arni Leena's? house (overlooking docks)
    47 Arni fisherman's home
    252 Overworld w/Arni, Termina, etc.
    256 Dragon falls inside
    260 Dragon falls outside
    58 Cape Howl start
    60 Cape Howl ledge
    63 Cape Howl ledge tip
    66 Fossil valley main
    230 Hydra Marshes first area
    50 Lizard Rock N (includes upper area reached by third area [52])
    52 Lizard Rock third area
    54 Lizard Rock S
    56 Opassa Beach
    57 Opassa Beach (another, and home from now on [to end?])
    253 OVerworld w/Arni, Termina, etc.
    55 Lizard Rock S
    53 Lizard Rock third area
    51 Lizard Rock N (includes upper area reached by third area [53])
    261 Divine Dragon Falls outside
    231 Hydra Marshes Entrance
    237 HM reached by exiting Entrance from top of screen (left side)
    239 HM left of Entrance
    241 HM left of 239
    243 HM reached by upper-right exit of 239
    245 Under 243
    28 Arni village main
    30 Arni village "Serge's" house
    32 Arni village "Serge's" bedroom
    34 Arni village left area w/chief hut entrance
    36 Arni village Chief's hut
    38 AV docks
    40 AV resteraunt
    42 AV resteraunt back
    44 AV "fisherman's" basement
    46 AV Leena's? house
    48 AV "fisherman's" house
    59 Cape Howl entrance
    62 Cape Howl outcropping
    65 Cape Howl outcropping tip
    67 Fossil Valley main
    69 Fossil Valley upper
    142 Viper Manner Front Gate
    123 Shadow Forest Entrance
    72 Termina outside shrine w/Greco funeral
    74 Termina east after Macha
    76 Termina outside smithy (NE)
    78 Termina Entrance
    80 Termina West (docks)
    82 Termina Lisa's
    84 Termina Lisa's back
    86 Termina Bar main
    90 Termina top-left home
    92 Termina top-right home (Skelly's grandma's house)
    94 Termina smithy main
    96 Termina smithy back room
    98 Termina wooden building by smithy
    100 Termina Shrine inside
    102 Termina inn entrance
    104 Termina inn back left
    106 Termina inn back right
    108 Termina Lord Van's home 2nd floor room
    110 Termina Lord Van's home 1st floor room
    111 Termina Lord Van's home entrance
    112 Termina East
    113 Termina Shrine area (SE)
    114 Termina Docks (when arrive w/Macha?)
    115 Termina Nikki's ship outside
    117 Termina Nikki's ship inside lower
    121 Termina outside smithy when leaving w/Korcha and Guile
    144 Viper Manor bluffs very bottom
    146 VM Bluffs middle
    148 VM Bluffs very top
    150 VM outside front
    151 VM outside by stables
    152 VM Stables
    153 VM entrance
    154 VM Karsh's room
    155 VM Zoah's room
    157 VM far left door in entrance
    158 VM throne room
    159 VM bridge to library day after
    160 VM bridge to library night raid
    161 VM library
    162 VM balcony
    163 VM hall reached from throne room elevator
    164 VM balcony after raid
    165 VM General Viper's office
    166 VM Riddel's room
    167 VM room fall into (area below main hall)
    168 VM 3rd door on left from 167
    169 VM 1st and 2nd doors on left from 167
    170 VM treasure room w/flipping wall *and* Luccia's lab
    171 VM treasure room w/traps
    173 VM Stairs down from 167
    185 VM when Prophet of Time starts explaining about multiple dimensions in
