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    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|//|    (( 
                Golden Sun: The Lost Age               |//|     ))
       No Nonsense Guide & Complete Walkthrough       |¯¯¯¯|    ||
                                                       ¯¯¯¯     &&

Welcome to Autocon's Golden Sun: The Lost Age No Nonsense Guide & Complete 
Walkthrough
Version 4.3.7, last updated July 09, 2007

Based on the USA release of Golden Sun: The Lost Age

This walkthrough is a work in progress (I'm still working on section 2, the 
rest is mostly complete). The first section is a completed guide, though, and 
can be used as such.

Next planned update: When I feel like updating again (hopefully by summer '07)

What I still need:
- I need to finish section 2 Walkthrough
- I need the battle stats for:
  - Venus Djinni Meld
  - Venus Djinni Crystal
  - Mercury Djinni Balm
  - Mercury Djinni Serac
  - Mars Djinni Fugue
- I need to flesh out some of the sections in section 1 Guide, mostly towards 
  the end of section 1 Guide

  PLEASE only send email to my Yahoo account! Also, I only check my email 
about 3 times a week, so I may not respond right away. Please be patient.
Remember, I'm going to college and have a life of my own, too, and I'm not 
getting paid to do this.

  If you are going to email me, read the FAQ and Tips sections first. Also 
check the section of the guide that corresponds to where you are in the game, 
it may help. I get about 10 or so guide related emails every 2 days, and 
usually 7 of those have already been answered in this guide. It is nice, 
though, when readers respond to my replies to them and thank me or point out 
problems or send in tips, suggestions, and corrections. If you could, please 
add the name you'd like to be listed by in my guide to your emails when sending 
in tips, suggestions, and corrections. It saves me from having to email you and 
ask how you wish to be known.

  If you sent in a tip, correction, or suggestion between Feb 06 and Mar 07 and 
it isn't listed, please send it in again. 

=======
Updates
=======
4.3.7
- Fixed several mistakes in the Ultimate Equipment list
- Fixed a mistake introduced in the last update
- Added 2.7a - 2.7f and updated the corresponding sections in 1.7
- Updated Great Gabomba puzzle with a 4th variation, thanks to Michelle
- Changed my equipment suggestions to match up with Section 7.7

4.3.6
- Fixed a mistake in 2.5h Aqua Rock

4.x
- New sections: Walkthrough, Rules For Emailing Me added
- Sub sections: Battle Tips added
- Removed sections: Rules for Emailing Me
- Added info about Easy Mode and Isaac's party
- Updated and reworked FAQ section
- Added a list of all the items you can get from the Lemurian Fountain
- Haures, Coatlicue, and other summons' infos were updated
- Added "What I still need" to the beginning of the guide
- Added diagrams to help with the Gabomba Statue puzzle to 9.4 Location Tips 
  and also to 2.4d Kibombo
- 1.4g/2.4g Trident Prong moved to 1.5b/2.5b Trident Prong
- Stats for Navampa and Minos Knight added
- Forging Suggestions added
- Section 1.5h Aqua Rock vastly improved
- Sections 1.5i/2.5i Aqua Rock Interior added, Tundaria Tower became 1.5j/2.5j
- Added a second set of Passwords, containing the Demon Mail
- Added Revenant71's interpretation of Tomegathericon
- Added the Unleashes of nearly every weapon mentioned in this guide
- Corrected the Call Dullahan Psynergy
- Completed 2.5 Eastern Sea Part 1 entirely
- Added Deadbeard Transfer Event
- Majorly condensed Updates section
- Updated the Tips section

3.x
- New sections: Frequently Asked Questions, Boss Strategies, Bestiary added
- Sub sections: 8.3 Level Up Tips, 8.4 Location Tips, 8.5 Golden Sun Items 
                Explained added
- I added a few PASSWORDS to the FAQ
- Added Forgeable Item drops
- I've started adding "suggestions" for each town regarding what to buy for 
  upgrades, and also for any area that has weapons/armor
- Added stats of (nearly) all the Djinn you have to fight
- Corrected bonuses of GS Djinn, added bonuses of Ember
- Added "DJINNI ALERT!!!" and "END DJINNI ALERT!!!" each time I mentioned a 
  Djinni in my guide for quick reference, more to come as I continue updating
- Added costs and stats of forged/refined items
- Clarified the Mars Star issue
- Added a note explaining why some items are capitalized and others aren't
- Added "TRANSFER EVENT ALERT!!!" in the same style as my "DJINNI ALERT!!!"
- Added descriptions of each Djinni's attack, including side effects and 
  who/what is targeted

2.x
- Major new section - 7 Ultimate Equipment added
- Minor typos corrected, classes updated (a few were wrong, from when I just 
  cut and pasted, sorry!)

1.x
- Added "Autocon's [sword pic]" header
- Posted to GameFAQs and was accepted
- Intitial release

FUTURE UPDATES
- Finish updating section 1 Guide
- Finish adding suggested equipment

  BEFORE WE BEGIN, I'd like to state the purpose of this guide. The first 
section is a "No Nonsense" guide, to help players stay on track and find the 
important items. It DOES NOT give step-by-step directions. For players who need
step-by-step directions I've added the second section, the actual Walkthrough. 
If you use the No Nonsense guide and get stuck, find the same section in the 
Walkthrough for step-by-step directions on what to do and how to do it.
  One last note - items I recommend picking up (in other words, important or 
very useful items) are listed in Capital Letters (such as Mist Potion) while 
non-important items are listed in lowercase letters (such as sleep bomb).

========
Contents
========

 1 Guide
  1.1 Prologue
   1.1a Venus Lighthouse
   1.1b Suhalla Gate
  1.2 Indra
   1.2a Daila
   1.2b Kandorean Temple
   1.2c Shrine of the Sea God
   1.2d Dehkan Plateau
   1.2e Indra Cavern
   1.2f Madra
  1.3 Osenia
   1.3a Mikasalla
   1.3b Garoh 
   1.3c Air's Rock Exterior
   1.3d Air's Rock Interior
   1.3e Garoh again
   1.3f Yampi Desert
   1.3g Alhafra
   1.3h To Gondowan
  1.4 Gondowan
   1.4a Gondowan Cliffs
   1.4b Naribwe
   1.4c Kibombo Mountains
   1.4d Kibombo
   1.4e Gathering
   1.4f Great Gabomba
  1.5 Eastern Sea part 1
   1.5a East Indra Shore
   1.5b Trident Prong
   1.5c E Tundaria Islet
   1.5d SE Angara Islet
   1.5e Yallam
   1.5f Taopo Swamp
   1.5g Apojii Islands
   1.5h Aqua Rock
   1.5i Aqua Rock Interior
   1.5j Tundaria Tower
  1.6 Eastern Sea part 2
   1.6a Izumo
   1.6b Gaia Rock
   1.6c Izumo again
   1.6d Apojii Islands again
   1.6e N Osenia Islet
   1.6f West Indra Islet
   1.6g Alhafra and Briggs
   1.6h Champa
   1.6i Ankohl Ruins
   1.6j Sea of Time
   1.6k Lemuria
  1.7 Western Sea
   1.7a More Gathering
   1.7b Shaman Village
   1.7c Atteka Inlet
   1.7d Contigo
   1.7e Jupiter Lighthouse
   1.7f Djinni Run
  1.8 The Grand Finale
   1.8a Gondowan Settlement
   1.8b Magma Rock
   1.8c Loho
   1.8d Prox
   1.8e Mars Lighthouse
   1.8f Yampi Desert Cave
   1.8g Sea of Time Islet Cave
   1.8h Treasure Isle
   1.8i Anemos Sanctum
   1.8j The End

  2Walkthrough
   2.1a Venus Lighthouse
   2.1b Suhalla Gate
  2.2 Indra
   2.2a Daila
   2.2b Kandorean Temple
   2.2c Shrine of the Sea God
   2.2d Dehkan Plateau
   2.2e Indra Cavern
   2.2f Madra
  2.3 Osenia
   2.3a Mikasalla
   2.3b Garoh 
   2.3c Air's Rock Exterior
   2.3d Air's Rock Interior
   2.3e Garoh again
   2.3f Yampi Desert
   2.3g Alhafra
   2.3h To Gondowan
  2.4 Gondowan
   2.4a Gondowan Cliffs
   2.4b Naribwe
   2.4c Kibombo Mountains
   2.4d Kibombo
   2.4e Gathering
   2.4f Great Gabomba
  2.5 Eastern Sea part 1
   2.5a East Indra Shore
   2.5b Trident Prong
   2.5c E Tundaria Islet
   2.5d SE Angara Islet
   2.5e Yallam
   2.5f Taopo Swamp
   2.5g Apojii Islands
   2.5h Aqua Rock Exterior
   2.5i Aqua Rock Interior
   2.5j Tundaria Tower
  2.6 Eastern Sea part 2
   2.6a Izumo
   2.6b Gaia Rock Exterior
   2.6c Gaia Rock Interior
   2.6d Izumo again
   2.6e Apojii Islands again
   2.6f N Osenia Islet
   2.6g West Indra Islet
   2.6h Alhafra and Briggs
   2.6i Champa
   2.6j Ankohl Ruins
   2.6k Sea of Time
   2.6l Lemuria
  2.7 Western Sea
   2.7a More Gathering
   2.7b Shaman Village
   2.7c Atteka Inlet
   2.7d Contigo
   2.7e Jupiter Lighthouse
   2.7f Djinni Run
  2.8 The Grand Finale
   2.8a Gondowan Settlement
   2.8b Magma Rock Exterior
   2.8c Magma Rock Interior
   2.8d Loho
   2.8e Prox
   2.8f Mars Lighthouse
   2.8g Yampi Desert Cave
   2.8h Sea of Time Islet Cave
   2.8i Treasure Isle
   2.8j Anemos Sanctum
   2.8k The End

 3 Djinn and Summons
  3.1 Venus Djinn
   3.1a Echo
   3.1b Iron
   3.1c Steel
   3.1d Mud
   3.1e Flower
   3.1f Meld
   3.1g Petra
   3.1h Salt
   3.1i Geode
   3.1j Mold
   3.1k Crystal
  3.2 Mars Djinn
   3.2a Cannon
   3.2b Spark
   3.2c Kindle
   3.2d Char
   3.2e Coal
   3.2f Reflux
   3.2g Core
   3.2h Tinder
   3.2i Shine
   3.2j Fury
   3.2k Fugue
  3.3 Jupiter Djinn
   3.3a Breath
   3.3b Blitz
   3.3c Ether
   3.3d Waft
   3.3e Haze
   3.3f Wheeze
   3.3g Aroma
   3.3h Whorl
   3.3i Gasp
   3.3j Lull
   3.3k Gale
  3.4 Mercury Djinn
   3.4a Fog
   3.4b Sour
   3.4c Spring
   3.4d Shade
   3.4e Chill
   3.4f Steam
   3.4g Rime
   3.4h Gel
   3.4i Eddy
   3.4j Balm
   3.4k Serac
  3.5 Original Djinn
   3.5a Venus Djinn
   3.5b Mars Djinn
   3.5c Jupiter Djinn
   3.5d Mercury Djinn
  3.6 Summons
   3.6a Zagan
   3.6b Flora
   3.6c Megaera
   3.6d Moloch
   3.6e Ulysses
   3.6f Eclipse
   3.6g Coatlicue
   3.6h Haures
   3.6i Daedalus
   3.6j Catastrophe
   3.6k Azul
   3.6l Charon
   3.6m Iris

 4 Psynergy and Classes
  4.1 Knight
  4.2 Flame User
  4.3 Guard
  4.4 Wind Seer
  4.5 Mariner
  4.6 Water Seer
  4.7 Swordsman (Earth)
  4.8 Swordsman (Fire)
  4.9 Apprentice
  4.10 Page
  4.11 Brute
  4.12 Hermit
  4.13 Samurai
  4.14 White Mage
  4.15 Seer (Water)
  4.16 Seer (Wind)
  4.17 Dragoon
  4.18 Ninja
  4.19 Pilgrim (Water)
  4.20 Pilgrim (Fire)
  4.21 Medium
  4.22 Ranger
  4.23 Pierrot
  4.24 Dark Mage
  4.25 Tamer

5 Transfer Events
  5.1 Random Djinn
  5.2 Madra Event
  5.3 Champa Event
  5.4 Atteka Inlet Event
  5.5 Shaman Village Cave Event
  5.6 Deadbeard Event

6 Sunshine the Blacksmith
  6.1 Rusty Weapons
  6.2 Tear Stone
  6.3 Stardust
  6.4 Sylph Feather
  6.5 Dragon Skin
  6.6 Dark Matter
  6.7 Orihalcon
  6.8 Salamander Tail
  6.9 Golem Core
  6.10 Mythril Silver

7 Ultimate Equipment
  7.1 Weapons
   7.1a Axes
   7.1b Light Blades
   7.1c Long Swords
   7.1d Staves
  7.2 Armor
   7.2a Armor
   7.2b Clothes
   7.2c Robes
  7.3 Headgear
   7.3a Circlets
   7.3b Hats
   7.3c Helms
   7.3d Crowns
  7.4 Shields
   7.4a Bracelets
   7.4b Gloves
   7.4c Shields
  7.5 Extras
   7.5a Boots
   7.5b Undershirts
   7.5c Rings
  7.6 Character Equipment by Strength
   7.6a Char 1 (suggested for Felix/Piers/Isaac/Garet)
   7.6b Char 2 (suggested for Felix/Piers/Isaac/Garet)
   7.6c Char 3 (suggested for Felix/Piers/Isaac/Garet)
   7.6d Char 4 (suggested for Felix/Piers/Isaac/Garet)
   7.6e Char 5 (suggested for Sheba/Mia)
   7.6f Char 6 (suggested for Sheba/Mia)
   7.6g Char 7 (suggested for Jenna/Ivan)
   7.6h Char 8 (suggested for Jenna/Ivan)
  7.7 Character Equipment by Element
   7.7a Earth Adept 1 (suggested for Long Sword users)
   7.7b Earth Adept 2 (suggested for Long Sword users)
   7.7c Earth Adept 3 (suggested for Light Blade users)
   7.7d Fire Adept 1 (suggested for Staff users)
   7.7e Fire Adept 2 (suggested for Long Sword users)
   7.7f Fire Adept 3 (suggested for Long Sword users)
   7.7g Wind Adpet 1 (suggested for Staff users)
   7.7h Wind Adept 2 (suggested for Long Sword users)
   7.7i Water Adept 1 (suggested for Light Blade users)
   7.7j Water Adept 2 (suggested for Staff users)
   7.7k Water Adept 3 (suggested for Long Sword users)

8 Boss Strategies
  8.1 Chestbeater
  8.2 King Scorpion
  8.3 Briggs
  8.4 Bandits
  8.5 Aqua Hydra
  8.6 Serpent
  8.7 Avimander
  8.8 Poseidon
  8.9 Moapa
  8.10 Karst and Agatio
  8.11 Colosso Gladiators
  8.12 Flame Dragon
  8.13 Valukar
  8.14 Sentinel
  8.15 Star Magician
  8.16 Dullahan
  8.17 Doom Dragon
  8.18 Alternate Boss Strategy 1

9 Tips, Tricks, and Secrets
  9.1 Basic Tips
  9.2 Extra Modes
  9.3 Level Up Tips
  9.4 Location Tips
  9.5 Item Tips
  9.6 Battle Tips
  9.7 Golden Sun Items Explained
  9.8 Psynergy Tips

10 Frequently Asked Questions
 10.1 Transfer Questions
 10.2 General Questions
 10.3 Weapon, Armor, and Item Questions
 10.4 Psynergy Related Questions
 10.5 Guide Usage and Hosting Questions

11 Bestiary
 11.1 Prologue
 11.2 Indra
 11.3 Osenia
 11.4 Gondowan
 11.5 Eastern Sea
 11.6 Western Sea
 11.7 Gondowan & Angara
 11.8 Special Dungeons

12 Thanks

13 Legal Stuff

=======
1 Guide
=======

1.1 Prologue
------------
1.1a Venus Lighthouse
- Inside the Lighthouse is a chest with an herb
- Exit the Lighthouse

1.1b Suhalla Gate
- Cross Suhalla Gate
- Just use Fume for a very easy time with enemies
- Use the vines to go down
- Grab the Psynergy Stone in the cave

1.2 Indra
---------
1.2a Daila
- Wake your other party members
- Enter the first town you see (Daila)
- You can find an herb, a sleep bomb, a smoke bomb, 3 gold, 12 gold
- Recommended upgrades:
  Felix: Buy Long Sword, Travel Vest, Wooden Shield, Leather Cap
  Jenna: Equip Felix's Short Sword, buy Travel Vest, Leather Cap
  Sheba: none, but sell her weapon and give her the Shaman's Rod
* Item breakdown:
  Long Sword - ATK +14
  Short Sword - ATK +8
  Shaman's Rod - ATK +10
  Travel Vest - DEF +7
  Wooden Shield - DEF +6
  Leather Cap - DEF +3
  DJINNI ALERT!!!
- Get Echo, the Venus Djinni outside Daila
  END DJINNI ALERT!!!
- Head to Kandorean Temple, south of Daila

1.2b Kandorean Temple
- Sneak in by using Whirlwind
- One chest is a Mimic, defeat it for a Game Ticket
- In a room with 2 waterspouts and a wooden pillar, push the wooden pillar on 
  one spout to ride the other, then switch
- Ride one spout to get a Mysterious Card (changes class)
- In the room with two tight-ropes you'll have to move a pillar to block a 
  waterspout or you'll be knocked to the floor below
- Push a burning cauldron out of the way with Move
- Defeat Chestbeater x3 (boss) (weakness: Mars) (see Boss section for stats)
- Get Lash Pebble (Lash Psynergy, a Jupiter Psynergy)
  DJINNI ALERT!!!
- Go back to Mercury Djinni and use Lash, defeat Djinni Fog (weakness: Mars) 
  (see Djinn section for stats)
  END DJINNI ALERT!!!
- Return to the floor where the old man gave you the Lash Pebble
- Use the left door to enter the main room with the disciples, then slide down 
  the indention to exit (remember this useful skill, you'll use it a lot)

1.2c Shrine of the Sea God
- Directly east (right) from Daila is the Shrine
- Use Lash to help the boy save the other boy (Riki and Tavi)
  DJINNI ALERT!!!
- Chase the Jupiter Djinni
- Chase the Djinni into a room with a torch
- Push the torch into the gap and defeat Djinni Breath
  END DJINNI ALERT!!!
- Meet Alex at Daila at the Mayor's house

1.2d Dehkan Plateau
- Southeast of Daila
- Items include Full Metal Vest, elixir, Themis' Axe, nut, Mint
- Recommended:
  Felix: Equip Themis' Axe
  Jenna: (none)
  Sheba: Equip Full Metal Vest
* Item breakdown
  Themis' Axe - ATK +30, Unleashes Stone Justice (Earth, may lower AGI)
  Full Metal Vest - DEF +21
- Hint: fall into cracks to end up in caves, it helps get some items
  DJINNI ALERT!!!
- Chase Mars Djinni
- Wooden pillars with vines are climbable
- Mars Djinni will fall through a crack
- Fall through a different crack, since you can't fall through the one the Mars
  Djinni fell through
- Land on top of it to get Pound Cube (Pound Psynergy, a Mars Psynergy)
- Use Pound to trap the Djinni Cannon in the next room, then defeat it
  (see Djinn section for stats on this Djinni and all others you have to fight)
  END DJINNI ALERT!!!

1.2e Indra Cavern
- Use Move on the wooden pillar
- Use Lash
- Read the Tablet for the Zagan Summon, the demon of forgery

1.2f Madra
- The first town after Dehkan Plateau
  DJINNI ALERT!!!
- Outside Madra you can find a Venus Djinni in the forest right next to the 
  town
- Or this Djinni may be found across the river to the left of town
- Defeat the Venus Djinni Iron in a random battle and it will join you
  END DJINNI ALERT!!!
- In town the items are: 15 gold, Nurse's Cap, sleep bomb, antidote, smoke 
  bomb, and elixir
- Upgrade (or at least enter a house)
- Suggested upgrades:
  Felix: Buy Leather Boots
  Jenna: Equip Sheba's Circlet; buy Leather Armlet, Leather Boots
  Sheba: Equip Nurse's Cap; buy Magic Rod, Leather Boots
  Extra: Possibly buy an extra Leather Boots for Piers, but it will be some 
         time before he joins you...
* Item breakdown:
  Magic Rod - ATK +16, Unleashes Murk (Wind, may cause sleep)
  Circlet - DEF +6
  Nurse's Cap - DEF +18, Use as item to restore 70 HP
  Leather Armlet - DEF +7
  Leather Boots - DEF +6
- Behind the graves is an entrance to the Madra Catacombs, take it (you must 
  have entered a house first)
- Find the Tremor Bit (Tremor Psynergy, a Venus Psynergy)
- Visit Piers in the town prison
- Get permission to cross the bridge by saying "yes" when asked if you're going
  to Osenia
- Cross the bridge into Osenia
- Collect the Pirate's Sword along the way (by crossing the smashed Champa 
  boat and climbing down a vine)
- Suggestion:
  Jenna: Equip Pirate's Sword
* Item breakdown:
  Pirate's Sword - ATK +34, Unleashes Dreamtide (Water, may cause delusion)

1.3 Osenia
----------
1.3a Mikasalla
- Take a long hike from the bridge to Mikasalla
- In town find: Lucky Pepper, elixir, herb, nut, and 82 gold
- Upgrade as usual
- Suggested upgrades:
  Felix: Buy Psynergy Armor, Bronze Helm
  Jenna: Buy Armlet
  Sheba: Buy Armlet, Blessed Ankh
* Item breakdown:
  Blessed Ankh - ATK +44, Unleashes Psyphon Seal (Wind, may seal Psynergy)
  Psynergy Armor - DEF +21, Max PP +20
  Bronze Helm - DEF +16
  Armlet - DEF +17
  DJINNI ALERT!!!
- Follow the road north of town, turn east (right) when the road can't go north
  anymore.
- Mercury Djinni Sour is in a random battle in the dark green patch nearby
  END DJINNI ALERT!!!
- Return to Mikasalla after getting the Djinni

1.3b Garoh
- Head east to enter Garoh, the next town
- See a werewolf
- Find: sleep bomb, nut, smoke bomb, and elixir

1.3c Air's Rock Exterior
- North of Garoh is a pink plateau in the desert known as Air's Rock
- First screen has these items: Storm Brand, Cookie, smoke bomb
- Use Whirlwind Psynergy on the Wind Stones (brown triangle shaped rocks) to 
  clear the sand
- The chest by the pink tornado stone is a Mimic that drops a Lucky Medal
- To get the Cookie use Whirlwind on the bottom middle Wind Stone twice while 
  facing north (this stone is to the right of the entrance)
- Use Whirlwind on the first pink tornado statue
- Climb the cliff
- Items on second screen: sleep bomb, Vial (need Piers to use his Frost 
  Psynergy to get the Vial)
- Use the Tiki Statues (faces that blow whirlwinds) to help climb
- To get the Storm Brand (from the first screen) climb up to the second screen 
  then climb down at the far right 
- Suggestions:
  Felix: Equip Storm Brand
* Item breakdown:
  Storm Brand - ATK +60, Unleashes Hurricane (Water, may lower attack)
- The third screen has four ledges and you can see the sky
- Move the two wooden pillars to the left, then slide down the scoop they 
  covered to reach the next screen
- Move the wooden pillar on the foggy screen from the right side to get to the 
  second pink tornado statue
- Use Whirlwind on the second pink tornado statue
- Item on last screen: Fujin Shield
- To get the Fujin Shield climb up to the top from the right-hand hand-holds
- Suggestions:
  Felix: Equip Fujin Shield
* Item breakdown:
  Fujin Shield - DEF +23, Wind resist +50
- To get to the last pink tornado statue climb up to the top from the left side
- Use Whirlwind on the third pink tornado statue
- Enter Air's Rock interior

1.3d Air's Rock Interior
- A Psynergy Stone is by the entrance, heal then use if you want
- Items to find include: elixir, Clarity Circlet, Vial x2, 666 gold, Psy 
  Crystal
- You can't get the first chest you see yet
- Push pillars and use Wind Stones to make your way to the lower levels
- In one room are Poundable posts and wooden pillars, you need to move the 
  pillars to reach the other side
- You'll also need to be sure the Poundable post in the middle is DOWN, not up
- After reaching the other side use Whirlwind on the Wind Stone while facing up
- Continue through Air's Rock
- As you progress you'll come across movable "bridges" that rotate when blown 
  by using Whirlwind on Wind Stones facing the bridges
- Grab the elixir along the way
- A large Psynergy Stone is in deep within, it will restore PP without 
  disappearing
- Use Whirlwind on the pink tornado statue, then step on the Tiki statue behind
  you
- You will immediately find the second pink tornado statue, use Whirlwind on it
- After using Whirlwind on both pink tornado statues you can access the center 
  door and all of the chests
- The first chest (near the second tornado statue) contains a Vial
- After activating both pink tornado statues you can also find the Flora 
  Summon, the goddess of blossoming flowers
- You will need to be in a room that has a pit (black floor) near the bottom of
  the room, and a steam jet (coming out of a wall) near a wooden pillar, and a 
  Wind Stone at the top
- To get Flora, push the wooden pillar 1 space to the right, then use the Tiki 
  Statue to get to the Wind Stone and use Whirlwind while facing south to blow 
  the pillar to the bottom of the room
- If this is too confusing just check section 9.4 Location Tips or section 2.3d
  Air's Rock Interior for a more detailed way to get Flora
- The room to the left on the top floor of the center room (the left room with 
  a "2" .. in front of the door) contains the Clarity Circlet
- You'll need to push a Tiki Statue to reach the chest
- Suggestion:
  Jenna: Equip Sheba's Nurse's Cap
  Sheba: Equip Clarity Circlet
* Item breakdown:
  Clarity Circlet - DEF +21, Wind +15
  Nurse's Cap - DEF +18, Use as item to restore 70 HP
- Continue exploring, using Whirlwind, Move, and being blown by Tiki Statues as
  needed
- Use Whirlwind on a Wind Stone while facing south to blow a Tiki Statue to a 
  different ledge, allowing you to reach the 666 gold
- Continue exploring some more and also grab the second Vial when you come to 
  it
- Learn the Reveal Psynergy by reading the tablet (Sheba learns it)
- Use Reveal to find your way out of this room, and also to collect the Psy 
  Crystal in this room
- Walk out or use Felix's Retreat (after leaving the room where you learned 
  Reveal, since you can't use Retreat in that room)
- Walk out of Air's Rock Interior and use Retreat again (or walk down)
- Head back to Garoh

1.3e Garoh again
- In Garoh town head to the top-right corner
- Use Reveal to follow the werewolf
- Automatically spend the night
  DJINNI ALERT!!!
- Return to the werewolf the next day to get Jupiter Djinni Ether
  END DJINNI ALERT!!!
- Get the Hypnos' Sword by using Reveal in a circle of platforms in the 
  underground cave to see a hidden platform, cross it and appear outside again,
  head down and open the chest
- Upgrade equipment
- Suggestions:
  Felix: (nothing)
  Jenna: Equip the Hypnos' Sword; buy Adept's Clothes
  Sheba: (nothing)
  Other: If you feel a character needs the extra defense, buy the Safety Boots 
         (but it sacrifices lots of speed) - best choice is Sheba (she is the 
         fastest character, after all, and still has the lowest HP)
* Item breakdown:
  Hypnos' Sword - ATK +49, Unleashes Moon Air (Wind, may cause Sleep)
  Adept's Clothes - DEF +18, Max PP +8
  Safety Boots - DEF +12, AGI -30%

1.3f Yampi Desert
- Backtrack towards Madra and enter the Desert
- You can find: Guardian Ring, antidote, Scoop Gem, 315 gold
- Use Pound on the wooden pillar next to the chest to receive a Guardian Ring
- Suggestion:
  Sheba: Equip the Guardian Ring
* Item breakdown:
  Guardian Ring - DEF +4, Max HP +20
- Meet the mayor and leave the screen
- Use Pound to get an antidote and to continue on your way
  DJINNI ALERT!!!
- One of the wooden pillars hides a way to climb the rock cliffs, Pound it and 
  fight Jupiter Djinni Blitz
  END DJINNI ALERT!!!
- A Psynergy Stone awaits you on the next screen
- A moving mound of sand may puzzle you, use Pound on the pillar and chase the 
  mound of sand
- Use Pound and careful timing (I'll let you guess when) to chase the mound of 
  sand to the next screen, then into a ring of stones
- Beware, the mound of sand is a boss battle: King Scorpion (weakness: Mars)
- Receive the Scoop Gem (Scoop Psynergy)
- Use Scoop in the middle of the rocks to return to the desert
- Backtrack to the mayor, head down a little, and while still on the same 
  screen use Scoop in the middle of four rocks in a small cul-de-sac
- Make your way through the cave and you'll come out, the mayor will see you 
  and follow
- This screen has a lot of sand and a cave entrance, and also 315 gold, and an 
  antidote
- The 315 gold waits for a Scoop in the bottom right corner circle of sand
- The antidote is in the darker sand in the bottom left (along the border of 
  the darker sand and lighter sand)
- In this cave find: Hard Nut and Blow Mace
- Suggestion:
  Sheba: ?Equip the Blow Mace
         ? = Possibly better howl than the Blessed Ankh, I usually just sell it
* Item breakdown:
  Blow Mace - ATK +45, Unleashes Boost Hack (Fire, no side effects)
  Blessed Ankh - ATK +44, Unleashes Psyphon Seal (Wind, may seal Psynergy)
- Exit the cave and make your way through a few screens with sand falls
- Find: Trainer's Whip and Lucky Medal (use Reveal for the Medal)
- There are also many random items in this desert waiting for a Scoop

1.3g Alhafra
- After the Madrans are through talking, eavesdrop on the man in the trees
- Items here include: Psy Crystal, sleep bomb, elixir, Apple
- Upgrade equipment as usual
- Suggestions:
  Felix: (nothing)
  Jenna: (nothing)
  Sheba: (nothing)
         I guess you don't need to upgrade this time :)
- Visit the inn to run into Alex again
- If you beat Deadbeard in GS1, and transferred the data, you may run into some
  pirates at this time. They will comment on Isaac beating Deadbeard, then run 
  off to find him. There is no special item for this event
- Head right while in town to find a boat
- Enter the boat to encounter a boss battle: Briggs and Sea Fighters (five Sea
  Fighters)
- Briggs can call for more help so ignore the Sea Fighters and take out Briggs 
  (weakness: none)
- Inside the boat is a Large Bread, use Tremor Psynergy to get it when you see 
  it
- You can fix the boat most of the way now, all except for a boulder on the tip
  of the mast
- After fixing the boat as best as you can, go back to the main town
- Give the Large Bread to the kid by the stairs
- You can now find a Lucky Medal (jar between destroyed houses), 32 gold 
  (crate to the right of mayor's house, after passing guards), and 7 gold (in 
  mayor's house)
- To the left of the mayor's house is a tunnel, if you gave the kid Large Bread
  you can enter
- Grab the Ixion Mail, 123 gold, Lucky Medal
- Suggestion:
  Felix: Equip the Ixion Mail
* Item breakdown:
  Ixion Mail - DEF +26, Water/Wind Resist +20
- Visit Briggs in jail if you want
- Head back to Yampi Desert

1.3h To Gondowan
- In the desert head straight south and jump down the sandfall, enter the cave
- You will appear in Air's Rock, so exit and head to Mikasalla
  DJINNI ALERT!!!
- In Mikasalla use Scoop between the sheep and the chicken to uncover a ladder
- Take the ladder to a small tunnel, climb the ladder at the end and head north
  to acquire the Mars Djinni Spark
  END DJINNI ALERT!!!
- Exit Mikasalla and head north, then east (as if you were looking for Sour), 
  then head north through a gap in the mountains to find a cave called Osenia 
  Caverns
- Use Scoop to get the Megaera Summon, the goddess of revenge
- Return to Madra
- Learn about the Kibombo and Piers' release
- If you haven't done so yet:
  Other: Buy Leather Boots for Piers, he will join you very soon now
- Exit town and keep going left as much as possible to find another cliff that 
  joins 2 continents

1.4 Gondowan 
------------
1.4a Gondowan Cliffs
- Use Scoop by the dog to scale the cliffs
- Traverse the cliffs until you find a trees stump, use Move to push it into 
  the water
- Hop across the stones in the water, and the stump you pushed into the water
- Climb vines and walk around (at one point you'll climb up, walk right and 
  down, jump across a gap, and there will be another vine)
- Continue up and around to find the sleep bomb
- Climb down the vines and walk left and climb up to find a rope (the exit)
  DJINNI ALERT!!!
- Climb another vine and head right (behind a tree)
- Continue heading right, and down where needed, and climbing up/down vines
- Get the Laughing Fungus
- Come back later for the other fungus
- Fight the Mars Djinni Kindle
  END DJINNI ALERT!!!
- Return to the rope and cross it to exit
  DJINNI ALERT!!!
- On the world map cross the river and travel to the southern tip of the 
  continent
- You will have a random battle with the Mercury Djinni Chill in the forest  
  END DJINNI ALERT!!!
- Head north to Naribwe, the closest town

1.4b Naribwe
- Get the items: Thorn Crown, sleep bomb, elixir, 18 gold, Unicorn Ring
- Upgrade weapons again
- Suggestions:
  Felix: (nothing)
  Jenna: Equip Sheba's Clarity Circlet; buy ?Battle Rapier, ?Silk Robe
  Sheba: Equip Thorn Crown; buy Psynergy Rod
         ? = Better item, but one I don't buy, you can if you really want to
* Item breakdown:
  Psynergy Rod - ATK +64, Unleashes Psy Leech (Wind, adds 10% of damage to PP)
  Battle Rapier - ATK +58
  Hypnos' Sword - ATK +49, Unleashes Moon Air (Wind, may cause sleep)
  Thorn Crown - DEF +28, ATK +8
  Clarity Circlet - DEF +21, Wind +15
  Silk Robe - DEF +20
  Adept's Clothes - DEF +18, Max PP +8
- If you want your fortune read, use the Laughing Fungus when he asks for an 
  item, it's a clue about where to go next
- Sell the Laughing Fungus if you want, it has no more purpose
- The next destination is north of town

1.4c Kibombo Mountains
- Sneak past all the guards by pushing crates
- Get the Disk Axe
- Suggestion:
  Felix: Equip the Disk Axe (real obvious, right?)
* Item breakdown:
  Disk Axe - ATK +28, Unleashes Power Drive (Earth, no side effects)
- You MUST have Lash to get past the last guard on the first screen
- If you don't have Lash head back to the Kandorean Temple (see 1.2a - 1.2b)
- On the second screen, you can push the crate onto the guard to trap him
- Use Tremor to shake the bone off the crate
- Get the items: Power Bread, smoke bomb, Tear Stone
- You'll have to return later to get the Djinni
- Head north again to find the next village

1.4d Kibombo
- Grab the Lucky Pepper
- Meet Piers, who will join you
- Suggestions:
  Piers: Equip the Leather Boots you bought for him, also the Storm Brand
- Enter the Great Gabomba statue
- Hint on entering, find a triangle of rocks near the vine on the right hand 
  side
- Go through the cave, enter the main statue
- Fight a Mimic that drops a Hard Nut
- Find a Bone Armlet and an elixir
- Suggestion:
  Jenna: Equip the Bone Armlet
* Item breakdown:
  Bone Armlet - DEF +30, Use as an item to Haunt a foe
- You can climb certain gears and hop to other gears
- A flashing gear is trapped by pillars, if you Pound the pillars the gear will
  reverse the direction of the other gears
  DJINNI ALERT!!!
- Fight the Venus Djinni Steel after reversing the gears' direction
- You'll have to be on the floor above and hop on a gear to drop to the 
  Djinni's floor to get near it
  END DJINNI ALERT!!!
- Enter a room with two colored pillars and a statue in the middle
- Complete the circuit by Pounding the pillar, rotating the circuits, and 
  Pounding them back into place
- Remember, you won't get all the circuits perfect at once, you'll have to work
  on each tile one at a time
- Only one spark from each colored pillar has to reach the statue
- Don't worry if you fail, you can keep trying all day if you need to
- See 9.4 Location Tips for a tip on how to complete the circuits if you need 
  extra help
- Get the Black Crystal
- The next day you can get a Lucky Medal and a nut in the village
- Upgrade again
- Suggestions:
  Felix: Buy Iron Helm
  Jenna: Equip Sheba's Psynergy Rod
  Sheba: Buy Frost Wand, Gauntlets
  Piers: Buy Gauntlets, Iron Helm
* Item breakdown:
  Psynergy Rod - ATK +64, Unleashes Psy Leech (Wind, adds 10% of damage to PP)
  Frost Wand - ATK +76, Unleashes Frost Bite (Water, may Stun target)
  Iron Helm - DEF +20
  Guantlets - DEF +23

1.4e Gathering
  DJINNI ALERT!!!
- Stop by Kibombo Mountains and use Frost and Growth to find and fight the 
  Jupiter Djinni Waft
- You can get Growth by changing classes, by giving your characters different 
  Djinn (examples - give Sheba a Venus Djinni, give Felix a Mars Djinni, give 
  Jenna a Venus Djinni)
  END DJINNI ALERT!!!
- Stop by Gondowan Cliffs to use Frost to hop across to an empty cliff, then 
  fall down the indention
- Find the Healing Fungus, then slide down the indention
- Exit Gondowan Cliffs via the right-hand exit
- Stop by Madra
- Visit the prison to hear about another party of Adepts led by a boy named 
  Isaac
- Talk to villagers to learn more about Isaac and his friends
- Visit the mayor's house to get the Cyclone Chip (Cyclone Psynergy, a Jupiter 
  Psynergy)
- Talk to Karst
  DJINNI ALERT!!!
- In a house in Madra give an old man the Healing Fungus to get his Mars Djinni
  Char
  END DJINNI ALERT!!!
- Enter the Madra Catacombs again through the main entrance (the one in town) 
  since the other entrance is sealed from now on
- Use Reveal on the door to enter the main Catacombs
- Find the items: Apple, Lucky Medal, and Mist Potion
- Get the Ruin Key by using Tremor to cause a chest to fall off a bookshelf, 
  then go to the room below and open the chest
- Use the Ruin Key on the locked door to get the Moloch Summon
  TRANSFER EVENT ALERT!!!
- When you leave Madra you may be stopped by three bandits, defeat them to get 
  the Golden Boots (see Boss section for stats)
- The bandits won't be there if you didn't transfer data from Golden Sun
- You must have returned to Vault in Golden Sun and learned of the bandits' 
  escape from jail (an optional part of GS)
- Suggestion:
  Jenna or Sheba: Equip the Golden Boots
* Item breakdown:
  Golden Boots - DEF +15, AGI +30
  END TRANSFER EVENT ALERT!!!

1.4f Great Gabomba
- Return to Kibombo with the Cyclone Chip and re-enter the Great Gabomba by 
  walking up the tongue
- Take the elevator to the inner chamber, climb down the ladder
- The Cyclone Psynergy is dual purpose, it clears grass and allows you to 
  travel down the round funnel shaped indentations
  DJINNI ALERT!!!
- Use Cyclone to clear some grass and find a hidden funnel
- The funnel will drop you near a Djinni
- Fight the Venus Djinni Mud
- Now you should have 4 Venus, 4 Mars, 4 Jupiter, and 5 Mercury Djinn
  END DJINNI ALERT!!!
- Continue exploring and using Cyclone
- Find a Mint by blowing some grass
- At one point you'll blow away some grass and find a puddle, use Frost
- After that you'll end up at a dead end with some grass, blowing the grass 
  away leaves puddles, use Reveal to continue
- Run upriver by holding the B button and running up, you'll have to go behind 
  some pillars (it won't look like you can, but you can)
- Fight a Mad Plant that is hiding under some grass, defeat it to get a Game 
  Ticket
- Talk to the Great Gabomba statue at the end to get the Tomegathericon 
  (possibly Tome Gather Icon or a play on a Greek phrase meaning "The Great 
  Beast")
- Exit by either walking out or using the Retreat Psynergy

1.5 Eastern Sea part 1
----------------------
1.5a East Indra Shore
- Find the boat on the shore near Dehkan Plateau
- Get the Cookie in the crate on the cliff to the left of the ship by using 
  Frost
- Enter Piers's boat
- Defeat all Aqua Jellies
- Use Frost to traverse the boat
- Collect the items along the way: Potion, elixir, oil drop, and antidote
- Defeat the boss, Aqua Hydra (weakness: Mars)
- You can't get the chest in the Aqua Hydra room
- Underground (why there is a rock cavern in the ship I don't know) push the 
  pillar onto the square in the floor with a tear shape icon, then use the 
  Douse Psynergy (Piers should have it, if he has only Mercury Djinn and no 
  class changing items)
- Enter the now open door
- The Black Crystal will be put in the power pillar automatically
- The boat is now yours, and it can dock at beaches or anywhere in rivers

1.5b Trident Prong
- Return to the very first village in the game, the village Daila
- Pick up the Sea God's Tear in the Sanctum in Daila by using Frost
- Walk back to the Shrine of the Sea God (where you saved the kid)
- Use Lash again, cross the rope, and head deep into the Shrine
- Use Frost as needed to progress
- You can find a Rusty Staff in the Shrine, which costs 10,100 to refine into 
  the Glower Staff (once you reach Yallam and can refine)
- Use the Sea God's Tear by a purple Statue (similar to the one where you found
  the Tear) to keep going
- Get the Right Prong and leave the Shrine
- Sell the Sea God's Tear if you want, it has no more purpose

1.5c E Tundaria Islet
- Sail the boat to E Tundaria Islet, in the bottom right corner of the map
- Get the Lucky Medal
- Jump across the moving ice and push the log into the water
- Push the penguin across the log
- Mind read the penguins to get a Pretty Stone

1.5d SE Angara Islet
- SE Angara Islet is NW (above and to the left) of the Sea of Time (the foggy 
  island)
- Collect the Lucky Medal
- Move the crates and use Frost to climb the cliff
- Mind Read the bird in the nest to swap the Pretty Stone for a Red Cloth
- Before heading to the next town, Yallam, sail to the NE section of the world 
  (the top-right)
- The exact location is a patch of light water (shallows), found off the coast 
  of Treasure Isle (head right by boat, almost at edge of world)
- Collect the Rusty Mace, it costs 8,400 to refine into Hagbone Mace
- One more stop, another patch of shallow water, this time found off the coast 
  of Sea of Time Islet 
- The shallow patch is between the Sea of Time (the foggy island) and the Sea 
  of Time Islet (the island to the right of the Sea of Time) and a little south
- Collect the Rusty Axe, which costs 6,800 to refine into Captain's Axe

1.5e Yallam
- Sail back towards E Tundaria Islet, but land on a beach north of the islet, 
  on the southern coast of Osenia
- Walk north to Yallam
- Collect an antidote, oil drop, nut, elixir, and 16 gold
- Visit the blacksmith and have him forge any rusty weapons or forgeable items
- After giving him an item leave town and come back for it to be forged
- For the Tear Stone I suggest forging anything, even the Spirit Ring, even
  though the Ring doesn't increase any stats and will break if used several 
  times, it is somewhat useful, restoring 160HP to all allies...
- Upgrade again
- Suggestions:
  Felix: Equip Hagbone Mace (refine from Rusty Mace), buy Mail Cap
  Jenna: Equip Sheba's Frost Wand, buy Jerkin, Mail Cap
         [Forge Cloud Wand (Tear Stone)]
  Sheba: Equip Glower Staff (refine from Rusty Staff), buy Jerkin
  Piers: Equip Captain's Axe (refine from Rusty Axe), buy Mail Cap
* Item breakdown
  Hagbone Mace - ATK +108, Unleashes Wyrd Curse (Earth, may Haunt foe)
  Captain's Axe - ATK +95, Use as an item for DEF boost
  Glower Staff - ATK +126, Unleashes Flash Force (Water, may seal Psynergy)
  Frost Wand - ATK +76, Unleashes Frost Bite (Water, may Stun target)
  Cloud Wand - ATK +98, Unleashes Stun Cloud (Water, may Stun foe)
  Jerkin - DEF +26
  Mail Cap - DEF +23
- NOTE - the suggestions (including the ones here) from now on *may* not be the
  best equipment for your characters, depending on what you've forged from the 
  materials, so always forge before you buy, you may not need to buy what I 
  suggest. Also note that I put what I suggest forging in brackets [like this]
- Head right one screen and talk to the boy in the bottom corner, agree to hear
  all 3 songs
- You may want to write the directions down (I will list them in this guide, 
  though)
- They are directions for the Sea of Time (the foggy island, as in Lemuria)
- Leave town

1.5f Taopo Swamp
- Directly south of Yallam, you'll have to leave Yallam by the north entrance 
  and walk around the long way to get here
- Enter Taopo Swamp Catacombs by using Whirlwind
- Collect 1 Tear Stone (use Scoop)
- Step on the bubbles in the swamp to stay on top of the water
- In the swamp you can drown
- Run through the water to avoid drowning
- Collect the Cookie
- Enter the second Catacombs after crossing to the right side of the screen, 
  but DON'T use Growth on the vine yet
- Collect 1 Tear Stone (use Scoop) and a bramble seed (use Cyclone)
  DJINNI ALERT!!!
- Use Move on two wooden pillars to force a Venus Djinni off the ledge
- Jump down in the correct spot to battle Venus Djinni Flower
  END DJINNI ALERT!!!
- Fight a Mad Plant to get a Lucky Medal
- Exit the Catacombs and use Growth
- Use Whirlwind to enter the next cave, which is a third Catacomb
- In lava rooms collect: Vial, Stardust (last room, use Reveal and Scoop)
- Douse hot rocks
- Use Tremor on a wooden pillar with a rock balancing on its top, this will 
  allow you to get into the last room
- Return to Yallam and have the blacksmith forge more items
- Suggestions:
  Felix: (nothing)
  Jenna: [Forge Clear Bracelet (Tear Stone)], Equip Sheba's Thorn Crown*
  Sheba: [Forge Clear Bracelet (Tear Stone), Astral Circlet (Stardust)]
  Piers: (nothing)
  * - Only if you forge an Astral Circlet
* Item breakdown
  Astral Circlet - DEF +32, Max PP +15
  Thorn Crown - DEF +28, ATK +8
  Clear Bracelet - DEF +31, Water +25
- Return to your boat

1.5g Apojii Islands
- Sail to the Apojii Islands, a little above and a lot to the right of Yallam
- The northern Apojii Island has a town, visit it
- Collect a bramble seed, Mint, herb, 32 gold and 182 gold
- Upgrade again
- Suggestions: (depending on forged equipment)
  Felix: Buy Armored Shell, Knight's Shield, Steel Helm
  Jenna: Buy Guardian Circlet*
  Sheba: (nothing)
  Piers: Buy Armored Shell, Knight's Shield, Steel Helm
  Other: Buy Water of Life if you want to
  * - only if you DIDN'T forge an Astral Circlet
* Item breakdown
  Armored Shell - DEF +30
  Knight's Shield - DEF +28
  Steel Helm - DEF +27
  Guardian Circlet - DEF +25
  Astral Circlet - DEF +32, Max PP +15
- Use Douse on a large water drop shaped rock
- Now sail to the southern Apojii Island, home of Aqua Rock

1.5h Aqua Rock
- Aqua Rock looks like a blue version of Air's Rock on the world map, but it is
  much different inside
- The outside of Aqua Rock is broken into two screens
- Use the handholds on the cliffs to climb, taking care not to get knocked off 
  by the intermittent waterfalls
- Climb to the top of the cliffs and Move/push the wooden pillar in front of 
  the Moai head statue to block the waterfall
- Climb around the Moai head and Move/push the pillar to block the other Moai
- Climb to the second screen
- Get swept back to the first screen by the waterfall
- Collect the nut
- Get swept downstream again
- Douse the empty Moai head statue
- Swim downstream
- Traverse the path, take the right fork at the end
- Douse the Aqua Stone (big blue tear-shaped rock)
- Take the other fork, reach the cliff, climb the left fork
- Collect the elixir
- Climb the other fork, step in the reversed waterfall
- Move and/or push two ice blocks into the river
- Collect the oil drop
- Freeze three puddles with Piers' Frost Psynergy
- Collect the Mist Sabre
- Suggestion:
  Jenna: Equip Mist Sabre
* Item breakdown
  Mist Sabre - ATK +110, Unleashes Searing Fog (Water, may cause Delusion)
- Use Douse on the big Aqua Stone (rain drop statue)
- Hop into the whirlpool in the lake
- Enter Aqua Rock interior

1.5i Aqua Rock Interior
- Things to collect: Vial, Psy Crystal, crystal powder, Lucky Pepper, 
  Aquarius Stone, Water of Life, Tear Stone, Rusty Sword
- Use various Psynergies (Move, Frost, Douse) to make your way through
- A Psynergy Stone is near the entrance if you need to refill PP
- In a room with two steam vents and two pillars you'll find a Vial
- A Moai Statue floods one room, block his water to progress
- You can find a crystal powder in the main room by taking a small detour after 
  the Moai Statue room
- When you Douse the Aqua Stone in the main room a new path appears
- Another steam vent room presents itself, but is easy to get through
- You find another Aqua Stone, Moai Statue (empty this time), and some pillars, 
  solve it in reverse order
- Collect the Tear Stone in the waterfall room by Moving the pillar
- A room with tiles on the floor and an iceblock contains a chest holding a 
  Water of Life
- After nabbing the Water of Life, exit and re-enter the room to reset it
- You'll pass through a large room with a tightrope on your way to the center 
  of Aqua Rock
- Continue Dousing things to create shining paths, but be sure to Move the 
  pillars properly first!
- The next chest you come across is a Mimic which earns you a Potion
- The purple room has a large Psynergy Stone that refills PP as many times as 
  you need
- Douse the last Aqua Stone to create two shining paths
- Nab the Lucky Pepper to the left
- The big prize, the Aquarius Stone, awaits your eager hands in the center of 
  the room
- A room with a chest at the bottom of a small lake leads to the center where a 
  pedestal rests
- Use the Aquarius Stone on a pedestal to clear the way to a new Psynergy for 
  Piers, Parch (use Parch to leave)
- Use Parch on the sunken chest to get a Rusty Sword
  DJINNI ALERT!!!
- In a waterfall/river room (north-east of the Rusty Sword) use Parch on a 
  statue spitting water to clear the way to a Djinni
- Fight Mercury Djinni Steam
  END DJINNI ALERT!!!
- Exit Aqua Rock through the Rusty Sword room
- Retreat to the world map
- You may want to forge the Rusty Sword at Yallam now
- Suggestion:
  Felix: Equip Jenna's Thorn Crown*
  Jenna: [Forge Pure Circlet]
  Piers: Equip Robber's Blade (refine from Rusty Sword)
  * - Only if you forge a Pure Circlet
* Item breakdown
  Robber's Blade - ATK +101, Unleashes Shred (Fire, may lower DEF)
  Pure Circlet - DEF +29, Water +20

1.5j Tundaria Tower
- Sail to Tundaria, the frozen southern continent, located south of Yallam
- Hike across the frozen wastes of Tundaria to the far western (left) side
  DJINNI ALERT!!!
- Find the Jupiter Djinni Wheeze in a random battle in a patch of light blue
  ice on the left side of the continent
  END DJINNI ALERT!!!
- Enter Tundaria Tower by heading northeast from the Djinni's location
- You can find these items: Mint, 365 gold, Hard Nut, crystal powder
- Use your new Psynergy Parch to traverse Tundaria Tower
- Start by Parching the right pond
- You can find a room filled with ice and a chest
- If you step on ice you slide in that direction until you hit something
- Slide through the room to get the Mint
- 365 gold waits in a room with a long patch of ice (the gold is above the ice)
- Enter the first ice room from the opposite side and carefully slip and slide
  to the ladder
- In a room with many exits, the top-left leads to treasure, top-middle is the 
  entrance, bottom-middle leads to a Djinni, and top-right leads to the top of 
  the tower
- The room with treasure has two chests, a crystal powder and a Hard Nut
- When you go to find the Djinni you'll fall into the Djinni's room
  DJINNI ALERT!!!
- Save when you enter the Djinni room, in case you mess up
- Carefully slide around the room to bump into him (bump from the left)
- Slide after him and fight the Mars Djinni Reflux
  END DJINNI ALERT!!!
- Take the door leading to the top of the tower
- The ice wall you encounter may need a reality check
- Acquire a new Psynergy, Burst, by finding the Burst Brooch at the top
- Return to the entrance of Tundaria Tower (you can use Reveal as soon as you 
  re-enter the tower), use Burst in the inside center room on the crystal to 
  gain the Center Prong
- Parch the other pond if you haven't already done so
- Use Burst in the left room to get through the ice and find: Sylph Feather, 
  Lucky Medal, Vial, Lightning Sword
- Time to return to Yallam and forge more items
- Suggestion:
  Felix: Equip Lightning Sword
  Sheba: [Forge Faery Vest]
  Piers: Equip Hagbone Mace
* Item breakdown:
  Lightning Sword - ATK +134, Unleashes Flash Edge (Wind, may cause Delusion)
  Faery Vest - DEF +38, use as an item to restore 200 HP

1.6 Eastern Sea part 2
----------------------
1.6a Izumo
- Sail to Izumo, located northeast (above and to the right) of the foggy area 
  on the map
- Enter the town and upgrade again
- Collect: Water of Life, elixir, Lucky Medal, smoke bomb, Festival Coat, 
  antidote x2
- Suggestion:
  Felix: (nothing)
  Jenna: Equip Festival Coat
  Sheba: (nothing)
  Piers: Buy War Gloves
* Item breakdown:
  Festival Coat - DEF +28, LCK +10
  War Gloves - DEF +32, ATK +10
  Also buy the Psy Crystal
- Talk to the villagers and Mind Read them if you desire
- Leave town and walk to Gaia Rock

1.6b Gaia Rock
- Gaia Rock has 2 parts, the outside and the inside, do the outside first
- Climb the outside and collect a nut, an Apple, and the Dancing Idol
- Hint, Whirlwind can blow vines so you can swing on them like Tarzan
- On the last upward climb (a long upward climb with two Tiki Statues at the 
  base), beware, some Tiki statues are hidden in the rock and will pop out and 
  knock you off
- After acquiring the Dancing Idol, enter the cavern
- Use the Dancing Idol on the pedestal to move 2 statues
- The center passage leads to the boss, take it last
- Take the right hand passage first
- Use Cyclone and the Dancing Idol in a few different rooms to make 4 rays of 
  light shine through holes in the floor
- You'll need to use Cyclone in one room to blow away the grass to see the 
  invisible platforms, but you have to leave the room and enter from the other 
  side to cross them...
- Find and defeat a Mad Plant to acquire a Potion
- The last altar is suspended by a spider web, drop it to the floor below using
  Cyclone
- After all four rays of light are lit, return to the main room and take the 
  center passage
- Use Felix's Move to push and pull the stumps to open the path so you can
  continue
- On your way to the boss use Growth on the plants to point to the exits
- To get Growth give Felix a Mars Djinni, Jenna a Venus Djinni, Piers a Venus 
  Djinni, or Sheba a Venus Djinni
- Along the way you will find a Mimic (Game Ticket) and a Rusty Mace
- Defeat the boss, Serpent (weakness: Jupiter)
- You won't be able to defeat him if all 4 rays of light aren't shining on him 
- Get the Sand Psynergy
- Use Sand while standing in the sand, move behind the serpent and press "A" to
  return to Felix
- Search the water near the serpent's tail to find a weapon, the Cloud Brand
- Suggestion:
  Felix: Equip the Cloud Brand
  Piers: Equip Felix's Lightning Sword
* Item breakdown:
  Cloud Brand - ATK +130, Unleashes Raiden's Wrath (Wind, cuts through defense)
  Lightning Sword - ATK +134, Unleashes Flash Edge (Wind, may cause Delusion)
  Note - I know this is an ATK drop for Felix, but the defense piercing ability 
  more than makes up for it

1.6c Izumo again
  DJINNI ALERT!!!
- Return to Izumo
- Give the Dancing Idol to Lady Uzume to get a Mars Djinni, Coal
  END DJINNI ALERT!!!
- Use Move on a wooden pillar to form a circle, then cast Reveal
- Use Sand and various other Psynergies to reach a Phantasmal Mail
- Suggestion:
  Felix: Equip the Phantasmal Mail
* Item breakdown:
  Phantasmal Mail - DEF +38, LCK + 7, can be used in battle to Delude all 
                    enemies, but may break
- Continue until you find the Ulysses Summon, a legendary wandering mage

1.6d Apojii Islands again
  DJINNI ALERT!!!
- Sail back to the Apojii Islands and visit the town again
- In town head to the beach, use Sand to get behind the rocks and continue 
  heading right
- Jump down the waterfall to land on a ledge and walk up to enter a cave
- Find the Jupiter Djinni Haze
- Use Lash to return to the town
  END DJINNI ALERT!!!
- Return to Yallam, forge Rusty Mace into Demon Mace
- Suggestion:
  Sheba: Equip Demon Mace (if she doesn't have a Glower Staff)
* Item breakdown:
  Demon Mace - ATK + 115, unleashes Evil Eye (Earth, may cause Delusion)
- Sail to a new location, N Osenia Islet

1.6e N Osenia Islet
- N Osenia Islet is located north of Alhafra, southwest of the foggy area
- Enter town, a small farm actually, and find a Lucky Medal
- Use Sand to get near the cow
- Mind Read the cow, give it your Red Cloth to get some Milk
- That's all for here, set sail again

1.6f West Indra Islet
- Sail left from N Osenia Islet until you hit a continent, then sail around the
  northern coast
- When you hit another continent, sail south to reach a small island
- Beach your ship at the island, West Indra Islet
- Find a Lucky Medal
- Mind Read the dog to trade it your Milk for a Li'l Turtle
- Sail back towards N Osenia Islet, but head south before you reach it to find 
  Alhafra
- The closest beach you can use to reach Alhafra is to the left of it

1.6g Alhafra and Briggs
- Go to the ship in Alhafra that you helped clean up and use Burst on the 
  boulder
- Let events take their course, Briggs is kinda funny :)
- Head to the Cave below the mayor's house (to the left of the mayor's house in 
  a grove of trees, a man is guarding it)
- Collect a potion, Psy Crystal, 777 gold, and Power Bread
- Skip town and chase Briggs to Champa

1.6h Champa
- Champa is on the southern coast of Angara, northwest of SE Angara Islet, 
  directly north from the beach by Alhafra
  TRANSFER EVENT ALERT!!!
- When you enter Champa Feizhi may stop you and give you a Golden Ring
- You must have saved Feizhi's friend trapped under a boulder in Golden Sun and
  transferred the data to Lost Age to get this event
  END TRANSFER EVENT ALERT!!!
- Collect a Viking Helm, smoke bomb, elixir, 12 gold, Lucky Medal
- Stop by the shop and upgrade equipment
- Suggestion:
  Jenna: Buy the Blessed Robe
  Piers: Buy the Plate Mail, possibly buy the Silver Helm
* Item breakdown:
  Blessed Robe - DEF +36, HP +5 per turn
  Plate Mail - DEF +33
  Silver Helm - DEF +30
  I say possibly on the Silver Helm because it is only marginally better than 
  the Thorn Crown but would decrease his ATK.
- Defeat Brigg's Grandma's Avimander (boss, weakness: Mercury)
- Give Grandma your 2 Trident Prongs
- Alex may show up when you leave Champa to encourage you, and give you news 
  about Babi

1.6i Ankohl Ruins
- Ankohl Ruins can be found east of Champa, you'll have to sail a very short 
  distance to reach the ruins
- Enter Ankohl Ruins and find: empty x6, 210 gold, nut, crystal powder, Power 
  Bread, Thanatos Mace, Vial, Sylph Feather, potion, Muni Robe, 365 gold
- Use Sand a lot in this dungeon
- You will trip several switches that activate sand traps, rooms filling with 
  sand
- You have to let the room fill some, then step on a different switch to open 
  the door
- In one spot a face statue will slide towards you, use Sand in a sand patch in
  the middle of the room to avoid being pushed backwards by it
- The goal is the Left Prong
- Return to Champa with the Prong and give it to Grandma
- Use Reveal to collect the Trident, equip it on someone (such as Jenna, who 
  actually benefits most from it)
- Return to Yallam and forge the Sylph Feather (best deal is Aerial Gloves)
- Head to the Sea of Time
- Suggestion:
  Sheba: Equip Thanatos Mace (even if she has the Glower Staff)
         Equip Muni Robe
         [Forge Aerial Gloves (Sylph Feather)]
  Jenna: Equip Sheba's Glower Staff (if Sheba had the Glower Staff)
         Equip Sheba's Faery Vest (if Sheba had a Faery Vest)
         Equip Trident
* Item breakdown:
  Thanatos Mace - ATK +125, unleashes Heartbreak (Earth, may kill instantly)
  Glower Staff - ATK +126, unleashes Flash Force (Wind, seals Psynergy)
  Muni Robe - DEF +39, HP recovery +10
  Faery Vest - DEF +38, use as an item to restore 200 HP
  Trident - Water resist +20
  Aerial Gloves - DEF +37, AGI +30, Wind +20

1.6j Sea of Time
- The Sea of Time is the foggy area on the map, enter it from the south
- Traverse the Sea by following the directions in Yepp's 3 songs you learned in
  Yallam
- For those of you who need more help, here are directions:
    Go north past the twins (rocks at entrance)
    Past 2 swirls
    Sail twice around the mini volcano
    Head east past a swirl when the water stops
    Then turn north and go past 3 swirls to north
    Sail around the mini volcano 3 times
    Sail north when the water stops
    You will be at a star shaped rock

    Head west past 3 swirls
    Sail twice around the mini volcano
    Head south past a swirl when the water stops
    Then turn and head west past 1 swirl
    Sail around the mini volcano 3 times
    Sail south when the water stops
    You will be at a moon shaped rock

    Head south past 2 swirls
    Sail twice around the mini volcano
    Head west past a swirl when the water stops
    Then turn and head north past 6 swirls
    Sail around the mini volcano 3 times
    Sail north when the water stops
    You will enter a new screen, save immediately
- It is easy now to make your way to the center of the screen
- Be prepared, it's a boss battle, Poseidon (weakness: Mars)
- You CANNOT deal any damage UNTIL you use the Trident as an item on him

1.6k Lemuria
- You have made it to Lemuria at last
- There is only 1 island is the Sea of Time, Lemuria
- Before entering Lemuria itself, after docking, head into your ship
- Take the stairs as soon as you enter and use Parch to get a Mist Potion
- Enter Lemuria itself
- Use your Lucky Medals at the fountain
- You can get many things from the fountain, including the Eclipse Summon, a 
  legendary dragon
- Try and get Leda's Bracelet from the fountain, gloves for the girls
- Brilliant Circlet and Crown of Glory are great headgear
- Aegis Shield is another item to try and get for the boys
- Spend the rest of the Lucky Medals on whatever you can get
- Here is a complete list of what you can get:
  Eclipse Summon - Summon, 3 Jupiter, 2 Mercury
  Hestia Blade - Lng Swd ATK+145, Unleashes Crucible Fire (Fire, may lower AGI) 
  Mighty Axe - Axe ATK +142, Unleashes Heat Shatter (Fire, may lower RES)
  Fireman's Pole - Staff ATK +130, Use in battle to increase RES
  Minerva Helm - Helm DEF +43, Max HP +20
  Crown of Glory - Crown DEF +40, PP+8 per turn
  Brilliant Circlet - Circlet DEF +36, LCK +10
  Aegis Shield - Shield DEF +41, Critical +10%
  Leda's Bracelet - Bracelet DEF +38, Wind Power +30
  Crafted Gloves - Glove DEF +35, ATK +5
  Erebus Armor - Armor DEF +43, HP +6 per turn
  Floral Dress - Clothing DEF +38, Use in battle to put enemies to sleep
  Wild Coat - Clothing DEF +37, AGI +40
  Potion - Item restores HP
  Psy Crystal - Item restores PP
  Water of Life - Item revives a downed ally
- Suggestion:
  Felix: Get Hestia Blade, Minerva Helm, Aegis Shield, Erebus Armor
  Jenna: Get Crown of Glory, Leda's Bracelet
         (also get a Floral Dress if she doesn't have a Feary Vest)
  Sheba: Get Crown of Glory
         (also get a Leda's Bracelet if she doesn't have Aerial Gloves)
         (or if you want to follow Section 7.7 Character Equipment by Element)
  Piers: Get Hestia Blade, Minerva Helm, Aegis Shield, Erebus Armor
* Item breakdown:
  Hestia Blade - ATK+145, Unleashes Crucible Fire (Fire, may lower AGI)
  Minerva Helm - Helm DEF +43, Max HP +20
  Crown of Glory - Crown DEF +40, PP+8 per turn
  Aegis Shield - Shield DEF +41, Critical +10%
  Leda's Bracelet - Bracelet DEF +38, Wind Power +30
  Erebus Armor - Armor DEF +43, HP +6 per turn
- From this point on, my Suggestions will follow Section 7.7, using these:
  Isaac - 7.7a
  Felix - 7.7c
  Jenna - 7.7d
  Garet - 7.7e
  Sheba - 7.7g
  Ivan - 7.7g
  Piers - 7.7i / 7.7k (7.7k only if you didn't transfer)
  Mia - 7.7j
- Use Scoop where butterflies fly (they look like moving shiny spots) to 
  collect items (use Reveal to find the items, they will show up as glowing 
  dots on the ground)
- You can Scoop: bone, Rusty Sword, various other items
- I have not found a use for the bone
- You can use Cyclone to find a Hard Nut
- Visit Piers's uncle
- Use Lash to enter Lunpa's house
- Talk to Lunpa, head to the palace
- Talk to the king, get the Grindstone (Grind Psynergy, only Felix/Isaac can 
  equip it)
- Head back to your boat
- You will automatically sail out of Lemuria, so head back in and use Grind on 
  a brown rock while still in your boat
  DJINNI ALERT!!!
- In Ancient Lemuria use Cyclone and Tremor to gain another Mercury Djinni, the
  Djinni Rime
  END DJINNI ALERT!!!

1.7 Western Sea
---------------
1.7a More Gathering
- Sail out of the Sea of Time by using Grind and heading left instead of down
- You will create a shortcut to Lemuria this way, accessible by entering the 
  left side of the fog instead of the bottom
- Sail to Sea of Time Islet, which is to the right of the Sea of Time
- Grab the Lucky Medal
  DJINNI ALERT!!!
- Mind Read the turtle and use the Li'l Turtle to be taken to the Cave
- In the Islet Cave collect the Turtle Boots and Rusty Staff
- Fight the Venus Djinni Meld
  END DJINNI ALERT!!!
- Sail to the area between Gondowan and Indra (south of West Indra Islet), you 
  will enter Gondowan Cliffs
- Use Grind to pass through
- Collect a Rusty Sword in a shallow circle of water directly to the right of 
  Tundaria Tower
- Collect a Rusty Staff in a shallow circle of water north of Hesperia 
  (northern section of the map)
  DJINNI ALERT!!!
- Visit Hesperia Settlement by landing on the southern beach of Hesperia (the 
  northernmost small continent)
- The Settlement is right by the beach
- Collect the Mars Djinni Tinder
  END DJINNI ALERT!!!
- Collect the 166 gold
- Return to Yallam and get your Rusty weapons refined
- Suggestion:
  Jenna: Equip Pirate's Sabre (refine from Rusty Sword)
  Sheba: Equip Dracomace OR Goblin's Rod (refine both from a Rusty Staff)
* Item breakdown:
  Dracomace - ATK +128, Unleashes Aging Gas (Wind, restores user HP)
  Goblin's Rod - ATK +134, Unleashes Sargasso (Water, may kill instantly)
  Pirate's Sabre - ATK +136, Unleashes Scorpionfish (Fire, may poison foe)
  NOTE - Sheba's weapon of choice here depends on whether you prefer pure 
         attack power or elemental damage. She will deal more damage with 
         Goblin's Rod, unless the weapon howls. Dracomace's howl will deal more 
         damage, since it is Wind based, and her Wind power is so high. I 
         tested this against a Dire Wolf (found outside Yallam) and Dracomace 
         consistently dealt ~30 more damage when howling than Goblin's Rod did 
         when howling. The HP leech special of the Dracomace is also nice.

