Serge assaults him with a Lesser Martian Bunny Bun-Bun. "Homecoming: Felicia’s Light" – Kid learns that Lynx and her caretaker Felicia are trapped in a magical seal as part of Lynx's effort to escape a spirit prison. Felicia selflessly instructs Magil to destroy the Frozen Flame, killing Lynx forever. "Paradeus: The Mystery Mega-Weapon" – Serge finds an odd crystal inhabited by an entity named Ganju, who tests his strength with gladiatorial combat. Using Ganju's Paradeus mecha, Serge and Ganju challenge Mecha-Lynx for the Frozen Flame. "Death and the Realm of Shadow" – Kid accidentally summons Lilith, the Goddess of Death. She tries to take Kid's soul, but Magil intervenes. The outcome is slightly affected by Kid's affection for Serge. Development Radical Dreamers was developed by Square, the company which had previously developed Chrono Trigger. Masato Kato wrote Radical Dreamers after Chrono Triggers release, feeling that Trigger concluded with "unfinished business". He composed the main story and drafted the concepts for the sub-scenarios, leaving them to be completed by his peers. He allowed Makoto Shimamoto to write the entire "Kid and the Sunflower" segment, later joking that he "avoided having any part in that episode," while Miwa Shoda was in charge of the "Shadow Realm and the Goddess of Death" segment. According to scenario writer Daisuke Fukugawa (responsible for the game's "The Enigmatic Gigaweapon: Paradise X" subplot), the game's graphical content pushed the Satellaview's technical limits, requiring developers to redraw prerendered models until functional gameplay could be ensured. Compared to Chrono Trigger, the plot of Radical Dreamers had a bleak tone which Kato ascribed to his deep frustration and anger about coming to work every day following Chrono Triggers hectic development. Specifically, Kid's "nihilistic" feelings were Kato's own expressions at the time. Kato intended both Dreamers and its eventual successor Chrono Cross to prompt players to pursue their personal dreams in life. Due to being a small side project, there was a general sense of freedom compared to other Square titles. The decision to make it a text-based adventure helped push the game into its darker direction. Kato intended for it to be a survival adventure title, but abandoned this specific approach after the release of Resident Evil. The more comedic additional scenarios helped balance out the sombre elements in the main narrative. Reflecting on his work, Kato felt his work on Radical Dreamers helped solidify his style. Kato's team completed