    186 VM balcony tip cutscene (Kid falls, Lynx rants, Serge jumps)
    194 VM front gate after intrusion over
    199 VM Viper's office after raid
    200 VM Epoch room
    201 VM Kid walking out of Viper's office w/Riddel
    183 Bridge to right of throne room
    184 Room w/chest w/letter to Karsh
    204 Guldove docks
    206 G w/bar and shop
    208 G outside Korcha's
    210 Guldove outside chief's hut/shrine/whatever
    212 G clinic entrance
    214 Guldove clinic right
    216 Guldone shop
    218 Guldove bar
    220 Guldove, Korcha's home middle/top, including "secret" room accessed from
    behind the middle of the tower
    222 G Korcha's home bottom
    224 G Inside chief's hut/shrine/whatever
    227 G, outside Korcha's, Kid falling down cutscene
    251 Outer overworld map
    123 Shadow Forest entrance
    125 SF area 2
    131 Shadow forest tree leading to cave leading to well
    132 SF bushes and boss area
    134 SF inside tree/cave leading to well
    136 place w/unlimted supply of bug things
    138 place w/well
    231 HM entrance
    233 HM lower E exit from 237 (w/Skelly's backbone)
    235 HM NW exit from 233
    237 HM N of entrance
    247 HM W from 235
    249 HM NW from 235
    286 Water Dragon Isle entrance
    288 Water Dragon Isle back
    397 Marbule entrance
    399 Marbule dragon's lair
    401 Marbule Sage's hut
    403 Marbule SW hut
    408 Marbule SE hut
    434 Sky Dragon Isle entrance
    436 SDI stairs
    438 SDI top
    413 Earth Dragon Isle entrance
    415 EDI inside
    417 EDI S of 415
    431 Forbidden Island outside
    432 Forbidden Island inside hut
    421 Isle of the Damned entrance
    423 Isle of the Damned area 2
    425 IotD area 3
    427 IotD plateau
    119 Termina outside smithy, cutscene only? (young)
    120 Termina outside smithy, cutscene only? (adult)
    428 IotD plateau, cutscene only?
    280 Hermit's (Radius's) Island outside
    283 Inside lower hut
    444 El Nido Triangle surface
    SS Invincible before and after ghost attack
    269 Entering Fargo's ship (through fog at first)
    262 Deck of Fargo's ship before and after ghost attack
    273 Main hallway (upper)
    266 1st/2nd door on right of ladder in 273
    275 Lower door on left of ladder in 273
    278 Fargo's quarters
    264 Main hallway (lower)
    276 Left AND 1st right of ladder in 264
    270 2nd right of ladder in 264
    277 3rd right of ladder in 264
    268 Arsenal room (far right from 264, 3 ways in from 265 [lower openings])
    265 Outside on side of ship
    271 Closeup of deck near helm (Lynx after meeting Kid and Dark Serge at
    Ghost Ship Attack Home 122
     Shadow Forest entrance 124
    SF 2nd area 126
    SF 3rd area 128
    SF beneath waterfall in 3rd area 130
    SF outside tree 141
    VM front "gate" 149
    VM outside main 137
    Down the well 135 S of 137 133
    Inside tree in Shadow Forest 139
    N exit of 137 (top of waterfall)
    181 First main basement area of VM
    172 Outside jail area
    175 Back room where first meet Norris
    143 VM bluffs bottom 145 VM bluffs middle
    147 VM bluffs top 177 Up stairs on W of
    181 (also accessed from hole in rubble in 149)