1.7b Shaman Village
- From Hesperia Settlement follow the southern coast to the right until you 
  find a river with 2 beaches
- Sail up the river into a lake, continue to the top-left of the lake, then 
  follow the right-hand fork of the river leading out of the lake
- Beach your boat near the cave and enter Shaman Village Cave
- Traverse this easy cave, you can't get anything while you are here
- After exiting the cave walk up and right to enter Shaman Village
- Collect the Spirit Gloves
- Suggestion:
  Jenna: Equip Spirit Gloves (but save Leda's Bracelet if following Section 7.7)
* Item breakdown:
  Spirit Gloves - DEF +40, Max PP +20
- Talk to the chief, show him the Shaman's Rod
- Walk north of town while in town to find the trials, use Whirlwind
- Before you chose a path, collect the Hard Nut in the chest
- You may want to save before you choose a path
- My advice, choose the left path and always come in first
- In these caves, it is a good idea to skip the treasures until after the trial
  is over, since you can come back later and collect all of them from both 
  sides, but you *can* collect them all and still come in first each time
- Drop headgear and gloves first, if you come in first each time that is all 
  you'll have to drop
- At the end of the trails is a boss, Moapa (weakness: none) and his Knights 
  (weakness: none)
- Acquire the Hover Jade (Hover Psynergy)
- Back in town collect the Lucky Medal, weasel's claw, elixir, Lucky Pepper
- Tell Moapa your names
  DJINNI ALERT!!!
- Explore town
- Collect the Jupiter Djinni Aroma
  END DJINNI ALERT!!!
- Head back to the Trials and collect all the treasures: potion x3, Vial x6, 
  nut (you may have already collected potion x2, Vial x2)

1.7c Atteka Inlet
- Leave Shaman Village and head back to your boat
  DJINNI ALERT!!!
- Sail out into the ocean and follow the coast to the right
- You will encounter another river between two beaches, sail up it
- A small part of the river will fork off and die at a mountain
- Beach your boat just north of the fork on a narrow bit of land with a forest
- You will encounter the Venus Djinni Petra in a random battle
  END DJINNI ALERT!!!
- After getting the Djinni, sail to Atteka, the continent below Hesperia
  DJINNI ALERT!!!
- Beach your boat on the left side of Atteka by a wide beach, it is the 
  northernmost beach
- Walk east to a forest between 2 rivers and fight Mars Djinni Core in a random
  battle
  END DJINNI ALERT!!!
- Walk back to your boat and sail south around the coast
- Close to the middle of Atteka along the eastern (right) coast is a river 
  between two beaches, take it
- Sail through the rivers until you emerge behind the rocks, then sail north
- Beach your boat at a town, this is Atteka Inlet
- Collect the Vial
- Talk to the villagers to learn a little about the wings and a prophecy

1.7d Contigo
- Leave town by the northern entrance and walk to Contigo
- Don't upgrade yet, first go to the bottom left blue tent
- This is the place to use your Game Tickets
- Try to win Mythril Shirts for everyone and one Quick Boots
- If you didn't transfer any Golden Sun data, try to win 8 Mythril Shirts
- In town collect a Power Bread, bramble seed, corn
- Walk up to the shrine and stand in front of the center door and use Reveal to
  collect a Dragon Skin
  DJINNI ALERT!!!
- Find Venus Djinni Salt in town by going to the circle of grass and using 
  Scoop in the center
  END DJINNI ALERT!!!
- Suggestion:
  Felix: Equip Mythril Shirt
  Jenna: Equip Mythril Shirt
  Sheba: Equip Mythril Shirt
  Piers: Equip Mythril Shirt, Quick Boots
* Item Breakdown:
  Mythril Shirt - DEF +10, HP +5
  Quick Boots - DEF +3, AGI +20
- Visit the item shop to buy a Potion, Psy Crystal, Water of Life, Mist Potion
- Leave town and walk north

1.7e Jupiter Lighthouse
- Enter Jupiter Lighthouse
- You won't be able to go very far and you'll end up back outside
- Use Cyclone to find a Mint
- Use Cyclone on purple swirls to travel in Jupiter Lighthouse
- In the cave part of the Lighthouse you can find a Mad Plant to get a Mint
- Use Hover on round glowing dots with yellow lines coming out of them
- In the Lighthouse collect an Erinyes Tunic, Psy Crystal, Meditation Rod, mist
  potion, 306 gold, potion, Water of Life, Phaeton's Blade
- Suggestion:
  Jenna: Equip Sheba's Muni Robe
  Sheba: Equip Erinyes Tunic, Meditation Rod
  Piers: Equip Phaeton's Blade
* Item Breakdown:
  Meditation Rod - ATK +150, unleashes Nirvana (Wind, steals 10% PP)
  Phaeton's Blade - ATK +151, unleashes Light Surge (Wind, deludes target)
  Erinyes Tunic - DEF +45, ATK +5, increases Criticals
  Muni Robe - DEF +39, HP recovery +10
- Find and defeat a Mimic to gain a Psy Crystal
- Take the left door in the room with the beam of light first
- You can use Cyclone on the inverted purple swirls to travel up instead of 
  down
- When you emerge from the Lighthouse interior you will see a block near a 
  green bridge, push the block onto the bridge and step on the switch by the 
  door to drop it
- Head back inside and take the top door in the Meditation Rod room and 
  continue until you enter a room with four statues, then take the bottom door
- Cross over the top of the Lighthouse and enter the next door
- You will come across a room with a big circle platform and a ladder, climb 
  the ladder and cast Hover to turn on the power for the Lighthouse
- You can now use Hover and hovering blocks to traverse the Lighthouse
- Your next goal is to collect the Red Key and open the Red Door
- Cross the bridge to the Left Tower, be careful
- Cracked squares in the floor will drop you to the room below: after 2 steps 
  on them if they are light blue, right away if they are dark blue
- Use Hover and fall through the correct cracked squares to collect the Blue 
  Key
- Make your way to the top of the tower
- At the top of the Left Tower push a circuit to make the Archer shoot the 
  statue covering the hole in the Center Tower
- Head to the center room (with the light beam) and push the circuit into place
- You will eventually end up back on the outside of the top of the Lighthouse, 
  push the lightning rod into the hole
- Return to the center room
- Now for a trick, Hover onto the beam of light
- Do NOT use the swirl in front of the Blue Door, you can't get back up without
  a long backtracking if you do
- Now use the Blue Key on the Blue Door
- Hover in front of the big face statue to be blown across the gap
  DJINNI ALERT!!!
- Push the circuits into place (and use Pound on the pillar that will appear to
  rearrange the circuits)
- Fight the Jupiter Djinni Whorl
  END DJINNI ALERT!!!
- Rearrange the circuits again to reach the exit
- Use Pound to get the circuit piece, use the circuit to access the room, push 
  the pillars into place, Move the circuit back, jump across the pillars
- Dodge whirlwinds from the face statues and avoid cracked squares, but you 
  will need to be hit by a whirlwind from the bottom face
- Use Hover and dodge more whirlwinds in a room with LOTS of Hover tiles, this 
  room has the Phaeton's Blade
- Push the circuit into place on the top of the Right Tower
- Head back to the spot where you pushed the block off the bridge to find some 
  old friends
- When you come to the Meditation Rod room Alex will appear, you can Mind Read 
  him if you want, just tell him you want to light the Lighthouse to have all 
  HP/PP restored
- You may want to save now...
- Chase the baddies to the top of the Lighthouse
- You will only have Felix and Piers
- You will be double-crossed and have to fight
- Boss battle, Karst (weakness: Mercury, then Jupiter) and Agatio (weakness: 
  Mercury, then Venus)
- After two rounds Jenna comes and helps
- After two more rounds Sheba comes, now you have all 4 again
- You will be double crossed again, but not have to fight again

1.7f Djinn Run
- Head back to Contigo and enter the top left house (it was empty before)
- Learn Ivan's history
- Gain 4 more party members, Isaac and crew!
  DJINNI ALERT!!!
- Use Force (if you have it, you need to have imported a Golden Sun game with 
  Force) on a stump to the left and a little below the house where you meet 
  Isaac to find the Mars Djinni Shine
  END DJINNI ALERT!!!
  DJINNI ALERT!!!
- Return to Atteka Inlet and use Lift on the boulder in the bottom left corner,
  then use Cyclone to find the Venus Djinni Geode
  END DJINNI ALERT!!!
- When you return to your ship it will have wings
  TRANSFER EVENT ALERT!!!
- As you board your ship a man may come with a gift, if you rescued Hammet in 
  Golden Sun and transferred the data
- The gift is Orihalcon, a rare and very nice forgeable material
  END TRANSFER EVENT ALERT!!!
- Press "B" while sailing to fly, it requires Psynergy from all 8 characters 
  (the yellow bar above the ship when you press "B" shows the Psynergy)
  NON-TRANSFER DJINNI ALERT!!!
- Sail to SW Atteka Islet (bottom left corner of the world map)
- Collect the Dragon Skin
- If you didn't transfer any data, collect the random Jupiter Djinni by using 
  Lift
  END NON-TRANSFER DJINNI ALERT!!!
- Sail back towards Atteka Inlet, but instead of Hovering over the rocks sail 
  west (left) to find a small circle of shallow water surrounded by rocks to 
  collect a Rusty Sword
  DJINNI ALERT!!!
- Sail to Kalt Island, a small island north of Hesperia
- Collect the Apple and the Mercury Djinni Gel
  END DJINNI ALERT!!!
- Sail directly south (as much as possible, you will have to sail around the 
  coast of Gondowan) to Atteka, so you end up on the right side of Atteka 
  (between Atteka and Gondowan)
- You will find a river between two beaches about halfway down the coast of 
  Atteka, sail into the river
- Use the river and Hover (flying in the boat) to reach a cave on the southern 
  tip of Atteka
- Enter the cave and collect the Coatlicue Summon, the goddess bearing the 
  water of life
- Backtrack to Shaman Village Cave
  TRANSFER EVENT ALERT!!!
- If you beat Colosso in Golden Sun and transferred it, you will fight a small 
  battle against the Colosso Gladiators who Isaac defeated in Golden Sun, win 
  to get a Golden Shirt
  END TRANSFER EVENT ALERT!!!
  DJINNI ALERT!!!
- Use Lift on the right 2 boulders and the left boulder, but not the middle 
  left boulder
- Use Frost and Whirlwind to walk to the Djinni
- Fight the Mercury Djinni Eddy
  END DJINNI ALERT!!!
- Head to Shaman Village, enter the trails section again, climb to the top and 
  use Hover
  DJINNI ALERT!!!
- You will come to a screen with 3 lakes, use Reveal to catch the Djinni
- Fight the Jupiter Djinni Gasp
  END DJINNI ALERT!!!
- Collect the Elixir
- Fight a Mad Plant and earn a Lucky Pepper
- Go back to Yallam and forge any items that need forging
- While in Yallam use Force (if you transferred) on the broken tree/log near 
  the blacksmith's house to knock it down
- Cross the now flat log, use Cyclone to clear a few weeds, and go down the 
  ladder
- Exit the short cave to collect the powerful Masamune, one of the few weapons 
  with a "double" howl (it will either howl with one dragon head or two)
- Suggestions:
  Felix: Forge Xylion Armor
  Jenna: (none)
  Sheba: Forge Dragon Boots
  Piers: Equip Masamune
  Isaac: Equip Soul Brand (Refine)
  Garet: Equip Hestia Blade
  Ivan:  Equip Phaeton's Blade, Golden Shirt, Leda's Bracelet
  Mia:   Forge Dragon Boots
* Item Breakdown:
  Masamune - ATK +161, unleashes Rising Dragon (Water, may hit twice)
  Phaeton's Blade - ATK +151, unleashes Light Surge (Wind, deludes target)
  Soul Brand - ATK +141, unleashes Soul Shatter (Fire, turns 10% damage into PP)
  Leda's Bracelet - Bracelet DEF +38, Wind Power +30
NOTE - If you don't have a second Leda's Bracelet for Ivan, you can return to 
       Lemuria and get one, or give him some other bracer later on...

1.8 The Grand Finale
--------------------
1.8a Gondowan Settlement
- Sail your boat to Gondowan Settlement
- Gondowan Settlement is located on the Gondowan continent, almost directly 
  east from the Jupiter Lighthouse
- You will want to collect the Stardust and Lucky Medal
- You may want to take the Stardust to the blacksmith
- Note - At this point you could do Treasure Isle, but the boss there is a bit 
  challenging at low levels (try to be at least lvl 40 before doing Treasure 
  Isle)
- Close by Gondowan Settlement is a plateau that looks similar to Airs Rock, 
  Aqua Rock, and Gaia Rock

1.8b Magma Rock
- As you may have guessed, Magma Rock is the Mars (fire) elemental rock
- You will need to use Growth and Burst a lot here
- Climb the outside before doing the inside
- Cast Burst on Tiki Statues
- Collect 383 gold, Salamander Tail, oil drop
- Enter Magma Rock interior by using Burst on a Tiki Statue to shoot a fireball
  shaped rock
- The large statues fill the rooms with lava if shot by using Burst on the 
  small Tiki Statues
- The white platforms on green tracks only work when the rooms are filled with 
  lava
- You will find: Lucky Medal, mist potion, Golem Core, Salamander Tail
  NON-TRANSFER DJINNI ALERT!!!
- A random Mars Djinni may await you by the first dam you come across, if you 
  didn't transfer any data from Golden Sun
- Mars Djinni Fury waits for you on a ledge in a room where the moving platform
  doesn't circle (it will go so far and not any farther)
  END NON-TRANSFER DJINNI ALERT!!!
- You can now break cracked pillars by using Burst on them
- A Mimic is also waiting for you, in the room leading to the ground level 
  entrance
- Walk up to the now familiar tablet to teach Jenna the Blaze Psynergy
- Use Blaze on the left side of the small flame while facing the empty brazier 
  to leave the room
- Collect the Magma Ball
- Head back to your boat

1.8c Loho
- Before heading to the blacksmith, stop by Loho, you'll get more stuff to 
  refine
- Loho is located on the Angara continent, north of Gondowan Settlement on the 
  coast, east of Shaman's Village
- In Loho you will want to use the Magma Ball on the cannon
- Collect a Golem Core (under a boulder, use Lift then Scoop)
- And nab another Golem Core (use Scoop on a small shiny object very close to 
  the first)
- Find a crystal powder (jar, don't need Scoop)
- Dig up some Mythril Silver (use Scoop in the bottom left corner area, on the 
  right side, between 2 small rocks and the wall)
  DJINNI ALERT!!!
- Grab the Jupiter Djinni Lull by climbing the vine by the boulder (first Golem
  Core)
  END DJINNI ALERT!!!
- Now that you have a Cannon installed on your ship, it is time to head to Mars
  Lighthouse
- Sail or walk north from Loho to reach Angara Cavern
- You'll need to use Carry to reach the tablet
- The tablet teaches you the Haures Summon, a beast that sunders darkness

1.8d Prox
- If you haven't already given your items to the blacksmith, do so now
- North of Kalt Island is the entrance to Northern Reaches, a series of reefs 
  and icebergs
- Sail through Northern Reaches until you are told to use the cannon
- Use the cannon to destroy the iceberg
- Reach the town of Prox
- Collect a few items: Cookie, Dark Matter, and sacred feather
  DJINNI ALERT!!!
- You will find the Venus Djinni Mold on the ice, run into it, then Scoop it 
  out of the snow
  END DJINNI ALERT!!!
  NON-TRANSFER DJINNI ALERT!!!
- A random Mercury Djinni may be here as well, if you didn't transfer data
- The random Mercury Djinni will be in the top house
  END NON-TRANSFER DJINNI ALERT!!!
- Leave town by the northern entrance, agree to go to the Lighthouse
- To reach the Lighthouse walk between the boulder and the people blocking the 
  way, then head north

1.8e Mars Lighthouse
- Now for the fun part, Mars Lighthouse
- Note - You will be leaving the Lighthouse after getting all blacksmith items 
  and the Teleport Psynergy to get the last few Djinn
- The puzzles in Mars Lighthouse are the hardest yet, but they aren't 
  impossible
- Collect an Apple from the Lighthouse entrance
- In the Lighthouse you will find: Teleport Lapis (Teleport Psynergy), 
  Orihalcon, Valkyrie Mail, Sol Blade, Psy Crystal, Alastor's Hood
- Interestingly enough, only Earth Adepts can equip the Sol Blade...
- You will need to Grind an ice block in a room with a Djinni and pipes
- Use Pound on a pillar to crack an ice block below you
- You will encounter large blocks of ice in this Lighthouse, use Burst on them 
  if they are cracked
- In a room with dragon heads that move along the wall breathing flame, use 
  Move to move the statue to the right side of the room in front of the last 
  dragon head
- Statues will block the flames, similar to pillars blocking sand/water/steam 
  in previous dungeons
  DJINNI ALERT!!!
- In an icy room with a Djinni, Move the statue by the door to the left, then 
  skate around the room
- Fight the Mercury Djinni Balm
  END DJINNI ALERT!!!
- Use Blaze on small flames to make large dragon head statues shoot huge 
  fireballs
- Collect the Teleport Lapis and use Teleport on fancy circles on the floor
- Eventually you will find 2 dragons frozen in ice, use Blaze on the flame and 
  Burst on the ice
- Interesting side note here, I've used Blaze after destroying the ice blocks 
  and the cracks still appeared (in midair) :)
- Prepare for a Boss Battle: Flame Dragon x2 (weakness, Mercury)
- When you win this battle you will be given the Mars Star
- The Mars Star will be in the Mythril Bag that Felix is carrying, just put it 
  in the dragon's mouth
- Retreat to the entrance or walk back
  DJINNI ALERT!!!
- Find and fight the now accessible Mars Djinni Fugue
  END DJINNI ALERT!!!
- You will enter a room with a dragon head and 4 symbols on the walls, walk 
  through the symbols to enter small towers
- Each tower has the same symbol on the top, use Blaze to make it glow
- The towers are really easy, shouldn't be any problems
- The bird symbol is Jupiter, fish is Mercury, man is Venus, dragon is Mars
- Just so you know, glass is sand, you can use Sand on the glass floor tiles
- Grab the Alastor's Hood from one of the four towers, it will be in a chest to
  the side of the door leading into the tower, after the long bridge
- After completing all four symbol towers, DON'T GO THROUGH THE TELEPORT 
  WARP!!!!
- Retreat and use Teleport on the world map to warp to Yallam

1.8f Yampi Desert Cave
- After forging all your forgeable items, Teleport to Alhafra
- Enter Yampi Desert and use Sand on the screen with many sand waterfalls on 
  the left-most sandfall, enter the cave at the top
- Collect a Water of Life, then use Teleport on the symbol
- In this cave you will find: Mythril Silver, Dark Matter, Orihalcon
  DJINNI ALERT!!!
- A Venus Djinni can be battled in this cave, use Scoop on a moving pile of 
  sand
- You will have to fight and defeat the Venus Djinni Crystal
  END DJINNI ALERT!!!
- A Boss guards the summon tablet, and he is very tough
- Boss battle, Valukar (weakness: Mercury)
- He is VERY tough, he has a really bad move
- He attacks 3x per turn, can set 1 Djinni from each of the 4 front row 
  characters on standby, and then use your standby Djinn to unleash summons on 
  you
- The Sol Blade is helpful in this battle, as well as the Djinni Petra
- After defeating Valukar you can get the Daedalus Summon, the master craftsman
  of ancient times
- Interesting Note - Daedalus has a multi-turn attack, the small missiles hit 
  the turn you summon him, the big missile hits during the next turn

1.8g Sea of Time Islet Cave
- Sail to the Sea of Time Islet
- Mind Read the turtle and enter his secret place, the Islet Cave
- If you haven't already done so, collect the Rusty Staff, Turtle Boots, and 
  fight the Venus Djinni Meld
- Use Teleport on the symbol
  DJINNI ALERT!!!
- The hallways are very straightforward
- Use Tremor on a VERY obvious statue to fight the Mercury Djinni Serac
  END DJINNI ALERT!!!
- Another Boss blocks the tablet
- Boss battle Sentinel (weakness: Venus)
- Besides the 3x attack per turn, Sentinel recovers 200HP every turn
- Thankfully, he doesn't use your Djinn to summon
- Defeat Sentinel to receive the Catastrophe Summon, the embodiment of 
  destruction

1.8h Treasure Isle
- Teleport to Izumo and sail north and a little left to an island surrounded by
  rocky reefs
- Enter Treasure Isle from the left side
- Inside Treasure Isle you will need the Grind and Lift Psynergies
- You will find: empty x10, Lucky Medal, 161 gold, 911 gold, Stardust, Rusty 
  Axe, Sylph Feather, Cookie, Psynergy Stone, Jester's Armlet, Fire Brand, Iris
  Robe
  DJINNI ALERT!!!
- You will have to find and defeat the Jupiter Djinni Gale
  END DJINNI ALERT!!!
  NON-TRANSFER DJINNI ALERT!!!
- A random Venus Djinni may be in the room right before the boss, if you didn't
  transfer any data from Golden Sun
  END NON-TRANSFER DJINNI ALERT!!!
- A Boss is guarding the summon tablet yet again
- Boss battle Star Magician (weakness, Mars) with his Balls, Thunder Ball, 
  Refresh Ball, Guardian Ball, Anger Ball
- This boss is cheap, like the last few bosses
- Refresh Balls will cast a super version of Ply, healing tons of HP (over 
  1500HP), so take them out first
- Guardian Balls will cast a barrier on the Magician, if you thought Djinni 
  Flash was cheap you ain't seen these Balls yet, they should be second top 
  priority
- Thunder and Anger Balls aren't anything to worry about, a few summons and 
  they will be toasted to a fine crisp
- The Star Magician attacks 3x per turn, and can call more Balls to help him
- After defeating the Star Magician you will acquire the Azul Summon, a dragon 
  from the deep
- You have finished the optional areas, and have collected all the Djinn now
- If you transferred all 28 Djinn from Golden Sun you have a final, hidden area
  to explore
- If you didn't transfer all 28 Djinn, or didn't transfer at all, go back to 
  Mars Lighthouse and use Teleport on the symbol in the room with the dragon 
  head statue and 4 wall symbols to face the final boss of the game (see the 
  "The End" section later in this guide, and first few tips in "Anemos Sanctum"
  section)

1.8i Anemos Sanctum
- You will need to be close to lvl 50 to do Anemos Sanctum, if you aren't try 
  to level up some
- Sea of Time Islet Cave is a good place to level up, Wonder Birds have low HP 
  and high EXP
- Magma Rock or Mars Lighthouse also have good enemies, Phoenix and Fire Bird
- Wonder Bird: 424HP, 8,622EXP, found in Sea of Time Islet Cave
- Fire Bird: 303HP, 5,838EXP, found in Mars Lighthouse
- Phoenix: 281HP, 3,750EXP, found in Magma Rock
- The above 3 enemies also have powerful fire moves, and Regen Dance (revives 
  fallen enemies), and get to attack several times per turn
- There are 2 items in Anemos Sanctum: an Orihalcon, and a Dark Matter
- You MUST have collected ALL Djinn from BOTH games to enter this dungeon
- To enter, use Teleport on the symbol in the town of Contigo
- Remember, you can Teleport to any town you've visited while on the world map
- You will find the Charon Summon right inside Anemos Sanctum, very obvious
- You might as well get the summon now, the boss will use it against you even 
  if you don't get it
- Some of the puzzles here are a little challenging, a few hints:
- The rock with a stick guy carved on it mirrors your movements, move carefully
  and lead it to the switch (up is up, down is down, left is right, right is 
  left)
- In some rooms you must step on all the circles to open the door
- Be careful, some floors crack when you step on them...
- Eventually you will enter a room with a spider engraved on the floor and 
  moveable blocks
- Push the blocks to match the spider engraving
- SAVE YOUR GAME NOW
- Before doing anything else, give ALL CHARACTERS some Water of Life, a few 
  Potions, a few Vials, and a few Psy Crystals
- Jump onto the spider and cast Hover to face the ABSOLUTE TOUGHEST BOSS in 
  Golden Sun: The Lost Age
- Boss battle, Dullahan (weakness, Jupiter)
- If you want a good strategy for defeating Dullahan, check the Boss Strategies
  section for one that a reader sent in and I have personally tested, it is the
  best strategy I've seen
- This boss is FAR MORE CHEAP than any other boss, he attacks 3x per turn
- He can SET ALL DJINN TO RECOVERY in ONE MOVE, this affects all characters on 
  the front row, even Djinn you were trying to set or just used
- Djinni Flash is helpful for blocking damage (as always), but if it gets set 
  to Recovery, it usually takes 7-8 turns to recover :(
- Like I said earlier, be around level 50, I was low 40's and he totally 
  defeated me
- If a party member dies, use Revive or Water of Life, Djinni sometimes miss or
  get set to recovery
- When you finally defeat this boss you will be rewarded with the Iris Summon 
- Iris not only deals the most damage of all summons, it also heals your entire
  party :)
- Also, now that you've defeated Dullahan, you can summon him if you equip the 
  Tomegathericon and enough Djinn to become a Necromage
- If you did not transfer data you already have Call Dullahan

1.8j The End
- Teleport back to Prox and walk to Mars Lighthouse
- In the room with a dragon head statue and the four carvings on the wall, use 
  the Teleport circle to reach the Lighthouse summit
- You may want to save before taking on the boss
- Boss battle, Doom Dragon (weakness, Jupiter)
- Doom Dragon, like other bosses, can attack 3x per turn
- Doom Dragon is a 3-part battle, you will "defeat" it 3 times, once for each 
  head
- Doom Dragon has an attack that is awesome to look at but does a fair amount 
  of damage (Cruel Ruins)
- If you defeated Dullahan, this will be an extremely easy battle
- After defeated Doom Dragon sit back and enjoy the ending
- The ending cinematics (during the credits) are awesome
- Congratulations, you have completed Golden Sun: The Lost Age, and I have 
  finally completed this guide

=============
2 Walkthrough
=============

2.1 Prologue
------------
2.1a Venus Lighthouse
- Items of interest: herb
  Watch the opening, and either read the text or just hold B to scroll through 
very fast. After the text opening the title screen flashes up briefly, then the
game switches to Jenna and Kraden. Watch what happens, tap A to continue the 
conversations, and eventually you will be given control of Jenna.
  Head left and up through the door close to where Jenna appears, it is the 
only other door in this room you can get to. Run left and down through this 
room, ignore the door that leads up and instead go down. Run to the right and 
take the door on the right. Hop across the platforms (walk down and stand on 
the platform touching the floor, then hop left until you hit the wall, then 
down, right, and down) until you reach a door. Open the chest (which, by the 
way, was the chest in the original Golden Sun that had the Carry Stone) to 
receive an herb. Backtrack, hop back across the platforms, and enter the wide 
room again. This time head left, and walk down in the center to reach another 
door. Exit down twice to appear outside. Run down (scaring the birds that 
landed there) to enter another game sequence.
  After a little conversation Alex asks if you understand, just say yes. 
Eventually Alex scares everyone away. Kraden asks if you are concerned about 
hurting innocents. Answer yes or no, it doesn't matter. Now head left and 
you'll run into a lone worker. He'll attack, but don't worry, Jenna is more 
than enough for a Ruffian like him. One Fume and he is toast, literally! Exit 
to the left.

2.1b Suhalla Gate
- Items of interest: (none)
  Follow the path up the stairs. You'll encounter another Ruffian, just use 
Fume again. Exit to the left again. Climb down the vines and enter the cave to 
the right. You will be ambushed by 3 Ruffians. This time use Flare on the 
center guy twice, then physical attacks on whoever is still alive.
  Enter the cave, walk up and around, and then enter the doorway. Head down, 
right, and up. As you pass an outcropping of rock (near the shiny purple stone)
a Punch Ant will attack. Fume it to death, then pick up the purple stone to 
restore your PP. Now exit the cave.
  You are on Idejima Peninsula now. Kraden asks if this is the place, just say 
yes. Let events play out (and keep pressing A or holding B to continue the 
conversation). Eventually Venus Lighthouse is lit, an earthquake happens, and 
Idejima is washed out to sea. This is the same sequence as the ending of Golden
Sun, by the way. During this time the title screen will appear briefly, don't 
get upset or turn your game off (like a friend of mine did in the original, 
when the title screen appeared, he thought he had done something wrong), it is 
supposed to appear. Like Alex says, "At times like this, where would be the 
good in panicking?"

2.2 Indra
---------
2.2a Daila
- Items of interest: herb, sleep bomb, smoke bomb, 3 gold, 12 gold
- Djinni: Echo, a Venus Djinni
  After the lengthy game sequence Felix wakes up. For a bit of brief humor 
chose yes to check yourself for injuries. Talk to each of your friends (or 
ignore them, it doesn't matter). Now leave Idejima by heading left. Kraden 
notices someone is missing. When everyone is done talking, finally exit Idejima
for good. Head down when you are finally on the world map and you'll come to 
Daila. You can't miss it.
  Run around town collecting the items. The smoke bomb is in a barrel in the 
south-west (bottom-left) section of town. The barrel is the bottom-left barrel 
of the group of 3 barrels and a box. The 3 gold coins are in the house on the 
right side of town, with an old man lying down near it and a sailor beside it, 
just to the right of the well. The coins are in a jar in the top-left of the 
house. The herb is in a jar in the top-right of town, just climb a few stairs 
and you'll see the jar. You can find 12 gold coins in the house near the herb 
jar, in a jar on the right side of the house (inside the house). The sleep bomb
is in a barrel just inside the entrance to the Inn.
  After collecting all the items you can, enter the Weapons/Armor shop. Buy new
equipment for your party, and sell the sleep bomb and smoke bomb, and as many 
herbs as needed to get the equipment.
 Felix: Buy Long Sword, Travel Vest, Wooden Shield, Leather Cap
 Jenna: Equip Felix's Short Sword, buy Travel Vest, Leather Cap
 Sheba: none, but sell her weapon and give her the Shaman's Rod
* Item breakdown:
  Long Sword - ATK +14
  Short Sword - ATK +8
  Shaman's Rod - ATK +10
  Travel Vest - DEF +7
  Wooden Shield - DEF +6
  Leather Cap - DEF +3

DJINNI ALERT!!!
  After making your purchases leave town through the southern entrance/exit. 
You will be stopped by a Venus Djinni named Echo. If you've never played Golden
Sun or GS:TLA before he will explain what Djinn are and how to use them, 
otherwise tell him you know about Djinn. After his speech agree to let him join
you. You now have your first Djinn! Before doing anything else enter your Djinn
menu and Set Echo.
END DJINNI ALERT!!!

  You will probably want to save your game now. After saving it is time to go 
to Kandorean Temple. To do so head down and left, following the path until you 
reach your destination. Along the way you'll cross a few bridges and head up 
and right as well. You will also encounter numerous random enemies.

2.2b Kandorean Temple
- Items of interest: Game Ticket, Mysterious Card, Lash Pebble
- Djinni: Fog, a Mercury Djinni
  Talking to the people at the gate informs you that nobody is allowed in. We 
need to get in anyway, so you'll have to find another way. Don't leave, instead
walk left and up, following the wall. Kraden will comment on a wall. It looks 
like it is covered in weeds. Use Sheba's Whirlwind Psynergy to blow away the 
weeds, then enter the cave.
  Follow the path until you reach the end, then climb the rope. It appears you 
are in a well. You will climb out of the well inside the courtyard. Walk 
through the door to enter the actual temple. An old guy (Master Poi) will 
lecture his students, then he will open a door and let one student take "the 
challenge." You have nothing better to do, so enter the door and take the 
challenge yourself.
  Directly ahead of you is a treasure chest, or is it? It is actually a Mimic, 
an enemy. Defeat it to take the treasure, a Game Ticket. A good strategy is to 
use Echo with Felix, Fume with Jenna, and normal attacks with Sheba. After 
using Echo you should summon Venus. It should only take two rounds to kill the 
Mimic. 
  Follow the path to the left (head down a little from the Mimic's location, 
then head left) and around and up. The path twists a lot. Continue following 
the path right, down, left, and through the doorway. Climb down the ladder and 
make your way to the left side of the room by walking between and behind the 
pillars (it doesn't look like you can, but you can). Climb up the ladder at the
end, then head left and down, then hop across the pillars. Hop right, right, 
down, right, up, right, up, left, left, up, right, up, and then exit through 
the doorway. In this room walk up, then left, exiting through the 
doorway/stairs.
  Climb down the ladder and walk to the bottom of the room. Run across the 
river, but hold UP as you do. Run across and up the river until you reach the 
top. At the top you'll leave the river and step onto the right bank. Head down 
and right, and enter the doorway. You are now in a room with a pillar and two 
steam jets, and two round discs that shoot up. Push the pillar onto the left 
disc, then stand on the right disc. Eventually the water will push the disc up 
to the next floor. Hop off and grab the Mysterious Card. Hop back onto the disc
and ride it back down. Now push (or use Felix's Move Psynergy) the pillar onto 
the right disc, and stand on the left disc. Hop off the disc when it takes you 
to the next room, then head left.
  Climb the ladder and head right. Cross the first rope, then walk up a little 
and right, behind the rocks. You should end up standing in front of a gap with 
a pillar to your right. Use Felix's Move Psynergy while facing the pillar and 
hold RIGHT to push it out of the way. Hop across the gap and continue pushing 
the pillar to the right until it blocks the steam jet. Now had back a bit and 
cross the second rope. DO NOT climb down the ladder, instead walk past the 
ladder, then down, then left, and hop across the gap. Walk down a little, then 
hop back across the gap, then down, then back across the gap again. Hop across 
another gap to your left, then climb down the ladder and exit south. Head south
and take the stairs. Head right and take the next stairs. Walk right, around 
and up. Read the sign. Then use Move on the pot, and shove it either left or 
right, it doesn't matter which way. Hop across the coals and SAVE YOUR GAME. I 
suggest equipping Sheba with the Mysterious Card right now. After saving head 
up for...

BOSS BATTLE
Chestbeater x3 (weakness: Mars) (see Boss section for stats)
  Basically Felix will use Echo, summon Venus, attack, or use Cure. Jenna will 
use Flare/Flare Wall or Fume. Sheba will use Ray, Whirlwind or Juggle, 
depending on whether or not you equipped her with the Mysterious Card. Also, it
would be best for Felix to target one of the Chestbeaters on the sides, not the
one in the middle.

  After defeating the boss a ladder will appear. If you want to keep Whirlwind 
with Sheba you should remove the Mysterious Card now. Climb the ladder and head
south. You will eventually meet Master Poi. After a lengthy conversation he 
will ask you to climb the rope, then he will grant you the Lash Pebble. Simply 
examine the pedestal next to him. I suggest equipping the Lash Pebble on Sheba,
because Lash is a Jupiter Psynergy.
  Don't exit the temple just yet! You probably noticed a Djinni on your way 
through the caves. Now you can get that Djinni.

DJINNI ALERT!!!
  Go back through the caves. You'll have to use Move on the pot again. When you
come to the room with the Mercury Djinni you'll notice a rope on the floor. Use
your new Lash Psynergy, then climb the rope. SAVE BEFORE CONFRONTING THE 
DJINNI! Sometimes the Djinni will flee, then you'll have to leave the cave and 
come back to find it again. If you save, you can just reload and fight it again
until you win. After defeating the Djinni Fog it will join you. (See Djinn 
section for stats.)
END DJINNI ALERT!!!

  Now return to the floor where the old man gave you the Lash Pebble. Use the 
left door to enter the main room with the disciples, then slide down the 
indention. Exit via the south entrance/exit. You are back in the courtyard. The
gate is open now, so just walk out.

2.2c Shrine of the Sea God
- Items of interest: (none)
- Djinni: Breath, a Jupiter Djinni
  To get to the next destination, the Shrine of the Sea God, head back to 
Daila, but keep going east (to the right). You will see a tower on a rock, and 
a cave entrance in the rock. Enter the cave.
  Climb down the ladder, then walk up. A sequence will start with two children.
When they are through head up to the rope (climb the second ladder) and use 
Lash. Another small game sequence takes place. When Riki and Tavi finally leave
you can "nab the critter" they saw. Cross the rope and enter the doorway. Run 
across the wooden bridges to the left, then walk down and try to cross the 
bridge next to the Djinni. Approach the ladder and the Djinni runs off.

DJINNI ALERT!!!
  The chase is on! Race after that sucker, heading right, down, left, and 
through the doorway. You will notice footprints in the sand. Follow them right 
and around. Run through the water, heading south. Take either stairway, right 
or left, and the Djinni will be below you. Return to the previous room and take
the stairs all the way south, then race north. The Djinni will be ahead of you,
and will climb onto a square wall when you come near. Walk into the center of 
the square and push the torch into the gap in the wall. Now walk up the steps 
onto the wall and approach the Djinni. Once again, SAVE YOUR GAME, in case the 
Djinni runs away. Defeat it and Jupiter Djinni Breath will join you. This is a 
great Djinni early on, use it in battle to restore HP! Not only that, when you 
use Breath it will always restore HP at the beginning of the turn, regardless 
of that character's agility.
END DJINNI ALERT!!!

  Return to Daila by either walking out or using Retreat with Felix. Enter the 
Mayor's house (the house on the hill, climb up the stairs to reach it) and you 
will see Alex.

2.2d Dehkan Plateau
- Items of interest: Full Metal Vest, elixir, Themis' Axe, nut, Mint, Pound 
  Cube
- Djinni: Cannon, a Mars Djinni
  To find Dehkan Plateau head down from Daila, and take a right at the fork. 
Follow the road and you will eventually end up at the Plateau.
  Climb the stairs until you reach the cracks in the ground. Step on any crack 
twice to fall through to the ground below. You MUST do this to continue. Exit 
the cave by heading down, not up the stairs. By going down you will appear back
outside, below the cracks. Climb down the vine and open the chest for a Full 
Metal Vest. You can equip that on anyone, I personally chose Sheba, because she
has the lowest health and defense (her defense will be lower than Jenna's once 
Jenna gets a Mars Djinni).
* Item breakdown
  Full Metal Vest - DEF +21
  Climb back up the vine and enter the cave again. This time exit by taking the 
stairs. You are back outside near the cracks. Leave the screen by waltzing to 
the right.
  Hop across the top pillar to open a chest containing an elixir. When you hop 
back the pillar will crumble and drop you on the ground. Run down and left, 
climb the vine, and hop across the remaining two pillars. On the other side 
head down, then right, then up to reach more cracks. Perhaps a diagram would 
help?
   ______/   |
  /     O     \         O are rocks
 |  =   4   6 O|        = are holes
 |        O    |        x are light colored cracks
 |O =   3   O  |        # are dark colored cracks
 |    O   5    |
 |O   #   O #  |
/   x   2     O|
|   O 1 O   x /
|         O  /

  The objective here is to step on only the small cracks (lighter colored 
cracks) until you reach the top of the cracks, then step on the large crack 
(darker colored crack) at the top to fall into a cave with a chest. To do this 
just walk across the cracks labeled 1, 2, 3, and 4 in my diagram. Open the 
chest for a Mint, which can be used to permanently increase one character's 
Agility. Use the Mint on someone (I personally chose Felix), then drop down to 
the floor (via the scoop in the wall). Climb the vine and exit south. Take the 
stairs in the next room. You are now back outside. Push the pillar into the gap
and hop across, then head up. You are now back at the cracks. This time walk 
across 1 & 2, then hop across the gap at 5, walk right, up, left, and across 
crack 6. Exit to the north.
  On this screen are many pillars, the type that crumble. Hop left across the 
first one, then walk to the top-left of the platform. Hop left, then up. Walk 
up, then hop right onto a pillar. You can't do anything here, so hop back. 
Seems pointless, doesn't it? It isn't, though. Hop back onto the pillar to the 
right, and it will crumble. Now walk up where it used to be to reach the vine 
leading to Themis' Axe.
* Item breakdown
  Themis' Axe - ATK +30, Unleashes Stone Justice (Earth, may lower AGI)
  After opening the chest and getting the new weapon (and equipping it on 
Felix), head back down the vine. Climb the stairs, then exit south (back to the 
screen with the cracks). Now turn around and exit north (back to the screen 
with the pillars). This is to reset the pillars. Hop left across the first 
pillar, then down and left until you reach the other side. Head up until you 
can't go up any further. Hop right across the nearby pillars, then up, then 
left. To reach the exit run up, right, and down, then exit right.
  Walk right and you'll notice yet more cracks. Fall through any of them to end
up in a cave. Make your way through the very linear cave to appear outside yet 
again. Head up and you'll see a Djinni.

DJINNI ALERT!!!
  When you approach it the Djinni will run and fall through a crack. You have 
no choice but to follow. Step on the crack to fall into the cave below. Leave 
the cave through the only exit. Head down and climb the vine, then run up. The 
Mars Djinni will run off again. While you are here you might as well push the 
pillar off the cliff (to make a shortcut in case you decide to head back to 
Daila), then follow the Djinni off the screen.
  Approach the bridge and the Djinni will run off. Instead of following it 
across the bridge, head down. Cross two ropes, then push a vine-covered pillar 
to the right as far as you can. Stand below the pillar and hold UP to climb it,
then hop off to the right. Use Lash to reach a chest with a Nut. Hop back onto 
the pillar, climb down it, and walk up and left to find another pillar. Push it
off the cliff, then climb down it. Head down and left, under the rope, and walk
right. Climb the vine at the end and head up. The Djinni will use a Psynergy 
called Pound to remove the gray post in its way and run off the screen again. 
Exit to the right, ignoring the cracks.
  As you approach the Mars Djinni runs off once more, this time hopping across 
cracked pillars. If you try to follow you will cause the pillars to crumble, so
don't try. Climb down the vine and push the wooden pillar as far as you can, 
then climb it and hop onto the cliff. Hop onto the gray pillar, then to the 
next one, then back and fall to the ground. Race up and around until you are on
the other side of the gray pillar, near a wooden one. Push the wooden pillar as
close to the gray pillar as possible (use Felix's Move Psynergy if needed), 
then climb the wooden pillar. Hop over to the cracked gray pillar to make it 
crumble. Walk up, climb the vine, and push the wooden pillar off the cliff. 
Climb down the vine and use Move to push the wooden pillar to the left, then 
climb back up the vine and hop across the pillar. Enter the cave.
  Walk down and right. Head up through the door to enter the room with the 
Djinni. If you get near the Djinni he will Pound you into the ground, 
literally, so avoid him for now. Walk up to the doorway on the left, but don't 
enter it! Head right across one crack, then stop on the second crack. That's 
right, ON the second crack. Walk down and stop on the next crack you come to, 
then right until you hit the wall. Now exit down. If you head down you will see
another gray post. Walk right and up to find a door/stairway leading outside. 
  Run up and left to find two cracks and a hole. You can't fall down the hole, 
so you have to fall down one of the cracks. Step on the right-most crack and 
you'll fall down ON TOP OF the Djinni. Ouch! The Djinni runs again, but leaves 
the Pound Cube behind. Walk up, then right to pick it up. Equip the Pound Cube 
on someone (such as Jenna, because Pound is a Mars Psynergy), then walk right 
until you hit a rock, then down onto the crack, then right and through the 
door. Exit this small room to the south. Finally, We've caught up to the 
Djinni. Instead of trying to attack it, though, climb down the vine and walk 
around to the metal post. Pound the post, then confront the Djinni. Once again 
you should SAVE before trying to fight. When you win Mars Djinni Cannon joins 
you. I recommend giving Cannon to Jenna.
END DJINNI ALERT!!!

  After acquiring your first Mars Djinni climb down the vine, head right, climb
up the vine, and exit the room. Take the next exit you come to. Ignore the 
metal post and take the exit very close to where you entered. You are now back 
outside again. Simply head down a few stairs and you will finally exit Dehkan 
Plateau. Oh, the wooden pillar nearby is just a shortcut back to Daila.

2.2e Indra Cavern
- Items of interest: Zagan Summon
  From Dehkan Plateau walk south to find a boat. You will trigger a brief 
dialogue about Menardi and the boat. There is nothing else to do here, so leave
the screen. Back on the world map walk left until you find a cave. There isn't 
much to do here, but the rewards are great. In this cave, Indra Cavern, you 
will find a shiny stone tablet, a wooden pillar, and a coiled rope. Use Move on
the pillar to move it to the right, then use Lash on the rope. Climb the rope, 
cross the pillar, and examine (push A) the tablet. The tablet will burst into 3
lines of runes, then you will gain your first multi-elemental (mixed) summon, 
Zagan. To summon Zagan you need to have 1 Venus and 1 Mars Djinn on standby. 
That's everything here, so exit the way you came.

2.2f Madra
- Items of interest: 15 gold, Nurse's Cap, sleep bomb, antidote, smoke bomb, 
  elixir, and Tremor Bit
- Djinni: Iron, a Venus Djinni

  After leaving Indra Cavern head down and follow the road until you find a 
town. DON'T ENTER TOWN YET!

DJINNI ALERT!!!
  Outside Madra you can find a Venus Djinni in the forest right next to the 
town, or this Djinni may be found across the river to the left of town. Defeat 
the Venus Djinni Iron in a random battle and it will join you.
END DJINNI ALERT!!!

  Now enter town. You will be stopped as you try to climb the stairs. 
Eventually the guards will let you through. Enter the Inn and climb to the 
second floor. Check the barrel off to the side to find a sleep bomb. Head down 
(not down the stairs, but through the glowing square opening). Talk to the 
people here if you want (and use Sheba's Mind Read to get the truth). Walk 
outside (still on the second floor) to appear on a balcony. Walk across the 
booths and hop to the grass on the far side to find a chest with a Nurse's Cap.
Return to the Inn and leave through the front door. 
  Enter the left door in the rock wall behind the booths and check the jar next
to the girl in bed to find an elixir. Leave the house. Climb the stair at the 
left side of town and enter the large house (the Mayor's house). The box by the
door contains 15 gold coins. There is a Black Orb on the mantel, but you can't 
have it. Leave the house and head to the center of town. There are four houses 
here. The house on the top left (of the four) has a Mars Djinni, but you can't 
get it yet... Too bad, it would come in handy. The house on the top right (of 
the four) has a smoke bomb (in a barrel next to a bed).  To get the antidote 
you need to walk behind the top-right house to reach a crate. You have to walk 
between the house and the fence. Check the crate to get the antidote. Now enter
the Jail. The Jail is south of the Mayor's house. When you enter the Jail two 
rude villagers will start taunting a sailor from parts unknown. The sailor is 
named Piers (yes, he joins you much later in the game). After Piers takes care 
of the wimpy villagers talk to him, or Mind Read him, then leave. A woman will 
come up and ask you if you are going to Osenia. Answer Yes to get permission to
cross the bridge.
  After all the conversations are over it is time to upgrade again. I recommend
these upgrades:
 Felix: Buy Leather Boots
 Jenna: Equip Sheba's Circlet; buy Leather Armlet, Leather Boots
 Sheba: Equip Nurse's Cap; buy Magic Rod, Leather Boots
* Item breakdown:
  Magic Rod - ATK +16, Unleashes Murk (Wind, may cause sleep)
  Circlet - DEF +6
  Nurse's Cap - DEF +18, Use as item to restore 70 HP
  Leather Armlet - DEF +7
  Leather Boots - DEF +6
  After upgrading start to leave town, but stop after heading down the first 
set of stairs. Walk to the right (while still in town, but outside of the arch 
and the guards) to find four graves. Stand to the left of the graves and walk 
up through the trees to find a hidden ladder. Climb down the ladder to enter 
the Madra Catacombs.
  From the ladder head south to enter another cave. Now take the top-left 
doorway. Head up, then down the ladder and to the left. Exit south to enter the
main Catacombs. You won't be able to do much here. Walk to the left and through
the gap in the square stone wall. Climb the vine, then walk left. Use Move to 
pull the wooden pillar off the cliff, then walk across where it was. Continue 
left, then climb down the vine. Enter the only opening you can. Hop over to the
right, then take the stairs at the end. Follow the obvious path until you enter
the room with a chest. Open the chest to get the Tremor Bit (which I gave to 
Felix, since it is a Venus Psynergy). There is nothing else you can do here, so
leave the catacombs. Also leave the town.
  From Madra head right and up to reach a bridge. Two men there will let you 
pass if you got permission in Madra, or not let you pass if you didn't. After 
the bridge follow the road up and right until it stops at a funny looking... 
thing. It is very hard to describe what it looks like. Walk into the "thing" to
enter Osenia Cliffs.
  Ignore everything and everyone here for just a moment. Run up until you see a
guy near a rope. Cross the rope onto the smashed boat, then jump up onto the 
floating mast. Hop over onto the rest of the boat, then use Lash on the coiled 
rope. Climb the rope and open the chest to acquire the Pirate's Sword. Equip 
the sword on Jenna.
* Item breakdown:
  Pirate's Sword - ATK +34, Unleashes Dreamtide (Water, may cause delusion)
  Now head back across the smashed boat. Talk to the guy if you want to. Walk 
south and climb UP the vine on the RIGHT. Ignore the vine on the left. Talk to 
the villagers here if you want, then hop across and climb down the vine on the 
far side. Exit to the right. You are now in Osenia.

2.3 Osenia
----------
2.3a Mikasalla
- Items of interest: Lucky Pepper, elixir, herb, nut, and 82 gold
- Djinni: Sour, a Mercury Djinni
  Follow the road from Osenia Cliffs until you reach a broken bridge. Head left
a little and follow this road until you see a large patch of sand to your 
right. This is Yampi Desert. Don't enter the desert yet, instead continue 
following the road to the south. Eventually you will reach a point where the 
road forks up and down (actually, it forks like a sideways Y). Take the bottom 
fork and you will hit Mikasalla very soon.
  From the entrance you can see a wooden structure with two ladders. Climb the 
first ladder then hop over onto the land to the right. Follow the cliff up to 
find a chest with 82 gold coins. Return the way you came and climb down. Now go
to the Inn. Check the barrel to the left of the gladiator to find a Lucky 
Pepper, which raises one character's Luck. I personally chose Felix, you can 
choose whomever. Talking to the gladiator reveals a little bit of Golden Sun's 
plot regarding Isaac... It also reveals some details about a Transfer Event 
that happens later on... If you didn't transfer I don't know if this gladiator 
will be here or not. Anyway, leave the Inn and walk over to the bottom-right 
house. Check the barrel to the right of the house, below the haystack, for an 
elixir. You can find an herb in a green jar in the house. The last item, the 
nut, is in a crate next to the livestock. Now enter the house with three dots 
over the door. This is the Weapon/Armor/Item store. I suggest buying these 
items:
 Felix: Buy Psynergy Armor, Bronze Helm
 Jenna: Buy Armlet
 Sheba: Buy Armlet, Blessed Ankh
* Item breakdown:
  Blessed Ankh - ATK +44, Unleashes Psyphon Seal (Wind, may seal Psynergy)
  Psynergy Armor - DEF +21, Max PP +20
  Bronze Helm - DEF +16
  Armlet - DEF +17
  If you don't have enough money for upgrades right now, don't worry. Just read
ahead a little and look for the Djinni. Hopefully by the time you find it you 
will have enough money for more upgrades.

DJINNI ALERT!!!
  After upgrading leave town. Head right a little, then up as far as you can. 
When you end up at the mountains hang a right untill you reach a river. Run around in this area to find a Djinni in a 
random battle. Defeat the Djinni and Sour, the Mercury Djinni, will join you.
END DJINNI ALERT!!!

  Now head back to Mikasalla, but don't enter town, unless you need to finish 
buying the upgrades.

2.3b Garoh
- Items of interest: sleep bomb, nut, smoke bomb, elixir
  Head east from Mikasalla, following the road. You will soon come to water, 
and the road will turn north. There is a bridge to the south. Take the bridge 
and follow the road past the bridge to the east. The road will cross two more 
bridges, then turn north. When you come to a fork in the road go left and up to
reach the town of Garoh.
  Head up the stairs. Jump across the gap on the left, climb more stairs, and 
push a wooden pillar to the right. Slide down the scoop in the cliff, then 
climb more stairs. Jump onto the wooden pillar, then walk up. Now go to the 
right and push the pillar down. Slide down the scoop, then exit to the north. 
The screen gets continually darker as you do this.
  Run up to hear/see a werewolf. Personally, I think it looks more like a 
mouse. Sheba screams and the wolf runs off. Kraden then discusses lycanthropes 
(a long word that comes from Latin, I think it means wolf-man). After the 
conversation run up to enter the actual village.
  The Inn is to your right. In the barrel near the Inn is a smoke bomb. Grab 
it, then enter the Inn. You can find an elixir in the barrel of water between 
the beds. The two sleeping warriors can tell you a little about Air's Rock. 
Leave the Inn and enter any other building. Find the stairs leading to the 
underground (there are stairs in almost every building). In the underground 
head to the top-left corner and take the stairs. Follow the cave until you find
yourself back in Garoh. Check the barrel outside the house nearby for a nut, 
then enter the house. The last item, a sleep bomb, is in the house in a blue 
jar. Once you have all the items sell what you don't need (to the Item Shop), 
then leave Garoh. 

2.3c Air's Rock Exterior
- Items of interest: Storm Brand, Cookie, smoke bomb, sleep bomb, Vial*
  * Piers must be in your party to reach the chest containing the Vial
  From Garoh head right and up, following the path, until you reach a desert. 
Walk left across the desert to find a pink plateau known as Air's Rock. Just so
you know, Air's Rock (and all future rocks for that matter) has two parts - the
outside and the inside. I'll address the outside first.
  After entering Air's Rock you will notice three things. First, there is sand 
blocking the path. Second, there is a sign that explains Wind Stones. Third, 
there is a weird brown rock near the sign. Here's what to do - use Whirlwind on
the Wind Stone (the brown rock nearby) to blow away the sand. Simple, isn't it?
But there is a catch - you must be facing the sand for the Wind Stone to blow 
it away. Start by standing below the Wind Stone and using Whirlwind on the 
stone. You will clear the sand to the north of the Wind Stone. If you don't 
have Whirlwind, don't panic. Just remove any Djinn that isn't Jupiter (set any 
non-Jupiter Djinn to Standby, and leave them on Standby for this area). You 
WILL have non-Jupiter Djinn if you've followed this guide up to this point.
  Head up through the passage you created by blowing away the sand. At the fork
in the path (I'll call this Point A for later use) take a left and head left 
and down. Use Whirlwind on the Wind Stone you will find while facing south 
(down) to clear the sand below you. Head back until you can go up, then walk up
until you see a pink tornado statue. The treasure chest to your right is really
a Mimic, so be prepared to fight! Defeat the Mimic for a Lucky Medal.
  After defeating the Mimic head down, right, and up. There is a ladder (really
just hand-hold on the cliff, but you get the idea, right?) north, but you can't
do anything with it yet, so ignore it. Instead head right and down. Now the 
path forks and you can go left or right. For now, just go right. When you get 
the opportunity (very soon, actually) head up. Use Whirlwind while facing left 
on this Wind Stone. Now head all the way down, still on the right side, and use
Whirlwind while facing left on the Wind Stone at the bottom. Head back up until
you reach the area with a lot of rocks. Go left through the rocks (just follow 
the cliff above the rocks) until you reach the other side. Here you can go up 
or down. Right now you want to go down. At the bottom you'll be on the left 
side of the bottom Wind Stone. Ignore the stone and walk left to find another 
Wind Stone. Use Whirlwind while facing north, then use it again facing the same
direction. Yes, that's right, use Whirlwind TWICE on this stone. Now simply 
return to Point A.
  From Point A run right, then up to find a chest containing a Cookie. Use the 
Cookie to increase one character's PP permanently. Use it on any character, 
they are all good choices (Felix for his Cure and Revive, Jenna for her Aura, 
and Sheba because Whirlwind takes so much PP). After getting the Cookie stroll 
south to Wind Stone, but don't do anything with it, it would be a waste. 
Instead walk left to find the Wind Stone at the entrance. Since you are now on 
the right side of the stone you can use Whirlwind to clear the sand on the 
left. After that, return to Point A and head down to find the entrance Wind 
Stone again. Run left through the newly cleared area and collect the smoke 
bomb, then use Whirlwind while facing north. To continue, return to Point A 
again and head left and slightly down to reach the last Wind Stone you were at,
then head up through the area you cleared. Continue following this path until 
you reach the pink tornado statue again.
  What to do, what to do... You guessed it, use Whirlwind! This type of Wind 
Stone GREATLY magnifies Whirlwind, creating an extra-large tornado to blow away
the sand. Climb the cliff to the next section.
  This section is much different from the first area. There are lots of cliffs,
ledges, hand-holds, and small face statues (Tiki Statues) spitting whirlwinds. 
From the entrance to this section walk left, then climb the cliff. Head left 
again and climb again. When you reach the next ledge look for a drop-off and 
slide down. Stand where you land (there's not much else you can do) until the 
Tiki Statue blows you over to another ledge. Slide down the drop-off, then 
slide down another drop-off. Walk to the bottom-left edge of this ledge and let
the Tiki Statue blow you over to the next ledge. Push the wooden pillar to your
left off the ledge to create a shortcut back, then push the wooden pillar on 
the right as well. You are now at Point B.
  Now for a little detour. Walk right until you reach the right-most edge, then
look for a way down. Climb down and you will be back at the first section of 
Air's Rock. There is only one thing to do here, but it is a good thing. Open 
the chest to your left to acquire the Storm Brand. Since nobody but Felix can 
equip it you should go ahead and give it to Felix.
* Item breakdown:
  Storm Brand - ATK +60, Unleashes Hurricane (Water, may lower attack)
  After getting the Storm Brand return to Point B.
  There are two ways up this cliff. There are hand-holds on the left, and on 
the right. Climb up the hand-holds on the left. When you reach the next ledge 
head right and climb down. A Tiki Statue will blow you over to another ledge. 
Climb up, and continue climbing until you reach a ledge with a wooden pillar. 
Push the pillar off the ledge, then stand where the pillar was and wait. A 
whirlwind will come (from a Tiki Statue on the right side of the map, but you 
can't see it from here) and blow you to another ledge. Climb the hand-holds to 
reach the third area of Air's Rock (exterior).
  There is only one thing you can do from here, just climb up the cliff. Be 
careful though, the Tiki Statues can blow you off the hand-holds, dropping you 
back down to the ledge below. When you reach the top move right until you find 
a drop-off, then take it and slide all the way down to a ledge below. 
Miraculously Felix doesn't die (or even take any damage) from the fall... You'd
think he'd at least break a leg or something carrying all that equipment and 
two girls... Anyway, push the wooden pillar to the right, then climb down the 
left-most hand-holds. Avoid the Tiki Statue and open the chest for a sleep 
bomb. Now stand on the Tiki Statue's mouth and it will blow you up to the top 
of the cliff. When you reach the top hold UP to jump off the whirlwind, then 
run to the right.
  This area has several ledges, and you can even see the sky! For simplicity's 
sake I'll label the ledges as follows:
Ledge 1 - the ledge you are currently standing on, the bottom-most ledge
Ledge 2 - the ledge directly above the bottom ledge, containing one drop off 
          and nothing else
Ledge 3 - the next ledge, it is in two parts and the left part has two wooden 
          pillars
Ledge 4 - the top-most ledge
  Easy, right? I hope you understand all that... Anyway, climb up to Ledge 3 
and stand on the bottom right of the left half and face the wooden pillars. Use
Move (remember, Felix has the Move Psynergy) and move the left pillar to the 
left. Now climb down to Ledge 2 and slide down the drop-off. Walk right and 
stand on the Tiki Statue to be blown up to Ledge 3. Walk left and stand on the 
top-left corner, facing the wooden pillar. Use Move again, and push this pillar
to the left as well. Once the pillar is out of the way hop over to the pillars 
and slide down the drop-off. You'll land on the Tiki Statue (or on a 
whirlwind). Either way you'll be blown up to Ledge 4. Hop off the whirlwind and
use the hand-holds to continue going left, then climb up.
  Now you are on a screen that is kind of foggy. There isn't much to do here. 
If you try to climb the hand-holds and go to the next screen you'll realize 
something funny is going on. Every time you climb off the screen you appear 
back on the bottom of the screen... So don't try. Instead stand even with the 
wooden pillar and use Move to pull it towards you. Return to the screen with 
the four ledges.
  Walk right and slide down the drop-off. Slide down the next drop-off also. 
You are now on Ledge 2. Walk left until you reach the hand-holds. Climb all the
way to the top and you will end up on a ledge leading off the left side of the 
screen. Walk left, then climb up to find the foggy screen again. Climb the 
ladder the wooden pillar was blocking (but isn't anymore, since you moved it) 
and use Whirlwind on the pink tornado statue. The fog disappears, allowing you 
to reach the next screen. I know you really want to reach that next screen and 
finish Air's Rock, but you really should head back instead...
  Return to the screen with four ledges. Climb down to the Ledge 2, then slide 
down the drop-off to the right. Stand on the Tiki Statue to get blown up to the
Ledge 3. Hop over to the wooden pillars and slide down the drop-off. You will 
be blown up to Ledge 4. Hop off the whirlwind and climb the hand-holds to the 
left. Continue heading left and up to return to the screen with the pink 
tornado statue. Climb up once more to find a chest containing the Fujin Shield.
* Item breakdown:
  Fujin Shield - DEF +23, Wind resist +50
  Equip it on Felix, then return to the screen with four ledges. Repeat the 
steps outlined in the previous paragraph (but you don't need to use Whirlwind 
this time) and climb up the left set of hand-holds until you reach the top 
again. Walk up to the pink tornado statue on the top of Air's Rock and use 
Whirlwind once again. The entrance to the interior will be revealed. Enter 
Air's Rock interior.

2.3d Air's Rock interior
- Items of interest: elixir, Clarity Circlet, Vial x2, 666 gold, Psy Crystal, 
  Flora Summon
  As soon as you enter you should notice the purple crystal on the floor. Heal 
your entire party then pick up the crystal. It will restore everyone's PP, but 
it will also disappear immediately. You'll see these purple crystals (Psynergy 
Stones) frequently...
  Anyway, head down and follow the long path as it twists and turns. Eventually
you'll end up in a room with a HUGE Tiki Statue and a pink tornado statue. 
There is nothing you can do in this room right now, so head down, around, up, 
and through the doorway on the far side of the room. You are now in the large 
central room, on the top floor. There are two doors, one to your left, and one 
to your right. Take the door on the right for now.
  Head up, right, down, and right some more. Walk through the opening leading 
north. Follow the passage until you find hand-holds, then climb down. Move the 
left-most wooden pillar down one, right two, then up one. It will now be 
directly below the second wooden pillar. Use Pound on the right-most metal 
pillar, then push the right-most wooden pillar onto the metal pillar you just 
flattened. Climb up the hand-holds again and hop onto the wooden pillar, then 
walk down onto the next wooden pillar. Hop right onto the metal pillar, then 
the wooden pillar, then finally the ledge on the other side. DO NOT TOUCH THE 
METAL PILLAR ON THE LEFT. This is very important.
  Head down and climb down the hand-holds. Hop over to the Wind Stone and use 
Whirlwind. You will clear the sand to the north. Climb back up and hop across 
the pillars again. Climb down the hand-holds on the left side and walk up 
through the middle of the pillars (through the sand you just cleared) to find 
another Wind Stone. Stand above the stone and face south, then use Whirlwind. 
Go back down and climb the hand-holds on the left again, then run down and 
right. Head left and up when you have to. Go through the opening to the south 
and push the wooden pillar as far to the left as possible, then return to the 
group of pillars. Don't climb down, though, instead go left and down through 
the opening. Continue heading down until you reach the wooden pillar, then hop 
down onto it, then left onto the ledge. Run up to find the door.
  You are now in a special room. REMEMBER THIS ROOM!! I'll call it the "Flora 
Room" for easy reference. From the entrance head up until you reach a steam 
jet. Climb down the hand-holds, then run right, then climb the hand-holds 
there. Head right and up through the opening. Continue heading up until you see
a wooden pillar. Push it to either side to allow Felix to pass through the 
steam jet. Head up through where the steam jet used to be. Climb down the 
hand-holds at the top of the room. Walk left past the first steam jet and stop 
facing the wooden pillar. Use Move to slide the pillar to the right. Now walk 
toward the steam jet. Stop one square right of the right steam jet hole and use
Move to push the wooden pillar to the left, covering the left steam jet again. 
Once that's done climb the hand-holds nearby. Walk to the left and stand on the
wooden pillar, then hop left to reach the ledge. Run left, then down. Climb 
down the hand-holds and push the pillar as far south as you can, then climb the
hand-holds on the left. Run left and down, then push the pillar to the right. 
Head back up and right, hop across the pillar, head down, fall down the 
drop-off, climb the left-most hand-holds, walk up and left through the rocks, 
and exit south.
  You appear back in the central room. Hop across the ledges to reach the far 
side and enter the door there. This room is fairly linear as far as how to 
reach the exit goes, although it twists and curves a lot. In order to reach the
exit you'll have to use Whirlwind on the first Wind Stone to rotate the bridge.
Cross the bridge and find the second Wind Stone. Use Whirlwind on it to rotate 
the bridge again. Return to the bridge. If you like you can cross the rope near
the bridge and push a wooden pillar to create a shortcut. Cross the bridge to 
reach the exit.
  Head left along the bottom path to reach a chest containing an elixir. Return
to the entrance of this room and head up. At the top of the room climb down the
hand-holds and hop right across the floating platforms. Hop down and right 
until you find hand-holds leading up. Climb the hand-holds and follow the path.
Hop across to the other side, then climb down the hand-holds. Use Whirlwind on 
the Wind Stone to rotate the bridge, then climb up and cross the bridge. Follow
the path to the next Wind Stone and rotate the bridge again. Cross the bridge 
and hop onto the wooden pillar. Please DON'T fall down the drop-off! You'll 
just have to rotate the bridge again to get back up. From the wooden pillar 
simply walk onto and across the rope. Follow the path to the exit.
  You are back in the central room again. Hop across the gap to reach the 
hand-holds, then climb down. Pass the first ledge and keep heading down. The 
next ledge has a door, but you can't enter it yet, so keep going down. Enter 
the door at the bottom to reach a room with a large Psynergy Stone. Touch the 
stone to refill the party's PP. This stone never goes away, so come back as 
often as needed. Exit through the right door. Hop across the nearby floating 
platforms to reach the pink tornado statue. Use Whirlwind on the statue, then 
step back onto the small Tiki Statue. You will be carried up to the top floor.
  Use Whirlwind on this pink tornado statue as well. Now hop left, use Move on 
the pillar, hop left and push the pillar. Hop down across the remaining 
floating platform. Now you are back on solid ground again. Run right and up to 
find a Tiki Statue. Stand in front of it to be blown over to a chest containing
a Vial. Move the wooden pillar out of the way and make your way back to the 
"Flora Room." (To get there from here just go down, left, and up in this room 
to reach a door, then in the next room take the door on the right. Head down 
and hop across a pillar to reach the exit. You are now in the "Flora Room.")
  Okay, this can be kind of tricky, so pay attention. From the entrance head 
up, down the hand-holds, right, up the hand-holds, and up to a wooden pillar. 
Push it to either side, then walk through where the steam jet used to be. Head 
down through the opening to reach a wooden pillar. Push it ONE SPACE TO THE 
RIGHT, and only one space. Now head up, hop across a wooden pillar, and climb 
down the nearby hand-holds. Climb up the hand-holds to your right and walk up. 
Stand in front of the Tiki Statue and wait. It will blow you to the other side.
Stand above the Wind Stone and use Whirlwind to blow the lone wooden pillar 
south to the bottom of the room. Head down to the bottom of the room and push 
the pillar to the right. Hop across and examine the stone tablet to receive the
Flora Summon. Now return to the large central room.
  This time take the door on the left. Head up, dodge the Tiki Statue and climb
down the hand-holds. Push the wooden pillar to the left until it can't go left 
anymore, then climb back up. Let the Tiki Statue blow you to the other side. 
Hop over to the wooden pillar and head up. You will encounter another Tiki 
Statue; push this statue all the way to the top of the room. Walk over to the 
thin piece of land to the left and let the Tiki Statue blow you over to the 
chest. Open it to get the Clarity Circlet. I recommend equipping it on Sheba 
and giving the Nurse's Cap to Jenna.
* Item breakdown:
  Clarity Circlet - DEF +21, Wind +15
  Nurse's Cap - DEF +18, Use as item to restore 70 HP
  Slide down the drop-off and climb the hand-holds south of you. Hop back onto 
the main ledge area and push the Tiki Statue down five spaces. Stand on the 
thin piece of land again and let the statue blow you to the other side. Head 
down to find another wooden pillar. Push it to the right to create a shortcut. 
Head left and around to reach a small maze of floating ledges. Hop across the 
ledges until you reach the wooden pillar. You will end up below the pillar, one 
space away from it. Use Move to shove it aside (to the left), then head back to 
the pillar that made a shortcut. Skip the shortcut, though, and head down. Exit 
through the door.
  Climb down and run to the right. Cross the rope, walk down, cross the second 
rope, and climb up. Cross the last rope (leading south) to find the exit.
  This room has 666 coins and another Wind Stone. Getting the coins is slightly
tricky, but if you got Flora it should be easy to figure out. Plus I'm here to 
help... From the entrance head left, then down to reach the Wind Stone. Use 
Whirlwind while facing right, then use Whirlwind while facing south. This will 
clear the sand to the right and move the Tiki Statue to the south. Return to 
the entrance and head down. Continue heading down until you find the Tiki 
Statue. Climb up to the statue and let it blow you over to the coins, then drop
off the ledge. Climb the hand-holds on the right to reach the exit. You can 
skip the exit and head up along the right side and push a wooden pillar to 
create a shortcut if you prefer. After creating the shortcut (or not creating 
it) exit the room.
  From the door head left, then up the left-hand passage. Hop across the 
floating platform and open the chest to find the second Vial. Run up and use 
Move to push the Tiki Statue to the right. Return to the entrance. Head up the 
right-hand passage to reach the exit. This short room is nothing special, so 
exit through the other door.
  You are back in the main central chamber at last! Climb down the hand-holds 
and stand in front of the Tiki Statue. It will blow you to the other side, as 
always... Climb up the hand-holds here, and climb and climb and climb and climb
and... Ahem, anyway, when you finally reach top hop across the floating 
platforms to find the center door, and the whole purpose of this big rock.
  Hop across the floating blocks to reach the center of the room. The blocks 
disappear as you hop across them, but don't be discouraged or scared, there is 
still a way out. Examine the stone to give Sheba the power of Reveal. After 
learning Reveal hop across the floating platforms to the left until you reach a
circle of platforms. Use your new power, Reveal, to see the hidden platform. 
Hop across the remaining platforms and collect a Psy Crystal. Return to the 
platform that had the tablet (use Reveal when needed) and hop across the 
platforms on the right. The exit leads back to the central room. Now you have 
two choices. Either walk out of Air's Rock (and it is a long, boring walk, too)
or use Felix's Retreat Psynergy to be taken directly to the entrance. If you 
choose to cast Retreat, after using Retreat head up to walk outside, then use 
Retreat again. Now head down and you are back on the world map.
  Now that you've completed Air's Rock, and learned Reveal, return to Garoh.

2.3e Garoh again
- Items of interest: Hypnos' Sword
- Djinni: Ether, a Jupiter Djinni
  Once back in Garoh walk up to the top-right corner of the town. A werewolf 
will come out of the rock, see you, and go back into the rock. To follow him 
you must cast Reveal while standing in front of the rock. Follow the little 
werewolf to find the old werewolf. A long conversation takes place when you 
finally find the werewolves. After events take place Felix and friends will 
automatically spend the night at the Inn.
  When you wake in the morning be sure and return to Maha, the werewolf. He 
will give you a new Djinni, Ether, a Jupiter Djinni that restores a small 
amount of PP when used in battle. After that, return to the village proper. I 
know you really want to visit the weapon and armor shops, but there is a small 
item you should pick up first. Enter the doorway/cave below the rock leading to
Maha. Go through the exit in the back of the house to enter the underground 
portion of Garoh. Make your way to the left side, where you should find a 
circle of platforms. You ought to know what to do by now, just cast Reveal. Hop
across and take the exit. Follow the passage until you appear on a cliff back 
in the village. Exit south. Open the chest to the south to find the Hypnos' 
Sword. Have Jenna equip the sword, then head back up. Cross the rope and slide 
down the cliff, then head up to re-enter the village. Now visit the weapon and 
armor shops for your customary upgrades:
  Felix: (nothing)
  Jenna: Equip the Hypnos' Sword; buy Adept's Clothes
  Sheba: (nothing)
  Other: If you feel a character needs the extra defense, buy the Safety Boots 
         (but it sacrifices lots of speed) - best choice is Sheba
* Item breakdown:
  Hypnos' Sword - ATK +49, Unleashes Moon Air (Wind, may cause Sleep)
  Adept's Clothes - DEF +18, Max PP +8
  Safety Boots - DEF +12, AGI -30%
  Once that is done leave town. Oh, you should probably save your game now if 
you haven't already done so.

2.3f Yampi Desert
- Items of interest: Guardian Ring, antidote x2, Scoop Gem, 315 gold, Hard Nut,
  Blow Mace, Lucky Medal, Tamer's Whip, several random items
- Djinni: Blitz, a Jupiter Djinni
  Head back towards Madra, passing Mikasalla along the way. Before you reach 
the cliff area (the wrecked Champa ship) you will come to a desert. This is 
Yampi Desert, and you should enter it.
  From the entrance to Yampi Desert head right until you reach a tall wooden 
post. Turn south and follow the path south and right. After a short walk you 
will come to another wooden post and a treasure chest. Use Pound on the post 
and open the chest for a Guardian Ring. Equip this on the character with the 
lowest Defense or lowest HP; I usually choose Sheba.
* Item breakdown:
  Guardian Ring - DEF +4, Max HP +20
  At this point I also have my Djinn set up as follows:
  - Felix: Echo, Iron
  - Jenna: Fog, Sour, Cannon
  - Sheba: Breath, Ether
  This gives me good balance and actually improves Jenna's stats. It even has 
the side benefit of giving Jenna Ply (a great healing Psynergy), Cure Poison 
(also great if you ever get poisoned), and Restore (which removes Sleep, Stun, 
and Delusion in battle). You can set your Djinn up any way you want, though, 
that's just a suggestion.
  After getting the Guardian Ring head north and exit the screen. Walk forward 
a little and you will encounter the Madra search party. Talk to everyone to 
learn about what happened, then head south. The path forks near the bottom of 
the screen. The left fork dead-ends at a small rock formation with a suspicious
looking circle of sand in the middle. Remember this area, it is very important!
The right fork leads to the next screen, so that's the way you want to go.

DJINNI ALERT!!!
  This screen has a lot of pillars. Pound the very first one you come to, then 
head up. You will see another pillar (and a treasure chest behind it), DO NOT 
POUND THIS PILLAR! Instead head right, down, right, up and pound the pillar on 
the right (it is by itself, between two rocks). Head up and left, then open the
chest to acquire an antidote. Run back to the right to reach a wooden pillar in
about the middle of the cliff to the north (NOT the pillar directly above the 
chest). Pound this pillar to reveal hand-holds. Climb up, then hop across the 
pillar to the left, head down, hop to the right, head down, hop left, head 
down, hop right, walk right, SAVE YOUR GAME. When you are ready confront the 
Jupiter Djinni Blitz. Win the battle and Blitz joins you.
END DJINNI ALERT!!!

  Slide down the drop-off to the left to reach the ground again. Pound the 
pillar nearby and head up, then right. You will see another drop-off leading 
down into an area you haven't been before. Slide down. If you ever need to 
climb back up you can use Pound on a wooden pillar to the south. You don't need
to do this right now, so instead exit to the right.
  There isn't much on this screen. Before doing anything else use Pound on the 
middle pillar. Now heal your entire party and then pick up the Psynergy Stone. 
It will disappear as usual, but also restore everyone's PP as well. Climb the 
hand-holds you discovered when you used Pound and exit to the north.
  This screen presents a unique problem. There is a moving mound of sand. Stand
to the left of the pillar and wait. As soon as the pile of sand passes the 
pillar use Pound. The sand will then head due right and reveal itself to be a 
scorpion! Chase after the scorpion.
  Looks like its back to its old tricks again, moving around disguised as a 
pile of sand. This screen is slightly more tricky. Stand to the left of the 
wooden pillar and wait. The sand will pass the pillar twice. Only use Pound 
when the scorpion passes HEADING NORTH. This is very important. If you timed it
right the scorpion will leave the screen by the north exit. Follow it again.
  This time there are two pillars. The only pillar you need to worry about is 
the right-hand pillar. Stand to the right of the right-hand pillar and wait. 
When the scorpion passes by the left pillar heading right use Pound on the 
right pillar. You may want to save before attempting this, in case you mess up.
If you did time it right the scorpion will move into the ring of stones and 
wait for you. Definitely SAVE YOUR GAME now. I recommend equipping Sheba with 
the Mysterious Card at this point. As you approach the scorpion it will use the
Scoop Psynergy to trap you (and itself) in a cave, then it will attack you!

