When prompted to enter a new name for Robin, press Select, Select, Select. Enter a new name for Robin, and you can now enter a new name for Gerald, Ivan, and Mary. Press Up, Down, Up, Down, Left, Right, Left, Right, Up, Right, Down, Left, Up, Select to enter new names for the other remaining characters.
When you get Flash and Granite, have Flash on Garet and Granite on Isaac. On your first turn use Flash or Granite, but NOT both at once. On your second turn you can switch the standby djinni to set, while the other djinni can be used. Repeat this and a barrier will protect you on every turn.
When you get to Venus Lighthouse, there is a secret passage to get to the room with the lit floor. You have to go to the room with electricity (barring you from going through) and use reveal beside the sign on the wall and you will be able to get to the statue and continue your quest.
Flint: obvious, outside Vale
Granite: kolima (go behind a house,shop, whatever)
Quartz: mogall forest
Vine: on a small island after getting out of Lamakin desert
Sap: Vault cave - requires reveal, and a bone for the dog
Ground: Kalay docks - go around the sea once you have crossed it
Bane: Crossbone isle - don't use douse on the tempest lizard
Once Ivan has joined your party go to Vale. North of the Psynergy Stone there will be two leaf passages. Use Ivan's Whirlwind (Psynergy) to clear the leaves so you can go through the entrance of the cave. Go in the cave and get the Power Bread. The Power Bread increases your maximum HP. The second leaf passage is has nothing.
In Kolima Village go to the house with the djinni in a fence. Go on the opposite side of the house from the front door. Press down and you will get in a secret passage. Go down the ladder and find your way to a different ladder (it's not difficult). Go up the ladder you found and you will be able to go inside the fence. When you get Granite you don't have to fight him. To get outside the fence go back the way you came in.
Once you get the lift gem and you are at least in Kalay, go back to Vale and go to Kraden's house. Go back down the stairs and there will be a rock that you must use 'lift' and there will be an opening, go through it, and run into the cave. Once you go in, you will see a circle of rocks. Jump on the first one, use reveal, and you'll see a rock in the middle that gets you to the other side. Solve a simple puzzle and open a chest before you fight this djinni. You will find the Halt Gem. Equip it, and go to the djinni. He will run away, but wait till he hides behind the rocks. Use 'halt' and fight the djinni. Be prepared for battle.
When you get to the top floor of the venus lighthouse !SAVE! but in a different file....(all will become clear) When you beat the fusion dragon Babi will give you the Black Orb so you can raise the sunken ship! (the one you saw earlier on in the game)
Outside Bilibin Cave, trade Flint and Forge so that Isaac knows Growth. Cast it on the small plant and climp up the vine. Within the cave, you can find an artifact called the Elven Rapier. It can be gotten before the Kolima Forest incident.
To start, the health points work with percents. For example, if Isaac has 400/500 health and all his Djinn are set, it would trake two herbs to heal this sucker, or Cure Well. That's a waste of perfectly good money and PP! Now if you place his 7 djinn on stand-by (assuming that they each gave him +50 HP), his max health would drop to 150. Since the max HP has dropped to 30% of its total, the current HP must do the same. Thus the final health would look like 120/150. Then you only need to use one herb or Cure! Much less PP and cash! This works for every character, though it does not nescessarily look the same. When you have properly healed them with this low HP, re-set the Djinn and their health will go back to normal.
In Imil go up the stairs to the snowman. Once you're right in front of the snowman, use move to move the snowman to the left. It will fall off the cliff onto the ice. Go on the ice and slide your way into the cave at the north of the icy river. There you will see the djinni, Fever(Mars). You don't have to battle Fever to get him.
All you have to do is SAVE right before you go down the shoot. Then walk around and raise your party's level. Raise their level up to at least 30 each or, if you want, more. Try not to get cursed or haunted and save because then you have to start all over again. You would have to go to a healer.
First you have to find this one girl that is carrying water. After that, you have to talk to her when she takes one step towards the camera after it looks like she dumps it out. Then, if you did it right, there will be a puddle of water on the ground where she spilled her water. Use frost on it. Then, go up the stairs to your left and you should be able to jump on the icicle and jump over onto the land that has the djinni on it. You don't even have to fight it!
Go up the stairs in Bilibin next to the Temple of the Great Healer. There you will be able to walk on the wooden logs that make the Bilbin border. Walk on the path of wooden logs until you get to a small area with leaves on the wall. Use Ivan's Whirlwind (psynergy) to blow the leaves out of the way. Go through the passage. There will be a statue that looks like the one in the center of the town. Move the statue out of the way and hop across the water, where you will see Gust (Jupiter).You don't have to battle him to get him.
For this you'll need the djinn Bane(Earth), Mist (Water), Scorch (Fire), and Squall (Wind). Go the the second desert that leads to Crossbone Island. Go in the twister and go to Crossbone Island. Fight the Tempest Lizard. Use the djinn Bane, Scorch, and Squall. Bane poisons it for 600 dmg a turn and the Tempest Lizard attacks twice in one turn. Scorch stuns the lizard - if that does not work, Squall will stun it - if not, Mist will sleep it. If Bane or one of the other djinn does not work, usually Scorch, Squall, or Mist works, so you set your djinn for another try.
To easily have Judgment, Meteor, Thor, or Boreas before you battle a boss, press A and select Djinn. Go to Issac, and press R>/b> on the Djinn you want on standby. Do the same with your whole party. Then battle! On the first turn you can use these 4 attacks. All together about 3000 damage can be done.
First, collect all the Djinn. Then put six Venus (Earth) Djinn and one Jupiter (Wind) Djinni on Ivan and you should have the Druid class! For Mia do the same except have one Mercury (Water) Djinni instead of the Jupiter Djinni. Druid is best for Mia, because she should have all Earth healing moves like Revive, and she will still have her Wish, Wish Well, and Pure Wish moves!
Go to Suhalla Desert. Go to the area where the hurricane followed you. Go to the "stone circle" and use "Reveal". Follow the footsteps, get the Mars Djinni and go through the tunnel. Get to the end and go outside. You'll see a red hurricane. Step in, but don't use "Douse", and you'll be warped to Crossbone Isle.
First give all fire djinn to Isaac and all earth djinn to Garret. Then trade four fire djinn for four wind djinn from another party member. Isaac will become a Ninja. Then trade four water for four earth djinn and Garret will become a Ninja. This helps a lot because you will get cheaper versions of earlier psynergy that have the potential of 500+ damage, with moves like Annihilation and Death Plunge, if you are at higher levels. If not, you can still get 300 damage at around level 35.
To be a Samurai, trade back so Isaac has four fire djinn and three wind djinn. Do the same with Garret, so he has four earth and three water djinn. They will become Samurai. They will have less powerful psynergy but will have much higher HP and stats.
GamesRadar is the premiere source for everything that matters in the world of video games. Casual or core, console or handheld - whatever systems you own or whatever genres you love, GamesRadar is there to filter out what's worth your time and to help you get even more from your games. We deliver the best advice, the most in-depth features, expert reviews, and the essential guides for all the top games.