    179 E of 177 Neither/Both?
    531 Bend of Time Home
    297 Mount Prye E entrance
    299 N of 297 303 E of 299 309 E of 299, frozen
    301 N of 299 307 Mount Pyre W entrance Home
    311 Fort Dragonia Entrance
    313 Bridge to main
    323 Main 315 Bridge to Yellow
    341 Yellow crystal room main
    347 Yellow head/body/tail scan room
    343 Room where it shows dragons lighting up after crystals activated
    321 Bridge to red 349 Outside red crystal building
    351 Inside red crystal building, upper
    353 Inside red crystal building, lower
    317 Bridge to blue
    333 Blue crystal room main
    335 E room
    337 W room
    339 Blue crystal room w/crystal
    319 Bridge to green
    325 Green entrance
    329 E of entrance
    327 N of entrance
    331 Green crystal room w/crystal
    355 Inside elevator room
    369 Elevator down
    357 Up elevator
    359 Teleporter Room
    361 Outside on side
    363 Black crystal room
    365 Top of teleport
    367 Version of 343 that you can actually enter Home
    279 Hermits Hideaway outside
    281 Hut entrance Home
    396 Marbule main
    398 Marbule "dragon's lair"
    402 Marbule W hut Home
    203 Termina entrance
    211 Clinic entrance
    205 Outside bar/shop
    217 Bar 215 Shop
    207 Outside residential tower
    219 Inside residential: middle, top, and "hidden" back
    221 Inside residential: bottom Home
    433 Sky Dragon Isle entrance
    435 SDI stairs
    437 SDI top Home
    443 El Nido Triangle surface
    445 ELT below surface
    447 ELT lower below Home
    382 SS Zelbess entrance
    375 SS Zelbess deck
    376 Belowdecks (upper)
    379 1st/2nd door on right of ladder in 376
    386 Casino room, lower door on left of ladder in 376
    385 Fargo's room 377 Belowdecks (lower) 378 Inn, door on left of ladder in
    377 380 3rd door on right of ladder in 377
    384 1st door on right of ladder in 377
    283 2nd door on right of ladder in 377
    388 Magical Dreamer's ship outside
    389 MD ship upper room 390 MD ship lower room
    395 Casino cheat room
    381 Heading towards Grand Slam (formerly the armory)
    391 Grand Slam Home
    279 Hermit's Hut outside
    284 Same, but cutscene w/Radius and Garai training
    256 Radius and Garai in Divine Dragon Falls for the Masamune Home
    420 Isle of the Damned entrance
    422 W exit from entrance
    424 3rd area 426 Plateau (sp?)
    260	Water Dragon Falls outside, cutscene w/Radius and Garai w/Masamune
    410	Dead Sea entrance (Death's Door)
    470	Entered the Dead Sea (small cutscene where party members comment on the
    254	Overworld map of dead sea
    458	Highway Ruins S entrance
    459	Highway Ruins N entrance
    460	City Ruins
    461	Building w/computer talking about Lavos
    462	Tower of Geddon entrance (small cutscene where party members comment on
    463	Tower of Geddon main
    464	Station
    465	Theatre area
    466	W of theatre
    467	NE exit from 466 (also NW from train station)
    468	Other end of warp
    469	Nadia's Bell
    477	Cutscene w/Serge, his father (Wazuki), and Miguel
    473	Cutscene w/Miguel dying
    538	Serge (as Lynx) and friends running for their lives and being saved by a
    472	After dead sea destruction movie; in area near Marbule w/Sky Dragon
    Opassa Beach restored to 57 w/portal restored
    261	Divine Dragon Falls outside
    257	inside
    70	Fossil Valley main
    69	FV upper
    118	Termina entrance
    88	Secret room in Bar
    346	Fort Dragonia very top room w/Karsh/Zoah/Marcy entering (cutscene only?)
    195	In front of VM
    202	Kitchen (1st/2nd doors on left of cage in 167) (starting w/cutscene where
    soldier turns Orcha into hell cook)