BOSS BATTLE
King Scorpion (weakness: Mars)
  As always check the Boss Strategy section for more details... Anyway, use the
Djinni Cannon to attack, and Blitz to hopefully stun this boss. Echo is good 
too. As for summons, Zagan is good, but Jupiter-based summons are bad (don't 
use Flora). Jenna should attack using Psynergy (Fume, Flare, etc. if she has 
them, Mad Blast if she doesn't). Sheba should use Juggle or Flame Card if you 
gave her the Mysterious Card, and use the Djinni Breath when someone gets low 
in HP. Felix should attack normally, use summons, and also use Ragnarok.
  Occasionally King Scorpion will drop a Vial.

  After defeating the boss you will receive the Scoop Gem. Equip it on Felix 
since it is Earth based. If you need to replenish your PP just run around, 
there are no random battles here. Heal up while you're at it. Oh, you can go 
ahead and remove the Mysterious Card now if you prefer. When you are healed use
Scoop on the circle of sand in the middle of the four rocks. Just stand to the 
side (or top or bottom) of the circle, face the circle, and use Scoop. A 
waterspout will shoot up. Stand on it to be taken back to the surface. The 
water will fill in the hole creating a lake.
  Backtrack to the screen with the Mayor. Remember that area I told you to 
remember, the group of four rocks? Use Scoop there and make your way thorugh 
the very linear cave. You will return to the desert near a lake. Climb up and 
around, then down. Looks like you're above the mayor's group... As you try to 
leave the screen via the north exit the group notices you. After they run off 
leave the screen through the top exit. Don't bother going back and looking for 
them, I've tried, they aren't in the desert anymore.
  This screen contains two items, an antidote and 315 gold. The antidote is in 
the darker texture (looks like rocky ground) in the bottom-left. The exact spot
is right below the normal sand, near where the rocky sand and normal sand meet 
with a slanted joint like a /. The gold is in the small circle of sand in the 
bottom right. The exit is north, a cave-door in the cliff wall.
  This cave contains two items and moving sand that pushes you around. Start 
off by heading up and standing in the moving sand. As the sand pushes you up 
also run up (by holding B to run) and hop out of the sand near the top-right, 
before it dips down a little. Staying as close to the top of the screen as you 
can, run across the sand coming from the wall and flowing down and head right. 
For simplicity's sake I'll call this Point A. Hug the wall in the middle and 
step into the sand-flow to the south. Hold up as you sweep past the wall in the
middle to step out near the treasure chest containing a Hard Nut. Return to 
Point A.
  Walk to the right and you'll see a sand-flow that goes down. It also turns 
right, then continues going down. Stand directly below the rocks above where 
the sand turns to the right and race across straight the sand. Head up as much 
as you can, then run left across the sand. Head up, then hop into the sand-flow
and allow yourself to be swept to the right. DON'T GET SWEPT DOWN, only get 
swept to the right. As the sand carries you hold up to hop out in-between three 
rocks. Face right and you'll notice a wooden pillar on the other side of the 
rock. If you are in-between the three rocks you can use Pound to remove the 
pillar. Step back into the sand and step out where the pillar was. Open the 
chest to collect a Blow Mace. The mace is weaker than anyone's weapon, so just 
sell it when you get back to town.
* Item breakdown:
  Blow Mace - ATK +45, Unleashes Boost Hack (Fire, no side effects)
  Blessed Ankh - ATK +44, Unleashes Psyphon Seal (Wind, may seal Psynergy)
    (Sheba's currently equipped weapon)
  Step back into the sand and allow yourself to be carried along. Step out when 
you see an opening to the right in a line of rocks. Climb down the nearby 
ladder and exit the cave.
  You are back in the desert, in a small area with nothing, so exit top-right. 
This screen is interesting. It is large, has a few items, and has many 
sand-falls. Climb down the hand-holds south of you and head right. You will 
notice a group of rocks in a square pattern. You *can* use Reveal to show an 
arrow formation of rocks, but this doesn't mean anything right now. Remember 
this screen, and this arrow, though, because it points to one of the secret 
areas that you'll visit after you get the Teleport Psynergy near the end of the
game.
  The main goal of this screen is to get the Lucky Medal and the Trainer's 
Whip. Walk to the right (and up some) until you come to the second set of rocks
in a square formation. Use Reveal and the center rock turns into a chest, open 
it to get the Lucky Medal. From there walk all the way to the right and climb 
up the hand-holds. Run left across the sand-fall, then walk up some and cross 
the next sand-fall (heading left). Keep heading left (and down some, too) until 
you reach a rope. Use Lash and climb the rope. Walk to the southern edge of the 
cliff and take one step left into the sand-fall. You will be swept off the 
ledge and stop at a rock. Walk right to leave the sand fall, then south to 
reach the chest with the Trainer's Whip. Head back up and let the sand-fall 
carry you down to the desert, then head right and climb the hand-holds at the 
far end again. Cross both of the sand-falls to your left and climb the 
hand-holds. Follow the path above the sand-pools and head right. On the far 
side allow the right sand-fall to carry you down, but HOLD RIGHT AND THE B 
BUTTON to end up on the right side. The exit is to the right and up.
  The town of Alhafra is very close, so enter it.

2.3g Alhafra
- Items of interest: Psy Crystal, sleep bomb, elixir, Apple, Large Bread, Lucky
  Medal x2, 32 gold, 7 gold, Ixion Mail, 123 gold
  Run to the center of town. The Madrans will enter town soon after you do, and
they will talk for a while. When they finally pack up and leave, walk through 
town collecting the treasure. Start by heading to the left. You'll notice a 
pirate in the trees. If you walk up past the trees the pirate will run off to 
warn Briggs. If you sneak up on the pirate instead (by approaching from the 
bottom, behind the trees) he will only say "..." If you Mind Read him he will 
start to run off to warn Briggs, but run into Felix instead, and a brief 
argument will take place. Then the pirate runs off. Once the pirate runs off 
head up to the fenced-in area above the trees. There is a door here, and a jar 
to the right of the door. The jar contains a sleep bomb. Head right to the 
center of town and enter the door on the right (the center of town is the 
statue). In this house you can find an elixir in the barrel by the beds.
  Next head to the Inn, which is the bottom right building in town. Alex is 
staying in the upstairs room, and will give Felix a little advice. Once Alex is 
done talking check the jar below the bed to find an Apple. If you beat 
Deadbeard in GS1, and transferred the data, you may run into some pirates at 
this time. They will comment on Isaac beating Deadbeard, then run off to find 
him. There is no special item for this event. Leave the Inn and head back to 
the center of town. Now walk towards the Mayor's house (the top-left house), 
but stop in the small graveyard. Use Reveal to find a chest containing a Psy 
Crystal. Now continue on to the Mayor's house. You can't enter the house so 
check the boxes to the right of the house instead, one contains 32 gold. Return 
to the center of town and upgrade.
- Suggestions:
  Felix: (nothing)
  Jenna: (nothing)
  Sheba: (nothing)
  Even if you don't upgrade at least you get a chance to sell what you don't 
need. That's always good.
  After upgrading (or not upgrading) exit the town through the right-hand exit.
You will enter Alhafra's docks. There is only one boat in Alhafra, and it is 
badly damaged. Check the jar on the top-left part of the dock (above a group of
crates) to find a smoke bomb. You can't help fix the boat yet, so go below-deck
and explore the ship. You'll eavesdrop on Briggs, then he will attack you.

BOSS BATTLE
Briggs (weakness: none)
Sea Fighters (weakness: none, up to five Sea Fighters)
  Since none of the enemies have a weakness, concentrate on hitting Briggs with
your Djinn. When you can, use summons, but always target Briggs. If you kill 
the Sea Fighters, Briggs will whistle and more will appear. You can use this to
get a bit of EXP (only attack the Sea Fighters and ignore Briggs) if you want 
to. This battle isn't too hard... 

  Once you defeat Briggs the mayors of both Madra and Alhafra show up and throw
him (Briggs) and his pirates in jail. You may think you are finished here, but 
you aren't. Continue exploring the inside of the boat and you'll find a large 
crate. Use Move on it to find a room with a loaf of bread sitting on a crate. 
Use the Tremor Psynergy you picked up in Madra Catacombs while standing to the 
left of the bread (facing the bread) to knock the Large Bread down. This is a 
key item and doesn't do anything right now, but you will want it in just a 
minute. Head back to the upper decks. It is time to start repairing the boat.
  Start by standing directly below the log (the log is resting on the mast and 
the boat, stand below it while still on the boat, not on the mast). Use Move on
the white object to shove it off the mast, then push the log off as well. Climb
the ramp onto the mast, run down the center of the mast, and shove the other 
white rock into the water. While you are there face the crate on the sail and 
Move it into the water as well. Then run to the top part of the mast (still on 
the right-hand side) and climb the rope to the top-left. Jump onto the deck and
use Lash to reach the cliff. Climb down the cliffs and use Pound on the metal 
pillar. Hop across the water and head down. You'll see a crate on the shore. 
Stand below it and use Move once to shove it to the left. Hop across the water 
to the left, climb the rope onto the mast, hop onto the boat, run up the ramp 
onto the mast, race down the center beam to the right-hand side of the mast, 
walk up until you reach the rope, climb until you can jump onto the deck, 
tight-rope walk over to the cliff, climb down the cliffs onto the shore, hop 
across the debris until you reach the crate, take a deep breath, and use Move 
to push the crate to the left. *Whew* that was a long sentence! Walk down and 
push the crate the rest of the way into the water. You can't do anything with 
the big rock on the mast (which you can now get to), but if you try to use 
Pound and Move on it, then walk away, you'll get a small dialog with Jenna. 
You're all done here, so leave the dock area. As you leave Kraden will ask if 
you are all done, just say Yes.
  Back in Alhafra walk left and up to find a woman in one of the broken houses.
She finds a few coins and is very excited. Check the jar between the busted 
houses to find a coin of your own, a Lucky Medal coin. Next, talk to the kid at
the bottom of the stairs and give him the Large Bread you found in the boat 
(talk to him, the item menu comes up, select the Large Bread and choose Use). 
He thanks you, and asks you to talk to his father. Head towards the Mayor's 
house, but take a left before you climb the last set of stairs and you'll find 
the kid's dad. The dad will let you into the caves if you promise not to take 
anything. The mayor is a greedy pig, and plans on cheating Felix, so take the 
treasures anyway as your reward for all your hard work.
  The cave is pretty straightforward. Walk downward through the cave to reach 
the treasures. There are random enemies in here, so be prepared. You'll pass an
alcove of treasure, you can't get those this time, come back later for them. 
Instead keep heading down. You'll enter a room with a door you can't open, use 
Pound on the pillar to the left to get through. The bridge is broken, so climb 
down and use Lash on the rope. Collect (and equip) the Ixion Mail, a Lucky 
Medal, and 123 gold coins. Exit the cave.
* Item breakdown:
  Ixion Mail - DEF +26, Water/Wind Resist +20
  Now it is time to take up the Alhafra Mayor's invitation. Enter the Mayor's 
mansion. Before doing anything walk through the bottom-right doorway (leading 
down, the square patch of light) and check the bottom barrel to find 7 coins. 
If you climb to the top of the tower you can talk to the guy on the right and 
he'll show you where Air's Rock is. You don't need to do that, however, it does
lead up to the next section of my guide... Anyway, there's nothing else to do 
here, unless you want to talk to the mayor. All you'll find out is that the 
mayor is a greedy pig. Oh, don't forget to stop by the jail on your way out, 
you'll get to see Eoleo for the first time, and a small surprising twist to the
plot as well. Exit the town and enter Yampi Desert.

2.3h To Gondowan
- Items of interest: Megaera Summon
- Djinni: Spark, a Mars Djinni
  In Yampi Desert just head straight down (south) and jump (or fall) down the 
sandfall. You will land near a cave, which you should enter. Stand in the 
center of the circle of rocks and use Reveal to find a Psynergy Stone, which 
will replenish all PP. Exit the cave to the south.

DJINNI ALERT!!!
  Now that you are back on the world map it is time to find Gondowan, with a 
pit stop or two along the way. You are currently due north of Air's Rock. Walk 
down and left, and march on to Garoh. Don't enter town, instead keep going 
until you reach Mikasalla. Enter Mikasalla and run to the bottom right corner 
of town, where you will find a sheep and chicken. Observe the way they walk, 
and use Scoop in the dirt between the two animals (in the dirt that they don't 
walk on) to find a ladder. Climb down the ladder and walk north to find another
ladder. Climb the ladder; now walk south to exit the cave. A Mars Djinni, 
Spark, awaits you on the screen to the north. Grab the Djinni and backtrack 
through the cave, then exit the town.
END DJINNI ALERT!!!

  From Mikasalla you should consider turning north and going back to the area 
where you found Sour. If you have forgotten where that was, run north until you
can't go north anymore, then turn east (right). If you walk to the right a 
short distance you will notice a group of trees and a cave to the northeast; 
that is your destination. In the cave simply make your way to the X on the 
ground and use Scoop. A ladder will be revealed. The ladder leads to a cave 
which leads to the other ladder, which in turn leads to the Stone Tablet. The 
Tablet in this cavern contains the Megaera Summon, which requires 1 Mars and 1 
Jupiter Djinn to use. Megaera deals fire and wind based damage and can also
increase all front-row characters' strength.
  Now that you have the Megaera Summon, it is time to continue our quest. 
Return to Mikasalla, but don't enter town. Instead, head to Madra (use your map
if you are lost). Once back in Madra talk to the gate guards (which will happen
automatically), then go to the Mayor's Manor and talk to the women inside. You 
won't learn a whole lot, though. Also talk to the jail guards, who will tell 
you that Piers was released. Before you leave town make sure you have a spare 
pair of Leather Boots, since you will be needing them very shortly.
  Exit Madra and run to the left as much as possible to reach the edge of the 
continent. You will find another cliff, this time joining Indra and Gondowan.

2.4 Gondowan
------------
2.4a Gondowan Cliffs
- Items of interest: sleep bomb, Laughing Fungus
- Djinni: Kindle, a Mars Djinni; Chill, a Mercury Djinni
  First off, you'll notice a dog, a bunch of cliffs, and no way to progress. If 
you Mind Read the dog it mentions digging - so use Scoop in the circle of dirt 
where the dog is sniffing. You will uncover a waterspout. Stand on the 
waterspout; let it carry you to the top of the cliff, jump off, slide down the 
indention in the cliff, and jump to the left to reach another cliff. Walk down, 
and then climb the vine you come to. Continue heading up and climbing vines 
until you reach an area with several indentions in a row. Slide down the middle 
indention, and then hop across the gap. Walk up until you can go no further, 
then turn left and use Move to shove the large rock off the cliff.
  Backtrack a little until you come to an indention, then slide down the 
indention. Climb down the vine, and then hop across the stepping-stones. The 
proper path is: (counting the first stepping stone) 4 left, 2 up, 1 left, 2 up, 
2 left, 2 up, 2 left, 2 down, 1 left, 4 up, 2 right, 1 down, 2 right, 4 up, 2 
left. Climb the vine, then walk up and climb another vine. A tree will block 
the path to the left, so head right and down. When you reach another tree walk 
to the left and hop across the small gap. Notice the two trees on this side, 
head up, then climb the vine. Run to the right, then down, to reach a sleep 
bomb. Backtrack to the two trees, and then climb down the vine to the south.

  DJINNI ALERT!!!
  Head up and climb 2 vines to reach a rope. Remember this place. Don't cross 
the rope just yet, instead climb the third vine. Walk to the right (behind the 
tree) to reach another vine. Climb the vine, and then head right and down to 
reach a Mars Djinni. Fight the Djinni Kindle and it will join you.
  END DJINNI ALERT!!!

  Walk up a few steps, then turn right and climb the vine in the cul-de-sac to 
your right. Continue heading right, and climb down the next vine you come to. 
Press on to the right some more and climb down yet another vine. This time, 
walk straight down to reach the Laughing Fungus. Return to the rope, cross it, 
climb down the vine, head down, and exit to the left.

  DJINNI ALERT!!!
  Now that you're back on the world map, follow the road north until you see a 
beach on your right. Walk to the left to find a bridge, which you should cross. 
Follow the dirt path south, crossing another bridge, until you reach a large 
forest. Now just wander around in the forest near the southern coast for a 
while. The Mercury Djinni Chill will eventually decide to hang out with you 
(after a battle, of course).
  END DJINNI ALERT!!!

  Return to the path by the beach, then journey north to reach the next town, 
Naribwe.

2.4b Naribwe
- Items of interest: Thorn Crown, sleep bomb, elixir, 18 gold, Unicorn Ring
  Run around town collecting the items. The Thorn Crown is to the right of the 
entrance. Use Lash on the coiled rope, then climb the rope to reach a wooden 
pillar, climb down the pillar, and open the chest. After getting the Thorn 
Crown, enter the building close by, the Inn. The blue jar by the beds contains 
a sleep bomb (I guess this is so guests that have trouble sleeping can use 
it?). Your next strop is the hut with two doors in the middle-left portion of 
town. Inside this hut you will find 18 gold in the green jar in the first part 
of the hut. Go through the rear door to enter the second half of the hut, then 
exit to the outside. Use Whirlwind on the vines to reveal a ladder, which you 
should climb. Stand in the center of the pillars (in front of the rock) and use 
Reveal to find another chest, this time containing a Unicorn Ring.
  Head back to the town entrance. From the entrance walk left to reach the 
weapon shop. Before going inside, check the blue jar on the left of the 
building to get an elixir. Now enter the shop and upgrade.
- Suggestions:
  Felix: (nothing)
  Jenna: Equip Sheba's Clarity Circlet; buy ?Battle Rapier, ?Silk Robe
  Sheba: Equip Thorn Crown; buy Psynergy Rod
         ? = Better item, but one I don't buy, you can if you really want to
* Item breakdown:
  Psynergy Rod - ATK +64, Unleashes Psy Leech (Wind, adds 10% of damage to PP)
  Battle Rapier - ATK +58
  Hypnos' Sword - ATK +49, Unleashes Moon Air (Wind, may cause sleep)
  Thorn Crown - DEF +28, ATK +8
  Clarity Circlet - DEF +21, Wind +15
  Silk Robe - DEF +20
  Adept's Clothes - DEF +18, Max PP +8
  The only other thing you can do in this town is visit the fortune teller. His 
hut is on the hill in the top-right corner. He will ask you for an item, give 
him the Laughing Fungus (but it cost you 20 coins...). This is purely optional. 
Whether or not you decide to have your fortune told, sell the Laughing Fungus 
if you want, becuase it has no more purpose.
  Your next destination is north of town, so leave town and hike north until 
you reach the next area, Kibombo Mountains.

2.4c Kibombo Mountains
- Items of interest: Disk Axe, Power Bread, smoke bomb, Tear Stone
  Climb the stairs until a small cutscene takes place. Afterwards, push the 
crate to the right of the big stairs all the way to the right. Then push the 
crate up one square. See the other crate? Use Move to move it to the left. Now 
that you've moved both crates, climb the nearby vine, hop across both crates, 
and run up and left, crossing a wooden plank. When you reach a wooden pillar 
blocking your path, push it, then cross the gap it fell into.
  Note - if your party gets caught, now that you've moved the pillar out of the 
way, you can just walk to the left of the entrance and climb the vine.
  Climb the vine just past the pillar. Head up, climb the stairs, and walk 
around the tree. There is another crate - push it toward the guard. It doesn't 
matter if the guard is facing you or not, he won't notice the crate moving. 
Climb the vine that was behind the crate, and then walk right until you find an 
indention that you can slide down (right next to another crate). Slide down, 
and then Move the crate out from against the wall. Push the crate the rest of 
the way, first down, then left. Run to the right, then up, to find a chest 
containing a Disk Axe. Only Felix is capable of equipping it (of your current 
party members) so make him equip it.
* Item breakdown:
  Disk Axe - ATK +28, Unleashes Power Drive (Earth, no side effects)
  Walk back to the crate you pushed. Notice the vine? Good, you should know 
what to do by now. After climbing the vine hike eastward (to the right) to find 
a coiled rope. If you have been following this guide you'll know what to do - 
use Lash. If you haven't, then you may not have Lash, and may have to go back 
to Kandorean Temple to get Lash (see 1.1a - 1.1b or 2.2a - 2.2b of this guide). 
Cross the rope you just Lashed, then walk down and shove a vine-covered pillar 
off the cliff to create a shortcut for later (or in case you get caught). After 
creating the shortcut exit to the top.
  You are now on the second screen.
  The first thing you should do is use push and Move the crate to the 
bottom-left edge of the cliff, but DON'T push it off the cliff. Wait until the 
guard stops under the crate, and then shove it off the cliff. It will land on 
the guard, trapping him. Climb down either of the nearby vines (either the one 
to the left or the one to the right), then walk over the trapped guard and open 
the chest. The contents, Power Bread, increase one character's HP. I suggest 
using it on Sheba, but the choice is yours.
  In the trees, on the left side, is a pillar covered with a vine. Climb this 
pillar, then walk up, and then hop across the pillars to reach a cliff with 
another pillar. Push and Move this pillar to the edge of the cliff. Wait until 
the dog has just passed you, heading up, and then shove the pillar off the 
cliff. Felix shoves so slowly the dog should run back into the cul-de-sac 
before the pillar lands, trapping it. If you don't time it right, the dog won't 
be trapped, so if you got the tremor bit equipt it to someone & hot wire the 
Tremor Psynergy. When the dog runs down into the wooden pillar you have a little amount
of time to use Tremor & shake the bone onto the ground (this will keep the dog
busy & he won't notice you), but if you don't succseed
just go
back to the entrace switch screens & redo the steps above.
  When you do trap the dog or shake the bone onto the ground, return to the pillar you climbed up, and climb 
down. Walk up to the entranceway, and ignore the bone on the crate. Enter the 
doorway. There are two boxes and a lot of jars in here, but the only one with 
anything is the box on the right, which contains a smoke bomb. Leave the cave 
and walk over to the crate with the bone. I hope you've been following this 
guide and have the Tremor Psynergy, if not I suggest you backtrack to Madra and 
nab it. Stand next to the crate with the bone and use the Tremor Psynergy to 
knock the bone off the crate. The dog will rush over and start licking the 
bone, completely ignoring you. With the doggy occupied, you can now enter the 
cul-de-sac and open the chest to get a Tear Stone.
  To the left of the cave entrance is a guard, but you can't sneak past him. 
You need to find another way... and there looks like there just might be one to 
the right. Leaves cover what might be another cave - use Whirlwind to find out. 
Enter the cave once you clear the entrance, then race around to the other side. 
Climb both vines and hike left. Climb down a vine, and then continue left. From 
this point on it is smooth sailing. Just make your way down the cliff via 
conveniently placed stairways and exit to the world map. At the bottom of the 
cliff you may get stuck momentarily - there is a stepping-stone in the river 
that you must use to reach the other side. You may notice a Jupiter Djinn along 
the way, but alas, you can't reach it without help, so you'll just have to 
ignore it for now.
  Your next destination is to the north. Cross the bride, then head northeast 
(up and right). As you get closer to town, the map turns darker and darker, 
signifying nightfall. There is nothing wrong with your Game Boy, this is 
supposed to happen.

2.4d Kibombo
- Items of interest: Lucky Pepper, Hard Nut, Bone Armlet, elixir,
  Black Crystal, Lucky Medal, nut
- Djinni: Steel, a Venus Djinni
  The first think you'll notice in the village is the setting - it is 
night-time, and everyone is blocking the exits. There is a jar to the left of a 
house on the left of the village. This jar contains some Lucky Pepper. Nab the 
Pepper, then return to the entrance to the village. Squeeze between two of the 
pillars near the entrance, so you end up in the bottom-left corner of the 
screen. Be careful not to leave the village! You'll notice a coiled rope here 
in the corner. By now I trust you know what to do. Lash the rope, climb it, hop 
across the pillars, and race north. When you reach the top, turn left and hop 
across more pillars. You won't be able to cross them all - there's a gap and a 
puddle. When you reach this point, stand on the bottom-left pillar and hop onto 
the roof of the nearby house. From there hop left to the cliff, then exit north 
to the next screen.
  After a brief interlude with Akafubu and his desire to become a witch doctor 
using Pier's Black Crystal, you should walk up to Piers. He isn't thrilled 
about the developments, and doesn't trust Felix & Co. yet, so he refuses to let 
them join him. Prove to him that he needs you by Moving the pillar and he'll 
join your party. At this point it would be a good idea to redistribute some of 
your equipment and Djinn. Give Piers as many Mercury Djinn as you can, and some 
equipment:
- Suggestions:
  Piers: Equip the Leather Boots you bought for him, also the Storm Brand
  After equipping your latest party member, use the Psynergy Stone on the cliff 
if you need it. Follow the path up and right until you reach a vine leading 
down. Climb down and explore. There is a small scene involving Kraden if you 
walk up and left. You can skip it entirely by just standing above the "x" on 
the ground near the vine and using Scoop on the "x". Scooping here will reveal 
a ladder, which leads underground. Walk through the underground cave, which is 
really straight-forward, until you enter the Gabomba Statue.
  The first room looks like a small maze. From the ladder walk left, then up. 
Jog right and down at the first opportunity. At the end of the path you'll find 
a chest, which is actually a Mimic, which drops a Hard Nut when you defeat it. 
Run back north, turn right at the top, and dash south at the next opportunity. 
Follow the path south and right, then north, until you reach another chest. 
This one contains the Bone Armlet.
- Suggestion:
  Jenna: Equip the Bone Armlet
* Item breakdown:
  Bone Armlet - DEF +30, Use as an item to Haunt a foe
  Return the way you came, and when you reach the top again head right all the 
way, then down and take the ladder to the next floor.
  Run around the outside of the room until you reach the coiled rope in the 
top-left corner. Use Lash to tie it to the blue gear when the post on the gear 
is near the bottom of the gear. Race back the way you came and head up through 
the now-stopped red gears. Continue jogging up and right to reach the ladder to 
the next room.
  Walk south, and ignore the Djinni for now. Hop across the gap at the bottom 
of the room, and around and up to reach another ladder. This room is a puzzle 
to itself, with many spinning gears and no way to reach the exits (or so it 
seems). Make your way to the top-left corner of the room. As you try to go 
through a narrow walkway near the top-left section of the room a mouse appears 
and gives you a hint about what to do next. Ignore the mouse for now and 
continue on your way to the top-left corner, where you'll find a ladder leading 
down. Use the ladder to enter a simple room, which you should breeze through 
with no problems. If you need help, the quickest way to the ladder in the 
center of the room is to walk around the top-left gear...
  You are now in the basement. Jog up and right, then down. When you reach a 
place in the path where you have three ways to go down, choose the left-hand 
path. When you reach the southern wall turn right and race for a flashing gear. 
Pound a pillar trapping it, and then run all the way back to the room with the 
mouse. Near the ladder in the top-center of the room are three large blue 
gears. Directly below the left blue gear is a red gear. Start by jumping onto 
the red gear (stand to the right of it and press Left until Felix jumps on it). 
Once on the gear, hold Up until you hop onto the blue gear. Hop right onto a 
small green gear, then down to another green gear. From there walk right across 
a blue gear and jump onto another green gear. Now jump up onto a blue gear, 
then right twice across two green gears, and finally down onto a red gear. Once 
back on the ground simply walk around the red gear to reach a ladder in the 
top-right section of the room. You'll have to hug the south wall as you walk 
right to reach it - even though it looks like you can't get by the blue gear, 
you can.
  This is a fairly simple room, leading to the basement. In the basement there 
are two paths - left or right. Left leads to a chest containing an elixir. 
Right leads to the goal - the flashing gear. Nab the elixir then rush to the 
gear. Pound the remaining pillar. All the gears in the Gabomba Statue reverse 
direction. With that done, its time to nab a Djinni.

  DJINNI ALERT!!!
  Once again, backtrack to the mouse room, but stop when you reach two red 
gears pointed up/down in front of a hole. Jump onto the left-hand gear of the 
pair and let it drop you into the room below. You'll land near a Venus Djinni 
named Steel. To reach the Djinni walk up and around the small green gear. Don't 
forget to save before taking the Djinni on, in case he decides to flee. Defeat 
Steel and he will join you. Like all Venus Djinni, he's weak to Jupiter, so use 
Jupiter Djinn, Jupiter-based summons, and Sheba's Wind-based Psynergies to take 
him down.
  END DJINNI ALERT!!!

  At this point you should have three Venus Djinn, three Mars Djinn, three 
Jupiter Djinn, and five Mercury Djinn.
  Your next goal is the top-most room in the Statue. To reach the goal, you'll 
need to use Lash to reach the center of the current room, then make your way to 
the ladder leading up to the next floor. You are once again back in the mouse 
room. This time you want to use the ladder in the southern portion of the room 
to head up to the next floor. Jog through the spinning red fans and use the 
ladder in the north part of the room.  Ignore everything in this room and race 
for the ladder in the top-right corner.
  A brief dialogue takes place. When you regain control, use Pound on the metal 
pillar, then solve the puzzle with the floor tiles. Rotate them by using the 
rotate panels on either side of the metal pillar, and Pound them down when you 
have them rotated in the right direction. This room can be kinda tricky. The 
goal is to get one spark from each colored pillar (one red spark and one blue 
spark) to reach the center statue. The red and blue sparks have to reach the 
center pillar at the same time. This means both sparks have to pass over the 
same number of tiles. I have personally seen 3 variations of this puzzle, and a 
reader sent me a 4th variation. I've added diagrams of the variations I've seen 
and been sent, which should help. If you see another variation, feel free to 
send it to me...
  Please note that in the diagrams below the tiles have already been rotated to 
match the solution. If your puzzle matches one of these variations, rotate the 
tiles to match the solutions I've listed.

Variation 1
!!! !!! !!! !!! !!! !!! !!! ### ### ### ###    Key:
!!! !!! !!! !!! !!! !!! !!! #/= =\# #/= =\#    !!! Normal  ### Down/Right
!!! !!! !!! !!! !!! !!! !!! #|# #|# #|# #|#    !!! Tile    #/= Corner
                                               !!!         #|# Tile
!!! !!! !!! !!! !!! ### ### %%% #|# %|% #|#
!!! !!! !!! !!! !!! #/= === === =\= =/% #|#    ### Left/Right  #|# Up/Down
!!! !!! !!! !!! !!! #|# ### %%% #|# %%% #|#    === Tile        #|# Tile
                                               ###             #|#
!!! !!! ### ### ### ( ) ### #|# %|% ### #|#
!!! !!! #/= =\# #/= [ ] === =+= %\= =\# #|#    [ ] Statue   ### Left/Down
!!! !!! #|# #|# #|# [ ] ### #|# %%% #|# #|#    [ ]          =\# Corner
                    [ ]                        [ ]          #|# Tile
### ### #|# #|# #|# [ ] ### #|# #|# %|% #|#
#/= === =/# #|# #\= [ ] === =/# #|# %|% #|#    #|# Up/Right  #|# Up/Left
#|# ### ### #|# ### [ ] ### ### #|# %|% #|#    #\= Corner    =/# Corner
                                               ### Tile      ### Tile
#|# !!! !!! #|# ### #|# ### ### #|# #|# #|#
#|# !!! !!! #|# #/= =/= === === =/# #|# #|#    %%% Tiles that you need
#|# !!! !!! #|# #|# #|# ### ### ### #|# #|#    %%% to rotate to solve
                                               %%% the statue puzzle
#|# !!! ### #|# #|# !!! !!! !!! !!! #|# ;*;
#|# !!! #/= =/# #|# !!! !!! !!! !!! #|# *:*    ;*; Broken
#|# !!! #|# ### #|# !!! !!! !!! !!! #|# ;*;    *:* Circuit
                                               ;*; Tile
#|# !!! #|# %%% #|# %%% ### ### ### #|# #|#
#|# !!! #\= === =/# %/= === === === =/# #|#
#|# (O) ### %%% ### %|% ### ### ### (O) #|#
    / \                             / \
#|# [ ] ### ### #|# #|# ### ### ### [ ] #|#
#\= [ ] === === =/# #\= === === === [ ] =/#
### [ ] ### ### ### ### ### ### ### [ ] ###

Variation 2
!!! !!! ### ### ### ### !!! !!! !!! !!! !!!    Key:
!!! !!! #/= === === =\# !!! !!! !!! !!! !!!    !!! Normal  ### Down/Right
!!! !!! #|# ### ### #|# !!! !!! !!! !!! !!!    !!! Tile    #/= Corner
                                               !!!         #|# Tile
!!! !!! #|# ### ### #|# ### ### !!! !!! !!!
!!! !!! #|# #/= === -+- === =\# !!! !!! !!!    ### Left/Right  #|# Up/Down
!!! !!! #|# #|# ### #|# ### #|# !!! !!! !!!    === Tile        #|# Tile
                                               ###             #|#
!!! !!! #|# #|# !!! ( ) !!! #|# !!! !!! !!!
!!! !!! #|# #|# !!! [ ] !!! #|# !!! !!! !!!    [ ] Statue   ### Left/Down
!!! !!! #|# #|# !!! [ ] !!! #|# !!! !!! !!!    [ ]          =\# Corner
                    [ ]                        [ ]          #|# Tile
### ### #|# #|# ### [ ] ### #|# ### ### ###
#/= === =+= =+= === [ ] =\# #|# #/= === =\#    #|# Up/Right  #|# Up/Left
#|# ### #|# #|# ### [ ] #|# #|# #|# ### #|#    #\= Corner    =/# Corner
                                               ### Tile      ### Tile
%|% ### #|# #|# ### #|# %%% #|# #|# !!! #|#
%\= === =\= =+= === =\= === =/= =/# !!! #|#    %%% Tiles that you need
%%% ### #|# #|# ### #|# %%% #|# ### !!! #|#    %%% to rotate to solve
                                               %%% the statue puzzle
### ### %%% #|# !!! #|# #|# #|# !!! !!! ;*;
#/= === === =/# !!! #|# #|# #|# !!! !!! *:*    ;*; Broken
#|# ### %%% ### !!! #|# #|# #|# !!! !!! ;*;    *:* Circuit
                                               ;*; Tile
#|# !!! #|# ### ### %|% #|# %%% ### !!! #|#
#|# !!! #\= === === %\= =+= === =\# !!! #|#
#|# (O) ### ### ### %%% #|# %%% #|# (O) #|#
    / \                             / \
#|# [ ] ### ### %%% #|# #|# #|# #|# [ ] #|#
#\= [ ] === === === =/# #\= =/# #\= [ ] =/#
### [ ] ### ### %%% ### ### ### ### [ ] ###

Variation 3
### ### ### !!! !!! !!! ### ### ### ### !!!    Key:
#/= === =\# !!! !!! !!! #/= =\# #/= =\# !!!    !!! Normal  ### Down/Right
#|# ### #|# !!! !!! !!! #|# #|# #|# #|# !!!    !!! Tile    #/= Corner
                                               !!!         #|# Tile
#|# !!! %|% !!! ### ### #|# #|# %|% #|# ###
#|# !!! %|% !!! #/= === =+= =\= =/% =\= =\#    ### Left/Right  #|# Up/Down
#|# !!! %|% !!! #|# ### #|# #|# %%% #|# #|#    === Tile        #|# Tile
                                               ###             #|#
#|# !!! #|# !!! #|# ( ) #|# %|% !!! #|# #|#
#|# !!! #|# !!! #|# [ ] =+= %|% !!! #|# #|#    [ ] Statue   ### Left/Down
#|# !!! #|# !!! #|# [ ] #|# %|% !!! #|# #|#    [ ]          =\# Corner
                    [ ]                        [ ]          #|# Tile
#|# ### #|# !!! #|# [ ] #|# #|# !!! %|% #|#
#|# #/= =/# !!! #\= [ ] =/# #|# !!! %|% #|#    #|# Up/Right  #|# Up/Left
#|# #|# ### !!! ### [ ] ### #|# !!! %|% #|#    #\= Corner    =/# Corner
                                               ### Tile      ### Tile
#|# #|# ### %%% ### #|# ### %|% ### #|# #|#
#|# #\= === === === =/= === =/% #/= =/# #|#    %%% Tiles that you need
#|# ### ### %%% ### #|# ### %%% #|# ### #|#    %%% to rotate to solve
                                               %%% the statue puzzle
#|# !!! !!! !!! !!! #|# !!! !!! #|# !!! #|#
#|# !!! !!! !!! !!! #|# !!! !!! #|# !!! #|#    ;*; Broken
#|# !!! !!! !!! !!! #|# !!! !!! #|# !!! #|#    *:* Circuit
                                               ;*; Tile
#|# !!! ### ### ### #|# ;*; ### #|# !!! #|#
#|# !!! #/= === === =/= *:* === =/# !!! #|#
#|# (O) #|# ### ### #|# ;*; ### ### (O) #|#
    / \                             / \
#|# [ ] #|# !!! !!! #|# ### ### ### [ ] #|#
#\= [ ] =/# !!! !!! #\= === === === [ ] =/#
### [ ] ### !!! !!! ### ### ### ### [ ] ###

Variation 4
!!! !!! !!! !!! !!! ### ### ### !!! !!! !!!    Key:
!!! !!! !!! !!! !!! #/= === =\# !!! !!! !!!    !!! Normal  ### Down/Right
!!! !!! !!! !!! !!! #|# ### #|# !!! !!! !!!    !!! Tile    #/= Corner
                                               !!!         #|# Tile
!!! !!! !!! ### %\% #|# ### #|# !!! !!! !!!
!!! !!! !!! #/= =/% #\= =\# #|# !!! !!! !!!    ### Left/Right  #|# Up/Down
!!! !!! !!! #|# %%% ### #|# #|# !!! !!! !!!    === Tile        #|# Tile
                                               ###             #|#
!!! !!! !!! #|# #|# ( ) #|# #|# ### ### !!!
!!! !!! !!! #|# #|# [ ] =+= =+= === =\# !!!    [ ] Statue   ### Left/Down
!!! !!! !!! #|# #|# [ ] #|# #|# ### #|# !!!    [ ]          =\# Corner
                    [ ]                        [ ]          #|# Tile
!!! ### ### #|# #|# [ ] #|# #|# !!! #|# !!!
!!! #/= === =+= =+= [ ] =/# #|# !!! #|# !!!    #|# Up/Right  #|# Up/Left
!!! #|# ### #|# #|# [ ] ### #|# !!! #|# !!!    #\= Corner    =/# Corner
                                               ### Tile      ### Tile
### #|# ### #|# %%% #|# ### #|# ### %%% ###
#/= =\= === =+= =\% =/= =\# #\= === === =\#    %%% Tiles that you need
#|# #|# ### #|# %|% #|# #|# ### ### %%% #|#    %%% to rotate to solve
                                               %%% the statue puzzle
#|# ;*; ### %%% #|# #|# #|# ### ### #|# #|#
#|# *;* #/= %/= =/# #|# #\= === === =/# #|#    ;*; Broken
#|# ;*; #|# %|% ### #|# ### ### ### ### #|#    *:* Circuit
                                               ;*; Tile
#|# #|# #|# #|# ### %%% ### ### ### !!! #|#
#|# #\= =/# #\= === =\% === === =\# !!! #|#
#|# (O) ### ### ### %|% ### ### #|# (O) #|#
    / \                             / \
#|# [ ] ### ### ### #|# !!! !!! #|# [ ] #|#
#\= [ ] === === === =/# !!! !!! #\= [ ] =/#
### [ ] ### ### ### ### !!! !!! ### [ ] ###

  Hopefully that's clear enough...
  After a brief scene Akafubu moves the statue blocking the path out of the 
way, then disappears. Follow him. Ride an elevator down into the heart of the 
statue. Race down the path and you'll find the Black Crystal in a statue's 
hands. Take the Crystal and another short scene takes place. 
  Back in the village, when you regain control of Felix, you can find a few 
items, and also upgrade your equipment. You will find a Lucky Medal in a blue 
jar in the back room of the top-left hut. A nut awaits your eager hands in a 
barrel upstairs in the Inn. As for equipment, may I suggest:
- Suggestions:
  Felix: Buy Iron Helm
  Jenna: Equip Sheba's Psynergy Rod
  Sheba: Buy Frost Wand, Gauntlets
  Piers: Buy Gauntlets, Iron Helm
* Item breakdown:
  Psynergy Rod - ATK +64, Unleashes Psy Leech (Wind, adds 10% of damage to PP)
  Frost Wand - ATK +76, Unleashes Frost Bite (Water, may Stun target)
  Iron Helm - DEF +20
  Guantlets - DEF +23

2.4e Gathering
- Items of interest: Healing Fungus, Cyclone Chip, Apple, Lucky Medal, 
  Mist Potion, Ruin Key, Moloch Summon, Golden Boots*
  * Transfer event item
- Djinni: Waft, a Jupiter Djinni; Char, a Mars Djinni
  Now that you're done in Kibombo it is time to return to Madra. Hike back to 
Kibombo Mountains. 

 DJINNI ALERT!!!
  The path up Kibombo Mountains is relatively straight-forward. Climb up the 
stairs leading up the cliffs, but stop when you climb the first long stairs. 
There is a puddle nearby, which you can now freeze, and should do so. Climb the 
next stairway, then rush south to the ice pillar. Hop across it and climb the 
nearby vine. Stand in front of the small plant and cast Growth. You may have to 
rearrange some Djinn to get Growth - give Felix a Mars Djinni, give Jenna a 
Venus Djinni, or give Sheba a Venus Djinni, etc. Whatever you do, cast Growth 
and climb the vine. Save your game, because there's a Djinni dead ahead. Like 
all Jupiter Djinni, Waft is weak to Venus-based attacks.
 END DJINNI ALERT!!!

  After nabbing Waft, exit Kibombo Mountains. There are no guards to avoid this 
time, so it is extremely easy. After leaving the mountains head south to the 
village of Naribwe. If you stop in the village and talk to the villagers you 
may hear something about a group of travelers from far away, led by a boy named 
Isaac...
  Continue on your way, south and east, until you reach Madra. Refer to your 
"R" button map (on the world map) if you get lost. Along the way you'll pass 
through Gondowan Cliffs, where you can pick up a Healing Fungus. After crossing 
the rope in the Cliffs, climb up the vine, pass behind a tree, and climb up 
another vine. Jog right and down to reach a puddle. Use Piers' Frost Psynergy 
to freeze it, then walk up to find a vine. Climb it and meander south, hop 
across the ice pillar, slide down the indentation, rush south and a little 
east, and pick up the Healing Fungus. Backtrack slightly to reach another 
indentation, and slide down. Drop down yet another indentation, and climb a 
vine to the east, use Lash on a coiled rope, and from there it should be easy 
to find the exit.
  Madra is directly east of Gondowan Cliffs (but the road curves a lot...). 
I'll give you a little time to reach Madra. [Waiting... Waiting... Waiting...]
Good, you're back at Madra. 
  There are plenty of things to do here in Madra. You can visit the Jail to 
learn about a group of traveling Adepts (none other than Isaac & Co.), visit 
the Mayor's house, meet a Mars Adept from Menardi's clan (if you played GS 
you'll understand, or if you paid attention to the beginning of the game), and 
also get a Djinni. Start by going to the Mayor's house. After a brief 
conversation, leave the house. The Mayor will rush after Felix and remind him 
of his (the Mayor's) promise of a reward for stopping Briggs. He'll reward 
Felix by giving him the Cyclone Chip (which grants the wearer the Cyclone 
Psynergy, a Jupiter-based Psynergy). This gem will come in handy very shortly. 
As you leave the Mayor's house a Mars Adept from Menardi's clan will stop and 
talk to you (threaten is more like it). After the ill-mannered guest leaves, 
walk to the two-story house in the group of houses in the center of town.

  DJINNI ALERT!!!
  An old couple lives in this house, and they keep a Mars Djinni as a pet. You 
can trade your Healing Fungus for the Djinni if you so desire (and it is a 
really good trade). Char, the Djinni, is another attack Djinni, and can 
paralyze enemies. The other good thing about this Djinni is that it gives you 
four Mars Djinni, which means Jenna learns Aura (and Healing Aura if you are 
over level 16), a multi-target healing Psynergy.
  END DJINNI ALERT!!!

  After acquiring both the Cyclone Chip and the Mars Djinni, you have two 
options. If you transferred clear data from Golden Sun, save your game, then 
leave town.

  TRANSFER EVENT ALERT!!!
  As you leave Madra you may be stopped by three bandits.

BOSS BATTLE
Bandits (weakness: none)
  These guys are pushovers. Use Djinni, summons, and Psynergies and this 
shouldn't even take four rounds.

  Defeating the bandits earns you the Golden Boots. The bandits won't be there 
if you didn't transfer data from Golden Sun. Also, you must have returned to 
Vault in Golden Sun and learned of the bandits' escape from jail (an optional 
part of GS) or they won't be there either.
- Suggestion:
  Jenna or Sheba: Equip the Golden Boots
* Item breakdown:
  Golden Boots - DEF +15, AGI +30
  END TRANSFER EVENT ALERT!!!

  If you didn't transfer, or if you did and got the Golden Boots, save your 
game (or not, your choice) and enter Madra Catacombs. You'll have to use the 
entrance in the town, the one in the hole with the ladder. Hike through the 
catacombs until you reach the large door. There is a sign on the wall nearby. 
Use Reveal then examine where the sign is and the door will open.
  Follow the brick path up and left, and pass through a broken wall to reach a 
puddle of water. Freeze it with Frost. Run right and push a vine-covered wooden 
pillar into the indentation in the floor. Now rush down and open a chest 
containing an Apple. Walk around the right-hand wall and Move the wooden pillar 
into the circle in the floor. Backtrack to the vine-covered pillar and climb 
it. Hop right onto a wall, and continue jogging right, going down as necessary 
to reach the wooden pillar you moved last. Hop over it to reach a coiled rope, 
which you must Lash to the post on another building. Slide down once, then walk 
up and hop across the frozen pillar and the wall until you reach a doorway. 
  Enter the door. You are in a room with two doors, on in either top corner. 
The only one you can reach right now is the top-left door, so that's the one 
you want to enter. Stand against the back wall and face the bookshelf, then 
cast Tremor. The chest on the shelf will fall through the hole in the floor. 
Run out of the building and follow the cliff south and east. Climb down a vine 
when you get the chance to reach a chest containing a Mist Potion. Slide down 
the indentation near the chest to get back into the main Catacombs. This time 
follow the brick road up and left until you reach a doorway. Start by walking 
through the double door in the center and opening a chest containing the Ruin 
Key. Return to the previous room and enter the right-hand door. Climb the 
stairs leading up at the back of this room, run left to reach stairs leading 
down, and open a chest that holds a Lucky Medal. Backtrack until you reach 
stairs leading down (stairs you passed by before and didn't take). Run down the 
stairs and use the Ruin Key to open the door, then examine the tablet to gain 
the Moloch Summon, and finally, exit the Catacombs by either walking out or 
using Retreat. Moloch is a sacred ice monster that requires two Mercury and one 
Jupiter Djinn to summon.

2.4f Great Gabomba
- Items of interest: Mint, Game Ticket, Tomegathericon
- Djinni: Mud, a Venus Djinni
  I hope you remember how to get back to Kibombo, because that's the next stop. 
You can take a shortcut through Gondowan Cliffs by using Frost on a puddle near 
the entrance. Once you reach Kibombo rush directly to the Great Gabomba Statue 
and walk up the tongue. Follow the groove in the floor to reach the hidden 
statue room again. It is now time to climb down that ladder and see what is 
truly beneath the statue.

  DJINNI ALERT!!!
  If you are the type who sets L or R shortcuts, I highly recommend setting 
Frost and Cyclone to L and R for this area. Cyclone is used for several things, 
including blowing away grass (and sometimes finding items that way) and 
transportation. Clear the grass in the first room using Cyclone to find two 
hidden funnel-shaped indentations. Start with the top-right patch of grass. 
Stand directly below it by climbing down the ladder, hugging the right-hand 
wall (a little bit left of the ladder) and walking up, then left, passing 
behind a pillar. It may not look like this can be done, but it can. Use Cyclone 
there to be taken through a hidden funnel indentation to the floor below. Save 
your game and fight the Venus Djinni Mud (a nice Djinni to have in a boss fight 
with a very fast/agile boss). If you start the battle by using the Djinn Char 
(a Mars Djinni) and Blitz (Jupiter) or Waft (Jupiter) you have a high 
possibility of paralyzing or putting to sleep your opponent.
  END DJINNI ALERT!!!

  At this point you should have four of every Djinn type, except you should 
have five Mercury Djinn. You can now give each character strictly their own 
element types, if that is your style. To progress the game, slide down the 
indentation nearby, climb a ladder, and use the stairs to reach the top floor. 
Slide down the indentation and you'll notice you are back in the grassy room. 
This time use Cyclone on the top-left patch of grass. Ignore the indentation to 
the south (it just leads back to the ladder that eventually leads to the grassy 
room) and instead follow the path to the left. At the fork in the path you 
should head right and through the doorway.
  This room is fairly straight-forward. Use Cyclone on the first patch of grass 
you come across to find a Mint. The second patch of grass (shaped like a +) 
hides a puddle of water, which needs Frost. After freezing the puddle, 
backtrack to the entrance to this room and jog left, hop across the puddle, and 
waltz north. The oval-shaped grass may look suspicious, but Cyclone only 
reveals water, which doesn't help... Since Cyclone didn't reveal anything 
noteworthy, perhaps you should try Reveal? Ah, yes, that helped. Walk through 
the hidden doorway to exit.
  This room can be quite tricky. There is a river that flows, and pushes you 
south as you cross it. Hold B and dash across the river. About halfway across 
the river, try running up and passing behind some of the pillars. Keep running 
north, weaving left and right as needed, to pass through the stream. The goal 
is to reach dry ground on the right, near the top of the screen. Once there, 
rush across the river, along the top of the room (you'll have to go behind one 
more pillar), to the other side. Place yourself in the grass that's in a group 
of rocks, and use Cyclone. You'll uncover a puddle of water. Use Frost to 
freeze it, then return to the river. Make your way south through the currents 
to reach the bottom-left corner of the room, where you'll find a path leading 
to a ladder. The ledge takes you to the frozen pillar, so hop across and use 
the stairs.
  In this extremely simple and easy, very linear room, climb down the ladder, 
jog left, then north, and blow the grass away. A new type of enemy appears, a 
"mimic" of the grass, the Mad Plant. Defeat the plant for a Game Ticket. Mars 
(fire) attacks work best. The statue at the northern end of the room will grant 
Felix the Tomegathericon, another class-changing item. That's all that is down 
here, so hike back or use Retreat. Either way, exit the Gabomba Statue.
  Side note - nobody is sure of the exact pronunciation of Tomegathericon, but 
it is curious to note that it is actually three words pushed together:
Tome gather icon. Revenant71 pointed out that it could also mean "The Great 
Beast" in Greek. Check 4.24 Dark Mage for more details

2.5 Eastern Sea part 1
----------------------
2.5a East Indra Shore
- Items of interest: Cookie, Potion, elixir, oil drop, and antidote
  Leave Kibombo and hike back across the continents. The place to aim for is 
Dehkan Plateau, which is northeast of Gondowan Cliffs. Don't enter Dehkan 
Plateau, though, instead walk to the beach nearby and enter the boat.
  This is the beach, which is where Piers' ship is docked. Before you actually 
enter the ship, there is one item here to nab. Freeze the only puddle on the 
screen, then climb the only vine on the screen, hop across the frozen pillar, 
and rummage through the crate on the cliff to stumble across a Cookie.
  Jog through the shallow water and climb the ladder on the ship. The door is 
locked (and we know this because we stopped here after leaving Dehkan Plateau), 
but now that Piers is in your party and you have the Black Crystal you can 
enter the cabin. This ship is actually much bigger on the inside than it 
looks...
  The cabin is a mess. Everything is in disarray. It looks like a tornado 
passed through here... An elixir is hiding in the bottom barrel against the 
left wall. Use the door at the northwest end of the cabin to progress. The 
stairs next to the door are blocked at the other end, so ignore them and travel 
west. An enemy awaits you, an Aqua Jelly. Defeat it. Jump over the puddle it 
leaves behind and climb down the ladder south of you. Defeat a second Aqua 
Jelly, and this time freeze the watery remains. Climb back up the ladder and 
jump across the pillar to reach a chest that houses a Potion. If you haven't 
already done so, set Frost to a shortcut (either L or R) for this area.
  Use the stairs to your right to travel deeper into the heart of the boat. 
There's only one door in the hallway, so guess what door you'll take? That's 
right, the only one there is. Ignore all Aqua Jellies in this room (because you 
have to, since you can't reach them yet) and use the right-hand exit. Walk 
right a slight bit and enter yet another door.
  This is one of the fun rooms. Defeat all five Aqua Jellies, ignoring only the 
one in the top-right corner. Push the crate south, then right twice, then south 
again. Freeze the puddles on either side of the crate (the one on the left and 
the one on the right). Use the frozen pillars and the crate to reach the other 
side of the room. Exit through the bottom-right doorway.
  For the sake of creating a shortcut, Move the crate left, and then shove it 
off the ledge. Your next destination lies behind door #4 (the last door on the 
right). This is the other fun room. Start by climbing down the ladder on the 
right. Defeat the Aqua Jelly, freeze the puddle, and use the frozen pillar to 
reach another ladder. Defeat the Aqua Jelly near the top-right corner of the 
room, and freeze it too. Don't forget the other Aqua Jelly, off to the left, 
hiding behind a crate. Return to the room's entrance (but DO NOT leave the 
room) and climb down the other ladder. Defeat Aqua Jellies and freeze them, 
then use their frozen carcasses to reach the next Aqua Jelly, until you reach 
one near a crate. Defeat it too, then push or Move the crate down and left as 
much as possible. Use the frozen Aqua Jellies and the crate to reach the other 
side of the room. You can find an antidote in the crate against the left-hand 
wall, near the ladder at the top of the room. Defeat the last Aqua Jelly and 
leave the room through the top-left door.
  Use the only other doorway in the room. An Aqua Jelly will jump down in 
surprise when you enter the first fun room. Drop down the ladder and fight it. 
ONLY FIGHT THE AQUA JELLY WHEN IT IS ON THE FLOOR BENEATH THE METAL GRATE. You 
can't fight it anywhere else, because it will jump back down... DON'T step on 
the metal grate until AFTER you defeat the Aqua Jelly and freeze it. Once you 
freeze it you can exit the room through the top-center door. The hallway only 
has one other door, so it should be obvious where to go. 
  I suggest saving now, you have a boss battle coming up. When you confront the 
lone Aqua Jelly on the crates, all the Aqua Jellies in this room will merge 
into Aqua Hydra, a mean water-based boss. The weakness should be evident 
(Mars/Fire, of course). 

BOSS BATTLE
Aqua Hydra (weakness: Mars)
  Jenna will be invaluable in this fight, for Mars-based attacks/Djinn, and 
also for healing (if you keep four Mars Djinn set at all times...). Equipping a 
secondary character with the Mysterious Card will give that character a few 
Fire-based Psynergies... If you are going to equip someone, I recommend Piers, 
since his Water-based Psynergies won't be very effective in this battle. The 
best attack for a Perriot is the Heat Juggle Psynergy, in case you do equip the 
Mysterious Card. You may get a Vial when you win the battle.

  The Aqua Hydra leaves behind a very large puddle, flooding the entire room 
and drowning the treasure chest. You can't do anything about it right now. 
Ignore the chest and use the top-left exit to reach a small hallway. The stairs 
are blocked (but only lead back to the ship's entrance, so it doesn't matter) 
so your only alternative is the left-hand door. The small room contains only 
stairs leading deeper into the heart of the ship.
  The heart of the ship appears to be a stone cavern. How the boat floats with 
a large stone cavern (or group of stone caverns) is beyond me. I guess that's 
why the Black Crystal is needed... Push the pillar onto the water-drop tile on 
the floor, then face the pillar and use Piers' Douse Psynergy. If you don't 
have enough PP to use Douse just run around the room a few times - there are NO 
random battles in this room. When you use Douse the pillar will fill with water 
and sink into the floor, which causes the door to open. Follow the hallway to 
another door (they might be portals, considering how you disappear when you 
enter the doors...). Piers will automatically place the Black Crystal in the 
pedestal, allowing the ship to sail out to sea.

2.5b Trident Prong
- Items of interest: Sea God's Tear, Rusty Staff (Glower Staff), Right Prong
  Now that you have control of Piers' boat it is time to sail around the world 
and light the lighthouses. Before you sail off into the sunset, however, you 
should return to Daila, the first town of the game. Use the R button map if you 
are having trouble finding Daila.
  The point in returning to Daila is to pick up a rare item, the Sea God's 
Tear. You can find this item in the Sanctum (the building with the old man who 
can revive and remove curses). Use Frost on the two puddles on the left to 
create pillars so you can jump across them to reach the blue gem in the 
statue's arms. This is the Sea God's Tear. Once you acquire the Tear, leave 
town.
  The Tear has one and only one purpose - unlocking the path to the first 
Trident Prong. Jog to the Shrine of the Sea God, the cave area where you used 
Lash to free a kid early in the game, and where you found the Djinni Breath. 
  Climb down the ladder, then walk up. Use Lash on the coiled rope, cross it, 
and enter the doorway. Run across the wooden bridges to the left, then walk 
down and try to cross the bridge to your right. You'll fall down near a ladder. 
Climb it, cross the bridge to the right, and head down. Run left and through 
the doorway. Race left, through the water, and south. Ignore both stairways, 
right and left, and instead use the stairs all the way south, then dash north. 
You may remember this as the room where you fought Breath, your first Jupiter 
Djinni. If you didn't fight Breath before, you can corner the Djinni here now, 
but if you've been following this guide you will already have Breath in your 
arsenal.
  There are three puddles in the northwest corner. Freeze them all, and use 
them to reach the exit. You emerge outside on a cliff with a lot of pillars. 
Hop onto the left-most pillar, and from there jump up, left, up, left and onto 
a small island. Hop onto the pillar at the top of the island, then right, walk 
down, hop right and onto another cliff. Push or Move the wooden pillar south. 
Walk down onto the pillar, hop right, and up onto the final cliff. Jog right to 
find the exit.
  This is another fun room, with shallows, falling bridges, and swift currents. 
Start the fun by walking up and climbing down the ladder. Splash south through 
the shallows to reach another ladder. Climb it. Hop right, and cross a bridge 
to the right. Cross the broken bridge (which will drop you into the water. 
Ignore the coiled rope and walk south into the shallows. Follow the shallows 
right and up to reach a Rusty Staff in a chest. Return to the coiled rope and 
use Lash to climb to the cliff on the right. Zip up and left, crossing a 
bridge. Stand on the broken bridge and ride it to the southern end of the room. 
The coiled rope just leads back to the entrance, so ignore it and use the door 
to your right. In this room just use the door on the right, ignoring 
everything. You *can* create a shortcut if you want, by moving the wooden 
pillar to the left, but you don't have to, or even need to.
  Cross the stepping stones to reach the left side. Jog north, and cross 
stepping stones and logs to reach a circle of stones in the center. Use Reveal 
to see the hidden stepping stone. Walk up to the statue and press A. Use the 
Sea God's Tear item. The room will flood, and the platform will rise into a new 
room. The ladder in the northwest corner leads higher into the shrine. The path 
is really linear now (there is only one way to go), and doesn't need much 
explanation. Walk and hop right and use the ladder. The path continues south 
and left, leading to a ladder that leads to the mystical Right Prong at the 
summit. After nabbing the prize, cast retreat and use the southern exit to 
leave the Shrine behind for good.
  You may sell the Sea God's Tear now if you need the cash, since it has no 
further purpose.

2.5c E Tundaria Islet
- Items of interest: Lucky Medal, Pretty Stone
  Sail southeast to the bottom-right corner of the world. Although our world is 
round, the world of Golden Sun is flat and has edges. There is a small island 
in the southeast corner of the map. If you view the "R" button map (while on 
the world map) and move to the bottom-right corner, the island is roughly 
centered left and right, but near the bottom edge. It is a white oval with 
three small white circles to the left, kinda like a cat paw. Hopefully that is 
enough directions for you.
  Land on the beach and walk into the settlement, E Tundaria Islet. Enter the 
building and examine the blue jar near the entrance. You'll find a Lucky Medal. 
Return outside. Do you see the healer? He's the guy that revives, cures poison, 
etc. Stand to the left of him and hop down onto the moving iceberg thing in the 
water. Hop left three times, then down once. Hop left WHEN THE ICEBERGS ARE IN 
THE MIDDLE. Do NOT hop onto the bottom-left iceberg. Jump left once more, and 
walk up onto the land. Climb the ladder and push the log into the water, then 
slide down the scoop near the tree stump. Dash across the log. If you need to 
refill your Psynergy take the Psynergy Stone, otherwise ignore it. Push the 
penguin right, up, and right across the log. Your efforts will be rewarded with 
a Pretty Stone, the first item in a crazy trading sequence.
  ThatÂ’s everything here, so exit and return to the ship.

2.5d SE Angara Islet
- Items of interest: Lucky Medal, Red Cloth, Rusty Mace, Rusty Axe
  Sail north, around the continent, and continue sailing north. Use your map to 
find the foggy island in the center of the Eastern Sea. The island you are 
trying to reach (SE Angara Islet) is very close to the foggy area, just a 
little northwest (more west than north). Sail to the island I just indicated 
and dock at the beach. Enter the settlement to continue the trading sequence.
  There is a boat in the bottom-right section of the settlement. A crate on the 
boat contains a Lucky Medal just begging for you to take it. Freeze the puddle 
(there is only one puddle), then climb the stairs to reach a crate. IGNORE THE 
CRATE!!! Climb a second set of stairs to reach a second crate. Shove this crate 
off the cliff. Run back down to reach the bottom area, where the crate landed. 
Move the crate south and left onto a small patch of dirt, directly in-between 
the frozen puddle and a rock. The crate should be directly below the left edge 
of the cliff above, where the second crate is. There should be one empty space 
between the frozen puddle and the crate. Once this crate is positioned 
perfectly, drop the other crate on top of it, then use the crates and the 
pillar to reach the vine leading to a bird's nest.
  When the bird lands in its nest, use Mind Read to communicate with it. You 
will automatically trade the Pretty Stone for a Red Cloth. ThatÂ’s everything 
for this area, so return to the ship.
  Sail to the northeast corner of the map. There is a section of sea that juts 
off in a ">" shape, with a "<" below it. There is a small dot of light blue in 
the ">" of sea (if you look at the northeast corner of the "R" map). This area 
is directly east of the large island in the northeast corner (which is named 
Treasure Island, btw). Stop the ship right in the middle of that lighter 
colored patch of water and press "A" to search for treasure. If you are in the 
right spot you'll find a Rusty Mace (which will refine into a Hagbone Mace when 
you reach the blacksmith).
  There is one more Rusty weapon to find before heading for the next village. 
This time, sail back to the foggy island and look for another small patch of 
shallow water a little south, between the foggy island and the small island to 
the right. A Rusty Axe (which can be refined into a Captain's Axe) awaits 
discovery in the circle of shallow water.
  The only thing left to do is sail to the next destination, on the continent 
of Osenia. Dock on the left beach of the two beaches on the southeastern tip, 
directly north of the small island, E Tundaria Islet.

2.5e Yallam
- Items of interest: antidote, oil drop, nut, elixir, 16 gold
  Walk north from the beach, crossing two bridges, to reach the town of Yallam. 
This town is home to one of the most important NPC's in the game, Sunshine the 
Blacksmith. As usual, start with a collecting spree. Jog north to reach the 
inn. The jar to the left of the inn contains 16 gold coins. Inside the inn 
you'll find an elixir in a wooden box (check the stack of boxes). Two items 
wait for you in the grass in town - a nut in the lower right corner of town, 
and an antidote in a patch of grass to the right of the only bridge in town. In 
case you've forgotten, use Cyclone to clear the grass and find the item. The 
oil drop hides in the Blacksmith's house, which is the top-left house in the 
village. You'll find the oil drop in a barrel inside the house, on the right 
side of the house.
  If you talk to the man on the bed, he'll forge items from your forgeable 
items, and also from your rusty weapons. Let him refine all three rusty 
weapons, and forge the Tear Stone you have. In order for Sunshine to forge or 
refine an item, you must give him the item, then leave town. Return to the 
Blacksmith's house and talk to the woman by the door to purchase your refined 
or forged item. You won't be able to refine/forge another item until you buy 
the current one.
  A word of advice - SAVE BEFORE FORGING FROM FORGEABLE ITEMS. You may not get 
what you want. If you don't, just reload and try again. If you save after you 
give the blacksmith an item, he will ALWAYS forge the same thing from it (I 
tested this extensively). Contrary to what I was told, your actions after 
giving Sunshine an item has little bearing on the forged item.
  Don't forget to upgrade! As always, I have a few suggestions:
- Suggestions:
  Felix: Equip Hagbone Mace (refine from Rusty Mace), buy Mail Cap
  Jenna: Equip Sheba's Frost Wand, buy Jerkin, Mail Cap
         [Forge Cloud Wand (Tear Stone)]
  Sheba: Equip Glower Staff (refine from Rusty Staff), buy Jerkin
  Piers: Equip Captain's Axe (refine from Rusty Axe), buy Mail Cap
* Item breakdown
  Hagbone Mace - ATK +108, Unleashes Wyrd Curse (Earth, may Haunt foe)
  Captain's Axe - ATK +95, Use as an item for DEF boost
  Glower Staff - ATK +126, Unleashes Flash Force (Water, may seal Psynergy)
  Frost Wand - ATK +76, Unleashes Frost Bite (Water, may Stun target)
  Cloud Wand - ATK +98, Unleashes Stun Cloud (Water, may Stun foe)
  Jerkin - DEF +26
  Mail Cap - DEF +23
  NOTE - the suggestions (including the ones here) from now on *may* not be the 
best equipment for your characters, depending on what you've forged from the 
materials, so always forge before you buy, you may not need to buy what I 
suggest. For instance the Cloud Wand is better than the Frost Wand, the Clear 
Bracelet is great, and the Pure Circlet is much better than the Mail Cap. It 
really comes down to this: do you want better attack or defense? If you choose 
attack, the Cloud Wand is the best bet. If you choose defense, the Clear 
Bracelet has a better defense boost than the Pure Circlet. If full party 
healing is your thing, though, choose the Spirit Ring.
  Also note that I put what I suggest forging in brackets [like this].
  After upgrading and forging, leave the village through the right-hand exit. 
You will enter a field with a few children playing. Talk to the boy near the 
bottom corner to be entertained by a song. Listen to all three songs. You may 
be wondering what they mean - they are the directions for navigating the Sea of 
Time. Don't bother memorizing them; I'll list them in the Sea of Time section.
  After listening to all three songs, forging, upgrading, and collecting all 
the items in Yallam, go ahead and leave town. This time the north exit is the 
one to use.

2.5f Taopo Swamp
- Items of interest: Tear Stone x2, Cookie, bramble seed, Lucky Medal, Vial, 
                     Stardust
- Djinni: Flower, a Venus Djinni
  From Yallam's northern entrance/exit, follow the path that leads left. The 
path will loop around a mountain range and turn south. Continue jogging along 
the path until you cross a bridge. Race right from the bridge to find Taopo 
Swamp.
  Ignore the obvious treasure on the first screen and proceed directly to the 
second screen. Use Move on the tree stump to pull it towards you. Jump across 
the gap and use the planks to reach solid ground again. A small Whirlwind will 
clear the leaves blocking the cave entrance nearby. You only need to use 
Whirlwind on the left-most leaves. Enter the cave and Scoop the blue stone out 
of the ground to acquire a Tear Stone. Exit the cave.
  Walk down the stairs to reach the sticky, gooey, nasty swamp. Each step you 
take in this swamp will cause you to sink, and eventually die. Stepping on a 
bubbling spot will cause you to rise to the surface again.
  Start from the bubbles at the base of the stairs. Dash down to the second 
bubbles. The next bubbles are to 
your left, then left again. You are now next to the plank bridge. Jog down to 
the tip of the bridge and stand on the bubbles there. Run down a little, left, 
and up around the tip of the plank bridge. Now for the tricky part. Dash left, 
and as soon as you are clear of the wooden poles, head down. Take a deep breath 
and rush south, around the cliff, to reach the bubbles at the base of the 
steps. Use the steps to return to the first screen and claim the Cookie.
  Backtrack to the bubbles on the right side of the tip of the wooden bridge. 
This time slog south and right and stand on the bubbles. Walk east (right) to 
reach yet more bubbles. A quick trip right and up leads to even more bubbles. A 
straight dash east lands you on some more bubbles. To reach the stairs directly 
east of you, you'll have to head north, then east, then southeast.
  Congratulations, you are back on solid ground. Clear away the leaves blocking 
the cave entrance and enter the cave. Stroll through the first room, which 
contains nothing. In the second room jog south, then wait for the steam vents 
to stop, and make your way east. Be careful not to get blown off the cliff. Use 
Move on the wooden pillar to pull it to the left, then squeeze by it. See the 
Venus Djinni? Want to make him yours?

  DJINNI ALERT!!!
  Walk north and use the stairs to reach the floor below. Waltz through the two 
straight-forward rooms and collect the Tear Stone in the second one. Backtrack 
to the Djinni room, and this time march to the right from the stairs. Ignore 
the second stairs and head south. Carefully make your way to the left through 
the steam vents. Use Move to drag the wooden pillar right onto the indentation. 
This will cause the steam vent to blow the Djinni off the cliff.
  There is an indentation in the cliff right below the wooden pillar. Ignore 
this one, and use the one closest to it on the right. You'll fall onto a cliff. 
Hop over onto the cliff the Djinni is on. Save now, the Djinni might run! 
Defeat Flower, the Venus Djinni, in battle, and he will join you. This Djinni 
will come in very handy, with his full-party healing.
  END DJINNI ALERT!!!

  Heal yourself if you need it, then slide down the cliff. Use Cyclone to clear 
the grass and find a Mad Plant. This Mad Plant is guarding a Lucky Medal, which 
it will give up when defeated. The exit to this room is the stairs in the 
top-right corner. Stroll left along the top of the room, then down, and through 
a few steam vents. If you are interested in collecting a bramble seed, use the 
stairs on the left and clear some grass. Once you've collected everything, exit 
the cave.
  Notice the vine next to the cave entrance? Cast Growth on it to reach the 
cliff above. If you forgot how to get growth, either give Felix a Mars Djinni, 
Jenna a Venus Djinni, or Sheba a Venus Djinni. Jog north and slide down two 
cliffs, then blow away some leaves with a Whirlwind to expose another cave. 
Amble alongside the water and descend to the lower level.
  Follow the path down, right, and up. The next room contains a few steam 
vents, and a disturbing puzzle. See the indentation in the floor, in front of 
the second steam vent? Wait for the steam to subside, then Douse the 
indentation. Immediately freeze the puddle you created. Waste no time in 
climbing the nearby ladder and hopping across your frozen pillar. Slide down 
the cliff on the other side of the gap. Use the stairs to delve deeper into the 
cave. In this small room, ignore the coiled rope (it leads out of the caves) 
and use the stairs in the lower-right corner of the room.
  You are now in the lava portion of the cave system. Douse the glowing rock 
below you, then Move it into the lava. Hop across the ice and head right to 
reach a subterranean lake. (Side note - somehow I doubt pouring water on a 
flaming rock would cause it to turn to ice, and I also think the ice would melt 
when pushed into the lava...) From the lake jog south and left to find the 
room's exit.
  This is an interesting room. Start at the first steam vent and hop across the 
rocks to reach the second steam vent. Wait for it to subside, then rush up and 
hop right. Continue hopping until you reach solid ground across the river of 
lava. You should be standing on a long patch of solid ground, with the lake of 
lava on your left, and a river of lava above you, and the bend in the river to 
your right. Follow the path left (yes, left), hopping across small rivulets of 
lava, until you reach a glowing rock. Douse it, then Move it. Backtrack to the 
second steam vent, and this time hop south until you reach the treasure chest 
containing a Vial. Backtrack again to reach the long patch of solid ground, and 
hop across the river to find a glowing rock. Douse and Move it, hop across the 
ice platform, and exit to the north.
  There is a wooden pillar near the north side of this room with a rock on top 
of it. Knock the rock off by using Tremor. The rock will block the lava flow, 
redirecting it into the lake. It will also create another flaming rock. Stroll 
up and around to reach the glowing rock. After Dousing it, just push it into 
the lava. Hop across the ice and use the stairs directly above the lake to 
reach the inner cave. Douse the glowing rock, shove it out of the way, and exit 
through the southern exit. Follow the path up and around the lake of lava to 
reach the entrance to the next room. This last room contains a glowing rock and 
a hidden Stardust. Stand in the top-left cul-de-sac (from the door walk down, 
left, around and up), turn around, and press "A". Felix will see something on 
the ground if you are in the right spot. If you are having trouble finding it, 
cast Reveal. The right spot will glow. Scoop up the Stardust, then Retreat out 
of the cave (or walk, if you are feeling like wasting my time and yours).
  You are back in Taopo Swamp, and still have to get out. The fastest and 
simplest way is to just cast Retreat again. I suggest going back to Yallam now 
and forging some more items. I forged a Cloud Wand with my first Tear Stone, 
and two Clear Bracelets with the two Tear Stones I found in Taopo Swamp. The 
Stardust I forged into an Astral Circlet, but that's just personal preferences. 
- Suggestions:
  Felix: (nothing)
  Jenna: [Forge Clear Bracelet (Tear Stone)], Equip Sheba's Thorn Crown*
  Sheba: [Forge Clear Bracelet (Tear Stone), Astral Circlet (Stardust)]
  Piers: (nothing)
  * - Only if you forge an Astral Circlet
* Item breakdown
  Astral Circlet - DEF +32, Max PP +15
  Thorn Crown - DEF +28, ATK +8
  Clear Bracelet - DEF +31, Water +25
  After forging and buying/selling whatever other supplies you may need, return 
to your ship.

