============
Golden Sun Comprehensive FAQ/Walkthrough
FAQ by Ikillkenny (Mike Bentley)
with a Djinn Guide by Baby M
with an Item Guide by LJUMP12
with a Psynergy-Learned Section by Koop and Levatation 0
Version 2.0 - Final Version
My New E-Mail Address Is: gsa@comicsoft.zzn.com
Visit My Web Site Golden Sun Anonymous For The Latest Version:
http://www.nin-gaming.com/~comicsoft/gsa/index.php
Also Try:
http://www.gamefaqs.com
=============
Self Promotions:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
QUICK TIPS FOR VARIOUS ENCOUNTERS:
HTTP://WWW.NIN-GAMING.COM/~COMICSOFT/GSA/index.php?page=QuickTips.php
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
COMPLETE VISUAL WALKTHROUGH (BY ME):
HTTP://WWW.NIN-GAMING.COM/~COMICSOFT/GSA/index.php?page=Screenshots.php
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
GET QUICK HELP AT MY FORUMS:
HTTP://WWW.NIN-GAMING.COM/~COMICSOFT/CGI-BIN/IKONBOARD/IKONBOARD.CGI
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I have recieve about 15 copies of the Klez virus a day. Please run
a virus scanner on your computer to see if you have this virus!
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! knowledge? Download my Golden ~
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=============
TABLE OF CONTENTS
=============
1) Frequently Asked Questions
2) Introduction
3) Game Play
4) Monster List
5) Item List
6) Walkthrough
Sub Sections:
Introduction
Sol Sanctum
Going Away...To Vault
Vault
On the Road to Bilibin
Bilibin
To Kolima/Forest
Kolima Forest
Heading North
Imil
Mercury Lighthouse
Back to Kolima Forest
Fuschin Temple
Mogall Forest
Xian
On the Road Again...
Altin
Altin Peak
Lama Temple
Lamarkan Desert
Kalay
Vault...Again
Bilibin Cave...Again
Vale...Again
Kalay Docks
Tolbi Docks
Tolbi
To Altimer Caves
Altimer Cave
Collosso
To Lupna
Lupna
Kalay...Again
To the Suhulla/Desert
Suhulla Desert
Suhulla Gate
Venus Lighthouse Part 1
Lalivero
Babi Lighthouse
Venus Lighthouse Part 2
What!? We're Backtracking!?
Crossbone Island
Venus Lighthouse Part 3
Ending
7) Boss Strategies
8) The Arena
9) Leveling and Character Classes
10) Weaknesses and the 'Dark Panther' Method
11) *Spoiler* Spelled Backwards: EGA TSOL EHT:OWT NUS NEDLOG
12) Codes, Secrets and Tips
13) Where To Get Further Information
14) Credits/Copyright Information
=============
Chapter 1: Frequently Asked Questions
=============
--------------------------------------------------------------------
| Read these following Frequently Asked Questions before asking me a |
| question via E-Mail. |
--------------------------------------------------------------------
Q) Where are all the Djinn?
A) See the Djinn section or search for a particular Djinn name in the
walkthrough by pressing Control + F on a PC.
Q) What are those numbers in parentheses after "go back from whence you came."
A) These numbers are some stupid joke that the author of the FAQ through in
that count the number of times up until then that he has used that phrase.
Anyone else notice I'm talking in the third person point of view?
Q) Can I get back to Vale, Vault, etc. later in the game?
A) Yes, look at the section Vale...again and a few of the sections before it.
Q) What do I do with Game Tickets and Lucky Medals?
A) Game Tickets are used for a game in Tolbi. The game is one of the ones
near the fountain, I believe. Lucky Medals are also used in Tolbi in the
fountain coin throwing game.
Q) I have a question not answered here. How can I ask one?
A) E-mail me at gsa@comicsoft.zzn.com
Q) How do you get those nuts in the trees?
A) Thanks to Jagoros@tricorpgames.com for this information: Use the Catch
Psynergy on the trees that contain nuts in order to get them. Nuts are quite
helpful in the early part of the game.
Q) Who is Robin?
A) The default Japanese name for the main character.
Q) How do I Mind Read the monk? Whenever I go up to him and want to bring up
my menu I just talk to him.
A) Press Select or set Mind Read as a hot key button.
Q) Where do I get the Cloak Ball?
A) It's on Babi's Desk next to his bed. You can get this after you talk to
him after winning Collosso.
Q) What things do I need before entering Crossbone Island?
A) You need the Cloakball that you find on the desk of Babi in Tolbi, the Halt
Gem (not required) that you find in Vale, and the Carry Psynergy that you get
by equipping the Carry Stone that you find in Venus Lighthouse.
Q) What level do your characters learn their last spells?
A) Somewhere around 54 if you're at the right classes. Look for an in-depth
FAQ on Class Changes for more information.
Q) How do I get the pink tornado that goes to Crossbone Island back if I
accidently use Douse on it?
A) You have to head out of Suhulla, and when you re-enter it will be back.
Q) Is there any advantage to going to Crossbone Island from the ship to Tolbi
Docks?
A) No, you can't go very far in there without Cloak, Carry and Halt.
Q) I heard this code that if you tap the R button 3 times then the B button 7
times finally the A button 5 times and you'll hear a click and all of your
characters have infinite PP. Where do I do this?
A) This code is BS and doesn't work. However, there are a few Game Shark
codes available at
http://www.gameshark.com/gameboyadvance/objects/379896_106.html that can give
you infinite PP, although the game is less fun to play when you cheat.
Q) What is the correct way to pronounce "Djinn"?
A) Well, Djinn is from, I believe, Arabic and it means Genie. So, the
singular form of Djinn (Djinni) is Genie, leading me to believe Djinn is
pronounced like the alcoholic drink "Gin."
Here's some updated information from Taz 2012 on the dictionary definition:
jin+ni or jin+nee also djin+ni or djin+ny
(http://www.atomica.com/lookup2/pronkey.html)
n., pl. jinn also djinn (jin http://www.atomica.com/lookup2/pronkey.html).
In Muslim legend, a spirit often capable of assuming human or animal form and
exercising supernatural influence over people.
[Arabic jinn?, demonic, demon, from jinn, demons, from janna, to cover,
conceal.]
Q) Can you give me the Rom of Golden Sun?
A) No, I do not support roms and/or emulation. Go pay for the game you lousy
cheapskate.
Q) How do I get Growth?
A) Equip 1 Fire Djinni on Isaac or 1 Earth Djinni on Garet to have the spell
growth (see the Leveling and Character Classes Section)
Q) I missed Force! What do I do?
A) You don't actually need force to accomplish anything in the game. However,
you do need to enter the cave in Fuschin Temple in order to get the Djinni
Zephyr, and without Force you don't get the Xian side story. However, if you
don't have force you can still go through Mogall forest, and Garet will kick
the log in Altimer Mines instead of you using Force on the tree stump. any
ways, if you missed Force, keep going to Kalay, then head north across the
bridge to reach Vault again. Retrace your steps to Fuschin Temple, and see
the Walkthrough about getting Force.
Q) Is it true that no one really asks these questions, but you like to make it
appear as if people talk to you?
A) Quiet you... plus, this question was actually asked. Give Kevin Mofo and e-
mail at skafusion0@mac.com for further information.
Q) What is the best way to contact you?
A) The best way to get help is through my forums at http://www.nin-
gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi. However, if you want
to message me privately, send me an e-mail at gsa@comicsoft.zzn.com. Sorry, I
am no longer allowing people to Instant MEssage me.
Q) What exactly does the Mystery Blade do?
A) I don't recommend using the Mystery Blade because it's not very powerful.
occasionally Mystery Blade will let out Life Nourish which has a chance of
restoring a little bit of health to the character that its equipped on.
Q) I saw this code on the GameFAQ's Message Board:
I don't know if this has been found out yet but I'll tell you how to get her.
In order to get her to join your party you need the cursed emerald necklace.
To get the necklace you need to go to Tolbi springs and win it from the
fountain. I would advise you to get as many lucky medals as possible and save
before you start tossing them. The odds of getting it are probably less then
1%. It took me about 300-350 tosses(I lost count). When I did win it, the
medal bounced 3 times(once of crab and twice of the turtles) and it landed in
the middle. Unfortunately this happened to me before and I didn't get so I'm
guessing this just increased your chances of getting it. Anyway when you get
the cursed emerald necklace, go back to Xian and talk to Feizhi. She will
say"Where did you find my necklace?" Give it to her and then she'll join your
party. You have to alternate between characters since you can only have four
at a time. The best thing about her is she can equip all cursed weapons and
she won't be cursed (with or without the clerics ring)!!!!
A) This is a BS code started by an idiot I don't want to give the credit of
naming.
Q) I'm having trouble getting across the sand waterfalls. How do I do it?
A) You need to hold the B button (aka run), the direction you're going and up
on the D-Pad. This should keep you from falling down.
Q) What is the maximum level that you can get to?
A) You can get to Level 99, but I've only heard of anyone getting to this
level with a Gameshark. In theory you could level up this high, but it's not
worth it because it would take an insane amount of time and you stop learning
spells in the mid-50s.
Q) How do I get the Bastard Sword?
A) You can't get the Bastard Sword as it was changed from its earlier name to
the Bandit's Sword (or maybe the Assassins' Blade. I've heard two different
accounts). Plus, you don't want it any ways (in the manual there's a screen
shot of it doing about 7 damage) later in the game.
Q) When I go to load my save, it says "Corrupt Data. Would you like to save
from the last sanctum?" What does this mean?
A) This means that somehow the power went out when you were saving the game
(either you turned it off or the batteries ran out.) Luckily you can still
play (as opposed to other games where all of your data is gone), although you
may be missing some of your items potentially.
Q) When should I turn off my Game Boy Advance to avoid getting a Corrupt Data
save file?
A) I recommend not going for longer than 30 minutes after the light starts
turning red or you risk losing power during a save which could be devastating.
Q) Is it possible to get to Lemuria or Hesperia in this game?
A) No, you'll just have to wait for the sequel ;-[.
Q) When is Golden Sun 2 coming out?
A) It will be out June 2002 in Japan, and will be out by Christmas 2002 in the
United States.
Q) Do you know of any secret codes or secret information on Golden Sun 2?
A) Anything I know is in this FAQ. I don't hold anything back from the
readers.
Q) How do I go back through Mogall Forest?
A) Sorry, it's not possible to get back through Mogall Forest. If you want to
get back to the earlier towns you need to make your way to Kalay where you
want to head north. The bridge broken earlier in the game will be rebuilt and
you will be able to get back to Vault, etc.
Q) How do I get into Collosso Stadium?
A) You first need to save Babi. See the appropriate section in the
Walkthrough for that information.
Q) How many Djinn can one character hold?
A) Each character can hold a maximum of 7 Djinn each.
Q) Why can't I give a Djinn to another character? All I get is the option to
trade.
A) You must have a balance in your Djinn. You can not have more than 1 Djinn
on one character than another. For example, Isaac can't have 3 Djinn on him
while Garet has only 1 Djinn.
Q) Why are my characters with 0 HP not healing in an inn?
A) Characters with 0 HP have fainted and they need to be revived using the
following methods:
" Visit a Sanctum
" Use Water of Life
" Use a Revive Psynergy or Djinni.
Q) I got to the sign in Altin Peak. Garet isn't kicking it. What's up?
A) Garet isn't kicking it probably because you have the Force Gem. Equip
Force and aim Force at the log. If you absolutely don't have the Force Gem,
try going as far forward as you can, facing right at the log. This will most
likely trigger Garet to kick it. Of course, if you haven't got all of the
Living Statues yet (except the last one), he will not kick it.
Q) I went to Imil before I went to Kolima Forest. Did I do something wrong?
A) No, Golden Sun is a "non-linear" game, so there are no right or wrong ways
to go. I just consider Kolima easier than Imil, so my walkthrough went that
way first. You're free to go as you choose.
Q) What Psynergy does Jenna learn?
A) From BlackMaurderer on my Forums:
Jenna:
Class: Flame User
Flare: starts with
Flare Wall: Level 6
Flare Storm: Level 18
Q) Can I play as Jenna, Felix or Sheba?
A) Not normally, but with a Gameshark you can. See the following site for
more information:
http://www.reonis.d2g.com/GS/index.htm
Q) How do I un-curse an item?
A) You cannot actually un-curse an item. However, you can remove
the "sticking" side-effect when you have a cursed weapon equipped by equipping
the Cleric's Ring that's found on the 8th Floor of Crossbone Island. However,
you will still be cursed and will have to go to a Sanctum to remove the curse.
Q) Can I get more than one Cleric's Ring?
A) No, the whole point of putting cursed items into the game is so that you
had to strategically plan who has what item. If everyone had the best items,
that wouldn't make for a very non-linear game now would it?
Q) How can I unequip a hotkey for a certain Psynergy?
A) You need to set the Psynergy to an item Psynergy (like Catch Beeds) and
then trade that item to another character to no longer have the hotkey.
Thanks to Gail Smith [GailSmith@kscable.com] for this information.
Q) How do I get out of Lalivero once I've beaten the Fusion Dragon?
A) You can't get out of Lalivero, sorry.
See some other FAQs at my Quick Tips Section:
http://www.nin-gaming.com/~comicsoft/gsa/index.php?page=QuickTips
=============
CHAPTER 2: INTRODUCTION
=============
------
About This FAQ
------
This FAQ (short for Frequently Asked Questions which you should already know)
should be a helpful guide to anyone stuck and wanting tips for the Gameboy
Advance game Golden Sun. This FAQ was written by me, Ikillkenny, for use on
Gamefaqs.com and my web site Golden Sun Anonymous (see the link in the
header). I wrote this FAQ because I love Golden Sun and I wish to help others
playing it. If you'd like to contribute to this FAQ, give me an e-mail at
gsa@comicsoft.zzn.com.
This guide's primary focus is the walkthrough. If you want very in-depth
analysis of Classes, Psynergy, Items, etc. please visit www.gamefaqs.com to
find in-depth FAQs there.
For easy navigation to the chapters, hold Control and hit F (when you're on
Windows any ways) in your browser window and type in the chapter you want to
go to. For example, type in CHAPTER 3 to go to the walkthrough chapter.
------
FAQ Versions
------
2.0
-Very little work on and off from January 2002-June 19th, 2002.
-Fianl version of this guide.
-Added 'Dark Panther's Method' Section.
-Added information on Sending Data to the Lost Age.
-Removed Lost Age rumors.
-Lots of corrections.
1.96a
-Updated my e-mail address to gsa@comicsoft.zzn.com.
-A few minor changes.
1.96
-A little bit of on and off work from about January 3rd, 2002 - January 28th,
2002 (most work was done on January 26th - January 28th).
-Added Psynergy Section with a little information on when certain characters
learn certain Psynergy. Thanks to Koop and Levatation 0 for that information.
-Updated Frequently Asked Questions and Boss Strategies
-Added Codes, Secrets and Tips section.
-Added Further Information section.
-Spell Checked
-SECOND TO LAST VERSION OF THIS GUIDE!
1.95 - Started and Finished on January 1st, 2002
-Added information to the Boss Strategies section
-Added walkthrough for the southern path in Venus Lighthouse (not sure how I
missed putting this in.)
-Changed web site information, turned off Instant Messenges
-Minor additions
1.94
-Fixed all of the Chapter number errors
-Added a good Item List
-Added several notes to the chapters to clear up confusion
-Corrected several errors (far too many of these for my liking)
-Fixed "Issac" spelling error
1.93 - Off and on Work from December 11th, 2001 to December 19th, 2001
-Started Item List
-Semi-finished Level 29 Class Changing Section (Level 54 coming soon)
-Update to the Linked Battle section
-Help Wanted added for Item List
-Added Screen Shot Link
1.92 - Off and on Work from November 30th-ish, 2001 to December 10th, 2001
-Won the "FAQ of the Week" award ;-]
-Added several minor things.
-Worked a little more on the Class Changing section (I'll have part 1 of that
finished in the next version)
1.91 - November 27th, 2001 through November 29th, 2001
-Changed "Robin" to "Isaac"
-Added Pointless ASCII Art
-Started Several New Sections
-Many New FAQs
1.9 - November 26th, 2001
-Spell Checked everything
-Added Monster List by Nova Mage
-Added ****SPOILER!***** (spelled backwards): EGA TSOL EHT:OWT NUS NEDLOG
chapter.
-Added Coming Soon Section
-Starting to Tidy Things Up A Little More
-Added More FAQs
-Added ASCII Art Request
1.8 - November 25th, 2001 through November 26th, 2001
-Finished the Walkthrough (now a blue dot worthy FAQ)
-Added Djinn FAQ by Baby M
1.7 - November 25th, 2001
-Expanded Walkthrough up to and including all of Venus Lighthouse (save the
boss) and some of Crossbone Island.
1.7a - November 25th, 2001
-Expanded Walkthrough up to and including some of Venus Lighthouse and some of
Crossbone Island
-Pre-release version.
1.6 - November 24th, 2001
-Expanded Walkthrough up to and including the first part of Suhulla Desert
-Added Help Wanted ad (see above)
1.5 - November 22nd through November 23rd, 2001
-Expanded Walkthrough up to and including Collosso.
-Walkthrough about 2/3 done now.
-100 KBs
1.4 - November 22nd, 2001
-Expanded Walkthrough up to the boat to Tolbi
1.3 - November 21st, 2001 through November 22nd, 2001
-Expanded Walkthrough up to and including Altin Peak
-Added a *little* to the Djinn section.
1.2 - November 21st, 2001
-Expanded Walkthrough up to and including Mercury Tower.
1.1 - November 20th, 2001
-Expanded Walkthrough to Kolima
1.0 - November 17th, 2001 through November 20th, 2001
-First Version of this FAQ
-Walkthrough up to Vault
-Game play Section
-FAQs barely started
============
CHAPTER 3: GAMEPLAY
============
------
Controls
------
D-Pad: Select choice
Menus/Battle/Conversation:
A: Yes/Confirm/Next
L, R: Next
B: No/Back
Walking:
D-Pad: Move
A: Talk To Someone/In-game Menu
Select: In-game Menu
Start: Pause Menu
L, R: Use preset command
B: Run/Back
Notes: Golden Sun's controls are pretty straightforward and you shouldn't have
any problem with them.
------
Regular Play
------
A good deal of Golden Sun is spent in regular play, where your character is
walking around performing certain tasks within towns, forests or dungeons. In
regular play, you can talk with different people, use Psynergy that will have
effects on the map (for example: using Move will move a rock out of the way),
and move around accomplishing whatever goal you may need to achieve. When
you're outside of protected towns or villages, each step you take will have a
small chance of a random enemy coming up, unless that attempt is thwarted by
obtained a feather or something to that extent.
------
World Map
------
The World Map operates much like Regular Play, except there won't be any
people to interact with or villages to explore. Instead, the World Map (which
is available once the first temple has been beaten) allows a player to move
from one place to another quickly due to the greater scale of movement (you'll
notice that your character is more pixilated because he is zoomed in on
more.) You will be able to go through trees, but not over water or
mountains. Random battles occur here, too.
------
Battle Screen
------
The battle screen, like most other RPGs, is a separate screen from the regular
game window where you and your allies fight various enemies that come along.
You will have the option of picking what attack, item, etc. each character
uses and on who before each round of attack. Generally your faster characters
will attack first, then the enemy will attack, then your slower characters
will attack. This cycle is repeated until you or the enemies are dead. There
are several important things to look out for in the Battle Screen. Each
character has HP which represents how much health he has left, and PP which
represents how much Psynergy he or she has left. When HP runs out, that
character will die and can only be brought back by an item that revives, or a
Djinn that has a revive move. When PP runs out, a character can no longer use
Psynergy attacks with Psynergy requirements greater than what is left. PP can
be restored by finding energy stones.
------
Villages
------
Inside each village there are several things to look out for. The first is an
Inn where you can rest for a small charge and replenish all of your party's HP
and PP (note: this doesn't affect passed out characters who have no HP left.)
To revive a character, cure a poison or a bad spell, look for a Sanctum which
is a building with an old man in it (note: If all of your party members die in
battle, you'll end up in the last one of these you visited.) For a larger fee
than what you paid in the Inn, you will be able to get treated with the things
listed before. Other important buildings include the Armor and Weapons shops
where you can buy the latest and greatest attack and defensive boosts for your
characters. I recommend getting the most expensive weapons and armor that you
can afford for each character in each town, because it is very important.
Also in each town is a shop where you can buy items, but this is not a very
important shop because you should have plenty of the items that the lady sells
from random battle collections.
------
Djinn
------
These little characters probably made their way into the game thanks to the
success of Nintendo's PokTmon, but they are a very welcome addition. Djinn
are collected usually by battling them (they usually put up a pretty good
fight) when you encounter them in the wild. A Djinn has the power to alter a
character's stats, moves and even his or her type. Djinn are useful because
they expose different abilities in different characters, so mix and match
between characters to find the best combination for your situation. When
Djinn are on standby, a character can summon an extremely powerful elemental
attack that uses the power of many Djinn's combined to inflict strong blows on
the enemy. If you fight a Djinn and it runs, head out of the screen and come
back to fight it again.
There are 28 total Djinn located in a variety of places along the map. Use
this FAQ to find the Djinn as you go along, or in the future use this section
as a stand alone to find where the Djinn are.
And now, Baby M's Djinn Guide (exclusive to this FAQ). Note, this section is
not written by me, and I can't be held accountable for inaccuracies in this
section:
Golden Sun Database Guide by Baby M-Version 2.01
1. Thanks
OK everyone, thank you to Camelot/Nintendo for making the game and me for my
amazing RPG skills, and other web sources.
2. Copyright
I copyright this data base that means you can put it on your site or whatever
provided you DONÆT ALTER IT IN ANY WAY (That means KEEP MY NAME ON IT!!!).
Baby M is a worker of Mario Nursery, a subdivision of the division of Useless
Products Inc., which is a division of SushiWorld.
Please send mail regarding SushiWorld or any of its divisions/subdivisions to:
SushiWorld Tower
Main Tower of Crystal Street
KirbyÆs Dream Land-The closest thing to Heaven in your mortal life.
3. The Guide
Wellàhere it is.
Part 1-The Djinn
Djinn are vital to your quest. When I was constantly being wiped out at Venus
Lighthouse, I went back and got all the Djinn I missed. My HP nearly doubled,
my Psynergy was much stronger, and my stats were greater! Don't skip a single
Djinni-youÆll regret it later if you do! Set and Standby-some of the simplest
yet toughest strategy decisions youÆll make in your RPG gaming life. To get
the great stats, you must put your Djinn on set. So why, you ask, would you
put them on Standby? The answer is summoning. When you summon, a great being
will come out and make a great attack on your opponent. Your Djinni wonÆt be
able to be on Set or Standby after being summoned until it has recovered.
Summons can be anything from the weakest summons (yet still powerful) such as
Mars and Venus to the amazingly powerful wraths of Judgment and Boreas.
Experiment a bitàand save a lot! ALSO: Save before you try to get a Djinni.
Some might run away!
Earth Djinn
1.) Summon
1 Earth=Venus
2 Earth=Ramses
3 Earth=Cybele
4 Earth=Judgment
2.) Set
Name-Ability-Setting Effects-Location
Flint-Swift Strike-HP+8, PSY+4, ATK+3-When you leave Vale, heÆll come right up
to you (just walk forward on the world map).
Granite-Reduce Damage-HP+9, DEF+2, AGL+2, LUCK+1-In Kolima Village, youÆll see
him behind a fence. Walk directly into the back of the house the fence is
connected to (you canÆt see the door, camera angle). Follow that secret
passage and youÆll come out to him.
Quartz-Revival-HP+10, PSY+3, AGL+3-In Mogall Forest, youÆll eventually see an
Earth Djinni. There is a puzzle involving moving a rock into a hole, pushing
logs, etc. to get to him.
Vine-Lower FoeÆs Agility-HP+12, PSY+4, DEF+3, LUCK+1-At the end of Lamakan
Desert, go north then left over a bridge to a central island in the middle of
a circle river. Keep walking around and battling here until a Djinni attacks
you.
Sap-Steal Enemy HP-HP+10, ATK+3, LUCK+1-Revisit Vault when you have Reveal. Go
up to the bell tower and ring the bell. A Djinni will run to a certain spot.
Go to the west side and climb the stairs. Now go around until you find a dog
with a bunch of tombstones. Use Reveal, and then go into the cave and on the
other side will be the precious Djinni.
Ground-Stun Enemy-???-HeÆs above the mudslide at Kalay Docks. To get him,
youÆll have to sail across the sea to Tolbi, and then walk back (top of sea)
to the docks. You will be only accessible to the mudslide platform, but thatÆs
all you need! Grab that Djinni!
Bane-Attacks w/ Venom-???-HeÆs in Crossbones Isle Cave. You will need the
Cloak Ball, and several other things. First, go to the place where you got
Flash, the Fire Djinni. Go into the cave, which ends at a pink tornado. Let it
suck you up, itÆll transport you to an off-map placeàgo under the mountains
and then into the gap to get into Crossbones Isle.
*WARNING-Dousing the cloud will cause a fight with the Tempest Lizard-a
monster you may not be ready for yet!*
Fire Djinn
1). Summon
1 Fire=Mars
2 Fire=Kirin
3 Fire=Tiamat
4 Fire=Meteor
2.) Set
Name-Ability-Setting Effects-Location
Forge-Raise Attack-HP+10, ATK+2, AGL+2, LUCK+2-In Goma Cave, heÆs on a ledge
above a man. YouÆll have to Move a bottom pillar so you can jump over later.
Fever-Delude Enemies-HP+12, ATK+3, LUCK+1-In the Northern part of Imil (top
floor), you will see a snowman. Move it with your Psynergy onto the ice. Now
go down to the ice and slide around until you get into the waterfall, where
you will find Fever.
Corona-Increase Defense-HP+12, ???+3, DEF+3, LUCK+1-When you leave Xian, head
North past a bridge. A Djinni should be around.
Scorch-Stun Enemy-HP+8, ATK+3-Go to the top right part of Kalay and go up on
the two story house. Jump onto the grass and head North. Move the statue to
get into a tunnel. Block the water pipe with a statue and get the Djinni.
Ember-Recover PP-HP+9, PSY+4, ATK+2, AGL+2-In the southernmost part of Tolbi,
squeeze right and grow the vine, freeze the puddle and then go to the inn,
jump across using the ice pillar and get the Djinni.
Torch-Lowers Defense-???-In Lavilero, look for a house on the east side with a
ladder going to the roof. Go into the house and climb the ladder, then jump on
the wall, jump to the roof with a Djinni on it.
Flash-Block Damage-???-In Suhalla Desert, youÆll come to a ridge (before the
big storm tornado). At the beginning of it (when you come out of the narrow
crevices) use reveal to show a stump. Jump across and climb down to the Djinni.
Wind Djinn
1.) Summon
1 Wind=Jupiter
2 Wind=Atalanta
3 Wind=Procne
4 Wind=Thor
2.) Set
Gust-Repeated Wind Attack-HP+9, ATK+2, AGL+2-Climb the stairs on the right
side of the town, and walk south to get onto the fence. Whirlwind the vines
and enter the cave. Move the statue inside to get the Djinni.
Breeze-Element Resist Up-HP+12, PSY+5, DEF+2, LUCK+1-HeÆs hiding on the
highest branch on the right at Tret Tree.
Zephyr-Raise Agility-HP+11, PSY+3, AGL+2, LUCK+1-In Fuchin Temple, there is a
puzzle you can solve to get the Djinni.
Smog-Delude Enemies-HP+9, ATK+3-At the top of the second screen in Lamakan
Desert, one of the circles of stones will have a Djinni in it (use Reveal to
see it).
Kite-Move Twice-HP+8, PSY+4, AGL+3-When you have Lift, go to vale and Lift the
boulder near where you met Kraden. Inside the small cave beyond youÆll get the
Halt psynergy after solving a puzzle, which you must use on the Djinni to
catch it.
Squall-Paralyze Foe-???-I forgot how I got this oneà^_^; its in Altmiller Cave
though.
Luff-Seal Psynergy-???-At the entrance to Babi Lighthouse, there are two
ladders. Go down the left one and Move the pillar. Now go to the one on the
right and Move the other pillar. Jump across and go outside, grow the vine, go
through the door, and jump down the slide.
Water Djinn:
1.) Summon
1 Water=Mercury
2 Water=Nereid
3 Water=Neptune
4 Water=Boreas
2.) Set
Fizz-Recover HP-HP+9, PSY+4, DEF+3-When Mia joins your party, sheÆll have this
with her. Two-for-one! Cool, huh ^_^?
Sleet-Lower Enemy ATK-HP+12, ATK+3, LUCK+1-At Mercury Lighthouse in the room
with 6 waterfalls, and Sleet will be behind one of them.
Mist-Put to Sleep-HP+11, ATK+4-In Xian there is a girl on the dock that
carries water. Go right of her to the second door on the right. Go right up to
it, but donÆt go in. Wait for her to come over. When she stops moving (as you
are in her way), talk to her. SheÆll get ticked off because you spilled her
water. Freeze the puddle and climb upstairs, now jump across to the Djinni.
Spritz-Recover Party HP-HP+8, PSY+4, AGL+3-Defeat the water spitting beasts in
Altin Peak (all 3), then enter the bottom mine. Go on the path to the right,
and solve a puzzle to get the Djinni.
Hail-Lower Defense-HP+9, ATK+4, LUCK+1-Leave Tolbi. Go west until you come to
a vertical bridge (go over it). Head Northwest over the other bridge. Run
around for a while, the Djinni will eventually pop up in this area.
Dew-Revive the Downed-???-On the third screen at Suhalla Gate, go down the
third dirt slide from the left.
Tonic-Cure Party Ailments-???-After beating Toadonpa and seeing Master Hammet
off to Bonza at the cave, go back and find DonpaÆs quarters. HeÆll open a path
for you to get the Djinni.
Part 2: Psynergy
Outside of Battle:
Name-Effect-PP used-How to Get
Move-Move an Object-2 PP-Isaac and Garet know this automatically when you get
to start playing again after the ôThree Years Lateràö
Retreat-Return to Dungeon Entrance-6 PP-Same as above, but Garet doesn't have
it.
Mind Read-Read SomeoneÆs Mine-1 PP-Ivan knows this all the time.
Force-Hit from Distance-2 PP-Get this from a special item you get in Fuchin
Falls Cave. If you are stuck in the Dragon room, simply go back, get onto the
left ledge in the room, and feel along the ledge until you start walking in
air. Just feel your way to the next part.