    188	Throne room
    193	Treasury/Lab
    178	Sewer area entrance (single valve area)
    180	Sewer area secondary (w/ladders to jail cells)
    182	Sewer area w/barrels
    140	Corridor to 182
    187	Middle cell
    174	Right cell (Fargo's)
    176	Area where Riddel is held
    189	Main hall cutscene after Hell Cook defeated (cutscene only?)
    196	Library when chased by duosword bot
    190	Outside stables...dragon stampede
    150	VM outside front
    151	VM outside by stables
    152	VM Stables
    153	VM entrance
    154	VM Karsh's room
    155	VM Zoah's room
    157	VM far left door in entrance
    158	VM throne room
    159	VM bridge to library day after
    160	VM bridge to library night raid
    161	VM library
    162	VM balcony
    163	VM hall reached from throne room elevator
    164	VM balcony after raid
    165	VM General Viper's office
    166	VM Riddel's room
    167	VM room fall into (area below main hall)
    168	VM 3rd door on left from 167
    169	VM 1st and 2nd doors on left from 167
    170	VM treasure room w/flipping wall *and* Luccia's lab
    171	VM treasure room w/traps
    173	VM Stairs down from 167
    185	VM when Prophet of Time starts explaining about multiple dimensions in
    186	VM balcony tip cutscene (Kid falls, Lynx rants, Serge jumps)
    194	VM front gate after intrusion over
    199	VM Viper's office after raid
    200	VM Epoch room
    201	VM Kid walking out of Viper's office w/Riddel
    411	Dead sea entrance
    393	SS Zelbess setting sail!
    388	Nikki's ship, outside, Sage (and demi-humans w/instruments)
    394	deck of Zelbess
    387	Concert starts
    394	deck of Zelbess again
    385	Fargo's cabin
    382	Side of Zelbess/Invincible before going to Marbule
    396	Marbule w/monster's physical
    402	Lower left hut
    398	Inside dragon cave (no dragon, of course; other world)
    229	Guldove during Porre attack (w/Orlha defending)
    223	Guldove chief's hut
    429	Forbidden Isle outside
    430	Forbidden Isle inside
    428	Isle of the Damned plateu, cutscene
    292	WDI outside entrance to dragon
    293	WDI upper inside
    294	WDI lower inside
    305	Mount Pyre, leading to lower part of W entrance
    307	Lower part of W entrance
    306	Mount Pyre, leading to lower part of W entrance
    308	Lower part of W entrance
    197	Viper Manor being rebuilt by Dario; gate
    198	Main
    412	EarthDI upper
    414	EDI lower 1st
    416	EDI lower 2nd
    418	Yellow Dragon's Lair
    450	G's Navel entrance
    454	Left of entrance
    452	Right of entrance
    456	To Green Dragon (w/ and w/out steam)
    451	Entrance when Tyrano ready to attack
    87	Secret room in Termina bar
    409	Marbule entrance after repopulation
    408	Lower middle hut
    406	Lower right home
    402	Lower left hut
    404	Store
    400	Sage's home
    398	Dragon's former lair
    213	Clinic side area, Orlha meets Tia
    258	Overworld map of Sea of Eden, post time-crash (eg, empty, except for fate
    471	Fate distortion
    Beach Bum
    Komodo Pup
    Opah Fish
    Tzetze Fly
    Mama Dingo
    Bubba Dingo
    462	Programmers main room 1
    463	Far left of room 1
    464	Other door on left of room 1
    465	Other door on right of room 1
    466	Far right of room 1
    467	Main room 2
    468	Far left of room 2
    469	Other door on left of room 2
    470	Other door on right of room 2
    471	Far right of room 2
    472-473	None
    left to right:
    pip, cat, lady in green, lady in blue, man
    fat guy in chair, two guys facing back wall, guy and gal at table
    radius, two animals, lady in green, guy
    when use A,B,C, that's left to right (A to left B to right, etc.)
    449	inside Starky's ship (going to menu seems to crash?)
    450	part of green dragon isle starting area w/out girl (land into area)
    451	part of green dragon isle starting area w/the little girl (cannot talk to)
    452	part of green dragon isle ?
    453	part of green dragon isle A
    454	part of green dragon isle ?