2.5g Apojii Islands
- Items of interest: bramble seed, Mint, herb, 32 gold and 182 gold
  Sail the ship north and a little east to reach the Apojii Islands. The Apojii 
Islands are against the right edge of the world. The bottom Apojii Island 
contains a large lake. Dock at the beach on the top Apojii Island.
  Walk into the village. LetÂ’s collect the items, and then upgrade again, shall 
we? Start by heading south and checking the orange jar to the left of the green 
hut. A nice 182 gold coins rewards your efforts. You can find 32 gold in the 
top-right hut, inside a wooden barrel. In the center of the village is a large 
tear-shaped object. Directly south of that object is a cluster of grass on a 
square-shaped piece of land. Blow the grass away with a Cyclone to find an 
herb. A Mint is hiding in the grass in the southeast corner of the village. 
After nabbing the Mint, jog east and enter a cliff area on the edge of the 
world. A small Cyclone will reveal a bramble seed hiding in the grass in the 
cluster of trees. That's all the items.
  Even though there is an impressive waterfall, and a Djinni, there isn't 
anything else you can do here. Return to the village. Remember the tear-shaped 
object? Stand in front of it, face it, and Douse it. You'll open the path to 
the next destination - Aqua Rock.
  Don't forget to upgrade!
- Suggestions: (depending on forged equipment)
  Felix: Buy Armored Shell, Knight's Shield, Steel Helm
  Jenna: Buy Guardian Circlet*
  Sheba: (nothing)
  Piers: Buy Armored Shell, Knight's Shield, Steel Helm
  Other: Buy Water of Life if you want to
  * - only if you DIDN'T forge an Astral Circlet
* Item breakdown
  Armored Shell - DEF +30
  Knight's Shield - DEF +28
  Steel Helm - DEF +27
  Guardian Circlet - DEF +25
  Astral Circlet - DEF +32, Max PP +15
  After upgrading, Dousing the rock, and collecting all the items, set sail for 
Aqua Rock, which resides on the lower Apojii Island (the one with the lake).

2.5h Aqua Rock Eterior
- Items of interest: elixir, nut, Mist Sabre, oil drop
- Djinni: Steam, a Mercury Djinni
  Dock at the beach and walk all the way around the island to reach Aqua Rock. 
It may look like a blue version of Air's Rock on the world map, but it is much 
different inside. Air's Rock was the elemental plateau of Wind, and contained a 
secret Jupiter Psynergy; Aqua rock is the elemental plateau of Water, and 
contains a secret Mercury Psynergy.
  You'll notice a lot of water, and a path through the water. Follow the path 
until you reach a cliff. Climb the handholds and stop for a moment. Observe the 
waterfalls, how they come and go. Wait for the waterfall on the left to 
subside, then dash left and climb up. Wait again, and when the waterfall 
subsides again, rush right. Climb up again, then pause a moment and examine the 
area. There are two paths leading up. For now, climb the left-hand path, being 
careful not to get swept off the cliff by the waterfall. Near the top the path 
branches again; continue on the left path. Move and push the pillar until it is 
directly in front of the Moai head spitting water. Climb down the cliff a short 
ways, until you reach the split, and climb up the right fork. Move and push the 
pillar until it rests in front of the second Moai head.
  Climb down the cliff (it doesnÂ’t hurt to get knocked down by the waterfall 
this time). When you reach the area where I suggested you pause and examine the 
area, jog right and climb the other set of handholds. Continue climbing until 
you enter a new screen. Climb up a little more, and climb down the handholds on 
the right. Stand next to the waterfall, hug the cliff, and race right. You'll 
be swept downstream, back to the previous screen. Continue holding right and 
the run button, and you *should* end up on dry ground at a treasure chest. Open 
it to claim the nut for yourself, then step into the waterfall and let it sweep 
you down the cliff. Climb down the nearby handholds and fill the empty Moai 
head with water by using Douse.
  Get swept downstream by the big waterfall one more time. Walk right and get 
swept downstream by the recently filled Moai head's waterfall. Follow the path 
down, right, and up, taking the right-hand path up at the end, to reach an Aqua 
Stone. Douse the big blue rock to cause the big waterfall behind it to reverse 
direction. Backtrack slightly and splash your way left and up. Time to climb 
the cliffs again... Start by taking the left-hand path. At the top you'll find 
an elixir in a chest. Climb back down (or get swept down, either way will work 
fine) and this time climb the right-hand path. The trick here is to climb 
diagonally when the waterfall subsides. Be quick also. You'll eventually climb 
between the Moai heads back onto solid ground. Push the log to your left to 
create a shortcut in case something goes wrong.
  Use the handholds on the right to reach the next cliff, where you'll find the 
reversed waterfall. Step in this waterfall to be swept upstream. Race through 
the rocks, cross the waterfall, and Move the top ice block into the second 
stream. Just push the bottom ice block into the river. Stand slightly above the 
bottom ice block and dash across the river. Run up until you reach the cliff, 
then splash across the river to reach a chest containing an oil drop. Cross the 
river once more and climb the cliff.
  Waltz left and climb the left-hand handholds. Freeze every puddle you come 
across (there are three total), then backtrack. Climb the right-hand handholds, 
make your way north, and climb more handholds. Progress through the rocks and 
cross the northern two frozen pillars to acquire a nice Mist Sabre, which I 
suggest giving to Jenna, since Piers already has a stronger weapon.
* Item breakdown
  Mist Sabre - ATK +110, Unleashes Searing Fog (Water, may cause Delusion)
  Cross the bottom frozen pillar of ice, head through the rocks, and climb down 
the cliff. Exit to the left. Climb down one level and Douse the big Aqua Stone. 
When the rain starts, climb down another two levels. Use the stepping stones to 
hop out onto the lake, and jump into the whirlpool. You are now in Aqua Rock 
Interior.

2.5i Aqua Rock Interior
- Items of interest: Vial, Psy Crystal, crystal powder, Lucky Pepper, 
                     Aquarius Stone, Water of Life, Tear Stone, Rusty Sword
- Djinni: Steam, a Mercury Djinni
  Start by exiting the room to the south through the only exit. A Psynergy 
Stone is to your left if you need to restore PP (remember to heal first). The 
exit you want is to your right, so hop right onto the platform, then down, 
right, and up until you finally reach the door. There isn't much in the next 
room, so simply use the north door to enter the first room with treasure.
  Run up and push the wooden pillar right one space so it blocks the steam 
vent. Pass by the pillar and stand against the wall next to the second steam 
vent. Use Move to pull the second wooden pillar toward you, blocking the steam 
vent. Turn around and stand between the two pillars. Use Move on the left 
(first) pillar to pull it to you. Run around behind the second pillar (so you 
are to the right of it) and use Move (do NOT push it, use Move) to shove it to 
the left. Climb the handholds, walk left, cross the two pillars, and open the 
chest containing the Vial. Retrace your steps back down the handholds, then 
exit to the southeast (bottom-right).
  You'll notice a Moai Statue filling the room with water. Use Move on the 
wooden pillar next to the statue to shove it in front of the statue. Climb down 
and use Frost on all three puddles. Climb back up and use the frozen pillars to 
reach the right side of the room. Exit to the south.
  Follow this long, twisting corridor. When it branches, take the south fork. 
When you reach water, hop across. You'll find a door leading to the main room. 
Nab the crystal powder waiting in the treasure chest, then return to the 
corridor. Race back the way you came, but this time take the north fork when it 
branches north and right.
  You really only have one way to go in this room - left and through the door. 
You are back in the main room. Hop across the water to reach the big Aqua 
Stone. Douse it with your hopes (and Piers' Douse Psynergy) to reveal the path. 
Follow the path to reach the exit. The next room is somewhat interesting. Amble 
left and north, and take the left fork. Cross the water and continue hiking 
north. Follow the path until you reach a steam vent and wooden pillar. Move the 
pillar in front of the right-hand steam vent. Step in front of the nearest 
steam vent, hop south onto the platform, then right, up and onto the path 
again, right below the pillar. The exit is north of you.
  This room is fun. There is a big Aqua Stone, a Moai statue, and some pillars 
to push. Climb down and walk around to reach the top-right pillar. Push it down 
once, then right once. It should now be in line with the bottom-right pillar, 
and with the tile near the exit. Climb back up and Douse the Moai Statue, then 
Douse the Aqua Stone. Cross the glowing path to the exit. Jog through the 
corridor until you reach the next room.
  Dash left and up through the narrow passageway. You enter a purple room. The 
only reachable exit is to your left, leading to a different part of the room 
you were just in. Climb down the handholds and stride south until you reach 
platforms in the water. Hop right, south two, right one, south two, and left 
three to reach solid land again. Climb the handholds and exit south.
  You are now in a waterfall room. Immediately dash left (hold B) into the 
water. You will be swept downstream. Keep dashing left to reach the left shore. 
There are five rocks on the left shore near the handholds leading down. Pass 
the first three, then run right into the water. Allow yourself to get swept 
down near the left edge so you end up on the lower level just to the left of 
the wooden pillar. Move the pillar right, then run to the left shore. Climb the 
handholds and rush out into the water at the same sport as before. This time 
keep holding B and right so you end up on the wooden pillar you just moved. 
Jump right to the other pillar, and walk up onto the land near the chest 
containing the Tear Stone. After adding the item to your collection, slide down 
the cliff and use the nearby exit to leave the room.
  Hop onto the platform in the water. Jump right, down, right two, and down to 
get back on solid land. Follow the land to the left and up into the next room. 
Climb down the nearby handholds and climb up the handholds across the room. 
Douse the Moai Statue and hop across the room to the top-right door. This room 
contains another chest. To reach it, climb down and push the ice block left 
once. Freeze the puddle near the left side of the room. Climb back up and Douse 
the statue. Now simply hop across the platforms and ice pillar until you reach 
the chest, which holds a useful Water of Life. Exit the room through the 
entrance, then re-enter. This time push the ice block all the way to the left 
and Douse the statue. The platforms will then lead to the other exit instead of 
the chest.
  Hop across the platforms in the water to reach the wooden pillar. Use Move to 
shove it to the right, then hop across to it. Push it to the right again to 
create a shortcut out of this room. Now hop north to reach the northern exit. 
Push the wooden pillar in this room onto the round indentation. Climb the 
handholds and jump onto the pillar. Jump up to reach the exit leading to the 
next floor.
  Cross the tightrope, climb down the handholds, and walk right and down until 
you can't go right anymore. Turn around and hop left across the platforms, then 
down into the next room. Climb down the handholds and prepare to push the 
pillars. There are three pushable platforms. Push the left-most pushable 
platform up two, right all the way, then up all the way. Push the right-most 
pushable pillar down all the way, then left two, and down once more. Push the 
remaining pushable pillar left twice, then climb the handholds and Douse the 
Moai Statue, then the Aqua Rock. Race across the shining bridge and go through 
the exit.
  Continue north through the next room. Push the wooden pillar off the cliff. 
Cross the pillar and use the nearby exit to progress to the next floor. Jog 
north and hop across the platforms. To continue, hop south onto the small 
circle of land, then left and up. Follow the path north, then hop right to 
reach a chest. I hope you are prepared, because this is the Mimic holding a 
Potion. Defeat it and hop back and continue hiking left to exit this room.
  This room contains a very helpful large Psynergy Stone. If you are low on PP 
you can refill it here as many times as you want to. Don't forget to refill 
your HP first. Once you have full HP and PP just hop, skip and jump south to 
find another large Aqua Stone. Douse it to create several shining paths through 
this large room. Head straight left to find some Lucky Pepper, then return to 
the Aqua Stone. Follow the right shining path, but hop south and left when you 
reach the last "L". Climb the cliff to find the Aquarius Stone, the greatest 
treasure Aqua Rock has to offer. Backtrack to the "L" and continue to the land 
on the right. Dash south and climb down the cliff. The exit you want is the 
bottom-left exit. Follow the path around the room, but stop in the center and 
hop straight up and through the doorway. Run up, check the column, and place 
the Aquarius Stone on it. Race up and through the doorway that appeared.
  Jog straight up, and around the depression. Climb down into the depression, 
and up in the center to reach the tablet. Remember Air's Rock? Well, this is 
similar to where Sheba learned Reveal. This time, Piers learns a Psynergy, 
Parch. Afterwards, the depression fills up with water. Use your newfound 
Psynergy to clear the way back. Backtrack all the way to the outer room with 
the narrow room. There's another depression here, with a chest at the bottom. 
Parch it too. Collect the Rusty Sword from the chest and climb the same 
handholds to get back into the room. Use the top-right exit to return to the 
main room.

   DJINNI ALERT!!!
  Climb up the cliff and continue jogging north until you find the shining 
path. Use the exit facing south nearby to enter the waterfall room. Climb down 
and walk right, then up as far as you can. It won't be far. Dash across the 
waterfall as fast as you can. If you did this right, you can climb the 
handholds on the right side of the waterfall. Follow the path north until you 
reach the Moai Statue. Parch it, then backtrack to the waterfall. Race up the 
dry riverbed and battle the Mercury Djinni Steam. Defeat him and he's all 
yours.
  END DJINNI ALERT!!!

  Now backtrack to the outer room where you found the Rusty Sword. Climb back 
down where the Rusty Sword was and climb up the other handholds. Now that you 
are outside again, cast Retreat. Walk down to get back to the world map. Stop 
by Yallam and forge the Rusty Sword into the Robber's Blade, then give it to 
Piers.
- Suggestion:
  Felix: Equip Jenna's Thorn Crown*
  Jenna: [Forge Pure Circlet]
  Piers: Equip Robber's Blade (refine from Rusty Sword)
  * - Only if you forge a Pure Circlet
* Item breakdown
  Robber's Blade - ATK +101, Unleashes Shred (Fire, may lower DEF)
  Pure Circlet - DEF +29, Water +20

2.5j Tundaria Tower
- Items of interest: Mint, 365 gold, Hard Nut, crystal powder, Burst Brooch, 
                     Center Prong, Sylph Feather, Lucky Medal, Vial,
                     Lightning Sword
- Djinni: Wheeze, a Jupiter Djinni, Reflux, a Mars Djinni

  Sail south from Yallam until you near the small island settlement of SE 
Angara Settlement. Sail around the island to the west side, a little below the 
settlement, then sail due west and you should end up at (or very near to) a 
beach on the southern frozen continent. Park your ship and get ready to trudge 
through the frozen wastes of Tundaria!

  DJINNI ALERT!!!
  Hike due west from the beach. You may have to go a bit north or south to get 
around the mountains. Try to stay as near to the northern coastline as you can 
as you hike through Tundaria. When you reach the tower, ignore it and keep 
marching west. You'll come to some mountains very soon. When you do, turn south 
and take a few steps, then turn west again and keep walking until you are in a 
cul-de-sac, surrounded above, below, and on the left side by mountains. Walk 
around in the light-blue patch of ice until the Jupiter Djinni Wheeze assaults 
your party. Defeat him and he joins your Djinni collection. Wheeze can inflict 
poison, which is very useful.
  END DJINNI ALERT!!!

  Backtrack until you come to Tundaria Tower (just a bit northeast of the 
Djinni). Enter the tower. You'll notice the first room has two ponds of water. 
Parch the right pond and descend the stairs. The door takes you to a long 
winding hallway. Ignore the obvious open exit in this hall and instead jog 
south. Hop across the gaps and run north to reach the exit.
  This room has two exits. Start by using the southern exit to enter an ice 
room. Step out onto the ice. Notice how your character slides across the ice. 
Your goal is to reach a chest. Slide south, left, up, right, up, and right 
again. Open the chest, which holds the Mint. I highly recommend using it on 
your slowest character (which happens to be Piers if he is his default class). 
To get back to the door slide left, down, right, up, right, down, and finally 
right. Return to the previous room.
  This time use the northern exit. Walk up to the north wall, ignoring the ice, 
and follow the path along the top of the room to the left to collect a nice 365 
gold. Trace your steps back until you reach the ice you ignored before, and 
step out onto it. You'll slide quite a long distance, drop, and slide some 
more. The next room is fairly simple, just jump across the gap on the left and 
race to the exit.
  You'll notice you are once again in the ice room, only this time on the other 
side. You may wish to save now, in case you mess up. Walk onto the ice, then 
slide up, left, down, right, up, and finally left to reach the ladder. The next 
room is mostly empty. The room after it has several exits. Start with the left 
exit to explore the left rooms and collect two treasures. When you reach the 
ice pillar Pound it and continue. You'll enter a room with three ice pillars. 
Only Pound the left pillar. This allows you to reach the crystal powder. Climb 
the ladder on the right side of the room and hop across the remaining two 
pillars to reach a Hard Nut, which boosts Defense.

  DJINNI ALERT!!!
  Rush back to the room with many exits and use the center exit (the one in the 
center of the room, not the top-center). You'll slide down a frozen ice path 
into a room below. SAVE YOUR GAME NOW!! You don't want to mess this up. See 
that Djinni to your right? You have to slide into him. It isn't too 
complicated. Just slide left, up, right, up, left, down, right, up, right, 
*BUMP*, right, save, and then fight. Defeat Mars Djinni Reflux to have him join 
the party. He causes one character to counter-attack during the turn he is 
used, which isn't very helpful most of the time. ItÂ’s awesome during boss 
battles when the bosses attack 2-3 times per turn.
  At this point you should have Venus x5, Mars x5, Jupiter x5, and Mercury x6 
Djinni. If you don't, you missed one somewhere. Just look back over this guide 
to find the one you missed and get it when you leave Tundaria Tower.
  END DJINNI ALERT!!!

  How to get back... I know, try this. Slip and slide left, down, left, and up. 
From here step left out onto the ice, then up, and finally left. The exit is 
nearby... Slide down the indentation and you'll find yourself back in the room 
with several exits. The only unexplored exit is the top-right exit, so use it. 
Climb the ladder, trek south, across the ice, and through the door. This room 
is extremely linear, so no directions are needed.
  This ice-filled room is also filled with wooden pillars, and can be quite 
tricky to complete. Climb down the ladder and run south to find the first 
wooden pillar. Move it to the left. When it stops, Move it north, then right. 
With that done, return to the bottom of the room. See those three ice pillars 
to your right? Pound the middle and right two pillars, but LEAVE THE LEFT ONE. 
There is a wooden pillar near the top-right of the room. Move it south, left, 
and up, then climb the right-hand ladder. You'll notice a group of two pillars 
to your left. Step out onto the wooden pillar and use Move to pull the right 
pillar towards you. Now go back to the entrance to this room and hop onto the 
wooden pillar near it, so you can reach the center platform. Push the remaining 
pillar to the right and go through the exit.
  This is another very linear room, which leads to another hallway. This 
hallway only has one exit, so it should be obvious where to go. You might think 
the ice wall is the end of the line, but a quick peek at reality Reveals 
otherwise. The ladder leads to the peak of the tower, where you will find the 
Burst Brooch in a chest. Equip it on Jenna, then use it on the bottom door, the 
one that's blocked. Slide down to the empty hallway. Cast Retreat to return to 
the entrance.
  Re-enter the tower. Go through the center door and Burst the crystal to gain 
the Center Prong. You now have two of the three Trident Prongs. Return to the 
previous room and Parch the pond. Zip down the stairs and through the door. 
Ignore the obvious exit and rush south, left, and up through the other exit. 
The ice wall in this room is real, with no holes, but that's not a problem. Use 
your new-found Burst to blow a hole in it, letting you through.
  This long hallway leads to two rooms. The first room has two chests, 
containing a Sylph Feather and a Lucky Medal. Grab them both, then go to the 
other room. This one has two chests, too, with a Vial and a Lightning Sword. 
After nabbing all the treasure sail back to Yallam.
- Suggestion:
  Felix: Equip Lightning Sword
  Sheba: [Forge Faery Vest]
  Piers: Equip Hagbone Mace
* Item breakdown:
  Lightning Sword - ATK +134, Unleashes Flash Edge (Wind, may cause Delusion)
  Faery Vest - DEF +38, use as an item to restore 200 HP

2.6 Eastern Sea part 2
----------------------
2.6a Izumo
- Items of interest: Water of Life, elixir, Lucky Medal, smoke bomb,
                     Festival Coat, antidote x2
  Leave Yallam and sail north. Pass the foggy area and land at the island 
northeast of the fog. It is the largest of the four islands surrounding the 
fog-shrouded sea. Hop off the boat and enter the village of Izumo.
  Start by collecting all the items scattered throughout the village. There are 
two antidotes in a patch of grass that can be blown away in the bottom-right 
portion of the village. The house directly left of the grass patch hides a 
Festival Coat in the larger crate inside the house (near the top-right of the 
house). The small house north of the grass patch contains a white jar that 
holds a smoke bomb. The next item to find is the Lucky Medal. It can be found 
by climbing the stairs to the northern portion of the village, crossing the 
bridge, and using Cyclone on the group of three grasses. The right jar next to 
the large house north of your current location contains an elixir.
  Return to the stairs, and climb down them. Walk left until you pass behind 
the inn. There is a small yellow rock in the river. You can use this rock to 
hop across the river to reach the other side. Follow the path and you will 
eventually come to a jar hidden in the trees, near the top of the village, 
kinda behind the largest house. This jar holds the Water of Life, the last 
findable item.
  Now that you have all the items, backtrack to the entrance of the village. 
Enter the small house southeast of the entrance, the one with the three dots 
connected in a triangle. Its now time to upgrade, so get ready to buy a few 
items.
- Suggestion:
  Felix: (nothing)
  Jenna: Equip Festival Coat
  Sheba: (nothing)
  Piers: Buy War Gloves
* Item breakdown:
  Festival Coat - DEF +28, LCK +10
  War Gloves - DEF +32, ATK +10
  Also buy the Psy Crystal that is for sale, since it is a rare item that will 
come in handy during a hard boss fight.
  At this point you can talk to the villagers (if you haven't already) to learn 
a little about what is going on in this village, but that's purely optional. 
When you are through in Izumo, leave the village and hike south, then east, 
around the mountains, to reach Gaia Rock.

2.6b Gaia Rock Exterior
- Items of interest: nut, Apple, Dancing Idol
  Gaia Rock looks a lot like Air's Rock and Aqua Rock on the map, but it is 
totally different inside. As you may have guessed, you'll need to use 
Venus-based Psynergies to progress, and you'll get one new Venus-based Psynergy 
for completing it. Unlike Air's Rock and Aqua Rock, though, you'll have to 
defeat a boss to get the Psynergy...
  Start with the exterior of Gaia Rock. To do this, ignore the large opening 
and follow the cliff left, through the trees, to reach handholds. Climb up and 
push the wooden log out of the way. Climb up the handholds you just revealed, 
and climb down the next handhold you come to. Use Move to drag the wooden 
pillar onto the gray square in front of the handholds. Follow the cliff right 
and climb down the handholds at the right edge. Jog left, pass the door again, 
and climb up the first handholds once more. This time hop across the gap using 
the wooden pillar, and climb the handholds on the far side. Walk left and climb 
up the next set of handholds.
  You are faced with a choice on this screen. There are handholds to your left, 
and some to your right. Climb the handholds on the right first. Climb up the 
vine when you reach it, and then climb up the next handholds. Hike left; climb 
down the vine and handholds to eventually come across a chest containing a nut. 
Climb back up and slide down the scoop in the wall to your left. Climb the 
handholds to get back onto the top ledge, and jog left until you come across 
more handholds.
  Climb down the handholds, past the cliff with the Tiki Statue, and keep 
climbing down until you reach a cliff with a vine to the left and a vine 
leading down. Walk over to the vine to the left and use Sheba's Whirlwind 
Psynergy to make it swing, allowing Felix to catch it. Tap forward to swing 
across the cliff. This technique will be used several times on your trip up 
Gaia Rock...
  Shove the wooden pillar with Felix's Move, then swing back across the gap. 
Climb down the other vine. At the bottom of the cliff dash left and climb the 
handholds and vine. Climb some more handholds, push the pillar out of the way, 
and climb yet more handholds. Climb the last handholds on this screen to reach 
the top, and exit to the left.
  Ignore the vine, it leads nowhere. Instead, climb down the cliff. Climb down 
until you can't climb down anymore, then jog left and start climbing up. When 
you reach the next level of the cliff (you will have just used a vine to climb 
up) you will see handholds leading up and a hanging vine to your right. Ignore 
the handholds and swing across the gap using the hanging vine. Climb once more, 
swing yet again, and take the final climb to the next screen.
  This screen is very tall, and designed to frustrate you. If you climb in the 
wrong spot, Tiki Statues will burst out of the wall and knock you down. If you 
follow my directions exactly, though, you won't have any problems. First off, 
I'll add a diagram to help...

xxxxxxxxx
   *
   *
   *
   *  ***   Key:
***** * *   * Handhold, safe to climb
* **T * *
* *** ***   T Part of a Tiki Statue, will
*  *  ***     knock you off the cliff...
****  ***
   ******
      *
      *
  *****
  * ***
*** *T*
*   ***
*    *
******
  *
  *
  ******
   *   *
   T   *
 ***   *
 * *   *
 * *****
 *  *
 *  *
 *  *
xxxxxxxxx

  Start by climb up the right-hand set of handholds. When you reach the first 
branch, go right and climb up some more. This will avoid the first statue. At 
the second branch, choose the left-hand path. Continue climbing upward until 
you reach the third branch. Go left and you will come to the fourth branch very 
quickly. Take the far-left path or just climb straight up and you will reach 
the top safely. After that, itÂ’s a very easy path to the next screen, with a 
few handholds and some rocks to go around...
  There are two important items on this screen. To reach the first one, hop 
across the wooden pillar and navigate through the rocks. You'll find a chest 
containing an Apple. To reach the other item, hop back across the pillar and 
climb down the cliff. Jog right and climb the next handholds you find. Race up 
and Move/push the pillar as far south as it will possibly go. Climb down, hike 
left, climb up, and jump across the gap using the pillar you just moved. Follow 
the twisty path until you reach an altar of sorts surrounded by wooden pillars. 
Reveal the unseen and nab the Dancing Idol. Either climb down the mountain the 
long way, or use Retreat, but either way, return to the entrance.
  Remember the large opening I told you to ignore twice? Now it is time to 
enter it. 
2.6c Gaia Rock Interior
- Items of interest: Rusty Mace, Cloud Brand
  The first thing you should notice is the altar and two large 
demon-head statues. Examine the altar and choose to use the Dancing Idol. Both 
statues move. Enter the doorway on the right.
  Race through the linear passage to the doorway at the end. In this room, head 
south, left, north, and around until you reach a large grassy area. Clean up 
the leaves with Cyclone. Backtrack to the entrance and use the doorway behind 
the left-hand demon-head this time. Follow the path until you end up back in 
the grassy room. Hop right onto the bottom of the two platforms closest to you. 
When the platform pauses near the bottom of the room, hop right again. When 
this platform pauses, walk right onto the next one. Repeat. Walk left onto the 
next one. Walk right onto the last one. Hop off onto the solid ground. The exit 
is just north of you.
  Follow the path until it forks. The right-hand fork is the fork of choice 
right now, so take it. You'll end up in the center of the room, with an altar, 
two demon-heads, and some grass. Clear out the grass with Cyclone, then let the 
Idol dance on the altar. Both of these actions cause beams of light to shine 
down on the dragon boss below. Once both rays of light are shining brightly, 
return to the fork and go left. Continue through the room until you reach the 
exit.
  The first order of business in this room is jogging south and clearing the 
leaves away. A Mad Plant will be enraged and challenge you to a fight. It 
leaves a potion in your possession when you defeat it. After that, exit to the 
south. The handholds on the wall look like they lead somewhere, but for now use 
the stairs to descend to the lower level and go through the doorway to your 
right. Make the Idol dance again, then return to the previous room.
  The handholds look promising, but are also hiding some Tiki Statues, which 
will pop out and knock you off, just like outside. To avoid them, hug the 
bottom-most path at all times. If you do, you'll avoid all Tiki Statues and 
reach the far side very easily. Use Whirlwind to cross the gap via the vine, 
then enter the next room. Hmmm... a spider web supporting an altar, and lots of 
grass, with no way to reach the altar... Try using Cyclone. There's a scoop on 
the far side of the hole, making an excellent shortcut to the room below. Drop 
down and let the Idol dance its last dance.
  Return to the main central room, the one with the first altar. This time 
follow the center path to the last exit. Now for a fun room! There are two 
stumps that have to be moved for you to get through. Start by moving the first 
stump up twice and right once. Stand in the top-right corner of the top path 
and use Move to drag the second stump once to the right. Now stand below the 
stump and move it right again. Stand below the stump and Move it down twice, 
then stand to the right of it and move it left. The path to the exit is easy to 
follow.
  This room is kinda foggy and has a lone plant in it. To progress, you must 
use Growth on the plant. The path is random, so I can't direct you through 
here. Just follow the plants. If you've forgotten how to get Growth, give Felix 
a Mars Djinni or anyone else a Venus Djinni. I personally gave Felix four 
Mercury Djinn and Piers four Venus Djinn, which gave me Growth (Piers) and also 
Wish (Felix), without affecting my stats too much.
  Along the way you will find a screen with a chest. This chest is really a 
Mimic, which drops a Game Ticket. After a few more foggy screens with plants 
and a lot of Growth, you'll come across another chest. This one contains a 
Rusty Mace, which will make a good weapon later on... After a lot more Growing 
and hiking you come to the boss room. A local villager with a hero-complex is 
trying to defeat the dragon to save his girlfriend, but the serpent doesn't 
care and knocks him out. Looks like you have to step in and save both the 
would-be hero and his girlfriend by killing the serpent.

BOSS BATTLE
Serpent (weakness: Jupiter)
  Before trying to kill the serpent, change your Djinn back. It gives you 
better stats. This boss is weak to Jupiter-based attacks. The best course of 
action is attack with Djinni with everyone, mixing in a few stat-booster Djinni 
along the way. The best summons for this fight are Thor, Procne, Flora, Megaera 
Meteor, and Boreas. Stay away from Venus-based summons, and mixed summons with 
50% Venus (or a higher %) if possible. For healing use Flower, Jenna's Aura 
family, or other healing Djinni/Psynergies. Reflux is great in this battle, 
since Serpent attacks twice per turn, and generally uses full-party attacks, 
Reflux will give you the chance to counter twice, dealing a decent amount of 
damage.

  Defeating the dragon doesn't kill it. But our friendly hero-to-be uses his 
sword to turn the dragon to stone, which effectively kills it. As Felix walks 
away, a stone tablet rises from the sands. Examine it to learn the new Venus 
Psynergy Sand. Before going anywhere or doing anything, use Sand and move 
behind the dragon. Press "A" when you are clear of the dragon to return to 
Felix, and examine the right-most section of the water to find the Cloud Brand, 
the sword the friendly villager left behind as his way of saying "Thanks" for 
your help with the Serpent. Leave the boss chamber and cast Retreat.
  Leave Gaia Rock. The guy from before is outside, lying down, resting. He asks 
if you are going to accept credit for defeating the serpent. I said No, but it 
is okay to say Yes. Return to Izumo.
 Before I forget...
- Suggestion:
  Felix: Equip the Cloud Brand
  Piers: Equip Felix's Lightning Sword
* Item breakdown:
  Cloud Brand - ATK +130, Unleashes Raiden's Wrath (Wind, cuts through defense)
  Lightning Sword - ATK +134, Unleashes Flash Edge (Wind, may cause Delusion)
  Note - I know this is an ATK drop for Felix, but the defense piercing ability 
  more than makes up for it

2.6d Izumo again
- Items of interest: Phantasmal Mail, Ulysses Summon
- Djinni: Coal, a Mars Djinni
  Return to Izumo. The entire town will be in a state of celebration. Walk past 
everyone to the top-right building in the far back of the village. Enter this 
building. A small game sequence occurs with Lady Uzume and a villager. When the 
talking is through, talk to Lady Uzume yourself.
  DJINNI ALERT!!!
  Give the Dancing Idol to Lady Uzume to get a Mars Djinni, Coal. I suggest 
giving this Djinni to Jenna. When unleashed in battle, Coal boosts Agility for 
the entire party.
  END DJINNI ALERT!!!

  Leave the building and Susa will tell you a legend about the Serpent and the 
Cloud Brand. If you didn't get the sword after the fight, this would be a hint 
to tell you to go back and get it. If you followed my directions, though, you 
already have it, and don't need to go back. Head back south and east through 
the village, crossing the bridge and descending the stone steps. Stop there, 
and go north behind the tree. Follow the path and you'll end up at a circle of 
logs. Move the log on the right towards the center, then cast Reveal. Descend 
into the pit that appears.

  In this pit, stand on the sandy patch and cast Sand. Go through the rocks and 
wooden pillar to the other side, then come out and use Frost on the left 
puddle. Use Sand to return to the starting point. Cast Frost on the right 
puddle. Now climb the ladder and use the frozen pillars to cross the pit to the 
other side. Proceed through the open doorway.
  At the first intersection take a right. When you see a ladder leading down, 
climb down it. Walk right and up and Pound the wooden pillar. Use Sand to get 
past the rocks, and continue up and left. When you reach the wooden pillar, 
stop. Face it, and use Move to push it to the right one space. Return to the 
ladder and climb back up. This time run left as far as you can, then up and 
right, hopping over the pillar you moved. Climb down and descend through the 
hole to the next area.
  The first thing you want to do here is climb the ladder on your right and 
follow the path up, left, down, and right. Hop across the wooden pillars to 
reach the chest. Open it to receive the Phantasmal Mail. Equip Felix with this 
mail.
- Suggestion:
  Felix: Equip the Phantasmal Mail
* Item breakdown:
  Phantasmal Mail - DEF +38, LCK + 7, can be used in battle to Delude all 
                    enemies, but may break
  Now return to the beginning of this room, where the ladder was. Head south 
and Pound one of the pillars (doesn't matter which one). Continue south, left, 
and finally up the first ladder to reach a pond. Parch this pond to drain it. 
Go back down and climb the second ladder (the one on the far left) to reach the 
doorway you created where the pond was. Run straight north and examine the 
tablet to aquire the summon Ulysses, which requires 2 Mercury and 2 Mars Djinn. 
Make your way back (or Retreat) and leave Izumo.

2.6e Apojii Islands again
- Djinni: Haze, a Jupiter Djinni
  Return to the boat and sail back to the Apoji Islands (southeast if you've 
forgotten). Enter the town.
  DJINNI ALERT!!!
  Once in town, make your way south to the beach. Use sand to get past the 
rocks and continue heading right. Follow the shallow water until you reach a 
waterfall. Press down to jump down the waterfall onto a ledge. Turn around and 
walk into the waterfall to find a cave. Run through the cave, but stop at the 
third vine. Use Whirlwind on it and follow the new path to reach the Jupiter 
Djinni Haze. This Djinni allows the user to "hide" for one turn when used in 
battle. It basically means the user is invincible for one turn, but since you 
have to use the Djinni to get the effect, your character didn't attack, and 
basically wasted a turn. This is ONLY useful if you have a character who takes 
a lot of damage (Sheba/Ivan in their default class) and need a standby Jupiter 
Djinni for a summon...
  END DJINNI ALERT!!!
  To return to town, go back to the vine cave and exit through the bottom-right 
exit, then use Lash. While you are here you *may* want to sell any items you no 
longer need (if you haven't already done so)... Exit town and return to the 
ship.
  At this point you can return to Yallam and get your Rusty Mace cleaned up. 
This nets you a Demon Mace (it sounds cursed but isn't).
- Suggestion:
  Sheba: Equip Demon Mace (if she doesn't have a Glower Staff)
* Item breakdown:
  Demon Mace - ATK + 115, unleashes Evil Eye (Earth, may cause Delusion)

2.6f N Osenia Islet
- Items of interest: Lucky Medal, Milk
  Sail to N Osenia Islet, which is north of Alhafra, and southwest of the foggy 
area. Enter the small farm on the island.
  The first matter of business is the Lucky Medal. This is found inside the 
house, in a jar against the left wall. Once you have that, go back outside and 
stand directly south of the cow. See that sandy patch? Use Sand and approach 
the cow. Use Sheba's Mind Read and swap the Red Cloth for some tasty Milk.
  That's all for here, so just leave and set sail again.

2.6g West Indra Islet
- Items of interest: Lucky Medal, Li'l Turtle
  Sail left from N Osenia Islet until you hit a continent, then sail around the 
northern coast. When you hit another continent, sail south to reach a small 
island. Beach your ship at this island, West Indra Islet, and enter the small 
village. The village turns out to be nothing more than a lot of boards 
connecting a small boat and hut together in shallow water.
  The Lucky Medal can be found by walking left, then up at the end. Continue up 
and check the barrel on the planks beside the boat. Now backtrack just a little 
and take the path to the right. When you reach the hut, keep going right, 
hopping across the pillar to the other side. Race down the stairs and around 
the shallows to reach the dog. Mind Read him and give him your Milk. He will 
reward you with a Li'l Turtle that he caught.
  That is everything this island has to offer, so we set sail again.

2.6h Alhafra and Briggs
- Items of interest: potion, Psy Crystal, 777 gold, Power Bread
  Sail back towards N Osenia Islet, but stay close to the coast line. You'll 
sail around the first continent, and then sail right along the second 
continent. Dock at the second beach (at a pair of beaches split by a river) on 
the northern coast of the second continent. Follow the path left on foot to 
reach the town of Alhafra. 
  Remember that ship you helped to clean up in this town the last time you were 
here? You couldn't get the boulder off the mast, then, but now you can. Stand 
just below the boulder on the mast and use Jenna's Burst Psynergy. Return to 
town for a scripted game event to take place. You'll be able to move around a 
couple of times during this event, so just keep heading to town and the event 
will continue. When you are given the choice to stay at the Mayor's house 
choose Yes (if you choose No you will stay anyway).
  Choose to chase Briggs (or not) and leave the Mayor's house. Rush to the ship 
to see Briggs and his pirates steal it. He isn't very brave, but regains his 
courage when he realizes you can't get near him, and makes fun of Felix and 
crew. After the events are all played out, return to town.
  Go back to the Mayor's house, but don't enter. Instead, follow the trees to 
the left and enter the hidden entrance to the Cave below the town. Climb down 
the ladder to your right and make your way south. Follow the footprints until 
you end up in Briggs' jail cell. Check the bottom jar for a Power Bread, which 
boosts one character's max HP. I suggest giving this to someone with low HP 
such as Jenna or Sheba. Now backtrack until you reach a puddle. Freeze it with 
Piers' Frost and hike north to the ladder. Climb the ladder and follow the 
ledges right, south, and finally left around the room to reach some treasure 
chests. These contain a potion, Psy Crystal, and 777 gold. After that, Retreat 
or walk out, and leave town.
  It is time to set sail once more. This time, though, it is to hunt down 
Briggs.

2.6i Champa
- Items of interest: Viking Helm, smoke bomb, elixir, 12 gold, Lucky Medal, 
                     Golden Ring*
  * Transfer event item
  Sail directly north once you reach your ship. You'll eventually come to 
two beaches along the southern coast of Angara. Dock at the beach and enter the 
town that is visible. This is Champa. Enter and walk up to the first small 
signpost near the first stairs.

  TRANSFER EVENT ALERT!!!
  When you enter Champa a girl named Feizhi may stop you. If you helped her in 
Golden Sun by saving her trapped friend, she will give you a Golden Ring. It 
goes without saying that you have to transfer from GS to get this event... If 
you didn't help her friend in GS, she won't appear in Champa.
- Suggestion:
  Anyone EXCEPT Sheba: Equip the Golden Ring
* Item breakdown:
  Golden Ring - Raises elemental resistances when used in battle, but may break
  END TRANSFER EVENT ALERT!!

  Now try to leave town. If you've gotten the other Alex events, he may appear 
here. Karst will also appear. Afterwards, Agatio shows up. You've never met him 
before (unless you've played the game before). After some brief words of 
encouragement, Alex and the Mars Adepts leave. Kraden reveals a little more 
about himself, then the game returns control to you.

  Take the time to explore the town. Start by going right. Climb the stairs and 
use Reveal on the center of the tombstones to find a chest containing a Viking 
Helm.
- Suggestion:
  Felix: Equip the Viking Helm
  Piers: Equip Felix's Thorn Crown
* Item breakdown:
  Viking Helm - DEF +30, Water Resist +30
  Thorn Crown - DEF +28 , ATK +8

  Continue exploring the town to find the rest of the items. Go north until you 
reach the item hut (the hut with the triangle symbol on it). Cross the rope 
bridge and nab the smoke bomb in the box next to the hut there. You should also 
buy new armor here
- Suggestion:
  Jenna: Buy the Blessed Robe
  Piers: Buy the Plate Mail, possibly buy the Silver Helm
* Item breakdown:
  Blessed Robe - DEF +36, HP +5 per turn
  Plate Mail - DEF +33
  Silver Helm - DEF +30
  I say possibly on the Silver Helm because it is only marginally better than 
the Thorn Crown but would decrease his ATK.

  Continue north in your search for items. You'll find Briggs and two of his 
pirates near a doorway. Ignore them and enter the house directly to their right 
(the Inn). Examine the stack of boxes in the Inn to find an elixir. Exit the 
Inn and follow the cliff right. See that box all by itself? It contains 12 gold 
coins. Now enter the door Briggs ran through.
  In the tunnel system walk to the right and enter the last door on the right. 
Open the barrel between the beds for a sleep bomb. Backtrack slightly and take 
the passage with the two pirates. The next floor doesn't hold anything of 
interest. Simply follow the path north and take the first set of stairs going 
up that you come to. This time go straight south, around the center rock, and 
continue south until you end up back outside. The jar on the right holds a 
Lucky Medal, which will be of great use to you in the near future. Re-enter the 
rocky passageway and take the center stairs (in the rock you went around 
before). Follow the passage until it ends, but don't go through the door just 
yet. Instead, SAVE NOW. You have a Boss Battle ahead of you. Prepare now by 
setting Fog and Steam (Mercury Djinni) to Standby, as well as Ether and Haze 
(Jupiter Djinni). Enter the next room. When told to leave, say No.

BOSS BATTLE
Avimander (weakness: Mercury) (see Boss section for stats)
  Start the fight with Felix throwing out the Djinni Mud, Sheba using any 
attack Djinni or Psynergy (I used Wheeze), Piers using the Moloch summon, and 
Jenna should attack with the Djinni Char to paralyze the boss. In the following 
rounds Felix should attack with Djinni until he can summon any Earth or mixed 
summon, or use Flower if the party really needs healing. Sheba should use 
attack Djinni (but not too many or she'll have no defense) or a Plasma Psynergy 
(such as Shine Plasma), Piers should keep using Djinni and throwing out Moloch 
when he can, and Jenna should use Aura or attack, but NOT with Djinni. Try to 
stagger your Djinni so that you throw out one paralyze-type per round, if 
possible. As I already stated, Moloch is a good summon, and so are any of the 
Water summons. The Djinni Shade can help out in a pinch, blocking some damage, 
and the summon Flora has a chance of putting Avimander to sleep.

  After the battle Felix's group clears up the misunderstanding concerning 
Briggs and their intentions. Grandma knows a lot about the Trident Prongs and 
promises to forge them into the Trident if you bring her all three Prongs. Give 
her the two you already have. Then leave town, because there is nothing left to 
do in Champa.

2.6j Ankohl Ruins
- Items of interest: 210 gold, nut, crystal powder, Power Bread, Vial, potion, 
                     Thanatos Mace, Sylph Feather, Muni Robe, 365 gold, 
                     Left Prong
  Board your boat and sail directly east (right) to the nearby beach. Dock and 
disembark, then hike north to the tower that is visible. This tower is Ankohl 
Ruins.
  There is nothing on the first screen, so just go up and enter the tower 
itself. You may want to keep Sand and Whirlwind hotkeyed, as they are the most 
used Psynergies in this dungeon. Ignore the vines on the far left and far right 
in the first room - Briggs already cleared out all the treasure behind those 
vines. If you do enter the rooms, you will only find empty treasure 
chests. Instead, start by hopping left, then walking up and jumping right. 
Continue hopping from platform to platform, walking where necessary, until you 
reach the top of the room. There are three vines here. Blow away the middle one 
with Whirlwind and enter the next room.
  This room contains a lot of large stone heads. Go to the far right and back 
up one head. You should be standing in front of the second head from the right. 
Hop onto the lone block in front of it and use Felix's Move Psynergy to drag 
the head towards you, opening a passageway. Follow that passageway (clearing 
the way with Whirlwind when needed) to reach a sand pit with lots of blocks and 
a wooden pillar. Stand above this pillar and Move it to the right.
  Backtrack to the stone head room and open the right-hand statue. Collect the 
crystal powder, then go back to the stone head room again. Now open the second 
head from the left. This one contains 210 gold. Finally, open the far left 
head. You'll end up in the sand pit room again, and this time you can use Sand 
to collect the nut from the chest.
  Return to the stone head room and waltz down through the doorway. In this 
room run south, then left, jumping across the gaps, to reach the doorway on the 
far left. This will take you to the floor above you, where you want to follow 
the passage until you reach a line of sand. Use the Sand Psynergy and follow 
the sand north, then turn right when the sand does. Keep going right until you 
reach a treasure chest. Claim the prize, a Thanatos Mace, then use Sand again 
to return to where the sand goes north/south and east/west. At this junction, 
hop out of the sand and exit through the northern door. 
- Suggestion:
  Sheba: Equip Thanatos Mace (even if she has the Glower Staff)
  Jenna: Equip Sheba's Glower Staff (if Sheba had the Glower Staff)
* Item breakdown:
  Thanatos Mace - ATK +125, unleashes Heartbreak (Earth, may kill instantly)
  Glower Staff - ATK +126, unleashes Flash Force (Wind, seals Psynergy)

  Follow the path until you reach a stone head piece. Push this piece right 
until it completes the head. When you do, the head will spew sand into the 
room. Now backtrack until you reach a room with vines. You'll have to use Sand 
to get there. Hop right and head up until you reach a doorway. Do NOT enter 
this doorway. Instead proceed left from the doorway and blow away the SECOND 
vine you come to. This opens the path to a previously unreachable part of the 
Thanatos Mace room.
  Jog north and you will end up back in the room you filled with sand. Climb 
down and dash across the sand to reach a chest containing a Power Bread. Give 
it to Jenna or Sheba (this depends on whether you want your healer or weakest 
character to have more HP - personally I give it to Sheba). Stand in the sand 
and use Sand. Burrow your way north and climb out on the right side. Climb up 
the vines and exit the room.
  This room has a few treasures. To get them, start by going south and right. 
In the next room, run and jump your way up and left. Stand directly across from 
the wooden pillar and Move it. Return to the previous room and follow the path 
left and up and left again until you reach another door. Take it. Use Sand to 
reach the chest containing a Vial, then return to the previous room. Now follow 
the path south until you reach a dead end holding 365 coins. Turn around and 
follow the path all the way around the room to reach the right-hand exit once 
more.
  Once again run and jump your way north, but this time take a right at the 
fork. You will enter a trapped room. Prepare for some fast action. Start by 
standing on the switch in front of the stairs leading down. The sand will start 
to rise. Rush across the sand to the second switch and trigger it. If the sand 
isn't high enough to trigger the switch just wait a second and it will be. Now 
make a mad dash for the stairs and exit. Follow the path through the next 
hallway to end up in a room with a drop. Fall down the hole.
  First, push the wooden log to create a shortcut back to the entrance. Then 
shove the face pillar onto the face statue. Exit north. Follow this room until 
you reach a sand pit and wooden pillar. Move the pillar to the right and 
backtrack. Remember that pillar I said made a shortcut to the beginning of the 
dungeon? Return to it and climb down the vines, then enter the doorway.
  Rush through the next room, hopping over the pits, and use Sand to cross the 
sand pit in the third room. Exit to find yourself back in the face room. This 
time you want to use the bottom-right exit. Ignore all vines and use Sand at 
the end to reach the exit. The next room has three vines, and the first vine 
leads to a great prize, the Muni Robe.
- Suggestion:
  Sheba: Equip Muni Robe
  Jenna: Equip Sheba's Faery Vest (if Sheba had a Faery Vest)
* Item breakdown:
  Muni Robe - DEF +39, HP recovery +10
  Faery Vest - DEF +38, use as an item to restore 200 HP

  Back in the previous room, continue right and down to the next room. This 
will be a tricky room later on, so remember this room. Anyway, for now just jog 
north and climb the vines, then go through the nearby doorway. Walk north and 
use Sand to cross the sand pit. Go right to the first vines, blow them away 
with Whirlwind, enter the room that leads to and collect the Sylph Feather. 
Return to the previous room and continue right and south. This brings you to 
another sand trap room, with switches to trigger and sand that fills the room.
  This room is slightly tricky, but only because it is deceptive. It looks like 
you can trigger the second trigger from the left-hand platform, but you can't. 
Trip the first trigger, then rush to the second one, but STAY IN THE SAND. As 
soon as you can, hit the second trigger, then dash to the left-hand platform 
and the exit. You have to be quick to do this. Afterwards, follow the path 
until you reach some vines. Clear the first vine you come to and enter that 
room. Push the wooden log and collect the potion, then return to the previous 
room.
  Ignore the remaining vines and make your way left to the exit. Follow the 
path until you end up in a room with a stone head statue. Push the lone 
remaining piece of the head onto the statue. The statue's eyes turn green when 
you do. Now backtrack until you come back to this same room, but from the other 
side. As soon as you climb down and hop in front of the statue, it starts 
moving, pushing you south. When it pushes you on top of the sand, use Sand to 
duck under it. Once it is past you, pop out of the sand and run north. Use sand 
on the sand path where the statue was, and tunnel your way north. Climb the 
vines and exit north.
  Follow the only path you can. Stop only to Move a wooden pillar, but DO NOT 
use Sand there just yet. Instead head south to the next room. Use Move while 
standing below the statue piece to shove it north, then stand to the right of 
it. Cast Reveal, then Move it left into the hole. Exit through the right-hand 
exit. Push and shove the statue piece to complete the face statue. Now 
backtrack to the sand I told you not to go through and go through it. You are 
back in familiar territory. Exit this room by going left and down. Climb down 
the vine next to the wooden pillar and keep going down and right until you are 
standing in sand. Use Sand and make your way up and right, finally coming out 
on a ledge. Go to the far right and use the vines to climb down, right, and up 
to reach the next room.
  This room holds nothing, so proceed straight through. The final room is a 
large sandfall, which you can climb if you use Sand. Do so and climb the final 
vine to reach the top, where the Triden Prong rests. Collect it and Retreat. 
Sail back to Champa and give the final Prong to Grandma. She will forge the 
Trident (yay!). Use Reveal to collect it, and give it to someone.
- Suggestion:
  Jenna: Equip Trident
* Item breakdown:
  Trident - Water resist +20

  Once you have the Trident you can safely enter the Sea of Time and reach 
Lemuria. Return to your boat and set sail. First, though, return to Yallam and 
forge the Sylph Feather into a pair of Aerial Gloves.
- Suggestion:
  Sheba: [Forge Aerial Gloves (Sylph Feather)]
* Item breakdown:
  Aerial Gloves - DEF +37, AGI +30, Wind +20


2.6k Sea of Time
  Sail to the Sea of Time, which is the foggy area on the map. Enter this area 
from the south. You will have to make your way through rough currents and rocky 
obstructions. If you aren't careful, you will be swept back to the entrance. To 
aid you in your travels, you can follow the directions in Yepp's 3 songs, the 
ones you learned in Yallam.
  I have translate those songs into actual directions:
    Go north past the twins (rocks at entrance)
    Continue north past 2 swirls
    Sail twice around the mini volcano
    Head east past a swirl when the water stops
    Then turn north and go past 3 swirls to north
    Sail around the mini volcano 3 times
    Sail north when the water stops
    You will be at a star shaped rock

    Head west past 3 swirls
    Sail twice around the mini volcano
    Head south past a swirl when the water stops
    Then turn and head west past 1 swirl
    Sail around the mini volcano 3 times
    Sail south when the water stops
    You will be at a moon shaped rock

    Head south past 2 swirls
    Sail twice around the mini volcano
    Head west past a swirl when the water stops
    Then turn and head north past 6 swirls
    Sail around the mini volcano 3 times
    Sail north when the water stops
    You will enter a new screen, save immediately

  Once you have entered this screen, prepare for a Boss Battle. I suggest 
setting all but four Mars Djinn to standby (I personally set Spark, Kindle, 
and Coal to standby - I know, this leaves Jenna with three Djinn, not four, 
but allows for a slightly quicker battle without too much worry - Felix can 
take care of healing with Flower for one round while Jenna recovers a Djinni). 

BOSS BATTLE
Poseidon (weakness: Mars) (see Boss section for stats)
  This boss is a little different from other bosses. Start by using the Trident
item on Poseidon while using Iron, Steam, and Haze the same turn. After that, 
unleash Tiamat with Jenna. Continue using stat-boosting/stat-weakening Djinn 
with Piers, or use Ply/Ply Well if you need single-target healing. His Djinni 
Shade is also good, reducing damage, as always. Try to keep at least four Mars 
Djinn set on Jenna at all times, in case you need Aura. Felix should attack 
with Djinn, Ragnarok Psynergy, and use stat-boosting and healing Djinn also. 
Sheba should concentrate on attack Psynergy more than Djinn, otherwise her 
defense will be very low, but should still throw out a few, such as Breath (if 
needed), Waft, Wheeze, and Blitz. Just try to keep about three or four Djinn 
set on her at all times. Jenna should use Aura when needed, and when not 
healing she should use Fume/Serpent Fume and attack Djinn, especially Reflux.
For summons use Tiamet, Zagan, Megaera, and Flora, as well as the default 
Earth-based and Wind-based summons. Water-based summons don't deal much 
damage, but if you have four Mercury Djinn on standby, go ahead and cast Boreas 
anyway. It should deal over 500 damage (which should be a little less than 
Sheba casting Flora is dealing). The worst part of this fight is Poseidon's 
Super Rush ability - it acts just like Reflux, allowing him to counter anyone 
who hits him until the end of the turn, and his Ply Well, healing upwards or 
200HP.

  After you beat him, sail north to reach Lemuria at last.

2.6l Lemuria
- Items of interest: Mist Potion, Rusty Sword, Hard Nut, Lucky Medal x2, 
                     Grindstone
- Djinni: Rime, a Mercury Djinni
  Enter the island to find yourself in a cave. Sail north and east to enter 
Lemuria itself. Dock your ship, but don't disembark. Instead, enter the 
interior of your ship. In the second room turn right and go down the stairs. 
Enter the last doorway in this hall to find a room filled with water, and drain 
the water with Parch. Descend the ladder and collect the Mist Potion from the 
chest. Go back the way you came to exit the ship. Follow the land around and up 
until you can go no further, then Move the statue out of your way. A brief 
conversation with some guards follows, then you are free to enter Lemuria.
  The first item of business is to collect all the items you can, then get new 
gear. Follow the path until you reach a pool of water. This is the Lemurian 
Fountain, where you can spend Lucky Medals to get good gear. Before you do, 
look to the left and a little down from the fountain. See the flowers, and a 
butterfly? Use Scoop where the butterfly is to excavate a Game Ticket. You can 
find a Lucky Metal by using Scoop on another butterfly to the right of the 
fountain.
  Climb the steps by the fountain to ascend to the next level of the city. 
Kraden takes over and forces Felix to go north. If you Scoop where the 
butterfly is (near the dog) you will find a worthless bone. It serves no 
purpose, other than to clutter your inventory. Continue north to reach the 
palace, where more conversation takes place. As soon as you can, return to the 
area right above the fountain. From there, hike east (right) until you see a 
chicken, butterfly, and plant. First, Scoop where the butterfly is to get a 
Rusty Sword. Then swap Djinn to get the Growth Psynergy and use it on the 
plant. Climb down the cliff and go south, past the cow, to a patch of weeds. 
Stand in the middle of the weeds and use Cyclone to find a Hard Nut. Use it on 
whomever (I still recommend Sheba), then return to the top of the cliff.
  Now that you've collected most of the items here, return to the fountain. If 
you've played Golden Sun (the first game) this will be very familiar - toss in 
a Lucky Medal and you will get a chance to win a good item, depending on where 
it lands. I recommend saving before trying, and saving after every good item. 
The fountain can give you these items:
  Eclipse Summon - Summon, 3 Jupiter, 2 Mercury
  Hestia Blade - Lng Swd ATK+145, Unleashes Crucible Fire (Fire, may lower AGI) 
  Mighty Axe - Axe ATK +142, Unleashes Heat Shatter (Fire, may lower RES)
  Fireman's Pole - Staff ATK +130, Use in battle to increase RES
  Minerva Helm - Helm DEF +43, Max PP +20
  Crown of Glory - Crown DEF +40, PP+8 per turn
  Brilliant Circlet - Circlet DEF +36, LCK +10
  Aegis Shield - Shield DEF +41, Critical +10%
  Leda's Bracelet - Bracelet DEF +38, Wind Power +30
  Crafted Gloves - Glove DEF +35, ATK +5
  Erebus Armor - Armor DEF +43, HP +6 per turn
  Floral Dress - Clothing DEF +38, Use in battle to put enemies to sleep
  Wild Coat - Clothing DEF +37, AGI +40
  Potion - Item restores HP
  Psy Crystal - Item restores PP
  Water of Life - Item revives a downed ally

  I recommend getting these items at this time:
  Eclipse Summon x1
  Hestia Blade x2
  Minerva Helm x2
  Crown of Glory x2
  Aegis Shield x2
  Leda's Bracelet x2
  Erebus Armor x2
  This will require at least 13 Lucky Medals, assuming you reset if you don't 
get what you want (or are extremely lucky). I recommend two Leda's Bracelets, 
even though the Aerial Gloves you could've forged (and were recommended) are 
only one point lower in DEF, and have a good AGI bonus that Leda's Bracelet 
doesn't, because of the way I prefer to play the game. You *could* substitue a 
Mighty Axe for one of the Hestia Blades if you need/want to. After that, spend 
your Lucky Medals on Potions, Psy Crystals, and Waters of Life. At this point, 
I only had 15 Lucky Medals, but you will get one more before leaving Lemuria... 
The closer to the center you get, and the more creatures the Lucky Medal 
bounces off of, the better the chances of getting one of the good items. If you 
run out of inventory space, wait until you leave so you can sell off your old 
equipment and come back for the rest of the items. 
When you do, you should have this equipment:
- Suggestion:
  Felix: Get Hestia Blade, Minerva Helm, Aegis Shield, Erebus Armor
  Jenna: Get Crown of Glory, Leda's Bracelet
         (also get a Floral Dress if she doesn't have a Feary Vest)
  Sheba: Get Crown of Glory
         (also get a Leda's Bracelet if she doesn't have Aerial Gloves)
         (and to follow Section 7.7 Character Equipment by Element)
  Piers: Get Hestia Blade, Minerva Helm, Aegis Shield, Erebus Armor
* Item breakdown:
  Hestia Blade - ATK+145, Unleashes Crucible Fire (Fire, may lower AGI)
  Minerva Helm - Helm DEF +43, Max HP +20
  Crown of Glory - Crown DEF +40, PP+8 per turn
  Aegis Shield - Shield DEF +41, Critical +10%
  Leda's Bracelet - Bracelet DEF +38, Wind Power +30
  Erebus Armor - Armor DEF +43, HP +6 per turn
  Floral Dress - Clothing DEF +38, Use in battle to put enemies to sleep

  What you want to win depends on how you want your characters decked out at 
the end of the game. This would be a great time to read over Section 7 Ultimate 
Equipment and decide if you want to follow any of those suggestions (either the 
Character Equipment by Strength or Character Equipment by Element sections) or 
go with your own equipment list. For the remainder of this guide I will make 
suggestions based on my Character Equipment by Element lists, since I tend to 
play with each character in his or her default element. Here is a list of what 
I will be going by:
Isaac - 7.7a
Felix - 7.7c
Jenna - 7.7d
Garet - 7.7e
Sheba - 7.7g
Ivan - 7.7g
Piers - 7.7i / 7.7k (7.7k only if you didn't transfer)
Mia - 7.7j

  After getting the items from the fountain, head up the steps to the area 
right above the fountain. Just a little above and to the left of the fountain 
is a house, with a tree right in front of it. Enter this house and talk to the 
man there. You will enter a game sequence, and learn a little about Piers (and 
also some bad news related to him...). Try to leave the house and Piers uncle 
will start a second conversation, and give you a hint about what to do next. 
When you regain control, run right until you reach the area with the chicken. 
Try to enter the tower's front door. See the rope? Use Lash on it and climb it 
into the house. Ignore the ladder leading up and instead enter one of the black 
areas on either side of the ladder to descend to the first floor. Chat with 
Lunpa for a while.
  Lunpa will tell you of his past, his journey with Babi, and about Lemuria. If 
you played the first Golden Sun, you will recognize the name of Lunpa, the 
Righteous Thief, as being the name of the town where Lord Hammet, the great 
merchant (and protector of Ivan), was held captive (by the grandson of Lunpa). 
There will be a lengthy conversation, then control will return to you. When it 
does, you should immediately rush to the palace (the northernmost building.
  Inside the palace, you have one item to nab before talking to King Hydros. 
Use the right-hand door in the first room to enter a room with a few weapon 
racks and a barrel. The barrel, in the top-right corner, holds the second 
Lucky Medal I told you about earlier. Now return to the first room and use the 
staircase to reach the second floor. Walk forward to reach the king. This will 
be a really long conversation. When all the talking is through, the king will 
give you a Grindstone, so I hope you have at least one item spot open... If you 
don't have room you won't be able to open the chest and get the gem, until you 
either discard or sell an item.
  DJINNI ALERT!!!
  Exit the palace and return to your ship. Talk to Kraden to set sail once 
more. A brief conversation takes place, and is somewhat humorous... Enter the 
land of Lemuria again, and sail left and up. There is a big rock blocking your 
path. Now is the time to test out your new Psynergy, Grind. Use it to turn the 
rock to dust, and sail through the now-open path to reach another dock. 
Disembark and follow the path to Ancient Lemuria. Jog left, then down at the 
end, until you are between two fallen pillars, with one above you and one 
below. There should be a patch of grass directly across from you, that you 
cannot reach. Use Cyclone to blow it away, and a Djinni will race past your 
startled group. Follow it and you will notice the statue you passed earlier is 
now wiggling. Cast Tremor on it to make it stop shaking, then capture the 
Mercury Djinni Rime. This Djinni can be used to seal an enemy's Psynergy. At 
this point you should have five Venus, six Mars/Jupiter, and seven Mercury 
Djinn.
  END DJINNI ALERT!!!
  Return to your ship and sail out of Lemuria. To exit the Sea of Time, sail 
left in Poseidon's area and Grind the rock blocking the left-hand exit. This 
becomes a shortcut in and out of Lemuria (from now on enter the Sea of Time 
from the left and you can skip straight to Lemuria!).
  You can start on your next adventure immediately, or, return to any island 
with a shop. If you need to get anymore items from the Lemurian Fountain, go 
back and do so as well after selling. There is no need to forge your last Rusty 
weapon, since it becomes a Corsair's Edge (Light Blade, ATK +90), and is MUCH 
weaker than any weapon you are currently carrying (even if you never got any 
weapons from the fountain).

2.7 Western Sea
---------------
2.7a More Gathering
- Items of interest: Lucky Medal, Turtle Boots, Rusty Staff x2, Rusty Sword, 
                     166 gold
- Djinni: Meld, a Venus Djinni, and Tinder, a Mars Djinni
  Sail around the Sea of Time and dock on the beach of the island (Sea 
of Time Islet) directly to the right of the Sea of Time. Enter the little 
settlement on this island. See the hut to your right? There is a barrel 
partially hidden to the left of it (you have to be right next to the hut to 
reach it) that contains a Lucky Medal. Nab this, then go down the beach by 
using the far right steps to descend from the hut, and keep going down until 
you see a turtle. Mind Read the turtle and give it the Li'l Turtle in your 
possession to end the trading sequence and unlock the way to a new area. Agree 
to travel with the turtle to be taken to Islet Cave.

  DJINNI ALERT!!!
  Enter the cave and proceed until you reach a circle engraving in the ground. 
This is a Teleport Pad, and can only be used once you learn the Teleport 
Psynergy, late in the game. For now, roll across the water on the log and open 
the chest to aquire a pair of Turtle Boots. Return to the Teleport Pad and hop 
across to the other side. In the next room roll through the water on another 
log, then hop over and down. Roll up the room on using the bottom log and 
confront the Venus Djinni Meld. To help prevent this Djinni from running away, 
use Char (Mars Djinni) and Blitz (Jupiter Djinni) on it to attempt to stun it. 
Waft (Jupiter Djinni) is also good to use, to put it to sleep... Meld is a nice 
Djinni to have, because when you use it in battle the one using it will attack, 
and a random member of your party will attack at the same time, adding to the 
damage, and that member still gets their own turn!
  END DJINNI ALERT!!!

  After your battle, ride the log back down and follow the path around the 
right side of the room until you are back at the top. Ride the log across the 
water to the left side, and exit south. Cross the water and collect the Rusty 
Staff. Walk out or Retreat, and return to your boat.
  Sail to the area marked Gondowan Cliffs on your map. The easiest way to do 
this is sail due west from the Sea of Time Islet, skirting the bottom of the 
Sea of Time, and continuing west until you bump into a continent. Now turn 
south and follow the coastline. Eventually you will enter Gondowan Cliffs. 
There is a boulder blocking your passage, but you should know what to do by now 
(use Grind). Sail through and enter the Western Sea.

  Sail south from Gondowan Cliffs. Continue south until you reach the frozen 
continent with Tundaria Tower. Follow the coast of this continent to the right 
and look for a circle of shallow water. Search this circle for a Rusty Sword. 
Afterwards, sail left and up to reach the top-left continent on your map. Sail 
around this continent to the top part of it, and search for another circle of 
shallow water. There are actually two above it, the one you want is directly 
above it, and contains a Rusty Staff.

  DJINNI ALERT!!!
  From the Rusty Staff area sail south and left around the coast of the 
continent (which is called Hesperia if you don't have the map that came with 
the game). Continue around the coast until you find a beach with a house by it. 
Dock and enter the house, Hesperia Settlement.
  Walk up the steps until you reach the house in the cliff. There is nothing of 
interest inside it, however, a Mars Djinni is waiting outside... Jog left, 
climbing a vine, until you see a plant, the type you usually use Growth on, and 
use Growth. Climb the newly created vine and run right to find a large, movable 
crate. Stand about one space below the crate and cast Move, dragging the crate 
down. Walk around the crate to the right-hand side and shove it all the way 
left. Use Move once more to move it down, then push it the rest of the way 
until it falls to the area below. Climb back down the vine and push the crate 
once more, causing it to fall again. Climb down the other vine and Move the 
crate one space to the right. Climb back up the first vine, hop across the 
crate, and add Tinder, the Mars Djinni, to your party. Tinder is like Spark, 
able to revive a downed ally. While you're here, climb across the handholds and 
enter the cave to add 166 gold to your collection. Leave the settlement after 
these events.
  END DJINNI ALERT!!!

  Now would be a really good time to return to Yallam and get those new weapons 
forged. All three weapons are really good weapons, especially if you didn't get 
anything good from the Lemurian Fountain...
- Suggestion:
  Jenna: Equip Pirate's Sabre (refine from Rusty Sword)
  Sheba: Equip Dracomace OR Goblin's Rod (refine both from a Rusty Staff)
 * Item breakdown:
  Dracomace - ATK +128, Unleashes Aging Gas (Wind, restores user HP)
  Goblin's Rod - ATK +134, Unleashes Sargasso (Water, may kill instantly)
  Pirate's Sabre - ATK +136, Unleashes Scorpionfish (Fire, may poison foe)
  NOTE - Sheba's weapon of choice here depends on whether you prefer pure 
         attack power or elemental damage. She will deal more damage with 
         Goblin's Rod, unless the weapon howls. Dracomace's howl will deal more 
         damage, since it is Wind based, and her Wind power is so high. I 
         tested this against a Dire Wolf (found outside Yallam) and Dracomace 
         consistently dealt ~30 more damage when howling than Goblin's Rod did 
         when howling. The HP leech special of the Dracomace is also nice.

2.7b Shaman Village
- Items of interest: Spirit Gloves, Hard Nut, Hover Jade, Lucky Medal, nut
                     weasel's claw, elixir, Lucky Pepper, potion x3, Vial x6
- Djinni: Aroma, a Jupiter Djinni
  If you went to Yallam, sail back toward Hesperia Settlement. If you are still 
at the Settlement, board your boat. Press "R" to look at your map. See that 
lake in the middle of the continent? There is a river below the lake that ends 
on the southern coast. You want to sail to this river and follow it to the 
lake. Once you are in the lake, head to the top-left part of it and follow the 
right-hand river out of the lake. You will see a cave directly above you when 
the river dead-ends at a mountain range.
  The cave leads to Shaman Village. You won't be able to do anything inside 
this cave just yet, except get to the exit. The path you want to follow is the 
left-hand path, which leads to a vines that can be removed with Whirlwind. 
Climb the handholds that are now exposed and follow the path to the exit, 
pushing a wooden pillar along the way. From the exit, jog up and right to reach 
the village.
  The first order of business is to collect stuff. Unfortunately, everybody in 
this village is suspicious of you and won't let you get much of anywhere. You 
can get into the Inn, though, and should. In the Inn descend the wooden ladder 
in the back to reach the bottom floor, then exit through the bottom-left exit. 
Follow the path around the Inn and up until a plant blocks your way. Switch 
classes to get Growth and work your magic on it. Climb the vine and run north 
to reach the chest with the Spirit Gloves.
- Suggestion:
  Jenna: Equip Spirit Gloves
* Item breakdown:
  Spirit Gloves - DEF +40, Max PP +20

  Return to the Inn. There is a room on the bottom floor (it is the other 
doorway) containing an elixir in a white jar. After you nab that, go back to 
the top floor and exit the building. You need to speak to Moapa, who resides in 
the top-left building. Knock on his door to summon him. After he (and his 
goons) tell you in no polite way to get lost, talk to him again. You will be 
given your menu this time, which means you need to show him an item. Show him 
the Shaman's Rod (the one Sheba started with that you can't get rid of).
  Follow Moapa and his crew out of the village and into Trial Road. It is north 
of the village, and can only be accessed through the village's northern exit. 
When you reach the screen with Moapa you will see a large stone tornado. You 
ought to know what to do, since this is similar to Air's Rock... That's right, 
cast Whirlwind on the stone! (As a side note, even if you cast Gale on the 
stone with a Ninja other than Sheba, since Gale acts the same as Whirlwind, 
Sheba will still be the one casting it on the stone)
  Follow Moapa again when the conversation ends. Talk to him to learn about 
Trial Road, and what is required of you. Before you choose a path, climb the 
handholds on the left side and follow the cliff to reach a Hard Nut, which will 
boost one character's defense. As always, I gave this to Sheba. Climb back down 
and SAVE YOUR GAME. This is just a precaution in case something goes wrong...
  You now have to complete Trial Road and fight Moapa at the end. To get 
through each room, you will have to leave one or two pieces of equipment. You 
can leave headgear, armor/clothing, shields/gloves/bracers, and weapons. You 
CANNOT leave Psynergy gems, rings, or footgear. When you start Trial Road all 
of your unequipped weapons and armor disappear from your inventory, to prevent 
you from stocking up on useless weapons/armor just for this trial.
  I recommend the left side. It is the easiest path. I will only be listing 
directions for the left-hand path:
  In the first room, race to the flowing sand. To get through the sand as 
quickly as possible, cast Sand while standing in the sand, and rush up and 
left. Climb out of the sand on the left, just below the sandfall, and race down 
the path to reach the potion. Return to the sandfall and once you are standing 
in the sand, cast Sand, climb up the sandfall, and get out on the right. Cast 
Whirlwind on the leaves here to reveal the vine that lead to the top, and race 
for the exit. Step on the footprints by the door to open the chest(s). If you 
followed my directions exactly you should have beaten Moapa and crew, so you 
should only have one chest. Drop any character's headgear or gloves/shield in 
the chest and proceed to the second room. (For the record, I dropped two Aegis 
Shields, the Spirit Bracelet, and Sheba's Crown of Glory, one in each room, and 
that was all I had to drop.)
  Follow the path until you reach a log. Push it up, and push the log beside 
that one to the left. Run around the log you pushed left and shove it back to 
the right, into the water. This allows you to cross the water and collect the 
Vial from the chest. Head up and left and climb the vine. Make your way to the 
right to another vine, and climb it up, right, and finally down. Push the first 
log back down, then shove the pillar to the right and up as far as it will go. 
Now push the last log to the right into the water, cross this log, and make for 
the exit. Drop another item and continue to the third room.
  This is an easy room. Probably the easiest room. Push the pillar on the right 
to the left, the center pillar down, and pillar on the right to the left. Climb 
the vine on the right and hop across the pillars to reach the other side. Climb 
the vine and climb down the vine next to you to nab a quick Vial from the 
chest. Climb back up and rush to the exit, dropping yet another item.
  The fourth room is the last room. Push the pillar up so that the base of the 
pillar is even with the rocks on the left and right. Climb the vine and stand 
against the top-right edge while holding left. When the water spouts up, you 
will jump across to it, then to the pillar. Continue holding left to cross the 
next spout as well. Climb the vine and dash to the right side, down a vine, and 
nab the potion in the chest. Climb back up and drop more equipment off in the 
chest.