Lift-Lift Rocks-2 PP-You get this in the treasure chest at the bottom of Altin
Peak (tiled room, after beating the big, BIG statue).
Reveal-Show Hidden Stuff-1 PP-At Lama Temple, Master Hama will give Ivan this
Psynergy.
Cloak-Invisible in Shadows-1 PP-After winning Collosso, go to BabiÆs bed and
ôborrowö (heh, not likely ;]) his Cloak Ball.
Halt-Stop Moving Object-2 PP-When you revisit Vale with the Lift and Reveal
Psynergies, enter the cave near KradenÆs house and solve the puzzles to get
the Halt psynergy before Kite, the Wind Djinni.
Carry-Lift and Move certain things-2 PP-Use Reveal on the weird stone with
faint pics on it. Inside youÆll get Carry somewhere.
Catch-Grab Hanging Things-1 PP-When you leave Vale, a girl will give you a
present from your Mother. ItÆll be Catch Beads.
Grow-Grow Vines-4 PP-Several weird classes have this, but the easiest way to
do it is give Isaac a Fire Djinn and heÆll have the Grow Psynergy.
Whirlwind-Blow away leaves-5 PP-Ivan also knows this, as long as you donÆt
give him Djinn besides Wind Djinn.
Frost-Turn Puddle into Pillar-5 PP-Mia should automatically know it, but you
can also get it from beating the first water statue thing at Altin Peak.
Douse-Put out Fires & Tornadoes-5 PP-Give Mia Wind Djinn and she should learn
it, or you can get the Douse Drop, which youÆll get somewhere along the way (I
forgot ^_^;)
Cure-Recover 70 HP-3 PP-Isaac automatically knows this move.
Cure Well-Recover 150 HP-7 PP-Evolves from Cure.
Potent Cure-Recover 300 HP-10 PP-Evolves from Cure Well.
Ply-Recover 100 HP or Honor Statue (used in some puzzles)-Mia knows
automatically.
Ply Well-Recover 200 HP-8 PP-Evolves from Ply.
Pure Ply-Recover 1000 HP-12 PP-Evolves from Ply Well.
Wish-Party Recovers 80 HP-9 PP-Mia learns in time.
Wish Well-Party Recovers 160 HP-13 PP-Evolves from Wish.
Pure Wish-Party Recovers 400 HP-20 PP-Evolves from Wish Well.
Revive-Self Explanitory-15 PP-Isaac learns in time.
Cure Poison-Self Explanitory-2 PP-Mia automatically knows it (if not, she will
learn it over time).
Avoid-Less Enemy Encounters-5 PP-Many mix and match Djinn classes have this
move. Example: Isaac as a Defender.
Gale-??? (Theory: Whirlwind Substitute)-3 PP-The Ninja class knows this.
Isaac:
2 Earth=Knight
4 Earth=Gallant
6 Earth=Lord
1 Fire=Brute
2 Fire=Ruffian
4 Fire=Savage
5 Fire=Barbarian
1 Wind=Apprentice
2 Wind=Illusionist
4 Wind=Enchanter
6 Wind=Shaman
1 Water=Swordsman
2 Water=Defender
4 Water=Cavalier
6 Water=Shaman
Garet:
1 Earth=Brute
2 Earth=Ruffian
4 Earth=Savage
5 Earth=Barbarian
2 Fire=Soldier
4 Fire=Warrior
6 Fire=Champion
1 Wind=Page
2 Wind=Illusionist
4 Wind=Enchanter
6 Wind=Ascetic
1 Water=Swordsman
2 Water=Defender
4 Water=Cavalier
6 Water=Ascetic
Ivan:
1 Earth=Seer
2 Earth=Diviner
4 Earth=Shaman
6 Earth=Enchanter
1 Fire=Pilgrim
2 Fire=Wanderer
4 Fire=Ascetic
6 Fire=Enchanter
2 Wind=Magician
4 Wind=Mage
6 Wind=Magister
1 Water=Hermit
2 Water=Elder
4 Water=Scholar
6 Water=Savant
Mia:
1 Earth=Seer
2 Earth=Diviner
4 Earth=Shaman
6 Earth=Cavalier
1 Fire=Pilgrim
2 Fire=Wanderer
4 Fire=Ascetic
6 Fire=Cavalier
1 Wind=Hermit
2 Wind=Elder
4 Wind=Scholar
6 Wind=Savant
2 Water=Scribe
4 Water=Cleric
6 Water=Paragon
More coming soon!
============
CHAPTER 4: MONSTER LIST
============
Here is a very small, but growing monster list by Nova Mage written for this
FAQ. This will be the next section that I myself will work on, so it will get
much large pretty quickly. Note: Nova Mage has discontinued working on this
section and if you have experience writing FAQs please e-mail me your resume
if you'd like to help. My e-mail gsa@comicsoft.zzn.com.
Enemy Exp. Gold Item Found
Vermin 2 2 Herb Vale
Bat 1 1 Herb Vale
Wild Mushroom 1 2 none Vale
Slime 2 2 none Sol Sanctum
Amaze 3 3 Oil Drop Sol Sanctum
Zombie 7 8 none World Map: Vale
Thieves 66 110 Bandits Sword Vault
Skeleton 10 11 none Goma Cave
Will Head 9 10 none Goma Cave
Ghost 9 9 Oil Drop Goma Cave
Rat Soldier 15 14 none World Map:Bilibin
Rat 14 17 none World Map:Bilibin
Ooze 26 40 none Bilibin Cave
Troll 37 42 none Bilibin Cave
Ghoul 34 42 none Bilibin Cave
Gnome 34 40 none Bilibin Cave
Drone Bee 19 25 none Bilibin Cave
Mauler 37 45 none World Map:Imil
Lizard Man 54 67 none Mercury
Lighthouse
============
CHAPTER 5: ITEM LIST
============
The item list is a currently incomplete list of all of the items in the game.
Please the top of this FAQ for how to contribute items that I have missed on
this Item List.
Format:
ITEM: Type: Details: Location
Key: (C) = Cursed; _ = Blank; (R) = Random Battle;
------
Weapons/Armor
------
Note: My Weapons/Armor section was removed due to the fact that there are
several existing (and better) guides.
Here's some further information on item drops in Venus Lighthouse and a few
surrounding areas from BlackMaurader from the GameFAQs.com message board
Kikuichimonji: Dropped by Fenrirs
Blessed Mace: Dropped by Thunder Lizards
Feathered Robe: Dropped by Wild Gryphons
Zodiac Wand: Dropped by Grand Golems
Spiked Armor: Dropped by Chimera Mages
Giant Axe: Dropped by Earth Golems
Aura Gloves: Dropped by Magicores
Prophet's Hat: Dropped by Dread Hounds
And finally here's a much more complete item guide:
Note: If you find an item that is not in this guide, please e-mail LJump12,
not myself (Ikillkenny), since I did not write this portion of the guide.
LJUMP12'S GOLDEN SUN ITEM GUIDE
VERSION 1.5.1
-------------------------------------------------------------------------------
---------------------------*******--WEAPONS--*******---------------------------
-------------------------------------------------------------------------------
Name Effects of Equping Details
-------------------------------------------------------------------------------
--Axes--
Battle Axe ATK +24 Axe
Great Axe ATK +80 Axe
--Light Blades--
Short Sword ATK +08 Light Blade
Hunter's Sword ATK +28 Light Blade
Battle Rapier ATK +58 Light Blade
Mater Rapier ATK +86 Light Blade
Swift Sword ATK +104 Light Blade:Unleashes Sonic Smash
--Mace's--
Mace ATK +06 Mace
Battle Mace ATK +56 Mace
--Long Swords--
Long sword ATK +14 Long Sword
Broad Sword ATK +40 Long Sword
Claymore ATK +70 Long Sword
Great Sword ATK +90 Long Sword
--Staves--
Wooden Stick ATK +04 Staff
Shaman's Rod ATK +10 Staff
Witch's Wand ATK +32 Staff: Unleashes Stun Voltage
*Zodiac Wand ATK +102 Staff:Unleases Shining Star
Frost Wand ATK +76 Staff:Unleashes Frost Bite
--Unleashes...--
Bandit Sword ATK +12 Unleashes: Rapid Smash
Magic Rod ATK +16 Unleashes: Murk
Eleven Rapier ATK +44 Unleashes: Vorpial Slash
Blessed Ankh ATK +46 Unleashes: Psyphon Seal
Arctic Blade ATK +55 Unleashes: Blizzard
PsyEnergy Rod ATK +64 Unleashes: PsyEnergy Leach
Angelic Ankh ATK +83 Unleashes: Lifeleach
Mystery Blade ATK +84 Unleashes: Life Noursish
Burning Axe ATK +84 Unleashes: Broil
Assasin Blade ATK +90 Unleashes: Mortal Danger
Ninja Blade ATK +94 Unleashes: Cyclone Attack
ShamShir ATK +99 Unleashes: Acid Bath
Burning Axe ATK +100 Unleashes: Heat Mirage
Crystal Rod ATK +106 Unleashes: Drown
--Extra Abilities--
*Blessed Mace ATK +126 Mace: Unleashes Shining Star
- HP Rec. +2
Demonic Staff ATK +92 Unleashes: Bad Omen
- *CURSED*
Silver Blade ATK +108 Unleashes: Aqua Sock
- Wind Power +10
Righteous Mace ATK +112 Mace: Unleashes Binding Stone
- HP Recovery +3
Muramasa ATK +126 Unleashes: Demon Fire
- *CURSED*
Demon Axe ATK +132 Unleashes: Poison Cloud
- *CURSED*
Wicked Mace ATK +132 Unleashes: Poison Death
- *CURSED*
Gaia Blade ATK +135 Unleashes: Titan Blade
- Earth Pow/Res +20
-------------------------------------------------------------------------------
----------------------------*******--ARMOR--*******----------------------------
-------------------------------------------------------------------------------
Name Effects of Equping Details
-------------------------------------------------------------------------------
--Robes--
One Piece Dress DEF +04 Robe
Jerkin DEF +26 Robe
--Gloves--
Padded Gloves DEF +02 Gloves
Gauntlets DEF +23 Gloves
--Circlets--
Circlet DEF +06 Circlet
Silver Circlet DEF +16 Circlet
Gaurdian Circlet DEF +25 Circlet
Platinum Circlet DEF +29 Circlet
--Hats--
Wooden Cap DEF +10 Hat
Leather Cap DEF +03 Hat
Mail cap DEF +23 Hat
--Helms--
Open Helm DEF +09 Helm
Iron Helm DEF +20 Helm
Steel Helm DEF +27 Helm
Knights Helm DEF +33 Helm
--Clothing--
Cotton Shirt DEF +03 Clothing
Travel Vest DEF +07 Clothing
Silver Vest DEF +28 Clothing
--Armor--
Leather Armor DEF +12 Armor
Chain Mail DEF +25 Armor
Armored Shell DEF +30 Armor
Steel Armor DEF +36 Armor
--Shields--
Wooden Shield DEF +06 Shield
Bronze Shield DEF +14 Shield
Iron Shield DEF +20 Shield
Knight's Shield DEF +28 Shield
--Braclets--
Leather Armlet DEF +07 Braclet
Heavy Armlet DEF +25 Braclet
--Extra Abilities--
Mythril Shirt DEF +10 Shirt: Boosts HP
- Max HP +05
Running Shirt DEF +01 Shirt: Boosts Agility
- AGL +15
Silk Shirt. DEF +06 Shirt: Boosts Luck
- LCK +01
Dragon Shield DEF +26 Shield: Resists Fire
- Fire Resist +30
Earth Shield DEF +31 Shield: Resists Earth;
- Restores HP
- Earth Resist +20
- Number of Uses
- It might Brake
- If used in Battle
Hyper Boots DEF +04 Boots: Critical Hits Increase
Quick Boots DEF +03 Boots: Boosts Agility
- AGL +20
Fur Boots DEF +02 Boots: Increases
- Water Resist +15 Resistance to Water
Turtle boots DEF +03 Boots: Decreases Agility
- Agility X .5 (1/2)
War Gloves DEF +32 Gloves: Boosts ATK
- ATK +10
Spirit Gloves DEF +34 Gloves: All elemental power +5
- Fire power +05
- Earth power +05
- Wind Power +05
- Water Power +05
Aura Gloves DEF +36 Gloves: Use to resist all Elements
- Number of Uses
- It might Brake
- If used in Battle
Gaurdisn Armlet DEF +27 Braclet: Boosts Defense
- Number of Uses
- It might Brake
- If used in Battle
Spirit Armor DEF +32 Armor:Use to resist all Elements
- Earth Resist +15
- Water Resist +15
- Fire Resist +15
- Wind Resist +15
Spiked Armor DEF +34 Armor: Boosts Attack;
- ATK +10 Crit. Hits Increase
Dragon Scales DEF +44 Armor: Boosts
- Water Resist +30 Water and Fire Resist
- Fire Resist +30
Elevin Shirt DEF +22 Armor: Boosts Agility
- AGL X 1.5 (1-1/2)
Storm Gear DEF +42 Armor: Boosts Water,
- Water Resist +30 Wind And Fire Resist
- Fire Resist +30
- Wind Resist +30
Ninja Garb DEF +36 Armor: Boosts Agility;
- AGL +30 Boosts Wind Resist
- Wind Resist +10
Demon Mail DEF +50 Armor: Decreases Wind Resistance
- Wind Resist -10
- *CURSED*
Asura's Armor DEF +42 Armor: Boosts Attack;
- ATK +05 Replenishes HP
- HP Recovery +8
Water Jacket DEF +30 Clothing: Resists Water & Fire
- Water Resist +30
- Fire Resist +20
Blessed Robe DEF +36 Robe: Recovers HP
- HP rec. +05
Featherd Robe DEF +45 Robe: Increases Wind Power;
- AGL +30 Increases Water Resist;
- Wind Power +20 Increases Agility
- Water Resist +30
Kimono DEF +25 Robe: Resists Fire; Boosts Agility
- AGL +10
- Fire Resist +10
Oracle's Robe DEF +43 Robe: Resists Water;
- Water Resist +43 Boosts HP recovery
- HP recovery +10
China Dress DEF +19 Robe: Drops
- Number of Uses Enemy's Attack
- It might Brake
- If used in Battle
Magical Cassock DEF +39 Robe: Replenishes PP
- PP Recovery +2
Mirrored Shield DEF +39 Shield: Deludes Enemies
- Number of Uses
- It might Brake
- If used in Battle
Vambrace ATK +5 Gloves: Boosts Attack
- DEF +27
Battle Gloves ATK +8 Gloves: Boosts Attack
- DEF +26
Spirit Armlet DEF +38 Braclet: Used to
- Earth Power +10 cure Ailments
- Water Power +10
- Number of Uses
- It might Brake
- If used in Battle
Virtuous Armlet DEF +35 Braclet: Used to restore 100 HP
- Fire Power +10
- Wind Power +10
- Number of Uses
- It might Brake
- If used in Battle
Lucky Cap DEF +33 Crown: Boosts Critical Hits;
- Critical Hits Increase Restores PP
- PP Recovery +2
Thunder Crown DEF +40 Crown: Restores PP
- PP Recovery +4
- *CURSED*
Jeweled Crown DEF +35 Crown: Boosts Luck
- Luck +05
Prophet's Hat DEF +30 Cap: Casts Cure
- Number of Uses
- It might Brake
- If used in Battle
Ninja Hood DEF +28 Cap: Boosts Agility
- AGL +20
Warriors Helm DEF +35 Helm: Critical Hits Increase
- Earth Power +10
Lure Cap DEF +20 Cap: Increase battles
- Boosts monster encounters when equipped
-------------------------------------------------------------------------------
----------------------------*******--ITEMS--*******----------------------------
-------------------------------------------------------------------------------
Name Effects of Equping Details
-------------------------------------------------------------------------------
--Psyenergy Items--
Catch Beads Bestows Psyenergy Bestows Catch When Equipped
Orb Of Forcce Bestows Psyenergy Bestows Force When Equipped
Frost Jewel Bestows Psyenergy Bestows Frost When Equipped
Douse Drop Bestows Psyenergy Bestows Douse When Equipped
Lifting Gem Bestows Psyenergy Bestows Lift When Equipped
Halt Gem Bestows Psyenergy Bestows Halt When Equipped
--Rings--
Healing Ring ----- Ring: Used to restore 70 HP
--Healing Items--
Herb Single-Use Replenishes 50 HP
Nut Single-Use Replenishes 200 HP
Vial Single-Use Replenishes 500 HP
Potion Single-Use Replenishes all HP
Antidote Single-Use Cures Poison
Psy Crystal Single-Use Replenishes all PP
Water Of Life Single-Use Revives Downed Characters
--Attack Items--
Crystal Powder Single-Use Causes Damage with Ice
Weasles Claw Single-Use Causes Damage with Claws
-------------------------------------------------------------------------------
VERSION 1.5.1
CREATED 12/2/01
MY E-MAIL IS: ljump12@msn.com
MY AIM S/N IS "ljump12" (NO QUOTES)
Note: a * Before name of Item = very rare
-------------------------------------------------------------------------------
************************************************************************
Special thx to lilb0706 for all the help getting back to the earlier cities,
(and making me feel stupid for not knowing how to do it.)
I would also like to thank him for giving me all the higher level weapons,
and Armor. You've been a great help
************************************************************************
-------------------------------------------------------------------------------
COPYRIGHT 2001 BRIAN GIARROCCO
PLEASE DO NOT STEAL MY WORK BLAH BLAH BLAH. YOU MAY REPRINT THIS AS LONG AS IT
IS REPRINTED IN
ITS ENTIRETY, AND I AM GIVEN FULL CREDIT. CREATED BY LJUMP12.
-------------------------------------------------------------------------------
UPDATE GUIDE.
12/6/01 Version 1.1
Added more weapons from earlier stages.
12/6/01 Version 1.1.5
Put in order.
12/7/01 Version 1.2
Added more lower level items
Fixed Formatting problems... i think... i hope.
12/8/01 Version 1.3
Adeed Categories
Added Many Higher Level Weapons
12/17/01 Version 1.4
Finally Finished adding in all of the things that Lib0706 has given to me.
As i find new items in the game i will update it. This is close to the final,
if not the final version.
If you would like to make any corrections, Or add any any Items, put them in
the format of this FAQ and
send it to me. ljump12@msn.com.
12/18/01 Version 1.5
I added a New Items Section, There will be another Update containg more items
12/19/01 Version 1.5.1
I added 3 new Rare Items(they were found off of monsters.)
============
CHAPTER 6: WALKTHROUGH
============
------
Introduction
------
The first thing to do in Golden Sun is to name yourself. The default name is
Isaac, but you may want to change this because it will be the only name you
can change (unless you press select three times to change the names of other
party members. NEW: (source midgetjackietran) After pushing select three
times, push up, down, up, down, left, right, left, right, up, right, down,
left, up, and select to name Felix, his sister, and the girl that King Babi
kidnaps.)
Golden Sun starts off in a small village in Vale. Dora, your mother, tells
you to get up and that a storm is brewing and a giant boulder will crush you
if you don't make it to the town plaza. Well, after lots of conversation and
cut away shots, you finally get to command your character. You're told to get
down to the town plaza in order to escape danger from falling boulders.
Ordinarily, you would be able to get to the town plaza by just going down the
various steps in Vale. However, small boulders fall in all of these
staircases (jee, what are the odds?) due to the storm, and prevent you from
walking down. So, head north a little bit to find your first party member,
Garet. After instructing him to leave his bags where he's standing so that he
won't die, Garet joins your party and you two are off westward. Climb the
ladder and cross the bridge westward. Eventually you'll arrive at the western
most part of the town, and at this point you'll want to pull a U-Turn and
start heading southeast. Before doing this you'll meet up with a guy who's
faking an injury worse than a Brazilian soccer player (although if you say
that he is going to die he will disappear and actually die.) He tells you to
watch out for some monsters on the way.
Heading back east you probably will encounter a few monsters, but they're
nothing to worry about at all. Climbing down a long staircase you'll see a
tragic incident in which a young boy, Felix, is hanging on for dear life to a
small tree stump in a raging river. The tragic thing about it is that his
relatives are all out of Psynergy and can't help him. Two sisters will be
deployed for help after everyone is done talking, and, surprise, it's up to
you to go to the town plaza to find someone with enough Psynergy remaining to
save Fenix. Travel south under the bridge, then take a ladder back up and
cross the same bridge. Shortly there after you'll arrive in the Town Plaza.
Walk to some of the men in the southern part of the plaza and one of them will
volunteer to help Felix (the other two will go to help save the town against
the boulder). Jenna and a muscular dude with some Psynergy left will join
you. After returning to the house where Felix is drowning, Jenna and her
relatives engage in a conversation. Right as the muscular guy who's with you
goes down to save Felix, the giant boulder breaks lose and tragically drowns
the people on the dock and Felix. It's now up to you to go find someone to
save everyone from drowning. Head back towards the town plaza to discover a
man and a woman talking about the awesome power of Alchemy and how it
unleashed the boulder on the town. They then battle you. Don't worry about
this one, because you're meant to lose it (there is no way to win.) NEW: If
you use a Game Shark and cheat to win the battle, you still will have the same
result as if you lose the battle (like you're supposed to.) Left for dead, so
begins the first part of Golden Sun (as you'll see by the intro screen
appearing.)
Three years later the town is still rebuilding. In fact, you're patching up
the roof for Dora which results in a really LONG conversation. Jenna and
Garet arrive and dish their deal about how you've now started to master
Psynergy. After Garet breaks your roof, you're off to see Kraden in the
Western most part of the town. On the way you'll meet up with the evil duo
you met earlier. This time they won't want to fight, but instead will just
run off to the mountains. Keep going a little further west, and head up the
stairs to meet with Kraden. He'll ramble for a while about Alchemy and how
Saturos and Menardi seemed to have actually been in the Sanctum before, and
eventually give you a mission: take him the Sol Sanctum up in the mountains.
Once the conversation is done, head back east back towards the direction of
your house. Once you get across the bridge, head to the left of the brown
sanctum. A guard will stop you and tell you that no one is allowed up there.
Simply walk back that way again and you're on your way to the first dungeon,
Sol Sanctum.
------
Sol Sanctum
------
Once you arrive in the Sol Sanctum, head forward until you get to a stepping
stone area over water. Use the right most path, and once you get near the
top, turn left and then do a U-turn. Head through the unusually long tunnel
and fend off the easy monsters that will attack you. Eventually you'll arrive
in another room with stepping stones on it, and head up the middle, arriving
on the other side in the middle path. Open the treasure chest at the end of
the path and head back. When you're on the stones again head right, advance
in the pathway. Use the gem you got from the chest on the statue there to
open up a new path accessible by traveling on the far left stepping stones.
In the next room you'll find a "dead end" with lots of statues that Kraden
doesn't think is the actual Sol Sanctum. Obviously this isn't a dead end, so
go up to the statue in the right hallway that has a white dash around it.
Push that statue to the side and go through the door. You'll end up in a
large chamber with many different paths. Head left, then up, then right to
the wall, then up to the wall, then left to the wall, then down to the second
narrow path on the left where you'll want to enter and find a treasure chest
with a small gem in it. Head back from whence you came (I love saying that)
and go up to the narrow hallway to the left that you skipped earlier. At the
end of the hallway go through the door to find Kraden talking about using your
Psynergy to move statues across the river.
Go up to a ledge and press A to activate your in-game menu. Choose the
Psynergy option and then choose Move under Isaac or Garet. The ledge you want
to go to first is the one on the farthest left. Move this to reveal a figure
that you will put a gem into. This opens a path in the door all the way to
the right of the room. Head to the right to enter the real Sol Sanctum room.
Here you learn that Saturos and company were here to rob the Sol Sanctum (oh
no!) Head right to enter the Luna room where Kraden will hang out until you
find a secret passage. To activate this secret passage, head to the bottom of
the Luna room and up the stairs. In the first room with the four statues,
don't touch anything because it's a trap. Instead, go to the left to the sun
room. Push the two statues at the top corners onto the white squares, then
hop into the center and use your move psynergy to move the big statue into the
lighted area. Move back to the room on the right and start pushing the
statues into the gray squares. Once all of the statues are in place, head
back down to the bottom staircase if you want a Psynergy stone that will
restore all of your PP (you may not need this though.) Then head back from
whence you came (how many times will I say that in this FAQ?) and go back to
where Kraden is. He'll get very excited and tell you that you need to find
something that's changed. Head left and observe the crack of light coming
from the wall. Once Kraden's done talking walk up to it, press A and open up
a portal that takes you to the inner Sol Sanctum.
You'll find yourself on a small blue rock in the middle of a large room.
Kraden will start talking his head off about the Elemental Stones and you and
Garet will have to go retrieve them. You'll obtain a bag to place the stones
in. Now, go to the northeast corner of center rock and hop to the ledge.
Make your way to the right and eventually down once you can go right no
longer. You'll end up on an island with a white statue. Press A when facing
it to get the first stone. Now, head back up north, and you'll notice that
it's now possible to get to the statue in the northeast corner. After
activating this one, make your way back to the center island. Now, use the
path leading from the bottom of the island and SAVE BEFORE YOU GET THIS
STONE. Once you get this stone get ready for one of the longest conversations
of the game. When Kraden doesn't tell you to go get another stone, you both
look back towards the center island to find Kraden and Jenna being held
hostage by Saturos and company. They demand the elemental stars and want you
to go get them the last one. Here an interesting plot twist develops, where
it turns out that Felix is still alive and was in fact saved by the evil duo.
Garet will give your current elemental stones to Alex who mysteriously appears
on one of the stones. Finally you will take command of your character again,
and you'll want to save. Head back right and to the center island. Go to the
northwest ledge again, and start heading all the way north. Once you get all
the way north, start heading to the left until about 3 squares from the
Northwest corner where you'll want to head down and the further left. Get the
last stone and get ready for more conversations. This time a giant eyeball
who is actually the protector of the Sol Sanctum appears and starts creating a
fierce eruption. The gang in the center will take off with Jenna and Kraden
as their hostages, and the "giant eyeball thing" as Garet calls it will
transport you back into the Luna room. Here you'll want to use your "Retreat"
psynergy to get transported back to the start of the dungeon.
Congratulations, the first dungeon is complete!
------
Going Away...To Vault
------
Head out and back towards town to find many people gathered near the brown
building worrying that you two might be hurt in the eruption. You go into the
Sanctum and discover that the Great Healer had a vision from the Giant
Eyball/Protector of the Sol Sanctum. He says that Vale will be protected, but
a terrible power is coming to ruin Vale's future. Surprise, surprise, it
turns out that the only ones who can save Vale and the rest of the world's
future is you two. Once that sequence is complete, there's a going away party
for you at the town gate. Your Mom, Dora, has Garet's sister give you the
item Catch Beads which allows you to grab items that you couldn't normally get
(such as nuts in the tree or keys beyond a jail cell.)
You're now in the world map. See the "game play" section for some more
information about the World Map. Start heading south to find your very first
Djinn, Flint a Venus Djinn, flying around. He'll come up to you and explain
the advantages of collecting Djinn and exactly what they do. He'll teach you
the basics of using Djinn in battle, so pay attention if it's your first time
playing. Once that's all finished, make your way along the dirt path, heading
southeast to the town of Vault. Before you can enter the town, you'll see
Master Hammet, the greatest merchant of all time, leaving the town in his
group of covered wagons. He'll talk about how Ivan is responsible for his rod
getting stolen, and how he has Psynergy that he'll need to retrieve it.
Getting scared by a falling rock, he eventually ends up heading north to
Lupna. Now you'll find yourself in the town of...
------
Vault
------
Note: There is a Djinn in vault in the trees. It may look like there's a way
to get this Djinn, but there is no way (at this time.) Keep playing the game
until you finally come to Vault...Again where you will have the skills
necessary to get this Djinn.
The first thing that you want to do in any town is head to the inn. Here, for
a small fee, you can get all of your characters' health and psynergy points
completely restored. Next, head to the weapons shop in the northeastern part
of town and buy the best weapons and armor upgrades that are available (you'll
want to do this routine at every town.) Now it's time to find Ivan, the one
that Master Hammet said lost his rod. Head to the house on the hill in the
northwest part of the town. In the northwest corner of the house stands
Ivan. Talk with him and he'll start to read your mind. You tell him about
psynergy and the works, and decide that you can use his Mind Read to find who
stole the rod. Ivan will then join your party, and you're off to the inn in
the south part of town. If you talk with the people in the downstairs floor
of the inn you'll discover that the two people upstairs were gone during
volcanic eruption at the Sol Sanctum. So, head upstairs to find the two men
with incredibly bad Beatles-esque haircuts. They'll be scared of you, and no
matter how hard you try you won't be able to corner one of them to mind read
them. So, leave the room and Ivan will suggest that you split up to corner
them. You and Ivan will now easily corner one of them and he'll read the
criminal's mind. You end up outside of their room and Ivan concludes that the
people upstairs are the criminals. He also reveals that the stolen goods are
somewhere in the inn. Head outside the inn and climb up the ladder going up
to the roof of the inn. Walk over the hole in the roof to fall into the
hidden cellar where the criminals are hiding the stolen goods! Use your
psynergy to move the large box blocking the door, then jump across the gap and
go into the room. Talk to the kid tied up to have the three bandits come in
and start talking about Lupna. To keep you from "ratting" them out, the
criminals attack you. Get ready for your first boss fight of the game!
These guys are very easy to beat. Have Ivan and Garet use their Psynergy on
them, while Isaac uses Flint's attack and the Mercury Summon them. You
shouldn't even have to use any health boosting substances to defeat these easy
evil do-ers. Now the mayor will come and get back his stolen Precious Urn.
Ivan also finds Master Hammet's stolen rod in one of the chests. Climb back
out of the cellar and head back to the house where you found Ivan at (it's in
the Northwestern part of town up on a hill.) The Mayor will give you some
Water of Life that can revive a downed character. Before you leave town, stop
back at the inn to get your HP and PP recovered once more.
------
On The Road To Bilibin
------
Note: If you have not yet completed your tasks in Vault, you will not be able
to pass through the cave because Ivan won't follow you up there. Please see
the section above for more information.
From Vault you want to head east. Keep heading east until you cross the
bridge, and from there you want to start heading north. Keep progressing this
way until you find a cave entrance. Make your way up the ladders until you
get to a gap with a tree stump covered by leaves. Your psynergy isn't going
to help you for this one, so try jumping over. When you try this, Garet comes
out and tells you that your Psynergy isn't going to work. By totally random
coincidence here comes Ivan who will blow the leaves off of the stump thanks
to his new rod. He now wants to join your quest, and you're back in command.