    455	part of green dragon isle B
    456	green dragon isle near dragon (steam gone)
    457	green dragon isle near dragon (steam present)
    458	None
    459	Plateu w/dwarf, Sage, and combined "dragon god"
    461	Harle in Arni
    460	Next part (after above)
    9	Fin
    253	Another World overland map (arni village, termina, etc.)
    8 None (also the "room" used from new game until Serge and friends come up the
    AA00  Strange odd room
    BBDD Another one
    CCFF Yet another one
    ADFD  A very odd room
    A0F0  An extremely strange unknown room
    				Owner/Author of the Control Cronos Character in Battle
    					Divine Dragon Lloyd-  JonathansOnly@aol.com
    Ultimate Sprigg Doppelgang code:
    800712B8 FFDF
    800712BA FFFF
    800712BC BFFF
    800712BE FBFB
    800712C0 FFFF
    800712C2 F4E4
    800712C4 FFBF
    800712C6 77FF
    800712C8 E734
    800712CA 537A
    800712CC F0F0
    800712CE 01F7
    800712D0 BCFE
    800712D2 07C0
    This part of the FAQ will be updated constantly, with add ins on Cronos, Darios,
    Fleas, and any other once accessible NPC in the game Chrono Cross.
    ******************************Questions and Answers
    How do you get into the development ending??
    Complete the game once, then on the second time using new Game + beat the time
    devourer with only Serge.
    How do you get to the Programmers Door??
    Walk straight up the stairs when you enter the room, and on the next floor lies
    the door.
    How do you get into the Programmers Door??
    Input the gameshark code provided in this FAQ, and walk straight inside.
    How do you use the Room Location modifier??
    Input the gameshark code provided in this FAQ, and find Serge in any room.
    How do you use the various character in battle codes??
    Input the gameshark code for sprigg's doppelgangs or battle animation already
    provided in either of these FAQs, put the relief charm
    to active, and simply start the battle. You will see that character in fighting.
    How come I can't activate the debug room and do whatever I want??
    The debug room is deactivated, no longer working for the average gamers use.
    It's desolate and abandoned, it was only
    during the debugging of the game that the programmers had it in action. Further
    updates and continuations of this FAQ or versions
    will provide more information regarding our success in getting everything in
    fully activated again.
    How do I see the insides of these rooms??
    Most of the rooms will be black or not active so that isn't really a question
    that can be properly answered. But, regardless
    walk around the area and see what you run into, it does have things. This main
    part of the FAQ will be updated with many Gameshark PRO hacks,
    and otherwise codes that are made as we continue to progress in the development
    room. However, as stated above we will first need to have everyone
    obtain modchips for their PSX, to eliminate all the crashing/freezing glitches
    which occur in hacking without one.
    Are there any other FAQs being done currently??
    I'm working on several, currently almost complete and fully ready to send off my
    Radical Dreamers FAQ and translation, and in pre beta development
    of a lost Aeris Ressurection Subquest guide, but that is for the video game FF7,
    and has nothing whatsoever to do with what we are doing here.
    ***********************************Feedback and Mail
    From chronocross@hotmail.com "Hello! hello what happend you doing for you help
    my number for icq is 96680772 chrono cross of playstation what happened to new
    ending cinema about serge with weapon in termina fight to monster ok please help
    you ok you pages on gamefaqs.com of chrono cross is good pages have all
    information ok you are number one of this pages for you ok I have tried to
    contact you through ICQ but couldn't find you in the ICQ Community! If you are
    using ICQ, please send me your ICQ number by ICQ Email Express to
    96680772@pager.mirabilis.com If you are not using ICQ, I would like to invite
    you to join the ICQ community so we can send messages, chat and find more
    friends to join us. Download ICQ by going to: http://www.icq.com/
    on=http%3a%2f%2fwww%2eicq%2ecom%2f> Once you do so, we can communicate online.