BOSS BATTLE
Moapa (weakness: none) (see Boss section for stats)
Knight (weakness: none)
Knight (weakness: none)
  This battle is a lot like the Briggs battle, except Moapa can't call in more 
troops. Start this battle with Djinni to boost defense such as Iron mixed with 
attack Djinni like Char and Wheeze. Continue pounding Moapa with attack Djinni, 
occasionally using stat altering Djinni, until you can pull of some summons. 
Since Moapa has no weakness, any summon is good. The best ones to use are Flora 
(may cause Sleep), Ulysses (may make enemy unable to move), and Eclipse (major 
damage). As always, Jenna should use Aura to heal, or Felix can throw out 
Flower. Piers can use Shade to reduce damage, and Sheba can hide for one turn 
with Haze. Moapa's Knights constantly throw out Bramble Seeds and Crystal 
Powders causing lots of damage to multiple characters, and may down Sheba in a 
single turn. If necessary, have Jenna use either Spark or Tinder on any downed 
allies.

  After the fight you will end up back in the village, in the Inn. You should 
run around town and nab the rest of the items now, then grab the items from 
Trial Road that you may have passed up (or couldn't get because they were on 
the other path). Don't forget to equip the Hover Gem on someone. I personally 
chose Sheba because it is a Wind-based Psynergy...
  In town you can find a Lucky Medal by entering the house on the bottom-right 
of the first screen of the town. Go to the back of the inside of this house and 
climb to the second floor. Exit through the doorway, and check the jar on your 
left. Don't go back downstairs yet, instead exit the screen by going down and 
right, following the cliff. Continue along the cliff until you are directly 
below a pillar, and Move it off the cliff's edge. Fall down the cliff using the 
nearby indentation and go inside the hut to your right. The jar on the right 
contains Lucky Pepper. I suggest using this item on whoever has the lowest luck 
right now, which for me was Piers.
  DJINNI ALERT!!!
  Return to the first screen and enter Moapa's hut. Talk to Moapa and tell him 
your name. As far as I know this has no bearing on the game at all, but it 
might if they ever make a Golden Sun 3... Use the ladder in his house to reach 
the bottom floor. The barrel against the wall contains a weasel's claw. Exit his 
house (through the bottom floor) and Lash the rope to the peg. Cross the rope 
and follow the cliff to the next screen. Hop across the pillar and pick up 
Aroma, the Jupiter Djinni. When used in battle this Djinni restores PP to all 
characters (basically this is a multi-target Ether).
  END DJINNI ALERT!!!

  Return to the main part of town and slide down the cliff. There is nothing 
else to do in town, so go up to the Trials again. This time enter the 
right-hand Trials, the ones Moapa and crew went through. Cast Whirlwind on the 
vine-covered movable pillar, and shove it up as far as you can, left once, and 
up again. Now Pound the metal pillar on the left and move the left-hand movable 
pillar on top of it. Also Pound the third metal pillar and move the last 
movable pillar on top of it. Climb the vine and hop across to the chest to find 
a Vial. Jump down and right, then up at the end to reach the vine leading to 
the next room.
  The second room contains more movable pillars. To get the chest, move the two 
pillars at the top down all the way. You'll have to use Whirlwind on one of 
them before it will move. Climb the vine and hop straight across all four 
pillars to reach the Vial, then go back down the vine. Push the right two 
pillars as far up as you can. Push the other two pillars up until they line up 
with the right two. Jump across all four pillars, walk around to the last 
pillar in the room, shove it to the left, climb the vine and proceed to the 
third room.
  There are a total of three chests in this room. The first chest contains a 
nut, and can be acquired by just climbing the vine on the left and opening the 
chest. Use Burst on the left pillar, and hop north, climb the vine, climb down 
the next vine, and collect the potion. Return to the main part of the chamber 
and use Burst on the other pillar. Climb the vine behind the pillar, climb down 
the next vine, collect the Vial, climb back up the vine and dash to the exit.
  The fourth and last room has one easy-to-get treasure. Simply push the right 
pillar as far north as you can, and nab the Vial in the chest. Return to the 
third room and head straight down to the second room. Climb down the vine, 
slide down the cliff, and make for the exit. Again, slide down the cliff and 
run to the exit. You are back outside, and have collected everything there is 
to collect here. For now, return to your boat.

2.7c Atteka Inlet
- Items of interest: Vial
- Djinni: Petra, a Venus Djinni, Core, a Mars Djinni
  If you haven't already done so, return to your boat. This will involve going 
back through Shaman Village Cave. Sail south from the cave, through the lake, 
and keep going south until you reach the ocean.

  DJINNI ALERT!!!
  Follow the coast to the east (to the right) until you see another beach, with 
a river. Sail up that river until you find a spot with a very small part of the 
river branching off and dying at a mountain (this will be where the river stops 
going north and starts going west). Dock your boat just north of this small 
branch, next to the lone mountain and a lot of trees. Run around in the trees 
to find the Venus Djinni Petra, which you will have to defeat in battle. Petra 
is a very useful Djinni, able to paralyze an opponent in battle.
  END DJINNI ALERT!!!

  Sail back down the river until you reach the ocean again. This time sail 
straight south until you reach the next continent, Atteka. Follow the coast to 
the left and south until you reach the next beach (if you look at your map, it 
is the top of the two beaches on the left side of the continent). Dock your 
ship here.

  DJINNI ALERT!!!
  Once you've docked, jog south and east, following the river. When you reach a 
large wooded area, between two rivers (it is actually the same river, it loops 
back), you will find (and battle) the Mars Djinni Core. Defeat him to gain his 
ability, the power to strike through an enemy's defense (can even deal full 
damage to foes that use shield and barrier techniques!), which makes this 
Djinni one of your most powerful pure attack Djinni! At this time you should 
have 7 Venus, 8 Mars, 7 Mercury, and 7 Jupiter Djinni.
  END DJINNI ALERT!!!

  Return to your ship and sail south, following the coast. Sail around the 
bottom of the continent, and start north, still following the coast. You will 
reach a river between two small beaches, when you do, sail up this river. 
Follow the river, going south and west (left) whenever possible. You will end 
up back in the ocean, but inside the reef of rocks. Follow this coast north and 
right until you end up in what looks like a village, but isn't.
  You are now in Atteka Inlet. There are workers here, and a fancy pair of 
wings, and talk of a prophecy, but none of it affects you at this point in the 
game. Follow the path to the left to reach the next screen. In the left-middle 
of the screen is a group of trees and a ladder. Climb this ladder and follow 
the path to reach a chest containing a Vial. Return the way you came and exit 
either to the left or north, it doesn't matter which.

2.7d Contigo
- Items of interest: Power Bread, bramble seed, corn, Dragon Skin
- Djinni: Salt, a Venus Djinni
  From Atteka Inlet hike east until you find a road, then follow the road until 
you end up in Contigo. There are many things to do here. The first thing I 
recommend is to visit the bottom-left blue tent and spend your amassed Game 
Tickets on chances to win great prizes. Spend your tickets to try and get four 
Mythril Shirts (or eight if you didn't transfer data from Golden Sun). Also 
get one pair of Quick Boots, even though they have less defense than your 
current Leather Boots. Spend the rest of your tickets on Vials, Water of Life, 
etc. or just save them, it doesn't really matter.
  After getting your Mythril Shirts, run around town collecting the various 
items. You can nab a cob of corn from the vendor near the center of town by 
checking his table. The Power Bread waits for you in a barrel next to the 
top-right-most house. Using Cyclone on the lone bit of grass next to the house 
on the hill reveals a bramble seed.

  DJINNI ALERT!!!
  After collecting these items, walk over to the bottom-right portion of this 
quaint little village. Stand to the side of the middle of the circle of grass 
and use Scoop on the middle where there is no grass to get another Venus 
Djinni, Salt. This Djinni has the ability to restore your character's status, 
but is single target.
  END DJINNI ALERT!!!

  Now go back through the center of town so you can exit to the right. You will 
enter a place called Anemos Sanctum. Jog to the top of the screen and use 
Reveal, then enter the center door. In Anemos Inner Sanctum, run north until 
you find the chest with a Dragon Skin. This is a great forgeable item, one I 
highly recommend forging into Dragon Boots for every character (except the one 
with Golden Boots, if you have those) when you return to Yallam later. Return 
to the center of Contigo and visit the shops if you need to sell. Don't forget 
to visit the Item Shop and purchase the Potion, Psy Crystal, Water of Life, and 
Mist Potion! When you are done, leave town.

- Suggestion:
  Felix: Equip Mythril Shirt
  Jenna: Equip Mythril Shirt
  Sheba: Equip Mythril Shirt
  Piers: Equip Mythril Shirt, Quick Boots
* Item Breakdown:
  Mythril Shirt - DEF +10, HP +5
  Quick Boots - DEF +3, AGI +20

2.7e Jupiter Lighthouse
- Items of Interest: Erinyes Tunic, Psy Crystal, Meditation Rod, Mist Potion, 
                     306 gold, potion, Water of Life, Phaeton's Blade
- Djinni: Whorl, a Jupiter Djinni
  This will be a long section... Here we go:
  From Contigo follow the road northwest until you reach the mountains and 
Jupiter Lighthouse. Enter the lighthouse. Continue along the path and head 
through the doorway to enter Jupiter Lighthouse itself. Your path is quickly 
blocked by a closed door, with no way to open it, so jog left and follow this 
path until you end up back outside. Once you are outside, stay close to the 
Lighthouse and walk south to reach a small group of weeds. Blow these away with 
Cyclone and use the Mint that you find on a slow character (Piers). If you 
haven't already done so, set Cyclone to a hot-key (L or R). Backtrack slightly 
and stand on the purple swirl indentation, then cast Cyclone.
  You will end up in a cave. Follow the path until it forks, and run south. The 
grass here needs to be cleaned up a bit, so get rid of it. You will have to 
fight a Mad Plant to earn yet another Mint, also useful for slow characters 
(Piers, again). Return to the fork and keep plodding north. When you reach the 
area with two doorways, use the right-hand one, unless you need serious healing 
(the left-hand door leads to a single Psynergy Stone, so you can use your 
healing Psynergies and refill, but it is the small one-shot stone that 
disappears after one use and may be more useful later on...). In this room, 
climb down the ladder and stand on the glowing circle, then cast Hover (you 
should also hot-key this Psynergy). Quickly float right and land on the ledge. 
Now just jog south and use Cyclone on the inverted whirlpad.
  Head north and left, moving the pillar into the indentation in the floor for 
a shortcut back out. This also opens the way forward. Continue north to the 
next room. There are two exits - one to the left and one to the right. Start 
with the one on the left. Follow the path, climb down the stairs, and use Move 
on the pillar on the right to drag it onto the circle on the floor. Climb back 
up and go through the north door to the next room. This room has a lot of 
fallen pillars to push and roll, and a chest. Start by pushing the top-most 
pillar up, then the bottom-left pillar up as well. Now run through the gap 
between the two pillars you just pushed and shove the vertical column left. 
Push the remaining column up, and finally shove the vertical column right and 
use it to reach the chest to claim the Erinyes Tunic. (I'll list my suggestions 
later, but for now I gave this to Sheba.) Take the door closest to the chest to 
return to the central room with the big pillar of light.
  Use Cyclone to fly up to the balcony and enter that door. Move the pillar 
against the northern wall to the right so it falls into the gap. There's 
nothing else you can do with this pillar, so exit the room through the 
bottom-left door (not the door you entered by). Follow the path around the 
outside of the Lighthouse, and through a small room inside the Lighthouse. 
Continue plodding north until you reach a circle of stepping stones, with no 
visible way forward. Reveal the classic Golden Sun hidden stepping stone 
(literally, just cast Reveal), and keep going. The only exit is to the north.
  This room has a lot of jumping and moving. Start by hopping right, down, and 
right to reach the right side. From where you landed on the right ledge, go 
down and hop down, left, down, left, and down again, then slide down to the 
floor. Push the bottom pillar (the one directly to the left of you) to the left 
ONE SPACE. Shove the left-most pillar ALL THE WAY UP. Use Move and muscle on 
the last pillar to force it all the way to the left. Now climb the ladder on 
the left and run to the top of the room. Hop right and down several times, then 
left and down, and finally left, up, and around until you can claim the 
Meditation Rod from the chest.
- Suggestion:
  Jenna: Equip Sheba's Muni Robe
  Sheba: Equip Erinyes Tunic, Meditation Rod
  Piers: Equip Phaeton's Blade
* Item Breakdown:
  Meditation Rod - ATK +150, unleashes Nirvana (Wind, steals 10% PP)
  Phaeton's Blade - ATK +151, unleashes Light Surge (Wind, deludes target)
  Erinyes Tunic - DEF +45, ATK +5, increases Criticals
  Muni Robe - DEF +39, HP recovery +10
NOTE - At this point you WON'T have Phaeton's Blade, but I listed it here so I
       don't have to make another list later on just for one weapon...
       Also note, the Erinyes Tunic says it raises evade in the description, 
       but it really raised Criticals, not evade...
  Hop, skip, and jump your way back to the left side of the room, and exit to 
the south. Push the block onto the bridge and stand on the switch to drop it to 
the floor below. Reenter the Meditation Rod room and proceed through the 
top-left door. Slide down the wall, race to the right, climb the ladder, and 
make your way to the bottom-right exit. In this room take the door directly to 
your left, to the floor above you. Run south through this room until you are 
outside again, this time on the top of the Lighthouse. Follow the path along 
the top of the Lighthouse, ignoring the floating platforms, and reenter on the 
other side. Dash straight up to the next room. Slide down the indentation and 
climb the ladder in the center of the room. Cast Hover to turn on the power in 
this Lighthouse.
  Hop right across the floating blocks to reach the exit. The door you want 
this time is the top-right door. Climb down the ladder and stand on the bottom 
glowing circle. Cast Hover and quickly float left to the platform. Nab the Red 
Key and slide back down. Now push the block on the floor north until it begins 
to float, then climb back up the ladder and hop across the room. The door leads 
back to the Meditation Rod room. You want to leave this room through the 
top-center door, but can't, so exit to the south and make your way across the 
bridge you dropped the block down from earlier. Enter the door on the far side 
of the tower and walk north, crossing the blocks at the top of the room to 
reach the top-center door.
  Hop across the floating blocks (you'll have to use Reveal) and snag the Psy 
Crystal from the chest, then return to the middle of the room. Jump across the 
other blocks to the left side (again, using Reveal) and exit south. Follow the 
only path you can until you come to a whirlpad between two statues. Use Cyclone 
and the Red Key to enter the red door. This takes you outside the tower again, 
and lets you reach the west tower. Cross the bridge, being careful to avoid the 
whirlwinds by dodging into the spaces between the bricks when necessary. In the 
west tower head west (left) and fight the Mimic for a Psy Crystal. Afterwards, 
race right and follow the path until you enter the room with the Blue Key.
  This is another fun room with movable fallen pillars. Start by pushing the 
bottom-right pillar south and entering the doorway at the northern end of the 
room. Now you are in yet another fun room, this time with cracked tiles that 
break when you walk on them. The first thing you should do is take the far 
right path (you will step on one cracked tile along the way) to reach the 
bottom of the room. Go ahead and nab the 306 gold from the chest nearby. Trying 
to return will dump you back into the Blue Key room. Make your way back to the 
cracked floor room's bottom section, and this time exit through the south door. 
Turn around and go back into the room. Move the nearby pillar, then proceed to 
the top of the room. Follow the path around the outside of the room around to 
the left and snag the Mist Potion from the chest. Once again, on your return 
you will be dumped into the Blue Key room. Again, go back up and to the bottom 
section of the cracked floor room, and exit south.
  This time keep walking along the hallway until you end up in a large mostly 
empty room. The only exit is along the top wall, so take it. You are now in one 
of the most annoying rooms in the tower. Take one step to the right onto the 
first cracked block. Now go (in one-step increments) down, right, right, up 
onto the Hover circle. Cast Hover and quickly float down until Hover wears off. 
Your goal is the one lone cracked dark-colored block all by itself. Make your 
way to it and step on it. You will fall through to the floor below, and land 
next to another cracked block. Fall through this one as well. Fall through one 
last cracked block and pick up the Blue Key. If that wasn't annoying enough, 
retrace your steps back up to the annoying cracked block room at the top of the tower. 
This time go (again, in one-step increments) left, down, left, left, up and 
cast Hover, float down and left to reach the pillar. Move the pillar to the 
right, then follow the light-colored cracked blocks to reach the right-hand 
Hover pad. Use it to float down, and exit to the south. DO NOT STEP ON THE 
CRACKED BLOCK RIGHT BEFORE THE EXIT. You will end up outside the tower, on the 
top of the west tower. The objective is simple - push the missing circuit block 
into place. Once done, return to the main tower. The quickest way to do this is 
to fall down the path for the Blue Key.
  Go back to the area where the red door was and use Cyclone to return to the 
floor below. Use Cyclone on the balcony to drop down a level, and enter the 
door. Push the pillar north, then run around it and push it back south so you 
can reach the northern door. Your goal this time is a room with floating blocks 
in a horizontal line. In this room you need to climb down the ladder and race 
to the right side. Use Move on the last block to shove it left so it will float 
too, allowing you to cross the blocks and reach a door. There is only one way 
to go after that, so continue on until you reapper in the main central room. 
Push the circuit block off the ledge and slide down after it. Use a combination 
of Move and brute force to get the block into the hole in the floor. Cast Hover 
while standing on the Hover block and float left to the platform. Ignore the 
second Hover block and use Cyclone on the whirlpad nearby. Go through the door 
on the balcony. In this room, Move the pillar, then exit south. You will end up 
outside the tower yet again. This time you need to push a lightning-rod block 
into the hole. Afterwards, return to the central room.
  Remember the second Hover pad I told you to ignore? Use it to float into the 
pillar of light. The only path now is to the right, so take it. Climb down the 
ladder and Move the block on the far left to create a path to the chest. Grab 
the potion from the chest, then exit bottom-right. Use the Blue Key when you 
reach the blue door, but DON'T USE THE WHIRLPAD! Once outside the tower again, 
step on the Hover pad and cast (yup, you guessed it) Hover. You have now 
reached the east tower. This tower contains the absolute hardest and most 
annoying room in Jupiter Lighthouse, the room with Phaeton's Blade. For now, 
just enter the tower and follow the path through the central door. Use Hover to 
reach the first circuit piece on the right-hand ledge, and push it into the 
first hole (bottom-right hole) to light up the second Hover pad. Use that pad 
to reach the next piece, and Move it down too. Push it into the hole, but DON'T 
USE THE HOVER PAD YET!

  DJINNI ALERT!!!
  You should've seen the Djinni when you entered the room, standing on the 
left-hand ledge. Now is your chance to defeat it and add its power to your own. 
Start by using the first Hoverpad to return to the right-hand ledge. Pound the 
pillar to pop the circuits out of place. Put the straight circuit where the 
first circuit was, and put the L circuit in the far-left hole. This lets you 
use the bottom-left Hover pad to reach Whorl, a Jupiter Djinni. Defeat it (for 
best results, as always, use stunning Djinni attacks such as Petra, Char, Blitz 
or Waft) without it running away and you will gain Whorl's ability, which is 
just another attack Djinn, but may cause instant death (doesn't work on bosses, 
obviously).
  END DJINNI ALERT!!!

  To continue, Pound the pillar and return the circuits to their original holes 
(the straight one in the top hole, the L one in the bottom-right hole). The 
next room has floating blocks and a Poundable pillar, too. Start by Pounding 
the pillar. Move and push the circuit block so it is inbetween the steps and 
the ledge, and use it to hop across the room. Climb down the ladder and examine 
the layout of the room. There is a massive amount of Hover pad circuits on the floor, with 
many Hover blocks to move. The top row has two blocks and six pads (the blocks 
are on pads one and five). The second row has three pads, and the bottom row 
has four. If the pads are numbered starting with the top row, from left to 
right, the top row has pads one through six, the middle has seven through nine, 
and the bottom has ten through thirteen. Put blocks on pads four, five, eight, 
nine, twelve and thirteen, then return to the top of the room. Use Move and 
your own strength to put the circuit block back into the hole in the floor, and 
cross the blocks to reach the Water of Life in the chest. Pound the pillar and 
use the circuit block to get back down to the floor, and this time put the 
blocks on pads four, five, seven, eight, ten and eleven. Cross the hovering 
blocks and exit through the door to the south.
  In the next room push the pillar onto the switch to raise the bridge (you'll 
need this to leave) and use the middle door (not the door across the bridge). 
This leads to a simple maze room, which in turn leads to another cracked block 
room. This room has a new trick, though, faces that shoot tornados at you, so 
watch out! From the door run left across one cracked square, then follow the 
path down and right past the hole and the first face. Right beneath the first 
hole is a light-colored cracked square - cross it and go south and left, 
avoiding all other cracked blocks. Let the second face blow you across the gap, 
then pass over the light-colored cracked square and follow the room down and 
left to the exit.
  Welcome to the infamous Phaeton's Blade room. Your mission, should you choose 
to accept it, is to get the Phaeton's Blade and make it out of this room alive. 
It is very annoying, with tons of Hover pads, tornado-spitting faces, and 
cracked blocks. The sword rests in a chest in the upper-left corner of the 
room. Before attempting, you may wish to save, just in case. Start by Hovering 
and floating left. The easiest way is to pass below the lighting-rod and stop 
right next to it, on the left of it. Quickly dodge up and back down, causing 
the face to spit a tornado that will pass directly above you but not touch you. 
As soon as the tornado goes by, rush north, before the face can spit another 
one. This time stop two spaces south of the two lightning-rods. Once again, 
dodge up and back down, and as soon as the tornado passes you, go up and left, 
kinda diagonally, around the lightning-rods and then back right, so you don't 
drop through the floor. Now you can grab the sword without worry. (I gave it to 
Piers). Getting back to the door is easy - just walk there. Only Hover once you 
reach the cracked blocks at the door, and float across them to reach the right 
side. Getting to the exit is the exact same as getting the Phaeton's Blade - 
dodge and run. I have found too, that if you just stay along the edge of the 
Hover pads and keep running you can pass the first face with no problems, and 
if you jump over to the cracked blocks and pass the second face, you can get by 
it with no problems if you don't get back on the Hover pad until the second or 
third cracked block.
  After that, the rest of the tower is easy. Push the circuit block at the top 
to open the hole for the Jupiter Star, and return to the central part of the 
tower. Fall through the cracked blocks on your way back, and in the room with 
the bridge cross the bridge and use the door on the right. You'll have to use 
Lash on the coiled rope to return to the central tower. Once back in the 
central tower, go to the top of the first room you enter. See that swinging 
chain? Use Whirlwind to pull it to you and swing across. Repeat this on the 
other side. Use the bottom-left exit to end up back outside the Lighthouse, 
this time during a game sequence. Once it is over, enter the door and follow 
the path north. Use Reveal when needed, and continue north. In the room with 
lots of pillars just hop across to the right and down, then down and left, and 
slide down. Climb the ladder on the left side. Alex will appear and offer some 
words of comfort (or not). He will also heal you completely. If you Mind Read 
him you will learn he is not all cold and uncaring. At this point you should 
prepare for a boss battle, by setting at six Jupiter Djinn to standby. Either 
way, exit south and prepare yourself to witness Isaac's battle. Felix's group 
confronts Karst and Agatio, then rushes to the summit.
  This time exit to the north in the room where Alex was. Hop across the 
floating Hover blocks and exit to the south. Use the door right next to where 
you enter the room, then exit the next room and climb to the top of the 
Lighthouse. Throw the Jupiter Star into the hole, and all is well - or so it 
seems. Karst and Agatio attack you!!!

BOSS BATTLE
Karst (weakness: Mercury, then Jupiter)
Agatio (weakness: Mercury, then Venus)
  This isn't a tough fight. It may seem like it will be, since you only have 
Felix and Piers, but it isn't. Start off with defensive Venus Djinni and attack 
Mercury Djinni, such as Iron and any attack Djinni. Concentrate first on 
defeating Karst, as she has the deadly Death Scythe, which *can* kill in one 
hit. Shade is very useful the second turn, especially if you took major damage 
during the first turn. Between the second and third turns Jenna joins the 
battle, which greatly helps. Concentrate on defense with Felix, attack with 
Piers, and healing with Jenna. After the fifth turn, Sheba shows up. Now resume 
standard strategy, mixing defense/stat boosting with attack. Keep Jenna on 
healing, mostly because Aura is so great and her attacks will not deal much 
damage to the Mars Adepts. The best summons are Boreas, Eclipse, and Moloch. 
Use them every chance you get. If you set six Jupiter Djinn to standby like I 
suggested, and used Mercury Djinn every turn with Piers, have Piers and Sheba 
both unleash Eclipse and the battle should end very quickly. Defeating them may 
get you a Dark Matter...

2.7f Djinn Run
- Items of interest: Orihalcon*, Dragon Skin, Rusty Sword, Apple,
                     Coatlicue Summon, Golden Shirt*, elixir, Masamune
- Djinni: Shine, a Mars Djinni; Geode, a Venus Djinni; Random Jupiter Djinni**;
          Gel, a Mercury Djinni; Eddy, a Mercury Djinni; Gasp, a Jupiter Djinni
  * - If you transferred the right data
  ** - If you didn't transfer
  Return to Contigo and enter the top-left house. A kinda long game sequence 
takes place, then you gain 4 more party members (yes, the original GS crew!). 
Redistribute some of your equipment. Garet could use a Hestia Blade, and Ivan 
is great with a Dracomace. Other equipment for the original GS crew depends on 
what they started with, whether you transferred or not...

  DJINNI ALERT!!!
  While still in Contigo, leave the house you are in. Walk south just a tad, 
and left a bit, until you see the tree stump. If you transferred, and have 
Force (which requires the Orb of Force, an optional gem from GS), use it on the 
stump to scare a Mars Djinni loose. Pick up Shine, the Mars Djinni, without a 
fight, and become able to attack with him in battle, which might delude foes.
  END DJINNI ALERT!!!

  There isn't anything else left to do here, so leave town. Follow the southern 
path back to the harbor entrance of Atteka Inlet. You are about to get another 
Djinni.

  DJINNI ALERT!!!
  In Atteka Inlet you will find a boulder. This boulder is in the bottom-left 
corner. Use Lift (from the original GS crew - if you are using my transfer 
passwords Mia has it) to raise the boulder and then Cyclone reveal the Djinni. 
Once again, you don't have to fight it. Add Geode, the Venus Djinni that hits 
the enemy hard, to your collection of Djinni, and move on.
  END DJINNI ALERT!!!

  Since there is nothing else to do on this continent, return to your boat. The 
purple-haired girl, Hamma, with be there, and will tell you about the new 
additions to your magnificent ship. You can now hold the "B" button while 
sailing to fly, but it drains PP from every (yes, even back-row) character.

  TRANSFER EVENT ALERT!!!
  If you rescued Master Hammet from the thieves in the original Golden Sun and 
defeated Doadonpa, a man will stop you from entering your ship. He will say a 
few words, then produce a chest and leave. Open the chest for a new forgeable 
item, Orihalcon. This will only happen if you saved Master Hammet, which was 
optional in GS, and thus will only happen if you transfer. See 5.4 Atteka Inlet 
Event for more details.
  END TRANSFER EVENT ALERT!!!

  Leave Atteka Inlet by boat and sail west. When you reach the small gray rocks 
blocking you, press "B" and you will fly over them. You can fly over any small 
gray rocks similar to those ones. Continue west and fly over the next small 
rocks to get back into the ocean. Now sail to SW Atteka Islet, with is in the 
bottom-left corner of the map, south and left from your current position. Dock 
at the beach and hike to the village. It isn't really a village, just a tent 
and a waterfall... Climb down the vine and push the pillar into the water. 
Climb back up, then push the crate all the way to the left into the water 
(you'll also have to use Move).

  NON-TRANSFER DJINNI ALERT!!!
  If you didn't transfer data with all the GS Djinni you can use Lift on the 
boulder here and hop across the pillars to collect a random GS Jupiter Djinni. 
If you did transfer all Djinni, there won't be anything past the boulder.
  END NON-TRANSFER DJINNI ALERT!!!

  Climb back down the vine and use the box to hop across the water. Collect the 
Dragon Skin from the chest, then return to your ship. Sail back towards Atteka 
Inlet, but stop when you reach the rocks you can Hover over, and DON'T HOVER 
OVER THEM. Instead, sail directly west (left) until you find a circle of 
shallows surrounded by rocks. Hover over the rocks and collect the Rusty Sword. 
Afterwards, sail to the small island north of Hesperia, Kalt Island, in the 
northern part of the map. (In case you've forgotten, or don't have the map that 
came with the game, Hesperia is the continent with Shaman Village).

  DJINNI ALERT!!!
  Kalt Island is similar to a location in the original GS, with a frozen river 
puzzle... Step onto the river and you will slide around. Start by sliding left, 
then down, then stopping. Use the Psynergy Catch (Isaac should have it) to nab 
the Apple. As always, use the Apple on your main attackers, Felix, Isaac, 
Piers, or Garet. Now slide right, up, left, up, right, up, left, up, right, up, 
left, down, and left onto the snow. Climb the ladder and Lash the rope, cross 
the gap, and pick up Gel, a Mercury Djinni whose attack weakens a foe's ATK.
  END DJINNI ALERT!!!

  To get back, cross the rope and climb down the ladder. Step onto the river by 
going right, down, left, down, left, up, and finally right to get off it. 
Return to the ship and set sail again. Sail due south, going around the main 
continent of Gondowan as necessary, until you reach the beaches directly east 
(right) from Atteka Inlet on the continent of Atteka (the continent with 
Jupiter Lighthouse). Use your world map (press "R") to help you find this spot. 
There will be two beaches, one on either side of a river. Use Hover (by holding 
"B") to fly onto the beaches, and fly left and down until you can land near a 
cave on the southern tip of the continent. You cannot fly over trees or 
mountains, but you can sail over water and grass (and desert for that matter), 
so go around obstacles until you reach the destination. Land and disembark 
(press "A" to get off), then enter the cave. Walk around the bottom and right 
of the cave to the right-hand side and stand as close to the water as you can. 
Cast Parch to drain the pond, then go back and use the ladders to reach the 
summon tablet. Touch it to gain Coatlicue, a very useful summon that heals your 
party for five consecutive turns (requires 3 Mercury and 3 Jupiter Djinni).
  Return to your boat once again and fly back to the ocean. Your destination 
this time is the continent of Hesperia. Sail there and enter Shaman Village 
Cave. You may or may not have an event here.

  TRANSFER EVENT ALERT!!!
  If you defeated all three gladiators during the Colosso competition in the 
original GS, and transferred your data, you will be stopped by those three 
gladiators now. You will have to fight all three at once, but you get to use 
your entire party, so it won't last too long. Stats can be found in section 
5.5 Shaman Village Cave Event. Just attack a few times and it will be over. 
When you win, you will get a Golden Shirt undershirt, which is the best 
undershirt in the game.
  END TRANSFER EVENT ALERT!!!

  DJINNI ALERT!!!
  Whether or not you did have an event, you can find a Djinni in this cave. 
Enter the middle doorway and use the Lift Psynergy on the right-hand boulder. 
Walk under it and follow the path around to the next boulder, and Lift it too. 
Return the way you came, then run to the left and Lift the left-most boulder as 
well. Pass under the boulder and use Frost on the puddle. Whirlwind takes care 
of the leaves, allowing you to climb up the cliff. Hop left and around, across 
the frozen pillar, and all the way to where the Djinni is sitting. It will run 
off, stopping on the next platform over. If you've done everything right, when 
you follow it will have nowhere to go and will attack you. Beat the Djinni and 
Eddy, a Mercury Djinni, will add his power to yours, allowing you to use him in 
battle to recover one Djinni from each character extra that turn (very useful 
in long boss battles).
  END DJINNI ALERT!!!

  Now just follow the cave to its exit and enter Shaman Village. Pass through 
the village to the Trials area, and take either passage to the top (I prefer 
the left passage). Use Hover to cross over to the cave and make your way to the 
bottom of it. There are several things to do here. The first is fight a Mad 
Plant near the entrance (use Cyclone to find it, its right next to the 
entrance) to acquire Lucky Pepper. An elixir is in the chest past the top pool 
of water, but requires Reveal to reach.

  DJINNI ALERT!!!
  Cast Reveal on the bottom pool of water to see the hidden stepping stone, and 
hop across to startle the Jupiter Djinni. Chase him down and he will attack! 
Defeat him and Gasp, the Jupiter Djinni, will join you. Using him in battle 
calls the Grim Reaper on all your opponents, wrapping them in the spirit of 
death, giving them 4 turns to live!
  END DJINNI ALERT!!!

  Backtrack to your ship and set sail yet again. This time dock at Yallam. The 
quickest way to get there is to fly over the rocks north of the town. While 
here you will be able to pick up a new weapon, if you transferred the Force 
Gem. There is a cracked tree behind the blacksmith's house, use Force on it to 
knock it down. Hop across the log, use Cyclone to clean up the grass, and 
descend the ladder. Traverse the cave and open the chest to get the Masamune, 
the best Water-based light blade in the game. Now have Sunshine forge your 
Dragon Skins and Orihalcon (if you have it) and Rusty Sword into better 
equipment.

- Suggestions:
  Felix: Forge Xylion Armor
  Jenna: (none)
  Sheba: Forge Dragon Boots
  Piers: Equip Masamune
  Isaac: Equip Soul Brand (Refine)
  Garet: Equip Hestia Blade
  Ivan:  Equip Phaeton's Blade, Golden Shirt, Leda's Bracelet
  Mia:   Forge Dragon Boots
* Item Breakdown:
  Masamune - ATK +161, unleashes Rising Dragon (Water, may hit twice)
  Phaeton's Blade - ATK +151, unleashes Light Surge (Wind, deludes target)
  Soul Brand - ATK +141, unleashes Soul Shatter (Fire, turns 10% damage into PP)
  Leda's Bracelet - Bracelet DEF +38, Wind Power +30
NOTE - If you don't have a second Leda's Bracelet for Ivan, you can return to 
       Lemuria and get one, or give him some other bracer later on...

This section will be written by Z 3 K 0. This section was unfinished.
2.8 The Grand Finale
--------------------
2.8a Gondowan Settlement
-Items of interest: Star Dust, Lucky Medal
   If you went to Lemuria to get a Leda's Bracelet for Ivan go to Kibombo
& follow the path to the river. Fly over the river & go northeast to the next
river sail west (left) a little until you see the road above you turn north.
Follow it to the Gondowan Settlement.
   First thing to do is gather all the items. First go down below the fence
& use Cyclone to clear up that lone weed patch. A ladder will be revealed.
Go down that ladder & clame the Star Dust in the chest. Next go up the stairs
behind the house & use Reveal on the stone up on the cliff. You'll gain a Lucky
Metal. That's all that can be done in this village, so return to your boat.

2.8b Magma Rock Exterior
-Items of interest: oil drop, 383 gold coins, Salamander Tail
   From the Gondowan Settlement, follow the path south, west, then north to reach Magma Rock.
   Head north & use Lift on the sphere rock. Head up the handholds & you'll
notice 2 tiki statues spiting a fireball back-&-forth & four cracked pillars.
From here you'll want to hot-wire the Psynergies Burst & Growth.
Ignore
the cave entrance it leads to a dead end. Instead go up the hand-holds & take
a right. Use Burst on tiki statue & it'll spit out a fireball & destroy the
cracked pillar. Next go up to where the cracked pillar use to be & move the
other wooden pillar to the left.
Climb up
the hand-holds & slide down the indention on the wall to your left. Use Burst on
the tiki statue & climb the hand-holds next to it then jump on the tiki
statue. Wait for it to spit you up then jump left. Climb across the hand-holds
& climb up the other hand-holds to your left. Head right & push the pillar
to the right creating a short-cut. Climb up the hand-holds to the next screen.
   Go all the to your right & climb down the hand-holds to obtain an oil drop.
Go back up the hand-holds & go up the closest set to you. Use Burst on the tiki
statue to get rid of that cracked pillar. From there use Growth on the second plant.
Go up the hand-holds to an indention on the left. Go down & use Burst on the
tiki statue to get rid of yet another cracked pillar. Head down the indention
& use Growth on the plant to the left. Use Burst on the tiki statue & jump on
top of it. Jump left & move the wooden pillar all the way to the left to create
a short-cut. Head left into the next screen. Slide down the second indention
& obtain 383 gold coins. slide down the indention & use Burst on the tiki
statue. Climb up the hand-holds & go down the third indention. Use Lash & climb
the rope. Use Burst & go down the left indention. hop left & go up the hand-holds.
Go across the next set of hand-holds & move the wooden pillar for another
short-cut. Go across the next set but don't go up. Instead go up the next set
closest to the treasure chest on the cliff (you'll get it soon).Now go up
& hop to the left. Go around the rocks & up the hand-holds. Move the wooden pillar
to the right & backtrack to the beggining of this screen. Climb the hand-holds
up to the top & hop onto the wooden pillar you just pushed. Hop back & fall down.
Use Burst on the tiki statue & go across the rope & back to the beggining
of this screen. Climb the hand-holds where the cracked pillar use to be. Move
the wooden pillar out of your way & go right into the next screen. Go up the
closest hand-holds & head right. Climb down the hand-holds into the next
screen. Head left & push a wooden pillar to the right to create a short-cut.
Continue left to the next screen to obtain a Salamander Tail. Backtrack two screens
& go up the hand-holds closest to the tiki statues spiting a fire ball back-&-forth.
Head up these hand-holds & be careful not to get hit. At the top you will enter
a new screen. Go right & head down the indention on the wall. Then go down the
next indention. Once on the ground push the pillar to make another short-cut.
Then make your way back up to the top by using Burst on the tiki statues.
Now head right to another set of hand-holds. Follow the path all the way to
the last set of hand-holds. Go down them & use Burst on the tiki statue.
This will make a new entrance into Magma Rock. go back up the hand-holds &
down the first set you come by on your left.

2.8c Magma Rock Interior
-Items of interest: Lucky Medal, Mist Potion, Salamander Tail, Golem Core, Magma Ball.
-Djinni: Fury, a Mars Djinni,
   Follow the path to the north exit. Then take the door in front of you.
Continue north then go south around the wall & exit this room. Hop over to the
tiki & use Burst on it. This will put lava in the room. Go back into the room
you just came out of & hop across the moving platform a little to the north.
Then take the exit up north. Then go to the left, south, & right to the next
exit. Then go straight down into the next room. In this room you will obtain
a Lucky Medal. Backtrack to the previous room & head south to press a button
pointing down. Head back up & go down the hand-holds then push the pillar
all the way up. Then go through the giant door way. Next go north through
the door way with the sapphire above it. Go down the hand-holds & head left &
down into the door way below the rope. Head down & go through the top door.
Head left & push a pillar all the way down. 

   DJINNI ALERT!!!
   Head back to the previous room & this time take the south door. Go all the
left & climb up the hand-holds. SAVE YOUR GAME NOW incase something goes wrong.
After the battle you will gain Fury, a Mars Djinni. He calls forth wandering 
souls to attack.
   END DJINNI ALERT!!!

   Now backtrack to the previous room & take the north-most exit. Go back to
the tiki & use Burst on it to flood the room with lava. Go right, down, & left
avoiding the button. Cross the rope & go left to take the south exit. Hop onto
the moving platform & go up to gain a Mist Potion. Hop back on the moving
platform & go south to hop across the other platform to get to the south door.
When you enter this door imidietly go to the right & hop on th moving platform.
If you miss it go back out of this room & re-enter. Hop to the right & go 
through the door. First use Burst on the cracked pillar, then on the other 
one just west (left). Hop onto the right moving platform & go north through
the door. This time press the button to the left. Go to the begging of this room
& go down the hand-holds near the tiki statue. Go south & pass the rope through 
the door. Climb up the hand-holds & go right & down the second set. Follow
the path & go down the next door with a sapphire above it. Go down the hand-holds
& enter the south door then use the door to the left. Go north & use the next
door. Continue north & hop over the gap. Ignore the next door & go left to use
Burst on the tiki statue to flood the room with lava. Backtrack & hop onto
the moving platform. Continue doing this until you reach the other side. Go
south through the door then continue south through the next door. Hit the 
button. Backtrack to the swinging chain & use Whirlwind to swing across.
Do this again then go down the hand-holds. Go through the giant door & continue
north. Push the three pillars to the right as far as possible. Then go all the
way to the right & use the south door. Push the pillar on the right to create &
short-cut. Backtrack to the previous room & go to the right. Climb up the
hand-holds & obtain a Salamander Tail. Backtrack to the chain & swing
to the left. Go north & enter the door. Continue north & use Burst on
the left
tiki statue. Hop back on the moving platforms & hop south. Through the door.
Go hop right & travel south through the door. Use the south door right next
to you then hop on the moving platforms to reach a door. Go through & head
north. Push the pillar off the edge & go through the northwest door. Continue
north & go through the door that I told you to ignore earlier. Hop to the right
& press the button to drain the lava. Backtrack until you reach some hand-holds
& go through the bottom door after you climb down. Go northeast & through 
the next giant door. Go to the treasure chest to obtain a Golem Core. Now
backtrack back to the hand-holds& go up then south through the door. Hop
across the gap & go down the hand-holds & enter the door with the sapphire
above it. Push the pillar all the way to the left & climb down the hand-holds.
Head right to obtain an apple after defeating a Mimic. Use the apple on the 
any character but I recommend the character with the least Attack. Go all the 
way to the left & enter the door. Do nothing to the pillar in this room.
Instead hop to the right. After about 5 steps a bunch of obstacles will appear
with a lava rock. That rock is your objective. Follow the path until you
reach the door. Go northeast & hop on the pillars to enter the door. Go straight
north. Like in Airs, Aqua, & Gaia rock you will get a new Psynergy (Blaze).
Follow the floating platforms to some fire use Blaze on the left side of the fire
to light the other square. This will move the pillar & let you exit the room.
Backtrack to the pillar I told you to ignore in the previous room.
Use 
Blaze on the fire to the right of it. That lights one square now just light
the other to move the pillar. Go through the door & follow the path to your
objective. You can't Douse so try clicking A on it to retrieve a Magma Ball. Now use Retreat to exit Magma Rock.

2.8d Loho
-Items of interest: Haures summon, crystal powder, Golem Core x2,
-Djinni: Lull, a Jupiter Djinni
   From Magma Rock fly south to the large river on the "R" map. Follow this
river until it branches off. Then flow west for the ocean. From there sail
along the coast until you find the first shore on Angara (the continent above
Gondowan, this shore is very small). Before entering Loho follow the path
north until you find a cave. This is Angara Cavern. Follow the path north
& go in the door. Then go through the next door. Then repeat twice. In this
room you will find a summon (Haures). Use the Carry Psynergy on the stone 
below & carry it north. Then Move it right. Go up the hand-holds & push the other
stone 1 space to the left. Then use Carry & carry it to the left. Then Carry
the same stone & put it on top of the first one. It's obvious what to do next.
After that return to the town I told you to ignore. This is Loho.
Go east
from the entrance to a cannon. Then go south to find a barrel that is hiding
some crystal powder. Next click on the cannon & use the Magma Ball to blow a
hole in the wall ahead. After that a cut-scene will take effect and the cannon
will be attached to your ship witch will come in handy later.

   DJINNI ALERT!!!
   When you regain control go through the wall & Scoop up an odd object which
turns out to be a Golem Core. Then use Lift on the Boulder ahead to get another
Golem Core. Go up the vine & follow the path to a gap & jump across to get
Lull, a Jupiter Djinni. Lull has the power to stop all attacks for the turn.
   END DJINNI ALERT!!!
   
   After that there is nothing else in town unless you want to upgrade your team
so return to your boat & set sail.

2.8e Prox
-Items of interest: Potion, Cookie, Dark Matter
-Djinni: Mold, a Venus Djinni
   From Loho sail straight north & around Kalt Island & into the Northern Reaches.
   This area is just about one straight path with curves. so find your way to 
an ice berg that looks different than the others. A small cut-scene well take
place. When you regain control go inbetween the to rock & fire your new cannon.
Then its off to Prox
   As usual it's time to collect all the items in the area. First go to the inn
& down the stairs. There will be a green jar with a Potion in it. Next go to
the jar on the other side of the inn. It contains a Cookie. Next use Lift 
on the boulder to the right of the inn. Follow the path to the right then up
to find an object in the ground. Use Scoop to get the Dark Matter. 

   DJINNI ALERT!!!
Return
to the rock & to the closest house & go up into the next screen. Notice that 
Venus Djinni slide into him & knock him north. Follow him north & use Scoop
to gain Mold, a Venus Djinni. Mold has the power to make a foe hit itself
to cause damage.
   END DJINNI ALERT!!!

   After that return to town & go up the stair & north into the next screen.
Follow the path to the right & go to the house to learn
that
your parents & Isaac's father are missing. Return to the begging of this screen
& go north to a group of Proxian soldiers that can't go any further. Go up to 
them & a cut-scene will take place. Then you can go to the forth & final 
lighthouse, Mars Lighthouse.

2.8f Mars Lighthouse
-Items of interest: Apple, Orihalcon, Teleport Lapis, Sol Blade, Alastor's Hood
-Djinni: Balm, a Mercury Djinni, Fugue, a Mars Djinni
   To get to Mars Lighthouse, go straight & around a mountain then you should
see it. First go up the ladder to the right. Follow the only path to the left
& up the stairs to get an apple. Now go into the lighthouse itself. You'll
want to hot-wire Pound & Blaze. Go straight up but not in the first door.
Instead go to the right behind the two ice pillars & through the second door.
Go around to the next door. Take the door to the left & go all the way to the
left then down into the next door. Follow the path & use Pound on the ice
pillar then enter the door. Go & enter the next door. You'll notice a Mars
Djinni & won't be able to get him until the end. Instead use Grind on the ice.
It'll crack the ice you saw earlier. Now backtrack to that room & use Burst
on the crack. When you go through the door you'll notice a tele. pad. You'll
get Teleportation soon. For now go to the left but don't go through the first
door, go up the stairs witch is further to the left. This room is fun. The fire
being blown out will hurt & push you. OK for this room only hot-wire Move,
first Move the dragon statue to the right twice. Then go around the fire &
Move it right again. When the first moving statue comes to you then goes
away push the dragon statue to the right twice. Then hurry infront of it
(the statue will act as a shield). When it goes to the left Move the statue
to the right once & hurry infront of it. Then repeat this forth more times.
now do the same thing with the second moving statue. When that is done keep
the dragon statue infront of the last statue & enter the door. Head for the ice
& go left, up, right, down, left to get to the other side & enter the door.
Go straight down & use Blaze on the fire. Backtrack to the ice & go right,
up, right & go in the south door. Go down the stairs & use Burst on the cracked
ice. Ignore the room you just unlocked & go to the right of the stairs & enter
the door. Go up the ladder & use Blaze on the fire. Go through the door you 
just unlocked. Go down the hall & in the first door to claim an Orihalcon.
Go back to the hall & go all the way to the right. Enter this door. This
room is tricky. Go to the middle where the fire is coming from & use the first 
indention on your left when the fire hits the wall. Now run up & use Pound
on the ice pillar on your left when the fire passes by. Repeat with the pillar
on the top right then top left. Once there go to the top right & enter the
door. 

   DJINNI ALERT!!!
   Follow the hall to the next door. Use Move on the dragon statue to the left. Then go down, left, down, left, up, right, up, left, down, right,
down & battle Balm, a Mercury Djinni. Balm is very useful when you have
three
other party members downed, because he'll revive all downed party members
that are in battle.
   END DJINNI ALERT!!!

   After you get Balm go up & through the door. Slide down the indention
& get the Teleport Lapis.:) Equip it to anyone & Tele. across the room. Now make
your way back to the room with the dragon statue & the moving statues that 
spit fire. Make your way back across & enter the door. Use the south door
again & go to the door I told you to ignore earlier. Cast Reveal then Tele.
Now your back in the room with the Orihalcon. Go through the north door.
SAVE YOUR GAME NOW!!! incase you mess up. Slide down the indention on the 
wall & quickly make your way through this maze. This maze is fairly simple.
Go through the door but don't Tele yet or it'll be a trap. instead take the north
exit. Follow the path to the next door. Go up the ladder & Move the dragon
statue to the right. Now go & use Tele. Go up the ladder & to the south door.
First go to the left & hop on the platform. Now (in one step segments) go down,
right, up, right, down, right, down, down, down, rightx2, up, right, upx4
to get the Sol Blade. Now it's safe to fall off the edge. Head south to the 
south exit. Follow the path to the next door. Go through the room with the 
two dragon statues & go straight down. Follow the path to the next door.
Go straight up & use Blaze on the fire. SAVE YOUR GAME NOW!!! Use Burst & prepare
for a boss battle.

This Strategy was made by Autocon. Not me.
   BOSS BATTLE!!!
   - Prepare for a Boss Battle: Flame Dragon x2
Stats (Left/Big):  HP 5,348  PP 320  ATK 389  DEF 134  AGI 215
Gives (Left/Big):  EXP 2,502  GOLD 1,872
Weak to (Left/Big): Mercury
Stats (Right/Small):  HP 5,724  PP 250  ATK 400  DEF 137  AGI 158
Gives (Right/Small):  EXP 2,502  GOLD 1,521
Weak to (Right/Small): Mercury
  Pound the dragons with the Sol Blade. Also use Djinn and Summons, especially 
Mercury based ones (Boreas, Neptune). Mixed summons such as Moloch and Eclipse 
do nicely here too. Use Jenna/Mia for healing (Cool Aura/Wish Well) as well as 
Spritz (if you transferred) and Flower, or use the summon Coatlicue (basically 
Coatilicue is Wish/Aura effect for 5 turns, so this is a great choice for 
healing). For protection you can use Flash (if you transferred) or Shade. I 
recommend using 1-2 attack Djinn/Summons per turn while also using 1-2 
defense/stat boosting Djinn/Psynergy per turn. When summoning try to use a 
character with a lot of Djinn equipped, since this will cause the summon to 
deal a lot more damage, especially if the character summoning is the same 
affinity as the summon (this means use a Water Adept to summon Mercury based 
summons, etc.). Venus and Jupiter summons deal decent damage, while Mars 
summons hardly even scratch these two dragons.

  Sent in by Cheat Wizard
Here is a 2 turn strategy for the Flame Dragons. My guys were in the 50's to do
this. Standby all Djinn except 1 on each of the GS2 party. Make sure Sheba has 
Kite set - you'll need to transfer data, you can't find Kite in GS2 >:(
Turn 1:
Felix - Judgment (summon) - Big Arrow on big dragon
Jenna - Meteor (summon) - Big Arrow on small dragon
Sheba - use Kite on Piers
Piers - use good Psynergy (I used Megacool) - Big Arrow on big dragon
Turn 2:
Felix - Judgment (summon) - Big Arrow on big dragon
Jenna - Meteor (summon) - Big Arrow on small dragon
Sheba - Thor (summon) - Big Arrow on big dragon
Piers - Boreas (summon) - Big Arrow on small dragon
Piers - Boreas (summon) - Big Arrow on big dragon
On turn 2 my 2nd Boreas did 1727 damage to the big dragon and 1125 to the small
dragon.
  End of Cheat Wizard's strategy
  A little advice from Autocon - as I mentioned earlier summons do more damage 
if more Djinn are equipped. Only set 3 Jupiter Djinn on Sheba to standby. When  
you use Kite there will be 4 on standby, ready to summon Thor, and the damage 
should be roughly 500-1000 higher than if all Sheba's Djinn were on standby. 
This will allow you to use this strategy at a level lower than 50.

   After the battle the Flame Dragons will turn into Karst & Agatio. Here is
where you will get the Mars Star back. Then the dragon head statue tells you
to give him the Mars Star. So put the Mythril Bag in his mouth & the lighthouse
will heat up. Now cast Retreat & re-enter the lighthouse.

   DJINNI ALERT!!!
   From the begging of the lighthouse go up the stairs on your left & use Blaze.
Then go all the way to the right & use Burst on the cracked ice. Go through
the newly open door & go all the way to the right. Follow the path north to
a door. Go down the hall & take the south door. Battle Fugue, a Mars Djinni.
Fugue can fatigue your foes to drop their PP.
   END DJINNI ALERT!!!

   In the begging
I told you to ignore the first door. Well now it's time to enter it. When you
do go (in one step segments) left, down, left, down, right, down, down, right,
right, up, right, upx2, right, up into the door. Go up & another dragon head
statue will talk to you (I have no idea how the lighthouse speaks to you).
After that the walls flash showing some doors. It doesnÂ’t matter witch one you
go through first but I'm taking the top right one first.
   
   TOP RIGHT DOOR
   Go through the door & follow the path to the south exit. Go up the stairs
& across the bridge. Enter the north door & Move the statue on the right.
Go through the door. Don't go through the door on the right. Head all the way
to the left & Move that statue as well & enter the door. Then go through
the next one. Now don't go up the ladder. Instead hop across the gap & move the
stones to the gaps in the top wall. Now cast Carry on them & drop them in the
gaps. Now go up the ladder & move the stone infront of the statue spiting
fire. Cross the rope. Now hot-wire Sand & wait for the moving statue to go to 
the left. Then hide in the sand pit & wait for the statue to go to the right.
Repeat this on the next one. Go down the ladder & hop to the door. Use Blaze
to light the wall. Now Retreat & go back to the room with the pictures on the
wall.

   BOTTOM RIGHT DOOR
   Follow the path to the south exit. Go up the stairs & cross the bridge.
This time don't enter the door but go right & up to obtain the Alastor's Hood.
Now enter the door. First use Burst on the left wall. Then go (in one step
segments) up, left, left, down, left, up, up, up, left, up, right, right,
up, left, up & press the button. Go back to the begging of this room & Burst
the right wall. Now go (again in one step segments) up, right, up, right,
down, right, right, upx5, left, up, right, up, left now Blaze the fire to crack
the middle wall. Return one last time to the begging of this room & Burst
the middle wall. Then go (in one step segment) up, up, right, right, up, up,
& climb the ladder then the other to exit the room. Now go south & take the first
right to push a pipe up. Then go down the new path then right & use the stairs
to Move a dragon statue to the left. Now backtrack a little & take the first
right. Use the stairs to move the dragon to the left again. Then return to that
spot & go north & cross the stairs. Push the pipe to the south & return to the
statue that was spiting fire. Then take the path it was blocking. Cross the 
stairs & go south to the door. Like in the first path you took you'll have 
to use Blaze to light the wall. Then Retreat & go back to the room with the four
paths.

   BOTTOM LEFT DOOR
   Follow the path to the south exit. Go up the stairs & cross the bridge
& enter the door. Follow the path to the north door. Now go left, down, right, 
up, left, up & enter the door. go down & right & use Frost on the puddle
to the right. Push the vertical pipe to the right & go around the to the two
others. Then push the top one of the two up & Frost the puddle. Go around &
re-push the pipe down then push the other one up. Exit the room & go down.
Then go back to the begging of the ice & go left, down, right, up, right,
up & go up the ladder & use Burst. Now go back to the begging of the ice &
go left, down, right, down, left then go through the door. Follow the path &
take the south door. You know what to do here so do it & go back to the room with
the four doors.

   TOP LEFT DOOR
   Follow the path to the south exit. Go up the stairs & cross the bridge
& enter the door. Go to the left & use Cyclone. Go north & use Cyclone on the
left Whirl pad. Move the dragon statue to the right slide down the indention
on the wall & return to the begging room by using the Whirl pad all the way to
the right. Then follow the path south to the next Whirl pad then go to the left
& use Cyclone on this Whirl pad & go north then on the right Whirl pad. Go north
& down the ladder & follow the path to the right & cast Reveal. Then use
Cyclone. Also use it on the next Whirl pad. When the moving statue to the north
goes up use Move on the missing piece & Move it to the left. Get shot down
by the fire & go back up the ladder & wait for the moving statue to go to the
right then cast Hover. Dash right & go down & use Cyclone on the Whirl pad.
Quickly run left or right to get out of the way of the huge fire ball After 
one is launched run down & cast Reveal & jump on the hidden platform then right.
Follow the path south to the door. This is the final one & you know what to
do so do it & return to the room with the four doors one last time.

   When you enter the room the lighthouse will talk to you again & make a Tele.
pad. Use the Tele. pad & follow the floating objects to the top of the Mars 
Lighthouse. SAVE YOUR GAME NOW!!! Before you can light the beacon a long conversation
will take place with The Wise One (you'll know who he is if you played the original GS).

This Strategy was made by Autocon. Not me.
   BOSS BATTLE
   Doom Dragon
- Boss battle, Doom Dragon
- Doom Dragon, like other bosses, can attack 3x per turn
- Doom Dragon is a 3-part battle, you will "defeat" it 3 times, once for each 
  head
- Doom Dragon has an attack that is awesome to look at but does a fair amount 
  of damage (Cruel Ruins)
- If you defeated Dullahan, this will be an extremely easy battle
Stats:  HP 14,400+  PP 250+  ATK 470  DEF 155  AGI 200
Gives:  EXP ---  GOLD ---
Weak to: Jupiter
  If you've defeated Dullahan, Valukar, Sentinel, and Star Magician this boss 
will be easy. Just use the same basic strategy - defensive and stat boosting 
Djinn mixed with attack Djinn and summons. This boss is weak to Jupiter attacks
and Mercury attacks, so use Jupiter or Mercury summons (Thor, Boreas) and 
Jupiter/Mercury mixed summons (Eclipse, Moloch). The summon Iris is a good one 
to use if you have it. Catastrophe also does really well in this battle, 
dealing 2000+ damage. For healing use Cool Aura, Wish Well, Pure Wish, Flower, 
Spritz, or Crystal, as always. You can block damage for one turn with Flash, 
Shade, or Granite. Doom Dragon isn't as hard as Dullahan or Star Magician, 
although it has more health than Star Magician... One last note, Doom Dragon 
can set all Djinn of a single character to recovery, or all the Djinn of the 
four front row characters to recovery. I've noticed too that Doom Dragon 
attacks 3-4x per turn...
  The Djinni Reflux is also a good Djinni to use, since it will counter every 
blow that turn, and Doom Dragon likes to use 3-4 multi-party attacks, giving 
you a good chance to counter 2-4 times a turn. Doom Dragon can also cast a 
barrier on itself, beware. If you get in a bind have your fast characters heal 
and boost stats, then have your slow character use the Djinn Lull to end the 
turn, preventing the Doom Dragon from attacking at all if your characters all 
have more agility than it.

  Sent in by Mike Rickwood
   I beat the final boss, Doom Dragon, first time at about level 39. You don't 
need to be too high a level to win. I did it by having the most powerful guys 
on the front row, like Felix, Isaac and Piers, and also Jenna. She is quick and
is usually the first to attack. Get Jenna to use her healing most of the time, 
or when you really need it. The others can attack and use Psynergy. Just keep 
hitting the Dragon (most of the time the weapon specials come out anyway). Use 
the Djinn, then use the summons and the Djinn should come back into action just
when you need them. It worked for me but it might be because I use that tactic 
for all role playing games.
  End of Mike Rickwood's strategy
Notes: Level 39 is the lowest level I've been sent for beating Doom Dragon. I 
personally beat D.D. the first time at level 45... This strategy basically 
follows my own, but it specifies which characters to use, while mine leaves 
that choice up to you. Either strategy is good. Thanks, Mike.

2.8g Yampi Desert Cave
-Items of interest: Water Of Life, Dark Matter, Daedalus summon
-Djinni: Crystal, a Venus Djinni
   Leave Mars Lighthouse & go back to your boat. Before you enter the if haven't
already done so return to Yallam & forge all your forgeable items. If you
went to Yallam to forge your items return to your boat & enter Yampi Desert
from Alhafra's side. Go to the left & fall down the sand. Go to the left
& down to another set of rocks. If you want, use Reveal to see that it's
pointing to the sandfall. Use Sand (also hot-wire Sand) on this sandfall
& go all the way up & past the rocks. Continue north to find & cave. Inside 
you'll find a treasure chest with a Water Of Life in it. Go further north
to use Tele. Go all the way north & use Sand on the sand pit. Burst the cracked
pillar & enter the door. Use the left path to find some knocked over pillars.
push the top one down & the right one right. Go north & push this pillar 
up then use Sand to get past it. Use the path to the bottom right. Then go north
to find & door. Enter the door. Go down the ladder & Sand your way to the 
wooden pillar. Move the wooden pillar down then go to the south door to obtain
some Dark Matter. Then use the south exit. Go down to find a bunch of pillars.
First push the right most one down then the right-middle one up. Push the 
first one up then the right-most vertical pillar right. Use Sand to push the 
first on down again then do the same thing with the one closest to your left. &
finally use Sand to push on the only one you haven't pushed yet & push it to 
the right. Use the south exit to find a treasure chest with an Orihalcon.
Backtrack to the previous room & go up the ladder & use the door.

   DJINNI ALERT!!!
   Hop over the pillar to the right & go down the ladder. Use Move on the wooden
pillar. Backtrack to the  room with the Orihalcon. Go up the ladder & Burst
your way to the door. Follow the path to the northern sand pit & use Sand.
Use this door again & follow the path to the next door. Go down the ladder 
& see the moving object in the sand. Use Scoop on it to Reveal Crystal, a Venus
Djinni. Crystal is another healing Djinni that will heal all the party members
in battle.
   END DJINNI ALERT!!!

   Use Pound on the pillar to the north & enter the door. Move the wooden 
pillar to the sand indention on the ground. Backtrack to the room with the 
three fallen pillars. Make your way to the north exit. Then go north & use Scoop
to get some Mythril Silver. Backtrack to the right path & use the northern 
exit. Jump over the wooden pillar & use the southern exit. Hop over the wooden
pillar & use the northern exit to the boss room. SAVE YOUR GAME NOW!!!

This strategy was created by Autocon. Not me.
   BOSS BATTLE
   - Boss battle, Valukar
- He is VERY tough, he has a really bad move
- He attacks 3x per turn, can set 1 Djinni from each of the 4 front row 
  characters on standby, and then use your standby Djinn to unleash summons on 
  you
- The Sol Blade is helpful in this battle, as well as the Djinni Petra
Stats:  HP 12,960  PP 0  ATK 550  DEF 175  AGI 206
Gives:  EXP 8,702  GOLD 4,980
Weak to: Mercury
  Use the standard strategy of defensive/stat boosting Djinn mixed with attack 
Djinn and summons. For this battle you should use Mercury based summons such as
Boreas, Neptune, Eclipse, Moloch, etc. Venus and Jupiter based summons are 
decent in this fight, but Mars summons are pathetic. The character with the Sol
Blade should just attack and hope to pull off the howl, Megiddo. For healing, 
once again use Jenna/Mia (Cool Aura/Wish Well, or Pure Wish if you have it) or 
the Djinn Crystal (VERY good to use), Flower, or Spritz, or Coatlicue summon. 
For protection you can use Flash (if you transferred) or Shade. If Valukar sets 
your Djinn on standby, IMMEDIATELY use them for a summon or he will use them 
against you. The only summons I've seen him use are mixed summons, although 
Cargo678 assures me he can also use normal-type summons... It just depends on 
your character's weaknesses and what type of Djinn are on standby, 
apparently...

   After you beat him you get the summon Daedalus. After that Retreat out of
the cave & it's time to head to the next Special Dungon.

2.8h Sea Of Time Islet Cave
-Items of interest: Catastrophe summon
-Djinni: Serac, a Mercury Djinni
   Use Retreat & head back to your boat. Head to the island to the bottom 
right of the foggy island. Once there Mind Read the turtle & enter the cave.
Follow the path to a Tele. pad then enter the door. After you enter the door 
it's straight forward.

   DJINNI ALERT!!!
   After entering a couple of doors you'll find a statue shaking. Go up & touch
the statue & use Tremor. Then battle Serac, a Mercury Djinni. Serac is just 
another attack Djinni.
   END DJINNI ALERT!!!

   Continue north to the boss. Once there SAVE YOUR GAME IMMEDIATELY.

This strategy was created by Autocon. Not me.
   BOSS BATTLE
   - Boss battle Sentinel
- Besides the 3x attack per turn, Sentinel recovers 200HP every turn
Stats:  HP 8,736  PP 780  ATK 608  DEF 216  AGI 171
Gives:  EXP 10,538  GOLD 6,144
Weak to: Venus
  Use the now familiar standard strategy - stat boosting mixed with attacking 
Djinn, summons, healing, and the rest. For the Sentinel I suggest Venus summons
such as Judgment and even a few mixed summons like Daedalus and Haures. You 
can use Coatlicue if you need healing, which is actually better than Cool 
Aura/Wish Well or Djinn Flower, Spritz, or Crystal, since Coatlicue will 
restore health for up to 5 turns!!! It still may be better to use your Djinn 
for other summons and use Wish/Aura Psynergies instead, if you are close to 
ending the battle. If not, Coatlicue is a great choice. Don't forget to attack 
with the Sol Blade, it still does decent damage in this fight (600+ if it howls
with Megiddo at level 40). Once again, use Flash, Granite, or Shade for 
protection when needed.

   After the battle get the summon Catastrophe. Once you've got the summon
Retreat out & head to Treasure Island (the top left island in the eastern sea).

2.8i Treasure Island
-Items of interest: 161 gold coins, Lucky Medal, Cookie, Psy Crystal, 911 gold coins, Sylph Feather, Rusty Axe, Star Dust, Power Bread, Azul summon
-Djinni: **Gale, a Jupiter Djinni**, *Random, Venus Djinni*
**=If you transferred clear data this will be the final Djinni in the game.
*=If you didn't transfer clear data there will be a Random, Venus Djinni from the original GS.

   From the entrance go north until the path forks to the left. Go all the 
way to the left & enter the door. You'll find 161 gold coins & a Lucky Medal.
The other two doors have nothing in them so take the north most door. The
first 6 treasure chests have nothing in them so go up & press the button.
Go to the right & use Grind on the rock that rose. Hop across & use the door
to the south. Follow the path to the hand-holds but don't go up them. Instead
continue to follow the path to the wooden pillar & push it to the right twice.
Backtrack & use Grind then Move the pillar to the left. Climb up the hand-holds
& follow the path to the door. Go up & press the button. Grind the middle
rock the rose & Move the pillar to the left twice. Go back & press the button
& Grind the right most rock that rose. Follow the path to the treasure chest
that has a Jester's Armlet. Backtrack & go to the north door. Follow the
path as south as possible then enter the door. Move the pillar to the left
twice then follow the path to the 6 treasure chests. They contain a Cookie,
Psy Crystal, 911 gold coins, Sylph Feather, Rusty Axe, Star Dust. Backtrack
to the previous room & go north to face a Mimic. I has a Power Bread.
Follow
the path to the right & then go north to the next door. Then use Lift on the
boulder to the south. Follow the path to the next treasure chest that holds
the Iris Robe. Take the south path & follow it north to the next door.

   DJINNI ALERT!!!
   Use Lift on the right boulder then hop left & go up the hand-holds hop left
twice then cross the rope to battle *Gale, a Jupiter Djinni*. Gale has the
ability to blast enemies with a wind strike.
   END DJINNI ALERT!!!

   Exit & re-enter this room. Now Lift the middle boulder & climb the hand-holds.
Cross the rope to the right & get a Fire Brand. Exit & re-enter this room. Now Lift the left-most boulder then the one
above it.
Hop to the right twice then Lift the boulder below. Climb up the hand-holds
& cross the rope then head down the hand-holds & go right to the north exit.

   NON TRANSFER DJINNI ALERT!!!
   If you didn't transfer then follow the path to the left to find a random
GS Venus Djinni. After that return to the begging of this room & follow the path
to the right that leads to the door that leads to the boss room.
   END NON TRANSFER DJINNI ALERT!!!

This strategy was created by Autocon. Not me.   
   BOSS BATTLE
   SAVE YOUR GAME IMMEDIATELY when you enter the room.
- Boss battle Star Magician with his Balls, Thunder Ball, Refresh Ball, 
  Guardian Ball, Anger Ball
- This boss is cheap, like the last few bosses
- Refresh Balls will cast a super version of Ply, healing tons of HP (over 
  1500HP), so take them out first
- Guardian Balls will cast a barrier on the Magician, if you thought Djinni 
  Flash was cheap you ain't seen these Balls yet, they should be second top 
  priority
- Thunder and Anger Balls aren't anything to worry about, a few summons and 
  they will be toasted to a fine crisp
- The Star Magician attacks 3x per turn, and can call more Balls to help him
Stats (Star Magician):  HP 7,486  PP 550  ATK 460  DEF 139  AGI 268
Gives (Star Magician):  EXP 7,866  GOLD 5,566
Weak to (Star Magician): Mars
Stats (Refresh Ball):  HP 360  PP 43  ATK 317  DEF 124  AGI 136
Gives (Refresh Ball):  EXP 448  GOLD 278
Weak to (Refresh Ball): Mars
Stats (Guardian Ball):  HP 360  PP 43  ATK 317  DEF 124  AGI 136
Gives (Guardian Ball):  EXP 448  GOLD 278
Weak to (Guardian Ball): Venus
Stats (Anger Ball):  HP 460  PP 43  ATK 357  DEF 125  AGI 173
Gives (Anger Ball):  EXP 387  GOLD 30
Weak to (Anger Ball): Mercury
Stats (Thunder Ball):  HP 520  PP 43  ATK 317  DEF 127  AGI 292
Gives (Thunder Ball):  EXP 439  GOLD 289
Weak to (Thunder Ball): Jupiter
  Use the same strategy I suggested for Sentinel, with a few small changes. 
Concentrate more on Mars summons than Venus summons (Meteor more than Judgment)
but still use Haures and Daedalus. This battle is a lot tougher, since the 
Refresh Balls can heal 1500+ and the Guardian Balls cast a barrier similar to 
Flash. Take out the Guardian/Refresh Balls as soon as possible, but beware, the
Star Magician can summon more Balls to help. If he summons 2-3 Guardian Balls 
get ready to deal very little damage to him, and instead concentrate on the 
Balls. Once you get enough Djinn use Daedalus and you will hopefully kill all 
the Balls with the summon and the missile that hits next turn will hopefully 
not be blocked by a barrier. If there aren't any Guardian Balls and the Star 
Magician isn't protected by a barrier use Haures instead. If there are ever 2-3
Refresh Balls I recommend ONLY ATTACKING THE REFRESH BALLS until they are all 
gone. Summons are the easiest thing to use to take out multiple enemies, so try
a few Mars based summons on the Balls. If you don't take out the Refresh Balls 
they can easily undo all the damage you've done so far, with their 1500+HP per 
Ball per turn...

   After you defeat the Star Magician get the summon Azul. Use Retreat to enter
the final Specal Dungon.

2.8j Anemos Sanctum
-Items of interest: Charon summon, Dark Matter, Orihalcon
   You've already been to Anemos Sanctum to get a Dragon Skin, but you haven't 
been into the Inner Sanctum to get the two strongest Summon attack in the game. 
Also, note that you can't get anywhere without all 72 Djinn in your possession. 
To reach the Sanctum of the moon, Teleport from the circle in the middle of 
nearby Contigo.

ANEMOS INNER SANCTUM

   In this mystical room, step on all 4 of the large circles containing elemental 
Symbols. You will release the power of your Djinn. If you have all 72, the door 
on top of the room will open. Go through it. Hop over the platforms and take 
the free Summon Tablet up ahead for Charon, the second strongest Summon in the 
game! Continue on through the next room. In this hall, go to the left and up to 
a door. Hop across the left pit in the next room and through a door to an 
interesting puzzle room. The statue with a figure painted on it will mirror 
your movements. You have to guide it across the room to a switch without it 
falling down a pit. This first room is easy and shouldn't take very long after 
you get used to controlling the mirrored statue. If it falls, exit and reenter 
the room. Once you open the door, go right and down. Push a pillar near the 
door to an indent to open a shortcut past the statue room and go through the 
doorway. You can't do anything up the stairs yet, so just enter an elevator 
room by hoping to the right. Step on all the black tiles to turn them white and activate the elevator. 
Step on it and ascend to the next floor. Push a pillar to the left here to open 
a shortcut and go to some stairs. Go around the green stones below you & hop left
then up. Go in the door to the north then the door to the left of it. Then go north to the next door & take the
treasure in this chamber (Dark Matter) and go back up. You can't do the sand path
yet. Go through the other doorway to the right to a slightly harder elevator room. This isn't
as easy as the first one, obviously. Save before attempting this just in case.
From the entrance door, go left to the upper left corner,
all the
way down, all the way left, all the way up, all the way left, all the
way down,
rightx2, upx2, rightx2, downx2, all the way right, upx2, leftx2,
upx2 and
to the elevator.

   Go through the door above the elevator and open the sand shortcut to the left, 
then enter the right door. Lift the boulder here and go down the hallway. Go 
the long way around here to another mirror statue room. In here, get the statue 
to be over the block above it and then walk down one space. The statue should 
try to follow but be unable because of the block. You can now get it onto the 
switch. Back in the room with the boulder. Jump over to between the second and 
third of 3 pillars. Move the third pillar into one of the two indents and go 
back through the statue room and hallway. Lift the boulder again and go 
straight
up to a small chamber. Hop over a gap and reemerge in the top right 
corner
of the boulder room. Hop down between the first and second pillars and 
push
the second into the unused indent. Go back through the small chamber and 
Lift
the boulder one last time. Go down the path below the boulder and Move the 
first pillar right. Push it farther right and hop up to the pillar to the right 
of the boulder. Move and push it onto the switch to the left and enter the door 
you opened.

   Take more stairs down and go through another hallway to the toughest statue 
room yet. Here are the directions for this tough puzzle:
Up 2
Right 2
Up 2
Right 1
Up 2
Left 1
Down 2
Right 1
Up 2
Left 1
Up 2
Left 3
This should open the door. Go through the door directly ahead of you and take 
the Orihalcon in the chest ahead. Go back and through the other door. You'll be 
at a 3 by 3 square of cracked tiles. Carefully make your way from the bottom to 
the left, leaving a path to go from top to right. Go around the hallways to 
just above the right path from the square and Move a pillar blocking a Sand 
track to the right. Now go back to the top path and use it to get to the right. 
Use the Sand track and push the pillar the rest of the way out. Go up and left, 
push one more pillar into an indent for one last shortcut, and go up to the 
final room. In this room, push the 6 blocks to form the spider-like symbol you 
saw on the arch in Atteka Inlet. When you do, the spider's abdomen lights up 
and turns into a Hover pad. You're about to fight the toughest Boss in the game 
(at least without a good strategy), so SAVE YOUR GAME before using 
Hover on the pad. The whole 6 blocks float together to an indentation that 
seems to be waiting for them... You land in front of a headless, caped figure, 
also known as...

This strategy was created by Autocon. Not me.   
   BOSS BATTLE
- Jump onto the spider and cast Hover to face the ABSOLUTE TOUGHEST BOSS in 
  Golden Sun: The Lost Age
- Boss battle, Dullahan
- This boss is FAR MORE CHEAP than any other boss, he attacks 3x per turn
- He can SET ALL DJINN TO RECOVERY in ONE MOVE, this affects all characters on 
  the front row, even Djinn you were trying to set or just used
- Djinni Flash is helpful for blocking damage (as always), but if it gets set 
  to Recovery, it usually takes 7-8 turns to recover :(
- If a party member dies, use Revive or Water of Life, Djinni sometimes miss or
  get set to recovery
Stats:  HP 16,000+  PP 200+  ATK 676  DEF 269  AGI 241
Gives:  EXP 15,600  GOLD 6,775
Weak to: Jupiter
  The stats are approximate, since the Nintendo Power Player's Guide doesn't 
list the exact stats... Anyway, this is THE HARDEST BOSS, and not only does he 
attack 3x per turn, set all Djinn (front row characters only) to Recovery, 
summon Charon and kill everyone in one move, he also regains HP and PP every 
turn. Needless to say, this is a tough battle. Be AT LEAST LEVEL 40 BEFORE EVEN
ATTEMPTING THIS BOSS with all 8 characters. Otherwise you will have a long, 
hard, tough, losing battle to fight. The suggested level is 50 if you use my 
strategy. I'm not sure how low you can be and use the alternate strategy...
***Forget my strategy, unless you just want to see if it is possible. Use the 
strategy listed after mine, the one sent in by hybrid45 instead, and you'll 
defeat Dullahan in 4-6 rounds***
  Now for basic strategy:
Use summons based on Jupiter, such as Thor, and also mixed summons using a lot 
of Jupiter Djinn such as Eclipse. According to NP's Players Guide Eclipse is 
the best summon in this fight. NP also suggested changing character classes to 
give every character a way to heal and/or revive other characters. That is a 
good strategy ONLY IF Dullahan doesn't set all the Djinn to Recovery... As I 
suggested in my guide give all characters Vials, Water of Life, Potions, Nuts, 
and any other healing/reviving items you have, that way everyone can 
heal/revive. Try to rely more on items for reviving than Djinn if you can't use
the Revive Psynergy because Djinn sometimes miss, causing you to waste a turn. 
The Djinn Crystal, Flash, and Eddy will be invaluable here for healing, 
protecting, and speeding up Djinn recovery time... Try to keep Eddy set on a 
back row character if possible. Stay away from Mercury based summons and 
attacks (Boreas, Neptune, etc.) since Dullahan is very strong towards water 
based attacks. Use the Sol Blade to attack if possible, the howl does really 
great damage (the more Djinn you have Set the higher the damage). If this is 
difficult you can also try these two suggestions:
- Attack with the Excalibur if you have it, since its howl is more powerful 
  than that of the Sol Blade (if it pulls off the 3 hits)
- Attack with the Tisiphone Edge if you have it, since it has one of the most 
  powerful howls in the game (if it pulls off all 7 hits)
Excalibur can be forged from Orihalcon and Tisiphone Edge is dropped by Cruel 
Dragon in the Sea of Time Islet Cave. Excalibur is good for another reason - 
it has a Jupiter-based howl attacks, which is Dullahan's weakness...

  Sent in by hybrid45 [updated by Autocon]
I have a great strategy for Dullahan. Have all characters with normal Djinn - 
e.g. Felix with Earth Djinn. For the front row use all Fire and Earth Adepts 
and have the rest in the back row.
Turn 1
Everyone cast Daedalus, and make sure [that ALL characters] survive until the
next turn
Turn 2
Attack normally, then four missiles hit him
Turn 3
Let all four characters die
Turn 4
Everyone cast Eclipse
Turn 5 (if applicable)
Use your strongest Psynergy
  End of hybrid45's strategy
Notes: This strategy works, I personally used it (after he sent it to me) and 
it only took 4 turns. Although you don't need to have ALL Djinn on standby for 
this to work properly, just 12 Venus, 16 Mars, 8 Mercury, and 12 Jupiter Djinn 
on standby, I still recommend having them all on standby. With some Djinn 
equipped your summons will deal more damage, but the characters will have more 
health/defense, so they may not die when they should... If they don't it will 
take an extra turn (or more) between turns 3 and 4.
  I found that the initial Daedalus summon dealt 400-800 damage (at level 50 
with ALL Djinn on standby) while the big missiles (turn 2) dealt 1300-1800 
damage. I had my characters equipped with the Sol Blade, Excalibur, and 
Tisiphone Edge weapons, and each one criticaled on the 2nd turn (except Garet, 
who died instead). Turn 3 all of my front row characters died - and this is 
important! All four characters need to die! If they don't just keep up the 
normal attacks until they do. This is so the entire back row will be brought 
out at once, so DON'T SWITCH any characters out AT ALL. For me, Dullahan died 
after the second Eclipse, so I'm guessing this strategy would work with lower 
leveled characters, probably level 40 or so. Several readers have confirmed 
this works with characters in the low 40's level-wise.
  Thanks also go to Lord Vicar Daktar and Cowboy for helping me figure out why 
sometimes the big missiles from Daedalus wouldn't hit. Apparently all four 
characters need to stay alive. We're not sure if all four characters in the 
front row need to be alive every time you summon Daedalus or if just the 
character(s) that summoned Daedalus needs to survive. I believe it is the first
choice, otherwise it would be just 1-3 missiles that wouldn't hit (if 1-3 
characters didn't survive), not all four. Anyway, it seems to be all four 
characters in this case...
  I'm not sure if this strategy will work against Doom Dragon. It seems like it
should, though, since it uses a lot of powerful summons and ends with Eclipse, 
a Jupiter based summon, which happens to also be Doom Dragon's weakness... My 
only concern would be Doom Dragon's mid-battle animations that pause and reset 
the battle when a head dies. That is the only thing I can see that might 
prevent this strategy from being effective against D.D. When I finally make it 
back up to the end I'll update this and let you know if it works or not.

2.8K The End
-Items of interest: NONE BECAUSE YOU GOT THEM BEFORE YOU ENTERED THE SPECIAL DUNGEONS.
   Use Retreat then Tele. to get out of Anemos Sanctum. Then Tele. Back to Prox
& return to Mars Lighthouse. In the begging I told you to ignore the first
door. Well now it's time to enter it. When you do go (in one step segments)
left, down, left, down, right, down, down, right, right, up, right, upx2,
right, up into the door. Go up & another dragon head statue will talk to you
(I have no idea how the lighthouse speaks to you). After that the walls flash
showing some doors. It doesnÂ’t matter witch one you go through first but I'm taking the top right one first.
   
   TOP RIGHT DOOR
   Go through the door & follow the path to the south exit. Go up the stairs
& across the bridge. Enter the north door & Move the statue on the right.
Go through the door. Don't go through the door on the right. Head all the way
to the left & Move that statue as well & enter the door. Then go through
the next one. Now don't go up the ladder. Instead hop across the gap & move the
stones to the gaps in the top wall. Now cast Carry on them & drop them in the
gaps. Now go up the ladder & move the stone infront of the statue spiting
fire. Cross the rope. Now hot-wire Sand & wait for the moving statue to go to 
the left. Then hide in the sand pit & wait for the statue to go to the right.
Repeat this on the next one. Go down the ladder & hop to the door. Use Blaze
to light the wall. Now Retreat & go back to the room with the pictures on the
wall.

   BOTTOM RIGHT DOOR
   Follow the path to the south exit. Go up the stairs & cross the bridge.
This time don't enter the door but go right & up to obtain the Alastor's Hood.
Now enter the door. First use Burst on the left wall. Then go (in one step
segments) up, left, left, down, left, up, up, up, left, up, right, right,
up, left, up & press the button. Go back to the begging of this room & Burst
the right wall. Now go (again in one step segments) up, right, up, right,
down, right, right, upx5, left, up, right, up, left now Blaze the fire to crack
the middle wall. Return one last time to the begging of this room & Burst
the middle wall. Then go (in one step segment) up, up, right, right, up, up,
& climb the ladder then the other to exit the room. Now go south & take the first
right to push a pipe up. Then go down the new path then right & use the stairs
to Move a dragon statue to the left. Now backtrack a little & take the first
right. Use the stairs to move the dragon to the left again. Then return to that
spot & go north & cross the stairs. Push the pipe to the south & return to the
statue that was spiting fire. Then take the path it was blocking. Cross the 
stairs & go south to the door. Like in the first path you took you'll have 
to use Blaze to light the wall. Then Retreat & go back to the room with the four
paths.

   BOTTOM LEFT DOOR
   Follow the path to the south exit. Go up the stairs & cross the bridge
& enter the door. Follow the path to the north door. Now go left, down, right, 
up, left, up & enter the door. go down & right & use Frost on the puddle
to the right. Push the vertical pipe to the right & go around the to the two
others. Then push the top one of the two up & Frost the puddle. Go around &
re-push the pipe down then push the other one up. Exit the room & go down.
Then go back to the begging of the ice & go left, down, right, up, right,
up & go up the ladder & use Burst. Now go back to the begging of the ice &
go left, down, right, down, left then go through the door. Follow the path &
take the south door. You know what to do here so do it & go back to the room with
the four doors.

   TOP LEFT DOOR
   Follow the path to the south exit. Go up the stairs & cross the bridge
& enter the door. Go to the left & use Cyclone. Go north & use Cyclone on the
left Whirl pad. Move the dragon statue to the right slide down the indention
on the wall & return to the begging room by using the Whirl pad all the way to
the right. Then follow the path south to the next Whirl pad then go to the left
& use Cyclone on this Whirl pad & go north then on the right Whirl pad. Go north
& down the ladder & follow the path to the right & cast Reveal. Then use
Cyclone. Also use it on the next Whirl pad. When the moving statue to the north
goes up use Move on the missing piece & Move it to the left. Get shot down
by the fire & go back up the ladder & wait for the moving statue to go to the
right then cast Hover. Dash right & go down & use Cyclone on the Whirl pad.
Quickly run left or right to get out of the way of the huge fire ball After 
one is launched run down & cast Reveal & jump on the hidden platform then right.
Follow the path south to the door. This is the final one & you know what to
do so do it & return to the room with the four doors one last time.

   When you enter the room the lighthouse will talk to you again & make a Tele.
pad. Use the Tele. pad & follow the floating objects to the top of the Mars 
Lighthouse. SAVE YOUR GAME NOW!!! Before you can light the beacon a long conversation
will take place with The Wise One (you'll know who he is if you played the original GS).

This Strategy was made by Autocon. Not me.
   BOSS BATTLE
   Doom Dragon
- Boss battle, Doom Dragon
- Doom Dragon, like other bosses, can attack 3x per turn
- Doom Dragon is a 3-part battle, you will "defeat" it 3 times, once for each 
  head
- Doom Dragon has an attack that is awesome to look at but does a fair amount 
  of damage (Cruel Ruins)
- If you defeated Dullahan, this will be an extremely easy battle
Stats:  HP 14,400+  PP 250+  ATK 470  DEF 155  AGI 200
Gives:  EXP ---  GOLD ---
Weak to: Jupiter
  If you've defeated Dullahan, Valukar, Sentinel, and Star Magician this boss 
will be easy. Just use the same basic strategy - defensive and stat boosting 
Djinn mixed with attack Djinn and summons. This boss is weak to Jupiter attacks
and Mercury attacks, so use Jupiter or Mercury summons (Thor, Boreas) and 
Jupiter/Mercury mixed summons (Eclipse, Moloch). The summon Iris is a good one 
to use if you have it. Catastrophe also does really well in this battle, 
dealing 2000+ damage. For healing use Cool Aura, Wish Well, Pure Wish, Flower, 
Spritz, or Crystal, as always. You can block damage for one turn with Flash, 
Shade, or Granite. Doom Dragon isn't as hard as Dullahan or Star Magician, 
although it has more health than Star Magician... One last note, Doom Dragon 
can set all Djinn of a single character to recovery, or all the Djinn of the 
four front row characters to recovery. I've noticed too that Doom Dragon 
attacks 3-4x per turn...
  The Djinni Reflux is also a good Djinni to use, since it will counter every 
blow that turn, and Doom Dragon likes to use 3-4 multi-party attacks, giving 
you a good chance to counter 2-4 times a turn. Doom Dragon can also cast a 
barrier on itself, beware. If you get in a bind have your fast characters heal 
and boost stats, then have your slow character use the Djinn Lull to end the 
turn, preventing the Doom Dragon from attacking at all if your characters all 
have more agility than it.

  Sent in by Mike Rickwood
   I beat the final boss, Doom Dragon, first time at about level 39. You don't 
need to be too high a level to win. I did it by having the most powerful guys 
on the front row, like Felix, Isaac and Piers, and also Jenna. She is quick and
is usually the first to attack. Get Jenna to use her healing most of the time, 
or when you really need it. The others can attack and use Psynergy. Just keep 
hitting the Dragon (most of the time the weapon specials come out anyway). Use 
the Djinn, then use the summons and the Djinn should come back into action just
when you need them. It worked for me but it might be because I use that tactic 
for all role playing games.
  End of Mike Rickwood's strategy
Notes: Level 39 is the lowest level I've been sent for beating Doom Dragon. I 
personally beat D.D. the first time at level 45... This strategy basically 
follows my own, but it specifies which characters to use, while mine leaves 
that choice up to you. Either strategy is good. Thanks, Mike.
This is the end of my (Z 3 K 0) work.
=======
3 Djinn
=======

3.1 Venus Djinn
---------------
3.1a Echo
- Echo can be found outside Daila
- HP+9 PP+3 ATK+3
- Attack with a double strike
- Attacks a single target
Stats: n/a - don't fight

3.1b Iron
- Iron can be battled in a random battle in a forest right outside Madra or in 
  the forest to the left of Madra across the river
- HP+9 DEF+2 AGI+2 LCK+1
- Bolster the party's Defense
- Increases Defense of front-row characters
Stats: HP 223  PP 20  ATK 49  DEF 12  AGI 37
Gives: EXP 73  GOLD 96
Weak to: Jupiter

3.1c Steel
- Steel can be battled in the Great Gabomba statue after reversing the 
  direction of the gears
- HP+9 ATK+4 DEF+2 LCK+1
- Siphon a foe's HP with a kiss
- Attacks a single target and turns damage dealt into HP for user
Stats: HP 466  PP 46  ATK 143  DEF 37  AGI 116
Gives: EXP 279  GOLD 340
Weak to: Jupiter

3.1d Mud
- Mud can be battled in the Gabomba Catacombs after you learn Cyclone
- HP+10 PP+4 AGI+3
- Slow a foe with sticky mud
- Decreases Agility of all enemies on screen
Stats: HP 500  PP 44  ATK 153  DEF 41  AGI 122
Gives: EXP 360  GOLD 358
Weak to: Jupiter

3.1e Flower
- Flower can be battled in Taopo Swamp Catacombs after knocking it off a ledge
- HP+12 PP+4
- Refresh allies and restore HP
- Restores HP to all front-row characters (moderate)
Stats: HP 590  PP 53  ATK 182  DEF 51  AGI 149
Gives: EXP 519  GOLD 432
Weak to: Jupiter

3.1f Meld
- Meld can be battled in Sea of Time Islet Cave after you trade for the Li'l 
  Turtle
- HP+9 AGI+4 LCK+1
- Launch a powerful team strike
- Causes user and another character to attack a single target together
Stats: HP 830  PP 77  ATK 264  DEF 80  AGI 226
Gives: EXP 946  GOLD 631
Weak to: Jupiter
- The stats aren't listed in NP's guide for some reason, so these may be wrong

3.1g Petra
- Petra can be battled in a random battle near Shaman's Village
- Directions: A river with two beaches at its start is to the right of the 
  river that leads to Shaman Village, take it. The river will fork and the fork
  will die at a mountain right away. Get out of the boat on the land north of 
  the fork and search in the forest by the river's edge. You will eventually 
  encounter Petra
- HP+12 PP+5
- Turn a foe to stone
- Make a single target unable to move for one turn (stops attacks, but not 
  Psynergies or some abilities)
Stats: HP 830  PP 77  ATK 264  DEF 80  AGI 226
Gives: EXP 946  GOLD 631
Weak to: Jupiter

3.1h Salt
- Salt can be found in Contigo by using Scoop in a patch of grass
- HP+9 PP+5 LCK+1
- Restore allies' status to normal
- Restores front-row characters' status (removes Poison, Deadly Poison, Spirit 
  of Death, etc.)
Stats: n/a - don't fight

3.1i Geode
- Geode can be found in Atteka Inlet by using Lift on a boulder and then 
  Cyclone on the grass
- HP+12 ATK+6 LCK+1
- Strike with a clod of earth
- Attacks a single target for heavy damage by wrapping the battlefield around a
  sphere and hurling it at the target
Stats: n/a - don't fight

3.1j Mold
- Mold can be found in Prox using Scoop on a snow bank after chasing it into 
  the snow
- HP+8 ATK+4 AGI+2 LCK+1
- Strike a foe
- Causes a single target to attack itself with the message "Stop hitting 
  yourself"
Stats: n/a - don't fight

3.1k Crystal
- Crystal can be battled in Yampi Desert Cave using Scoop on a moving pile of 
  sand (need Teleport)
- HP+10 PP+5 DEF+2
- Restore HP to all allies
- Restores HP to all front-row characters (moderate to large)
Stats: HP 890  PP 83  ATK 280  DEF 86  AGI 247
Gives: EXP 1,041  GOLD 681
Weak to: Jupiter
- The stats aren't listed in NP's guide for some reason, so these may be wrong

3.2 Mercury Djinn
-----------------
3.2a Fog
- Fog can be battled in Kandorean Temple by using Lash
- HP+9 DEF+2 AGI+2 LCK+1
- Blind an enemy with fog
- Attack a single target, can cause Delusion
Stats: HP 165  PP 14  ATK 32  DEF 6  AGI 22
Gives: EXP 28  GOLD 85
Weak to: Mars

3.2b Sour
- Sour can be battled in a random battle in a green patch on the world map near
  Osenia Cavern
- HP+8 PP+4 ATK+3
- Reduce a foe's Resistance
- Attack a single target, also decreases target's Elemental Resistance
Stats: HP 291  PP 26  ATK 75  DEF 19  AGI 57
Gives: EXP 130  GOLD 152
Weak to: Mars

3.2c Spring
- Spring can be found with Piers when he joins your party
- HP+11 PP+5
- Restore HP with healing herbs
- Restore HP of one front-row character (small to moderate)
Stats: n/a - don't fight

3.2d Shade
- Shade can be found with Piers when he joins your party
- Interesting side note, Nintendo Power Player's Guide calls him Cascade
- HP+9 DEF+3 LCK+2
- Create a watery shield
- Decreases damage done to all front-row characters for one turn (moderate)
Stats: n/a - don't fight

3.2e Chill
- Chill can be battled in a random battle on the world map in a forest in south
  of Naribwe between a river and the sea
- HP+10 PP+3 DEF+2
- Strike to reduce a foe's Defense
- Attack a single target, may decrease the target's Defense
Stats: HP 414  PP 37  ATK 124  DEF 31  AGI 96
Gives: EXP 234  GOLD 282
Weak to: Mars

3.2f Steam
- Steam can be battled in Aqua Rock after using Parch on a Tiki Statue to dry 
  out the water
- HP+10 ATK+5
- Increase all allies' elemental Strength
- Increases all front-row characters' Elemental Resistance
Stats: HP 620  PP 56  ATK 192  DEF 54  AGI 159
Gives: EXP 571  GOLD 457
Weak to: Mars

3.2g Rime
- Rime can be found in Ancient Lemuria using Cyclone and Tremor
- HP+10 DEF+2 AGI+3 LCK+2
- Seal a foe's Psynergy
- Seal the Psynergy of a single target, but does not affect abilities, only 
  Psynergies
Stats: n/a - don't fight

3.2h Gel
- Gel can be found on Kalt Island using Lash
- HP+9 ATK+5 AGI+2
- Weaken a foe's Attack
- Attack a single target, and may decrease the target's Strength
Stats: n/a - don't fight

3.2i Eddy
- Eddy can be battled in Shaman Village Cave
- HP+9 AGI+3 LCK+2
- Speed up Djinn recovery time
- Causes one Djinni on recover mode to immediately recover for each front-row 
  character, but there must be a Djinni on recover mode for this to affect that
  character
Stats: HP 860  PP 80  ATK 290  DEF 83  AGI 237
Gives: EXP 989  GOLD 656
Weak to: Mars

3.2j Balm
- Balm can be battled in Mercury Lighthouse in an icy room
- HP+13 PP+4
- Revive all downed allies
- Revives all downed front-row characters, but may miss
Stats: HP 890  PP 83  ATK 280  DEF 86  AGI 247
Gives: EXP 1,041  GOLD 681
Weak to: Mars
- The stats aren't listed in NP's guide for some reason, so these may be wrong

3.2k Serac
- Serac can be battled in Sea of Time Islet Cave by using Tremor in the second 
  long corridor near the top on the left side
- HP+12 ATK+3
- Strike a chilling finishing blow
- Attack a single target, may cause instant death to that target ("[target]'s 
  spirit has been drained!")
Stats: HP 980  PP 92  ATK 309  DEF 97  AGI 277
Gives: EXP 1,197  GOLD 756
Weak to: Mars
- The stats aren't listed in NP's guide for some reason, so these may be wrong

3.3 Mars Djinn
--------------
3.3a Cannon
- Cannon can be battled in Dehkan Plateau after getting the Pound Cube by 
  landing on it
- HP+9 DEF+3 AGI+4
- Strike with the power of Mars
- Attack a single target
Stats: HP 203  PP 18  ATK 43  DEF 10  AGI 32
Gives: EXP 58  GOLD 93
Weak to: Mercury

3.3b Spark
- Spark can be found in Mikasalla by using Scoop between the sheep and chicken
- HP+11 PP+6
- Revive an ally with cheers of support
- Revives one front-row character that is downed, but may miss
Stats: n/a - don't fight

3.3c Kindle
- Kindle can be battled in Gondowan Cliffs
- HP+8 ATK+5 LCK+1
- Increase all allies' Attack
- Increases all front-row characters' Strength
Stats: HP 403  PP 37  ATK 114  DEF 29  AGI 90
Gives: EXP 228  GOLD 273
Weak to: Mercury

3.3d Char
- Char can be found in Madra by giving an old man the Healing Fungus
- HP+9 ATK+2 AGI+2 LCK+1
- Paralyze foes with a strong blow
- Attack a single target, and may Paralyze
Stats: n/a - don't fight

3.3e Coal
- Coal can be found by giving Lady Uzume (in Izumo) the Dancing Idol
- HP+11 PP+3 AGI+3
- Rally your allies to boost Agility
- Increases Agility of all front-row characters
Stats: n/a - don't fight

3.3f Reflux
- Reflux can be battled in Tundaria Tower in an icy room by bumping into it 
  then chasing it
- HP+9 DEF+3 LCK+2
- Counter an enemy's attack
- Makes a single character counter-attack any enemy attack that hits that 
  character, for one turn (this will counter more than once that one turn if 
  the enemy attacks the character more than once that turn)
Stats: HP 756  PP 69  ATK 231  DEF 68  AGI 199
Gives: EXP 794  GOLD 563
Weak to: Mercury

3.3g Core
- Core can be battled in a random battle on the world map in Atteka by landing 
  at the top left beach and walking to a forest between 2 rivers
- HP+12 PP+5
- Strike through an enemy's defense
- Attack a single target and ignores defense, causes the same amount of damage 
  even when the enemy has high defense or a defense barrier
Stats: HP 840  PP 79  ATK 264  DEF 80  AGI 226
Gives: EXP 946  GOLD 631
Weak to: Mercury

3.3h Tinder
- Tinder can be found in Hesperia Settlement, a small town on the bottom left 
  tip of Hesperia by using Move and Growth
- HP+12 PP+5
- Revive a downed ally
- Revives a single front-row character, but may miss
Stats: n/a - don't fight

3.3i Shine
- Shine can be found in Contigo after you meet Isaac and crew, you need Force 
  to get it (transfer data with Force)
- This is another interesting Djinni, since Nintendo Power Player's Guide lists
  this Djinni as being in Mikasalla (on page 176) and doesn't list Shine at all
  on page 10 (the map of all Djinn locations)
- HP+9 PP+5 LCK+1
- Dazzle foes and strike decisively
- Attack a single target, and can cause Delusion to all enemies
Stats: n/a - don't fight

3.3j Fury
- Fury can be battled in Magma Rock in the second lava filling section before 
  filling it with lave or after draining the lava
- HP+12 PP+4
- Call wandering souls to attack
- Attack a single target, and can cause an Evil Spirit to grip that target 
  (which will deal damage to that enemy sometimes when it attacks)
Stats: HP 890  PP 83  ATK 280  DEF 86  AGI 247
Gives: EXP 1,041  GOLD 681
Weak to: Mercury

3.3k Fugue
- Fugue can be battled in Mars Lighthouse
- HP+11 PP+4 DEF+2
- Fatigue enemies to drop their PP
- Decreases the PP of all enemies
Stats: HP 890  PP 83  ATK 280  DEF 86  AGI 247
Gives: EXP 1,041  GOLD 681
Weak to: Mercury
- The stats aren't listed in NP's guide for some reason, so these may be wrong

3.4 Jupiter Djinn
-----------------
3.4a Breath
- Breath can be battled in the Shrine of the Sea God
- HP+9 DEF+3 AGI+4
- Restore HP quickly
- Restores HP of one front-row character, and will always happen at the 
  beginning of the turn, regardless of agility (moderate)
Stats: HP 184  PP 16  ATK 37  DEF 8  AGI 27
Gives: EXP 43  GOLD 89
Weak to: Venus

3.4b Blitz
- Blitz can be battled in Yampi Desert after learning Pound
- HP+9 DEF+2 AGI+2
- Numb a foe with a lightning strike
- Attack a single target, and may cause Paralysis
Stats: HP 165  PP 14  ATK 32  DEF 6  AGI 22
Gives: EXP 28  GOLD 85
Weak to: Venus

3.4c Ether
- Ether can be found in Garoh Village after learning Reveal, talk to the 
  werewolf Maha again after spending the night
- HP+8 PP+4 AGI+3 LCK+2
- Focus will to restore PP
- Restores PP of one front-row character (small to moderate)
Stats: n/a - don't fight

3.4d Waft
- Waft can be battled in Kibombo Mountains after Piers joins your party (need 
  Frost)
- HP+11 ATK+4
- Calm a foe with soothing scents
- Attack a single target, and may put that target to Sleep
Stats: HP 440  PP 40  ATK 134  DEF 34  AGI 104
Gives: EXP 255  GOLD 309
Weak to: Venus

3.4e Haze
- Haze can be found in the Apojii Islands village after learning Sand
- HP+10 DEF+2 AGI+3 LCK+2
- Hide away to avoid damage
- Turns a single front-row character invisible for one turn, which blocks all 
  damage to that character for that turn (except status damage, such as Poison)
Stats: n/a - don't fight

3.4f Wheeze
- Wheeze can be battled in a random battle on the world map in a dark blue 
  patch of ice surrounded by mountains on the left side of Tundaria
- HP+9 PP+3 ATK+5
- Poison a foe as you strike
- Attack a single target, and may cause Deadly Poison
Stats: HP 740  PP 68  ATK 234  DEF 70  AGI 197
Gives: EXP 781  GOLD 556
Weak to: Venus

3.4g Aroma
- Aroma can be found in Shaman Village by using Lash after completing the 
  trials and defeating Moapa
- HP+9 PP+5 LCK+1
- Restore everyone's PP
- Restores the PP of all front-row characters (moderate)
Stats: n/a - don't fight

3.4h Whorl
- Whorl can be battled in Jupiter Lighthouse by moving circuits (use Pound to 
  pop them back out and move them some more)
- HP+8 PP+4 ATK+3
- Take a deep breath, and strike!
- Attacks a single target, sucking it up into the Djinni, then spitting it back
  out, but may cause instant death instead of spitting it back out ("[target]'s
  spirit has been drained!")
Stats: HP 852  PP 78  ATK 273  DEF 84  AGI 233
Gives: EXP 965  GOLD 643
Weak to: Venus

3.4i Gasp
- Gasp can be battled in a cave to the left of the top of Trial Road using 
  Hover, Lift, and Reveal
- HP+12 PP+5
- Call the Grim Reaper on your foes
- Targets all enemies and can cause the Spirit of Death to embrace them (giving
  them 4 turns to live, just watch the flames above the enemies heads, when 
  they are gone, they will die) *note* turn here means enemy phase, the enemy 
  must do something (either attack, defend, use Psynergy, etc.) for the turn to 
  count
Stats: HP 852  PP 78  ATK 273  DEF 84  AGI 233
Gives: EXP 965  GOLD 643
Weak to: Venus

3.4j Lull
- Lull can be found in Loho on a rooftop after shooting the cannon
- HP+11 PP+6
- Negotiate a temporary cease-fire
- Causes the turn to end as soon as Lull is used (faster characters than the 
  one using Lull will still get to do whatever you told them to do, though)
Stats: n/a - don't fight

3.4k Gale
- Gale can be battled in Treasure Isle after learning Grind and Lift
- HP+12 PP+4
- Blast enemies with a wind strike
- Attack a single target
Stats: HP 980  PP 92  ATK 309  DEF 97  AGI 277
Gives: EXP 1,197  GOLD 756
Weak to: Venus

3.5 Original Djinn
------------------
- These are the Djinn from Golden Sun
- If you transferred data, you will have them when Isaac and crew join you (if 
  you found them in Golden Sun)
- If you didn't transfer data, you will encounter several random Djinn, but you
  won't be able to get all of them

3.5a Venus Djinn
  Flint
- HP+8 PP+4 ATK+3
- Strike a blow that can cleave stone
- Attack a single target

  Granite
- HP+9 DEF+2 AGI+2 LCK+1
- Create a mighty earthen barrier
- Decreases damage done to all front-row characters for one turn (small)

  Quartz
- HP+10 PP+3 AGI+3
- Revive a downed ally
- Revives a single front-row character, but may miss

  Vine
- HP+12 PP+4 DEF+3 LCK+1
- Tangle foes to drop Agility
- Decreases the Agility of all enemies

  Sap
- HP+10 ATK+3 LCK+1
- Attack foe and steal HP
- Attacks a single target and turns damage dealt into HP for user

  Ground
- HP+9 PP+3 AGI+3
- Use gravity to hold a foe
- Make a single target unable to move for one turn (stops attacks, but not 
  Psynergies or some abilities)

  Bane
- HP+12 ATK+4
- Attack with nature's venom
- Attack a single target, and may cause Deadly Poison

3.5b Mercury Djinn
  Fizz
- HP+9 PP+4 DEF+3
- Restore HP with calming water
- Restores HP of one front-row character (small to moderate)

  Sleet
- HP+12 ATK+3 LCK+1
- Drench a foe to drop its Attack
- Attack a single target, and may decrease that target's Strength

  Mist
- HP+11 ATK+4
- Lull a foe into deep sleep
- Attack a single target, and may put that target to Sleep

  Spritz
- HP+8 PP+4 AGI+3
- Restore party HP with soothing mist
- Restores HP of all front-row characters (small to moderate)

  Hail
- HP+9 ATK+4 LCK+1
- Freeze a foe to drop its defense
- Attack a single target, and may decrease that target's Defense

  Tonic
- HP+8 PP+3 DEF+2 LCK+2
- Heal all party ailments
- Restores front-row characters' status (removes Poison, Deadly Poison, Spirit 
  of Death, etc.)

  Dew
- HP+13 PP+4 AGI+4
- Revive a downed ally
- Revives a single front-row character, but may miss

3.5c Mars Djinn
  Forge
- HP+10 ATK+2 AGI+2 LCK+2
- Boost party Attack with flame's fury
- Increase the Strength of all front-row characters

  Fever
- HP+12 ATK+3 AGI+1
- Wrap a foe in feverish delusion
- Attack a single target, and may cause Delusion

  Corona
- HP+12 PP+3 DEF+3 LCK+1
- Boost party defense with a heat aura
- Increase the Defense of all front-row characters

  Scorch
- HP+8 ATK+3
- Stun a foe with a blast attack
- Attack a single target, and may Paralyze the target

  Ember
- HP+9 PP+4 DEF+2 AGI+2
- Restore party PP with passion's flame
- Restores the PP of all front-row characters (small to moderate)

  Flash
- HP+14 PP+3 DEF+2
- Block damage to party with a firewall
- Decreases damage done to all front-row characters for one turn (large)

  Torch
- HP+9 ATK+3 LCK+1
- Penetrate defense with a melting blast
- Attack a single target and ignores defense, causes the same amount of damage 
  even when the enemy has high defense or a defense barrier

3.5d Jupiter Djinn
  Gust
- HP+9 ATK+2 AGI+2
- Attack with might wind gusts
- Attack a single target, may hit twice for extra damage

  Breeze
- HP+12 PP+5 DEF+2 LCK+1
- Boost party Resistance
- Increase Elemental Resistance of all front-row characters

  Zephyr
- HP+11 PP+3 AGI+2 LCK+1
- Boost party Agility with swift wind
- Increase Agility of all front-row characters

  Smog
- HP+9 ATK+3
- Veil a foe's vision in smoke
- Attack a single target, and may cause Delusion

  Kite
- HP+8 PP+4 AGI+3
- Attack twice next round
- Lets targeted character use two commands next turn

  Squall
- HP+10 ATK+5
- Paralyze a foe with a storm
- Attack a single target, and may Paralyze that target

  Luff
- HP+11 PP+5 DEF+2 LCK+1
- Seal a foe's Psynergy
- Seal the Psynergy of a single target, but does not affect abilities, only 
  Psynergies

3.6 Summons
- Golden Sun: The Lost Age has 13 powerful new summons, but you must find them
- You will learn the new summons when you find each one's stone tablet
- Normal (all one Djinn type) summons are not listed here, since you don't find 
  them, you automatically have them

3.6a Zagan
- You can find Zagan in Indra Cavern after learning Lash
- Zagan, the demon of forgery, requires 1 Venus and 1 Mars Djinn
- Causes Earth and Fire damage, and may decrease enemy Defense

3.6b Flora
- You can find Flora in Air's Rock after using Whirlwind on all pink tornado 
  statues
- Flora, the goddess of blossoming flowers, requires 1 Venus and 2 Jupiter 
  Djinn
- Causes Wind and some Earth damage, and may put the enemies to Sleep

3.6c Megaera
- You can find Megaera in Osenia Caverns after learning Scoop
- Megaera, the goddess of revenge, requires 1 Mars and 1 Jupiter Djinn
- Causes Fire and Wind damage, and increases all front-row characters' Strength

3.6d Moloch
- You can find Moloch in Madra Catacombs after learning Reveal and Tremor
- Moloch, a sacred ice monster, requires 1 Jupiter and 2 Mercury Djinn
- Causes Water and some Wind damage, and may decrease enemy Agility

3.6e Ulysses
- You can find Ulysses in Izumo after defeating the Serpent and learning Sand
- Ulysses, a legendary wandering mage, requires 2 Mars and 2 Mercury Djinn
- Causes Fire and Water damage, and may cause the enemy to become unable to 
  move (unable to attack, but can still use some abilities and Psynergies)

3.6f Eclipse
- You can find Eclipse in the fountain in Lemuria when you toss in Lucky Medals
- Eclipse, a legendary dragon, requires 3 Jupiter and 2 Mercury Djinn
- Causes Wind and some Water damage, and may decrease enemy Strength

3.6g Coatlicue
- You can find Coatlicue in SW Atteka Cave after getting wings for your ship
- Coatlicue, the goddess bearing the water of life, requires 3 Jupiter and 3 
  Mercury Djinn
- Doesn't cause any damage at all, instead restores HP to all front-row 
  characters for up to 5 turns

3.6h Haures
- You can find Haures in Angara Cavern after you join Isaac and get the Carry 
  Psynergy
- Haures, a beast that sunders darkness, requires 3 Venus and 2 Mars Djinn
- Causes Earth and some Fire damage, and may inflict Deadly Poison

3.6i Daedalus
- You can find Daedalus in Yampi Desert after learning Teleport
- Daedalus, master craftsman of ancient times, requires 3 Venus and 4 Mars 
  Djinn
- Causes Fire and some Earth damage, and hits with the small rockets in the 
  turn it is summoned, and hits with the big missile in the next turn

3.6j Catastrophe
- You can find Catastrophe in the Sea of Time Islet after trading for the Li'l 
  Turtle and learning Teleport
- Catastrophe, the embodiment of destruction, requires 3 Mars and 5 Jupiter 
  Djinn
- Causes Wind and some Fire damage, and may drain enemy PP

3.6k Azul
- You can find Azul on Treasure Isle after learning Teleport
- Azul, a dragon from the deep, requires 3 Venus and 4 Mercury Djinn
- Causes Water and some Earth damage, and can also cause an enemy to be 
  afflicted with "cannot move" status, similar to the Venus Djinni Ground

3.6l Charon
- You can find Charon in Anemos Sanctum after learning Teleport and getting all
  72 Djinn from Golden Sun and Golden Sun: The Lost Age
- You MUST have found all Djinn in Golden Sun and transferred the data to get 
  this summon
- Charon is at the beginning of the secret Anemos Sanctum dungeon
- Charon, the ferryman of the river Styx, requires 8 Venus and 2 Jupiter Djinn
- Causes Earth and a little Wind damage, and may kill instantly

3.6m Iris
- You can find Iris in Anemos Sanctum after learning Teleport and getting all 
  72 Djinn from Golden Sun and Golden Sun: The Lost Age
- You MUST have found all Djinn in Golden Sun and transferred the data to get 
  this summon
- Iris is at the end of the secret Anemos Sanctum dungeon, past the hardest 
  boss in the game
- Iris, the most powerful summon in the game, requires 9 Mars and 4 Mercury 
  Djinn
- Causes massive Fire and a little Water damage, and fully restores the HP of 
  all characters (front and back rows)
======================
4 Psynergy and Classes
======================

V=Venus, Ma=Mars, J=Jupiter, Me=Mercury

4.1 Squire
- Felix and Isaac's default class, good earth and decent recovery Psynergies
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Squire      |     None      | +10%| -20%| +10%| --- | +10%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Knight      |   Venus x2    | +30%| -10%| +20%| +10%| +20%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Gallant     |   Venus x4    | +50%| --- | +30%| +20%| +30%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Lord        |   Venus x6    | +70%| +10%| +40%| +30%| +40%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Slayer      |   Venus x8    | +90%| +20%| +50%| +40%| +50%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Gallant or higher
--+-----------     **changes to Odyssey if Lord or higher
 1|Cure
 2|Quake
 4|Earthquake
 6|Spire
 7|Gaia*
10|Cure Well
13|Ragnarok**
14|Quake Sphere
19|Revive*
20|Clay Spire
24|Mother Gaia*
26|Potent Cure
42|Stone Spire
54|Grand Gaia*

4.2 Flame User
- Jenna's default class, good fire and great recovery Psynergies
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Flame User  |     None      | --- | +20%| --- | --- | +20%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Witch       |    Mars x2    | +10%| +30%| +10%| +10%| +30%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Hex         |    Mars x4    | +30%| +40%| +20%| +20%| +40%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Fire Master |    Mars x6    | +50%| +50%| +30%| +30%| +50%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Justice     |    Mars x8    | +70%| +60%| +40%| +40%| +60%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Hex or higher
--+-----------
 1|Flare
 5|Fume
 6|Flare Wall
 7|Beam
 9|Aura*
10|Impair
16|Healing Aura*
18|Flare Storm
21|Cycle Beam
23|Debilitate
26|Serpent Fume
33|Cool Aura*
41|Searing Beam
47|Dragon Fume

4.3 Guard
- Garret's default class, good fire and defense Psynergies
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Guard       |     None      | +10%| -20%| --- | +10%| -30%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Soldier     |    Mars x2    | +30%| -10%| +10%| +20%| -20%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Warrior     |    Mars x4    | +50%| --- | +20%| +30%| -10%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Champion    |    Mars x6    | +70%| +10%| +30%| +40%| --- | --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Hero        |    Mars x8    | +90%| +20%| +40%| +50%| +10%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Warrior or higher
--+-----------     **changes to Liquefier if Champion or higher
 1|Flare
 3|Guard*
 4|Fire
 6|Flare Wall
 8|Volcano
 9|Impair*
12|Heat Wave**
14|Fireball
15|Protect*
18|Flare Storm
22|Eruption
26|Debilitate*
36|Inferno*
48|Pyroclasm

4.4 Wind Seer
- Sheba and Ivan's default class, a fast class, good wind Psynergies
- Lowest HP increase of all classes
- Lowest ATK increase of all classes
- Tied for lowest DEF increase
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Wind Seer   |     None      | -20%| +40%| -20%| -10%| +30%| +10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Magician    |  Jupiter x2   | -10%| +50%| -10%| --- | +40%| +10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Mage        |  Jupiter x4   | +10%| +60%| --- | +10%| +50%| +10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Magister    |  Jupiter x6   | +30%| +70%| +10%| +20%| +60%| +10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Sorcerer    |  Jupiter x8   | +50%| +80%| +20%| +30%| +70%| +10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Magician or higher
--+-----------     **must be Mage or higher
 1|Whirlwind
 4|Ray
 5|Impact*
 6|Ward**
 8|Plasma
12|Sleep
14|Storm Ray
17|Bind
18|Tornado
21|High Impact*
22|Resist*
26|Shine Plasma
36|Destruct Ray
44|Tempest
50|Spark Plasma

4.5 Mariner
- Piers's default class, great water Psynergies
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Mariner     |     None      | +10%| -10%| --- | --- | -10%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Privateer   |  Mercury x2   | +30%| --- | +10%| +10%| --- | +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Commander   |  Mercury x4   | +50%| +10%| +20%| +20%| +10%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Captain     |  Mercury x6   | +70%| +20%| +30%| +30%| +20%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Admiral     |  Mercury x8   | +90%| +30%| +40%| +40%| +30%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Privateer or higher
--+-----------     **changes to Diamond Berg if Captain or higher
 1|Frost
 2|Ply
 4|Cool
 5|Cure Poison
 6|Avoid*
 8|Tundra
12|Diamond Dust**
13|Restore
17|Ply Well
21|Super Cool
24|Glacier
30|Break
35|Pure Ply
48|Megacool

4.6 Water Seer
- Mia's default class, good water and great healing Psynergies
- Tied for highest LCK increase
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Water Seer  |     None      | -10%| +30%| -10%| --- | -20%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Scribe      |  Mercury x2   | --- | +40%| --- | +10%| -10%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Cleric      |  Mercury x4   | +20%| +50%| +10%| +20%| --- | +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Paragon     |  Mercury x6   | +40%| +60%| +20%| +30%| +10%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Angel       |  Mercury x8   | +60%| +70%| +30%| +40%| +20%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Cleric or higher
--+-----------
 1|Ply
 2|Frost
 4|Ice
 5|Cure Poison
 8|Wish*
 9|Tundra
13|Restore
16|Ply Well
17|Ice Horn
22|Wish Well*
24|Glacier
30|Break
34|Pure Ply
42|Ice Missile
46|Pure Wish*

4.7 Swordsman (Earth)
- Felix & Isaac, Piers & Mia, learns the great Revive Psynergy, great healer
                 Djinn #
 Class        Felix  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Swordsman   |  Me1  |  N/A  | --- | -10%| +10%| +10%| -10%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Defender    |  Me2  |  N/A  | +20%| --- | +20%| +20%| --- | +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Cavalier    |  Me4  |  V6   | +40%| +10%| +30%| +30%| +10%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Guardian    | Me6 V1| V7 Me1| +70%| +20%| +40%| +40%| +20%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Protector   | Me8 V2|  N/A  | +90%| +30%| +50%| +50%| +30%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Defender or higher
--+-----------     **changes to Plume Edge if Guardian or higher
 1|Ply*            ***must be Cavalier or higher
 4|Thorn
 5|Cure Poison
 6|Avoid*
 8|Wish***
11|Cutting Edge**
13|Restore
14|Briar
16|Ply Well*
19|Revive
22|Wish Well***
30|Break
34|Pure Ply*
36|Nettle
46|Pure Wish***

4.8 Swordsman (Fire)
- Jenna & Garet, Piers & Mia, great healer
                 Djinn #
 Class        Jenna  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Swordsman   |  Me1  |  N/A  | --- | -10%| +10%| +10%| -10%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Defender    |  Me2  |  N/A  | +20%| --- | +20%| +20%| --- | +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Cavalier    |  Me4  |  N/A  | +40%| +10%| +30%| +30%| +10%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Luminier    |Me6 Ma1|Ma7 Me1| +70%| +20%| +40%| +40%| +20%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Radiant     |Me7 Ma2|  N/A  | +90%| +30%| +50%| +50%| +30%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Defender or higher
--+-----------     **changes to Plume Edge if Luminier or higher
 1|Ply*            ***must be Cavalier or higher
 2|Blast
 3|Guard
 5|Cure Poison
 6|Avoid*
 8|Wish***
10|Mad Blast
11|Cutting Edge**
13|Restore
15|Protect
16|Ply Well*
22|Wish Well***
28|Fiery Blast
30|Nettle
34|Pure Ply*
46|Pure Wish***

4.9 Apprentice
- Felix & Isaac, Sheba & Ivan, great status Psynergies
                 Djinn #
 Class        Felix  |  Sheba   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Apprentice  |   J1  |  N/A  | --- | +20%| +10%| --- | +20%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Illusionist |   J2  |  N/A  | +20%| +30%| +20%| +10%| +30%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Enchanter   |   J4  |  V6   | +40%| +40%| +30%| +20%| +40%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Conjurer    | J6 V1 | V7 J1 | +70%| +60%| +40%| +30%| +60%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|War Adept   | J7 V2 |  N/A  | +90%| +70%| +50%| +40%| +70%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Enchanter or higher
--+-----------     **changes to Thunder Mine if Conjurer or higher
 1|Delude
 5|Impact*
 6|Gaia
 6|Ward*
 9|Weaken
11|Astral Blast**
14|Sleep
17|Haunt
20|Curse
21|High Impact*
22|Resist*
24|Mother Gaia
25|Enfeeble
31|Drain
39|Psy Drain
54|Grand Gaia

4.10 Page
- Jenna & Garet, Sheba & Ivan, great attack and status Psynergies
                 Djinn #
 Class        Jenna  |  Sheba   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Page        |   J1  |  N/A  | --- | +20%| +10%| --- | +20%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Illusionist |   J2  |  N/A  | +20%| +30%| +20%| +10%| +30%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Enchanter   |   J4  |  V6   | +40%| +40%| +30%| +20%| +40%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Conjurer    | J6 Ma1|Ma7 J1 | +70%| +60%| +40%| +30%| +60%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|War Adept   | J7 Ma2|  N/A  | +90%| +70%| +50%| +40%| +70%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Enchanter or higher
--+-----------     **changes to Thunder Mine if Conjurer or higher
 1|Delude
 3|Guard*
 5|Impact*
 6|Ward*
 8|Volcano
 9|Weaken
11|Astral Blast**
14|Sleep
15|Protect*
21|High Impact*
22|Eruption
22|Resist*
25|Enfeeble
31|Drain
39|Psy Drain
48|Pyroclasm

4.11 Brute
- Felix & Isaac, Jenna & Garet, good attack Psynergies, learns Revive and Curse
- Tied for highest ATK increase
- Lowest LCK increase of all classes
                 Djinn #
 Class        Felix  |  Jenna   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Brute       |  Ma1  |  V1   | --- | -30%| +20%| -10%| +10%| -30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Ruffian     |  Ma2  |  V2   | +20%| -20%| +30%| --- | +20%| -30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Savage      |  Ma4  |  V4   | +40%| -10%| +40%| +10%| +30%| -30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Barbarian   |  Ma5  |  V5   | +60%| --- | +50%| +20%| +40%| -30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Berserker   |Ma6 V1 | V6 Ma1| +80%| +10%| +60%| +30%| +50%| -30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Chaos Lord  |Ma7 V2 | V7 Ma2|+100%| +20%| +70%| +40%| +60%| -30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Savage or higher
--+-----------     **changes to Planetary if Berserker or higher
 1|Growth
 6|Blast
 7|Spire*
 9|Impair*
12|Mad Growth
13|Plant Diver**
16|Nova
17|Haunt
19|Revive*
20|Clay Spire*
23|Debilitate*
24|Curse
28|Wild Growth
29|Condemn
40|Supernova
42|Stone Spire

4.12 Hermit
- Sheba & Ivan, Piers & Mia, good support Psynergies
- Tied for highest PP increase
                 Djinn #
 Class        Sheba  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Hermit      |  Me1  |  J1   | -20%| +40%| -20%| -10%| +30%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Elder       |  Me2  |  J2   | -10%| +50%| -10%| --- | +40%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Scholar     |  Me4  |  J4   | +10%| +60%| --- | +10%| +50%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Savant      |  Me5  |  J5   | +30%| +70%| +10%| +20%| +60%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Sage        |Me6 J1 | J6 Me1| +50%| +80%| +20%| +30%| +70%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Wizard      |Me7 J2 | J7 Me2| +70%| +90%| +30%| +40%| +80%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Scholar or higher
--+-----------
 1|Impact
 6|Prism
 8|Plasma
12|Wish*
18|Bind
21|High Impact
22|Hail Prism
24|Wish Well*
26|Shine Plasma
30|Break
31|Drain
39|Psy Drain
46|Pure Wish*
50|Spark Plasma*
52|Freeze Prism

4.13 Samurai
- Felix & Isaac, Jenna & Garet, great attack Psynergies
- Highest HP increase of all classes
                 Djinn #
 Class        Felix  |  Jenna   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Samurai     |Ma4 J3 | V4 J3 | +90%| +30%| +50%| +40%| +40%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Ronin       |Ma5 J4 | V5 J4 |+110%| +40%| +60%| +50%| +50%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *changes to Epicenter if Ronin
--+-----------     **changes to Thorny Grave if Ronin
 3|Guardian        ***changes to Skull Splitter if Ronin
 5|Demon Spear
 6|Rock Fall
 8|Lava Shower
10|Magic Shell
12|Dragon Cloud*
15|Protector
18|Demon Night**
21|Angel Spear
22|Molten Bath
24|Rockslide
27|Magic Shield
33|Helm Splitter***
40|Quick Strike
48|Magma Storm
54|Avalanche

4.14 White Mage
- Sheba & Ivan, Piers & Mia, great support class
- Tied for highest PP increase
- Tied for highest LCK increase
                 Djinn #
 Class        Sheba  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|White Mage  |Me4 V3 | J4 J3 | +50%| +80%| +30%| +30%| +50%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Pure Mage   |Me5 V4 | J5 V4 | +70%| +90%| +40%| +40%| +60%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy
--+-----------
 1|Cure Poison
 6|Prism
 8|Plasma
 9|Ward
11|Dull
12|Wish
13|Restore
17|Revive
22|Hail Prism
24|Wish Well
26|Shine Plasma
31|Resist
37|Blunt
46|Spark Plasma
46|Pure Wish
52|Freeze Prism

4.15 Seer (Water)
- Felix & Isaac, Piers & Mia, great healing Psynergies
                 Djinn #
 Class        Felix  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Seer        |  N/A  |   V1  | -10%| +30%| -10%| -10%| +10%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Diviner     |  N/A  |   V2  | +10%| +40%| --- | --- | +20%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Shaman      |  Me6  |   V4  | +20%| +50%| +10%| +10%| +30%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Druid       |Me7 V1 | V6 Me1| +50%| +70%| +30%| +30%| +50%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Oracle      |  N/A  | V7 Me2| +70%| +80%| +40%| +40%| +60%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Shaman or higher
--+-----------
 1|Cure
 2|Froth
 3|Growth
 5|Cure Poison
 8|Wish*
10|Cure Well
12|Mad Growth
13|Restore
14|Froth Sphere
19|Revive*
22|Wish Well*
26|Potent Cure
29|Wild Growth
30|Splash
40|Froth Spiral
46|Pure Wish*

4.16 Seer (Wind)
- Felix & Isaac, Sheba & Ivan, good support Psynergies
                 Djinn #
 Class        Felix  |  Sheba   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Seer        |  N/A  |   V1  | -10%| +30%| -10%| -10%| +10%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Diviner     |  N/A  |   V2  | +10%| +40%| --- | --- | +20%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Shaman      |  Me6  |   V4  | +20%| +50%| +10%| +10%| +30%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Druid       |Me7 V1 | V6 Me1| +50%| +70%| +30%| +30%| +50%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Oracle      |  N/A  | V7 Me2| +70%| +80%| +40%| +40%| +60%| --- |
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Shaman or higher
--+-----------
 1|Cure
 2|Bolt
 3|Growth
 6|Flash Bolt
 7|Ward*
10|Cure Well
12|Mad Growth
18|Bind
19|Revive*
22|Blue Bolt
23|Resist*
26|Potent Cure
29|Wild Growth
31|Drain
39|Psy Drain

4.17 Dragoon
- Felix & Isaac, Jenna & Garet, well-rounded class
- Highest DEF increase of all classes
- Tied for highest LCK increase
                 Djinn #
 Class        Felix  |  Jenna   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Dragoon     |Me3 Ma3|Me3 V3 | +60%| +30%| +40%| +40%| +10%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Templar     |Me4 Ma4|Me4 V4 | +80%| +40%| +50%| +50%| +20%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Paladin     |Me5 Ma4|Me5 V4 |+100%| +50%| +60%| +60%| +30%| +30%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *changes to Plume Edge if Templar or higher
--+-----------
 1|Ply
 2|Blast
 4|Thorn
 5|Cure Poison
 6|Avoid
 8|Wish
10|Mad Blast
11|Cutting Edge*
13|Restore
16|Ply Well
17|Briar
22|Wish Well
27|Fiery Blast
34|Pure Ply
36|Nettle
46|Pure Wish

4.18 Ninja
- Felix & Isaac, Jenna & Garet, Sheba & Ivan* unique Psynergies
- Highest AGI increase of all classes
- Tied for highest ATK increase
  * Sheba & Ivan have two ways of becoming Ninjas - V6 Ma3 or Ma6 V3
                 Djinn #
 Class        Felix  | Jenna | Sheba    HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-------+-----+-----+-----+-----+-----+-----+
|Ninja       | J3 Ma3| J3 V3 | V6 Ma3| +60%| +40%| +50%| +20%| +70%| -20%|
+------------+---------------+-------+-----+-----+-----+-----+-----+-----+
|Disciple    | J4 Ma4| J4 V4 |  N/A  | +80%| +50%| +60%| +30%| +80%| -20%|
+------------+---------------+-------+-----+-----+-----+-----+-----+-----+
|Master      | J5 Ma4| J5 V4 |  N/A  |+100%| +60%| +70%| +40%| +90%| -20%|
+------------+---------------+-------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *changes to Death Leap if Disciple or higher
--+-----------
 1|Gale
 4|Punji
 6|Fire Bomb
 7|Mist
 8|Thunderclap
12|Death Plunge*
15|Punji Trap
16|Cluster Bomb
18|Typhoon
21|Shuriken
26|Thunderbolt
31|Annihilation
36|Punji Strike
40|Carpet Bomb
44|Hurricane
50|Thunderhead

4.19 Pilgrim (Water)
- Jenna & Garet, Piers & Mia, decent mix of fire/water/healing Psynergies
                 Djinn #
 Class        Jenna  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Pilgrim     |  N/A  |  Ma1  | -10%| +20%| -10%| --- | +20%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Wanderer    |  N/A  |  Ma2  | +10%| +30%| --- | +10%| +30%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Ascetic     |  Me6  |  Ma4  | +20%| +40%| +10%| +20%| +40%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Water Monk  |Me7 Ma1|Ma6 Me1| +50%| +60%| +30%| +40%| +60%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Guru        |  N/A  |Ma7 Me2| +70%| +70%| +40%| +50%| +70%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Ascetic or higher
--+-----------
 1|Douse
 5|Cure Poison
 6|Prism
 8|Volcano*
 9|Wish*
12|Drench
13|Restore
20|Hail Prism
22|Eruption*
24|Wish Well
30|Deluge
34|Break
46|Pure Wish*
48|Pyroclasm*
52|Freeze Prism

4.20 Pilgrim (Fire)
- Jenna & Garet, Sheba & Ivan, decent mix of fire/wind/support Psynergies
                 Djinn #
 Class        Jenna  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Pilgrim     |  N/A  |  Ma1  | -10%| +20%| -10%| --- | +20%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Wanderer    |  N/A  |  Ma2  | +10%| +30%| --- | +10%| +30%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Ascetic     |  Me6  |  Ma4  | +20%| +40%| +10%| +20%| +40%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Fire Monk   |Me7 Ma1|Ma6 Me1| +50%| +60%| +30%| +40%| +60%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Guru        |  N/A  |Ma7 Me2| +70%| +70%| +40%| +50%| +70%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Ascetic or higher
--+-----------
 1|Slash
 6|Ward*
 8|Volcano*
 9|Plasma
10|Wind Slash
18|Bind
22|Eruption*
24|Resist*
26|Shine Plasma
30|Sonic Slash
33|Drain
41|Psy Drain
48|Pyroclasm
50|Spark Plasma

4.21 Medium
- Sheba & Ivan, Piers & Mia, decent Psynergies (esp. curse)
- Tied for highest PP increase
                 Djinn #
 Class        Sheba  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Medium      | V3 Me3| V3 J3 | +30%| +70%| +20%| +20%| +50%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Conjurer    | V4 Me4| V4 J4 | +50%| +80%| +30%| +30%| +60%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Dark Mage   | V5 Me4| V5 J4 | +70%| +90%| +40%| +40%| +70%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy
--+-----------
 1|Bolt
 2|Froth
 3|Cure
 6|Flash Bolt
10|Cure Well
14|Froth Sphere
17|Haunt
19|Revive
20|Curse
22|Blue Bolt
26|Potent Cure
29|Condemn
31|Drain
36|Psy Drain
40|Froth Spiral

4.22 Ranger
- Sheba & Ivan, Piers & Mia, very well rounded, all elements except earth
                 Djinn #
 Class        Sheba  |  Piers   HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Ranger      |Ma3 Me3|Ma3 J3 | +30%| +60%| +20%| +20%| +60%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Bard        |Ma4 Me4|Ma4 J4 | +50%| +70%| +30%| +30%| +70%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Warlock     |Ma5 Me4|Ma5 J4 | +70%| +80%| +40%| +40%| +80%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy
--+-----------
 1|Slash
 2|Douse
 6|Ward
 8|Volcano
10|Wind Slash
12|Drench
18|Bind
22|Eruption
24|Resist
30|Sonic Slash
30|Deluge
33|Drain
34|Splash
41|Psy Drain
48|Pyroclasm

4.23 Pierrot
- Felix & Isaac, Jenna & Garet, Sheba & Ivan, Piers & Mia
  Equip the Mysterious Card. Powerful Psynergies, all elements
- note - in the Djinn column it says # each but own, that means give the 
  character # Djinn of different elements (don't give Venus Djinn to Felix, 
  for example)
- Lowest PP increase of all classes
- Tied for lowest DEF increase
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Pierrot     |     -----     | --- | -20%| --- | +10%| +30%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Harlequin   |1 each but own | +30%| --- | +10%| +20%| +40%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Punchinello |2 each but own | +60%| +10%| +30%| +30%| +50%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Acrobat     |3 each but own | +60%| +10%| +30%| +30%| +50%| +20%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Punchinello or higher
--+-----------
 3|Baffle Card
 5|Juggle
 8|Avoid
10|Sword Card
13|Sabre Dance
15|Flame Card
17|Heat Juggle
22|Fire Breath
25|Thunder Card
27|Death Card
29|Backstab*
33|Bramble Card
37|Fiery Juggle
46|Frost Card

4.24 Dark Mage
- Felix & Isaac, Jenna & Garet, Sheba & Ivan, Piers & Mia
  Equip the Tomegathericon. Extremely powerful Psynergies
- note - in the Djinn column it says # each but own, that means give the 
  character # Djinn of different elements (don't give Venus Djinn to Felix, 
  for example)
- Tied for lowest DEF increase
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Dark Mage   |     -----     | -20%| +40%| -20%| -10%| +40%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Crypt Lord  |1 each but own | --- | +60%| --- | +10%| +50%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Necrolyte   |2 each but own | +30%| +70%| +20%| +20%| +60%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Necromage   |3 each but own | +60%| +90%| +30%| +30%| +70%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy       *must be Necrolyte or higher
--+-----------     **must be Necromage
 1|Call Zombie
 9|Prism
17|Haunt
19|Revive
20|Fire Puppet
22|Fiery Abyss
24|Curse
26|Call Demon*
29|Condemn
31|Drain
33|Poison Flow
39|Psy Drain
47|Call Dullahan**
53|Dire Inferno

- Revenant71 pointed out a unique possible meaning of "Tomegathericon"
    "Tomegathericon" could be a intentional misspelling (better, a play on 
    words) of "To Mega Therion", which means "The Great Beast" in the Greek 
    language, words that in times have been used for the devil itself. Given it 
    is an "icon" that changes the class to Dark Mage, with spells like "Fiery 
    Abyss" and "Call Zombie", I think this should be the right interpretation!
    The pronunciation should be with o's which sounds like the o of "over", e's 
    like the first one of "ever", a like "after", and i like the y of "every". 
    "th" is like "thesis".
  Wow, that's deep. Since I'm not a scholar of the Greek language, and don't 
  know any Greek other than "agape" (meaning "love"), I wasn't aware of this 
  meaning. Thanks, Revenant71!
- Another possible interpretation is Tome Gather Icon, which is what I thought 
  it should be. This interpretation simply breaks the word Tomegathericon into 
  three separate words, and means this is a tome (or book) filled with icons of 
  evil. If you combine this with the possible Greek meaning, it looks like 
  Camelot gave the Tomegathericon a double meaning; whether they intended to is 
  the mystery...