Now, move the stump, jump across and use Ivan's Whirlwind psynergy to clear
the leaves at the gate to get in the cave.
In this cave you'll find a lot of ghosts and skeletons which aren't too
tough. Primarily, you should use group attacking Psynergy that hits multiple
enemies at once (like Ivan's lightening attack.) Inside the cave head up
until you get to a stopping point (as in a cave wall.) Hop over the stepping
stone there and head down. Next, head up the stairs and through the door.
Head down the stairs and to the right. Here you'll see a traveler on the
ground a Djinn on a ledge. Push the wood tree stump as high as it goes and so
that it's in the middle of the two ledges. Now, head back from whence you
came (3), but instead of going back up the staircases, head south and hop
across a small stream. Continue along the path going through the various
doorways. Eventually you'll get to a stepping stone that you'll want to hop
across and to the other side. Go up the staircases and start ledge hopping.
When you arrive at a ledge with a large tree stump, use Move to push it to the
right. Hop onto this ledge then the ledge to the south, then Move the stump
back to the left. Hop over and then over and to the right to obtain the
treasure chest. Make your way back from whence you came (up to 4) and get
back to the ledge surrounded by water. Go to the stepping stone to the right
of the stairs, hop across and go up the stairs there. From here jump across
the stump that you placed earlier to get a battle the Mars Djinn on the
ledge. This Djinn is harder than your normal enemy, but he's not too tough.
Use your existing Djinn on him, and also use your lone summon plus Psynergy
attacks to beat him pretty Handily. Once he's defeated you will obtain this
Mars Djinn, Forge. Head back to the ledge with the staircases and proceed
upwards. You'll see a stump blocking the ledge that you have to hop to, so
use Move to push that into the water. Hop across, go up and across the bridge
and at the end of the hallway you'll be out of the tunnel. 3 seconds of
moving right later and you'll be in...
------
Bilibin
------
When you first enter this town you'll find a tree that looks like a man and is
spooking everyone in the town out. Well, the deal about the tree is that it
was cursed by the big, evil, dieing tree in the forest that you'll travel to
later. Head into the Inn to restore all your stats, then to the weapons shop
not too far from there. If you were clever you would have noticed that
there's a statue in the center of town that you can move. This statue leads
to an underground tunnel. However, you're not going to be able to get the
Djinn down there by this entrance. Instead, head to the Northeastern part of
town and take a walk on the wooden logs that make up the fence of the town.
Make your way all the way to the western part of the town and whirlwind a leaf
covered entrance. Go down the ladder, and move the statue back using
Psynergy, then hop across and press A to the Djinn to get it (no battle
required this time.) You now have the wind Djinn, Gust.
Come back all the way from whence you came (5) and proceed to the north part
of town. Go up the large stairs and arrive at the town castle. Talk to the
guard on the left and he'll let you in. Keep heading forward to arrive at
Lord McCoy's chambers. He'll offer you the key to get past the Barricade he
set up to block passengers from going to Kolima forest, but then he decides
that he doesn't want to send warriors so young to their "deaths" so he
retracts his offer. However, thanks to another guard leaking some information
you discover that the barricade was very hastily built. Head out of town and
you're now on your way to Kolima forest.
------
To Kolima/Forest
------
Head southeast until you get to the Barricade. Here, go up to the box on the
far left and use your Move psynergy. Tada! The Barricade has been broken,
and you're now off Northeast to Kolima.
At this point you have a few options in the game. You can go either to the
town of Kolima, to Kolima Forest, or to Imil to the north. This guide
recommends you go to Kolima first to obtain the Djinn there and then to Kolima
Forest because it will be much easier than Imil.
Kolima, as it turns out, has been completely turned into a log-person town.
The opening cinematic shows how the people of Kolima were turned into log-
people, and explains the instinctive Psynergy that occurs only when it's
needed and can't be controlled. After the particularly long and dull
explanation, you can start exploring Kolima. However, the only way to figure
out what's going on in Kolima is Ivan's handy mind-read function, but it
really isn't too useful. in fact, the only thing to do in Kolima right now is
head to the eastern part of town where there is a Tree-House with a Djinn
surrounded by a fence. Go in the non-visible door in the back of the Tree-
House and travel around the especially long basement to end up in fenced-in
area. Here you will obtain an Earth Djinn, Granite without a battle. Head
back form whence you came (5) and out of the town completely.
------
Kolima Forest
------
Kolima forest is not a long walk away from Kolima. Head northwest and you'll
see on the map a forest with a gold entrance to it. Go up to it and prepare
to enter Kolima forest. The enemies in Kolima forest will start to become
more plentiful and a little more difficult than usual. They're still nothing
to be afraid of, but make sure that you don't run out of PP on Isaac and get
left without a heal.
Head due north to get to the first easy puzzle of Kolima forest. Head
northeast and go across the river using the log path that's already there.
Head west, push the log that's in your way west and then go around it to the
north. Keep going west until you get to the next screen. Here you want to
head south and then west, pushing the log in your way to the left. Keep
heading north along that trail until the path pulls a U-turn that will take
you to the next stage. On the next screen, hang to the right and go up. Push
the vertical log towards the west, then head north around all the stumps.
Push the horizontal log down, then the vertical log east, then go down to the
log on the bottom and push that one down. Push the horizontal log above it
back up, and then push the vertical log all the way back to the west. This
will place the log in the water, so jump across it. Head up the stairs and to
the east to get to the next stage. This next screen is a little tricky, but
at least there aren't any monsters on it. Go east until you see a switch that
a sign says do not touch. Obviously you have to switch that, so press A when
you're next to it to lower the water level. Now, head down the stairs and
push the topmost vertical log to the left. Go back to the switch and hit it
again to fill up the water level, then hop across the logs to get to the ledge
on the other side.
On the next screen you will find Tret and his lady counterpart. Head over to
the east to find Tret, and climb the vine on the front of him to enter in the
door above his head. The main objective of the Tret "Dungeon" is to get to
the top floor where you will then proceed to fall down on a leaf in the
middle, and continue to fall through those open holes in the middle of each
screen to reach the basement where Tret is. So, when you first enter the tree
give it a nice save incase you die later on. Now, head to the right, then
proceed north and then to the left. Climb the vine to reach the next floor.
On this floor, head all the way to the bottom most part of the ledge. Now,
jump across the three leaves on the bottom to reach the other side. Note:
jumping back over a leaf you've already jumped on means falling down at least
1 floor. Head out the door on the right to end up in one of Tret's branches.
Head east without deviating from the main branch to find a vine to climb up
to. Do so, and then start heading back west. Once you're back in the tree,
head around the tree clockwise, until you can reach an inner ledge. Note: You
can jump for the Psy Crystal at the north part of the screen, but you really
shouldn't need it. Jump to the leaf and continue north, as you don't
especially need the treasure chest (it contains a healing ring that will
restore 70 HP (thanks to Josh Moore for that correction) when equipped,
although it gets worn out reasonably quickly.)
On the next floor, head out the bottom door and go east until you get to a
branch which you should climb up. Follow the branch until you get to the main
one, and here head left just a little and then up the first branch to the
north. Here you'll find a Djinn that you're going to have to battle, so save
and heal before you fight him. This guy is a little harder than usual, so
make sure that you keep your health up using herbs and Isaac's Cure Psynergy.
When you're in the battle, use Flint to his best abilities, also try to summon
any elements that you have. This Djinn doesn't like to be captured, so unless
you beat him substantially he will run. If he does run, head back to another
screen and then back to where he was. He should show up again and you can
give another shot at him. Once you defeat him you'll get the Jupiter Djinni
Breeze. Head back into the tree using the main branch to get a treasure chest
that has a nut in it. Then you'll want to intentionally drop down to the
previous level. Now that you're on the previous floor, head counter clockwise
and out the door on the left. Go off the first deviant to the south and up
the vine. From here, go back east until you get back in the room. Here, go
to the southern most part of the room and hop to the middle leaf. Once there,
hop one to the right and then back to the middle leaf to fall down the center
and into the basement.
Now that you're in the basement, it's time to fight Tret. Save before you do
this and inactivate all your Djinn. Make sure you have full health, as well.
Tret has about 350-450 HP, so it's going to take you a few rounds to get him.
Your best bet is using Summons, then Flint with Isaac, and using Psynergy with
the others. Tret's attacks aren't too great, so you shouldn't have too much
of a health problem. Once he's dead Tret will come to, realizing that he
shouldn't have turned people into trees. However, he no long has the strength
to cure Kolima, so you need to begin a trek to get an item to heal him (more
on that later.) Once Tret is done talking the talk, use retreat to get to the
entrance of the tree, then use retreat again to end up back at the start of
the forest.
------
Heading North
------
The next village that you'll have to go to is the plague infected Imil. Head
back west to Bilbin Barricade. Here you will find several trees scattered.
Hop up on the stepping stone and use Move to move the trees back to the land.
You'll get a "Hard Nut" (let's not make any bad jokes about that one ;) which
boosts defense after you complete your tasks in Imil. Thanks to Thomas Kim
[tdkim@umich.edu] for that information. First you'll want to head back west
to Bilibin to stop at the inn and heal all of your party members. Once you're
done, head out of Bilibin and start heading northwest. You'll cross over a
bridge and have to go due west for a while, fighting a few easy monsters on
the way. Cross the other bridge and continue along the white dirt path.
Finally you'll reach the Bilibin Cave entrance. Hop the waterfall and enter
in the open cave door there. Head right at the first fork and continue that
way until you can go down the stairs. Do so and head east through a room with
lots of ice cylinders around (it's getting colder.) Follow that straight
through to get to the exit door and arrive very close to Imil. Start
traveling north and then to the west and gradually you'll end up in the town
of...
------
Imil
------
Imil is being plagued by a terrible cold, and the only one who can save them
is Mia. The first house you want to enter is the first one directly ahead of
you when you first enter town. First, go to the treasure chest and get the
empty bottle. This is very important for later on! Now, talk with the old
man and he suddenly becomes very ill (what did you do to him? ;-]) You're
told to go find Mia right away, so head out and take a rest at the inn. Hey,
Mia can wait for you to regain health. Once you're done sleeping, head to the
northwest part of town, go up the stairs and then head south. Proceed to the
church and talk to the girl near the entrance inside the building. She'll say
that Mia had just gone back to the old people's home and you must have missed
her. So, go back to their home to find Mia curing the old man in bed.
Suddenly there's a flash at the lighthouse and Mia runs off. Before following
her to the lighthouse, let's get another Djinn! Go up the bridge in the north
part of town, and go to the stairs on the right. Right before going down the
stairs, go up and on the snow face the snowman there and move him to the left
using your Psynergy. Now, go across the bridge to the left, and head down
until you get to the first opening of ice. Here's the exact movement that you
have to do now: Right, Up, Left, Up, Left, Up, Right, Up, Left, Up, Right, Up
and you'll now find yourself in an ice cave. You'll automatically slide right
up to the Mars Djinn Fever, and without a battle you've obtained another
Djinn! Head out of the cave and to towards the graves in the town. Press A
against the northwest grave to find a Lucky Medal. Thanks to kent smith
[apocalypse155@hotmail.com] for that information. Now, head to the east part
of town and leave that way. Proceed the few steps to the large lighthouse on
the coast.
------
Mercury Lighthouse
------
Go up the stairs and talk to Mia. Once she's done talking, go up the ledge to
the right of the statue and use Move to move the statue out of the way
revealing a portal. We now learn that Mia is an adept and part of the Mercury
clan. Using Ply Mia opens the door and you're now free to follow her. Go up
to the large lizard blocking Mia's way, press A and get ready for a battle.
The Lizard Man isn't anything to worry about, he's just a little stronger than
your standard enemy. Head the either door in the next room, and then the door
in the center in the following room. Now, jump across the stone directly in
front of you and go up the staircase. Down the hallway in this room you'll
find Mia who once again has had her path stuck. Move the statue towards you
to clear the boundary and have Mia join your party! Here's an interesting
note about Mia: In this lighthouse she has infinite PP so feel free to use her
Psynergy to the fullest extent. Hop over the statue and proceed to the next
room to find several waterfalls. Unlike later waterfalls, you can't go
through any of these so just move east and go through the door there. In this
room you will find a series of pipes that roll just like logs, only this time
you'll want to connect pipes to make water flow. Move the first vertical pipe
that's in your way right to connect it and start the water flow. Now move
down and then go down and then up the stair case. Go down again, and the
around clockwise to another down-and-up staircase. Go all the way up the
right wall to find yet another down-and-up staircase. Here you will find a
discolored pipe on your left, so push that to your left. Go down and then
through another staircase until you can finally go south to a door. Go
directly down, jump the gap and then stay on the ledge (read: don't go down
the ladder.) Go all the way around until you get to a statue. You'll notice
a LONG dotted line path and a square on the other end. Taking about 57
seconds, push the statue all the way from where it originally was to the
square on the western side. Once that's been dong, head back all the way from
whence you came (6 I think) and head down the ladder. Travel back west once
you're down the ladder, through door, up the ladder and into the next room.
In the next room slide down into the hole to land in the middle of the room
with water surrounding a plank and a goddess on the wall. Hop over the
goddess and use Mia's Ply Psynergy on her. Now, jump back on the square.
Now that you're on this square you have a special power to jump 3 times over
water, and then one last time to a safe place. So, jump to your right and
then head up the door. From here go to the right, and using the water hopping
ability you just got, jump over to a ledge and then down into the door. In
this room there will be three waterfalls. In this room there will be a
treasure chest in the right corner. Watch out! It contains a powerful
Mimic! If you did get this chest, though, use your powerful one person
attacks, Psynergies and your summons. While Mimic doesn't attack very hard,
he has a ton of health and has the ability to drain PP from a character. When
you beat him you'll get a handy Water of Life which will revive fallen
characters. Any ways, head through the third waterfall by pressing up on it
and across the water to get Psynergy Armor, which you should equip on a
character. Head back out from whence you came (7) and into the center door.
Hop onto the only square you can get onto, then move east making sure to end
up on another square. Head east again, then go north. Continue along the
side wall, remembering that you have exactly four hops to get where you want
to go. Head counterclockwise around the corner, and then keep heading south
until you reach a door. You'll end up to the left of the door where you
entered the large room with all of the hopping. Head through the door and
then through the center waterfall. Head straight the next door and into the
door to the north. In this room go to the northern most horizontal pipe and
push that up. Now, push the other horizontal pipe up, and then push the
vertical pipe to the left. This will fill the water up in the other room,
allowing you to now hop over the water using your water hopping ability. So,
go back and hop over and go up the stairs. Head up the stairs twice, ignoring
the switch. Head all of the way along the left wall, and go through the down-
then-up staircase. The objective of this room is to push the statue with
flowing water in the hole below. Push the discolored vertical pipe all the
way to the left, then move the horizontal pipe so that the vertical pipe can
only move back to the right once. Do so and get the water moving the statue
in the first out of three directions. Now, move the horizontal pipe out of
the way and push the vertical pipe all the way to the right. Finally, move
the pipe back to the left and the statue will be dropped below onto the floor
below. Head back from whence you came (8) all the way down the stairs and
then push the statue onto the switch. Now, head through the open door. This
room will have a series of statues that, surprise!, have hidden doors behind
them. Head all the way to the right, then go down the ladder and up the
ladder all the way to the right. Use Move Psynergy to move the statue here.
Now, jump through the door and push the pipe into connection to reveal a door
in this room. Head through this door to enter *another* waterfall room. Go
through the 4th waterfall in this room to find another Djinn. This time
you're going to have to battle, so save before you fight it. Watch out for
this Djinn, because he has a very powerful Water of Life. Your best strategy
is to throw everything you have at him as fast as you can before he can attack
you very much. Once you beat him you'll get Sleet, a Wind Djinn.
Now, head to the west and through the door. Go down the hallway and go to the
next room. Go down this hallway, and hop the gaps present. The next room has
still more waterfalls, jeez. Go in the very last waterfall and go
counterclockwise along the bottom and right walls in the new room you just got
in. Move the statue using Psynergy, hop across and go up the staircase. Head
down the hallway, and you'll end up a room or two later in front of a
waterfall with a statue there. Use Ply on that statue to float up the
waterfall and end up on the top of the statue. Note: Before going up this
waterfall you may want to level up to around Level 9 or 10 as the upcoming
boss is very difficult.
As soon as you can here, save. You'll also get a handy Psynergy Crystal, so
heal up before you use that. Jump across the ledges and head up the stairs to
find none other than Saturos, Jenna, Felix, Kraden and the rest. After some
rambling back and forth Saturos will finally challenge you to a battle.
Saturos is not going to be a pushover, so you're going to need to work out a
good strategy to beat them. One good one that I used was to pummel Saturos
with Flint/Summons with Isaac, use regular attacks and occasionally fire
psynergy with Garet, use plasma and occasionally impact with Ivan, and keep
using Ply with Mia. After a long time, you should be able to "fell" Saturos.
Remember, his AI is pretty bad and you'll have some luck in keeping characters
alive.
Once you finally defeat Saturos, it's revealed that no, it wasn't a fair
battle and his powers were weekend by the Mercury Tower's strength. Don't
worry, you don't have to fight him again (yet ;-]) After a particularly long
and repetitive conversation, you'll finally be able to hitch a ride back down
the light house. Also, Mia will permanently join your party! So, when you
finally get command of your character again, head west and watch as the
elevator comes back up. Hop across the stepping stones and onto the elevator
that will take you down to the now overflowing fountain. This fountain water
has the power to heal whomever it's used on, so the town no longer needs Mia.
The water also has the power to heal Tret, so go up to the fountain and use
your Empty Bottle item on it to fill it up. If you do not yet have the empty
bottle, exit the Lighthouse and go to the house with the two sick old people
in the southern part of Imil. The bottle is located in a chest in the
northwest part of that house. If you for some reason dropped the empty
bottle, I believe you can pick it up in the "Artifacts" menu in the Item Shop
in Imil. Now that you have Herme's Water, save your game and head down and
out of the Mercury Lighthouse. Congratulations, you've now beat this dungeon
of sorts!
------
Back To Kolima Forest
------
Head out of the light house and go to Imil. Heal all of your characters at
the Inn, and if you want to see a little optional story head to the
monasteries to say your good byes to the two children there. Next, head back
to Bilibin cave. Backtrack your way in the Bilibin cave and head back to
Bilibin. Next, keep heading east through the barricade and into Kolima
forest. You'll want to head back to Tret, and if you need help with that
refer to the Kolima forest walk through earlier in this FAQ. Once you get to
Tret talk to him then give him Hermes' Water that you got from Imil. Suddenly
the forest will light up and Tret will realize what he's doing. He will now
revive the people of Kolima to their original state. The other lady tree will
also use her powers to deduce that the monsters that you fight now were once
monsters and that they exist in more horrible forms elsewhere (who would have
figured?) Once you're back in command, retreat out of the forest and head to
Kolima. Here you can buy the latest upgraded weapons and armor, but there's
not much else to do in the town.
Now head all the way back west to Bilibin and give Lord McCoy a visit. The
guards will actually call you "Sir" before arresting you. Don't worry,
though, you'll just be taken to Lord McCoy. He'll tell you how he's gracious
of you restoring Kolima to its original state and lets you pick from one of
four of his treasure chests. Thanks to altrongundamcustom of the GameFAQ's
message boards for this information: The chests contain, from left to right,
Vail, Potion, Psy Crystal, Water of Life. I for one would take Water of Life
because you'll find it to be a little more useful than a Psy Crystal later in
the game. Now, exit the city and start heading east once again towards
Kolima. This time you won't go to Kolima, but instead go well past it.
Follow the dirt path around until you get to a bridge. A guard will now open
it (he wouldn't open it if you had gone before). On the opposite side of the
bridge you still want to continue along the dirt path.
------
Fuschin Temple
------
You'll see Fuschin Temple wedged between two mountains to the north of a dirt
path. Once you get in, head up the stairs and go into the lone building in
Fuschin Temple. Use Ivan's Mind Read Psynergy on the main monk there and
he'll talk about you taking a test. In order to mind read him you have to
either set Mind Read as a hot key (hold L or R when you have it highlighted in
the psynergy menu) or press Select to bring up the in-game menu. Talk with
him afterwards and he'll tell you to go talk to the monk down in the
waterfalls. Before, doing that, check around the barrels behind the monk to
find a Unicorn Ring that un dues poison (thanks to Thomas Kim
[tdkim@umich.edu] for this information.) Do as he says, go down the stairs
and hop the stones to talk with the monk at the waterfalls. He'll step aside
and you'll be able to pass through the waterfall into the Fuschin Temple Cave.
In this cave there will be logs that you can move to cross water gaps. Right
as you get in you'll notice a relatively easy treasure chest to get. However,
this treasure chest is really a trap! Yes, if you try to open that chest
you'll be attacked by a Mimic. Where you want to go is on the log to the left
and then advance up to the next screen. Here you'll have to hop across
different wooden stumps in water. You'll want to make your way to the western
part of the screen, as you don't really need to go in the doors to the east
and north. Once you've hopped the hop to the western door, enter it and
proceed north through the hallway until you get to another door. In this room
there's a "secret path" that you'll need to cross to get force. However, you
won't be able to get across without guessing and checking until you find the
Dragon Eye.
So, instead of taking the secret path, head to the staircase on the left hand
side of the room that's also near the bottom. Go down this staircase and
you'll arrive in a room with two logs. Head across the vertical log to the
south to find a treasure chest with an Arctic Blade which can be very useful.
Now, head back across that log and roll down on the horizontal log that was
near the door. Go through the door in here. In this room hug the left wall
and go down until you reach a vertical log. Take this log across, go north
and then east and down the door. You'll now find yourself in the starting
room, but this time you'll be all the way to the west. Take the vertical log
east and enter the door on the other side. Hug the wall here going down to
avoid taking damage in the spiky rocks. Here you'll want to take the
horizontal log down, then take the vertical log to the left. Head down on the
ledge below and take the horizontal log back up. Hop over the stone from one
log to the next and head east. Now take the horizontal log that you can now
get to all the way north to get to a new door. In this room you'll see two
horizontal logs in a row a little north of the door. Ride this log all the
way up to the northern part of the screen, then take the vertical log there
west. Hop on the horizontal log and bring that one up, then head all the way
around clockwise hugging the wall and take the horizontal log up. Head across
the stone and down the stairs to get the dragons eye. Now, hop north along
all of the logs and then quickly into the next room to the north. Now you can
use your dragon's eye item you just go on this dragon to light the room.
Along this path you'll find a Djinn that's not very hard to fight and beat.
It's a Mercury Djinn called Zephyr. Here's one of the descriptions I got from
macserv@home.com: Hop over the stone from one log to the next and head east.
To the north you'll find a Mercury djinn, and he wants a fight. He has some
speed and power, but it's not a very difficult fight. Once you've beaten
Zephyr, head due south and take the horizontal log all the way north to get to
a new door. I'll revise this when I have a chance.
Once you've put the dragon's eye in the dragon, start heading back from whence
you came into the room with the three logs. Head all the way down and across
the small log at the southern part of the screen to get near the entrance.
Make your way back into the dark room. Now that the dragon eye has been put
in place, a shadow of a bridge is revealed. Head 1 square above this bridge
in order to find a path that leads you to a ledge in the northern-middle part
of the room. Enter it, and continue into the next room. Here you want to
jump across the water and get the treasure chest. Held within it is force!
Use retreat to get to the entrance of the waterfall. From here just
backtrack, go out of the waterfall and up to the temple. Here the monk will
talk to you about the powers of Force you just got. It turns out that it will
show all of the monsters in the upcoming forest, and they'll run away from you
if they're seen. So, Force is basically just a monster repellent.
------
Mogall Forest
------
Note: It is not possible to go back through Mogall Forest. However, it still
is possible to make your way through Mogall Forest without Force (just follow
the directions to go in this walkthrough.)
No, not Muggles from Harry Pottery but Mogall. Here you'll see a green
monster climb into a tree. Use force on this tree to see the Djinn run out to
the south. On this screen you'll see another big stump, but you don't want to
use force on this or you'll have to fight an Ape. Push the vertical log to
your right, the horizontal log down, the vertical log back to the left, and
then the horizontal log up. This will land the horizontal log in the water
and you should jump across it. Use Force on the stump you're now next to in
order to see the monster escape the east. Follow him! Use Force on the
western most stump to see that pesky monster run south, so yet again follow
him. On this screen head east to arrive at a horizontal log that's being
constricted from moving due to a rock. Use your Move Psynergy on this rock to
push it in a hole and move the horizontal rock down. Roll the next horizontal
log in your way down, then move the vertical log to the right. Move the
horizontal log all the way up, then once again move the vertical log west into
the water. Before you hop over to the next part, go to the southwest part of
the grass section you're currently on to find a Djinn! Save before you fight
this guy, because you'll need to battle him. He's not very tough to beat, so
you don't need to worry too much as long as you have your Djinn inactive
before hand to hit him with summons. Now, hop across the log and use Force on
the stump there. The monster will jump across the island gap, but you won't
be able to jump across that. So, head back from whence you came (9 I think)
to the northern part of the screen. Walk across the log path that was already
there, and go through some trees to arrive at the big stump. Force on the
stump to have the monster run off to the west. Follow him and go through the
screen going west. You'll now arrive at a place with three stumps. Here
you'll want to use Force on the middle screen to have the monster run south.
Here is a tip from Benjamin Baker:
"Using Force on the stump on the right will cause an Ape to attack you.
After I used force on the middle stump to cause the monster to run
south, I went ahead and used force on the left stump. Another monster
came out and ran west. I followed west and you come to a screen with a
treasure chest on top in the middle, a vertical log and a rock that you
have to use Move on three times, once to push it east, once to push it
north, and then once to push it east again into it's hole. This allows
the vertical log to be moved out of the way and you can get to the
treasure chest. It contains the Elven Shirt, which boosts agility.
Defense +22, Agility +49. It is best to equip it on Ivan, who should
have the highest agility of the group already, so this just makes him
super agile. Isaac should have the Psynery Armor at this point and
Garet and Mia are left with Adept's Clothes, provided that you are
keeping your characters in the best stuff available. After getting the
Elven Shirt, there is one one way out, to the east, so go back from
whence you came and you will be back at the three stumps."
Head west and then down the log over water path there. You'll see a vertical
log blocked by a rock here, so use Move to move the rock into the hole. Once
you've done this, push the vertical log right and jump across the water to the
island in the middle. Use force on this stump to have the monster jump across
to the water to the south. Jump back across to the west and head around the
mini-stumps counter clockwise. Push the vertical log east, then the
horizontal log south. Head around counter clockwise again and push the
vertical log east into the water. Save before you hop across this log,
because you're about to get a boss battle. Use your Force Psynergy once again
to force the monster out of the stump and to the south. Follow him and make
your way towards the stump in the middle on the next screen. When you walk
towards the log in the center you'll see the monster jump to the south.
Follow him, but get ready for his BIG counterpart to ambush you.
It's now time for a boss battle against Killer Ape. This guy has a lot of
health, and his attacks aren't too shabby. The first thing you want to do is
cast all of your summons against him to do a good deal of damage (by now you
should have at least one 3-Summon) to him. Now, Isaac should also have a nice
new attack called Ragnarok that packs a huge wallop (it's my favorite looking
attack in the game.) Have Garet use his normal attack (I equipped that Arctic
Blade on him that I liked pretty much for this point in the game), use Ivan's
Plasma and occasionally Impact on Isaac, and keep using Ply with Mia to keep
your other party members alive. When you beat this Ape you'll get 1500 coins
and Douse Drop that's required much later in the game. Head south once more
to find yourself out of Mogall forest. Note: You can't go back through Mogall
forest no matter how hard your try.
Head east and go north over a bridge to reach Xian.
------
Xian
------
Note: If you do not have Force, do not bother about knocking over the log in
Master Feizhi's temple, as you can't do it. Simply continue along on your
quest, it will not affect your game in the long run.
It may not look like it, but the building just north of you when you enter
town is an inn. Stop there and heal up all of your characters. Right away
you should notice a Djinn on a cliff in the eastern part of town. In order to
get this, you're going to need Frost. Mia should have this if you equip two
Mercury Djinn on her. Now, you want to talk to the girl walking back and
forth between the docks and near the cliff. Where you want her is 1 from the
top and 1 from the right in order to be able to jump on the pillar once you
freeze it from one side of the garbage blocking your way to the other. So
freeze it, go up the stairs and hop over to the eastern cliff. You won't need
to battle this Mercury Djinn, Mist. Now, head back across the ice and into
the building right there on the cliff. Here you'll see a tree stump
surrounded by a white line. Get *right* up next to that white line without
physically touching it and use force to knock it down. If you didn't hit the
white line the door will open and out come Feizhi and her father, Master
Feizhi, discussing her visions. They also mention that Hsu is late and Feizhi
will run out to find him. Now, Master Feizhi will come over and make you use
Force on the log again. When you do this Master Feizhi goes into a long
conversation about how you use Chi from your mind (aka Psynergy) instead of
Chi from you hand like him. All of this doesn't really do anything for you,
as you don't get any items or anything important, but you do get a little more
feel for the plot. Now, head to the weapons shop in the northwestern part of
the town and buy the latest and greatest weapons. You're now done in Xian, so
head out of town.
------
On The Road Again...
------
The first thing you want to do is to go due north of Xian. Continue going
past a forest and over a few bridges until you get to a small island. On just
about all islands like this you'll find Djinn, and this is no exception. Here
you'll find a Djinn in a random battle, so get ready for a fight. When you
defeat him you'll get the Mars Djinn, Corona! Head back south until you get
past the forest area and then head northwest over a bridge to arrive at Alpine
Crossing. Here Feizhi will meet up with you and will start moaning about how
Silk Road is blocked due to a boulder. Before heading north, fine a puddle in
which you'll want to use Freeze on (equip only Mercury Djinni on Mia). Then,
you'll want to use growth (equip a Mars Djinni on Isaac) on the small
beanstalk plant in plain site. Climb the plant, and slide down the ledge once
you get up there. Hop across the Ice Pillar and head down the ledge to a
treasure chest that contains Power Bread. Once you're done that, head north
at Altin Crossing and you'll see the town of Altin.
Note: If you're having trouble going north at Altin Crossing STOP USING THE
ROM AND BUY THE REAL GAME YOU CHEAPSKATE.