    Seek you @ ICQ carlos manuel lugo ojeda ICQ #: 96680772 Here are the 4 ways you
    can find me in the ICQ community: - My ICQ number is 96680772 - My Personal
    Communication Center on the Web, from which you can send me a message without
    having the ICQ program is: http://wwp.icq.com/96680772
    on=http%3a%2f%2fwwp%2eicq%2ecom%2f96680772> - You can send me an Email Express
    which will appear directly on my computer screen to
    96680772@pager.mirabilis.com. - My ICQ Web Front is members.icq.com/96680772. If
    I am online and activated my ICQ Web Front, you will be able to have a 2 way
    dialog with me from this page. "
    Hmmm well I don't know if I can until I get my computer fixed, I don't have one
    of my own yet. I may download ICQ then though, so you guys can ask me questions
    VIA ICQ. Thank you for the compliments, really the 13th ending you speak of was
    indeed a lie. He did finally admit to it, but it's not all bad, after all we did
    discover removed scenes. And Japan did get differences we have now almost
    completely corrected. Thanks for writing.
    From alex@elang.stts.edu "Hi Zelda, nice to meet you! ^_^ my name is Alex, i'm
    also a gamer. today I download your Chrono Cross Programmers Door FAQ from
    GameFaqs i just wanna ask you some question : 1) Are you know Chrono Cross Debug
    Mode Codes for GameShark ? I have GameShark version 2.3 if you have it, can you
    give that codes for me ? 2) Can I play all the music track and all FMV (Full
    Motion Video) in Chrono Cross with that Debug Codes ? if the answer is yes, how
    to do that ? thanks for your attention, i will be very happy if you can help me,
    because i like all the music and all the movies in Chrono Cross ...i hope, i can
    played it like in FF8 debug room ^_^ OK....thanks a lot for your help. ALEX."
    Good questions, thank you for writing. The codes you see in this FAQ work for
    ALL sharks, except 2.1 and below. If not I can get you a code porter which does
    it automatically, just ask me anytime!! Yes, if you put in the quantity digits
    for the FMV/scene for instance, the ones in this FAQ. It is not like the FF8
    debug room.
    From cycoguy89@hotmail.com "Hello,
    I was reading through your Programmers Door FAQ for Chrono Cross (which was
    very, very well written) and I came across something interesting. When you
    talked about different paths in the game for Serge and "finding himself", you
    mentioned that you can use Harle to get the Black Relic, thus skipping a whole
    story section. This confused me because I didn't know it was possible to skip
    the black dragon fight. I've read through your FAQ for the game and haven't come
    up with a solution. I know that you probably get a lot of e-mails but if you
    could try and clear this up for me I would really appreciate it. Thanks for your
    Wow great question!! First of all the requirements are you have to have a party
    of all Demi Humans. You must not have visited Marbule in Another world before
    hand, and you must be ready to visit the dragons. As long as Harle is in the
    lead of the party, and the other characters are demi humans, and you did NOT go
    to marbule before hand which is the most common mistake especially when getting
    trap elements the demi humans will welcome you with open arms. They will not
    turn you away and you can walk all around Marbule peacefully. When you go to the
    cave of the Black Dragon, Harle will have a chat with the others, after which
    Harle will say she will talk to the dragon. She talks to it while it's sleeping,
    and calmly picks up the Black Relic. You can do this before beating all the
    other dragons or after, however what makes the difference is whether you went to
    Marbule before hand or not. It HAS to be done on the first visit to Another
    *************************************Future guides and other FAQs by
    Chrono Cross Walkthrough and FAQ- 100 percent complete
    Radical Dreamers Storyline Guide- 100 percent complete
    Missing Aeris Ressurection Subquest FAQ- 32 percent complete
    Banjo-Tooie Unknown Secrets Guide- 4 percent complete
    Zelda Majoras Mask Time Modifier Guide- 3 percent complete
    *********************This guide can not be used without the strictly authorized
    permission of the author, Zelda Dude jays_29@hotmail.com. If this guide is found
    on any other sites the author reserves the right
    to pursue and go after any violators in whatever way is seen fit to deal with
    plagarism. All Characters, Chrono Cross, and storyline copyrighted 2001
    Squaresoft Co Lmtd.*********************************

    View in: