____ / | _ __ / _ | _| |_ | / / / | |_ |_ _|___ _____ _____ ____/_____ / /__| | | | | | _ | ___| _ | _ | | ___| / ____ | | | | | | | | | | | | | | | | | |___ / / | | | | | | | | | | | | | | | | | |___ | ____ / / | | |_| | | |_| | |___| |_| | | | | ___| | |____| /__/ |_|_____|_|_____|_____|_____|_| |_| |_____| |//| _______________________________________________________|//| _ \ ______|//|_______| | \______________________________________________/ /\ |//////////| | \¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ \/ |//////////| | \ ¯¯¯¯¯¯|//|¯¯¯¯¯//|_| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|//| (( 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. That’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. That’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. Let’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 doesn’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. It’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, it’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 doesn’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 doesn’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