------
Altin
------
You arrive in Altin and things are a mess. The water is overflowing and
flooding most of the homes in the village. Head west a little and you'll see
a statue that you can move. Use Move on it to enter a small cave with a
treasure chest in it. This chest will give you a useful Psy Crystal that
you'll want to hold onto for later. Head to the inn to rest up, then go down
the ladder right in front of the inn. Head south to find a Water Monster
who's spitting water into the lake that was once a town. He'll flee into the
cave and you should follow him. Go a little north in the cave to find the
monster hopping very slowly up a ledge and to the other part of the cave.
You'll probably want to save this point and inactivate all of your Djinn. Hop
across the ice and then slide down the cliff and press A to battle the Living
Statue. These guys are hard core water, so fire attacks are simply
devastating against them. Like most of the earlier bosses, he has a lot of
health but his attacks aren't all that powerful. As always, cast all of your
summons against him off the bat, then hit him with Ragnarok with Isaac, Heat
Wave with Garet, Plasma with Ivan and either attack or Ply with Mia. Once
he's been defeated, you'll obtain a frost jewel that lets you use Frost when
equipped (note: Mia should already know Frost. If she doesn't, make sure that
you only have Water Djinn on her.) Go down the ladder and frost the puddle.
Now, jump across the ice pillar and go out of the cave.
You'll now notice that the water level is a little lower than it once was, but
it's still not what it should be. Head to the east part of the town and go
down the two ladders there. You'll now be able to go into the Mine Shaft
called...
------
Altin Peak
------
To find the first Water Monster in Altin Peak you're going to want to follow
the mine track for several screens. Eventually you'll arrive at a screen that
has a large lake with another one of those Living Statues there. In order to
get this guy, you're going to have to take the mine cart, so head around the
bottom and Left walls clockwise to find the mine cart. However, you'll need
to flip the switch a little east of the mine cart first in order to have the
track go the correct direction to reach this water monster. After a roller
coaster ride of sorts, you'll end up right next to the Living Statue, so save
your game and inactivate all of your Djinn. Approach the Living Statue and
press A when next to it to challenge it to a battle. See above for my
strategy to beat this enemy. When you beat him you'll get a Vial that
restores 500 HP and the water level will drain a little again. You'll now
want to head back from whence you came (8) on the mine cart, then go east
followed by south towards a ladder and a door. There is a treasure chest in
this door, but it's blocked by a large rock that you'll need lift to get past
(more on that later.) Head up the other ladder, and go clockwise until you
get back at the door. Continue back along the track until you get to the next
screen. On this screen continue going along the track until you see a door to
the north that you haven't gone in yet. Proceed through this door and climb
down the ladder in this room. Go through the door and head west. You'll see
a train track going south when you get to the western wall, so go down from
there. Here you'll want to change the switch to go west as opposed to east,
then head north along the train track. When you reach the mine cart head in
and find yourself across the lake next to a door. Proceed through this door.
In this room head west until there's a fork where you'll want to head south.
In the next room, don't go up the ladder until you freeze the puddle of water
in between two ledges. Now that you've done that, head up the ladder and jump
over the ice pillar to the other side. Go through the door to find a room
with a mine cart and a Living Statue visible. Hrmmm, I wonder if you'll have
to use the mine cart to get this living statue? ;-] Climb down the ladder
from the ledge you were on and head west. When you see another ladder going
up to a connecting piece of mine track (it's got jumps on either end) head
north just to the west of this and freeze the puddle there. Don't go up that
ladder just yet, though. Instead, go west some more and go up the ladder
there. Flip the switch from left to right, then go down that ladder and up
the ladder in the middle. Jump across the ice pillar and hop in the mine
cart. You'll end up on a ledge northwest of the lake. Here you should climb
down the ladder, save your game and standby all of your Djinn and get ready
for another Living Statue battle. See above for strategies. By this time you
may even be able to beat him in one round ;-]. Now, use retreat and head out
of the cave and stop by the inn and weapons shops.
Now, you want to go to the lowest entrance of the mine and follow the mine
tracks. When you get to a fork near the beginning of the track, head right
and continue until the track ends a few screens later. When the track ends,
go clockwise in that room and then head south. In this part, you'll want to
head east then start heading north. Keep going along the path to eventually
end up a door that you want to go through. In this room, you'll see a Djinn
on a ledge. Let's go get another Djinn! Go to the eastern part of the room
where you'll see a stump and a puddle of water. Move the stump one square to
the left and freeze the puddle. Head north and climb up the ladder. Change
the switch when you get up there and head south along the mine cart. Hop
across the ice pillar and stump and into the mine cart. You'll first go in
the apparent wrong direction off to the right, but hop in the cart again to
land just north of the Djinn. Head south and prepare for a battle. By this
point Djinn really shouldn't be posing much of a challenge to you, especially
if you use the right attacks against them. For example, fire attacks wreck
havoc on this Mercury Djinn, Spiritz. Now, head back in the mine cart and get
out. Head west to find a water puddle that, surprise, you'll have to freeze.
Don't climb up the ladder quite yet, as there's another puddle you have to
freeze a little further west. Now, go back east and head up the ladder.
Ledge hop and go through the door. In this new room, take a left and head
south for a long time until you reach a door. In this room, go north through
a rock filled tunnel until you find a sign and a dead end. Read the sign that
talks about falling rocks. If you didn't have Force by now Garet would get
angry and kick the tree causes a boulder to come after you. If Garet does not
kick down the log, try using Psynergy on the log, getting as close to it as
possible, reading the sign again, etc. He will eventually kick it. If you do
have Force, line up facing the tree stump and use force on it. A giant rock
will fall and you'll automatically run away. It will cause a giant hole in
the middle of the rail road tracks. Climb down the ladder then slide down the
mountainside. Now, head to the north part of the hole and climb down the
broken track as if it was a ladder. Head west to find a paved area that
apparently was a secret buried deep beneath the mines. At this point you'll
want to save your game because it's just about boss time.
It's time to fight the final boss of Altin Peak. As always put all your Djinn
on standby. Cast all of your summons against this boss to do a substantial
amount of damage. Now, use Ragnarok with Isaac, Heat Wave with Garet, Impact
on Garet and Storm Ray with Ivan, and Ply with Mia. This boss has a really
bad attack and the fear of dieing really shouldn't be there. On his death you
get 2400 coins and a Lucky Medal. Plus, you'll get a treasure chest behind
the boss that contains the Lifting Gem that lets you lift large rocks in your
way. Now, use retreat and heal your wounds in the Inn. If you haven't done
so yet, get the latest weapons and armor from the shops in town.
Once more enter the mine entrance at the lowest possible point. Go along the
mine tracks until you reach the fork. Here you'll want to go forward at the
fork, and use the Lift Psynergy that you got from that Lifting Gem on the
brown rock there. The rock will now hover over your head allowing you to pass
to the door. In this screen head left, but don't go to the far left unless
you're really interested in getting a Vial behind a statue. When you head up
the middle path there will be another rock there that, surprise, you have to
lift. Continue along this path, and the next door you go through will put you
back on the world map, this time near...
------
Lama Temple
------
There's not a lot of things to do in Lama Temple except go up to the main
building in the northwestern part of town. Before you get there, however,
there's a Psynergy stone that you really don't need but can get if you really
want it. Walk in the temple to start talking with Master Hama (who is a girl
by the way.) She apparently has the power of anticipation. After a lengthy
conversation she'll reveal to you how to make Ivan use reveal (bad pun.)
Reveal is a very useful tool to find hidden objects, doors and other things in
the game and is required crossing the Lamakan Desert. During this
conversation Feizhi who was off to find Hsu and the others earlier will pop in
and said that the transfer did work. Then Master Hama and Feizhi will rush
off to Alpine Crossing where Hsu is trapped. You'll want to follow them, but
before you leave town jump the small stream to end up on the east part of
town. Use your new Reveal Psynergy to reveal a chest that contains some Water
of Life.
Head directly east of Lama Temple to reach Alpine Crossing and to see the
trapped Hsu. At first it appears there's no way to get to him besides going
back through Altin, but once again use Reveal to open up a secret door. Pass
through the small temple to reach the other side. Go up the rock and use Lift
on it to free Hsu from the boulder. When you come back later the rocks will
now be cleared and you can freely pass through Alpine Crossing. Once you save
him you'll end up back in Lama Temple where the characters go on and on and on
about whether or not Master Hama looked at Ivan. Sheesh, what bad
storytelling. Leave the Temple Area and head southwest to reach...
------
Lamarkan Desert
------
When you first enter Lamarkan Desert you'll notice something different. There
is a heat bar on the left, and if it reaches the top you will lose about 1/4
of your health on all the characters. To make the heat bar go down, you must
find Oasases which are pulls of water surrounded by a circle of rocks. In
order to find these pulls of water you'll need to use reveal. However, some
of the rocks are traps, so use reveal when you're well away from them or you
risk getting sucked into one and fighting a difficult monster.
Head along the path for a while until you reach the first circle of rocks.
Use reveal on this to reveal a pool of water that you should jump into.
Continue along the path and at the first branch off go up it to find another
rock circle that has water in it. Head northwest up the narrow path, and take
the eastern path over the western one. Don't go in the rock circle at the
beginning of this path because it contains a crab ready to attack you.
Instead, continue along in that direction to find a rock circle after the path
starts heading north that contains much needed water. After cooling down,
continue up to reach the next screen. This screen is much more open than the
other screen, so you have to know which way to go. Stay south, finding in the
first rock group a treasure box with a potion in it and in the next one a pool
of water. After cooling down, head north a little and go around the cliff
there. Shortly after going around that cliff you'll find another pool, this
one containing a water hole. Just northwest of there is the entrance to the
next zone. However, don't go there quite yet, as we have a Djinn to get!
Head all of the way north and the start heading east. You're not going to be
able to get enough water to sustain yourself, so be prepared to do some
healing. Once you get to the eastern wall, head one group of stones south
then start heading back West. You'll see a rock formation that has a full
circle with a semi-circle on its side (it looks like this: c0) In the small
semi-circle you'll find the Jupiter Djinn Smog, who you'll get without a
battle. Now, start making your way back north, then keep heading west until
you get to the wall where you'll want to head south. Once you can move left
to the next screen do so, and you'll find yourself in an area with several
sand waterfalls. Simply run across these sand waterfalls to the other side
and they won't cause much trouble. Keep your bearings along that trail until
you reach a "dead end" with a sand waterfall where you'll want to use Reveal
to reveal a hidden door to a cave entrance. Head around this cave and come
out the other side. Cross the sand waterfalls and get ready for a tough boss
battle. Here you'll see another "dead end", but before using reveal save your
game!
Now, use reveal on the sand waterfall to expose Manticore, who will scare you
off. Approach him, press A and get ready for battle. As always use all of
your summons against him right off the bat to inflict major damage. You have
to watch out, though, as Manticore attacks twice every turn. So, you'll
definitely want to just use Ply and Ply
Well with Mia each turn (if you have Wish or Wish Well you will want to use
that instead of Ply and Ply Well). As always, use Ragnarok with Isaac, use
regular attacks with Garet, and use Plasma and occasionally impact on Isaac
with Ivan. Manticore has some pretty lethal attacks that pack a whollop even
after the initial attack has been done. Watch out for his pesky poison and
curse attacks that will take health away from you each time that character
attacks. If a character is poisoned, have Mia use Cure Poison on him, and use
a healing item or Isaac's heal on that character to keep him alive. Manticore
has about 1500-1800 HP, so don't expect to beat him in the second round as you
may done with previous bosses. As long as all of your party members stay
alive you should be able to squeak past Manticore. When you beat him you'll
get a load of coins, a Psy crystal and you'll be able to pass through the
hidden passage that he was blocking thanks to Reveal.
Head through the tunnel going through the linear path. Head out of the door
to get back on the world map. Head due north for a little, then cross a
bridge to reach a small island. On this island is a new Djinn that you'll
encounter in a random battle. Defeat him to get Vine, the Venus Djinn. Now,
head south and cross the bridge going west. Continue going west until you
reach the town of Kalay.
------
Kalay
------
Kalay is just bustling with tourists who are eager to board the ship at Kalay
Docks that's heading towards Collosso. Head to the inn and buy the latest
weapons and armor as usual. Once you're done with that, head to the north
part of the town and up the stairs to reach Lord Hammet's castle. The guards
won't let you in at first, but the Ivan (remember, he was originally Lord
Hammet's servant) will persuade the guards to let you in. You then go meet
with Lady Lana and engage in an exciting (sarcasm alert) emotiocon
conversation with her. She talks about how she can't declare war on Lupna or
they will kill Lord Hammet. Once she's done talking the talk (which, by the
way, will take a very long time) head out of the castle and down the castle
stairs. Head into the inn, but instead of taking a rest talk with *everyone*
in the inn in all of the floors of it. Now, head out of the inn and out of
town. But before you can leave the tour guide summons everyone up and in a
very pointless and very long conversation the tourists will finally make their
way to Kalay Docks where the ship to Tolbi will be. Once that's all over,
head out of town and start heading north.
You'll reach the bridge that was broken earlier when Lord Hammet tried to
cross it with his caravan before heading to Lupna. Now that the bridge is
fixed, freely cross over it and the bridge just north of it to find yourself
back in Vault. In most of these old towns there are now Djinn to get that you
couldn't get before.
------
Vault...Again
------
Head to the northwestern part of vault and go up the stairs there. Continue
past the graves and over the bridge. Keep going counterclockwise until you
reach a large tower where you should climb up. Ring the bell on this tower to
have the Djinn jump to the ledge to the east. Now, head clockwise back around
the town until you get to a bunch of graves with a dog near them. Use reveal
on this area to expose a secret ladder in the middle of the graves that leads
to the Vault caves. Head down this ladder, and don't fight the treasure chest
that you see immediately because it's actually a Mimic. Instead, head west
and then north and go through the door. The next room you'll enter has some
water in it with several underwater doors and ladders. Head east and then go
down the stairs to find a room with a movable torch. Move this onto the Flame
square on the ground to open the gate there. Head through the door to find a
room with a *lot* of water drops in it. Head north to find a door obstructed
by a group of leaves. Use Ivan's Whirlwind Psynergy to open up this door. In
here there's a treasure chest that has an item that will boost your attack
when equipped, which is quite useful. Head back down and climb down the
ladder. Freeze all of the water drops here expect for the eastern most drop,
then head back up the ladder. Hop across all of the ice pillars you just made
and enter the next room. In this room head down the one ladder and then up
the ladder to the left of it. Head into the door, then go east a little and
up the stairs. Flip the switch here to force the water into the room you were
just in with the two ladders. Head back into the previous room and go down
the stairs in the south part of that room. Go down the stairs again to find a
room with several torches. Push the torch that has a flame on it on the flame
switch to open the gate. Now, go through the gate and through the door. Take
the stairs to the west and continue south through this room. You'll now be
able to go down the ladder that once was drowned by water. Do so and proceed
through the door into the next room. In here hop over the gap and up the
ladder. Go to the next room and out the door to find yourself right under the
Djinn. Go up the stairs to get the Venus Djinn Sap without a battle. Head
back into the cave and use retreat to go back to the beginning. Climb up the
ladder and then proceed out of Vault.
------
Bilibin Cave...Again
------
While there are not any Djinni in Bilibin Cave, there is are some useful
items. Head northeast of Vault to find this cave. Here's a description from
Thomas Kim [tdkim@umich.edu] on a good way to get a few items:
"Enter the cave from the normal entrance. In the room with ice pillars, use
douse on the fire that's not on a pillar. An ice column should automatically
form. Exit the cave from the entrance you came in, and then take the alternate
entrance (the one after climbing the vine). Where the open treasure chest is,
use Reveal where the suspicious stone formation is and a door will appear. Use
douse on the fire in the next room. Now you should be back in the ice pillar
room. Go left and jump towards the ledge on the left side of the screen and
proceed to the next door. Inside, you will get a water of life and Psy
crystal. If you decide to head back towards the lighthouse, you can get
Herme's Water again. You can use Herme's Water like a potion or sell it for
extra cash."
Once you're done with this task, head back towards your home town of Vale
(located to the west incase you forgot.)
------
Vale...Again
------
Yes, there is a Djinn in your home town as well. However, before you go get
this Djinn go get a power bread that's located in a cave behind the Shop in
town. You'll need to use Ivan's Whirlwind Psynergy on this (equip just Wind
Djinn on Ivan to get this Psynergy) bush blocking the entrance. Thanks to
Michael Sutton (suttmi@selwyn.ca) for this tip.
Now, go west from Vault across the bridge, then go north to find yourself back
in Vale. The Djinn in Vale is in the far western part of town, behind the
fenced in area next to Kraden's house. So, climb up the staircases then start
making your way west across the bridge. When you get to the fence next to
Kraden's house you'll notice a large, brown rock. Guess what, it's time to
use that Lift Psynergy (!) Lift up the rock and proceed north to the next
screen and then into the cave.
Head north as soon as you get into the cave and you'll notice a circle of
stepping stones on your left. At first it appears it's impossible to cross
these stepping stones, but a true RPG gamer knows that rarely are there
complete dead ends in RPGs. So, use your Reveal Psynergy to reveal a hidden
square in the middle and hop across to the other side. Climb up the ladder
and go through the door. In this room jump across the stepping stones and hop
onto the platform to the west. Face the large box and move it into the water
to create a makeshift stepping stone that you can use to jump to the log above
you. Roll this log all the way east go through the door here. In this room
take the western path and head north. Keep following the path all the way
until it gets to a door. Go through the door and push down the logs on either
side into the river. Now, slide down the cliff via the indentation on the
western cliff and push the horizontal log north. It will slide across the two
logs and allow you to hop to the ledge to the north. Proceed along the
hallway until you get to the next room. In here you'll see the Djinn you're
after. There's also another very important item that you'll need to get
another Djinn *much* later in the game, along with this Djinn, the Halt Gem
that's in a treasure just right after you climb the ladder to the north of the
door. Once you get the gem, head south towards the Djinn who will slide down
the cliff. Follow him and he will continue to run away. So, head down the
cliff and use the Halt Psynergy that you get by equipping the Halt Gem on the
Djinn. This will freeze him in his place, and simply go up to him to get
Kite, a Jupiter Djinn. Head through the door and continue south eventually
getting out of the cave.
Before you head back to Kalay, take this time to round up any Djinn that you
may have forgotten to get earlier in the game. If you have all the Djinn,
head back from whence you came (hrmm, I haven't said that in a while... I
think it's 9 now) all the way back to Kalay. When you get back to Kalay heal
in the Inn and then proceed to Kalay Docks which you can get to by simply
going around the south pole of the caves.
------
Kalay Docks
------
Note: If you have not yet talked with the tourists in Kalay and went through
the cut scene with the missing passenger, please go back to Kalay and read the
topic about the tourists in that section.
Second Note: Before going on the ship, I recommend going back and getting all
of the Djinn that you don't have up until this point. Not only is it more
convenient to get these Djinn now, but you will definitely need a good bit of
Djinn for the boss battle on the ship. See the previous sections for more
information.
As soon as you reach Kalay Docks Garet will run out and look at the Sea that's
not really an Ocean. Someone in town will correct him, and so unfolds another
pointless plot development. Once Garet is done, head into the building
directly north of you. Talk to the lady at the counter to buy your ticket for
going to Tolbi for 800 coins. Once you've bought it, head out of the house
and go west to the docks to board your ship. When you get onto the ship head
over to the captain to find a crew mate and the captain talking about not
setting sail due to monsters. The captain will come around and decide that
the ship should sail, but a crewman won't agree with him. You'll notice that
he's up to something as he runs off into the Captain's Quarters. Follow him
and he'll uneasily sneak back to the top of the ship. Jee, could he have done
something wrong? any ways, head into the room at the northern part of the
ship and head to the northern part of that room. Several warriors /passengers
will start to get impatient about the ship not setting sail and will rush to
the captains quarters to persuade him. Follow them down and enter the room in
the southern part of the ship. Climb up the ladder here and talk with the guy
blocking your path. In this (like always) pointless and dull conversation the
captain will realize that his Anchor Charm is gone. Also, there will be
discussion about the sea being a dangerous place due to the monsters, and it's
going to take passengers to help row incase some of the rowers get hurt. Once
you get command back of your character, head out of the room and go to the
observation deck which you can get to by climbing up a ladder in the middle of
the ship. Press A when you get up on the plank up here to find the Captain's
Anchor Charm. Now, go back in the Captain's Quarters and give him the charm.
After doing that it's time for *another* conversation where you'll be
volunteered for helping to protect the rowers down below decks. Once you're
back in command head to the crew quarters (the room at the top part of the
ship) and head down the *very* hard to see stairs that are directly behind
where the tour guide is standing. Once the crewman stops talking down here
you will finally set sail.
Sailing, at first, is pretty interesting. It cuts back between the different
people doing different jobs and the actually try to avoid the monsters.
However, this sequence is going to repeat 3 times, so it starts to get tedious
after a while. Each time a monster attacks, 1 of the row men will go down and
you'll want to head upstairs and pick a member of the passengers to replace
him. It really doesn't matter who you pick, although you can actually get to
Crossbone Island as a detour is you pick the following people in this order
(thanks to dbzman@ptd.net): The lady with the green skirt, then the lady with
the blonde hair and a brown skirt, the old, bad guy, then finally the Merchant
who is not near the staircase.
According to Camelot's Japanese web site, you need to have a "weakness of
power" on the right side of the ship in order to visit the island early. So,
stick strong people on the left and weak people like the Chef on the right.
The first enemy that you encounter will be three Man O' War squids. These
guys are basically just normal enemies and you shouldn't have many problems
against them. Once those squids are defeated, the crewmen will come down and
realize that a rower is unconscious. So, go upstairs and talk to someone to
make them a replacement. Pick someone, head downstairs, and get ready for the
process of setting sail to begin again. The next group of monsters to attack
are the Lizard Monster and two rabid bats. If you used any summons in the
previous round, walk back and forth along the top part of the rowing deck to
get your Djinn able to set inactive again. Then, head down and get ready for
a battle. These guys are a little tougher than regular monsters because that
Lizard Man has a little more HP than usual. However, one summon should beat
them pretty handily, or just regular attacking. Now, go replace another
oarsmen and get ready to set sail. Before you pick a passenger to row, I'd
recommend healing all of your characters. Once the ship gets sailing again
you'll be attacked by two Man O' Wars and a flying blue bird called a Virago
(sort of sounds like Viagra). Once again, these enemies are pretty easy. One
summon or just a few psynergy attacks will take them down pretty handily. Go
replace *another* crewman and get ready to set sail again. Suddenly it will
be attacked again, this time by a monster that actually means business.
Here's some information on Krarken from Aditya Durgam [adurgam777@hotmail.com]:
"I have some info on the HP power of Kraken, the water demon you encounter on
your way to Tolbi on the ship. Kraken is the fourth monster/ beast you
encounter while sailing.
-He knows Ply Well, so be carefully.
-He has approx. 2447 HP. It would be best if you used all the appropriate
summons with the respective elemental adept (Thor with Ivan, Judgment with
Isaac, etc.). I works better that way (duh)."
Head up to the deck of the ship to fight Kraken. However, make sure you're
all healed up and have all of your Djinn inactive for this battle, because you
will probably need them. Kraken, just like the last boss you faced, will
attack twice each round, so you have to be prepared for taking twice the
damage. Once you've cast all of your summons, start using Ragnarok with
Isaac, Heat Wave with Garet, Impact on Garet with Ivan, and Ply Well then Wish
(get this when the four water Djinn on her get set after a summon) with Mia.
As long as you don't let your party members die, you should be able to defeat
Kraden without that much trouble, although he is tough. When you defeat him
you'll be awarded 5200 coins and some Water of Life. Now, go select another
oarsmen and get ready for the ship to set sail. This time, though, instead of
seeing a monster, the guy on top of the mast will spot land and you'll arrive
at Tolbi.
Once everyone's said thank you and the likes, head off the ship to arrive at
Tolbi Docks.
------
Tolbi Docks
------
There isn't a whole lot to do in Tolbi Docks. There's a simple puzzle to
solve that involves moving those boxes at the northwestern part of down so
that they allow you to jump from the ledge next to the house to the ledge 4
spaces down. When you hop across them and go up you can find a treasure chest
that has a potion. Now, head out of Tolbi Docks and go into Tolbi.
------
Tolbi
------
Tolbi is a bustling town that's loaded with tourists getting ready for
Collosso, an event sort of like the Roman Gladiator games where warriors
battle one each other in front of crowds of cheering people. Usually in a
town you'd head for the inn, but because the town is so packed there are no
rooms available for you to sleep! Instead, head to the weapons and armor shop
in the southwestern part of town to buy the latest upgrades. Now, remember
all of those game tickets and lucky medals that you go earlier in the game?
It's now time to cash them in the gambling capital of the world, Tolbi. Head
to the fountain in the middle of the city and throw in a lucky medal. If you
can get it to stay in the bulls eye you'll win some handy armor. Here's a
little more information from Weird Ed [weirded_79@hotmail.com].
"The most imortant (and the hardest to get) is the Grievous Mace, a strong
weapon that both Isaac and Mia can equip. It's not as powerful as the Assassin
Blade, but it's great for Mia (in this point of the game, it's a true
blessing), and it performs a special attack that's very similiar to earthquake
spell. To get this weapon you should throw your medal in the top-left part of
the fountain, outside the circle... and have luck ^_^. Other good items are:
the Glittering Tiara, the Guardian Amulet (second blue circle or clear circle,
boosts your defense) and the Battle Gloves (boost attack)."
Next, head to the shop with a die on top of it (that's singular for dice)
which is located in the northeastern part of the town. In here, talk to the
man on the left to start playing craps. This game is *insanely* easy to win
coins at, so you shouldn't have any problem scoring a good deal of money if
you play it for a while. Once you're done there, head for the large stairs
located at the northwestern part of the town. Two guards will stop you and
ask if you've seen Babi. They'll go on their way and you should keep going up
the stairs to arrive at Babi's palace. Head to the door along the north wall
that's all the way on the left to enter a room with a lot of beds. Talk with
the lady at the desk and she'll get you beds to sleep in, which will restore
all your health and PP just like an inn. Once she's shown you the beds,
simply press A when facing one of them to go to sleep. Once you're done
sleeping, go out the door of the room with the beds in it, and go up one of
the large staircases on the left or right. Head north through the hallway to
overhear a conversation talking about how Lord Babi is somewhere in Altimer
Cave, but no one can find him. Naturally, it will be up to you to find him,
but let's save that for just a little later. Now, head out of the castle and
go to the second floor of the inn which is located in the northeastern part of
town. Here you'll see a Djinn, but we won't get that one quite yet. First,
take you shots at the slot machine here. Thanks to AlphabetMan of the
GameFAQs.com message boards for this information on the slot machine and odds
of winning:
(working from the center outward)
"Center Blue Circle: Assassin Blade, 90%
"Center Blue Circle: Earth Shield, 10%
"First Yellow Circle: Earth Shield, 70%
"First Yellow Circle: Assassin Blade, 30%
"Second Blue Circle: Defense Bracelet, 50%
"Second Blue Circle: Spirit Armor, 50%
"Second Yellow Circle: Spirit Armor, 50%
"Second Yellow Circle: Adepts Helm, 50%
"Clear Circle: Water of Life, 20%
"Clear Circle: Adepts Helm, 80%
"Outer Circle: Water of Life, 70%
"Outer Circle: Adepts Helm, 30%
"FAR Outer Circle: Potion, 70%
"FAR Outer Circle: Water of Life, 30%
Here's some additional information from Rotevni: You can also get a Ninja
Hood, and a Burning Axe. The stuff you get varies depending on how many of
the crabs or turtles you bank off of.
Note: there are other items to get but these are the most valuable ones. Once
you're done in there, head outside and let's go get that Djinn. Head south
and out of the gate in town, but don't go out of the city so that the world
map would come up. Instead, stay very close to the outer cliff of the city
and proceed counterclockwise until you come to a vine. Use Growth on this and
climb up it. Once you climb up the vine you'll see a pool of water.
Surprise, surprise, you have to freeze that puddle of water. Do so, then head
down the vine and go back into town. Go up two stairs facing east to find
that ice pillar you made. Hop across it to get the Mars Djinn Ember without a
battle. It's now time to exit the town and start looking for Babi in Altimer
Caves.
------
To Altimer Caves
------
From Tolbi, start heading northwest along the dirt path. Eventually you'll
start heading in more of a due north direction, and there will be a bridge
going west. Take this bridge and run around in this location trying to draw
random battles. In this forresty area should be a Mercury Djinn. He's really
not very hard to beat, especially if you've defeated Kraken on the ship.
Simply use fire attacks with Garet and do what you always do with the other
characters to beat him and get the Mercury Jinn, Hail. Head back northeast
from this area and across the bridge. Continue heading east for quite a while
until you see a bridge to the north of you. Don't go up this bridge quite
yet, because there's another Djinn to get. Keep going east hugging the coast
line until you get to the Northern Parts of Kalay Docks. Simply walk down to
get the Venus Djinn Ground without a fight. Now, head back north to that
bridge and cross it. Keep heading north until you enter...
------
Altimer Cave
------
Head north along the hallway and notice how the cave starts to get darker.
This can be a hassle later on when you have to solve moving around rock
puzzles with only a small amount of light. One way to combat this problem is
to use Reveal which will expose a large area of ground being lit. any ways,
keep heading along the hallway as it does a U-Turn. Go through the door when
you get to it to reach a room with several rocks blocking your path. Use
reveal to get a better view, or simply go left, then up a square, then go to
the right, then up to the stairs. The next room you enter will have a few
lighted spots, which can be helpful. Head west in this room and head along
the hallway. At the fork head left to find an outline of a man. Talk to him
and get very angry at your stupid party members for not realizing that this
invisible man is actually Babi. The invisible man talks about how he can't
move because he's out of Draught and it's up to you to go find him some.
He'll go into a really confusing explanation on how to get the draught from
the puzzle below. Just disregard it because I'll reveal the information later
on ;-]. Once you get back in command head past the invisible man and go down
the staircase there.
Head west and then south along the hallway. Keep heading along the wall even
though there appears to be a path going north that you can take. When you get
to a fork head right and when you get to the top wall start heading west. Go
down the door when you get to it. Someone let there be light in the next
room, which is quite helpful. Head down the steps and then up the stairs to
the north to get another Djinn. Before you get that Djinn, however, you'll
have to solve a log rolling puzzle. Push the vertical log in your way right,
then push the horizontal log at the bottom north. Now, freeze that puzzle in
the middle and head around the rocks on the bottom. Push the vertical log
back left. Now, you have to push the lower of the two horizontal logs down by
going behind the log that's sticking up on the western part of the screen.
After pushing this down, push down the top horizontal log and continue on to
the Djinn. Warning: You will have to battle this Djinn, although it won't be
too hard. Once you defeat him you'll get the Jupiter Djinn Squall. Now, head
back east. Push the logs out of your way so that you can get east and push
the wooden stump into the gap in order to jump across to the ledge and the
door. Unfortunately, the light that was once there is now gone, and you'll
have to operate in the dark again. Head south along the hallway and then
start heading west. Keep heading west until you reach a large wall of rocks.
You can get through this rock maze by heading south, then head north when you
see a rock break (try using reveal for a better view.) Head east, and then
north when you get back into the hallway. Start heading west until you get to
a staircase and go down it. This next room will be lighted, which is nice,
but you do have a log maze to solve. Push the first vertical log left, then
go southwest until you find a staircase. Go up the stairs and head
counterclockwise all around the wall and slide down the cliff. Push the
vertical log to the left and enter the door.
You'll enter a room with 5 rocks. Use reveal to find out the colors of them.
The correct rock that you want is the rock that makes a chime sound when you
press it. So, press the left most rock, then the right most rock to reveal a
color wheel. Press the rock that's color is on top of the color wheel three
different times until you solve the puzzle. The color wheel will pseudo and
reveal a door. Enter it and open the treasure chest in it. Inside of the
treasure chest is, you guessed it, the draught that the invisible man wanted
you to retrieve. Now, use your Reveal psynergy then go back to the invisible
man. Talk to him and give him the draught. He will eagerly drink it and
reveal himself as Babi (didn't guess that one a lot earlier.) Lots of talk
will ensue about Babi using Lamarkian powers to keep himself alive, and
eventually the guards will come and inform Babi that the finals have begun.
As he starts to walk off, he'll invite you (as in Isaac alone) to enter in the
finals of Collosso. Once you finally get command of your character again,
retreat out of the cave and start heading back southwest to Tolbi.
------
Collosso
------
Before I start discussing Collosso, here is how to get the general Psynergies
listed below:
Growth - Equip an Earth Djinn on Garet
Frost - Have only Water Djinn active on Mia. Also try equipping the Frost Gem.
When you get back to Tolbi, head to the castle which you can get to by going
up the stairs in the northwestern part of the town. Head into the room with
the beds that, if you remember, you can get to by entering the small door on
the left. Once you're all rested, head out of the castle and go north up the
main path in the middle of the town. Here you will reach the stadium. Head
up the stairs on the right to have the guards recognize you and take you to
the briefing room. Here you'll be told that only Isaac is entering the
finals, and the rest of your party members can only cheer Isaac on. However,
the other party members will have important roles. Before each round begins,
there is an obstacle course that you have to get through quickly in order to
get the best weapon in the center rink. There are also nuts and oil drops in
treasure chests that you can get that will help you a little in battle. So,
the characters get to use 1 Psynergy before the match begins and can do useful
things such as grow vines to find shortcuts and freeze ice to hop over
easily. Once all the guards stop talking in the preparation room you'll be
taken to the stands of Collosso. He'll explain the rules of the obstacle
course. Now, go up to the first guard and get him to explain what the first
event is like. He'll show you a snippet of what the first leg is like, then
ask if you want a friend to cheer you on. Select Garet for this task. The
next stage you'll want Mia to go cheer. The following one you'll want Ivan,
but make sure that he has a growth spell on him. Take a look at the 4th and
final leg of the course, although you won't need anyone to cheer for you
there. Now, go all the way back to the guard who's along the south wall.
Talk to him to go back to the Preparation room.
In this room go over to the circle that's all the way to the right. Step on
it and watch as the contestants are told that the matches are about to begin.
Once you leave the preparation room, you'll take command of Garet in the
stands. Use his Move Psynergy to move the stump to the left. Have Ivan use
grow on the vine, and have Mia just talk to the guard to say that she's ready
for the match to begin. Now you will take command of Isaac. As soon as you
can save your game in case you lose against the competitor you're facing. In
this first round simply jump over the gap thanks to the stump that Garet
moved. Right after there you'll see a stump that's in the way of a path.
Move that to the right and go up to get the treasure chest. The next leg has
a pipe that you need to push west to make the water flow. Once you do that,
jump across the gap thanks to the now elevated platform. Now, go further
right and climb up the vine that Ivan grew. When you get up here you'll see a
path going north that gets to a treasure chest that you'll want to get. The
next screen has two logs. If you just want to get across and don't want to
get the nut this is very simple. However, if you want to get the nut (I
recommend it because the other guy is slow getting there) take the vertical
log right, then go up and take the horizontal log down. Get off that and take
the vertical log back left. Now, climb back up the ladder, take the vertical
log right and hopefully you'll get there before the other player. If you get
there first you'll get the iron shield which will help in your defense.
Your first enemy will be Azart. The first thing you'll want to do, like
always, is cast your one and only summon against him. Judgment will do about
315 damage to him. Now you'll want to use Ragnarok against him for the next
round. You'll now be down to about 50 or less HP, so you'll want to use Cure
Well on yourself. Continue using Ragnarok and Cure Well on him, with the
occasional helpful Djinn if you need it. After he wastes both his nuts just
keep pounding him until he goes down. He really shouldn't be overly tough,
and you should get an easy first round victory.
Once you win you'll be taken to the next set of stages where once again you
can get your characters to lend a helping hand. Take this time to put all of
your Djinn on standby. Take a look at all of the stages first to get an idea
of what they're like. In the first stage you can get Garet to cheer for you,
but moving the statues around isn't going to help you one way or another. The
second stage doesn't require anyone in it either. Put Mia in the 3rd stage.
No one can help in the 4th stage, so don't worry about it. Stick Ivan at the
5th place simply because you need to put him somewhere and head back to the
guard at the entrance to the stands. In Lend A Hand mode have both Ivan and
Garet talk to the guard to say they're finished. Have Mia freeze the western
puddle and then get ready for the match to begin.
As always save right at the beginning of the Obstacle Course. The first
screen is very easy to solve, just head around the blocks. On the next
screen, make sure you jump twice when the blocks are in the center. When you
get the western most block, head up and get the treasure chest which is a
nut. Head back down onto the block and continue left. On the next screen
take the bottom log left. Head down the stump to the ledge and hop over the
ice pillar to the other side. On the next level climb the wall. When you get
to the top head left and slide down the MIDDLE crevice. Hop over to the next
screen which is a simple log puzzle. Basically you just have to move each log
twice, once to the left then once to the right. You shouldn't have that much
trouble getting to the rink first.
It's now time to fight Satrage. This guy has a little more HP than his
predecessor and does a little more damage. Get him with Judgment right away,
then use the Ragnarok/Cure Well strategy that you used before. Once again he
shouldn't pose that much of a threat to you. Once you beat him you'll once
again be taken the next set of stages. This one is pretty dang hard, so make
sure to study all of the stages before you start.
As usual, inactivate all of your Djinn before you start placing your friends.
In the first stage you'll want to put Mia who has freeze. In the next stage
put Garet who has move. Don't place anyone in stage three, nor stage four,
nor stage five, and just stick Ivan at stage 6. However, if you have the Halt
Gem (found in Vale) stick it on Ivan and stick him in Stage 3 with the moving
wedge blocks. Head all the way back west to go the guard to start the next
match. When you start to Lend a Hand have Garet move the stump one to the
right. Have Ivan use Halt on the man pressing the lever, and have Mia freeze
the puddle that's under the moving lever.
It's now time for the Final Round obstacle course. This one is the toughest
yet. On the first screen just run past that log and hop over the two gaps.
On the next screen hop to the first stump, then head down to the stump that
Garet moved for you. Keep going right until you get to the next screen. This
next stage is pretty tricky if you didn't have Halt to freeze the man
controlling the pillars. Take you time going past the moving traps that will
push you off. If you get really good you can get past two at a time, but
don't push your luck. Ignore the easy to get treasure chest because you'll
need all the time that you can get. The next stage, the wall, is pretty
straightforward. Just climb primarily sideways until you get to the top. Go
down the stairs and run across the conveyer belt. The final stage is another
log maze. On this screen, DON'T PUSH THE LOG WHEN YOU GET THERE. You'll lose
a lot of time if you do this. Instead, run past and push all three logs to
the top, out of the way of the log. Then push the vertical log into the water
and hop across to the rink. Hopefully you'll beat your competitor and get
ready for a battle.
It's now time to battle Navampa, the final Collosso competitor. He'll have
much more health than the others and do more damage. Use the same strategy
that you've used for the previous two, summoning firs then using Cure
Well/Ragnarok. Even though he has more HP and does a little more damage, he's
really not too hard to beat as long as you remembered to inactivate your Djinn
so that you had a 4 Level summon available. Once you beat him you'll collapse
from exhaustion and eventually end up in your bed in the Castle. The
characters will be annoying as ever and start talking about how you collapsed
after Collosso. Once you're finally done and you're back in command, head out
the door to that room and go up the stairs. Go up the hallway and through the
big door to meet Babi once more. He'll start talking about how he needs more
draught and that the only place to get them is an island long disappeared.
Then he asks you to go to Babi lighthouse to find the island. He'll also give
you the Lure Cap which you can use to encounter more monsters than you usually
do, which is useful in leveling up for bosses.
Once you finally get command back of your character, follow Babi off to the
west and down the stairs. Go through the door and take the item on Babi's
desk. This is Babi's sacred Cloak Ball and he says that he will lend it to
you. It's now to time go rescue Lord Hammet from Lupna.
------
To Lupna
------
Head out of the palace and continue south out of town. Head south along the
dirt path until the path starts going east. Follow it east for a while until
you reach a cave. Once you enter you'll be inside of Gonodown Cave. At the
first fork head west and continue north through the door and into the next
room. In here you'll find a large rock that you'll have to use the Lift
Psynergy to get past. Keep going along this hallway and into the next room.
In this room there will be a small amount of water in the middle with a few
stepping stones to a ledge with a treasure chest. This chest contains a Lucky
Medal that can be useful in obtaining items back in Tolbi. Head across the
stepping stones the north and go back west a little until you find a treasure
chest. In here you'll get an Apple that will boost your attack. Once you've
done that head east along the wall until you reach the next door. Head up the
staircase and then head south to arrive a log that's in your way. Use your
Move Psynergy to move this log to the west and get it out of your path. Keep
heading east until you come to a tree that you have to Move into a gap so that
you can cross the path. Hop the gap, head south and go through the door to
get out of the cave.
Head around the cliff and then start heading north to reach Kalay. You have
no business in Kalay at the current time, so head right past it and start
heading north. When you cross the bridge head northeast and cross another
bridge to find yourself outside of Vault. As with Kalay, you have no business
in Vault at the present time, so keep heading past it to the north. After
going north for about 15 seconds you'll see the town of Lupna and an entrance
to a cave a little to the west of it. You'll want to enter the cave entrance
because the guards won't let you through the gates. In this cave head north
along the hallway until you reach a gate. Under this gate you should see a
small puddle of water that needs freezing. Do so to have the gate open up
allowing you to pass through. Keep heading along the hallway and out the door
to find yourself inside the town of Lupna.
------
Lupna
------
Note: To beat Lupna's fortress you'll need the Cloak Ball that you get on the
desk of Babi and also Catch which you get by equipping Catch Beads (you have
this even if you don't think you have this.)
Things in Lupna look pretty cheerful, and the villagers of the town won't have
any problem with you roaming around the town. However, if you try to buy the
latest weapons and armor you'll find that they dealers have nothing to sell
because no one can get in and out of Lupna (well, except for you ;-].) The
inn won't be much help either, because for some reason the owner of the Inn
has an attitude and won't let anyone stay rest in his beds. There are a few
items to get in Lupna, though. Head to the north part of town to find the
northern gate. Here there will be a small rock in the middle that you will
want to reveal. On revealing, you will find a puddle that you should freeze.
Then, head up the ladder a little to the west and hop over the ice pillar.
Make sure that you don't step out of the reveal area or the ice pillar will
disappear and you'll have to do it again. Once you're to the other side, keep
heading clockwise until you reach an apparent dead end. Use reveal on the
cliff to find a small sparkle that you should press A against to reveal a
hidden entrance. Go through here to find a room with a ton of treasure chests
in it. Here's what they have:
Water of Life Smoke Bomb Lucky Medal Antidote
44 Coins Elixir
When you get all of the items you want in this room, head back
counterclockwise and slip down the crevice in the side of the cliff that's
next to the Potion shop. Head to the southwest part of the town to find a
small rock circle that has a Psynergy stone in it.
Once you're done with everything, head to the north pat of the town to find
yourself at the Lupna Fortress Gate. You'll notice some guards here, and the
only way to get past them is to use cloak. So, equip the Cloak Ball that you
got from the desk of Lord Babi on one of your characters, get in the shadows
and use the Cloak Psynergy. Why do you have to be in the shadows to use
Cloak? Well, if you go out of the shadows it won't work, which can get quite
annoying later in this cave. any ways, sneak around in the shadows and go
into the Fortress. At this time you'll want to set Cloak as one of your Hot
keys (the L or R button) for quick going to in the future.
Here's some information from Aditya Durgam [adurgam777@hotmail.com]:
"I have some information on the first group of three guards you encounter in
Lunpa Fortress: Guard #1 has anywhere from 248-492 HP; Guard #2 has anywhere
from 353-704 HP; Guard #3 has anywhere from 247-493 HP. Guard #2 has a smoke
bomb. Guard #3 does approx. 81 damage with his regular attack. Guard #1 has
some weird attack called "Slice". By beating them, you get 570 coins and
some "Crystal Powder".
Also, I have info on the second battle with the other guard. Here, he has
anywhere from 402-446 HP, most likely 446 HP. He has a smoke bomb. If you beat
him, you get 190 coins and approximately 160 experience points."
Head through the first door and go off to the right. There will be two guards
here that you have to sneak past in the shadows, so use cloak to get by them.
Go down the stairs and as soon as you get into the next room use Cloak. Go
all around the center rock counterclockwise to sneak past the guard. When you
get to the top your cloak will go away, so make sure to re-Cloak or risk
getting thrown out and having to start over. Head through the door and then
stop. Put on cloak and wait a few seconds for the moving guard to come up.
When he branches off to the left sneak past him south and go through the
door. In the next room use Cloak right away and start heading south along the
shadows. Head up the stairs here and once again turn cloak on. Here there
will be two guards going back and forth quickly in two separate hallways.
Between the two guard's light will be a crevice where you can hide until the
top guard goes back and you can sneak past him too. So, when the first guard
starts going west sneak past him and into the crevice. When the next guard
goes past sneak past him as well and go into the next room. In this room
don't go up the stairs but instead go along the hallway until you get to a
door going south. In here there will be three guards in red that want to
battle you as opposed to the others who would kick you out. These guys aren't
the least bit tough, and 1 4-Level summon should knock these guys out. Once
they're defeated run past them and go the next room. Go along the hallway in
this room to come to a guard who will, like the three before him, want to
fight. He's just as hard as any one of the three previous guards, so you
shouldn't have any problem with him. Once you're done with him there will be
two doors, one going north and one going south. Head through the door going
north first to reach Donpa, who's sick in bed, and his wife by his side.
There's a door behind her that she blocks you from entering, so simply talk to
her and see what she has to say then leave. Go through the door to the south
to find a rather tricky guard (you may want to save prior to going in this
room.) Right as you enter this room use Cloak and stay where you are. When
the guard reaches his highest point on the left, wait for him to go down a
little then start heading south. You should be able to sneak past him and get
to the next room.
The next room pits you behind some jail bars with a large key on the desk in
front of you. To get this you'll have to use the Catch Psynergy that you got
in the beginning of the game when you left Vale for the first time. Look
around for the Catch Beads item and equip it. Go up to the bars and press
Select to bring up the in-game menu. Go to Psynergy and use Catch to bring
yourself the key. As soon as you go through the gate a guard will challenge
you to a fight. He's as easy as ever, and you shouldn't have any problem
defeating him rather handily. Continue down the stairs to find another room
with bars in it. You need not go through the bars as the door in there leads
you to the start of the Fortress. Go down the stairs and find yourself in a
room with a locked door an some leaves to the west of it. Use Ivan's
Whirlwind Psynergy to clear the leaves. Next, use Reveal to find the hidden
switch that you have to hit which opens the door. In the next room hop across
the small river gap and go northeast. Here you will find a door concealed by
some shrubs, so whirlwind then reveal the door to go through it. In this room
head through the path in the middle to find a treasure chest with some Power
Bread in it that boosts a party member's attack. Head down the hallway to the
south and go through the door. Go up through the jail cell and start pushing
the large box south. This is going to be a *long* push so go grab a snack
while you hit the down button. Once the box is finally pushed down the ledge
jump to the left and go through the jail cell. Do the whirlwind/ reveal thing
again to open the door. In this next room save, because you're about to fight
a boss. Put all of your Djinn (save Mia's so that she has Wish) on Standby
and head through the jail door. In this room you'll find Lord Hammet
(finally), and after a little bit of conversation Dodonpa will come in. He'll
pull a lever and reveal a giant monster that you'll have to fight. Man, what
a wuss... not even fighting his own battles. any ways, you're about to fight
another boss, this one being Toadonpa.
As always cast all of your summons on him to have him take a huge amount of
damage. However, he's got a lot of HP so summons alone aren't going to do
it. Watch out for his individual attacks that really pack a whollop, so have
Mia use her Wish on everyone each turn. Have Isaac use his Ragnarok attack,
have Garet use his Heat Wave or Nova attack and have Ivan use his most
powerful Tornado attack each turn. As long as the characters stay alive, and
you use a few Djinn each turn to get your Summons back, this guy shouldn't be
too difficult. When you beat him you'll get a Psy Crystal which will be
helpful later in the game.
Once the battle is over you'll find Dodonpa trapped underneath the monster you
just fought. Hammet will make you get it off of him and then talk for a
while. This is one of the weakest moments of the plot that makes no sense
("Dodonpa kidnapped you, remember?" "Oh yeah") and has you do nothing to
Dodonpa because he "learned his lesson." Donpa will eventually come in and
tell you that you'll have to sneak out of town or some of Dodonpa's loyal
henchmen will hunt you down (oh not the tough guards that you fought before,
anything but them). You'll automatically escape to outside of the Fortress,
and from there go back into the town and back into the cave from whence you
came (10). In the cave go back along the hallway and flip the switch that's a
little north of the gate. Keep heading south towards the cave exit to find
one of Hammet's servants (Bunza) sneaking around. He'll offer you a ride in
his wagon which you will want to decline (if you did take it you will
eventually leave you back in Kalay).
The reason for declining the wagon ride is to get a Djinn in Lupna Fortress.
To do this, you'll have to revisit Lupna after the whole conversation below
finishes. Head back into and through the cave. Head north in Lupna to the
fortress and sneak in. This time there will be a nice little shortcut to get
where you want to go. Head to the door to the southeast once you get into the
first large room to find a jail door that you can go through now that you have
the Cell Key. Go through the jail door and up the stairs to the northeast.
Fight the guard in here and then head through the jail cell and up north
through the door. In the next room act quick, equip cloak and then run as
quickly as you can north to evade the guard. Go through the door and fight
the guard blocking the entrance to Donpa's room. Once you've defeaten him,
head into Donpa's room and talk to him. He'll get up and he'll make his wife
move from blocking the door. In here will be the Mercury Djinni Tonic that
you will get without a fight. You're now free to leave Lupna, so retreat out,
exit, and continue on with your quests (see below.)
------
Kalay...Again
------
Head to the Inn in Kalay to heal all of your wounds that you got in Lupna.
Once you're all rested, head out the inn and to the castle in the north part
of the town. In the main hallway of the castle you'll see that servant Bunza
who's wagon helped Lord Hammet and your party flee from Lupna. He'll tell you
that he left the Secret Entrance to the castle open. Before you go to the
secret entrance, head to Lord Hammet's room to find a *really* ungrateful and
bitter Lady Layana who says that she didn't want you to go and that Kalay
should have handled it. Once she's done being ungrateful, head out of the
room. Before you go to the tunnel, you may want to get the water jacket
located in a treasure chest in a room in the west-going hallway in the
castle. Once you're done doing that, head through the door on the east and go
down the stairs. Go through the now open gate in this room and down the
stairs. In this room keep going south to get 4 treasure chests with a few
minor items in there. Now, it's once again time to push a statue a long
distance. Push the statue next the treasure chests all the way to the north
and then to the west. The objective here is to have the statue block the
water fall to empty the water in the room. Once you've stopped the water
flow, climb down the ladder on the east and freeze the lone drop of water
still left. Now, climb up the ladder and hop across the ice pillar to get
some handy Spirit Gloves. Head back up the ladder on the right and go up the
long tunnel to the north. Head up the stairs here, and in the next room
proceed south then east. When you get to the east wall head north and down
the stairs. In this room head south along the hallway to find another
waterfall and a Djinn. Like the previous waterfall, push the statue into it
to block its flow and drain the water. Simply head down the ladder and up the
other ladder to get the Mars Djinn Scorch without a battle. Head back up the
ladder and go to the east to find a door that will take you on top of a cliff
to the east part of Kalay.
Head out of Kalay and go southeast to get to reach Gondowan Cave again. Back
track through this cave hopping over the river via the stumps you pushed in
earlier to backtrack more quickly (you could also use Retreat.) Once you're
outside of the cave head northwest back towards Tolbi. Head to the castle in
Tolbi to rest and then exit Tolbi once more.
------
To the Suhulla/Desert
------
Once you've exited Tolbi, head south over the bridge to meet up with Iodem,
the servant who was going to help you get to Babi Lighthouse after Collosso.
Once you're across the bridge, keep heading southeast until you reach
Suhulla. The first thing you want to do in Suhulla is to head to the house
with a red carpet on the roof which is located in the southwestern part of
town. In here Iodem will find two downed warriors who were unable to get past
the monsters in Suhulla Desert. They'll also reveal that they lost Sheba, a
girl who has some importance to Iodem. They also reveal an important detail
for getting past the sandstorms, which is that you can get past the sandstorms
with water. Finally, they also reveal that Saturous, etc. got through and are
at this very moment on their way to Babi Lighthouse (dramatic music plays.)
Once Iodem's done talking in there, you can now head out of the town and south
into the Suhulla Desert.
------
Suhulla Desert
------
When you first enter the desert, you may be surprised to see that there isn't
a heat bar on the side this time like there was in the Lamarkan Desert.
Instead, the main obstacle of this desert is small tornados that will sweep
you up and land you back in the village of Suhulla. In order to get past
these Tornados you'll need to drench them with Douse that you get by equipping
Douse Drop (you should have this item from beating Manticore in the previous
Desert.) Set Douse as one of your Hot keys (such as the L or R button) and
get ready to go through the Suhulla Desert. Besides the tornados, the random
battle monsters that you fight in this level are going to be much more
difficult than what you had experienced in the past. Make sure to not go into
random battles without full health. Here's a neat little thing about Suhulla
Desert: If you use reveal you can sometimes find footsteps of hints on where
to go (of course, you can also just use this walkthrough ;-]).
Thanks to Aditya Durgam [adurgam777@hotmail.com] for this information on the
enemies in the desert:
The Tornado Lizards that dwell in the Suhalla Dessert have approximately 642
HP. After beating them, you get 477 coins and 620 experience points (may vary
from lizard to lizard). The Storm Lizard has 3123 HP. His attacks include Wing
Stroke, Impact, Tempest, Storm Ray, and Resistance. His normal attack has done
an average of 95 HP damage. He gives you 6100 coins when you beat him.
When you enter the desert you'll want to head West until you get to a wall
where you'll want to head south. When the path becomes very narrow it will be
time for the first sand storm to appear. When it does, Iodem will pop out and
mention how there are so many of these in the desert and that it's unusual.
Now, head into the sand storm and use Douse. After the rain stops, you'll
fall down to the bottom of the Cyclone and face the large monster, Tornado
Lizard. Tornado Lizards are much harder than regular Random Battle enemies,
but they're not quite boss like. 1 or 2 4-Level summons should be able to
whipe these guys clean off of the face of the earth. So, before going into
any tornado put all of your Djinn on Standby (except Mia's, of course, so that
you get Wish) and get ready for a battle. Tornado Lizard really doesn't have
a devastating attack, so you can afford to not use Wish every turn. If you
don't want to use your Summons on him, do the simple
Ragnarok/Attack/Plasma/Attack strategy (going from Isaac to Mia) strategy with
the occasional Wish and Djinn to beat him pretty easily.
When you beat the Tornado Lizard the sand storm will disappear and you'll be
able to continue southeast. Keep going until you get to three sandstorm paths
that you can go through. You'll want to hit the path that's most the east and
fight another Tornado Monster. Use the same strategy mentioned before. Once
you defeat him, keep going along the path as it progresses to due west and end
up on the next screen.
As soon as you get to the next screen there will be another 3-Path choice each
with its own sandstorm. The path that you want to take is the middle path.
So, go up in the sandstorm and use Douse on it to fight another Tornado
Lizard. Once again use the same strategy that you used before to defeat him
easily. When you've defeated the Tornado Lizard, continue advancing north
along the hallway. The hallway will head very linearly for quite a while.
Eventually you'll see a pink sand storm on your right. This pink sand storm
will take you to Crossbone Island, which I'll cover a little later in the
game. However, you will want to head that way to get another Djinn. In order
to find the Djinn, use Reveal to find a hidden stump to jump over to a ledge
to the west. This ledge is a little north of the ladder leading down from the
ledge. Once you've revealed the stump, jump across it and head down the
ladder. Here you'll find a Mars Djinn that you will have to battle. He'll
have some reasonably powerful fire attacks, so make sure to heal with Mia and
don't be arrogant. Once you beat him you'll get the Mars Djinn Flash. Flash
is a *very* useful Djinn especially later on in the game because he has the
ability to block a lot of damage taken to the whole party.
Now, head back up the ladder and go east (going through that cave will take
you to the pink sand storm which we don't want to go to yet.) Before you head
down the ladder, you'll want to save and inactivate all of your Djinn (of
course, keep 4 of Mia's active.) However, if you have much more than 4 Djinn
for some the characters, you may want to activate Djinn like Flint, Quartz,
Scorch, Flash and Squall. Now, head down the ladder and go south a little.
Suddenly a giant sand storm will come after you. My advice is to just stay
where you are and let it get you to avoid random attacks. Once you're in it,
use Douse like usual to drop down and fight the monster.
This monster isn't just another Tornado Lizard. The monster that you now face
is a Storm Lizard and he's a mean mama-jama (a la Shaft.) Storm Lizard has a
Sonic Slash attack that's simply devastating. It will attack all of your
Party Members and do at least 150 damage to all of them. First things first,
cast all of your Summons. For each round use Wish with Mia. With Isaac, use
Ragnarok and occasionally Flint. Also, if a player goes down use Quartz that
you should have active by now to restore that player. With Garet you'll want
to use Heat Wave unless the party is hurting when you'll want to use the Djinn
Flash who will reduce damage taken to each character in that round to about
8. With Ivan you should use primarily Djinn that attack or do some sort of
status change to Storm Lizard in hopes to stunning him. Another good Djinn to
use with Ivan is Zephyr which will boost party agility. If you use a lot of
Djinn, it's possible to cast another high level summon on the Storm Lizard
which will really help you out. Generally by the time you cast another
Summon, Storm Lizard will be under 500 HP and you should be able to kill him
with it. When you kill him you'll get 1300 experience and 6100 coins in
addition to a handy Psy Crystal (keep saving these.) If you are unable to
beat Tornado Lizard, here a few tips to help you out: Try running south to a
rock circle similar to that in the Lamarkan desert with a Psy Crystal in it.
You can also outrun the tornado all together if you're quick, because you
really don't need to fight it (although I recommend doing it for the
experience and Psy Crystal.)
any ways, once you've defeated the Storm Lizard, head south and grad the
Psynergy Stone in the rock circle. Keep going along the sole path to finally
spot an exit going east. Iodem will jump out and mention how they didn't find
Sheba. Don't worry about her, you'll meet up with her later. Instead, keep
going out the desert and head east to enter Suhulla Gate.
------
Suhulla Gate
------
Head up all of the stairs at Suhulla Gate to find two guards injured on the
ground. They'll tell of a strange group of people who came through without
any papers (wonder who they could be?) Once Iodem is done talking , head
north through the gate to find a small door that contains a minister that will
revive downed characters. Once you're done with him, head east to get to the
next screen. On this screen you'll see an area where you can slide down the
side of the mountain almost immediately. Slide down to find a treasure chest
with a mint in it. Climb back up all of the vines and advance to the next
screen. On this screen you'll see several areas that you an slide down the
mountain in a row. The one that you want to slide down is the third from the
left. This will land you right next to a Mercury Djinn who you'll have to
battle. Use the typical Ragnarok/Attack/Plasma/Wish strategy with optional
summons in the beginning of the battle. Defeat him to get the Mercury Djinn
Dew. Now, slide down the cliff you're on and head east. Head up one vine to
find a cave that you need not enter at this point in time (this leads to a
ship that you'll use much later in the game.) Keep heading up the vines until
you get to the top of the cliff once more and head east. Keep going east past
the downed guard and down the stairs. Eventually you'll find yourself back on
the world map. Start heading northeast towards the Venus Lighthouse.
------
Venus Lighthouse Part 1
------
When you get close to Venus lighthouse you will get out of the world map and
into the Venus Lighthouse entrance. Head past all of the downed guards (you
don't need to read what they say) and keep going along the path until you get
to Venus Lighthouse. Enter the lighthouse and go through the first room which
is just a hallway. In this next room you'll see a large tree on the ground.
Use reveal when standing on this tree to expose a hidden door in the wall just
above you. Head down this door and open the treasure chest to get the Carry
Stone which gives you the Carry psynergy. The Carry psynergy allows you to
pick up small blocks and place them in different positions. Head out of this
room and back into the room with the tree on the floor. Go through the door
to the north. Here there will be two paths. The first one you should take is
the path to the east. Head down the stairs and into a room with several
stepping stones. Head west, then southeast to reach the south part of the
room. Head up the stairs here to find the Lucky Cap. Now, head back and
you'll want to take the path on the west in the room past the tree room. Go
through the door and into the next room. In this room there will be stairs
leading up that you need not take. Instead, head through the door in the
northeast part of the room. In the next room you will find a small block
preventing you from entering the other staircase in this room. So, use your
new Carry Psynergy on it and carry it south to drop the block out of the way.
Now, go up the stairs and into the next room. In here you will see several
bands of electricity that you can not pass. So, use the Reveal Psynergy to
find a new, secret staircase right next to the one you just came from.
Proceed up the staircase and in the next room go north along that long, narrow
passage way. Here you will come to a room with a miniature lighthouse and a
statue of a women at the northern part of the room. Go talk with the statue
to have her speak to your soul and reveal a path on the ground. This path
should have one light in the center with a different color from all the rest.
Once you've done this, use retreat and head out of the lighthouse.
Head out the Venus Lighthouse entrance area to the east to arrive back at the
World Map. Head north and then west along the dirt path to arrive at the next
town which is...
------
Lalivero
------
As soon as you enter Lalivero, you'll find two guards to the city lying on the
ground injured. Iodem will talk to them and discover that Sheba was with
Saturous and the rest and that they went through town destroying whoever was
in their path. Once that's over with, head to the Inn in the northwestern
part of town to heal all of your party members. Once you're done, head out
the inn and locate the weapons and armor shop in the southeastern part of
town. Buy the latest upgrades for all of your characters, but don't exit the
shop. See that ladder in the back? Head up that to arrive on the roof. When
you arrive on the roof, hop over the gate on the right. From here start to
head north until you reach the northeastern corner. Jump the building a
little south of that and across the next building. Go up the vine and check
the jar on the left to get some Water of Life. Now head back down the vine
and back across the gap and onto the gate again. Go around the northeast
corner and start heading west. You'll see the Djinn on top of the roof, but go
a little past that to the next building where you can hop onto. Do so and
then hop across to the building with the Djinn and then up the vine. Go up
the Djinn to get the Mars Djinn Torch without a battle. Now, head back from
whence you came (11) all the way around the city gate and back down the ladder
in the weapons shop. Now, head to the building in the southwestern part of
town that also has a ladder on top of it. Go in the building and climb up the
ladder to arrive on the roof. Hop onto the gate and start moving
counterclockwise. After going over the gate the city you should see a vine
going down leading to a treasure chest. Open this treasure chest to get a
Warrior's Helm. Head back to the building and go down the ladder and out of
the building. Now, head out of Lavlivero via the path to the north. Right
above Lalivero is Babi's Lighthouse.
Note: If you ever need it there is a Psy Crystal hidden in the Pointed Statue
on a small island in the middle of the town. You shouldn't need it, however,
since there is an inn in this town. Thanks to Alan Quirino
[grayfox_2510@hotmail.com] for that information.
------
Babi Lighthouse
------
Note: If you have not yet visited Venus Lighthouse, please go back and do so
(see Venus Lighthouse Part 1 topic above.) You will need to talk to the
statue in there to avoid a dead end in Babi's Lighthouse.
Babi's Lighthouse is under construction, and you don't actually enter the
tower in this game. Instead, you're going to want to find the hidden entrance
to Venus Lighthouse through the ruins that Babi Lighthouse were built on.
Head north along the west part of the screen along the orange logs until you
reach the next screen. UPDATED: Keep going north and go down the ladder next
to the statue. In the dungeon down here you'll see two large pillars. Move
the left most pillar to the left, then go back from whence you came (12). Go
east to find another statue. Move this to expose another ladder which you
want to go down. Move the pillar on the right to the left and now hop across
the gap to the other side. Keep going north and head up the ladder here.
You'll arrive outside of Babi's Lighthouse on top of a ledge. Use Grow on the
vine near you, and climb up it. Head down the Crevice hear and go through the
door. Now, head down the crevice here to land right next to a Jupiter Djinn
who you'll have to battle. Once you defeat him you'll get the Jupiter Djinn,
Luff. Head down the crevice. In this room head around the gap clockwise and
go through the door to the north. Go up the stairs once more to arrive in a
room with three crevices to drop down. You want to drop down the first
crevice that you can get to, heading just south. You'll fall *all* the way
down past the first floor that you entered to a dirt cave with a door blocking
the path. There will also be several archeologists who mention that Saturos
and company went through this door that they had not been able to open prior
to Saturos and company coming through. Once they're all done talking, go up
the door and use Reveal. A switch will appear where the sign once was. Flip
this to open up the door. The others in the room will be amazed that you
solved such a "complex" puzzle and try to run through on their own. The door
will close shut because non-adepts are not allowed through the door. So,
Iodem will now leave your party (he didn't do too much any ways) while you
continue through the door. Head down the stairs to find yourself in the
Temple Ruins.
In this room you'll see another statue exactly like the one that you saw in
Venus Lighthouse. You don't need to touch this one, because it will just
throw you off saying it's not going to open your path. any ways, go through
the door going south to arrive in the next room. In this room you'll see two
large pillars that you'll have to move to jump from the main ledge to the next
ledge. Move the pillars in such a fashion so that the first pillar is all the
way against the right wall and 1 square from the top. The next pillar should
be 2 squares under if so that you can jump from the gap to the two pillars and
to the ledge. Do so and continue to the next room. This next room is the
crossing into Venus lighthouse, and the formation of the stepping stones you
hop depends on which pattern the statue in Venus Lighthouse part 1 showed.
------
Venus Lighthouse Part 2
------
This walkthrough is now going to fork depending on the path that you take
(your path is determined by the tiles on the floor that you can change by
talking with the statue in Venus Lighthouse.) This first part is the guide
for going West:
In this next room there will be another similar pillar puzzle. Move one of
the pillars one down and directly left and another pillar 2 squares below it
to allow you to hop from the top ledge to the ledge to the west. Head down
this ledge and into the next door. Yet another pillar moving puzzle awaits
you in the next room where you should push 1 of the pillars all the way to the
left, and another two squares to the east of it. Cast Ivan's Whirlwind
against the large plant and then do it again to the other side to reveal
another pillar. Now, push one of the original pillars all the way back to the
east and push the next pillar 2 squares directly south of it. Now, head back
up the stairs and hop over the pillars onto the ledge. Whirlwind the brush
there and head through the door. Head all of the way south through the narrow
hallway in the room to arrive at a door. Head through to find a room with
three small pillars. Push one of them directly above the little white ledge
and use Carry to put the statue down there. Repeat the process to bring the
ledge on the left all of the way up allowing you to jump the large ledge to
the left. Head through the hallway and through the door. In this room you'll
have two paths to take. Take the path to the left to find a large statue on
an elevated platform. Head up the stairs south of the platform and use reveal
to expose a treasure chest with an Oracle's Robe in it. Head out of the room
and hop across to the ledge on the right now. Go south to enter a room with 5
different color statues. This is where this path meets the Southern past, so
skip past the following section to continue with this guide.
Here is the guide for going South:
Once you get into the room after the stepping stones you will see a pillar
with water in it and a path leading to a water drop. Push the pillar onto the
water drop to make another pillar come up. Hop across this pillar to the
ledge on the west. Head south and do the same pushing to water drop thing you
just did with the pillar down there. However, this time you're going to have
to use Douse (equip Douse Drop on a character) to cause this pillar to be
heavy enough to bring the pillar up. Then, head across the pillar and into
the next room. This next room contains more stepping stones, with a fork in
the path. Head west to find a room with a statue and apparently a dead end.
Use Reveal to expose a treasure chest with Asura's Armor in it. Once you get
the armor, head back out of the room and head to the ledge in the southwest
part of the room. This room is a little tricky, so pay attention. Head down
the southern most part that you can get to. Get as close are you can to a 1
square gap between you and the pillar. Move the pillar south and then start
pushing it to the northeastern most point. Now, use Douse on this pillar and
head up the stairs. Stand facing the pillar and use Frost on it. Now, go up
the final set of stairs and head from the top ledge to the ice pillar to the
ledge to the east. Head south and out of the room. In the next room, head
left across the stepping stone and continue south into a room with 5 colored
statues.
In order to open the door in this room with 5 colored statues, you'll have to
mind read the statues, or you can just put them in this order:
Red Blue
Gold
Green Violet
Once all of the statues are on their squares head through the now open door to
find a room with a tree in it. No secret rooms this time, just head up the
stairs. In this room there will be a Psynergy stone, so heal and use any
other spells you want to use before getting the stone.
Head into the room to the north and go to the first door on your left. Here
you have to use carry on the small block to put it into the gap. Now, hop
over it and go through the door. Head up the narrow hallway and then cross
the sand going east. Head up the stairs to find a room with several small
sand waterfalls. Head through the sand waterfall to the far right to find
yourself in the next room. Head west to get to a stepping stone path where
you'll want to head along the right wall. Head all the way down to the door
there to find a room with a statue and an elevated piece that looks like this:
[ | ]. That solid line in the middle is for flowing electricity, so put that
in the empty hole in the room to have electricity come from the statue and
open the door. Head through it and step on the small purple switch in the
next room to change around the sand waterfalls. Continue counterclockwise
around this room until you get to the next door going south. This will get
you back to a room you were in earlier. Here you'll want to head down the
ladder and up the ladder to the north of it. Head across the sand waterfall
and go through the door. Head to the southeast part of the room and go down
the ladder. Move the two pillars there to expose a doorway leading to the
other pillar to the north. Push that pillar all the way to the west and then
head back and up the ladder. Hop from the ledge to the west onto the pillar
and then onto the ledge to the north and up the stairs. Go down the ladder
and under the bridge in the next room then up the other ladder. Go up the
stairs here and through the door to get to the next room.
It's now time for another one of those electric current puzzles. Push the
right most block into the southwestern hole, push the left most block into the
northwestern hole and push the north most block into the northeastern hole.
Leave the southeastern hole without a block in it. If you did this correctly
there should be a solid line for the electric current to go through and it
will open the door. Proceed through the door to reach another room with a
sand waterfall in it. Hop over the pillar here and go up when you get to the
ledge directly east of the sand waterfall, then cross the sand waterfall and
hop over the gap to the northwestern ledge via a pillar. Head through the
south door to find another room with many sand waterfalls. Head through the
eastern most sand waterfall to find the Dragon Scales. Head through the sand
waterfall on the left and up the stairs. In this room you'll have to use
Carry to drop 2 small blocks on the western white ledge. Doing so will allow
you to hop across the eastern white block and to the ledge to the east. Go
through the door and step on the purple switch to change around sand waterfall
locations again. Head directly north from the switch across a gap and go down
the stairs to arrive in the room with the large sand waterfalls. Now that the
waterfall on the left is flowing, go down it and to the ledge in the
southwestern part of the room. Head up the staircase on this ledge to get to
the next room.
In this next room head south through a door to find a new room with moving
sand currents. The objective of this room is to get to the ledge to the east
and to get the treasure chest in the south which contains the best weapon in
the game, the Gaia Blade, so you're going to have to time your movements
well. There really isn't too much to right about, it's more about execution
in this room. One thing to try, however, is running to get a little more
control (you need to know where you're going, though) Head to the door to
your right to find yourself in yet another electric current puzzle. This is
the toughest puzzle yet, and it took me a few trial and errors to figure out
the correct way. Rather than describing this I drew a picture. Go to
http://comicsoft.hypermart.net/gsa/w_001.gif for the solution to the puzzle.
It's not great, but you should be able to figure it out. The tan squares with
lines drawn through them correspond to what shape you want to put where. Once
you've done that the door will open and you should head through it. In the
next room, head west a little bit to expose a purple switch that you'll have
to press to once again mix up and create new sand waterfalls. Hop directly
north from the switch and continue along the path. In the middle of some
empty space will be a blue and white colored pad hovering in mid air. This
will be the pad that you'll fall down to just a little bit later. For now,
head north across the gap and down the stairs. Head south through the next
door to find yourself slipping down the middle waterfall. Head to the ledge
to the right, then move all the way north and head east across the sand. If
you're having trouble getting across the sand waterfall, remember to hold B to
run, the direction you're going and up at the same time so that you won't
fall. Head up the stairs on this ledge and then up the stairs again.
ABSOLUTELY FOR THE LOVE OF GOD SAVE YOUR GAME IN A DIFFERENT PLACE THAN YOUR
NORMAL GAME. TRUST ME, IT WILL BE HELPFUL TO YOU LATER ON.
On this floor you will find a Psynergy stone (don't take this yet) and a
crevice leading down to that blue and white floating elevator that you saw
earlier. Do not head down the ledge until you are ready to go to the top of
the lighthouse and fight the boss of the game. At this point, I would equip
my Lure Cap and start leveling up if you're under about Level 24 or so. This
probably won't take a lot of leveling up, but do make sure to conserve your
Psynergy. Try to use only your Djinn and normal attacks reserving Psynergy
for only healing attacks. You may also want to use Herbs and Nuts at this
time to save yourself from wasting Psynergy (you won't be needing these
against the boss.) Save frequently here, as the monsters are very tough and
occasionally they can get one or more of your character's down.
Alternatively, another way to level up is to use Retreat and backtrack to
Crossbone Island.
------
What!? We're Backtracking!?
------
Yes, it's time to go *back* to Suhulla Desert to get to Crossbone Island. Why
didn't we just go earlier, when we were in Suhulla Desert? This is because
you needed to get Carry to solve a few of the puzzles in Crossbone Island and
it would be trivial to go earlier because you'd just have to go back from
Crossbone Island when you got stuck. Nevertheless, head out Venus Tower via
Retreat and make your way out of Lalivero and start heading southwest. If
you're trying to level up, stop at the inn, put on the Lure Cap and start
fighting enemies in the base of Babi tower. Go west through Venus Lighthouse
entrance and keep going west until you reach Suhulla Gate again. Backtrack
from there all the way until you get outside of the gate and back into the
over world map. Keep going west until you reach the Suhulla Desert. At this
point you'll want to make a separate save game different from the save game
that you have at Lalivero. When you get into Suhulla Desert, head west around
the hallway and up the steps. Remember the hidden pillar that you had to
reveal to get the Djinn a little earlier? Well, reveal this again and hop
across. Head down the ladder here and this time go through the cave.
Head east along the long passage way and up the stairs when you get to them.
Head south out of the next room to find yourself right next to a pink sand
storm (I wonder if Isaac sees pink sand storms when he's drunk as opposed to
pink elephants ;-]). Go into the sand storm, but DO NOT DOUSE THIS TORNADO
or you'll have to go out of Suhulla Desert and then back in. Instead, let it
sweep you up and take you to...
------
Crossbone Island
------
When you get to Crossbone Island, head to the southern part of it. You'll see
an indentation in the mountains when you get to the southern part of the
island, so head north to it to find the entrance to Crossbone Island. When
the world map disappears, go to the west to find a vine that you have to use
growth on. Repeat this process two times until you're at the top of the
cliff. There will be three crevices to fall down here. The crevice on the
left will take you to the north of those tree stumps and next to a shrub that
you should whirlwind to expose the entrance to Crossbone Island Cave. The
middle crevice leads to a chest with 1 coin, and the right crevice leads to a
chest with a mint in it. When you go down the crevice on the left and
whirlwind the door, enter it to enter the cave. Head north along the hallway
until you get to a large staircase to go down. Do so and arrive at the first
floor of Crossbone Island Cave.
On each floor in Crossbone Island there are several treasure chests. In this
guide I will mention how to beat the boss in the first paragraph, how to get
the treasure chests in the second paragraph, and in the third paragraph I will
mention how to actually solve the room and get to the next one.
One thing to note about Crossbone Island is that there aren't random battle
encounters, which is quite nice. Instead, there are "Door Enemies" that
you'll have to fight before you can enter in a door.
Also, whenever you come out of a door in Crossbone Island make sure that you
push the stump down so that you'll have easy access past rooms you've already
gone through if you need to head out of the cave and then back in for any
reason.
-Floor 1-
The first of these Door Enemies is a Hobgoblin and a Virago. These guys
aren't all too tough, because you'll be free to cast all of your summons right
off the bat (remember, there aren't any random battle encounters in Crossbone
Island.) 3 Level-4 Summons should wipe these guys out of the cave, giving you
a Lucky Medal and access to the first floor.
CHEST 1:
Location: Southwest corner of the room.
Item: 111 Coins.
Directions: Hop onto the ledge right below the stump and push it to the left.
Head counterclockwise across the gaps to get to the treasure chest.
Notes Before Obtaining the Next One: Head out of the room.
CHEST 2:
Location: Southeast corner of the room.
Item: Nut.
Directions: Hop onto the ledge below the stump and move it to the left. Jump
onto the platform with the stump and head right. The chest is directly east
of the platform.
Notes.....: Head out of the room.
CHEST 3:
Location: Northwest corner of the room.
Item: Hard Nut
Directions: Hop onto the ledge below the stump and move it to the right. From
the ledge head to the left and move the stump to the north and move the log
there to the right. Head north along the stepping stone path on the left.
Notes: Head off of the platform but you need not go out of the room.
CHEST 4:
Location: North-center part of the room, not on a stepping stone.
Item: Antidote
Direction: Head counterclockwise all of the way around the outer ledge.
To get out of the room you'll need to make sure that you haven't moved any
stumps yet (head out of the room if you have.) Hop onto the small stepping
stone below the only log visible. Move the log to the right and head
northwest to the next stump on a ledge. Move this log to the left and start
making your way east until you can't go east any further. Once you're there,
head north until you reach the northeast corner. Start heading west until you
come to a ledge with a stump to the left. Move this stump east one square,
then start heading back from whence you came (13?) Make your way to the stump
in the middle that you haven't moved yet. Move this to the right and jump
onto it. Now you'll want to make your way to the log you moved earlier
northwest of the log you just moved. Move this log to the east, hop on to the
platform and make your way to the long outer ledge. Head all the way down
this ledge and out the door. When you exit the room there will be a treasure
chest here that's actually a Mimic. You probably will want to fight him at
this point for his experience points.
-Floor 2-
The next enemies that you'll have to face are two Grislys and a Sucubus
(reminds me of a South Park episode.) As always, put all the Djinn on standby
(even Mia's at this point) and just let the Summons Rip. These guys will die
to approximately three Level-4 summons, so you really don't have anything to
worry about.
CHEST 1:
Location: Just north of you when you enter the room.
Item: Elixir
Directions: Just head north, this isn't head to get.
Notes: None.
CHEST 2:
Location: Northeast of Chest 1.
Item: 222 Coins.
Directions: Simply head around the blocks counterclockwise from Chest 1 to
find Chest 2 without having to roll and logs.
Notes: None.
CHEST 3:
Location: Northeast corner of the screen.
Item: Lucky Pepper
Directions: From Chest 2, head around the block and head to the east most
point then go up. No rolling required.
Notes: None.
CHEST 4:
Location: Northwest from Chest 1.
Item: Mystery Blade
Directions: Push the log above Chest 1 up, then head to near Chest 3 in the
northeast part of the screen and push the vertical log to the left. Head down
and around the broken pillar and go next to Chest 2. Push the horizontal log
there up, and then push the horizontal log that was right below it up as
well. Now, head northwest of Chest 1 and push the vertical log to the right
and the horizontal log up.
Notes: None.
To get out of Room 2, simply follow the directions for Chest 4 and just head
south along the west corner of the screen to find the exit.
-Floor 3-
The next door enemies that you'll have to face are a Lich and two Fiendish
Ghouls. These guys still aren't very tough and three Level-4 summons should
get them. When they're defeated you'll get a handy Psy Crystal for use in
battles later in the game.
CHEST 1: (Left Most)
Gem Location: Just a little northeast of the door.
Item: 333 Coins.
Directions: Equip Catch Beads and use Catch when facing the blue gem on the
part of the original platform that you were on when you entered the room
that's the most northeast.
Notes: To get to the Blue Door where you need to use this game, simply go back
to the main platform and then head along the northwest stepping stone path to
get to the top ledge (the same applies for getting to all of the blue doors.)
CHEST 2: (2nd to the Left)
Gem Location: Due east of Gem 1.
Item: Fairy Ring
Directions: From the northwest corner of the original platform start hopping
southeast. Eventually when you get to the eastern wall the stepping stones
will allow you to make a U-Turn and arrive directly east of the gem. Use
Catch on it to get the second Gem.
Notes: See Chest 1's Notes.
CHEST 3: (2nd from the Right)
Gem Location: Northeast of Gem 1.
Item: Cookie.
Directions: Head along the western stepping stones as if you were going to the
blue doors, but head one square to the east when you can. Start moving north
until you arrive at a row with two long platforms with a small platform in
between them. Face south towards the gem and use Catch to obtain it.
Notes: See Chest 1's Notes.
CHEST 4: (Right Most)
Gem Location: North-northeast of Gem 3.
Item: Smoke Bomb
Directions: From the main platform head northeast, then due north when it
starts to straighten out. You'll find yourself right underneath Gem 4 which
you should use Catch to get.
Notes: See Chest 1's Notes.
From Chest 4 (not Gem 4) Head directly south to land on the northern most
square of a circle. Use reveal to expose a hidden Red Gem in the middle which
you should use Catch on. Once you get the gem start heading west along the
north ledge when there blue doors were and head down the stepping stones on
the western side of the screen. About three from the south you'll be able to
jump west to the ledge with the red door. Do so and continue through it, then
head south and out of Floor 3.
-Floor 4-
The door enemies for Floor 4 are two Gryphon birds. As always, use all of
your Summons against them. This may or may not kill all of them, and if
there's one remaining just use Ragnarok with Isaac, attack with Garet, defend
with Ivan and Wish with Mia. The Grpyhons shouldn't have too much HP after
getting hit by four Level-4 Summons, so don't worry about dieing too much.
CHEST 1:
Location: North and a little east of the center of the screen.
Item: 444 Coins
Directions: Go up to the second statue that you reach when going east from the
door. Use Halt on this statue when you have it up against a wall to sneak by
it. Once you get into the shadows use cloak to sneak by another concealed
statue and use reveal to figure out where you're going. This statue can be
obtained by heading to the north wall and going west a little.
Notes: Head back outside the statue.
CHEST 2:
Location: Due north of the first statue that you get to going east from the
door.
Item: Sleep Bomb
Directions: Go up to the first statue that you get to when going east from the
door. Move to the right on it and halt it, then sneak past and use reveal to
find a treasure chest at the northern most part of this hallway.
Notes: Go back south once you're done.
CHEST 3:
Location: Northeast corner of the screen.
Item: Storm Gear
Directions: Go up the second statue that you reach when going east from the
door and halt it. Go north and put on cloak to sneak past the first statue.
Use reveal to find out where you're going. A little past the statue in the
dark take a right to arrive near a statue in pure daylight. Sneak past this
statue by staying in the shadows and head clockwise past the statue to get to
the treasure chest.
Notes: Head back out to near the entrance door when you're done.
CHEST 4:
Location: Near the exit door.
Item: Psy Crystal.
Directions: See exiting the room in the next paragraph.
Notes: None.
To exit the room, head west from the entrance door and go up the narrow
passage way. Put on cloak when you get to the shadows, and stay in the
shadows for as long as possible to get past the statue here.
-Floor 5-
The next door enemies are a Lizard King, a Harridan and two stone soldiers.
As always summon the hell out of 'em (make sure the big arrow falls on the
Lizard.) After one or two summons everything but the Lizard King will be
gone, but he'll stay alive through four summons. The Lizard King also deals a
pretty good blow, and if you're not careful Ivan might get hurt (you may
actually want to defend him in the first round and do a 4-Summon in the next
round if you're afraid of him dieing.)
CHEST 1:
Location: Northeast corner of the screen, near the stairs.
Item: 555 Coins
Directions: Just head around the ledge counterclockwise to find this Chest.
It's near the stairs.
Notes: None.
CHEST 2:
Location: North-center part of the screen
Item: Lucky Medal
Directions: Head down the stairs located at the northeast part of the screen.
Move the first vertical log that you seen to the left and move the horizontal
log directly southeast of that up. Move the vertical log back to the right,
and head out of the lower area and flip the switch to bring water in. Hop
across the log pattern you just set up to reach the chest.
Notes: Head out of the room when you've completed this.
CHEST 3:
Location: Southwest part of the screen.
Item: Ninja Garb
Directions: Head down the stairs into the lower area of the screen. Head west
until you see two vertical logs with the edge of a horizontal log in between
them. Push the lower vertical log to the east, then push the horizontal log
south. Push the lower vertical log west, then push the horizontal log to the
right of the upper vertical log south. Now, push the lower vertical log
that's to the west back east, then push the horizontal log you just pushed
back up. Now, go back to the switch to fill the area up with water, and hop
across the path you made to get the chest.
Notes: Go out of the room when you've completed this.
CHEST 4:
Location: Northwest part of the screen
Item: Potion
Directions: See exiting the room in the next paragraph, it will be directly
west of when you hop off the logs in the pattern below.
Notes: None.
To get out of the room, head down the stairs in the northeast part of the
screen. Push the 2nd east most horizontal log south, then move the
northeastern most vertical log east. Move the horizontal log one square
southwest of it north. Push the northern most vertical log west, then push
the horizontal log you moved south earlier back north. Push the vertical log
that's now up against the west wall back east, then push the horizontal log
directly north of it south. Now, flood the area by hitting the switch, and
head across the path you've created. Hop to the ledge and head all of the way
south and out of the door.
-Floor 6-
The door enemies for this floor are two Chimeras, which are three-headed lion
type creatures. As always, unleash all of the summons on them in the first
round. One of them will probably die to four Level-4 summons, with the other
being badly damaged. Ragnarok with Isaac, Attack with Garet, Defend with Ivan
and use Ply Well with Mia to get this guy. If you have a Level-3 Summon
available at this point (by having 7 Djinn) use it and you'll almost certainly
wipe out the last Chimera. When you defeat him you'll get a potion and
advance through the next door.
CHEST 1:
Location: North-northeast of the door.
Item: Elixir
Directions: Move stumps that you see when you enter the door so that 1 is all
the way to the left and another is one from the right. Hop across the stumps
to get the treasure chest to the north.
Notes: None.
DJINN:
Location: Northwest corner of the screen (initially)
Directions: From Chest 1, head north until you get to the north wall. Head
down the ladder and then up the ladder to the west. Keep going west along the
northern ledge until you get near the Djinn. He'll run away, and you'll have
to keep going around the corner until you get to a movable stump with a
crevice on the side of the ledge. Push the stump down the crevice, then go
down the crevice yourself. Head down the ladder and freeze the puddle a
little east of the ladder. Head back up the ladder and jump across the
pillars and go north along this ledge. Here you will find Chest 2. Keep
going north and the Djinn will flee. Push the stump to the right and go up
the ladder. Go east to find the Djinn in the northeast corner. He'll flee
once more, and you should go down the large ladder and up the smaller one.
Head south, then jump across the two stumps you had moved earlier and go up
the ladder. Go directly south of the Djinn (there will be a block in your
way) and use Halt on it. You can now go up to it and get the Venus Djinn
Bane! Jeez, that was pretty complicated.
CHEST 2:
Location: Go up the northern ledge towards the second location of the Djinn
(see Djinn step.)
Item: 666 coins (how evil)
Directions: See Djinn Directions.
CHEST 3: (Get the Djinn before doing this, but don't go out of the door)
Location: The middle of the screen on top of a stump.
Item: Demon Axe
Directions: Go to the middle of the screen without climbing up any ladders and
push the stump with the chest on top of it as far north as it will go (make
sure it's still in the center.) Now, head back south and go up the ladder on
the east. Hop across the two stumps you had moved earlier and start heading
north. When you get to a small ladder, head down it and go up the large
ladder to the west of it. Go west past the large ladder until you get to a
small ladder. Go down this ladder and push the stump to the east. Climb down
the ladder and Move the log all of the way to the east. Go back up the two
smaller ladders and then go down the large ladder. Hop from the stump onto
the ledge in the middle and get the Chest.
Notes: None.
CHEST 4:
Location: Middle-southern part of the screen.
Item: Water of Life
Directions: From Chest 3, head back to the stump and up the large ladder.
Then, go down one small ladder but not the other and start heading south.
Keep going until you reach the Ice Pillar that you freezed, and hop across
that to the stump and then down the ladder. Now, move the stump all of the
way to the east. However, before moving it into its final position north,
you'll have to get north of it and use Move Psynergy so that you don't get
trapped behind it. Head back up north and go up the small ladder. Then, head
south and jump from the ice pillar to the stump to the next platform. The
treasure chest is right on top of here.
Notes: None.
To get out to the level (these directions are from after getting Chest 4) head
back across the two pillars and start going north. Head down the small ladder
when you get to it and go south until you reach the stump that you had moved
to get Chest 4. Use Move Psynergy to move this south and then west. Keep
heading south to find your way out of the door.
-Floor 7-
At the door this time will be two Earth Lizards. This time, for a change, try
activating all of your Djinn to have your stats boosted up a *ton*. Use
Ragnarok with Isaac, Attack and Impair with Garet, Plasma and High Impact with
Garet and Wish Well with Mia. It will take a lot longer but there's less risk
of a character going down thanks to more health and more defense. When you
eventually defeat them you'll get some Water of Life and access to the next
room.
CHEST 1:
Location: Northeast part of the screen.
Item: Lucky Medal.
Directions: Head northeast along the hallway and across the gap to the west
when you get to it. Keep going west until you reach a small block that you'll
have to move all the way to the right and then all of the way north. Now, use
the Carry Psynergy that you got in Venus Lighthouse to place to block 1 square
north on the ledge. Now, climb up the ladder and keep going east until you
reach the chest.
Notes: Head out of the room before attempting Chest 2.
CHEST 2:
Location: North-center part of the screen up on a large single platform.
Item: Psy Crystal
Directions: Head back to where that small block was when obtaining Chest 1.
This time, move the block all of the way to the left without changing its
vertical position, and use Carry on it to bring it up the ledge to the left.
Now, jump the gap and head up the ladder and down the one to the east of it.
Move the block one square to the north and use Carry on it to move it up to
the ledge above. Head back up the ladder and jump to the pillar you just made
to get the chest.
Notes: Head out of the room before attempting Chest 3.
CHEST 3:
Location: Almost dead center portion of the screen.
Item: Wicked Mace
Directions: Head back to where that small block was
in getting the previous chests. Move it west just like you did in getting
Chest 2 and Carry it onto the ledge. Hop the gap and go up the large ladder
and then down the small one. Move the block all of the way to the left of the
platform and push it off. Now, move the block so that it is 2 squares to the
left of the bottom most square of the ledge. Now, go up the large ladder and
down the small one and jump across the small pillar to the platform against
the west wall. Head southeast on this platform to get the chest.
Notes: None.
CHEST 4:
Location: East of the exit door.
Item: 777 Coins
Directions: Thanks to Peter Mentink for this information: It's real easy, you
can just jump on the ledge where the chest is (jump below the chest).The
square you jump to is only not visible because off the walls!
Notes: None.
From Chest 3 head back across the gap and up and then down the large ladder.
Jump across the gap and start heading south at the narrow passageway. Hop to
the west when you come to the end of this platform to find another small
block. Move this down as far as it will go and then all of the way to the
left. Use Carry to place this block on the ledge to the north of it, then
climb up the ladder and hop across the gap. Head down the ladder to the west
and go south to go out of the door.
-Floor 8-
The next group of enemies are a Poison Toad, and two Thunder Lizards. These
guys are pretty tough because they have the ability to stun your entire party
which wont' allow them to attack. I'd go into this with 4 of each type of
Djinn on standby with the rest of the active. This is a compromise between
stats and having Summons (although you may want to keep all of Mia's Djinn
active for Wish Well). Three Level-4 summons will take care of the Thunder
Lizards, leaving only the Poison Toad. Here you will probably want to use
status changing Djinn that will paralyze or put Poison Toad to sleep. Once
he's injured, blast the hell out of it with regular attacks to defat it. On
defeating the group you'll earn some Water of Life. If you're running low on
PP, instead of wasting Psy Crystals, just run around for a while to restore PP
(you don't have to worry about random battles.)
CHEST 1:
Location: Northeast part of the screen.
Item: Smoke Bomb.
Directions: Head north along the hallway until you reach a white platform with
a puddle of water underneath it. Freeze this puddle and head north up the
ladder. Once you're up on the cliff, head south to get the chest.
Notes: None.
CHEST 2:
Location: North-Center part of the screen. This chest is the top one.
Item: 888 coins.
Directions: From Chest 1 head down the ladder and freeze the puddle in your
way. Now, head back north and up the ladder. Cross the gap to be right next
to this chest.
Notes: Head out of the room before attempting Chest 3.
CHEST 3:
Location: Directly below Chest 2.
Item: Cleric's Ring
Directions: Make your way to Chest 2, freezing the puddle south of the ladder
leading up to the cliff on the east. Do *not* freeze the puddle under the
platform or you'll have to start over. From Chest 2, slide down the crevice
on the side of the mountain and make your way around the logs so that you can
now push the small black rock east. Do so, then head up the ladder northwest
of it and back across the gap towards the dragon. Head down the crevice, push
the horizontal log down, and freeze the puddle under the white platform. This
will now have the dragon burn down the ice pillar in your way to the ladder to
the north, so hop across the puddle and refreeze it when you're north of it.
Head up the ladder and across the gap. Head down the crevice on this cliff
and push the horizontal log down. You can now get up the ladder and get the
chest.
Notes: None.
CHEST 4:
Location: Along the northwest wall.
Item: Potion.
Directions: From Chest 3, head down the ladder and head northwest. Hop over
the puddle, then freeze it and go up the ladder. Jump across the ice pillar
to the cliff to get the item.
Notes: None.
After you get the 4th Chest, head down the crevice and go out of the room via
the door to the south.
-Floor 9-
The door enemies for this floor are two Cerebuses. Go into the battle with 4
inactive Djinn for Isaac, Garet and Ivan and all of the Djinn active for Mia.
Cast all of the summons for Isaac, Garet and Ivan in the first round. Have
Mia use Wish or Wish Well throughout the battle. Once the summons have been
cast, have Isaac start to use Ragnarok, have Garet use the Djinni Flash or re-
summon Flash, and have Ivan use High-Impact then Plasma in the following
rounds. Defeat them to get a handy Psy Crystal.
CHEST 1:
Location: East-center part of the screen in the middle of the lake.
Item: 999 Coins
Directions: Head north to get to the lake with many logs to cross. Take the
horizontal log to the west of the lake up north. Now, take the vertical log
right above it to the east. Head off onto the eastern ledge and head south.
Take the horizontal log here up north, then hop east to the double vertical
logs. Head down to the south and take the vertical log in the southeastern
corner of the lake west to reach the island in the center.
Notes: Head out of the room before attempting to get the next Chest.
CHEST 2:
Location: Northwestern part of the lake.
Item: Sleep bomb.
Directions: Head up the eastern ledge of the lake and take the northern most
vertical log west. Hop north to get the treasure chest.
Notes: Head out the room before attempting to get the next chest.
CHEST 3:
Location: Middle of the room in between the two lakes.
Item: Water of Life
Directions: Take the western most horizontal log in the first lake you come to
north, then take the vertical log above it east. Head onto the cliff on the
east and head south. Bring the horizontal log here north, then hop east to
the vertical log. Move that west, then hop south to the vertical log below
it. Head all of the way to the west to reach the platform with this treasure
chest on it.
Notes: None.
CHEST 4:
Location: Northwest past of the screen.
Item: Muramasa (a sword)
Directions: From Chest 3, head southwest. Take all of the horizontal logs
north. Now, go and take the lowest vertical log west, and then take the
horizontal log above it south. Go back and take the middle Vertical log west,
then take the horizontal log above that south. Go all the way back from
whence you came (13) and take the final vertical log at the northern part of
the screen west. Jump up north to get the item.
From Chest 4, simply take the vertical log back east and head south down the
ledge to find the exit door.
-Floor 10-
When you get to floor ten, you'll be thrilled to know that there are no longer
anymore puzzles to solve. However, you're about to face one mother of a
boss. Save your game, inactivate 4 Djinn for everyone but Mia, and make sure
everyone's healed. It's time for the battle of your life (you meaning Isaac
and company.) Head west up the dock to find a treasure chest. This chest is
actually a mimic that you may want to fight for the experience. Now, head up
the deck the ship (to the north) to encounter Deathbeard in a random battle.
If you're around level 25-26 and have at least 6 Djinn for each character (If
you've been following this walkthrough you should by now), then Deathbeard
shouldn't be that difficult of an enemy. In the first round, Cast your three
Level-4 summons on him, and have Mia use Wish Well on the whole party. Once
the first round is done, start using Ragnarok with Isaac. With Garet you'll
want to use the Djinn Flash *each* turn whether you're casting him or setting
him to be active again. This will provide a heat barrier that frees your
party from almost all damage that Deathbeard dishes out. With Ivan, use his
Impact spell on Isaac (you'll pretty much use this throughout the whole match
because Deathbeard will occasionally use Break which will decrease all of your
party member's stats down to normal.) With Mia use Ply Well throughout the
battle to keep healing stats. Whenever someone's PP starts to get down, use a
Psy Crystal on him or her (you'll only had to use about 2 or 3 throughout the
whole match...when Ivan's PP starts to get low don't worry about it, just have
him defend or use his Djinn.) Try to time using Psy Crystals to when you're
being defended by a Flash heat barrier. Also, whenever a character goes down,
wait until you're under a Flash heat barrier to revive that character with
Isaac's revive. While this strategy is pretty boring, you should be able to
defeat Deathbeard in about 10 minutes. This strategy works because you'll
have a lot of HP, PP and defense thanks to having lots of Djinn active. When
you finally defeat Deathbeard you will get 8,000 experience points, 9,000
coins and some Water of Life. You'll also be able to get the treasure chest
at the very north part of the ship. This box contains the Demon Mail that's
unfortunately cursed.
Congratulations! You're now done Crossbone Island! Save your game and use
Retreat to head out of the cave. Head back northwest towards the pink tornado
to arrive back at Suhulla. Head all of the way back to Babi's tower where you
want to go through the entrance there. Also, you will probably want to take a
rest in the inn at Lalivero before you enter the tower.
------
Venus Lighthouse Part 3
------
Go through the Babi Lighthouse entrance to the tower. Now, keep making your
way through the tower using the guide earlier in this game. For the most
part, you're going to have to re-do all of the puzzles in the tower. When you
*finally* make your way to the top room, save your game, heal all of your
characters and grab the Psy Crystal. Put 4 Djinn on standby for everyone but
Mia just like you did with Deathbeard, and slide down the crevice.
You'll now get an elevator ride up to the top of the lighthouse where you'll
find Menardi and Saturos talking about lighting the beacon. Suddenly, Felix
will come up and get in a fight with Saturous and Menardi. He talks about how
he doesn't trust them with Sheba (remember her?) When you finally get your
command back, SAVE YOUR GAME BUT WITH A DIFFERENT SAVE FILE THAN THE ONE YOU
SAVED BEFORE GOING DOWN THE CREVICE! You will not be able to return to the
rest of the game without losing to Saturos and Menardi after this point. Make
any final adjustments and head over the blue and white gaps, up the stairs and
get ready to find Saturos and Menardi! Well, after 3 minutes of conversation
at least ;-]
In this battle, don't be afraid to use any valuable items that you may be
saving, as this is the final battle. Cast all of your summons at the
beginning and have Mia use Wish Well throughout the battle. You're the most
vulnerable at the beginning of this battle because characters such as Ivan
will have very little HP until he regains some of his HP. If he goes down at
any point, use Water of Life or Revive with Isaac to bring him back to life.
Otherwise, use Ragnarok with Ivan, Flash each turn with Garet (be it summoning
or using), and High Impact and Ivan's most expensive attack PP wise for each
round. Saturos and Menardi will start to become less and less effective
against you, and eventually you'll destroy them.
Once Saturos and Menardi go down, Felix will mysteriously not let Sheba go and
mention that he himself wants to light all of the towers. Then, out of
nowhere, Saturos and Menardi will get up and throw an elemental stone into the
tower. Felix will leave and Saturos and Menardi will merge into one GIANT
Fusion Dragon. This Fusion Dragon really isn't as difficult as it seems, and
the same strategy that you used against Saturos and Menardi will work very
well against this boss. The only problem is that you don't have any Summons
this time, so it will take much longer to kill this guy. After about 20
minutes of fighting you'll finally be able to defeat the dragon if you've
stuck to the strategy. Saturos and Menardi will fall into the Lighthouse (not
much of a death, I bet they'll be back.) You'll talk with Felix again and
suddenly the Lighthouse will break in half. Sheba will fall to here death and
Felix will jump after her.
------
Ending
------
You'll find yourself somewhere in Lalivero talking with Iodem.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!Absolutey Do Not Save Over Your Pre-Boss Battle File While In Lalivero!
!It is not possible to get out of Lalivero at this point. !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
In here you'll learn that Sheba and Jenna have not been found, and that
Idejema has been washed out to see along with Sheba and the rest (apparently
Sheba didn't die.) You'll all say your farewells, although Iodem will want to
talk to you a little more. Head out of the house to have Iodem come and talk
to you about how you saw Iodem. He'll give you the Black Orb that has the
power to raise the sunken ship from the sea. Once you get command back, head
to the northwest part of the town to the building where the soldier is
guarding. Talk to him and he'll let you through. Head west along the bottom
ledge and north along the dock. Use the Black Orb when you get to the
northern most part of the dock to raise the Ship from the sea. Your friends
will start talking about how this is the Lemurian Ship and that the quests are
just beginning. The ship will set sail and the credits will start to roll.
Once they're all done a To Be Continued message will appear. What does this
mean? It means that another Golden Sun is on the way for GameBoy Advance and
it's coming out by Christmas 2002.
But it doesn't end quite there. After this you will see a short cinematic
scene which explains what happened to Sheba, Felix, Kraden, Jenna and Alex.
Makes you thristy for a sequel, doesn't it?
=============
Chapter 7: Boss Strategies
=============
This section features alternate strategies than are listed in the walkthrough,
and also features Boss HP, how many coins they give, and how much experience
points they give. If you've got a very well described Boss Strategy, please
send it to me at gsa@comicsoft.zzn.com or post them at my forums at
http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi. Also,
if you have stats on bosses, please also send them to me ASAP. Those who
contribute will be credited.
Here's a general strategy from Tim Stankiss [jedimstr@sdf.lonestar.org]:
"I found that a really easy way to beat the most bosses *excluding* saturos,
menardi, and the fusion dragon is to equip all venus djinn on Issac (or
whatever you named him). You get a power called curse that makes the spirit
of death embrace somebody. After the spirit of death embraces somebody, they
have 4 turns to live. Keep your party alive for four turns, and you win.
Works on Hydros Statue, Manticore, Kraken, the Gladiators, Toadonpa, the Storm
Lizard, and all the smaller creatures too."
------
Bandits
------
From MysticDragon2100: These guys give 66 EXP and 127 Gold.
------
Tret Tree
------
From Ben Rechter [weirdo007@hotmail.com]:
"This guy isn't that tough, so it doesn't really matter if you do him before
or after the Mercury Lighthouse.
Tret will just do a normal hit attack, while you can use your Psynergy. If
you're going well around this time, Isaac should have Ragnarok, which will be
useful. If Mia has enough Water Djinn, then she should be able to use Wish.
Ivan's best attack at this stage would be Plasma, so use that and with Garet
use Heat Wave."
------
Saturos on Top of Mercury Lighthouse
------
Here is Saturos' breakdown of stats:
From lotaion on the GameFAQ's message boards:
"Make sure that you have all of the Djinn up to this point, and that you're
around Level 10. Keep all of your characters healed by distributing herbs and
nuts evenly to all characters. Take in mind that Mia has slow agility and let
Isaac do some healing work. Put all of your Djinni on standby and unleash the
summons. Then use attacking Djinn like Gust, Flint and Fever.
As for attacks don't use any Psynergy with Garet, and with Ivan use Plasma."
From Flumens on the GameFAQs message boards:
"Saturos is easy this fight. Have all your Mars Djinn on Isaac (stand-by), all
your Jupiter Djinn on Garet (set), all your Venus Djinn on Ivan, and all your
Mercury Djinn on Mia. This way, Isaac and Ivan both have Cure and Mia has her
ply, making recovering from Saturos' Fireball easier. Attack with everybody
each turn with Garet using his Djinn and summoning them when they are all on
stand-by. When HP is low, cure, but be careful not to let anybody's HP drop
too low as a Fireball will finish them off. The best bet is to use Mia's Ply
every single turn. As she recovers 4 PP every turn anyway, she will never run
out. If no one was hurt, I generally healed Ivan as he is always hit by the
Fireball, and since Mia was slower than Saturos (can't remember agility or
level), she would heal after the fireball, reducing the number of people I had
to heal next turn. Healing all the time is a bit slow, but it encourages
survival. Garet should attack every turn regardless."
From Aethereal on the GameFAQs message boards:
"I beat him rather easily by equipping (and setting) the Djinni that match the
characters (i.e. Flint and Granite on Isaac, Forge and Fever on Garet, etc.).
I started by having Isaac, Garet, and Ivan cast their Assist Djinni (Granite
for defense, Forge for attack, and Breeze for resistance) and Mia used Sleet,
dealing the first dose of damage. Then I used the attacking Djinni and used
Fizz on Ivan, and always Ivan (because Saturos always does Heat Flash and then
Fireball on the first two turns). After that, unless someone was *really*
about to die (i.e. had less than 35 HP), I had everyone summon. Then I focused
on healing and casting spells such as Spire (I had yet to acquire Ragnarok by
this battle), Tundra, Plasma, and having Garet attack and use items...Mia and
Isaac assisted with the healing as well. I found the fight pretty easy as long
as Saturos didn't attack Ivan practically every round:)"
------
Hydros Statue
------
From Ben Rechter [weirdo007@hotmail.com]:
"By now, you should have at least two of Each Djinni, so use your summons-
Neried, Ramses, Tiamat and Atlanta. If that doesn't work, then keep using
Ragnarok, Heat wave, impact and taundra. After a while he should die so that
you can get the Lift Stone."
------
Manticore
------
From Ben Rechter [weirdo007@hotmail.com]:
"This guy shouldn't be too hard if you have done enough training up to here.
In the Lamakan Desert, use Reveal on the big Sand Fall and the Manticore
will be blocking a cave. Press A on it to get started.
With Ivan use Storm Ray, Ragnarok with Isaac, Ice Horn with Mia and Heat
Wave with Garet. If you want, using Summons could also be useful."
------
Kraken
------
Here's some information on Krarken from Aditya Durgam [adurgam777@hotmail.com]:
"I have some info on the HP power of Kraken, the water demon you encounter on
your way to Tolbi on the ship. Kraken is the fourth monster/ beast you
encounter while sailing.
-He knows Ply Well, so be carefully.
-He has approx. 2447 HP. It would be best if you used all the appropriate
summons with the respective elemental adept (Thor with Ivan, Judgment with
Isaac, etc.). I works better that way (duh)."
------
Toadonpa
------
From Dumont [ajdumont@sympatico.ca]:
Toadonpa has approx. 3500 HP.
------
Storm Lizard
------
Jarrod M: "If you want to get rid of the storm lizard quickly all you need to
do is go to Tolbi and use your lucky medals and aim for the center you'll
usually get a weapon called the "Assassin Blade" it's special abilities can
kill enemy even at full HP then get 3 of these and just go and fight him if
your lucky you can kill him in one hit with one of the blades although it may
be a glitch i couldn't tell you for sure."
------
Deathbeard
------
Here is information from Ben Rechter [weirdo007@hotmail.com]:
"When you find the pirate ship, go to the front of the ship and Deadbeard
will appear.
The best attacks to use are Destruct Ray with Ivan (though if you don't have
it use Tornado or Shine Plasma). With Isaac use your Ragnarok. Every turn with
Mia it would be safe to use Wish or Wish Well. With Garet
use Heat Wave.
Deadbeard will attack you will fire attacks like Fireball and Inferno.
Although if you use High Impact with Ivan about 3 times, he will use Break.
Deadbeard is and extremely tough boss, so i suggest you take a few nuts, Psy
Crystals, Water of Hermes and always try to keep Mia and Isaac alive- Isaac
to attack and Mia to heal. It could be an extremely long fight, so be
prepared."
Here's some information from UnrealBlizzard@aol.com:
"i have some info on deadbeard on Crossbone Island. When i fough him, my
characters were at level 28 (Ivan was 27). He had approxamately 6023 HP and he
liked to use Impact and Break. All my characters fell except for Mia, and i
killed him when she had 27 HP left. I just summoned the hell out of him and
then used Ragnorak with Isaac, Heat Wave and Djinni with Garet, Djinni with
Ivan, and Wish Well with Mia. Watch out, because, like most bosses, Deadbeard
attacks twice per round."
From "Chris Pestak":
"When I fought deathbeard I used wishwell almost every turn with either my
dragoon Garet at lv 30 or White Mage Ivan. Issac's Samurai attacks are good
and don't be afraid to use his status-changing Psyenergy. The ultimate weapon,
however, against Deathbeard is by far and away Earth Summons. Regular
old 'VENUS' will do between 200-300 damage. I did over 1000 damage with
Judgement. I had Mia doing the summoning just because the other characters
were busy attacking or wishing in the well. Good Luck!"
------
Saturos, Menardi, Fusion Dragon
------
According to RaGiNGTDRaGoN@aol.com, The Fusion Dragon has between 5200-5300 HP.
From Paratroopa1 on the GameFAQ's message boards:
"With Ivan, do whatever you want. Some people like to use Impact on Isaac.
Myself, I prefer to use a lot of Djinni and then summon Thor to get a lot of
damage done.
Isaac should attack with the Gaia Blade, use Ragnarok, or use Djinni and then
Summon. Don't use Djinni too often or his stats will fall. Be careful."
From TennisPro6988@aol.com:
"Start out with all the earth Djinni on Isaac, all the Fire Djinni on Garet,
etc. Go into battle and use all the defensive djinni first. The main thing in
this fight is to get rid of Saturos. His attacks will do at least 100 to all
your people, while Menardi just heals and does 40 damage (if your level 25).
So keep on using your Djinni's special abilities until you finally have enough
on standby to use four level 4 summons. Remember to concentrate the attack on
Saturos. A few more attacks after that and he should go down. Now you just
have to deal with Menardi. She won't have that much HP(because of the summons
you used) so just do regular attacks and remember to heal. After that you get
really happy and say " Yay I finally beat the game!"........ NO. just NO. Your
characters will get happy to until suddenly Saturos lights the light house(
c'mon you knew it was gonna happen) Then somehow him and Mernardi fuse into a
big ugly rabid Dragon. Just use the same tactics and you should beat him."
From Syk0224@aol.com:
"This may vary from other people's strategies, but when I used this one, I
beat it easily:
First off, put all the djinn on standby, except for Granite, Flash, and any
other djinn you would like to use in battle. (only set up to 3 djinn for each
person, because the summon would be weakened, if you have all of them--28
djinn total). Then, in the first round of attacks, use Granite and Flash.
Then, tell Ivan to use djinn or summon Thor. Definitely, and I mean
DEFINITELY, summon Boreas.
Second round of attacks
Tell Isaac to heal whoever needs healing, (Probably Ivan.) Garet--Summon
Meteor. Ivan--summon Thor or cast most powerful spells. Mia--aid in healing.
Third round of attacks
Tell Isaac to continue healing, but if everyone has enough HP, summon
Judgment. (And no, judgment is not spelled wrong!!) Garet--Same as b4. Ivan--
Cast most powerful spell. Mia--if has enough djinn, use Wish or Wish Well on
party often.
Fourth round of attacks, and so on (press A and watch the pretty colors)
OK, now you have it sort of easy, unless the dragon keeps using Outer Space.
Isaac--Use djinn often to put in Standby, and cast most powerful spells.
Garet--Same as Isaac.
Ivan--Same as Isaac.
Mia--Use Wish Well often, cast most powerful spells.
Last few attacks
Now, you should be low on PP. Use the items to regain PP. Everyone should do
the same things as before, and if a lot of the djinn are on Standby, SUMMON!!
The Fusion Dragon should collapse soon, and watch the close-to-ending
cinematics...
"
From Ben Rechter [weirdo007@hotmail.com]:
"Use Level 4 summons first of all. With Mia use a level 3 so that she can
still do Wish Well. After Summons have been done, use your Djinni to hold
Saturos because he is the stronger fighter although Menardi has more health.
Use your strongest attacks (like Destruct Ray, Galcier, Inferno, Mother
Gaia) until they die.
Now the fusion dragon isnt much stronger than Menardi and Saturos, but this
time it should be easier because u can use stron ger attacks like Ragnarok
and Heat Wave. Don't worry if Isaac and Garet are on low pp after fighting
Saturos and Menardi, their pp will get restored. Keep fighting, using High
Impact with Ivan and Wish Well with Mia. After dieing, Saturos and Menardi
will fall into the lighthouse, which probably means that they will come
back, Felix and Sheba will fall into the sea and the lighthouse will split."
From HiddenFlame@aol.com:
"1st, before entereing the battle make sure everyone is at full HP and PP. The
set all of your Djinn except Ground(On Isaac) and Flash(On Garet). When you
start off send all damage to Menardi with this combo: summon Judgement with
Isaac, use the Flash Djinn with Garet, then Thor with Ivan, and Boreas with
Mia. On the second go round, use the Ground Djinn with Isaac on Saturos, then
Meteor with Garet but with it directed at Saturos, summon Procne with Ivan
directed at Menardi, and Neptune with Mia directed at Menardi. This second
round combo should fell Menardi if you're on a high enough level, and/or have
all Djinn set to the users by type. On the third round, use Ragnarok w/ Isaac,
then Inferno or set Flash w/ Garet, then Destruct Ray w/ Ivan, and anything
you want with Mia. With that, they should have beaten and you hadn't taken any
real damage. "
From "Bonnizzio":
"I found an easy (but long) way to defeat the 3 final bosses. Just equip all
the Djinn the characters are good at. Isaac= 7 Venus, Garet= 7 Mars, Ivan= 7
Jupiter, Mia= 7 Mercury. Put them all on stanby except Granite, Corona, Flash,
Kite, Zephyr, Fizz, and Spritz. As soon as you start battling the duo, have
Isaac unleash Granite, Garet summon Meteor, Ivan summon Thor, and Mia summon
Boreas. Make surem the larger arrow is on Menardi. After the duo attacks, have
Isaac summon Judgment, Garet unleash Flash, Ivan unleash Kite*, and Mia
unleash Spritz. After the duo attacks, have Isaac cast Ragnarok or Clay Spire,
then the other I just mentioned. After this, just unleash any Djiini that are
status-changing or attacking. Have Mia summon Mercury, Neried, Neptune, or
Boreas whenever possible. This should also get Fusion Dragon after about 5-10
minutes of battling."
=============
Chapter 8: The Arena
=============
The Arena in Golden Sun has a handful of uses. To get to it, choose Battle
instead of the usual Load Saved Game when you press A from the Main Menu
screen. In this mode you'll notice that you can use your "Clear Data" file
that contains the save you made once you beat the game if you have one (this
leads me to believe that you will be transferring your data via a link cable
as opposed to another method.)
When you select a file to load you'll find yourself in the lobby area. You'll
notice that in this lobby none of your Psynergy works, but this doesn't matter
because there won't be any monsters or puzzles to fight in the lobby. You
also won't take home any experience points, items or health that you may get
as a result of fighting in the Lobby. The Lobby is more of just a practice
area where you can battle other monsters or a friend. So, you want to head to
the girl at the counter north-northwest of the door to set up either a Monster
Battle (single player) or a Linked Battle against another player.
------
Monster Battles
------
Talk with the lady at the counter and step onto the circle in the middle of
the two desks. In here the bars to the stairs will open and you'll start to
head up it. These monster battles won't give you any experience points, but
they can be reasonably fun. In here you'll find any monster or monster-type
boss that you've already faced in the save file you have loaded. When you
defeat a monster you'll arrive back in the circle in the Lobby and you'll be
asked if you want to fight another battle. You won't have time to change
around Djinn, so make sure that you stick with a solid plan before staring
your first monster battle. Take note, however, that if you quit your
consecutive monster battle tally will be stopped and you'll have to start over
again.
If you've beaten the game expect to see several odd monsters that you usually
aren't used to seeing in regular random encounters. Some of these monsters
include Bosses, Mimics and tough monsters from Crossbone Island. If you're
struggling to defeat some of these monsters, try leveling up in one of your
games, saving it, and then playing again. This should make monster battles a
lot easier.
The Monster Battle Consecutive Win Record doesn't seem to affect anything in
the game, although I could be mistaken. Has anyone gotten anything special by
winning a *lot* of monster battles in a row? If so, e-mail me at
gsa@comicsoft.zzn.com
------
Linked Battles
------
Linked Battles are probably the best part of Golden Sun once you've beaten the
game. They offer a great deal of challenge (pending that you can actually
find a friend with another Game Boy Advance and who has this game) and are
generally very exciting. Before I go into strategies, here is some general
information on Linked Battles
"The 3 left-most characters will participate in the battle. To change the
order of the characters, go to Status, and press L and R to swap around
character order.
"Talk with the lady at the counter when linked to propose a linked battle,
then talk with her again once your friend accepts your offer. Next, head into
the white circle to enter the arena.
"In the battle you will have as long as your rival takes to make his or her
move and 15 seconds afterwards. If you fail to choose a command for any
character before the clock runs out, those characters will be assigned to
defend.
"Feel free to use any items in the battle as these won't transfer over to your
normal game (read: you won't lose your items that you consumed in the battle.)
"Agree with your friend to OUTLAW PSY CRYSTALS. This is for the best because
if both you and your friend are at high levels and have many Psy Crystals the
battles will go on for a *long* time.
Now, here are a few strategies for Linked Battles:
"Turn your sound all of the way down, even before the battle. This will
prevent your friend from listening in on what you're doing and planning a
counter strike against you. Alternatively, if you hear your friend
inactivating all of his or her Djinn, be prepared for an onslaught of summons
at the beginning of the battle.
"In your first battle, put enough Djinn on standby so that you have 3 Level-4
Summons. Unleash these your first time to catch your friend off guard.
"In the remaining battles, don't try the same Summon-First strategy for a
while. Instead, try faking your friend out by turning up your volume before
the battle and having him listen to your putting all of your Djinn on
standby. Then, as soon as the battle begins, simply do stat boosting spells
while your friend uses his defensive Djinn, etc. If it works you should be
able to catch him or her off guard in the next round and blast him with
summons.
"Even if you're going for a normal battle, you will probably want to have at
least 1 Level-4 summon handy. These will do 200-350 damage against your
opponent which is a sure-fire way to hurt him when he's down. Since the
battles are usually long, you should be able to get back the stats by
regaining Djinn after casting the summon any ways.
"Djinn like Kite and Flash are your friends during this battle. Make sure
that you have these Djinn active at all times.
"I like Mia over Ivan, but you may have your own preference.
"The Spell "Break" is one of the best spells in this battle. If your friend
spends all of his time boosting his stats, simply cast 1 Break spell on him to
return his stats back to normal.
=============
Chapter 9: Leveling and Character Classes
=============
This section is for those who like to level up at the end of games for not
much reason at all (although, with a sequel on the horizon it may be of some
use.) It also will provide help to finding the best Djinn combinations to fit
your needs. any ways, in this section I will hope to cover all Attacks gained
by characters in their various classes. This will take a very long time, so
bare with me as this section is updated quite slowly.
Here are a few pointers for use when leveling up: The fastest way to level up
is to have all of your Djinn Active so that they have the best stats. This
seems to require less experience points to get to the next level than when you
don't have your Djinn active. Naturally, you should have the Lure Cap that
you got from Babi after winning Collosso. Here are a few other items that you
want to have equipped:
"Your best equipment for all of the characters except...
"Any equipment that replenishes PP for the character with Wish Well
Here's a general break down of class changing:
"The best Djinn combinations seem to be with all of one type of Djinn early on
in the game.
"Characters are a little stronger with their class of Djinn as opposed to
another class (for example: Isaac is best with Earth Djinn)
"Characters are by far much better when they have all of their Djinn equipped
as opposed to when they don't have any Djinn equipped.
"Combinations that mix up many Djinn aren't as strong as pure Djinn
combinations unless you have enough Djinn (which would be 7 of each type) to
get the Ninja, White Mage, etc. classes (see below.)
"When leveling up try to have as much "Luck" as possible in order to get the
best items.
"The "Pink Tornado" strategy of attacking the Storm Lizard in the Pink Tornado
on Crossbone Island and then re-entering Crossbone Island's entrance and
fighting it again is not an effective strategy. I recommend sticking to the
top floors of Venus Lighthouse.
New: If you're not at the end of the game, here's a method from Chris R.
(Wallkill, NY) for leveling up your characters:
Go to Altimer Cave (northwest of Tolbi, it's where you first find Babi). In
Altimer Cave, walk around getting in battles until you encounter an enemy
party with atleast 1 Worm. Kill all the of the enemies except the Worm and
let it start to call for help. If a worm shows up, let it live. However, if
anything but a worm is called kill it. Ideally, you want worms in positions
1,2,5,6 (from left to right.) Kill everything in the middle, repeating this
for several minutes. You'll get about 9,000 expererience points if you keep
it up for 20 minutes with a good deal of coins.
The first section in this chapter deals with when characters learn their
Psynergy at their pure classes (only Earth Djinn on Isaac, only Fire on Garet,
etc.) Most of the information is from Levatation 0 and Koop from my message
boards. If you have something to add to this section, feel free to e-mail me
at gsa@comicsoft.zzn.com.
Format:
Level Needed to Learn Psynergy - Psynergy Name: Description. PP needed.
Enemies/Allies affected.
Isaac:
lvl 2 - Quake: Attack with a powerful quake. PP4. 3
lvl 4 - Earthquake: Attack with a mighty tremor. PP7. 5
lvl 6 - Spire: Attack with earthern spire. PP5. 1
lvl 10 - Cure Well: Restore 70 HP. PP3. 1
lvl 13 - Ragnarok: Strike with a massive sword. PP7. 1
lvl 14 - Quake Sphere: Attack with a massive quake. PP15. 7
lvl 19 - Revive: Revive a downed ally. PP15. 1
lvl 20 - Clay Spire: Attack with earthern spire. PP13. 3.
lvl 42 - Stone Spire: Attack with earthern spire. PP22. 3.
Issac lvl 54 - Grand Gaia: Attack with the earth's might. PP32 7
Garet:
lvl 2 - Flare: Attack with flaring flames. PP4. 1.
lvl 4 - Fire: Attack with a scorching fireball. PP6. 3.
lvl 6 - Flare Wall: Attack with searing flames. PP7. 3.
lvl 8 - Volcano: Attack with volcanic might. PP6. 1.
lvl 12 - Heat Wave: Attack with fiery bolts. PP6. 1.
lvl 14 - Fireball: Attack with a scorching fireball. PP12. 5.
lvl 18 - Flare Storm: Attack with incinerating flames. PP12. 3.
lvl 22 - Eruption: Attack with volcanic might. PP14. 3.
lvl 36 - Inferno: Attack with a scorching fireball. PP23. 5.
lvl 48 - Pyroclasm: Attack with volcanic might. PP29 5
Ivan:
lvl 8 - Plasma: Attack with a barrage of bolts. PP8. 3.
lvl 12 - Sleep: Lull multiple foes to sleep. PP5. 3.
lvl 14 - Storm Ray: Attack with a magnetic storm. PP10. 3.
lvl 17 - Bind: Block a foe's Psynergy. PP4. 1.
lvl 18 - Tornado: Attack with a mighty tornado. PP14. 5.
lvl 21 - High Impact: Boost party's Attack. PP12. All.
lvl 36 - Destruct Ray: Attack with a magnetic storm. PP21. 3.
lvl 44 - Tempest: Attack with a fearsome windstorm. PP27. 5.
Ivan lvl 50 - Spark Plasma: Attact with a barrage of bolts. PP37 7
Mia:
lvl 13 - Restore: Remove sleep, stun, and delusion. PP3. 1.
lvl 16 - Ply Well: Restore 200 HP with faith's power. PP8. 1.
lvl 17 - Ice Horn: Attack with spikes of ice. PP11. 3.
lvl 31 - Break: Eliminate an enemy's bonuses. PP5. All.
lvl 34 - Pure Ply: Restore 1000 HP with faith's power. PP12. 1.
lvl 42 - Ice Missile: Attack with spikes of ice. PP23. 3.
lvl 46 - Pure Wish: Restore 400HP to the whole party. PP20 All
------
Isaac (Beginning at Level 29)
------
Isaac's Classes Based on a Level 29 Character (coming soon: A Level 45-ish
Character)
Scquire - 1 Earth Djinn
-HP + 6
-PP + 3
-Attack + 4
Knight - 2 Earth Djinn
-HP + 41
-PP + 11
-Attack + 27
-Defense + 17
-Agility + 15
-Luck + 1
Knight - 3 Earth Djinn
-HP + 11
-PP + 3
-Agility + 3
Gallant - 4 Earth Djinn
-HP + 48
-PP + 15
-Attack + 27
-Defense + 18
-Agility + 13
-Luck + 1
-Psynergy Gained: Gaia, Mother Gaia, Revive
Gallant - 5 Earth Djinn
-HP + 10
-Attack + 4
-Luck + 1
Lord - 6 Earth Djinn
-HP + 50
-PP + 14
-Attack + 27
-Defense + 15
-Agility + 16
Lord - 7 Earth Djinn
-HP + 13
-Attack + 6
Brute - 1 Fire Djinni
-HP - 15
-PP - 9
-Attack + 31
-Defense - 15
-Luck - 1
-Psynergy Gained: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova,
Haunt, Curse, Condemn
-Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire,
Cure, Cure Well, Potent Cure
Ruggian - 2 Fire Djinn
-HP + 67
-PP + 12
-Attack + 27
-Defense + 17
Ruggian - 3 Fire Djinn
-HP + 11
-PP + 3
-Defense + 2
-Agility + 3
Savage - 4 Fire Djinn
-HP + 67
-PP + 10
-Attack + 31
-Defense + 15
-Agility + 12
-Psynergy Gained: Spire, Cure Spire, Revive, Impair, Debilitate
Barbarian - 5 Fire Djinn
-HP + 76
-PP + 13
-Attack + 28
-Defense + 19
-Agility + 12
-Luck + 1
Barbarian - 6 Fire Djinn
-HP + 13
-Attack + 4
-Agility + 3
Barbarian - 7 Fire Djinn
-HP + 16
-Attack + 3
-Agility + 3
-Luck + 1
Apprentice - 1 Jupiter Djinni
-HP - 15
-PP + 39
-Attack + 3
-Agility + 15
-Luck - 1
-Psynergy Gained: Astral Blast, Gaia, Mother Gaia, Weaken, Enfeeble, Delude,
Sleep, Haunt, Curse
-Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire,
Cure, Cure Well, Potent Cure
Illusionist - 2 Jupiter Djinn
-HP + 65
-PP + 16
-Attack + 27
-Defense + 17
-Agility + 12
-Luck + 1
Illusionist - 3 Jupiter Djinn
-HP + 13
-PP + 4
-Agility + 2
-Luck + 1
Enchanter - 4 Jupiter Djinn
-HP + 65
-PP + 16
-Attack + 30
-Defense + 15
-Agility + 13
-Psynergy Gained: Impact, High Impact, Ward, Resist
Enchanter - 5 Jupiter Djinn
-HP + 12
-PP + 5
-Agility + 4
Shaman - 6 Jupiter Djinn
-HP - 47
-PP + 11
-Attack - 49
-Defense - 15
-Agility - 13
-Luck + 1
Shaman - 7 Jupiter Djinn
-HP + 13
-PP + 7
-Defense + 2
-Luck + 1
Swordsman - 1 Mercury Djinni
-HP - 15
-PP + 13
-Defense + 18
-Agility - 23
-Psynergy Gained: Cutting Edge, Thorn, Briar, Revive, Cure Poison, Restore
-Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire,
Cure, Cure Well, Potent Cure
Defender - 2 Mercury Djinn
-HP + 65
-PP + 11
-Attack + 31
-Defense + 15
-Agility + 12
-Luck + 1
-Psynergy Gained: Ply, Ply Well, Avoid
Defender - 3 Mercury Djinn
-HP + 13
-Attack + 5
Cavalier - 4 Mercury Djinn
-HP + 67
-PP + 14
-Attack + 27
-Defense + 15
-Agility + 15
-Psynergy Gained: Wish, Wish Well
Cavalier - 5 Mercury Djinn
-HP + 13
-Attack + 5
-Luck + 2
Shamon - 6 Mercury Djinn
-HP - 53
-PP + 45
-Attack - 56
-Defense - 28
-Agility + 25
-Luck + 1
-Psynergy Gained: Froth, Froth Sphere, Growth, Mad Growth, Wild Growth, Cure,
Cure Well, Potent Cure
-Psynergy Lost: Cutting Edge, Thorn, Briar, Ply, Ply Well, Avoid
Shamon - 7 Mercury Djinn
-HP + 16
-PP + 6
-Agility + 5
Brute - 1 Earth Djinni, 1 Fire Djinni (From 1 Earth Djinn)
-HP - 15
-PP - 9
-Attack + 29
-Defense - 15
-Agility + 3
-Psynergy Gained: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova,
Haunt, Curse, Condemn
-Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire,
Cure, Cure Well, Potent Cure
Brute - 2 Earth Djinn, 1 Fire Djinni
-HP + 9
-PP + 1
-Agility + 3
Brute - 3 Earth Djinn, 1 Fire Djinni
-HP + 10
-Attack + 4
-Luck + 1
Brute - 4 Earth Djinn, 1 Fire Djinni
-HP + 12
-PP + 3
-Defense + 2
Brute - 5 Earth Djinn, 1 Fire Djinni
-HP + 10
-PP + 2
-Agility + 3
Brute - 6 Earth Djinn, 1 Fire Djinni
-HP + 9
-Defense + 2
-Agility + 2
-Luck + 1
Ruffian - 1 Earth Djinni, 2 Fire Djinn (From 1 Fire Djinni, 1 Earth)
-HP + 64
-PP + 9
-Attack + 29
-Defense + 15
-Agility + 15
-Luck + 2
Ruffian - 2 Earth Djinn, 2 Fire Djinn
-HP + 12
-PP + 3
-Agility + 3
Ruffian - 3 Earth Djinn, 2 Fire Djinn
-HP + 12
-PP + 13
-Defense + 3
Ruffian - 4 Earth Djinn, 2 Fire Djinn
-HP + 12
-Attack + 4
-Luck + 1
Ruffian - 5 Earth Djinn, 2 Fire Djinn
-HP + 10
-Attack + 2
-Agility + 4
At This Point I'm Just Going To Skip Ahead To Isaac's Best Classes:
Savage - 4 Fire Djinn, 3 Earth Djinn (Stats from 3 Fire, 3 Earth)
-HP + 75
-PP + 11
-Attack + 30
-Defense + 15
-Agility + 14
-Luck + 1
-Psynergy Known: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova,
Haunt, Curse, Condemn, Move, Retreat
-Psynergy Learned: Spire, Clay Spire, Revive, Impair, Debilitate
Cavalier - 4 Water Djinn, 3 Earth Djinn (Stats from 3 Water, 3 Earth)
-HP + 73
-PP + 16
-Attack + 27
-Defense + 15
-Agility + 26
-Psynergy Known: Cutting Edge, Thorn, Briar, Ply, Ply Well, Revive, Cure
Poison, Restore, Avoid, Move, Retreat
-Psynergy Learned: Wish, Wish Well
Enchanter - 4 Wind Djinn, 3 Earth Djinn (Stats from 3 Wind, 3 Earth)
-HP + 78
-PP + 19
-Attack + 27
-Defense + 18
-Agility + 12
-Psynergy Known: Astral Blast, Gaia, Mother Gaia, Weaken Enfeeble, Delude,
Sleep, Haunt, Curse, Move, Retreat
-Psynergy Learned: Impact, High Impact, Ward, Resist
Ninja - 4 Wind Djinn, 3 Fire Djinn (Stats from 3 Wind, 3 Fire)
-HP + 19
-PP + 7
-Defense + 3
-Psynergy Known: Death Plunge, Shuriken, Punji, Punji Trap, Fire Bomb, Cluster
Bomb, Gale, Typhoon, Thunderclap, Thunderbolt, Mist, Move, Retreat
Enchanter - 3 Water Djinn, 4 Wind Djinn (Stats from 3 Water, 3 Wind)
-HP + 78
-PP + 54
-Attack + 28
-Defense + 3
-Agility + 50
-Luck - 1
-Psynergy Learned: Astral Blast, Gaia, Mother Gaia, Impact, High Impact, Ward,
Resist, Weaken, Enfeeble, Delude, Sleep, Haunt Curse
-Psynergy Lost: Cutting Edge, Thorn, Briar, Ply, Ply Well, Revive, Cure
Poison, Restore, Avoid
++++++++
+ BEST +
++++++++
Dargoon - 3 Water Djinn, 3 Fire Djinn, 1 Wind (Stats from 3 Water, 3 Wind)
-HP + 139
-PP + 36
-Attack + 56
-Defense + 34
-Agility + 12
-Luck + 2
-Psynergy Known: Cutting Edge, Thorn, Briar, Ply, Ply Well, Cure Poison,
Restore, Avoid
-Psynergy Gained: Blast, Mad Blast, Fiery Blast, Wish, Wish Well
-Psynergy Lost: Revive
------
Garet's Classes
------
Stats are currently just based on a Level 29 Garet, and for his best classes.
Guard - 1 Fire Djinni
-HP + 11
-Attack + 2
-Agility + 1
-Luck + 2
-Psynergy Known: Heat Wave, Flare, Flare Wall, Flare Storm, Fire, Fireball,
Volcano, Eruption
Soldier - 2 Fire Djinn
-HP + 65
-PP + 9
-Attack + 23
-Defense + 16
-Agility + 13
Soldier - 3 Fire Djinni
-HP + 15
-PP + 3
-Defense + 3
-Luck + 1
Warrior - 4 Fire Djinn
-HP + 71
-PP + 10
-Attack + 25
-Defense + 16
-Agility + 11
-Psynergy Learned: Guard, Protect, Impair, Debilitate
Warrior - 5 Fire Djinn
-HP + 14
-PP + 4
-Defense + 3
-Agility + 2
Champion - 6 Fire Djinn
-HP + 85
-PP + 13
-Attack + 21
-Defense + 19
-Agility + 12
Champion - 7 Fire Djinn
-HP + 16
-Attack + 4
-Luck + 1
Savage - 3 Fire Djinn, 4 Earth Djinn (From 3 Fire, 3 Earth)
-HP + 82
-PP + 11
-Attack + 27
-Defense + 16
-Agility + 12
-Psynergy Known: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova,
Haunt, Curse
-Psynergy Learned: Spire, Clay Spire, Revive, Impair, Debilitate
Cavalier - 3 Fire Djinn, 4 Water Djinn (From 3 Fire, 3 Water)
-HP + 77
-PP + 14
-Attack + 21
-Defense + 17
-Agility + 14
-Psynergy Known: Cutting Edge, Blast, Mad Blast, Fiery Blast, Ply, Ply Well,
Cure Poison, Restore, Guard, Protect, Avoid
-Psynergy Learned: Wish, Wish Well
Enchanter - 3 Fire Djinn, 4 Wind Djinn (From 3 Fire, 3 Wind)
-HP + 80
-PP + 15
-Attack + 22
-Defense + 17
-Agility + 14
-Luck + 1
-Psynergy Known: Astral Blast, Volcano, Eruption, Ward, Resist, Weaken,
Enfeeble, Delude, Sleep
-Psynergy Learned: Impact, High Impact, Guard, Protect
++++++++
+ BEST +
++++++++
Samurai - 3 Wind Djinn, 4 Earth Djinn (From 3 Earth, 3 Wind)
-HP + 119
-PP - 7
-Defense + 37
-Agility + 35
-Luck + 1
-Psynergy Learned: Dragon Cloud, Demon Night, Rockfall, Rockslide, Lava
Shower, Molten Bath, Demon Spear, Angel Spear, Guardian, Protector, Magic
Shell, Magic Shield
-Psynergy Lost: Death Plunge, Shuriken, Punji, Punji Trap, Fire Bomb, Cluster
Bomb, Gale, Typhoon, Thunderclap, Thunderbolt, Mist
------
Ivan's Classes
------
These are based on a Level 29 Ivan, and I'm only listing Ivan's best classes
because it's pointless to go through all of the work to list bad classes.
Wind Seer - 1 Wind Djinni
-HP + 7
-Attack + 2
-Agility + 2
-Psynergy Known: Ray, Storm Ray, Whirlwind, Tornado, Plasma, Shine Plasma,
Sleep, Bind
Magician - 2 Wind Djinn
-HP + 34
-PP + 18
-Attack + 19
-Defense + 12
-Agility + 13
-Luck + 1
-Psynergy Gained: Impact, High Impact
Magician - 3 Wind Djinn
-HP + 10
-PP + 4
-Agility + 3
-Luck + 1
Mage - 4 Wind Djinn
-HP + 61
-PP + 12
-Attack + 23
-Defense + 9
-Agility + 13
-Psynergy Gained: Ward, Resist
Mage - 5 Wind Djinn
-HP + 9
-PP + 7
-Agility + 5
Magister - 6 Wind Djinn
-HP + 67
-PP + 12
-Attack + 25
-Defense + 10
-Agility + 13
Magister - 7 Wind Djinn
-HP + 14
-PP + 9
-Defense + 2
-Luck + 1
Shaman - 3 Wind Djinn, 4 Earth Djinn (From 3 Wind, 3 Earth)
-HP + 42
-PP + 13
-Attack + 24
-Defense + 9
-Agility + 13
-Psynergy Known: Bolt, Flash Bolt, Blue Bolt, Growth, Mad Growth, Cure, Cure
Well, Potent Cure, Bind
-Psynergy Gained: Revive, Ward, Resist
Ascetic - 3 Wind Djinn, 4 Fire Djinn (From 3 Wind, 3 fire)
-HP + 45
-PP + 16
-Attack + 20
-Defense + 13
-Agility + 13
-Psynergy Known: Slash, Wind Slash, Plasma, Shine Plasma, Bind
-Psynergy Gained: Volcano, Eruption, Ward, Resist
Scholar - 3 Wind Djinn, 4 Water Djinn (From 3 Wind, 3 Water)
-HP + 66
-PP + 12
-Attack + 25
-Defense + 10
-Agility + 13
-Luck + 1
-Psynergy Known: Prism, Hail Prism, Plasma, Shine Plasma, Impact, High Impact,
Bind
-Psynergy Gained: Wish, Wish Well
++++++++
+ BEST +
++++++++
White Mage - 3 Earth Djinn, 4 Water Djinn (From 3 Earth, 3 Water)
-HP + 75
-PP + 13
-Attack + 24
-Defense + 10
-Luck + 4
-Psynergy Known: Revive
-Psynergy Gained: Prism, Hail Prism, Plasma, Shine Plasma, Wish, Wish Well,
Cure Poison, Restore, Dull, Ward
-Psynergy Lost: Haunt, Curse, Bolt, Flash Bolt, Blue Bolt, Froth, Froth
Sphere, Cure, Cure Well, Potent Cure
------
Mia's Classes
------
Mia's Classes are based on a Level 29 Mia, and only her best classes and
natural classes are listed.
Water Seer - 1 Water Djinni
-HP + 13
-PP + 5
-Defense + 3
-Psynergy Known: Ply, Ply Well, Cure Poison, Restore, Frost, Tundra, Glacier,
Ice, Ice Horn
Scribe - 2 Water Djinn
-HP + 33
-PP + 13
-Attack + 23
-Defense + 15
-Agility + 24
-Luck + 1
Scribe - 3 Water Djinn
-HP + 10
-Attack + 4
Cleric - 4 Water Djinn
-HP + 55
-PP + 18
-Attack + 20
-Defense + 15
-Agility + 17
-Psynergy Gained: Wish, Wish Well
Cleric - 5 Water Djinn
-HP + 10
-Attack + 4
-Luck + 2
Paragon - 6 Water Djinn
-HP + 60
-PP + 18
-Attack + 21
-Defense + 18
-Agility + 13
-Luck + 2
Paragon - 7 Water Djinn
-HP + 17
-PP + 6
-Agility + 5
Shamon - 3 Water Djinn, 4 Earth Djinn (From 3 Water, 3 Earth)
-HP + 35
-PP + 17
-Attack + 20
-Defense + 15
-Agility + 18
-Psynergy Known: Froth, Froth Sphere, Growth, Mad Growth, Cure, Cure Well,
Potent Cure, Cure Poison, Restore
-Psynergy Learned: Revive, Wish, Wish Well
Ascetic - 3 Water Djinn, 4 Fire Djinn (From 3 Water, 3 Fire)
-HP + 39
-PP + 15
-Attack + 20
-Defense + 19
-Agility + 14
-Luck + 2
-Psynergy Known: Douse, Drench, Plasma, Hail Prism, Cure Poison, Restore
-Psynergy Learned: Volcano, Eruption, Wish, Wish Well
Shamon - 3 Water Djinn, 4 Earth Djinn (From 3 Water, 3 Earth)
-HP + 35
-PP + 17
-Attack + 20
-Defense + 15
-Agility + 18
-Psynergy Known: Froth, Froth Sphere, Growth, Mad Growth, Cure, Cure Well,
Potent Cure, Cure Poison, Restore
-Psynergy Learned: Revive, Wish, Wish Well
Scholar - 3 Water Djinn, 4 Wind Djinn (From 3 Water, 3 Wind)
-HP + 60
-PP + 13
-Attack + 23
-Defense + 15
-Agility + 17
-Psynergy Known: Prism, Hail Prism, Plasma, Shine Plasma, Impact, High Impact,
Bind
-Psynergy Learned: Wish, Wish Well
Ranger - 3 Wind Djinn, 4 Fire Djinn (From 3 Wind, 3 fire)
-HP + 12
-Attack + 4
-Luck + 1
-Psynergy Known: Slash, Wind Slash, Douse, Drench, Volcano, Eruption, Ward,
Resist, Bind
Here are a few suggestions for good classes for Mia from Rommel O Morales
[romax12@edsamail.com.ph]:
"Give Mia 6 Fire Djinn and 1 Water Djinn to have a Water Monk
Give Mia 6 Earth Djinn and 1 Water Djinn to have a Druid
Give Mia 6 Wind Djinn and 1 Water Djinn to have a Sage
Give Mia 6 Wind Djinn and 1 Fire/Earth or all Wind Djinn to have a Savant"
=============
Chapter 10: Weaknesses and the 'Dark Panther' Mehtod
=============
Before I get into the details, here is a breakdown of this section: It has
been recently discovered by 'Dark Panther' on the GameFAQs.com Message Boards
that attacking enemies with the opposing Djinn types will generate at the very
least a special "flashing death" and more experience points. Other players,
while not all, have found it also greatly increases the chance of recieving an
item dropped.
Now, the first section of this Chapter deals with how to execute the 'Dark
Panther' Method. The next section lists a great deal of enemy weaknesses and
was created by Alex on the message boards at my site, Golden Sun Anonymous
(http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi).
Now, here are the instructions for executing the 'Dark Panther' Method:
"If you're trying to get rare item drops on the top floors of Venus
Lighthouse, here's a method on how to have a greater chance on getting rares
(note: This method is not guaranteed to work):
"Get into a random battle, making sure that you have all of your Djinn set.
Instead of attacking like usual, simply use Attacking Djinni of the opposite
type of your enemy. For example, if you're against a Fire (Mars) type enemy,
use Venus (Earth) type Djinn like Flint on the enemy. Do not attack or use
Psynergy that will hurt the enemy (note: you can still use defensive Psynergy
and Djinn). Once you've defeated the enemy, you should notice a series of
flashing colors (as seen at http://www.nin-
gaming.com/~comicsoft/gsa/FenrirColors.gif). This means that you did it
correctly.
"Once you've defeated all of the enemies, you should notice that you've
obtained more experience points (this is guaranteed to happen.)
"If you're lucky, you will also have a good chance of recieving an item
dropped by the enemy. However, this is not guaranteed to work. For some
unknown reason, certain people get item after item after item, whilst (I said
whilst) others only recieve items very rarely, or not at all.
Here is a Weakness Guide by Alex from the message boards at my site, Golden
Sun Anonymous (http://goldensuna.tk).
Manticore King- Water
Nightmare- Earth
Brutal Troll- Fire
Vile Dirge- Wind
Kobold- Wind
Warrior Bee- Wind
Dirty Ape- Fire
Orc Captain- Wind
Orc Lord- Wind
Gnome Wizard- Wind
Plated Rat- Fire
Rat Warrior- Fire
Earth Golem- Wind
Horned Ghost- Wind
Mole Mage- Fire
Cannibal Ghoul- Fire
Stone Soldier- Water
Magicore- Water
Harridan- Wind
Acid Maggot- Fire
Tempest Lizard- Earth
Tornado Lizard- Earth
Storm Lizard- Earth
Roach- Water
Rabid Bat- Wind
Armored Rat- Fire
Mad Mole- Fire
Gnome Mage- Earth
Foul Dige- Wind
Death Cap- Fire
Fighter Bee- Wind
Undead- Fire
Mad Vermin- Fire
Ant Lion- Water
Rat Fighter- Fire
Orc- Wind
Death Head- Earth
Will Head- Earth
Bone Fighter- Earth
Dirge- Wind
Ape- Fire
Mole- Fire
Spirit- Wind
Amaze- Wind
Calamar- Fire
Cuttle- Fire
Salamander- Water
Bat- Wind
Vermin- Fire
Zombie- Fire
Wild Mushroom- Fire
Slime- Fire
Ooze- Fire
Boulder Beast- Water
Chimera Mage- Water
Ice Gargoyle-Earth
Thunder Lizard- Earth
Willowisp- Earth
Skull Warrior- Earth
Recluse- Fire
Fenrir- Fire
Grand Golem- Wind
Wild Gryphon- Wind
Grub- Fire
Also, he has created a list of the weaknesses for all of the door bosses at
Crossbone Island. Here goes:
Floor 1:
Virago- Wind
Hobgoblin- Wind
Mimic- Fire
Floor 2:
Grisly- Fire
Succubus- Fire
Floor 3:
Lich- Wind
Fiendish Ghoul- Fire
Floor 4:
Gryphon- Wind
Floor 5:
Stone Soldier- Water
Harridan- Wind
Lizard King- Fire
Floor 6:
Chimera- Water
Floor 7:
Earth Lizard- Wind
Floor 8:
Thunder Lizard- Earth
Poison Toad- Fire
Floor 9:
Cerebus- Fire
Pirate Ship:
Mimic- Fire
Deadbeard- Earth (Note: Gives 10400 exp and 11700 coins if beaten with an
Earth Djinn)
=============
Chapter 11: Golden Sun 2: The Lost Age
=============
------
Information
------
It's impractical to update the whole guide every time new information from the
new Golden Sun game, the Lost Age, comes out. So, I have put all of the
information, screenshots, movies and speculation on my site Golden Sun
Anonymous (http://goldensuna.tk).
------
Sending Data To the Lost Age
------
Here is how to send your data to the Lost Age. Note: You will need a Clear
Data file that you get when you beat the game. This DOES NOT mean an empty
slot for saving.
"Turn on your GameBoy Advance with Golden Sun in it.
"Proceed to the menu where you choose to make a New
File/Save/Battle/Copy/Erase.
"Hold the Shoulder Buttons (L and R), Hold Left, press B once. Note: You
should still be holding L, R and Left after pressing B.
"The menu will disapear for about a second. When it reapears you can release
L, R, and Left. You should now see an option to Send data if you were
successful.
In the Send option you will have the option of sending your Clear Data via a
link cable to another GameBoy Advance with the Lost Age in it or you can write
down a password. The passwords go from Gold to Bronze, with Gold being the
longest and Bronze being the shortest.
=============
Chapter 12: Codes, Secrets and Tips
=============
Welcome to the Codes, Secrets and Tips section. In this section are all of
the known codes, secrets and tips that I have for Golden Sun (hence the title
of this chapter.)
Name Other Party Members:
When you are naming your characters at the start of the game, press select
three times to name your other characters.
Name Enemies:
Source: midgetjackietran.
After pushing select three times, push up, down, up, down, left, right, left,
right, up, right, down, left, up, and select to name Felix, Jenna, and Sheba.
Restore HP Without Using Psynergy:
Thanks to Michael Sutton [suttmi@selwyn.ca] for this information:
"I have a good tip for when healing party members. For example, if Garet has
500/700 hp, you do not have to spend pp on curing 200 hp for him. Instead, you
just have to put all of his djinn on standby first and then his hp will be at
a lower number but with less damage. The percent of damage according to his hp
stays the same but it is a smaller number than the original number of hp
missing. This means that now instead of having to heal 200 hp you will only
have to heal about 100 hp. After he is healed, set back all of his djinn and
he will be at full health. So, you saved pp by only having to cure 100 hp
instead of 200 hp. You can do this for all party members. It is a way to save
pp with Mia or Isaac, but it does take a few minutes."
See Chapter 10, Weaknesses and the 'Dark Panther' Method, for a description of
a possible way to have better chances of getting rare item drops.
See Chapter 11, Golden Sun: The Lost Age, to see how to access the secret Send
Data mode.
============
Chapter 13: Where To Get Further Information
============
In-depth FAQs on Djinn, Class Changing, and Items:
http://www.gamefaqs.com
Gameshark Codes:
http://www.gameshark.com/gameboyadvance/objects/379896_106.html
Codebreaker Codes:
http://www.cmgsccc.com/gba/index.php?multi=3
Golden Sun Anonymous (my site):
http://www.nin-gaming.com/~comicsoft/gsa
Golden Sun Network:
http://www.goldnsun.net
Golden Sun Hacking Information:
http://www.reonis.d2g.com/GS/index.htm
Golden Sun Anonymous Forums:
http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi
Me:
gsa@comicsoft.zzn.com
=============
Chapter 14: Credits/Copyright Information
=============
=Walkthrough Written By......Mike Bentley=
=Djinn Section By...Baby M=
=Item List By...LJUMP12=
=Psynergy Learned Section By...Levatation 0 and Koop=
=Enemy Weaknesses Section By...Alex=
=ASCII Art...casa "casa@itookmyprozac.com"=
=Various Contributions Mentioned As They Show Up=
=Aditya Durgam [adurgam777@hotmail.com]...*Lots* of Tips ;-]=
=Other People Who Contributed Are Mentioned As Their Information Appears In
This Guide=
---
=My E-Mail Address...gsa@comicsoft.zzn.com=
=My Web site......Golden Sun Anonymous=
=(http://www.nin-gaming.com/~comicsoft/gsa/index.php)=
=I am sorry, I am no longer allowing anyone to Instant Message me. However,
you can still get a very quick response by posting on my forums at
http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi. Your
post will be answered quickly after posting.=
=Your Name Here! Contribute!=
For the most up to date versions of this FAQ please visit either
www.gamefaqs.com or
http://www.nin-gaming.com/~comicsoft/gsa/walkthrough.php.
If you're not on those sites and have a question that's not answered in this
FAQ, please look at these sites and make sure that you have the leatest
version of the guide before asking a question.
Copyright 2001 - 2002 Mike Bentley
Feel free to use this FAQ on your web site without getting my permission as
long as it isn't altered significantly. Although it would be great if you
could e-mail me and give me the URL. It boosts my ego when sites want my
work ;-].
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