4.25 Tamer
- Felix & Isaac, Jenna & Garet, Sheba & Ivan, Piers & Mia
  Equip the Trainer's Whip. Unique class, learns different Psynergies for each 
  class
- note - in the Djinn column it says # each but own, that means give the 
  character # Djinn of different elements (don't give Venus Djinn to Felix, 
  for example)
- Tied for highest PP increase
- Tied for lowest DEF increase
 Class           Djinn #        HP    PP   ATK   DEF   AGI   LCK
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Tamer       |     -----     | -20%| +40%| -20%| -10%| +40%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Trainer     |1 each but own | --- | +60%| --- | +10%| +50%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Beastkeeper |2 each but own | +30%| +70%| +20%| +20%| +60%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
|Beast Lord  |3 each but own | +60%| +90%| +30%| +30%| +70%| -10%|
+------------+---------------+-----+-----+-----+-----+-----+-----+
Learns:
Lvl Psynergy
   Tamer          Trainer        Beastkeeper    Beast Lord
--+-----------    -----------    -----------    -----------
 1|Wild Wolf      Orc            Dinox          Troll
 5|Cure Poison    Cure Poison    Cure Poison    Cure Poison
 6|Impact         Impact         Impact         Impact
 7|-----          Pixie          Fairy          Weird Nymph
10|Whiplash       Whiplash       Whiplash       Whiplash
10|Salamander     Cerberus       Chimera        Macetail
13|Restore        Restore        Restore        Restore
15|-----          -----          Elder Wood     Estre Wood
20|Emu            Harpy          Gryphon        Minotaurus
22|High Impact    High Impact    High Impact    High Impact
24|-----          -----          -----          Siren
28|-----          -----          Lich           Phoenix
32|-----          Wyvern         Blue Dragon    Fire Dragon
38|-----          -----          -----          Manticore
45|Roc            Grand Golem    Living Armor   Ghost Soldier

=================
5 Transfer Events
=================
- Certain events will or will not happen depending on whether or not you've 
  transferred game data from the original Golden Sun
- You must have done certain things in the original Golden Sun for the events 
  to take place

5.1 Random Djinn
- If you didn't transfer any data, you will encounter random Djinn at certain 
  locations
- These are Djinn from the original Golden Sun, but you won't get them all 
  (only four Djinn, one of each element)
- If you did transfer data, you won't encounter any random Djinn if you 
  collected all the Djinn in Golden Sun, but will encounter random Djinn if you 
  didn't collect them all in Golden Sun (but it is still limited to four Djinn, 
  one of each element)

5.2 Madra Event
- After getting the Cyclone Chip from Madra's mayor and meeting Karst, you may 
  be attacked by some bandits/thieves as you leave town
- To get this event, you must have returned to Vault in Golden Sun and learned 
  about the escape of the bandits/thieves (optional in GS, best done when you 
  go back to rescue Hammet, which is also optional)
- If you defeat the thieves in Lost Age you will get the best boots in the 
  game, the Golden Boots

5.3 Champa Event
- When you enter Champa a girl named Feizhi may stop you
- To get this event, you must have rescued Hsu, the man trapped under a 
  boulder, in Golden Sun (right after you learned Reveal in Golden Sun)
- Oddly enough, this man is called something else in GS:TLA, but I don't 
  remember exactly what right now...
- Feizhi will give you a Golden Ring, an accessory that doesn't raise any stats
  but can raise elemental resistance if used in battle (but it may break)

5.4 Atteka Inlet Event
- When the people in Atteka Inlet add wings to your boat Hammet may send you a 
  gift
- To get this event, you must have rescued Hammet in Golden Sun
- The gift is Orihalcon, a mineral that can be refined into a weapon, armor,
  item, etc by the blacksmith

5.5 Shaman Village Cave Event
- When you return to Shaman Village Cave with Isaac in your party, 3 Colosso 
  gladiators may fight you
- To get this event, you must have placed first in the Colosso tournament in 
  Golden Sun
- You get to fight the 3 Colosso gladiators in one battle
- Defeat the gladiators to win a Golden Shirt, the best undershirt in the game

5.6 Deadbeard Event
- When you first reach Alhafra you may find some pirates in the inn talking 
  about Isaac beating Deadbeard
- To get this event, you must have defeated Deadbeard in Golden Sun
- There is no prize for this event

=========================
6 Sunshine the Blacksmith
=========================

6.1 Rusty Weapons
- When it says "off the coast of" it means you need the boat, and it is in a 
  light patch of water (shallows) in the shape of a circle not far from the 
  continent or island, not the shallows or beaches touching that continent or 
  island, and you must press the "A" button to find it
- Rusty Sword, found in Aqua Rock (use Parch), costs 7,600 to refine into 
  Robber's Blade (Long Sword)
    ATK +101, unleashes Shred (Fire, may lower DEF)
    (unrefined - ATK +10)
- Rusty Sword, found off the coast of Atteka (after getting boat wings), costs 
  11,600 to refine into Soul Brand (Long Sword)
    ATK +141, unleashes Soul Shatter (Fire, adds 10% of damage to PP) 
    (unrefined - ATK +14)
- Rusty Sword, found in Lemuria (use Scoop), costs 6,300 to refine into 
  Corsairs Edge (Light Blade)
    ATK +90, unleashes Lunar Slash (Wind, may lower Resistance)
    (unrefined - ATK +9)
- Rusty Sword, found off the coast of Tundaria (head right from Tundaria Tower 
  by boat), costs 10,600 to refine into Pirate's Saber (Light Blade)
    ATK +136, unleashes Scorpionfish (Fire, may cause Deadly Poison)
    (unrefined - ATK +13)
- Rusty Axe, found off the coast of Sea of Time Islet (head left by boat), 
  costs 6,800 to refine into Captain's Axe
    ATK+95, use as an item to increase Defense
    (unrefined - ATK +10)
- Rusty Axe, found on Treasure Isle (need Grind Psynergy), costs 11,000 to 
  refine into Viking Axe
    ATK +137, unleashes Stun Bolt (Wind, may Stun foe)
    (unrefined - ATK +14)
- Rusty Mace, found off the coast of Treasure Isle (head right by boat, almost 
  at edge of world), costs 8,400 to refine into Hagbone Mace
    ATK +108, unleashes Wyrd Curse (Earth, may Haunt foe)
    (unrefined - ATK +11)
- Rusty Mace, found in Gaia Rock (Use Growth), costs 9,200 to refine into Demon
   Mace (which is NOT cursed, oddly enough)
    ATK +115, unleashes Evil Eye (Earth, may cause Delusion)
    (unrefined - ATK +12)
- Rusty Staff, found off the coast of Hesperia (head north by boat from 
  northern beach), costs 9,800 to refine into Goblin's Rod
    ATK +134, unleashes Sargasso (Water, may cause instant death)
    (unrefined - ATK +13)
- Rusty Staff, found in the Shrine of the Sea God (when you get the Right 
  Prong), costs 10,100 to refine into Glower Staff
    ATK +126, unleashes Flash Force (Wind, may seal Psynergy)
    (unrefined - ATK +11)
- Rusty Staff, found in Sea of Time Islet Cave (must have traded for Li'l 
  Turtle), costs 10,700 to refine into Dracomace (a staff, not a mace)
    ATK +128, unleashes Aging Gas (Wind, adds 100% of damage to HP)
    (unrefined - ATK +12)

6.2 Tear Stone
- Tear Stone can refine into 4 items
- I know of 4 Tear Stones in this game
- Gillman Lords, found in Treasure Isle, drop Tear Stones
- If you don't get what you want, reload and try again, you may get something 
  different
- Tear Stone makes water based items
- Cloud Wand, Staff, costs 7,000 to refine
    ATK +98, unleashes Stun Cloud (Water, may Stun foe)
- Pure Circlet, Circlet, costs 3,700 to refine
    DEF +29, Water +20
- Clear Bracelet, Bracelet, costs 3,400 to refine
    DEF +32, Water +25
- Spirit Ring, Ring, costs 3,600 to refine
    DEF +0, use as an item to restore 160 HP to all front-row characters

6.3 Stardust
- Stardust can refine into 5 items
- I know of 3 Stardusts in this game
- Sand Scorpions, found in Yampi Desert Cave, drop Stardusts
- If you don't get what you want, reload and try again, you may get something 
  different
- Stardust makes space-type items that affect PP and Elemental PWR/RES
- Comet Mace, Mace, costs 8,000 to refine
    ATK +105, unleashes Ice Crush (Water, may lower DEF)
- Planet Armor, Armor, costs 4,800 to refine
    DEF +36, Wind +10
- Astral Circlet, Circlet, costs 4,600 to refine
    DEF +32, PP +15
- Luna Shield, Shield, costs 3,900 to refine
    DEF +33, Earth Resist +30
- Stardust Ring, Ring, costs 2,500 to refine
    DEF +0, use as an item to seal a single target's Psynergy

6.4 Sylph Feather
- Sylph Feather can refine into 4 items
- I know of 2 Sylph Feathers in this game
- Great Seagulls, found in Treasure Isle, drop Sylph Feathers
- If you don't get what you want, reload and try again, you may get something 
  different
- Sylph Feather makes wind based items
- Sylph Rapier, Light Blade, costs 10,100 to refine
    ATK +124, unleashes Mad Zephyr (Wind, may hit two times)
- Faery Vest, Armor, costs 6,900 to refine
    DEF +38, use as an item to restore 200 HP
- Floating Hat, Hat, costs 5,700 to refine
    DEF +34, Wind Resist +20, LCK +20%
- Aerial Gloves, Glove, costs 5,400 to refine
    DEF +37, AGI +30, Wind +20

6.5 Dragon Skin
- Dragon Skin can refine into 5 items
- I know of 2 Dragon Skins in this game
- Winged Lizards, found in Yampi Desert Cave, drop Dragon Skins
- Dragon Skin makes Water/Fire resistant items
- If you don't get what you want, reload and try again, you may get something 
  different
- Dragon Skin makes water/fire resisting items
- Dragon Mail, Armor, costs 9,700 to refine
    DEF +44, Water/Fire Resist +15
- Dragon Robe, Robe, costs 8,900 to refine
    DEF +42, Water/Fire Resist +18
- Dragon Helm, Helm, costs 8,900 to refine
    DEF +42, Water/Fire Resist +20
- Dragon Shield, Shield, costs 7,400 to refine
    DEF +42, Water/Fire Resist +15
- Dragon Boots, Boots, costs 4,200 to refine
    DEF +13, Earth/Water/Fire Resist +10

6.6 Dark Matter
- Dark Matter can refine into 5 items
- I know of 4 Dark Matters in this game
- Wonder Birds, found in Islet Cave (Sea of Time Islet), drop Dark Matter
- If you don't get what you want, reload and try again, you may get something 
  different
- Dark Matter makes cursed items (yes, all these items are CURSED)
- Darksword, Long Sword, costs 24,200 to refine
    ATK +210, unleashes Acheron's Grief (Earth, may cause Deadly Poison)
- Stealth Armor, Armor, costs 14,000 to refine
    DEF +48, Earth Resist -10
- Fear Helm, Helm, costs 12,800 to refine
    DEF +48, ATK +10
- Demon Circlet, Circlet, costs 15,800 to refine
    DEF +50, Evade +15%
- Terra Shield, Shield, costs 11,200 to refine
    DEF +48, ATK +5

6.7 Orihalcon
- Orihalcon can refine into 7 items
- I know of 4 Orihalcons in this game
- Sky Dragons, found in Anemos Sanctum, drop Orihalcon
- If you don't get what you want, reload and try again, you may get something 
  different
- Orihalcon makes powerful items
- You can get an extra Orihalcon by rescuing Hammet in Golden Sun and 
  transferring the clear data
- Excalibur, Long Sword, costs 39,200 to refine
    ATK +180, unleashes Legend (Wind, no side effects)
- Stellar Axe, Axe, costs 19,700 to refine
    ATK +171, unleashes Supernova (Wind, may Stun foe)
- Nebula Wand, Staff, costs 15,200 to refine
    ATK +165, unleashes Reverse Star (Water, adds 10% of damage to PP)
- Xylion Armor, Armor, costs 22,500 to refine
    DEF +50, ATK +12
- Millenium Helm, Helm, costs 11,400 to refine
    DEF +45, HP +20
- Cosmos Shield, shield, costs 12,200 to refine
    DEF +49, Earth/Water/Fire/Wind Resist +20
- Big Bang Gloves, Glove, costs 10,200 to refine
    DEF +47, Fire +40

6.8 Salamander Tail
- Salamander Tail can refine into 5 items
- I know of 2 Salamander Tails in this game
- Pyrodas, found in Treasure Isle (after using Teleport), drop Salamander Tails
- If you don't get what you want, reload and try again, you may get something 
  different
- Salamander Tail makes fire based items
- Burning Sword, Light Blade, costs 14,600 to refine
    ATK +157, unleashes Blaze Rush (Fire, may lower DEF)
- Apollo's Axe, Axe, costs 11,900 to refine
    ATK +142, unleashes Flare Burst (Fire, adds 100% of damage to HP)
- Salamander Rod, Staff, costs 14,300 to refine
    ATK +156, unleashes Fire Dance (Fire, may lower ATK)
- Ardagh Robe, Robe, costs 8,900 to refine
    DEF +44, Fire +20, Fire Resist +40
- Flame Shield, Shield, costs 8,600 to refine
    DEF +44, Fire Resist +60

6.9 Golem Core
- Golem Core can refine into 5 items
- I know of 3 Golem Cores in this game
- Bombanders, found in Anemos Sanctum, drop Golem Core
- If you don't get what you want, reload and try again, you may get something 
  different
- Golem Core makes earth based items
- Huge Sword, Long Sword, costs 11,400 to refine
    ATK +155, unleashes Heavy Divide (Earth, may lower DEF)
- Gaia's Axe, Axe, costs 16,400 to refine
    ATK +163, unleashes Mother Earth (Earth, may cause Sleep)
- Tungsten Mace, Mace, costs 14,700 to refine
    ATK +159, unleashes Hammersphere (Earth, may ignore 50% of DEF)
- Chronos Mail, Armor, costs 13,100 to refine
    DEF +47, HP +20
- Titan Gloves, Glove, costs 120 to refine???? (NP guide says 120...)
    DEF +43, HP +30

6.10 Mythril Silver
- Mythril Silver can refine into 6 items
- I know of 2 Mythril Silvers in this game
- Soul Armies, found in Yampi Desert Cave, drop Mythril Silver
- If you don't get what you want, reload and try again, you may get something 
  different
- Mythril Silver makes physical based items
- Levatine, Long Sword, costs 19,700 to refine
    ATK +173, unleashes Radiant Fire (Fire, may ignore 50% of DEF)
- Mythril Blade, Long Sword, costs 14,600 to refine
    ATK +160, unleashes Lethe Albion (Water, may seal Psynergy)
- Mythril Clothes, Armor, costs 14,900 to refine
    DEF +49, Evade +15%
- Mythril Helm, Helm, costs 11,400 to refine
    DEF +44, Evade +12%
- Psychic Circlet, Circlet, costs 8,800 to refine
    DEF +39, restores PP per turn
- Mythril Armlet, Bracelet, costs 9,700 to refine
    DEF +46, Evade +10

====================
7 Ultimate Equipment
====================
  I have listed only the best equipment in the game, including cursed. I did 
not list categories with weak items (such as Maces, which are all weaker than 
Staves or Light Blades). Some items may not seem to be the best based on Attack
or Defense, those items are considered "best" based on Elemental power.
  The creatures that drop the items can be found in the following locations:
Wild Gryphon - Shaman Village Cave
Wyvern - Jupiter Lighthouse
Aka Manah, Minos Warrior - Mars Lighthouse, most common on the four towers (go 
  through any of the four glowing portraits in the large dragon head room)
Fire Dragon, Minos Knight - Yampi Desert Cave (you need Sand and Teleport to 
  get there)
Cruel Dragon, Druj - Sea of Time Islet Cave (after using Teleport, in the long 
  hallways)
Ocean Dragon - Treasure Isle (after using Lift about mid-way through)
Mad Demon - Anemos Sanctum

7.1 Weapons
-----------
7.1a Axes (Felix, Isaac, Piers, Garet)
- Stellar Axe +171 (forge) Orihalcon
    Unleashes Supernova (Wind, may cause Stun status)
- Gaia's Axe +163 (forge) Golem Core
    Unleashes Mother Earth (Earth, may cause Sleep status)

7.1b Light Blades (Felix, Isaac, Piers, Garet, Jenna, Ivan)
- Tisiphone Edge +178 (dropped Cruel Dragon)
    Unleashes Vengeance (Earth, no side effects)
- Masamune +161 (chest, Yallam, need Force Psynergy)
    Unleashes Rising Dragon (Water, no side effects)
- Burning Sword +157 (forge) Salamander Tail
    Unleashes Blaze Rush (Fire, may lower DEF)

7.1c Long Swords (Felix, Isaac, Piers, Garet) 
- Darksword +210 (CURSED, forge) Dark Matter
    Unleashes Acheron's Grief (Earth, may inflict Deadly Poison)
- Sol Blade +200 (chest, Mars Lighthouse)
    Unleashes Megiddo (Earth, no side effects)
- Excalibur +180 (forge) Orihalcon
    Unleashes Legend (Wind, no side effects)
- Fire Brand +176 (chest, Treasure Isle, need Lift Psynergy, Fire-based attack)
    Unleashes Purgatory (Fire, may cause Sleep status)
- Levatine +173 (forge) Mythril Silver
    Unleashes Radiant Fire (Fire, pierces 50% of enemy defense)
- Rune Blade +162 (dropped by Lesser Demon)
    Unleashes Void Beam (Wind, may seal Psynergy)
- Mythril Blade +160 (forge) Mythril Silver
    Unleashes Lethe Albion (Water, may seal Psynergy)

7.1d Staves (Jenna, Ivan, Sheba, Mia)
- Lachesis' Rule +177 (dropped Mad Demon)
    Unleashes Apocalypse (Wind, may cause Haunt status)
- Atropos' Rod +169 (dropped Fire Dragon)
    Unleashes Life Shear (Fire, may cause instant death)
- Clotho's Distaff +168, use to restore +1,000HP (dropped by Minos Warrior)
- Nebula Wand +165 (forge) Orihalcon
    Unleashes Reverse Star (Water, adds 10% of damage to PP)

7.2 Armor
---------
7.2a Armor (Felix, Isaac, Piers, Garet)
- Valkyrie Mail +53, Evade +20% (chest, Mars Lighthouse)
- Demon Mail +50, Wind resist -10 (CURSED, transfer from Golden Sun)
- Xylion Armor +50, Attack +12 (forge) Orihalcon
- Stealth Armor +48, Earth resist -10 (CURSED, forge) Dark Matter
- Chronos Mail +47, +20HP (forge) Golem Core

7.2b Clothes (All)
- Mythril Clothes +49, Evade +15% (forge) Mythril Silver
- Triton's Ward +47, Water +30, Water Resist +70 (dropped by Ocean Dragon)
- Erinyes Tunic +45, Attack +5, increases Criticals (chest, Jupiter Lighthouse)

7.2c Robes (Jenna, Ivan, Sheba, Mia)
- Mysterious Robe +48, Per turn +20HP, Per turn +10PP (buy, Prox)
- Iris Robe +47, Luck +15, Fire +30, Per turn +12PP (chest, Treasure Isle)
- Aeolian Cassock +46, Wind +15, Wind resist +50 (dropped by Wyvern)
- Feathered Robe +45, Wind +20, Wind resist +30, Agility +30 (dropped by Wild 
  Gryphon)
- Ardagh Robe +44, Fire +20, Fire resist +40 (forge) Salamander Tail

7.3 Headgear
------------
7.3a Circlets (Jenna, Ivan, Sheba, Mia)
- Demon Circlet +50, Evade +15% (CURSED, forge) Dark Matter
- Berserker Band +46, Attack +15 (dropped by Druj)
- Psychic Circlet +39, restores PP (forge) Mythril Silver

7.3b Hats (All)
- Alastor's Hood +47, use to Haunt a foe (chest, Mars Lighthouse)

7.3c Helms (Felix, Isaac, Piers, Garet)
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Fear Helm +48, Attack +10 (CURSED, forge) Dark Matter
- Millenium Helm +45, +20HP (forge) Orihalcon
- Mythril Helm +44, Evade +12% (forge) Mythril Silver
- Minerva Helm +43, +20PP (Lemurian Fountain)
- Dragon Helm +42, Water/Fire resist +20 (forge) Dragon Skin

7.3d Crowns (All)
- Crown of Glory +40, restores PP (Lemurian Fountain)
- Thunder Crown +40, restores PP (CURSED, transfer from Golden Sun)

7.4 Shields
-----------
7.4a Bracelets (Jenna, Ivan, Sheba, Mia)
- Mythril Armlet +46, Evade +10 (forge) Mythril Silver
- Jester's Armlet +39, +30PP (chest, Treasure Isle)
- Leda's Bracelet +38, Wind +30 (Lemurian Fountain)
- Spirit Armlet +38, Earth/Wind +10 (transfer from Golden Sun)
                Use to cure status ailments

7.4b Gloves (All)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Riot Gloves +45, Attack +15, Evade +20% (dropped by Minos Knight)
- Titan Gloves +43, +30HP (forge) Golem Core
- Aerial Gloves DEF +37, AGI +30, Wind +20 (Lemurian Fountain)

7.4c Shields (Felix, Isaac, Piers, Garet)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Terra Shield +48, Attack +5 (CURSED, forge) Dark Matter
- Flame Shield +44, Fire resist +60 (forge) Salamander Tail
- Dragon Shield +42, Fire resist +30 (forge) Dragon Skin
- Aegis Shield +41, Critical +10%, raises evade (Lemurian Fountain)

7.5 Extras
----------
7.5a Boots (All)
- Golden Boots +15, Agility +30 (special transfer event)
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Safety Boots +12, Agility -30% (buy, Alhafra OR Naribwe)
- Leather Boots +6 (buy, Alhafra)
- Hyper Boots +4, Critical +12% (Lottery prize, Contigo or Golden Sun)

7.5b Undershirts (All)
- Golden Shirt +12, +10HP (special transfer event)
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.5c Rings (All)
- Guardian Ring Defense +4, +20HP (chest, Yampi Desert)
- Golden Ring +0, use to raise elemental resist (special transfer event)
- Cleric's Ring +0, nullifies CURSE when worn (transfer from Golden Sun)

7.6 Character Equipment by Strength
-----------------------------------
  What should I give each character? What is [character]'s best equipment? This
section will help answer that question. You can give your characters whatever 
you want, this is just a suggestion.
  The best party equipments are listed by character groups. This is because 
some equipment is specific, such as Long Swords (which Jenna/Sheba/Ivan/Mia 
cannot equip) or Circlets (which only Jenna/Sheba/Ivan/Mia can equip). I have 
suggested characters for each equipment set, but you are free to use whatever 
character you want, as long as that character can equip the equipment.

     Felix/Piers/Isaac/Garet, based on Attack/Defense
7.6a Char 1 - a powerful fighter, but a cursed one
Suggested Character: Garet
Stat increases:
Attack: +225
Defense: +174
Elemental: Wind resist -10, Earth/Fire/Water resist +10
Agility: --
Evade: --
Luck: --
HP: +5
PP: --
- Darksword +210 (CURSED, forge) Dark Matter
- Demon Mail +50, Wind resist -10 (CURSED, transfer from Golden Sun)
- Fear Helm +48, Attack +10 (CURSED, forge) Dark Matter
- Terra Shield +48, Attack +5 (CURSED, forge) Dark Matter
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)
- Cleric's Ring +0, nullifies CURSE when worn (transfer from Golden Sun)
 Alternates - if you didn't transfer Demon Mail; lower defense, better resist
Stat Changes:
Defense: +172
Elemental: Earth resist +0, Wind resist +0, Fire/Water resist +10
- Stealth Armor +48, Earth resist -10 (CURSED, forge) Dark Matter

7.6b Char 2 - another powerful character, with good defense
Suggested Character: Felix or Isaac
Stat increases:
Attack: +200
Defense: +174
Elemental: Earth/Fire/Water resist +30, Wind resist +20
Agility: --
Evade: +20%
Luck: --
HP: +5, Per turn +10
PP: --
- Sol Blade +200 (chest, Mars Lighthouse)
- Valkyrie Mail +53, Evade +20% (chest, Mars Lighthouse)
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.6c Char 3 - less power and lower defense
Suggested Character: Felix, Piers, Isaac, or Garet
Stat increases:
Attack: +192
Defense: +171
Elemental: Earth/Fire/Water resist +30, Wind resist +10
Agility: --
Evade: --
Luck: --
HP: +5, Per turn +10
PP: --
- Excalibur +180 (forge) Orihalcon
- Xylion Armor +50, Attack +12 (forge) Orihalcon
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.6d Char 4 - less power than Char 3, but uses Tisiphone Edge
Suggested Character: Felix, Piers, Isaac, or Garet
Stat increases:
Attack: +190
Defense: +171
Elemental: Earth/Fire/Water resist +30, Wind resist +20
Agility: --
Evade: --
Luck: --
HP: +5, Per turn +10
PP: --
- Tisiphone Edge +178 (dropped by Cruel Dragon)
- Xylion Armor +50, Attack +12 (forge) Orihalcon
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)
 Alternates - for higher Critical rate (higher Howl rate), lower defense/resist
Stat Changes:
Defense: +154
Elemental: Earth/Fire/Water/Wind resist +0
Critical: +22%
- Aegis Shield +41, Critical +10%, raises evade (Lemurian Fountain)
- Hyper Boots +4, Critical +12% (Lottery prize, Contigo or Golden Sun)

     Sheba/Mia, based on Attack/Defense
7.6e Char 5 - a high attack mage
Suggested Character: Mia
Stat increases:
Attack: +192
Defense: +167
Elemental: Fire +40
Agility: +30
Evade: +15%
Luck: --
HP: +5
PP: --
- Lachesis' Rule +177 (dropped by Mad Demon)
- Mythril Clothes +49, Evade +15% (forge) Mythril Silver
- Berserker Band +46, Attack +15 (dropped by Druj)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Golden Boots +15, Agility +30 (special transfer event)
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.6f Char 6 - another high attack mage
Suggested Character: Sheba
Stat increases:
Attack: +192
Defense: +167
Elemental: Fire +40, Earth/Fire/Water resist +10
Agility: --
Evade: +15%
Luck: --
HP: +12
PP: --
- Lachesis' Rule +177 (dropped by Mad Demon)
- Mythril Clothes +49, Evade +15% (forge) Mythril Silver
- Berserker Band +46, Attack +15 (dropped by Druj)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Golden Shirt +12, +10HP (special transfer event)

     Jenna/Ivan, based on Attack/Defense
7.6g Char 7 - higher attack, good elemental resist, PP recovery
Suggested Character: Ivan
Stat increases:
Attack: +193
Defense: +167
Elemental: Fire +40, Fire resist +40, Earth/Water resist +10
Agility: --
Evade: --
Luck: +15
HP: +25
PP: Per turn +12
- Tisiphone Edge +178 (dropped by Cruel Dragon)
- Iris Robe +47, Luck +15, Fire resist +30, Per turn +12PP (chest, Treasure 
  Isle)
- Berserker Band +46, Attack +15 (dropped by Druj)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin 
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)
- Guardian Ring Defense +4, +20HP (chest, Yampi Desert)
 Alternates - for higher Defense and Evade, lower Fire resist, no PP/Luck boost
Stat Changes:
Defense: +169
Elemental: Earth/Fire/Water resist 10
Evade: +15%
Luck: +0
PP: Per turn 0
- Mythril Clothes +49, Evade +15% (forge) Mythril Silver

7.6h Char 8 - good elemental resist, low attack, HP/PP recovery
Suggested Character: Jenna
Stat increases:
Attack: +178
Defense: +165
Elemental: Fire +40, Earth/Fire resist +10, Water resist +30
Agility: --
Evade: --
Luck: --
HP: +5, Per turn +20
PP: Per turn +10
Other: Can haunt a foe by using the Alastor's Hood
- Tisiphone Edge +178 (dropped by Cruel Dragon)
- Mysterious Robe +48, Per turn +20HP, Per turn +10PP (buy, Prox)
- Alastor's Hood +47, use to Haunt a foe (chest, Mars Lighthouse)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)
- Golden Ring +0, use to raise elemental resist (special transfer event)
- Trident +0, Water resist +20 (forge from Trident Prongs)
 Alternates - for higher Defense and Evade, but no HP/PP boost per turn
Stat Changes:
Defense: +167
Elemental: Earth/Fire/Water resist 10
Evade: +15%
Luck: +0
HP: +5, Per turn 0
PP: Per turn 0
- Mythril Clothes +49, Evade +15% (forge) Mythril Silver

7.7 Character Equipment by Element
----------------------------------
  What should I give each character? What is [character]'s best equipment? This
section will help answer that question. You can give your characters whatever 
you want, this is just a suggestion.
  The best party equipments are listed by elemental groups. I have suggested 
characters for each equipment set, but you are free to use whatever character 
you want, as long as that character can equip the equipment.

     Elemental Based Suggestions
7.7a Earth Adept 1 - same as 7.6b Char 2 suggestion
Suggested Character: any Earth Adept (Felix, Isaac)
Stat increases:
Attack: +200
Defense: 174
Elemental: Earth/Fire/Water resist +30, Wind resist +20
Agility: --
Evade: +20%
Luck: --
HP: +5, per turn +10
PP: --
- Sol Blade +200 (chest, Mars Lighthouse)
- Valkyrie Mail +53, Evade +20% (chest, Mars Lighthouse)
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.7b Earth Adept 2 - cursed, almost the same as 7.6a Char 1 suggestion
Suggested Character: any Long Sword user with high Earth power (Felix, Isaac)
Stat increases:
Attack: +225
Defense: +167
Elemental: Fire/Water resist +10
Agility: --
Evade: --
Luck: --
HP: +5
PP: --
- Darksword +210 (CURSED, forge) Dark Matter
- Stealth Armor +48, Earth resist -10 (CURSED, forge) Dark Matter
- Fear Helm +48, Attack +10 (CURSED, forge) Dark Matter
- Terra Shield +48, Attack +5 (CURSED, forge) Dark Matter
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)
- Cleric's Ring +0, nullifies CURSE when worn (transfer from Golden Sun)

7.7c Earth Adept 3 - same as 7.6d Char 4 suggestion, plus alternate equipment
Suggested Character: any Light Blade user with high Earth power (Felix, Isaac)
Stat increases:
Attack: +190
Defense: +171
Elemental: Earth/Fire/Water resist +30, Wind resist +20
Agility: --
Evade: --
Luck: --
HP: +5, per turn +10
PP: --
- Tisiphone Edge +178 (dropped by Cruel Dragon)
- Xylion Armor +50, Attack +12 (forge) Orihalcon
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin 
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)
 Alternate - for those that can't use Armor, Helms, or Shields
Stat Changes:
Attack: +193
Defense: +165
Elemental: Fire +40, Earth/Fire/Water resist +10
Evade: +15%
HP: +5, per turn 0
- Mythril Clothes +49, Evade +15% (forge) Mythril Silver
- Berserker Band +46, Attack +15 (dropped by Druj)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon

7.7d Fire Adept 1 - great Fire power
Suggested Character: any Staff user with high Fire power (Jenna)
Stat increases:
Attack: +184
Defense: +160
Elemental: Fire +60, Earth/Water resist +10, Fire resist +50
Agility: --
Evade: --
Luck: --
HP: +5
PP: --
- Atropos' Rod +169 (dropped by Fire Dragon)
- Ardagh Robe +44, Fire +20, Fire resist +40 (forge) Salamander Tail
- Berserker Band +46, Attack +15 (dropped by Druj)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.7e Fire Adept 2 - good Fire power and decent Attack power
Suggested Character: any Long Sword user with high Fire power (Garet)
Stat increases:
Attack: +188
Defense: +169
Elemental: Fire +40, Earth/Fire/Water resist +10
Agility: --
Evade: --
Luck: --
HP: +5, per turn +10
PP: --
- Fire Brand +176 (chest, Treasure Isle, need Lift Psynergy)
- Xylion Armor +50, Attack +12 (forge) Orihalcon
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin 
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.7f Fire Adept 3 - good Fire power and almost as much Attack as Fire Adept 2
Suggested Character: any Long Sword user with high Fire power (Garet)
Stat increases:
Attack: +185
Defense: +169
Elemental: Fire +40, Earth/Fire/Water resist +10
Agility: --
Evade: --
Luck: --
HP: +5, per turn +10
PP: --
- Levatine +173 (forge) Mythril Silver
- Xylion Armor +50, Attack +12 (forge) Orihalcon
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin 
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.7g Wind Adept 1 - good attack, high Wind power, decent speed
Suggested Character: any Staff user with high Wind power (Sheba, Ivan)
Stat increases:
Attack: +192
Defense: +152
Elemental: Wind +50, Earth/Fire/Water resist +10, Wind resist +30
Agility: +30
Evade: +15%
Luck: --
HP: +5
PP: --
- Lachesis' Rule +177 (dropped by Mad Demon)
- Feathered Robe +45, Wind +20, Wind resist +30, Agility +30 (dropped by Wild 
  Gryphon)
- Berserker Band +46, Attack +15 (dropped by Druj)
- Leda's Bracelet +38, Wind +30 (Lemurian Fountain)
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.7h Wind Adept 2 - almost the same as the 7.6c Char 3 suggestion
Suggested Character: any Long Sword user with high Wind power
Stat increases:
Attack: +180
Defense: +157
Elemental: Wind +10, Earth/Fire/Water resist +30, Wind resist +20
Agility: --
Evade: --
Luck: --
HP: +5, per turn +10
PP: --
- Excalibur +180 (forge) Orihalcon
- Planet Armor +36, Wind +10 (forge) Stardust
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.7i Water Adept 1 - good Water power, great Water resist
Suggested Character: any Light Blade user with high Water power (Piers)
Stat increases:
Attack: +161
Defense: +168
Elemental: Water +30, Earth/Fire resist +10, Water resist +80
Agility: --
Evade: --
Luck: --
HP: +5, per turn +10
PP: --
- Masamune +161 (chest, Yallam, need Force Psynergy)
- Triton's Ward +47, Water +30, Water resist +70 (dropped by Ocean Dragon)
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin 
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)
 Alternate - for those that can't use Helms or Shields
Stat Changes:
Attack: +176
Defense: +163
Elemental: Fire +40, Water +30, Earth/Fire resist +10, Water resist +80
HP: +5, per turn 0
- Berserker Band +46, Attack +15 (dropped by Druj)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon

7.7j Water Adept 2 - good Fire and Water power, great Water resist
Suggested Character: any Staff user with high Water power (Mia)
Stat increases:
Attack: +180
Defense: +163
Elemental: Fire +40, Water +30, Earth/Fire resist +10, Water resist +80
Agility: --
Evade: --
Luck: --
HP: +5
PP: --
- Nebula Wand +165 (forge) Orihalcon
- Triton's Ward +47, Water +30, Water resist +70 (dropped by Ocean Dragon)
- Berserker Band +46, Attack +15 (dropped by Druj)
- Big Bang Gloves +47, Fire +40 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

7.7k Water Adept 3 - Good Water power and great Water resist
Suggested Character: any Long Sword user with high Water power (Piers)
Stat increases:
Attack: +160
Defense: +168
Elemental: Water +30, Earth/Fire resist +10, Water resist +80
Agility: --
Evade: --
Luck: --
HP: +5, per turn +10
PP: --
- Mythril Blade +160 (forge) Mythril Silver
- Triton's Ward +47, Water +30, Water resist +70 (dropped by Ocean Dragon)
- Gloria Helm +49, per turn +10HP (dropped by Aka Manah)
- Cosmos Shield +49, Earth/Fire/Water/Wind resist +20 (forge) Orihalcon
- Dragon Boots +13, Earth/Fire/Water resist +10 (forge) Dragon Skin 
- Mythril Shirt +10, +5HP (Lottery prize, Contigo or Golden Sun)

=================
8 Boss Strategies
=================
  This section lists the bosses as they are listed in the actual guide, 
including the section numbers for quick reference.

8.1 Chestbeater
---------------
  1.2b Kandorean Temple
  2.2b Kandorean Temple
- Defeat Chestbeater x3 (boss)
Stats (each):  HP 155  PP 0  ATK 44  DEF 11  AGI 20
Gives (each):  EXP 40  GOLD 28
Weak to: Mars
  Use Echo with Felix, Fume with Jenna, and Psynergy attacks with Sheba. If you
equipped Felix or (recommended) Sheba with the Mysterious Card just use Juggle.
I recommend Sheba because Felix is going to be using Echo, summoning Venus, 
attacking/using Psynergy, using Echo again, etc. Fume is a very powerful 
Psynergy for Jenna; it will deal the most damage to Chestbeater. Try and take 
out the left or right Chestbeater with the single target attacks/Psynergies, 
that way multi target Psynergies will still hit multiple enemies (taking out 
the middle Chestbeater first makes Quake/Flare/Ray/Tornado only target one 
Chestbeater).

8.2 King Scorpion
-----------------
  1.3f Yampi Desert
  2.3f Yampi Desert
- Beware, the mound of sand is a boss battle: King Scorpion
Stats:  HP 1,064  PP 0  ATK 101  DEF 32  AGI 39
Gives:  EXP 440  GOLD 228
Weak to: Mars
  Use Djinn (attack and defense) and summons. Zagan is good, any Mars (fire) 
Djinn summons work well, and whatever other summons you have at the time. Fume 
does good here as well. This is an easy boss, since there is only one target.

8.3 Briggs
----------
  1.3g Alhafra
  2.3g Alhafra
- Enter the boat to encounter a boss battle: Briggs and Sea Fighters (up to five
  Sea Fighters)
- Briggs can call for more help so ignore the Sea Fighters and take out Briggs
Stats (Briggs):  HP 984  PP 0  ATK 129  DEF 29  AGI 76
Gives (Briggs):  EXP 333  GOLD 891  Vial
Weak to (Briggs): none
Stats (Sea Fighters):  HP 197  PP 0  ATK 119  DEF 28  AGI 61
Gives (Sea Fighters):  EXP 89  GOLD 130
Weak to (Sea Fighters): none
  At this point Jupiter (wind) summons are the best, since you have more 
Jupiter Djinn than Venus/Mars/Mercury. Flora is decent in this battle, but 
Procne is much better. Concentrate your attacks on Briggs. Every round Briggs 
will whistle for another Sea Fighter if you've defeated one of the two with 
him. This isn't a really hard battle, I just used Djinn and summons and he went
down in 3-4 rounds. Sleep sometimes works on Briggs, too. Jupiter Djinni Blitz 
may stun Briggs as well.

8.4 Bandits
-----------
  1.4e Gathering
  2.4e Gathering
- When you leave Madra you may be stopped by three bandits, defeat them to get 
  the Golden Boots
Stats (Bandit):  HP 346  PP 0  ATK 200  DEF 41  AGI 98
Gives (Bandit):  EXP 136  GOLD 183
Weak to (Bandit): none
Stats (Thieves):  HP 212  PP 0  ATK 196  DEF 38  AGI 87
Gives (Thieves):  EXP 115  GOLD 169
Weak to (Thieves): none
  These guys aren't any problem at all! Djinni Shade blocks a lot of damage for
one round, so use it. Djinn to increase attack/defense are good, too. Just be 
sure and mix attacks with stat boosts. I suggest only using Djinni for 
offense/defense for the beginning, with summons as well. When waiting for Djinn
to be set again use physical attacks or Psynergy. Try and target the middle 
bandit with everything, he has the most HP.

8.5 Aqua Hydra
--------------
  1.5 Eastern Sea part 1
  2.5 Eastern Sea part 1
- Defeat the boss, Aqua Hydra
Stats:  HP 2,276  PP 70  ATK 173  DEF 38  AGI 63
Gives:  EXP 963  GOLD 1,612
Weak to: Mercury
  Megaera does well if you have it, Mars Djinn are excellent too. You may want 
to not use Mars Djinn so you can keep Aura. I always attack. Using Mars summons
work wonderfully. Some multi-summons work good, too. Zagan is good in this 
battle. Flora does decent damage, and Mercury summons don't work very well 
against Aqua Hydra (water against water isn't good, for example Boreas does 
200-250 while Megaera does 300-350, at my levels). Djinn that 
stun/sleep/paralyze enemies have a decent chance of working on this boss 
(Blitz, Waft).

8.6 Serpent
-----------
  1.6b Gaia Rock
  2.6b Gaia Rock
- Defeat the boss, Serpent
- You won't be able to defeat him if all 4 rays of light aren't shining on him 
Stats:  HP 3,536  PP 160  ATK 249  DEF 76  AGI 135
Gives:  EXP 1,995  GOLD 2,898
Weak to: Jupiter
  This boss isn't really difficult. Watch out for his black ice attack, and his
body press. Keep your health up using Djinni, especially Flower. Try to use a 
lot of Jupiter summons, or Flora. Thor and Procne work wonderfully, and Flora 
does a decent job too. Follow up with Mars summons or Mercury Summons, such as 
Meteor or Boreas.

8.7 Avimander
-------------
  1.6h Champa
  2.6h Champa
- Defeat Brigg's Grandma's Avimander
Stats:  HP 3,792  PP 87  ATK 281  DEF 89  AGI 94
Gives:  EXP 2,176  GOLD 1,330
Weak to: Mercury
  Just like it says, use Mercury (water) summons. Boreas is great here, and 
Moloch does a lot of damage. Even though Ulysses uses Mercury Djinn, it isn't a
good summon to use, so just use Moloch. Djinn such as Iron and Steam are a big 
help, aiding your party, and Shade can reduce damage for one turn... Basically 
use summons and Djinn, and stay away from fire/Mars based attacks. Use Aura (or
Healing Aura) to heal the whole party if you need to, or the Djinni Flower.

8.8 Poseidon
------------
  1.6j Sea of Time
  2.6j Sea of Time
- Be prepared, it's a boss battle, Poseidon
- You CANNOT deal any damage UNTIL you use the Trident as an item on him
Stats:  HP 4,905  PP 162  ATK 302  DEF 100  AGI 185
Gives:  EXP 2,930  GOLD 3,762
Weak to: Mars
  This boss is a little different from other bosses. Start by using the Trident
item on Poseidon while using Iron, Steam, and any other stat boosting Djinn in 
the same turn. After that, just unleash Mars based summons such as Tiamat and 
Meteor. Zagan does decent damage, as does 3-4 Djinn Jupiter summons (Procne and
Thor) or 3-4 Djinn Venus summons (Cybele and Judgment). Mercury summons don't 
do so well. This battle gives you two options - Mars summons to attack or keep 
four Mars Djinn set so Jenna can heal the party with Aura or Healing Aura...

8.9 Moapa
---------
  1.7b Shaman Village
  2.7b Shaman Village
- At the end of the trails is a boss, Moapa and his Knights
Stats (Moapa):  HP 3,042  PP 0  ATK 354  DEF 219  AGI 181
Gives (Moapa):  EXP 1,670  GOLD 2,460
Weak to (Moapa): None
Stats (Knight):  HP 1,954  PP 0  ATK 321  DEF 151  AGI 143
Gives (Knight):  EXP 835  GOLD 205
Weak to (Knight): none
  Concentrate on Moapa, using Djinn to lower his stats, boost your stats, and 
basically kick butt. Any summons will work, since Moapa is equally weak/strong 
to all types. As always, use Healing Aura or Flower to heal the whole party as 
needed. Moloch does decent damage in this fight. The Djinni Shade is as useful 
as ever. Flora does a nice job, and even sometimes puts these enemies to sleep.
Any summon requiring 3 or more Djinn will cause major damage in this fight. 

8.10 Karst and Agatio
---------------------
  1.7e Jupiter Lighthouse
  2.7e Jupiter Lighthouse
- You will be double-crossed and have to fight
- Boss battle, Karst and Agatio
- After two rounds Jenna comes and helps
- After two more rounds Sheba comes, now you have all 4 again
Stats (Karst):  HP 3,186  PP 320  ATK 354  DEF 107  AGI 235
Gives (Karst):  EXP 2,813  GOLD 5,280
Weak to (Karst): Mercury (2nd weakness: Jupiter)
Stats (Agatio):  HP 4,248  PP 280  ATK 377  DEF 114  AGI 178
Gives (Agatio):  EXP 3,000  GOLD 3,740
Weak to (Agatio): Mercury (2nd weakness: Venus)
  To begin with use Djinn to aid your party and Djinn to attack, alternating 
between attack and aid with each character. The ideal way would be attack with 
one while aiding with the other. As your friends show up start to use more 
attacks. Summons are great here as always. I highly recommend Mercury summons 
such as Boreas and Neptune, and the summon Moloch is great too. Use Thor, 
Procne, or Flora to help deal with Karst, and Judgment or Cybele for Agatio. 
Another good summon to use is the Eclipse summon. Shade may help for a turn, 
and as always Jenna should heal with Aura,  Healing Aura, or Cool Aura 
especially since Mars attacks don't do much in this fight... I recommend taking
out Karst first, since she has the Death Scythe attack, which *can* kill in one
hit, but usually doesn't.

8.11 Colosso Gladiators
---------------------
  1.7f Djinn Run
- If you beat Colosso in Golden Sun and transferred it, you will fight a small 
  battle against the Colosso Gladiators who Isaac defeated in Golden Sun, win 
  to get a Golden Shirt
Stats (Navampa):  HP 454  PP 0  ATK 735  DEF 368  AGI 17
Gives (Navampa):  EXP 136  GOLD 183
Weak to (Navampa): none
Stats (Satrage):  HP 346  PP 0  ATK 200  DEF 41  AGI 98
Gives (Satrage):  EXP 136  GOLD 183
Weak to (Satrage): none
Stats (Azart):  HP 328  PP 0  ATK 196  DEF 38  AGI 87
Gives (Azart):  EXP 115  GOLD 169
Weak to (Azart): none
  This is a very easy battle. These guys were easy in the original Golden Sun, 
and it is even easier now that you have 8 characters to fight with. To end this
the quick way just use a summon or two. You can end this fight with just 
physical attacks and save the Djinn for more worthy opponents if you prefer.

8.12 Flame Dragon
-----------------
  1.8e Mars Lighthouse
- Prepare for a Boss Battle: Flame Dragon x2
Stats (Left/Big):  HP 5,348  PP 320  ATK 389  DEF 134  AGI 215
Gives (Left/Big):  EXP 2,502  GOLD 1,872
Weak to (Left/Big): Mercury
Stats (Right/Small):  HP 5,724  PP 250  ATK 400  DEF 137  AGI 158
Gives (Right/Small):  EXP 2,502  GOLD 1,521
Weak to (Right/Small): Mercury
  Pound the dragons with the Sol Blade. Also use Djinn and Summons, especially 
Mercury based ones (Boreas, Neptune). Mixed summons such as Moloch and Eclipse 
do nicely here too. Use Jenna/Mia for healing (Cool Aura/Wish Well) as well as 
Spritz (if you transferred) and Flower, or use the summon Coatlicue (basically 
Coatilicue is Wish/Aura effect for 5 turns, so this is a great choice for 
healing). For protection you can use Flash (if you transferred) or Shade. I 
recommend using 1-2 attack Djinn/Summons per turn while also using 1-2 
defense/stat boosting Djinn/Psynergy per turn. When summoning try to use a 
character with a lot of Djinn equipped, since this will cause the summon to 
deal a lot more damage, especially if the character summoning is the same 
affinity as the summon (this means use a Water Adept to summon Mercury based 
summons, etc.). Venus and Jupiter summons deal decent damage, while Mars 
summons hardly even scratch these two dragons.

  Sent in by Cheat Wizard
Here is a 2 turn strategy for the Flame Dragons. My guys were in the 50's to do
this. Standby all Djinn except 1 on each of the GS2 party. Make sure Sheba has 
Kite set - you'll need to transfer data, you can't find Kite in GS2 >:(
Turn 1:
Felix - Judgment (summon) - Big Arrow on big dragon
Jenna - Meteor (summon) - Big Arrow on small dragon
Sheba - use Kite on Piers
Piers - use good Psynergy (I used Megacool) - Big Arrow on big dragon
Turn 2:
Felix - Judgment (summon) - Big Arrow on big dragon
Jenna - Meteor (summon) - Big Arrow on small dragon
Sheba - Thor (summon) - Big Arrow on big dragon
Piers - Boreas (summon) - Big Arrow on small dragon
Piers - Boreas (summon) - Big Arrow on big dragon
On turn 2 my 2nd Boreas did 1727 damage to the big dragon and 1125 to the small
dragon.
  End of Cheat Wizard's strategy
  A little advice from Autocon - as I mentioned earlier summons do more damage 
if more Djinn are equipped. Only set 3 Jupiter Djinn on Sheba to standby. When  
you use Kite there will be 4 on standby, ready to summon Thor, and the damage 
should be roughly 500-1000 higher than if all Sheba's Djinn were on standby. 
This will allow you to use this strategy at a level lower than 50.

8.13 Valukar
------------
  1.8f Yampi Desert Cave
- Boss battle, Valukar
- He is VERY tough, he has a really bad move
- He attacks 3x per turn, can set 1 Djinni from each of the 4 front row 
  characters on standby, and then use your standby Djinn to unleash summons on 
  you
- The Sol Blade is helpful in this battle, as well as the Djinni Petra
Stats:  HP 12,960  PP 0  ATK 550  DEF 175  AGI 206
Gives:  EXP 8,702  GOLD 4,980
Weak to: Mercury
  Use the standard strategy of defensive/stat boosting Djinn mixed with attack 
Djinn and summons. For this battle you should use Mercury based summons such as
Boreas, Neptune, Eclipse, Moloch, etc. Venus and Jupiter based summons are 
decent in this fight, but Mars summons are pathetic. The character with the Sol
Blade should just attack and hope to pull off the howl, Megiddo. For healing, 
once again use Jenna/Mia (Cool Aura/Wish Well, or Pure Wish if you have it) or 
the Djinn Crystal (VERY good to use), Flower, or Spritz, or Coatlicue summon. 
For protection you can use Flash (if you transferred) or Shade. If Valukar sets 
your Djinn on standby, IMMEDIATELY use them for a summon or he will use them 
against you. The only summons I've seen him use are mixed summons, although 
Cargo678 assures me he can also use normal-type summons... It just depends on 
your character's weaknesses and what type of Djinn are on standby, 
apparently...

8.14 Sentinel
-------------
  1.8g Sea of Time Islet Cave
- Boss battle Sentinel
- Besides the 3x attack per turn, Sentinel recovers 200HP every turn
Stats:  HP 8,736  PP 780  ATK 608  DEF 216  AGI 171
Gives:  EXP 10,538  GOLD 6,144
Weak to: Venus
  Use the now familiar standard strategy - stat boosting mixed with attacking 
Djinn, summons, healing, and the rest. For the Sentinel I suggest Venus summons
such as Judgment and even a few mixed summons like Daedalus and Haures. You 
can use Coatlicue if you need healing, which is actually better than Cool 
Aura/Wish Well or Djinn Flower, Spritz, or Crystal, since Coatlicue will 
restore health for up to 5 turns!!! It still may be better to use your Djinn 
for other summons and use Wish/Aura Psynergies instead, if you are close to 
ending the battle. If not, Coatlicue is a great choice. Don't forget to attack 
with the Sol Blade, it still does decent damage in this fight (600+ if it howls
with Megiddo at level 40). Once again, use Flash, Granite, or Shade for 
protection when needed.

8.15 Star Magician
------------------
1.8h Treasure Isle
- Boss battle Star Magician with his Balls, Thunder Ball, Refresh Ball, 
  Guardian Ball, Anger Ball
- This boss is cheap, like the last few bosses
- Refresh Balls will cast a super version of Ply, healing tons of HP (over 
  1500HP), so take them out first
- Guardian Balls will cast a barrier on the Magician, if you thought Djinni 
  Flash was cheap you ain't seen these Balls yet, they should be second top 
  priority
- Thunder and Anger Balls aren't anything to worry about, a few summons and 
  they will be toasted to a fine crisp
- The Star Magician attacks 3x per turn, and can call more Balls to help him
Stats (Star Magician):  HP 7,486  PP 550  ATK 460  DEF 139  AGI 268
Gives (Star Magician):  EXP 7,866  GOLD 5,566
Weak to (Star Magician): Mars
Stats (Refresh Ball):  HP 360  PP 43  ATK 317  DEF 124  AGI 136
Gives (Refresh Ball):  EXP 448  GOLD 278
Weak to (Refresh Ball): Mars
Stats (Guardian Ball):  HP 360  PP 43  ATK 317  DEF 124  AGI 136
Gives (Guardian Ball):  EXP 448  GOLD 278
Weak to (Guardian Ball): Venus
Stats (Anger Ball):  HP 460  PP 43  ATK 357  DEF 125  AGI 173
Gives (Anger Ball):  EXP 387  GOLD 30
Weak to (Anger Ball): Mercury
Stats (Thunder Ball):  HP 520  PP 43  ATK 317  DEF 127  AGI 292
Gives (Thunder Ball):  EXP 439  GOLD 289
Weak to (Thunder Ball): Jupiter
  Use the same strategy I suggested for Sentinel, with a few small changes. 
Concentrate more on Mars summons than Venus summons (Meteor more than Judgment)
but still use Haures and Daedalus. This battle is a lot tougher, since the 
Refresh Balls can heal 1500+ and the Guardian Balls cast a barrier similar to 
Flash. Take out the Guardian/Refresh Balls as soon as possible, but beware, the
Star Magician can summon more Balls to help. If he summons 2-3 Guardian Balls 
get ready to deal very little damage to him, and instead concentrate on the 
Balls. Once you get enough Djinn use Daedalus and you will hopefully kill all 
the Balls with the summon and the missile that hits next turn will hopefully 
not be blocked by a barrier. If there aren't any Guardian Balls and the Star 
Magician isn't protected by a barrier use Haures instead. If there are ever 2-3
Refresh Balls I recommend ONLY ATTACKING THE REFRESH BALLS until they are all 
gone. Summons are the easiest thing to use to take out multiple enemies, so try
a few Mars based summons on the Balls. If you don't take out the Refresh Balls 
they can easily undo all the damage you've done so far, with their 1500+HP per 
Ball per turn...

8.16 Dullahan
-------------
  1.8i Anemos Sanctum
- Jump onto the spider and cast Hover to face the ABSOLUTE TOUGHEST BOSS in 
  Golden Sun: The Lost Age
- Boss battle, Dullahan
- This boss is FAR MORE CHEAP than any other boss, he attacks 3x per turn
- He can SET ALL DJINN TO RECOVERY in ONE MOVE, this affects all characters on 
  the front row, even Djinn you were trying to set or just used
- Djinni Flash is helpful for blocking damage (as always), but if it gets set 
  to Recovery, it usually takes 7-8 turns to recover :(
- If a party member dies, use Revive or Water of Life, Djinni sometimes miss or
  get set to recovery
Stats:  HP 16,000+  PP 200+  ATK 676  DEF 269  AGI 241
Gives:  EXP 15,600  GOLD 6,775
Weak to: Jupiter
  The stats are approximate, since the Nintendo Power Player's Guide doesn't 
list the exact stats... Anyway, this is THE HARDEST BOSS, and not only does he 
attack 3x per turn, set all Djinn (front row characters only) to Recovery, 
summon Charon and kill everyone in one move, he also regains HP and PP every 
turn. Needless to say, this is a tough battle. Be AT LEAST LEVEL 40 BEFORE EVEN
ATTEMPTING THIS BOSS with all 8 characters. Otherwise you will have a long, 
hard, tough, losing battle to fight. The suggested level is 50 if you use my 
strategy. I'm not sure how low you can be and use the alternate strategy...
***Forget my strategy, unless you just want to see if it is possible. Use the 
strategy listed after mine, the one sent in by hybrid45 instead, and you'll 
defeat Dullahan in 4-6 rounds***
  Now for basic strategy:
Use summons based on Jupiter, such as Thor, and also mixed summons using a lot 
of Jupiter Djinn such as Eclipse. According to NP's Players Guide Eclipse is 
the best summon in this fight. NP also suggested changing character classes to 
give every character a way to heal and/or revive other characters. That is a 
good strategy ONLY IF Dullahan doesn't set all the Djinn to Recovery... As I 
suggested in my guide give all characters Vials, Water of Life, Potions, Nuts, 
and any other healing/reviving items you have, that way everyone can 
heal/revive. Try to rely more on items for reviving than Djinn if you can't use
the Revive Psynergy because Djinn sometimes miss, causing you to waste a turn. 
The Djinn Crystal, Flash, and Eddy will be invaluable here for healing, 
protecting, and speeding up Djinn recovery time... Try to keep Eddy set on a 
back row character if possible. Stay away from Mercury based summons and 
attacks (Boreas, Neptune, etc.) since Dullahan is very strong towards water 
based attacks. Use the Sol Blade to attack if possible, the howl does really 
great damage (the more Djinn you have Set the higher the damage). If this is 
difficult you can also try these two suggestions:
- Attack with the Excalibur if you have it, since its howl is more powerful 
  than that of the Sol Blade (if it pulls off the 3 hits)
- Attack with the Tisiphone Edge if you have it, since it has one of the most 
  powerful howls in the game (if it pulls off all 7 hits)
Excalibur can be forged from Orihalcon and Tisiphone Edge is dropped by Cruel 
Dragon in the Sea of Time Islet Cave. Excalibur is good for another reason - 
it has a Jupiter-based howl attacks, which is Dullahan's weakness...

  Sent in by hybrid45 [updated by Autocon]
I have a great strategy for Dullahan. Have all characters with normal Djinn - 
e.g. Felix with Earth Djinn. For the front row use all Fire and Earth Adepts 
and have the rest in the back row.
Turn 1
Everyone cast Daedalus, and make sure [that ALL characters] survive until the
next turn
Turn 2
Attack normally, then four missiles hit him
Turn 3
Let all four characters die
Turn 4
Everyone cast Eclipse
Turn 5 (if applicable)
Use your strongest Psynergy
  End of hybrid45's strategy
Notes: This strategy works, I personally used it (after he sent it to me) and 
it only took 4 turns. Although you don't need to have ALL Djinn on standby for 
this to work properly, just 12 Venus, 16 Mars, 8 Mercury, and 12 Jupiter Djinn 
on standby, I still recommend having them all on standby. With some Djinn 
equipped your summons will deal more damage, but the characters will have more 
health/defense, so they may not die when they should... If they don't it will 
take an extra turn (or more) between turns 3 and 4.
  I found that the initial Daedalus summon dealt 400-800 damage (at level 50 
with ALL Djinn on standby) while the big missiles (turn 2) dealt 1300-1800 
damage. I had my characters equipped with the Sol Blade, Excalibur, and 
Tisiphone Edge weapons, and each one criticaled on the 2nd turn (except Garet, 
who died instead). Turn 3 all of my front row characters died - and this is 
important! All four characters need to die! If they don't just keep up the 
normal attacks until they do. This is so the entire back row will be brought 
out at once, so DON'T SWITCH any characters out AT ALL. For me, Dullahan died 
after the second Eclipse, so I'm guessing this strategy would work with lower 
leveled characters, probably level 40 or so. Several readers have confirmed 
this works with characters in the low 40's level-wise.
  Thanks also go to Lord Vicar Daktar and Cowboy for helping me figure out why 
sometimes the big missiles from Daedalus wouldn't hit. Apparently all four 
characters need to stay alive. We're not sure if all four characters in the 
front row need to be alive every time you summon Daedalus or if just the 
character(s) that summoned Daedalus needs to survive. I believe it is the first
choice, otherwise it would be just 1-3 missiles that wouldn't hit (if 1-3 
characters didn't survive), not all four. Anyway, it seems to be all four 
characters in this case...
  I'm not sure if this strategy will work against Doom Dragon. It seems like it
should, though, since it uses a lot of powerful summons and ends with Eclipse, 
a Jupiter based summon, which happens to also be Doom Dragon's weakness... My 
only concern would be Doom Dragon's mid-battle animations that pause and reset 
the battle when a head dies. That is the only thing I can see that might 
prevent this strategy from being effective against D.D. When I finally make it 
back up to the end I'll update this and let you know if it works or not.

8.17 Doom Dragon
----------------
  1.8j The End
- Boss battle, Doom Dragon
- Doom Dragon, like other bosses, can attack 3x per turn
- Doom Dragon is a 3-part battle, you will "defeat" it 3 times, once for each 
  head
- Doom Dragon has an attack that is awesome to look at but does a fair amount 
  of damage (Cruel Ruins)
- If you defeated Dullahan, this will be an extremely easy battle
Stats:  HP 14,400+  PP 250+  ATK 470  DEF 155  AGI 200
Gives:  EXP ---  GOLD ---
Weak to: Jupiter
  If you've defeated Dullahan, Valukar, Sentinel, and Star Magician this boss 
will be easy. Just use the same basic strategy - defensive and stat boosting 
Djinn mixed with attack Djinn and summons. This boss is weak to Jupiter attacks
and Mercury attacks, so use Jupiter or Mercury summons (Thor, Boreas) and 
Jupiter/Mercury mixed summons (Eclipse, Moloch). The summon Iris is a good one 
to use if you have it. Catastrophe also does really well in this battle, 
dealing 2000+ damage. For healing use Cool Aura, Wish Well, Pure Wish, Flower, 
Spritz, or Crystal, as always. You can block damage for one turn with Flash, 
Shade, or Granite. Doom Dragon isn't as hard as Dullahan or Star Magician, 
although it has more health than Star Magician... One last note, Doom Dragon 
can set all Djinn of a single character to recovery, or all the Djinn of the 
four front row characters to recovery. I've noticed too that Doom Dragon 
attacks 3-4x per turn...
  The Djinni Reflux is also a good Djinni to use, since it will counter every 
blow that turn, and Doom Dragon likes to use 3-4 multi-party attacks, giving 
you a good chance to counter 2-4 times a turn. Doom Dragon can also cast a 
barrier on itself, beware. If you get in a bind have your fast characters heal 
and boost stats, then have your slow character use the Djinn Lull to end the 
turn, preventing the Doom Dragon from attacking at all if your characters all 
have more agility than it.

  Sent in by Mike Rickwood
   I beat the final boss, Doom Dragon, first time at about level 39. You don't 
need to be too high a level to win. I did it by having the most powerful guys 
on the front row, like Felix, Isaac and Piers, and also Jenna. She is quick and
is usually the first to attack. Get Jenna to use her healing most of the time, 
or when you really need it. The others can attack and use Psynergy. Just keep 
hitting the Dragon (most of the time the weapon specials come out anyway). Use 
the Djinn, then use the summons and the Djinn should come back into action just
when you need them. It worked for me but it might be because I use that tactic 
for all role playing games.
  End of Mike Rickwood's strategy
Notes: Level 39 is the lowest level I've been sent for beating Doom Dragon. I 
personally beat D.D. the first time at level 45... This strategy basically 
follows my own, but it specifies which characters to use, while mine leaves 
that choice up to you. Either strategy is good. Thanks, Mike.

8.18 Alternate Boss Strategy 1
------------------------------
- Any Boss except Dullahan and Doom Dragon
- Not sure if it works on Valukar, Sentinel, or Star Magician
  Change your class to one of the following types (higher classes are ok):
  Apprentice (4.9 Apprentice in this guide)
  Brute (4.11 Brute in this guide)
  Medium (4.21 Medium in this guide)
  Dark Mage (4.24 Dark Mage in this guide)
  This will give your character the ability to cast Curse. The Curse Psynergy 
will draw the spirit of death to the enemy (or boss), giving them 3-4 turns to 
live. If it works, you just have to survive for a few turns and the boss will 
die of the curse. 
  I didn't try this on every boss, so if it doesn't work on a particular boss 
please email me and let me know!

==========================
9 Tips, Tricks and Secrets
==========================
9.1 Basic Tips
- When loading a save file hold "L" + "R"+ "Start" and press "A" to load the 
  file. You will start at the Sanctum of the last town you visited (the room 
  with the old man who can revive, remove curse, etc.). This is good if you 
  ever get stuck and can't get out!
  The above trick also works in Golden Sun, the same way
- Name Jenna, Sheba, and Piers on a new file by pressing "Select" 3 times (you 
  will hear a sound if done correctly)
  Name Garet, Ivan, and Mia on a new file by pressing "Up", "Down", "Up", 
  "Down", "Left", "Right", "Left", "Right", "Up", "Right", "Down", "Left", 
  "Up", and "Select" after pressing "Select" 3 times (you will hear a sound if 
  done correctly)
  The above Name Changing tricks also work in Golden Sun, the first allows you 
  to name Garet, Ivan, and Mia, the second Felix, Jenna, and Sheba
- Save before every Djinni fight, since Djinni like to run away
- You don't fight Djinni in towns, only in dungeons or on the world map
- Once you acquire the Teleport Lapis, you can Teleport to any town you have 
  visited while on the world map (any *town*, not caves, dungeons, 
  settlements, villages, or other small places you may have visited)
- Like most Game Boy games, press and hold "A" + "B" + "Select" + "Start" to 
  soft reset
- In Mars Lighthouse, in the Earth Tower portion, where you are supposed to 
  Move a few statues to find a doorway, you can cast Move and look behind the 
  statue. If the middle of the statue has a portion of wall behind it that 
  lights up a little, don't move the statue! The light portion is the dragon 
  head that spits flames showing through. To cancel the Move press B. Just look 
  for the statue that doesn't light up to find the way to go
- On the Djinni Menu screen hold "R" and press "Select" to set/unset ALL Djinn 
  at once - this saves time resetting multiple Djinn
- When purchasing items/equipment from a store, press "Select" to see the stats 
  and special information about the item/equipment

9.2 Extra Modes
- After beating Golden Sun: The Lost Age you will unlock 2 extra modes (but 
  only if you SAVE YOUR GAME at the very end when it asks if you wish to save, 
  and also only while there is a CLEAR DATA slot on your cartridge)
- When starting a new file you will have the option of Easy Mode (start with 
  end levels, needs clear data)
  NOTE: If you play on Easy Mode you will have high-level characters, except 
  for Isaac, Garet, Ivan, and Mia. Those four always start at the transfer data
  levels (if you transferred), or at the clear data levels (if you didn't). 
  This means you can't play Easy Mode and have Isaac and crew start at high 
  levels and still enter Anemos Sanctum, since you'll have to transfer to get 
  all the Djinn, and then Isaac and friends will start at the transfer data 
  levels, which are usually around lvl 30, unless you spent a lot of time in GS 
  or cheated...
  Thanks to Conf for the info regarding Isaac's party's levels on Easy mode
- You will also have the option of Hard Mode if you choose no for Easy, on Hard
  monsters are twice as powerful/hard (I think they have 2x HP/DEF)
- Of course, you can still say no to both and play Normal Mode, this is the 
  mode you beat the game on to start with

9.3 Level Up Tips
- Want to level up quicker? When you get Isaac and crew, if you transferred and
  had the Lure Cap, just equip a back row character with the Lure Cap. This 
  will cause more random encounters with enemies, and as long as only back row 
  characters use the Lure Cap it won't hurt your defense too much. Remember to 
  switch the Lure Cap to a different character if the character equipped with 
  it is placed on the front row
- Sea of Time Islet Cave is probably the best place to level up
- Magma Rock or Mars Lighthouse also have good enemies
- Anemos Sanctum is also good for leveling up
- Best enemies for leveling up are:
  Wonder Bird: 424HP, 8,622EXP, found in Sea of Time Islet Cave
  Fire Bird: 303HP, 5,838EXP, found in Mars Lighthouse
  Phoenix: 281HP, 3,750EXP, found in Magma Rock
  The above 3 enemies also have powerful fire moves, and Regen Dance (revives 
  fallen enemies) and also attack several times per turn
- NBAmaniacLA08 sent this tip in:
    "If you kill certain enemies with certain Djinn, they will flash red and 
    green and give more experience and coins. I don't know if this works for 
    GS:TLA, but it works for the original one at least, because my guys are lvl
    35/36 and I got there with ease. It may be a lot of work to find out which 
    one, but it works. I'm pretty sure it does, because killing a Fenrir with a
    Mars Djinn in the other game, it gave over 500 exp. and without killing it 
    with a Mars Djinn, it only gave 420 exp. I'd get 1500 exp a battle with 
    three big enemies (i.e. Grand Golem, Fenrir, Ice Gargoyle in the other 
    game) and I'd only get 700 on a normal battle."
  What this basically means is kill an enemy with a Djinni of the creature's 
  elemental weakness and you'll get more EXP. I personally tested this by 
  fighting a Wild Wolf and 2 Punch Ants. I only used Mars Djinn, the enemies' 
  weakness, and I received 25 exp. Wild Wolf was supposed to give 7 exp and 
  each Punch Ant was supposed to give 5 exp, which would have been 17 exp. I 
  received more, so it does work. Thanks NBAmaniacLA08!

9.4 Location Tips
- Gabomba Statue Circuit puzzle
    According to Argot Renault "the specific objective of the circuit puzzle in 
  Gabomba Statue is to make only one spark from each generator post follow the 
  paths to center statue" which I have tested and found to be true.
    According to ILuigiIDudeI the sparks DON'T have to reach at the same time, 
  but in my experience they have both reached at the same time each time I 
  played through, so I'm not sure... Just make sure ONE BLUE spark and ONE RED 
  spark reach the center statue.
    To help a little bit more, I've added these diagrams (the rotatable tiles 
  have already been rotated to their correct solution positions in my 
  diagrams):
  Variation 1
  !!! !!! !!! !!! !!! !!! !!! ### ### ### ###    Key:
  !!! !!! !!! !!! !!! !!! !!! #/= =\# #/= =\#    !!! Normal  ### Down/Right
  !!! !!! !!! !!! !!! !!! !!! #|# #|# #|# #|#    !!! Tile    #/= Corner
                                                 !!!         #|# Tile
  !!! !!! !!! !!! !!! ### ### %%% #|# %|% #|#
  !!! !!! !!! !!! !!! #/= === === =\= =/% #|#    ### Left/Right  #|# Up/Down
  !!! !!! !!! !!! !!! #|# ### %%% #|# %%% #|#    === Tile        #|# Tile
                                                 ###             #|#
  !!! !!! ### ### ### ( ) ### #|# %|% ### #|#
  !!! !!! #/= =\# #/= [ ] === =+= %\= =\# #|#    [ ] Statue   ### Left/Down
  !!! !!! #|# #|# #|# [ ] ### #|# %%% #|# #|#    [ ]          =\# Corner
                      [ ]                        [ ]          #|# Tile
  ### ### #|# #|# #|# [ ] ### #|# #|# %|% #|#
  #/= === =/# #|# #\= [ ] === =/# #|# %|% #|#    #|# Up/Right  #|# Up/Left
  #|# ### ### #|# ### [ ] ### ### #|# %|% #|#    #\= Corner    =/# Corner
                                                 ### Tile      ### Tile
  #|# !!! !!! #|# ### #|# ### ### #|# #|# #|#
  #|# !!! !!! #|# #/= =/= === === =/# #|# #|#    %%% Tiles that you need
  #|# !!! !!! #|# #|# #|# ### ### ### #|# #|#    %%% to rotate to solve
                                                 %%% the statue puzzle
  #|# !!! ### #|# #|# !!! !!! !!! !!! #|# ;*;
  #|# !!! #/= =/# #|# !!! !!! !!! !!! #|# *:*    ;*; Broken
  #|# !!! #|# ### #|# !!! !!! !!! !!! #|# ;*;    *:* Circuit
                                                 ;*; Tile
  #|# !!! #|# %%% #|# %%% ### ### ### #|# #|#
  #|# !!! #\= === =/# %/= === === === =/# #|#
  #|# (O) ### %%% ### %|% ### ### ### (O) #|#
      / \                             / \
  #|# [ ] ### ### #|# #|# ### ### ### [ ] #|#
  #\= [ ] === === =/# #\= === === === [ ] =/#
  ### [ ] ### ### ### ### ### ### ### [ ] ###

  Variation 2
  !!! !!! ### ### ### ### !!! !!! !!! !!! !!!    Key:
  !!! !!! #/= === === =\# !!! !!! !!! !!! !!!    !!! Normal  ### Down/Right
  !!! !!! #|# ### ### #|# !!! !!! !!! !!! !!!    !!! Tile    #/= Corner
                                                 !!!         #|# Tile
  !!! !!! #|# ### ### #|# ### ### !!! !!! !!!
  !!! !!! #|# #/= === -+- === =\# !!! !!! !!!    ### Left/Right  #|# Up/Down
  !!! !!! #|# #|# ### #|# ### #|# !!! !!! !!!    === Tile        #|# Tile
                                                 ###             #|#
  !!! !!! #|# #|# !!! ( ) !!! #|# !!! !!! !!!
  !!! !!! #|# #|# !!! [ ] !!! #|# !!! !!! !!!    [ ] Statue   ### Left/Down
  !!! !!! #|# #|# !!! [ ] !!! #|# !!! !!! !!!    [ ]          =\# Corner
                      [ ]                        [ ]          #|# Tile
  ### ### #|# #|# ### [ ] ### #|# ### ### ###
  #/= === =+= =+= === [ ] =\# #|# #/= === =\#    #|# Up/Right  #|# Up/Left
  #|# ### #|# #|# ### [ ] #|# #|# #|# ### #|#    #\= Corner    =/# Corner
                                                 ### Tile      ### Tile
  %|% ### #|# #|# ### #|# %%% #|# #|# !!! #|#
  %\= === =\= =+= === =\= === =/= =/# !!! #|#    %%% Tiles that you need
  %%% ### #|# #|# ### #|# %%% #|# ### !!! #|#    %%% to rotate to solve
                                                 %%% the statue puzzle
  ### ### %%% #|# !!! #|# #|# #|# !!! !!! ;*;
  #/= === === =/# !!! #|# #|# #|# !!! !!! *:*    ;*; Broken
  #|# ### %%% ### !!! #|# #|# #|# !!! !!! ;*;    *:* Circuit
                                                 ;*; Tile
  #|# !!! #|# ### ### %|% #|# %%% ### !!! #|#
  #|# !!! #\= === === %\= =+= === =\# !!! #|#
  #|# (O) ### ### ### %%% #|# %%% #|# (O) #|#
      / \                             / \
  #|# [ ] ### ### %%% #|# #|# #|# #|# [ ] #|#
  #\= [ ] === === === =/# #\= =/# #\= [ ] =/#
  ### [ ] ### ### %%% ### ### ### ### [ ] ###

  Variation 3
  ### ### ### !!! !!! !!! ### ### ### ### !!!    Key:
  #/= === =\# !!! !!! !!! #/= =\# #/= =\# !!!    !!! Normal  ### Down/Right
  #|# ### #|# !!! !!! !!! #|# #|# #|# #|# !!!    !!! Tile    #/= Corner
                                                 !!!         #|# Tile
  #|# !!! %|% !!! ### ### #|# #|# %|% #|# ###
  #|# !!! %|% !!! #/= === =+= =\= =/% =\= =\#    ### Left/Right  #|# Up/Down
  #|# !!! %|% !!! #|# ### #|# #|# %%% #|# #|#    === Tile        #|# Tile
                                                 ###             #|#
  #|# !!! #|# !!! #|# ( ) #|# %|% !!! #|# #|#
  #|# !!! #|# !!! #|# [ ] =+= %|% !!! #|# #|#    [ ] Statue   ### Left/Down
  #|# !!! #|# !!! #|# [ ] #|# %|% !!! #|# #|#    [ ]          =\# Corner
                      [ ]                        [ ]          #|# Tile
  #|# ### #|# !!! #|# [ ] #|# #|# !!! %|% #|#
  #|# #/= =/# !!! #\= [ ] =/# #|# !!! %|% #|#    #|# Up/Right  #|# Up/Left
  #|# #|# ### !!! ### [ ] ### #|# !!! %|% #|#    #\= Corner    =/# Corner
                                                 ### Tile      ### Tile
  #|# #|# ### %%% ### #|# ### %|% ### #|# #|#
  #|# #\= === === === =/= === =/% #/= =/# #|#    %%% Tiles that you need
  #|# ### ### %%% ### #|# ### %%% #|# ### #|#    %%% to rotate to solve
                                                 %%% the statue puzzle
  #|# !!! !!! !!! !!! #|# !!! !!! #|# !!! #|#
  #|# !!! !!! !!! !!! #|# !!! !!! #|# !!! #|#    ;*; Broken
  #|# !!! !!! !!! !!! #|# !!! !!! #|# !!! #|#    *:* Circuit
                                                 ;*; Tile
  #|# !!! ### ### ### #|# ;*; ### #|# !!! #|#
  #|# !!! #/= === === =/= *:* === =/# !!! #|#
  #|# (O) #|# ### ### #|# ;*; ### ### (O) #|#
      / \                             / \
  #|# [ ] #|# !!! !!! #|# ### ### ### [ ] #|#
  #\= [ ] =/# !!! !!! #\= === === === [ ] =/#
  ### [ ] ### !!! !!! ### ### ### ### [ ] ###

  Variation 4
  !!! !!! !!! !!! !!! ### ### ### !!! !!! !!!    Key:
  !!! !!! !!! !!! !!! #/= === =\# !!! !!! !!!    !!! Normal  ### Down/Right
  !!! !!! !!! !!! !!! #|# ### #|# !!! !!! !!!    !!! Tile    #/= Corner
                                                 !!!         #|# Tile
  !!! !!! !!! ### %\% #|# ### #|# !!! !!! !!!
  !!! !!! !!! #/= =/% #\= =\# #|# !!! !!! !!!    ### Left/Right  #|# Up/Down
  !!! !!! !!! #|# %%% ### #|# #|# !!! !!! !!!    === Tile        #|# Tile
                                                 ###             #|#
  !!! !!! !!! #|# #|# ( ) #|# #|# ### ### !!!
  !!! !!! !!! #|# #|# [ ] =+= =+= === =\# !!!    [ ] Statue   ### Left/Down
  !!! !!! !!! #|# #|# [ ] #|# #|# ### #|# !!!    [ ]          =\# Corner
                      [ ]                        [ ]          #|# Tile
  !!! ### ### #|# #|# [ ] #|# #|# !!! #|# !!!
  !!! #/= === =+= =+= [ ] =/# #|# !!! #|# !!!    #|# Up/Right  #|# Up/Left
  !!! #|# ### #|# #|# [ ] ### #|# !!! #|# !!!    #\= Corner    =/# Corner
                                                 ### Tile      ### Tile
  ### #|# ### #|# %%% #|# ### #|# ### %%% ###
  #/= =\= === =+= =\% =/= =\# #\= === === =\#    %%% Tiles that you need
  #|# #|# ### #|# %|% #|# #|# ### ### %%% #|#    %%% to rotate to solve
                                                 %%% the statue puzzle
  #|# ;*; ### %%% #|# #|# #|# ### ### #|# #|#
  #|# *;* #/= %/= =/# #|# #\= === === =/# #|#    ;*; Broken
  #|# ;*; #|# %|% ### #|# ### ### ### ### #|#    *:* Circuit
                                                 ;*; Tile
  #|# #|# #|# #|# ### %%% ### ### ### !!! #|#
  #|# #\= =/# #\= === =\% === === =\# !!! #|#
  #|# (O) ### ### ### %|% ### ### #|# (O) #|#
      / \                             / \
  #|# [ ] ### ### ### #|# !!! !!! #|# [ ] #|#
  #\= [ ] === === === =/# !!! !!! #\= [ ] =/#
  ### [ ] ### ### ### ### !!! !!! ### [ ] ###
- Flora Summon
  I've added more information on how to get the Flora summon, thanks to a 
  reader asking me. It is difficult to describe the room it is in without 
  images, but I'll do the best I can. Now that I've finally added a more 
  in-depth section you can check section 2.3d Air's Rock Interior for more 
  details. I'll still be keeping this tip here, though. In order to get Flora 
  you must have activated the Tiki Statues by using Whirlwind on all the pink 
  tornado statues in Airs Rock.
    In Air's Rock there is a room. In this room there are stairs leading up in 
  the bottom section. Across from those stairs is a section of floor with 
  dotted lines (usually where a movable pillar would be, but there isn't one 
  here). Right past the dotted lines is a drop-off with a round indention in 
  the floor. The Flora summon is past that. To get the summon you'll need to 
  stay in the same room, but you'll have to do a little fancy thinking/moving. 
  From the stairs you'll need to make your way up to a wooden pillar in the 
  middle of the room. This pillar will be to the right of a steam jet in the 
  wall. You may have to climb down the nearby stairs, walk around, climb up 
  more stairs, and use the door all the way on the right, walk around until you
  find another wooden pillar, push or move it until the steam jet on the left 
  goes away, and walk past the steam jet to a door leading down. This will put 
  you back in the room with the pillar you need to move, and you'll be to the 
  right of the pillar. Push or move the pillar one square to the right, so it 
  is just beyond the wall, but not all the way to the right. It should be in 
  line with the path to the north. Now head up, cross the gap by jumping on the
  wooden pillar (one you should have moved before), then climb down the wall, 
  head right, climb up the wall, head north, let the statue blow you across the
  gap, and walk around and down to the small tornado rock. Stand above the rock
  and use whirlwind - this will blow the wooden pillar you so carefully moved 
  before, all the way to the bottom of the screen. Walk around the rock, slide 
  down the cliff, climb the wall on the left, and make your way back to the 
  bottom of the screen. Don't leave the room during this time! You'll have to 
  slide down a part of the cliff a little to the right of where the pillar (the
  one that was blown) used to be, then climb the wall on the left, and continue
  heading down. You'll see the pillar, conveniently located in the dotted 
  lines, waiting to be pushed. Push it to the right until it falls off the 
  cliff, making a path for you to reach the Flora summon.
    Once again, many thanks go to Nick Tiry for asking for more information on 
  how to get Flora.
- During your journey, revisit old towns before you finally meet Isaac, and the 
  townspeople will tell you a lot about him and his group.
- After getting wings on your boat revisit the empty house in Contigo (the one 
  where you spent the night after saving Isaac and friends in Jupiter 
  Lighthouse). Hamma will be there, and will have a short conversation with 
  Ivan, Isaac, and Kraden. I don't know the exact time she appears here, or if 
  you need to transfer or not for this to occur.

9.5 Item Tips
- Shallows and Coins
  Once you get a boat you can not only sail around the world, you can find 
  things, too! You've probably already read in this guide that you can find 
  rusty weapons in shallow water in certain locations, but did you know you can
  find more than just rusty weapons? Its true! I noticed the first time I 
  played, when I was searching for the rusty weapons, that I could find coins 
  in the water, too, but I soon forgot about it. Since then one of my readers 
  has reminded me about the coins, so I'll list it here.
    Once you have a boat just sail into shallow water (the light-blue water 
  close to land) and press the A button. One of three things will happen:
  1. You will find a rusty weapon if you are in the right location for a rusty 
     weapon
  2. You will get a text message about pirates, birds, rocking the boat, 
     shadows, or something else that doesn't do anything for you
  3. You will find some gold coins
  As you can see, you won't get coins all the time. Most of the time you'll get
  a text message. When you do get coins, you usually get less than 100, so you 
  won't get rich with this method. At least you get something, though, and 
  every little bit helps.
    The coins in the water was a nice touch, a little added something from 
  Camelot. Many thanks go to Adrian Rizzuto for reminding me about the coins in
  the shallows.
- Scoop Secrets
  Once you get the Scoop Psynergy (from the Sand Scorpion in Yampi Desert) you 
  can use Scoop anywhere there is sand. It seems like sometimes you can dig up 
  random items with Scoop. There are some items that are in a certain location,
  but there are some that aren't in the official NP Player's Guide, and each 
  time you play through the game they may or may not be there, and if they are 
  there they usually have changed locations... If you are familiar with Legend 
  of Zelda games and the way the shovel works then this will be a very familiar
  concept. Some items (such as the Seashells in LOZ: Link's Awakening for GB) 
  were always in the same spot, while others (Rupees, temporary power-ups, and 
  heart refills) randomly appeared when digging. The same thing happens with 
  Scoop in GS:TLA. So far I've found random antidotes, sleep bombs, and a few 
  random Game Tickets.
- Forgeable Items
  littleninja hypothesised that listening to the kids' songs or leaving from 
  different exits, or even staying in the inn could change the item Sunshine 
  forged. I tested his theory myself and have come to one conclusion. It is my 
  belief the game determines what you get as soon as you give Sunshine the 
  item.
    For a good forging tip (how to ALWAYS forge an Excalibur) be sure to check 
  out Link Kirby's Boss Guide found on GameFAQs.

9.6 Battle Tips
  This section lists a few tips related to the battle system.
- Defeat an enemy by using a Djinn of it's weakness and it will give you extra 
  EXP and gold. Check the last tip in 9.3 Level Up Tips (the one sent in by 
  NBAmaniacLA08) for more details
- This info about battle music was sent in by Av3nga:
  - If Felix starts a battle in your active party, the normal music will play 
    in random monster battles
  - If Felix is not in your active party at the start of a battle, and Isaac 
    is, then the monster battle music from GS1 will play
  - If neither Felix or Isaac are in your active party at the start of a random 
    monster battle, and Jenna is in the active party, then Jenna's theme music 
    (from the prologue of GS:TLA) will play
  - If none of the above characters are in the active party, then the normal 
    GS:TLA monster battle music will play (Felix's music)
  - I (Autocon) have also noticed the music changes if you enter a battle while 
    on the boat
  - And, of course, special music plays during boss battles
  Thanks again, Av3nga, I didn't know that! Once again Camelot has added a 
  little something extra for the players.

9.7 Golden Sun Items Explained
  This sections explains why some items are in the game, and how they relate to
the original Golden Sun.
- Black Crystal
  Found in GS:TLA in the Great Gabomba Statue, used to power Piers' ship, but 
  it is also an item that comes with Isaac. In Golden Sun Isaac was given the 
  Black Crystal at the very end so he could control Babi's Lemurian ship. The 
  Black Crystal Isaac has cannot be sold or dropped. He *should* have used the 
  Crystal to power Babi's ship, and therefore shouldn't be carrying it... Also,
  you can *never* find Isaac's ship in GS:TLA.
- Carry Stone
  Found in GS, comes with Isaac (or one of his friends). The Carry Stone grants
  the Carry Psynergy to the one equipped with it, and was necessary to complete
  Venus Lighthouse. Just so you know, the area at the very beginning of GS:TLA 
  is Venus Lighthouse. Also, the chest there that had already been opened, but 
  still has an herb, was the chest with the Carry Stone.
- Catch Beads
  Found in GS, comes with Isaac. The Catch Beads bestow the Catch Psynergy to 
  the one equipped with it. Isaac received the Catch Beads from his mother 
  (through a friend, though). Briggs' son, Eoleo tries to use Catch if you 
  visit Briggs in prison.
- Cloak Ball
  Found in GS, a loan from Babi after winning Colosso, but was optional. You 
  must use a Password or Link Cable to transfer this item (and must have asked 
  Babi for it in GS, obviously...). The Cloak Ball grants the user the Cloak 
  Psynergy, an ability that lets you walk unseen in shadows. This was needed to
  rescue Hammet in GS, which was also optional.
- Corn
  Found in GS, you can get one for free after Colosso by checking one of the 
  vendors. Corn restores 100HP, and is similar to other healing items, such as 
  Nuts and Vials.
- Douse Drop
  Found in GS, after beating the boss of Mogall Forest, Killer Ape, comes with 
  Isaac. The Douse Drop added the Douse Psynergy to whoever equipped it. Mia 
  did not learn Douse, so the Douse Drop was the only way to learn Douse in GS.
- Frost Jewel
  Found in GS, received from defeating the first Living Statue in Altin/Altin 
  Peak, comes with Isaac. The Frost Jewel grants the Frost Psynergy to the user
  when equipped. Since Mia usually knew Frost at that point I just gave the 
  Frost Jewel to Ivan, so he could help save some of Mia's PP by using Frost 
  instead of her.
- Halt Gem
  Found in GS and you must use a Gold Password or Link cable to have it in 
  GS:TLA. Isaac finds this gem in his hometown, Vale, when he revisits with the
  Lifting Gem in his possession. The Halt Gem bestows the Halt Psynergy, which 
  is used to make people, statues, Djinni, and maybe even enemies stand still 
  and not move. This is very useful for Djinni that run away, but you have to 
  be close to use it... I have not found anywhere that needs you to use this in 
  GS:TLA.
- Hermes' Water
  Found in GS, must use a Gold Password or Link transfer to get in GS:TLA. 
  Hermes' Water isn't listed in NP's GS:TLA guide at all... Anyway, in Mia's 
  hometown you had to find an empty bottle, then light the Mercury Lighthouse. 
  Take the bottle to the Lighthouse and fill it with water. It was used to free
  Tret from his evil side and progress the game. Hermes' Water also restores 
  HP, similar to a Vial or Potion. When you use it you are left with an Empty 
  Bottle. As far as I know the Empty Bottle serves no purpose in GS:TLA.
- Lifting Gem
  Found in GS after defeating the boss of Altin Peak, comes with Isaac. The 
  Lifting Gem allowed the character to use the Lift Psynergy, lifting boulders 
  into the air. 
- Mythril Bag
  Felix has one equipped, actually comes from GS. In GS Isaac is given 4 
  Mythril Bags by Kraden. Then they visit Vale's Sanctum (Sol Sanctum) and find
  the Elemental Stars. Because the Stars are too powerful to hold they had to 
  be put in the Mythril Bags. While Isaac was getting the Stars, Saturos, 
  Menardi, Felix, and Alex show up and kidnap Kraden and Jenna. Garet hands 
  over all Stars (in their Mythril Bags) except the Mars Star. When GS ends two
  lighthouses have been lit, and Saturos and Menardi killed, so Felix takes the
  last Star, the Jupiter Star, and its Mythril Bag, and jumps into the sea to 
  save Sheba. Why is Felix EQUIPPED with the Bag? I don't know, Isaac wasn't. I
  guess so you can't get rid of it or something... Later in GS:TLA the Mythril 
  Bag will hold the Mars Star, when you acquire it.
- Orb of Force
  Found in GS, prize for completing Fuschin Temple, you must use a Password or 
  Link Cable to get this item, and you must have this item in GS to transfer 
  it. The Orb of Force was optional in GS, and grants the user the Force 
  Psynergy, which creates a large fist and punches things. This will scare 
  things (enemies in GS and Djinni in GS:TLA) out of stumps, and knock over 
  broken trees. If you want all the Djinni in GS:TLA, and the Masamune Light 
  Blade, you'll need this item.

9.8 Psynergy Tips
- Whirlwind, a default Psynergy for Sheba/Ivan, can be used on certain objects
  (Tiki Statues in Air's Rock, large tornado stones, etc) for many effects
  To get Whirlwind make sure Sheba/Ivan only have Jupiter Djinn set
- Anywhere Whirlwind can be used, the Ninja's Gale Psynergy can also be used
- Scoop Secrets - see 9.5 Item Tips

=============================
10 Frequently Asked Questions
=============================
  Send in a question related to Golden Sun: The Lost Age and I'll try to answer
it as best as I can. Please only send questions related to GS:TLA or Golden 
Sun, and be sure and put Golden Sun or Golden Sun: The Lost Age in the email 
subject so I know what you are writing in about. My email address can be found 
at the end of this document. AND PLEASE BE SURE TO READ THE FAQs ALREADY HERE! 
Most of the questions I get are already answered in this guide, usually in this
section.

10.1 Transfer Questions

Q1: Can I find Dullahan if I didn't transfer from Golden Sun?
A1: No, you must have all Djinn to find the secret Anemos Sanctum where 
    Dullahan is located, and if you didn't transfer you will only be able to 
    find 4 of the 28 Golden Sun Djinn scattered around (1 of each elemtent).
    However, if you do transfer and are missing a few Djinn you *might* still 
    be able to find Dullahan. As long as you are not missing more than 1 of 
    each type of Djinn (and DID transfer Force) you can still find Dullahan. 
    How? By finding the random Djinn.

Q2: How do I find the passwords in Golden Sun?
A2: When you turn on the Game Boy Advance with Golden Sun, hold LEFT and R 
    until the title screen appears. Press Start to access the menu screen. 
    Release LEFT and R. There will be a new option, Send. An easier way to do 
    this is to let the menu screen load normally, then hold LEFT and R and 
    press Start. This will reload the menu screen and should add the Send 
    option. The Send icon will be on the right side of the row of icons.
    To view the passwords choose the Password option after choosing Send. The 
    Gold password (6 pages long) contains all the Djinn data, character stats 
    and levels, items, and coins. The Silver password (2 pages long) contains 
    the Djinn data, character stats and levels. The Bronze password (2 lines 
    long) only has the Djinn data and character levels. You are better off 
    transferring using the link option if you have 2 GBAs or a friend with a 
    GBA and the link cable. 

Q3: How do I link then (related to Q2)?
A3: Same way you get to the password, only choose Cable instead of Password. 
    Plug the link cable into both the GBA with GS:TLA and the GBA with GS.
    In GS:TLA you will need to either choose Update from the menu (if you've 
    linked before and want to update the linked data) or start a new game and 
    choose Yes when asked if you want to link. Then choose Cable and follow 
    the prompts.

Q4: I don't have Golden Sun, can you send me a Gold Password?
A4: Ok, I finally decided to add it to my guide. I have two password "sets" 
    listed here. Each set contains Gold, Silver, and Bronze Passwords. The 
    first set is higher in level and has a few more items than the second. The 
    second set contains the Demon Mail, the ABSOLUTE BEST armor in the game, 
    but it is cursed...

    Password Set #1
    ===========================================================================
    These passwords work with the USA and UK versions, and transfer all 28 
    Djinn and these levels/stats/items/etc. (stats are without any equipment or 
    Djinn):

    212827 Coins

    Isaac:
    Lvl 30  Exp 135928  HP 284  PP 84  ATK 161  DEF 55  AGI 135  LCK 11
    Items: Swift Sword, Warrior's Helm, Mirrored Shield, Asura's Armor, 
           Hyper Boots, Catch Beads, Carry Stone, Fairy Ring, Mythril Shirt, 
           Black Crystal*, Lucky Medal x10, Game Ticket x16
           (* - can't get rid of this item, ever, and it doesn't do anything)
    Garet:
    Lvl 30  Exp 135928  HP 300  PP 79  ATK 121  DEF 62  AGI 87  LCK 2
    Items: Gaia Blade, Knights Helm, Spirit Gloves, Dragon Scales, Hyper Boots, 
           Orb of Force, Cleric's Ring, Mythril Shirt, Hermes' Water,
           Silver Blade, Lure Cap, Mythril Bag*
           (* - has, but will go away before he joins Felix)
    Ivan:
    Lvl 30  Exp 135942  HP 212  PP 169  ATK 86  DEF 53  AGI 170  LCK 4
    Items: Crystal Rod, Lucky Cap, Virtuous Armlet, Storm Gear, Hyper Boots,
           Halt Gem, Frost Jewel, Unicorn Ring, Mythril Shirt, Corn, 
           Water of Life x17, Psy Crystal x14
    Mia:
    Lvl 30  Exp 137831  HP 218  PP 182  ATK 104  DEF 55  AGI 100  LCK 6
    Items: Righteous Mace, Jeweled Crown, Spirit Armlet, Oracle's Robe, 
           Hyper Boots, Cloak Ball, Lifting Gem, Douse Drop, Healing Ring,
           Mythril Shirt, Potion x14, Vial x16, Nut x16

    I don't know if passwords transfer the proper data to unlock the special 
    transfer events in GS:TLA or not...

    Here are the passwords:

    Bronze Password:
    (transfers Djinn and levels)
    MnB#H BFY&x
    9T R

    Silver Password:
    (transfers Djinn, levels, and stats)
    wxLPA iQ?Wi
    !d+Ji Axi+?
    W9xqZ JRmF?
    &j&et 8uXdt
    SFysm F84mv

    87B?T #AfYS
    s

    Gold Password:
    (transfers Djinn, levels, stats, items, and coins)
    uykX+ hqtUc
    ?GB#X EYHV2
    7#rYz g8=sM
    RKpAY ag&9s
    84bST s%feX

    5H%9D #Pa85
    j6R6Q r%=UA
    qCSq8 msedd
    Fqjhf GNqix
    znbt6 NqiHR

    h4cE= +9JwE
    p9McK iRE7R
    XCdpd rAaxv
    943#! MzC7#
    jcHzC LfnNz

    UFSWU A?wvc
    X+?!3 C%$74
    HCBbX yFgRF
    MLmWR Qr2VS
    Vw72Z !b652

    %gbaB WfaFi
    rkjLv qpQzw
    vuV&N EzA&#
    &6FA= aKEDA
    fQKJj daFpH

    ZUTu5 YTyUM

    ===========================================================================
    End Password Set #1

    Password Set #2
    ===========================================================================
    These passwords work with the USA and UK versions, and transfer all 28 
    Djinn and these levels/stats/items/etc. (stats are without any equipment or 
    Djinn):

    193572 Coins

    Isaac:
    Lvl 30  Exp 127797  HP 283  PP 84  ATK 160  DEF 55  AGI 137  LCK 7
    Items: Gaia Blade, Warrior's Helm, Spirit Gloves, Asura's Armor, 
           Hyper Boots, Catch Beads, Carry Stone, Mythril Shirt, Black Crystal*
           (* - can't get rid of this item, ever, and it doesn't do anything)
    Garet:
    Lvl 29  Exp 127797  HP 289  PP 77  ATK 113  DEF 66  AGI 87  LCK 2
    Items: Silver Blade, Lucky Cap, Mirrored Shield, Dragon Scales,
           Hyper Boots, Orb of Force, Fairy Ring, Mythril Shirt, Corn,
           Lucky Medal x10, Game Ticket x16, Hermes' Water, Demon Mail,
           Mythril Bag*
           (* - has, but will go away before he joins Felix)
    Ivan:
    Lvl 29  Exp 127541  HP 207  PP 165  ATK 91  DEF 54  AGI 166  LCK 8
    Items: Crystal Rod, Platinum Circlet, Virtuous Armlet, Storm Gear,
           Hyper Boots, Halt Gem, Frost Jewel, Healing Ring, Mythril Shirt, 
           Lure Cap, Cleric's Ring
    Mia:
    Lvl 29  Exp 128776  HP 215  PP 178  ATK 99  DEF 55  AGI 92  LCK 6
    Items: Righteous Mace, Platinum Circlet, Spirit Armlet, Oracle's Robe, 
           Hyper Boots, Cloak Ball, Lifting Gem, Douse Drop, Unicorn Ring,
           Mythril Shirt, Water of Life x17, Psy Crystal x15, Potion x13,
           Vial x20

    I don't know if passwords transfer the proper data to unlock the special 
    transfer events in GS:TLA or not...

    Here are the passwords:

    Bronze Password:
    (transfers Djinn and levels)
    uCfw8 9nsu%
    aBx5D h

    Silver Password:
    (transfers Djinn, levels, and stats)
    C8gvq MhrcR
    W$w#M hDUmF
    %fhXq u%28y
    f!8Mz Sd+x2
    bCPLT 8H!7k

    R!mHw KLsv!
    2

    Gold Password:
    (transfers Djinn, levels, stats, items, and coins)
    gFeeU epAGB
    7+u8J 3eVQh
    5mvZ! zknzT
    W%StJ $b84e
    k%ctP kQVAz

    AQQUG D+?eh
    MV8v! GS$pm
    BXsbS NnfW7
    Ttk4! z6&$p
    #?u%3 B&mh8

    iLF8A 2MMv&
    4VYry w4xkL
    bma8E aYFBr
    c5LGX WWY!p
    8V5eP &?!m3

    Fy7FF Rixeh
    bB#jf F+pji
    LDuqQ HyuUT
    N&zZS =&5WV
    EAa3J =n7NQ

    KjcTP pgXTS
    um4Yy r84#?
    wd9=$ TtD+?
    niJBs nNFwv
    tTL?x E+3?v

    4VC+8 3NCcj

    ===========================================================================
    End Password Set #2

10.2 General Questions

Q1: Help! I lost my boat! Where did it go?
A1: This happens when you die, teleport, or load a game using the L+R+Start 
    trick. You will start the game at the last town you visited in the 
    Sanctum (unless you teleported, in that case you'll be on the world map 
    outside of town). Your boat will be at the closest beach to the town, or 
    the closest river to the town. You can always find your boat by viewing the
    world map and looking for a blue dot. The dot will say Boat if you put the 
    cursor over it.

Q2: I'm stuck. Your guide is great, but it doesn't help me get through [place] 
    or the directions are unclear.
A2: No problem! Just email me and let me know what is unclear or what I didn't 
    explain enough and I'll try and help as best as I can. I'll try to reply 
    within a day or two with a detailed explanation.
      Also, if you are stuck using directions in section 1 (and any of its 
    sub-sections, such as 1.2c, etc.), have you looked in section 2 for a more 
    detailed description? Section 2 is laid out exactly the same as section 1 
    for that purpose, so if you get stuck in section 1 just check section 2. 
    Section 2 is still a work in progress, so I might not list the part you are
    stuck at yet... In that case email me.

Q3: I'm not just stuck, I'm REALLY STUCK! I can't go forward, and I can't go 
    backward. I got where I am, but I can't get out! Help!!!
A3: (There is one really nasty glitch with SW Atteka Inlet, where people get 
    stuck and can't jump back onto the crate after getting the Dragon Skin)
    First off, try going a different direction or standing in a different place
    and trying again. If that fails, use Felix or Isaac's Retreat Psynergy. If 
    you can't use Retreat then save your game. Turn it off, then back on. Now 
    as you load your save file hold "L" + "R"+ "Start" and press "A" to load 
    the file. You will start at the Sanctum of the last town you visited (the 
    room with the old man who can revive, remove curse, etc.) This is good if 
    you ever get stuck and can't get out! (Yes, I did copy that from my Tips 
    section)

10.3 Weapon, Armor, and Item Questions

Q1: What enemy drops [weapon/armor/item]?
A1: For items like Tisiphone Edge, Lachesis Rule, Berserker Band, Gloria Helm, 
    Tritons Ward, and other powerful weapons/armor check section 6 Ultimate 
    Equipment. For other items check section 10 Bestiary. Items in the Bestiary
    will be listed under "Gives: EXP [###]  GOLD [###]  [item]" if that enemy
    drops any items. If you want to check stats on items, or see just what 
    items are in the game, check Aspartate's Golden Sun: The Lost Age Item 
    Guide, found at GameFAQs.

Q2: The enemies you list that drop items/armor/weapons aren't dropping them. 
    Do they really drop these items? How long does it take for them to drop 
    these items?
A2: Yes, they really drop the items. Let me tell you how long it took me to 
    get Dark Matter to be dropped this time through the game, and that may 
    give you an idea of what to expect. Today a Wonder Bird finally dropped 
    Dark Matter. My game time was 35 hours, with all characters between levels
    49 and 51, (with 790129 coins) in Islet Cave. I still have not had Cruel 
    Dragons drop Tisiphone Edge this time through, which is what I'm actually 
    going for. Some items have a higher chance of being dropped than others - 
    for instance, I've picked up 3 Clotho's Distaffs within a 4 hour time 
    period. Also, my first time through I didn't get any drops other than one 
    Clotho's Distaff and one Gloria Helm. This time I've found 3 Clotho's 
    Distaffs, 1 Gloria Helm, 1 Blessed Mace, 1 Rune Blade, a lot of Water of 
    Life, and a Dark Matter. My first time I spent 42 hours hunting for drops 
    and trying to level up, mostly unsuccessfully. It takes a long time to get
    the best of the best drops, so be prepared to put in many hours.
    !!UPDATE!! - enemies apparently only drop items under certain 
    conditions... One way to get the items on the first try is to manipulate 
    these conditions by using the RNG (random number generator) method, which 
    some *may* consider cheating because it takes advantage of the game. Refer
    to the great "Random Number Generator FAQ by Diego Gonzalez (a.k.a. Link 
    Kirby)" found at GameFAQs.com for more info on the RNG method and how to 
    use it. Using the RNG method I acquired three Tisiphone Edges in just 5 
    minutes!

Q3: How many [forgeable items] are in the game? Your guide doesn't list very 
    many of [forgeable item].
A3: My guide only lists the forgeable items found in chests or by using 
    Psynergies such as Scoop or Reveal. There are others, dropped by Mimics or
    enemies. I've heard Orihalcon and Dark Matter are common drops in Anemos 
    Sanctum, although this isn't entirely true. Only Orihalcon is dropped in 
    Anemos Sanctum, Dark Matter is dropped in Islet Cave (Sea of Time Islet). 
    I've added which enemies drop which items to the appropriate item in 
    section 6 Sunshine the Blacksmith. You can find the locations of these 
    numbers of the items in this guide:
    - Tear Stone x3
    - Stardust x3
    - Sylph Feather x2
    - Dragon Skin x2
    - Dark Matter x4
    - Orihalcon x4
    - Salamander Tail x2
    - Golem Core x3
    - Mythril Silver x2
    I know for a fact one Dark Matter isn't actually listed in this guide, it 
    was dropped by a Mimic and I didn't list where. I'll try to add that to 
    this guide sometime in the next year or so.

Q4: What is the absolute best weapon in the game and why?
A4: According to The Mastah Classah:
      "This changes from character to character. The first thing you do is 
      figure out which element he/she has the highest levels in. This is 
      simple, go to status, press the 'A' button, and look at the numbers 
      below the Djinn on the left side of the slash. Each element has a 
      different 'best weapon', as follows:
       Earth: Sol Blade
       Fire: Atropos' Rod
       Wind: Lachesis' Rule
       Water: Masamune
      "Granted, you need to transfer data to get the Masamune and either need 
      incredible patience or an RNG method to get the Atropos Rods and Lachesis
      Rules. (I used the RNG methods, but the chances of getting two Fire 
      Dragons for the Atropos Rod is very low, and it's hard to do it 
      otherwise. The Lachesis Rule one is considerably easier.) Finally, not 
      everyone can equip these weapons or they are one of a kind. Therefore, 
      there are other good weapons to get:
       Earth: Tisiphone Edge
              Darksword is half-decent (great attack bonus, unleash may inflict 
               deadly poison), but it's cursed. I recommend equipping it if you 
               plan to use EPAs such as Ragnarok, Odyssey, Quick Strike, or 
               Shuriken. 
              There are more, but these are the first I thought of. All the 
               other earth-based weapons are of a much lower class.
       Fire: Fire Brand
             Levatine
             Everything else is significantly worse.
       Wind: Excalibur
       Water: Nebula Wand
              Mythril Blade
      "Hope I've helped."
    Once again, thanks go to The Mastah Classah
      Just a little quick info to help with getting the above weapons, and 
    who to give them to:
    Characters - by default a character is best with the element of their 
                 default class (Felix is best with Earth, Jenna with Fire, 
                 etc.). This can be changed by changing class (using a class 
                 changing item or setting different Djinn) or equipping 
                 items/armor that increases Elemental Power (such as Big Bang 
                 Gloves which increase Fire Power by 40).
    Earth: Sol Blade - found in a chest in Mars Lighthouse, best equipped on 
          (Long Sword) Earth Adepts (such as Felix/Isaac in their default 
                       class)
           Tisiphone Edge - dropped by Cruel Dragons in the Sea of Time Islet 
          (Light Blade)     Cave, best equipped on Earth Adepts as well.
           Darksword - forged from Dark Matter, cursed, also best with Earth
          (Long Sword) Adepts.
    Fire: Atropos' Rod - dropped by Fire Dragons in Yampi Desert Cave, best 
         (Staff)         equipped on Fire Adepts (such as Jenna, but not 
                         Garet)
          Fire Brand - in a chest in Treasure Isle (need Lift to get to it), 
         (Long Sword)  good for Garet or any other sword user with high Fire 
                       Power.
          Levatine - forged from Mythril Silver, also good for sword users 
        (Long Sword) such as Garet (although the Fire Brand is better, but 
                     there is only one Fire Brand, so you'll use this if you 
                     need another Long Sword for Fire users)
    Wind: Lachesis' Rule - dropped by Mad Demons in Anemos Sanctum, this is 
         (Staff)           the best Staff as far as howls go. Definitely give 
                           this to Sheba, and possibly Ivan.
          Excalibur - forged from Orihalcon, one of the best weapons 
         (Long Sword) stat-wise, one of the best howls also. Since it is a 
                      Long Sword neither Sheba nor Ivan can use it, so you'll 
                      have to change some other character's class or give 
                      someone else items/armor to increase Wind Power to get 
                      the full effect of this weapon. Regardless, this is 
                      still a great sword.
    Water: Masamune - in a chest in Yallam, must transfer the Force Gem from 
        (Light Blade) GS to get, best with Water Adepts (Piers comes to mind, 
                      but not Mia, who can't use swords...)
           Nebula Wand - forge from Orihalcon, best with Water Adepts who use 
          (Staff)        Staves, such as Mia.
           Mythril Blade - A decent Long Sword, one point lower in attack than
          (Long Sword)     the Masamune. Great for additional sword using Water
                           Adepts or anyone with high Water Power.

Q5: Who should I give this [power-up item] to?
A5: Power-up items include:
    - Apple (Boosts Attack)
    - Cookie (Boosts Max PP)
    - Hard Nut (Boosts Defense)
    - Lucky Pepper (Boosts Luck)
    - Mint (Boosts Agility)
    - Power Bread (Boosts Max HP)
      I suggest using Apples on your strong characters (Felix, Isaac, Garet) 
    to increase their attack, making them even stronger. Some people suggest 
    using Apples on your weak characters, but you won't find enough Apples to
    help everyone. I just use my weak characters for Psynergy/healing 
    anyway...
      I suggest using Cookies on your mages, those characters you use for 
    Psynergy/healing the most. Jenna is a good choice (Aura, a full party 
    healing Psynergy is great) and so is Mia (for her Wish, even better than 
    Aura). You could also use Cookies on Felix/Isaac (Revive is good, and so 
    is Cure) or Piers (Ply), or even Sheba/Ivan (for their many powerful wind 
    Psynergies). I usually just use Cookies on Jenna, Mia, Sheba, and Ivan.
      I suggest using Hard Nuts on characters with really low defense, such as
    mages. This means using Hard Nuts on Sheba/Ivan, who have the lowest 
    defense, and Jenna/Mia, whose defense is lower than the others but higher 
    than Sheba/Ivan's. 
      I suggest using Lucky Pepper on any character you want to be lucky. I 
    finally got some info on what Luck affects. It seems Luck in this game 
    controls the chance of status abnormalities and instant KO's. Characters 
    with more Luck "evade" status abnormalities more - meaning attacks that can
    bring you to 1 HP deal normal damage more often on a character with high 
    Luck, and sleep, poison, delude, etc. miss more often on characters with 
    high Luck. So I suggest giving Lucky Pepper to everyone, since the bonuses 
    are great. Try to keep the luck even on all characters. (Info on Luck 
    courtesy of The Mastah Classah and Terrance Fergussan)
      I suggest using Mints on characters with low Agility. Since Agility 
    determines who attacks when, and enemies have Agility too, I always use 
    Mints on my slow characters. The slowest characters are Piers, Garet, and 
    Mia. Isaac and Felix are average speed, and don't really need the Agility 
    as much as the slower characters. There really isn't much point in using 
    Mints on fast characters (unless you use a lot of Mints and equip something 
    that reduces Agility) since the fast characters (Sheba/Ivan) *usually*
    attack before the enemies (yes, even bosses) and everyone else anyway...
      I suggest using Power Bread on characters with low HP. Once again, this 
    means the mages (Sheba/Ivan). I recommend using Power Bread on Sheba/Ivan 
    because they have really low HP, and the more HP you can give them, the 
    longer they can stay alive and do something (attack, heal, revive, summon,
    etc.). You should also consider boosting the HP of your healers (Jenna/Mia)
    so they can stay in battle longer and continue healing.

10.4 Psynergy Related Questions

Q1: What are the pegs with coiled ropes for and how do I use them? How do I 
    throw ropes? I'm stuck and can't go forward, and there is a coiled rope, do
    I need to use it to progress?
A1: The ropes and pegs are put in the game to help you progress. In order to 
    use them you'll need the Lash Psynergy. Lash will "throw" the rope to the 
    peg and tie it off, allowing you to cross. If you get stuck and see a 
    coiled rope and peg, chances are you'll need Lash to continue. Many people
    skip getting Lash when they are supposed to. You can actually progress the
    game up to the Kibombo Mountains (1.4c Kibombo Mountains in this guide) 
    before Lash becomes absolutely necessary. Lash is found in the Kandorean 
    Temple, which is south of the first town, Daila (see 1.2a Daila and 1.2b 
    Kandorean Temple in this guide for more info). Kibombo Mountains is exactly
    15 sections after Kandorean Temple, and Kibombo Mountains are about 1/4-1/3
    of the way through the game.

Q2: I'm stuck in Kibombo Mountains. How do I get past the guard near the top of
    the screen?
A2: You will need Lash to get past the guard. If you don't have Lash you'll 
    need to backtrack to Kandorean Temple and get it. See the above question.

Q3: I lost the [name of Psynergy]. I need [name of Psynergy] to continue. How 
    do I get it back?
A3: You didn't lose [name of Psynergy]. You just don't realize it yet. Simply 
    set all non-default elemental Djinni on that character to Standby (meaning 
    have only Jupiter Djinn set on Sheba, Mercury Djinni on Piers, etc) and the 
    character in question will have the missing Psynergy again. Also, you will 
    have to remove any class changing items (Tomegathericon, Mysterious Card, 
    Tamer's Whip) as well. This is most noticeable when you need Whirlwind and 
    Sheba doesn't seem to have it, or Frost, and Piers doesn't have it.

Q4: What are those green plant vines that look like they need watering to grow? 
    Do I have to make them grow to progress?
A4: Yes, you have to make them grow to progress, but not by watering. Douse 
    doesn't make them grow. You need the Growth Psynergy. To get Growth change
    a character to a class that has Growth (see the Classes section). The 
    easiest way to do that is to give Felix/Isaac one Mars Djinn or 
    Jenna/Garet one Venus Djinn (its okay to leave the default Djinn type set 
    too). This changes their class to Brute, a class that has Growth. The first
    time you need to use Growth that I'm aware of is Taopo Swamp.

Q5: How do I get Lift? How do I get [Psynergy gem from Golden Sun]?
A5: You will get Lift, and all other GS Psynergy gems when Isaac joins you. If
    you didn't transfer data from GS you WON'T get the Halt Gem, Cloak Ball, 
    or Orb of Force. If you did transfer you will only get those 3 special 
    gems if you had them in GS. All other GS exclusive gems will come with 
    Isaac and crew when they join you, after completing Jupiter Lighthouse, 
    whether you transferred or not.

Q6: I didn't know I was supposed to go through Madra Catacombs and get the 
    Tremor Bit or Moloch summon, and now there is a rock blocking the entrance
    behind the trees! Can I still get the Tremor Bit and Moloch summon?
A6: Yes, you can. The rock blocks the entrance after Piers joins your party. 
    Enter through the normal entrance, the ladder in the hole inside town. 
    Head down one screen, then left/up one screen. Use Reveal to reveal the 
    switch, then press the switch to open the door. Traverse the Catacombs, 
    and be sure to do these things:
    - Head up and right and push a wooden pillar covered by vines into an 
      indention in the floor
    - Climb that pillar, and use Move on the pillar in front of you to your 
      left
    Now just head left and you are where you would have been if you had gone 
    down the other hole (which is blocked by the boulder). Heading left and 
    down the vines, then up through the door leads to a room with a broken 
    floor. Hop over to the right and head up, then down the stairs in the 
    northern section of the room. Enter the door and take the Tremor Bit. Now 
    you can explore the rest of the Catacombs and get the summon.

Q7: How do I unset the L and R button Psynergy shortcuts?
A7: There is really no way to "unset" the two shortcuts, but you can get rid of 
    them using a trick. Set the shortcuts to item Psynergies (such as Catch, 
    Grind, Hover, Tremor, Lash, etc.) and then remove the item from your 
    character. Look at the shortcut again (so the game knows the shortcut is 
    invalid) and the shortcut will be gone. You can also do this with some 
    class-specific Psynergies (like Growth, Whirlwind, etc.).

10.5 Guide Usage and Hosting Questions

Q1: Can I suggest something I think will improve your guide, or something I'd 
    like to see in your guide, or something I'd like for you to do related to 
    Golden Sun or Golden Sun: The Lost Age?
A1: Yes! Please do! I appreciate all emails from my readers, and will try to 
    add things requested by my readers, provided they are worth adding (will 
    benefit others). Send any comments, questions, or suggestions to my email 
    address listed at the end of this guide. If you see a spelling mistake, 
    grammar mistake, or other problem email me too.

Q1: I like your guide. Can I post it on my site? And, can I use parts of it for
    my own guide?
A1: Thank you, but no, you can't post it on your site, it gets way too 
    complicated trying to tell many people to update the guide with my current 
    version. As for using parts of the guide... Only if you email me first and 
    ask, and list exactly which parts you want to use. Then I'll email you 
    back and either give or not give my permission, depending on what you are 
    asking to use.

===========
11 Bestiary
===========

  This section is broken down by location, rather than an alphabetical list of 
enemy creatures. This is to make my job easier, so I don't have to add a "found
at" line to the info. Bosses AREN'T listed here, they are listed in section
7 Boss Strategies.

11.1 Prologue
-------------
  These are enemies Jenna will encounter on her way to the meeting place in the
very beginning of the game.

Punch Ant
Stats: HP 26  PP 0  ATK 26  DEF 8  AGI 6
Gives: EXP 5  GOLD 6
Weak to: Mars

Ruffian
Stats: HP 29  PP 0  ATK 24  DEF 6  AGI 11
Gives: EXP 5  GOLD 5  Herb
Weak to: none

11.2 Indra
----------
  These enemies are found from Daila to Madra, and include Shrine of the Sea 
God, Kandorean Temple, Dehkan Plateau, and Indra Cavern, as well as the world 
map in between. The whole island of Indra contains these creatures (Indra is 
the whole continent/island the floating island washes into)

Amaze
Stats: HP 39  PP 0  ATK 36  DEF 10  AGI 18
Gives: EXP 5  GOLD 6
Weak to: Jupiter

Angle Worm
Stats: HP 37  PP 0  ATK 40  DEF 9  AGI 14
Gives: EXP 12  GOLD 10  Elixir
Weak to: Mars

Ghost
Stats: HP 56  PP 6  ATK 38  DEF 12  AGI 12
Gives: EXP 9  GOLD 9
Weak to: Jupiter

Giant Bat
Stats: HP 32  PP 0  ATK 30  DEF 6  AGI 22
Gives: EXP 6  GOLD 6
Weak to: Jupiter

Mimic (Kandorean Temple)
Stats: HP 207  PP 12  ATK 47  DEF 12  AGI 23
Gives: EXP 64  GOLD 46  Game Ticket
Weak to: Mars

Mini-Goblin
Stats: HP 62  PP 0  ATK 61  DEF 16  AGI 25
Gives: EXP 25  GOLD 28  Sleep Bomb
Weak to: Jupiter

Punch Ant
Stats: HP 26  PP 0  ATK 26  DEF 8  AGI 6
Gives: EXP 5  GOLD 6
Weak to: Mars

Rat
Stats: HP 49  PP 0  ATK 52  DEF 27  AGI 15
Gives: EXP 14  GOLD 17
Weak to: Mars

Rat Soldier
Stats: HP 69  PP 0  ATK 56  DEF 13  AGI 19
Gives: EXP 17  GOLD 19
Weak to: Mars

Skeleton
Stats: HP 60  PP 0  ATK 46  DEF 14  AGI 18
Gives: EXP 10  GOLD 11  Herb
Weak to: Venus

Troll
Stats: HP 101  PP 0  ATK 73  DEF 16  AGI 16
Gives: EXP 30  GOLD 34  Nut
Weak to: Mars

Wild Wolf
Stats: HP 45  PP 0  ATK 26  DEF 8  AGI 13
Gives: EXP 7  GOLD 7  Herb
Weak to: Mars

Will Head
Stats: HP 54  PP 0  ATK 42  DEF 10  AGI 10
Gives: EXP 9  GOLD 10
Weak to: Mars

11.3 Osenia
-----------
  These enemies are all found on the continent Osenia. Osenia contains 
Mikasalla, Garoh, Air's Rock, Yampi Desert, and Alhafra.

Creeper
Stats: HP 89  PP 6  ATK 79  DEF 19  AGI 29
Gives: EXP 32  GOLD 38
Weak to: Jupiter

Dino
Stats: HP 82  PP 0  ATK 84  DEF 23  AGI 35
Gives: EXP 40  GOLD 39  Herb
Weak to: Jupiter

Emu
Stats: HP 98  PP 0  ATK 89  DEF 21  AGI 46
Gives: EXP 53  GOLD 51  Sacred Feather
Weak to: Jupiter

Ghoul
Stats: HP 99  PP 0  ATK 93  DEF 20  AGI 16
Gives: EXP 36  GOLD 42
Weak to: Mars

Gnome
Stats: HP 85  PP 5  ATK 73  DEF 15  AGI 38
Gives: EXP 29  GOLD 40
Weak to: Mercury

Harpy
Stats: HP 105  PP 0  ATK 104  DEF 25  AGI 46
Gives: EXP 38  GOLD 53
Weak to: Jupiter

Kobold
Stats: HP 77  PP 0  ATK 80  DEF 17  AGI 47
Gives: EXP 40  GOLD 45
Weak to: Jupiter

Mimic (Air's Rock exterior)
Stats: HP 207  PP 12  ATK 47  DEF 12  AGI 23
Gives: EXP 64  GOLD 46  Lucky Medal
Weak to: Mars

Momonga
Stats: HP 53  PP 0  ATK 66  DEF 16  AGI 51
Gives: EXP 29  GOLD 31
Weak to: Jupiter

Mummy
Stats: HP 113  PP 0  ATK 116  DEF 30  AGI 44
Gives: EXP 72  GOLD 102
Weak to: Mars

Ooze
Stats: HP 72  PP 0  ATK 72  DEF 19  AGI 30
Gives: EXP 26  GOLD 40  Herb
Weak to: Mars

Spider
Stats: HP 69  PP 0  ATK 75  DEF 22  AGI 22
Gives: EXP 25  GOLD 32
Weak to: Mars

Troll
Stats: HP 101  PP 0  ATK 73  DEF 16  AGI 16
Gives: EXP 30  GOLD 34  Nut
Weak to: Mars

11.4 Gondowan
-------------
  These enemies are all found on the continent Gondowan. Gondowan contains 
Gondowan Cliffs, Naribwe, Kibombo Mountains, Kibombo, and Great Gabomba.

Assassin
Stats: HP 129  PP 0  ATK 150  DEF 35  AGI 84
Gives: EXP 97  GOLD 131
Weak to: Jupiter

Bone Fighter
Stats: HP 122  PP 0  ATK 131  DEF 35  AGI 52
Gives: EXP 52  GOLD 63
Weak to: Venus

Death Head
Stats: HP 128  PP 15  ATK 130  DEF 31  AGI 47
Gives: EXP 55  GOLD 73  Nut
Weak to: Venus

Dirge
Stats: HP 91  PP 0  ATK 122  DEF 32  AGI 32
Gives: EXP 47  GOLD 61
Weak to: Jupiter

Doomsayer
Stats: HP 107  PP 30  ATK 148  DEF 31  AGI 77
Gives: EXP 107  GOLD 173
Weak to: Jupiter

Flash Ant
Stats: HP 76  PP 0  ATK 119  DEF 38  AGI 62
Gives: EXP 61  GOLD 71
Weak to: Mars

Mad Plant (Great Gabomba statue)
(stats not listed in NP's guide... don't know why)
(if you know the Mad Plant - Great Gabomba Statue stats please email me)
Gives: Game Ticket
Weak to: Mars

Mimic (Great Gabomba statue)
Stats: HP 36  PP 50  ATK 177  DEF 43  AGI 110
Gives: EXP 400  GOLD 380  Hard Nut
Weak to: Mars

Mole
Stats: HP 96  PP 0  ATK 119  DEF 22  AGI 36
Gives: EXP 39  GOLD 60
Weak to: Mars

Pixie
Stats: HP 75  PP 30  ATK 135  DEF 31  AGI 112
Gives: EXP 96  GOLD 127  Nut
Weak to: Jupiter

Red Demon
Stats: HP 228  PP 10  ATK 173  DEF 43  AGI 90
Gives: EXP 129  GOLD 154  Staff of Anubis
Weak to: Jupiter

Salamander
Stats: HP 212  PP 18  ATK 158  DEF 49  AGI 50
Gives: EXP 84  GOLD 190
Weak to: Mercury (the NP Player's Guide has a small misprint on this creature's elemental weakness... You'd have to see for yourself)

Spirit
Stats: HP 116  PP 11  ATK 114  DEF 30  AGI 48
Gives: EXP 49  GOLD 67
Weak to: Jupiter

Wild Gorilla
Stats: HP 130  PP 0  ATK 122  DEF 32  AGI 76
Gives: EXP 77  GOLD 80  Bramble Seed
Weak to: Mars

Wolfkin Cub
Stats: HP 115  PP 0  ATK 136  DEF 32  AGI 79
Gives: EXP 52  GOLD 95
Weak to: Mars

Wyvern Chick
Stats: HP 124  PP 0  ATK 128  DEF 36  AGI 76
Gives: EXP 83  GOLD 76
Weak to: Jupiter

11.5 Eastern Sea
----------------
  This is by far the biggest section in this Bestiary. The Eastern Sea contains
enemies from Yallam, Taopo Swamp, Apojii Islands, Aqua Rock, Tundaria Tower, 
Izumo, Gaia Rock, Champa, Ankohl Ruins, and the Sea of Time (and surrounding 
areas).

Alec Goblin
Stats: HP 147  PP 0  ATK 190  DEF 48  AGI 91
Gives: EXP 126  GOLD 146
Weak to: Jupiter

Aqua Jelly
Stats: HP 225  PP 5  ATK 161  DEF 33  AGI 78
Gives: EXP 96  GOLD 99
Weak to: Mars

Calamar
Stats: HP 104  PP 0  ATK 130  DEF 34  AGI 46
Gives: EXP 59  GOLD 79
Weak to: Mars

Cave Troll
Stats: HP 212  PP 0  ATK 199  DEF 45  AGI 44
Gives: EXP 106  GOLD 44
Weak to: Mars

Clay Gargoyle
Stats: HP 209  PP 24  ATK 210  DEF 90  AGI 84
Gives: EXP 100  GOLD 147
Weak to: Venus

Conch Shell
Stats: HP 102  PP 0  ATK 158  DEF 43  AGI 72
Gives: EXP 80  GOLD 81
Weak to: Mars

Death Cap
Stats: HP 117  PP 0  ATK 159  DEF 19  AGI 90
Gives: EXP 48  GOLD 56
Weak to: Mars

Dinox
Stats: HP 172  PP 0  ATK 264  DEF 82  AGI 116
Gives: EXP 239  GOLD 166
Weak to: Jupiter

Dire Wolf
Stats: HP 155  PP 0  ATK 186  DEF 44  AGI 101
Gives: EXP 118  GOLD 114  Weasel's Claw
Weak to: Mars

Dread Hound
Stats: HP 252  PP 0  ATK 211  DEF 56  AGI 90
Gives: EXP 116  GOLD 176  Prophet's Hat
Weak to: Mercury

Faery
Stats: HP 105  PP 30  ATK 182  DEF 46  AGI 150
Gives: EXP 172  GOLD 175  Nut
Weak to: Jupiter

Fighter Bee
Stats: HP 116  PP 0  ATK 155  DEF 38  AGI 74
Gives: EXP 67  GOLD 90
Weak to: Jupiter

Fire Worm
Stats: HP 97  PP 0  ATK 211  DEF 49  AGI 94
Gives: EXP 158  GOLD 113
Weak to: Mars

Ghost Mage
Stats: HP 161  PP 19  ATK 168  DEF 43  AGI 86
Gives: EXP 80  GOLD 110
Weak to: Jupiter

Gnome Mage
Stats: HP 162  PP 24  ATK 179  DEF 50  AGI 108
Gives: EXP 86  GOLD 126
Weak to: Venus

Golem
Stats: HP 266  PP 0  ATK 217  DEF 57  AGI 40
Gives: EXP 105  GOLD 161
Weak to: Jupiter

Gressil
Stats: HP 175  PP 30  ATK 243  DEF 70  AGI 145
Gives: EXP 259  GOLD 208  Otafuku Mask
Weak to: Jupiter

Harridan
Stats: HP 231  PP 29  ATK 261  DEF 66  AGI 118
Gives: EXP 150  GOLD 164
Weak to: Jupiter

Living Armor
Stats: HP 201  PP 0  ATK 266  DEF 99  AGI 90
Gives: EXP 320  GOLD 205  Water of Life
Weak to: Jupiter

Lizard Fighter
Stats: HP 212  PP 0  ATK 204  DEF 61  AGI 60
Gives: EXP 89  GOLD 124
Weak to: Mars

Mad Plant (Gaia Rock)
Stats: HP 2,566  PP 0  ATK 254  DEF 65  AGI 114
Gives: EXP 630  GOLD 451  Potion
Weak to: Mars

Mad Plant (Taopo Swamp)
Stats: HP 1,449  PP 0  ATK 181  DEF 41  AGI 87
Gives: EXP 321  GOLD 87  Lucky Medal
Weak to: Mars

Mad Vermin
Stats: HP 131  PP 0  ATK 164  DEF 22  AGI 67
Gives: EXP 55  GOLD 80
Weak to: Mars

Magicore
Stats: HP 321  PP 34  ATK 253  DEF 74  AGI 109
Gives: EXP 169  GOLD 208  Aura Gloves
Weak to: Mercury

Man o' War
Stats: HP 137  PP 0  ATK 193  DEF 42  AGI 70
Gives: EXP 55  GOLD 87
Weak to: Mars

Merman
Stats: HP 162  PP 0  ATK 184  DEF 46  AGI 93
Gives: EXP 134  GOLD 139
Weak to: Mars

Mimic (Aqua Rock)
Stats: HP 1,676  PP 62  ATK 240  DEF 66  AGI 145
Gives: EXP 760  GOLD 531  Potion
Weak to: Mars

Mimic (Gaia Rock)
Stats: HP 2,707  PP 64  ATK 251  DEF 71  AGI 153
Gives: EXP 840  GOLD 531  Game Ticket
Weak to: Mars

Minotaurus
Stats: HP 268  PP 0  ATK 276  DEF 84  AGI 123
Gives: EXP 318  GOLD 207  Tartarus Axe
Weak to: Jupiter

Needle Egg
Stats: HP 119  PP 0  ATK 234  DEF 94  AGI 147
Gives: EXP 214  GOLD 110  Antidote
Weak to: Mars

Numb Ant
Stats: HP 101  PP 0  ATK 172  DEF 57  AGI 91
Gives: EXP 111  GOLD 111
Weak to: Mars

Ravager
Stats: HP 189  PP 0  ATK 185  DEF 47  AGI 60
Gives: EXP 90  GOLD 95
Weak to: Mars

Roc
Stats: HP 245  PP 0  ATK 214  DEF 50  AGI 116
Gives: EXP 238  GOLD 193
Weak to: Jupiter

Sea Dragon
Stats: HP 270  PP 0  ATK 231  DEF 68  AGI 90
Gives: EXP 257  GOLD 194  Unicorn Ring
Weak to: Mars

Sea Bird
Stats: HP 133  PP 0  ATK 166  DEF 31  AGI 110
Gives: EXP 106  GOLD 114  Sacred Feather
Weak to: Jupiter

Squirrelfang
Stats: HP 130  PP 0  ATK 229  DEF 59  AGI 168
Gives: EXP 176  GOLD 131  Elixir
Weak to: Jupiter

Stone Soldier
Stats: HP 179  PP 6  ATK 241  DEF 105  AGI 104
Gives: EXP 98  GOLD 98
Weak to: Mercury

Undead
Stats: HP 165  PP 0  ATK 180  DEF 27  AGI 58
Gives: EXP 74  GOLD 90
Weak to: Mars

Urchin Beast
Stats: HP 89  PP 0  ATK 163  DEF 54  AGI 101
Gives: EXP 93  GOLD 79  Antidote
Weak to: Mars

Virago
Stats: HP 185  PP 0  ATK 199  DEF 47  AGI 89
Gives: EXP 87  GOLD 120
Weak to: Jupiter

Wight
Stats: HP 192  PP 0  ATK 205  DEF 55  AGI 54
Gives: EXP 92  GOLD 115
Weak to: Mars

Wood Walker
Stats: HP 230  PP 21  ATK 213  DEF 75  AGI 94
Gives: EXP 242  GOLD 201
Weak to: Mars

11.6 Western Sea
----------------
  The Western Sea isn't as big as the Eastern Sea. It includes enemies in the 
western waters as well as in the Hesperia and Atteka continents. This includes 
Shaman Village Cave, Shaman Village, Contigo, Jupiter Lighthouse, and the areas
around them.

Blue Dragon
Stats: HP 408  PP 0  ATK 349  DEF 121  AGI 133
Gives: EXP 490  GOLD 297  Rising Mace
Weak to: Mars

Devil Scorpion
Stats: HP 181  PP 0  ATK 308  DEF 121  AGI 126
Gives: EXP 284  GOLD 180  Antidote
Weak to: Mars

Foul Mummy
Stats: HP 238  PP 0  ATK 320  DEF 100  AGI 118
Gives: EXP 376  GOLD 297  Mist Potion
Weak to: Mars

Ghost Army
Stats: HP 250  PP 18  ATK 342  DEF 136  AGI 133
Gives: EXP 454  GOLD 254  Potion
Weak to: Jupiter

Gillman
Stats: HP 234  PP 0  ATK 89  DEF 89  AGI 142
Gives: EXP 330  GOLD 210
Weak to: Mars

Hydra
Stats: HP 276  PP 0  ATK 288  DEF 82  AGI 102
Gives: EXP 408  GOLD 317
Weak to: Mars

Macetail
Stats: HP 284  PP 28  ATK 327  DEF 105  AGI 110
Gives: EXP 426  GOLD 248  Vial
Weak to: Mercury

Mad Plant (Trial Road Cavern)
Stats: HP 726  PP 0  ATK 352  DEF 99  AGI 152
Gives: EXP 1,065  GOLD 594  Lucky Pepper
Weak to: Mars

Mad Plant (Jupiter Lighthouse)
Stats: HP 726  PP 0  ATK 352  DEF 99  AGI 152
Gives: EXP 1,065  GOLD 594  Mint
Weak to: Mars

Mimic (Jupiter Lighthouse)
Stats: HP 907  PP 78  ATK 349  DEF 108  AGI 204
Gives: EXP 1,420  GOLD 700  Psy Crystal
Weak to: Mars

Mole Mage
Stats: HP 199  PP 14  ATK 265  DEF 47  AGI 74
Gives: EXP 191  GOLD 132
Weak to: Mars

Nightmare
Stats: HP 258  PP 28  ATK 287  DEF 89  AGI 138
Gives: EXP 241  GOLD 198  Healing Ring
Weak to: Venus

Pteranodon
Stats: HP 242  PP 0  ATK 291  DEF 100  AGI 166
Gives: EXP 341  GOLD 174
Weak to: Jupiter

Seafoul
Stats: HP 191  PP 0  ATK 262  DEF 61  AGI 168
Gives: EXP 261  GOLD 172
Weak to: Jupiter

Slayer
Stats: HP 220  PP 0  ATK 300  DEF 90  AGI 158
Gives: EXP 344  GOLD 254
Weak to: Jupiter

Spiral Shell
Stats: HP 155  PP 0  ATK 268  DEF 82  AGI 117
Gives: EXP 236  GOLD 129
Weak to: Mars

Talon Runner
Stats: HP 228  PP 0  ATK 303  DEF 88  AGI 159
Gives: EXP 367  GOLD 215
Weak to: Jupiter

Turtle Dragon
Stats: HP 370  PP 0  ATK 305  DEF 100  AGI 117
Gives: EXP 424  GOLD 251  Blessed Mace
Weak to: Mars

Vile Dirge
Stats: HP 173  PP 0  ATK 228  DEF 56  AGI 120
Gives: EXP 75  GOLD 90
Weak to: Jupiter

Wargold
Stats: HP 116  PP 0  ATK 155  DEF 38  AGI 74
Gives: EXP 67  GOLD 90
Weak to: Jupiter

Wild Gryphon
Stats: HP 370  PP 8  ATK 332  DEF 112  AGI 170
Gives: EXP 322  GOLD 290  Feathered Robe
Weak to: Jupiter

Wolfkin
Stats: HP 213  PP 0  ATK 309  DEF 84  AGI 174
Gives: EXP 337  GOLD 219
Weak to: Mars

Wyvern
Stats: HP 340  PP 0  ATK 339  DEF 108  AGI 149
Gives: EXP 489  GOLD 284  Aeolian Cassock
Weak to: Jupiter

11.7 Gondowan & Angara
----------------------
  Gondowan & Angara include all the remaining areas, except for the special 
dungeons. Magma Rock, Mars Lighthouse, and the areas around Gondowan 
Settlement, Loho, and Prox.

Aka Manah
Stats: HP 479  PP 70  ATK 405  DEF 129  AGI 187
Gives: EXP 546  GOLD 318  Gloria Helm
Weak to: Mars

Devil Frog
Stats: HP 282  PP 0  ATK 347  DEF 102  AGI 173
Gives: EXP 417  GOLD 248  Elixir
Weak to: Mars

Doodle Bug
Stats: HP 202  PP 22  ATK 329  DEF 109  AGI 173
Gives: EXP 417  GOLD 248  Smoke Bomb
Weak to: Mercury

Fire Bird
Stats: HP 303  PP 98  ATK 376  DEF 124  AGI 259
Gives: EXP 5,838  GOLD 304  Water of Life
Weak to: Mercury

Grand Chimera
Stats: HP 313  PP 48  ATK 336  DEF 109  AGI 168
Gives: EXP 396  GOLD 300  Mist Potion
Weak to: Mercury

Horned Ghost
Stats: HP 236  PP 32  ATK 268  DEF 78  AGI 116
Gives: EXP 199  GOLD 166
Weak to: Jupiter

Lesser Demon
Stats: HP 410  PP 44  ATK 374  DEF 119  AGI 178
Gives: EXP 511  GOLD 304  Rune Blade
Weak to: Jupiter

Lich
Stats: HP 187  PP 30  ATK 305  DEF 81  AGI 146
Gives: EXP 401  GOLD 330  Psy Crystal
Weak to: Jupiter

Little Death
Stats: HP 222  PP 40  ATK 335  DEF 108  AGI 191
Gives: EXP 420  GOLD 273  Hitoko Mask
Weak to: Jupiter

Mimic (Magma Rock)
Stats: HP 936  PP 80  ATK 364  DEF 114  AGI 210
Gives: EXP 1,500  GOLD 726
Weak to: Mars

Mimic (Mars Lighthouse)
Stats: HP 1,008  PP 84  ATK 397  DEF 126  AGI 224
Gives: EXP 1,668  GOLD 772
Weak to: Mars

Minos Warrior
Stats: HP 353  PP 0  ATK 397  DEF 130  AGI 164
Gives: EXP 525  GOLD 276  Clotho's Distaff
Weak to: Jupiter

Phoenix
Stats: HP 281  PP 80  ATK 344  DEF 112  AGI 243
Gives: EXP 3,500  GOLD 286  Water of Life
Weak to: Mercury

Puppet Warrior
Stats: HP 310  PP 0  ATK 469  DEF 180  AGI 120
Gives: EXP 555  GOLD 283  Psy Crystal
Weak to: Jupiter

Raging Rock
Stats: HP 186  PP 20  ATK 312  DEF 180  AGI 173
Gives: EXP 410  GOLD 209  Vial
Weak to: Mercury

Raptor
Stats: HP 366  PP 0  ATK 354  DEF 96  AGI 180
Gives: EXP 521  GOLD 295
Weak to: Jupiter

Sea Hedgehog
Stats: HP 177  PP 0  ATK 402  DEF 160  AGI 188
Gives: EXP 319  GOLD 145
Weak to: Mars

Wise Gryphon
Stats: HP 297  PP 33  ATK 367  DEF 111  AGI 215
Gives: EXP 487  GOLD 320  Psy Crystal
Weak to: Jupiter

11.8 Special Dungeons
---------------------
  The special dungeons include Yampi Desert Cave, (Sea of Time) Islet Cave, 
Treasure Isle, and Anemos Sanctum. In the outer areas of the Sea of Time Islet 
Cave and Treasure Isle the enemies are weak and some have already been listed 
in other sections. The inner areas contain much stronger enemies only listed in
this section. This section is broken down by area, and is the only section done
this way (so far).

  Yampi Desert Cave
  -----------------
Fire Dragon
Stats: HP 648  PP 40  ATK 452  DEF 178  AGI 166
Gives: EXP 641  GOLD 354  Atropos Rod
Weak to: Mercury

Mimic (Yampi Desert Cave)
Stats: HP 879  PP 76  ATK 333  DEF 103  AGI 196
Gives: EXP 1,336  GOLD 677
Weak to: Mars

Minos Knight
Stats: HP 454  PP 0  ATK 517  DEF 170  AGI 175
Gives: EXP 577  GOLD 294  Riot Gloves
Weak to: Jupiter

Sand Scorpion
Stats: HP 259  PP 12  ATK 457  DEF 185  AGI 147
Gives: EXP 366  GOLD 207  Star Dust
Weak to: Mars

Soul Army
Stats: HP 356  PP 54  ATK 508  DEF 207  AGI 156
Gives: EXP 586  GOLD 299  Mythril Silver
Weak to: Jupiter

Winged Lizard
Stats: HP 337  PP 0  ATK 452  DEF 160  AGI 202
Gives: EXP 467  GOLD 212  Dragon Skin
Weak to: Jupiter

  Islet Cave (Sea of Time)
  ------------------------
Chimera Worm
Stats: HP 251  PP 22  ATK 452  DEF 133  AGI 152
Gives: EXP 359  GOLD 179  Water of Life
Weak to: Mars

Cruel Dragon
Stats: HP 636  PP 65  ATK 539  DEF 216  AGI 162
Gives: EXP 661  GOLD 358  Tisiphone Edge
Weak to: Mars

Druj
Stats: HP 672  PP 66  ATK 549  DEF 197  AGI 205
Gives: EXP 627  GOLD 348  Berserker Band
Weak to: Mars

Wonder Bird
Stats: HP 424  PP 102  ATK 510  DEF 190  AGI 285
Gives: EXP 8,622  GOLD 333  Dark Matter
Weak to: Mercury

  Treasure Isle
  -------------
Earth Golem
Stats: HP 298  PP 0  ATK 299  DEF 114  AGI 70
Gives: EXP 218  GOLD 183  Giant Axe
Weak to: Jupiter

Gillman Lord
Stats: HP 284  PP 0  ATK 456  DEF 136  AGI 174
Gives: EXP 459  GOLD 257  Tear Stone
Weak to: Mars

Great Seagull
Stats: HP 266  PP 0  ATK 411  DEF 93  AGI 206
Gives: EXP 363  GOLD 211  Sylph Feather
Weak to: Jupiter

Mimic (Treasure Isle)
Stats: HP 879  PP 76  ATK 333  DEF 103  AGI 196
Gives: EXP 1,336  GOLD 677
Weak to: Mars

Ocean Dragon
Stats: HP 473  PP 32  ATK 478  DEF 154  AGI 143
Gives: EXP 590  GOLD 307  Triton's Ward
Weak to: Mars

Pyroda
Stats: HP 384  PP 0  ATK 451  DEF 125  AGI 125
Gives: EXP 568  GOLD 387  Salamander Tail
Weak to: Mars

  Anemos Sanctum
  --------------
Bombander
Stats: HP 548  PP 110  ATK 541  DEF 224  AGI 141
Gives: EXP 624  GOLD 325  Golem Core
Weak to: Mercury

Grave Wight
Stats: HP 460  PP 20  ATK 530  DEF 213  AGI 151
Gives: EXP 551  GOLD 379  Psy Crystal
Weak to: Mars

Mad Demon
Stats: HP 745  PP 96  ATK 567  DEF 234  AGI 213
Gives: EXP 671  GOLD 363  Lachesis Rule
Weak to: Jupiter

Sky Dragon
Stats: HP 657  PP 111  ATK 562  DEF 232  AGI 191
Gives: EXP 686  GOLD 358  Orihalcon
Weak to: Jupiter

=========
12 Thanks
=========

- Nintendo Power's Players Guide for much of the information, although some 
  info in the guide was wrong ;)
- Camelot for the games (GS and GS:TLA)
- Nintendo for the GBA SP so I can play anywhere with a cool backlight
- Nintendo for the Classic GBA SP, retro is back in style!
- Elranzer for the "No Nonsense" idea - his Seiken Densetsu 3 - Hawkeye's Quest
  guide was great
- Tomas for reminding me I needed to add an Ultimate Weapon section
- D2fanatic2003 for his email asking for directions for a few Djinn and 
  mentioning Dullahan, renewing my interest in my uncompleted Boss Strategy 
  section, which I finally added to this guide
- Grimlock for informing me Orihalcon and Dark Matter are common drops in 
  Anemos Sanctum (although this is partly wrong), and for loaning me his NP 
  Players Guide :) Thanks for saving me the $15 on the guide!
- Grimlock again for a correction to Daila's weapon/armor suggestions, and for 
  the Mint in Dehkan Plateau
- Grimlock a third time for loaning me his game so I could check his Gabomba
  Statue puzzles
- Link Kirby (Diego Gonzalez) for writing such a great guide on how to get the 
  rare drop items easily (his guide is found at GameFAQs.com) and also a Boss 
  Guide that also lists a way to ALWAYS get an Excalibur when forging
- NBAmaniacLA08 for the tip on getting more exp by using Djinn
- Maya Davies for pointing out my mistake with the Silver Password
- Cheat Wizard for his Flame Dragons strategy
- Argot Renault for his Gabomba circuit puzzle advice
- Nick Tiry for asking me for a more descriptive way of getting Flora
- Old story about Riki Tiki Tavi, without which we wouldn't have two boys or 
  face statues that blow whirlwinds, spout water, or spit lava in this game... 
  how odd...
- Adrian Rizzuto for reminding me about the coins in the shallows
- hybrid45 for his excellent Dullahan strategy - thanks to him I finally beat 
  Dullahan
- Becky for telling me about the elixir in Madra
- Joey Liaw for the sleep bomb in Yampi Desert, confirming there are random 
  items in this game that can be found by using Scoop
- Aspartate for a great Golden Sun: The Lost Age Item Guide, so I don't have to
  write my own :) (his guide is also found at GameFAQs.com)
- Conf for his Easy Mode info on Isaac and crew
- Tempest for pointing out a mistake with an Upgrade Suggestion
- The Mastah Classah for info on Luck and Ultimate Weapons, as well as several 
  good weapon suggestions
- Terrance Fergussan for info on Luck, and for his great Golden Sun: The Lost 
  Age Mechanics Guide
- Lord Vicar Daktar for insight on the Dullahan strategy and Daedalus' big 
  missile problem
- Cowboy for help with the Daedalus missile crisis
- Marco for pointing out a mistake with Location Tips, when I reorganized my 
  guide I forgot to update the Air's Rock interior section, which referenced 
  Location Tips (I also forgot to update a lot of other sections that 
  referenced other sections as well)
- Cargo678 for informing me Valukar does indeed use normal-type summons
- Mike Rickwood for the Doom Dragon strategy
- Vassalis for corrections to the Moapa & Moapa's Knights information
- Jarel C. Longsworth for requesting the Lemurian Fountain prize list
- Av3nga for the Haures summon correction and the battle music information
- William Nilsson for info on the Prox random Djinn and for informing me that 
  if you transfer but don't have all the Djinn you can still find the random 
  Djinn
- Kyanna for info regarding Coatlicue's ability to restore health for up to 5 
  turns
- DarkFireGuy00 for corrections to the descriptions of Moloch and Coatilicue
- Wiz T for Minos Knight's weakness
- lionHeaRt for corrections on character classes
- Pilot_51 for a character class correction
- ILuigiIDude for Gabomba Statue corrections and item drops
- Dark~Socko for the Mighty Axe prize in the Lemurian Fountain
- Bo Ding for the Psynergy shortcut removal question
- Murder Inc for the side effect of Azul, the Planet Armor correction, the 
  Vulcan Axe correction, the Titan Gloves correction, the Sol Blade info, and
  stats for Navampa and Minos Knight
- Revenant71 for his Tomegathericon information
- The Chosen One for the Call Dullahan correction
- warriorshak for the Rune Blade correction and Unleash suggestion
- Dark Felix for the Deadbeard Event information
- Dark Felix for Moapa Knights corrections and Briggs Sea Fighters corrections
- The many readers who corrected the Call Dullahan Psynergy
- Anubis720 for a Tear Stone correction in sections 1.5i and 2.5i's item lists
- Jordan VanDusen for informing me which end of the cable is plugged into which
  GBA doesn't matter when transferring data
- Michelle for the 4th Gabomba Statue puzzle variation
- All the readers who wrote in thanking me for this guide
- All the readers who wrote in asking for help
- All the readers who read this guide
- GameFAQs for hosting this guide and providing the basis for my Legal 
  Disclaimer
- Pilot_51 and the rest of the group at the GameBoyAdvanceTalk MSN group and
  also at the Handheld Gaming MSN group
-Z 3 K 0 for completing section 2.8 The End in the no-nonsense walkthrough guide.

==============
13 Legal Stuff
==============
This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly 
without advance written permission. Use of this guide on any other web site or 
as a part of any public display is strictly prohibited, and a violation of U.S.
and international copyright laws.
The only sites allowed to host this guide are:
- Autocon's Bailiwick (see end of file)
- GameFAQs (http://www.gamefaqs.com)
SITES NOT ALLOWED TO USE MY GUIDE
Cheat-Databse - they are currently hosting an illegal and out-of-date versin of 
my guide and refuse to take it down 
If you see it anywhere else, email me and let me know where, but be sure and 
include "Golden Sun" or something similar in the subject line.
Golden Sun: The Lost Age, Golden Sun, Game Boy Advance, Game Boy Advance SP, 
GBA, Nintendo, etc. copyright Nintendo
Golden Sun: The Lost Age, Golden Sun copyright Camelot
All other trademarks/brand names copyright by their respective owner(s)
Copyright 2003 - 2007 Matthew Hayes (aka Autocon)
All rights reserved

Check out my guides on GameFAQs:
- Autocon's Golden Sun: The Lost Age No Nonsense Guide & Complete Walkthrough
- Autocon's Medabots: Rokusho/Metabee Walkthrough
- Autocon's Medabots: Rokusho/Metabee Secrets, Sidequests, and Supplemental 
  Info Guide
- Autocon's Medabots: Rokusho/Metabee Patch Codes

http://www.jameshayes.net/index.php
  - Autocon's Bailiwick, my site