_____ / \ / ___ / ___ __ _ / | \/ / _ \ /_ | / \__ ____ _ _ | | ___ ___ _ _ | | \ \ __ || \ __ \ /___ \/_|/_\ | \ /_ //_ | /_|/_\ | | |/ /_ \|| /| \ ||___|/ |// \\ | \ / / | | |// \\ | | __ || \ || || |||__/ || \\ \ \ / / | | || \\ | \/_ ||| ||| || || \ || || \ || | | | || || \ \| ||\__|||__| \__|/\ \_| || // \ |\ \___/ |_ || // \___ | \__/|__/\____/ \__/ |/ / | | \_____/|_/ |/ / || /\___| / |/ / / FAQ by Ikillkenny \_____/ ============ Golden Sun Comprehensive FAQ/Walkthrough FAQ by Ikillkenny (Mike Bentley) with a Djinn Guide by Baby M with an Item Guide by LJUMP12 with a Psynergy-Learned Section by Koop and Levatation 0 Version 1.96 - Second To Last Version of this Guide i.kill.kenny@home.com Visit My Web Site Golden Sun Anonymous For The Latest Version: http://www.nin-gaming.com/~comicsoft/gsa/index.php Also Try: http://www.cheatcc.com http://www.gamefaqs.com ============= LOOK: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ QUICK TIPS FOR VARIOUS ENCOUNTERS: HTTP://WWW.NIN-GAMING.COM/~COMICSOFT/GSA/QUICKTIPS.PHP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ COMPLETE VISUAL WALKTHROUGH (BY ME): HTTP://WWW.NIN-GAMING.COM/~COMICSOFT/GSA/SCREENSHOTS.PHP ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ GET QUICK HELP AT MY FORUMS: HTTP://WWW.NIN-GAMING.COM/~COMICSOFT/CGI-BIN/IKONBOARD/IKONBOARD.CGI ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ !~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~ ~ Looking to test your Golden Sun ! ! knowledge? Download my Golden ~ ~ Sun trivia game at: ! ! http://www.nin-gaming.com/ ~ ~ ~comicsoft/gsa/trivia.php ! !~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~!~ ============= TABLE OF CONTENTS ============= 1) Frequently Asked Questions 2) Introduction 3) Game Play 4) Monster List 5) Item List 6) Walkthrough Sub Sections: Introduction Sol Sanctum Going Away...To Vault Vault On the Road to Bilibin Bilibin To Kolima/Forest Kolima Forest Heading North Imil Mercury Lighthouse Back to Kolima Forest Fuschin Temple Mogall Forest Xian On the Road Again... Altin Altin Peak Lama Temple Lamarkan Desert Kalay Vault...Again Bilibin Cave...Again Vale...Again Kalay Docks Tolbi Docks Tolbi To Altimer Caves Altimer Cave Collosso To Lupna Lupna Kalay...Again To the Suhulla/Desert Suhulla Desert Suhulla Gate Venus Lighthouse Part 1 Lalivero Babi Lighthouse Venus Lighthouse Part 2 What!? We're Backtracking!? Crossbone Island Venus Lighthouse Part 3 Ending 7) Boss Strategies 8) The Arena 9) Leveling and Character Classes 10) *Spoiler* Spelled Backwards: EGA TSOL EHT :OWT NUS NEDLOG 11) Codes, Secrets and Tips 12) Where To Get Further Information 13) Credits/Copyright Information ============= Chapter 1: Frequently Asked Questions ============= -------------------------------------------------------------------- | Read these following Frequently Asked Questions before asking me a | | question via E-Mail. | -------------------------------------------------------------------- Q) Where are all the Djinn? A) See the Djinn section or search for a particular Djinn name in the walkthrough by pressing Control + F on a PC. Q) What are those numbers in parentheses after "go back from whence you came." A) These numbers are some stupid joke that the author of the FAQ through in that count the number of times up until then that he has used that phrase. Anyone else notice I'm talking in the third person point of view? Q) Can I get back to Vale, Vault, etc. later in the game? A) Yes, look at the section Vale...again and a few of the sections before it. Q) What do I do with Game Tickets and Lucky Medals? A) Game Tickets are used for a game in Tolbi. The game is one of the ones near the fountain, I believe. Lucky Medals are also used in Tolbi in the fountain coin throwing game. Q) I have a question not answered here. How can I ask one? A) E-mail me at i.kill.kenny@home.com Q) How do you get those nuts in the trees? A) Thanks to Jagoros@tricorpgames.com for this information: Use the Catch Psynergy on the trees that contain nuts in order to get them. Nuts are quite helpful in the early part of the game. Q) Who is Robin? A) The default Japanese name for the main character. Q) How do I Mind Read the monk? Whenever I go up to him and want to bring up my menu I just talk to him. A) Press Select or set Mind Read as a hot key button. Q) Where do I get the Cloak Ball? A) It's on Babi's Desk next to his bed. You can get this after you talk to him after winning Collosso. Q) What things do I need before entering Crossbone Island? A) You need the Cloakball that you find on the desk of Babi in Tolbi, the Halt Gem (not required) that you find in Vale, and the Carry Psynergy that you get by equipping the Carry Stone that you find in Venus Lighthouse. Q) What level do your characters learn their last spells? A) Somewhere around 54 if you're at the right classes. Look for an in-depth FAQ on Class Changes for more information. Q) How do I get the pink tornado that goes to Crossbone Island back if I accidently use Douse on it? A) You have to head out of Suhulla, and when you re-enter it will be back. Q) Is there any advantage to going to Crossbone Island from the ship to Tolbi Docks? A) No, you can't go very far in there without Cloak, Carry and Halt. Q) I heard this code that if you tap the R button 3 times then the B button 7 times finally the A button 5 times and you'll hear a click and all of your characters have infinite PP. Where do I do this? A) This code is BS and doesn't work. However, there are a few Game Shark codes available at http://www.gameshark.com/gameboyadvance/objects/379896_106.html that can give you infinite PP, although the game is less fun to play when you cheat. Q) What is the correct way to pronounce "Djinn"? A) Well, Djinn is from, I believe, Arabic and it means Genie. So, the singular form of Djinn (Djinni) is Genie, leading me to believe Djinn is pronounced like the alcoholic drink "Gin." Here's some updated information from Taz 2012 on the dictionary definition: jin·ni or jin·nee also djin·ni or djin·ny (http://www.atomica.com/lookup2/pronkey.html) n., pl. jinn also djinn (jin http://www.atomica.com/lookup2/pronkey.html). In Muslim legend, a spirit often capable of assuming human or animal form and exercising supernatural influence over people. [Arabic jinn?, demonic, demon, from jinn, demons, from janna, to cover, conceal.] Q) Can you give me the Rom of Golden Sun? A) No, I do not support roms and/or emulation. Go pay for the game you lousy cheapskate. Q) How do I get Growth? A) Equip 1 Fire Djinni on Isaac or 1 Earth Djinni on Garret to have the spell growth (see the Leveling and Character Classes Section) Q) I missed Force! What do I do? A) You don't actually need force to accomplish anything in the game. However, you do need to enter the cave in Fuschin Temple in order to get the Djinni Zephyr, and without Force you don't get the Xian side story. However, if you don't have force you can still go through Mogall forest, and Garret will kick the log in Altimer Mines instead of you using Force on the tree stump. any ways, if you missed Force, keep going to Kalay, then head north across the bridge to reach Vault again. Retrace your steps to Fuschin Temple, and see the Walkthrough about getting Force. Q) Is it true that no one really asks these questions, but you like to make it appear as if people talk to you? A) Quiet you... plus, this question was actually asked. Give Kevin Mofo and e-mail at skafusion0@mac.com for further information. Q) What is the best way to contact you? A) The best way to get help is through my forums at http://www.nin-gaming.com/~comicsoft/cgi-bin/ikonboard/ikonboard.cgi. However, if you want to message me privately, send me an e-mail at i.kill.kenny@home.com. Sorry, I am no longer allowing people to Instant MEssage me. Q) What exactly does the Mystery Blade do? A) I don't recommend using the Mystery Blade because it's not very powerful. occasionally Mystery Blade will let out Life Nourish which has a chance of restoring a little bit of health to the character that its equipped on. Q) I saw this code on the GameFAQ's Message Board: I don't know if this has been found out yet but I'll tell you how to get her. In order to get her to join your party you need the cursed emerald necklace. To get the necklace you need to go to Tolbi springs and win it from the fountain. I would advise you to get as many lucky medals as possible and save before you start tossing them. The odds of getting it are probably less then 1%. It took me about 300-350 tosses(I lost count). When I did win it, the medal bounced 3 times( once of crab and twice of the turtles) and it landed in the middle. Unfortunately this happened to me before and I didn't get so I'm guessing this just increased your chances of getting it. Anyway when you get the cursed emerald necklace, go back to Xian and talk to Feizhi. She will say"Where did you find my necklace?" Give it to her and then she'll join your party. You have to alternate between characters since you can only have four at a time. The best thing about her is she can equip all cursed weapons and she won't be cursed (with or without the clerics ring)!!!! A) This is a BS code started by an idiot I don't want to give the credit of naming. Q) I'm having trouble getting across the sand waterfalls. How do I do it? A) You need to hold the B button (aka run), the direction you're going and up on the D-Pad. This should keep you from falling down. Q) What is the maximum level that you can get to? A) You can get to Level 99, but I've only heard of anyone getting to this level with a Gameshark. In theory you could level up this high, but it's not worth it because it would take an insane amount of time and you stop learning spells in the mid-50s. Q) How do I get the Bastard Sword? A) You can't get the Bastard Sword as it was changed from its earlier name to the Bandit's Sword (or maybe the Assassins' Blade. I've heard two different accounts). Plus, you don't want it any ways (in the manual there's a screen shot of it doing about 7 damage) later in the game. Q) When I go to load my save, it says "Corrupt Data. Would you like to save from the last sanctum?" What does this mean? A) This means that somehow the power went out when you were saving the game (either you turned it off or the batteries ran out.) Luckily you can still play (as opposed to other games where all of your data is gone), although you may be missing some of your items potentially. Q) When should I turn off my Game Boy Advance to avoid getting a Corrupt Data save file? A) I recommend not going for longer than 30 minutes after the light starts turning red or you risk losing power during a save which could be devastating. Q) Is it possible to get to Lemuria or Hesperia in this game? A) No, you'll just have to wait for the sequel ;-[. Q) When is Golden Sun 2 coming out? A) It will be out June 2002 in Japan, and will be out by Christmas 2002 in the United States. Q) Do you know of any secret codes or secret information on Golden Sun 2? A) Anything I know is in this FAQ. I don't hold anything back from the readers. Q) How do I go back through Mogall Forest? A) Sorry, it's not possible to get back through Mogall Forest. If you want to get back to the earlier towns you need to make your way to Kalay where you want to head north. The bridge broken earlier in the game will be rebuilt and you will be able to get back to Vault, etc. Q) How do I get into Collosso Stadium? A) You first need to save Babi. See the appropriate section in the Walkthrough for that information. Q) How many Djinn can one character hold? A) Each character can hold a maximum of 7 Djinn each. Q) Why can't I give a Djinn to another character? All I get is the option to trade. A) You must have a balance in your Djinn. You can not have more than 1 Djinn on one character than another. For example, Isaac can't have 3 Djinn on him while Garret has only 1 Djinn. Q) Why are my characters with 0 HP not healing in an inn? A) Characters with 0 HP have fainted and they need to be revived using the following methods: • Visit a Sanctum • Use Water of Life • Use a Revive Psynergy or Djinni. Q) I got to the sign in Altin Peak. Garret isn't kicking it. What's up? A) Garret isn't kicking it probably because you have the Force Gem. Equip Force and aim Force at the log. If you absolutely don't have the Force Gem, try going as far forward as you can, facing right at the log. This will most likely trigger Garret to kick it. Of course, if you haven't got all of the Living Statues yet (except the last one), he will not kick it. Q) I went to Imil before I went to Kolima Forest. Did I do something wrong? A) No, Golden Sun is a "non-linear" game, so there are no right or wrong ways to go. I just consider Kolima easier than Imil, so my walkthrough went that way first. You're free to go as you choose. Q) What Psynergy does Jenna learn? A) From BlackMaurderer on my Forums: Jenna: Class: Flame User Flare: starts with Flare Wall: Level 6 Flare Storm: Level 18 Q) Can I play as Jenna, Felix or Sheba? A) Not normally, but with a Gameshark you can. See the following site for more information: http://24.6.24.167:8080/GS/index.htm Q) How do I un-curse an item? A) You cannot actually un-curse an item. However, you can remove the "sticking" side-effect when you have a cursed weapon equipped by equipping the Cleric's Ring that's found on the 8th Floor of Crossbone Island. However, you will still be cursed and will have to go to a Sanctum to remove the curse. Q) Can I get more than one Cleric's Ring? A) No, the whole point of putting cursed items into the game is so that you had to strategically plan who has what item. If everyone had the best items, that wouldn't make for a very non-linear game now would it? See some other FAQs at my Quick Tips Section: http://comicsoft.hypermart.net/gsa/quicktips.html ============= CHAPTER 2: INTRODUCTION ============= ------ About This FAQ ------ This FAQ (short for Frequently Asked Questions which you should already know) should be a helpful guide to anyone stuck and wanting tips for the Gameboy Advance game Golden Sun. This FAQ was written by me, Ikillkenny, for use on CheatCC.com, Gamefaqs.com and my web site Golden Sun Anonymous (see the link in the header). I wrote this FAQ because I love Golden Sun and I wish to help others playing it. If you'd like to contribute to this FAQ, give me an e-mail at i.kill.kenny@home.com. For easy navigation to the chapters, hold Control and hit F (when you're on Windows any ways) in your browser window and type in the chapter you want to go to. For example, type in CHAPTER 3 to go to the walkthrough chapter. ------ Coming Soon ------ -Additions to the Monster List -Finish Djinn Guide -Make Portions of Walkthrough Less Cryptic -Psynergy List -Work on the Item List -Level 45-ish right now. Djinn/Class Changing Section gets updated when I reach Level 54. -Version 2.0 Will Probably Be The Last Version of this FAQ (coming soon!) ------ FAQ Versions ------ 1.96 - A little bit of on and off work from about January 3rd, 2002 - January 28th, 2002 (most work was done on January 26th - January 28th). -Added Psynergy Section with a little information on when certain characters learn certain Psynergy. Thanks to Koop and Levatation 0 for that information. -Updated Frequently Asked Questions and Boss Strategies -Added Codes, Secrets and Tips section. -Added Further Information section. -Spell Checked -SECOND TO LAST VERSION OF THIS GUIDE! 1.95 - Started and Finished on January 1st, 2002 -Added information to the Boss Strategies section -Added walkthrough for the southern path in Venus Lighthouse (not sure how I missed putting this in.) -Changed web site information, turned off Instant Messenges -Minor additions 1.94 -Fixed all of the Chapter number errors -Added a good Item List -Added several notes to the chapters to clear up confusion -Corrected several errors (far too many of these for my liking) -Fixed "Issac" spelling error 1.93 - Off and on Work from December 11th, 2001 to December 19th, 2001 -Started Item List -Semi-finished Level 29 Class Changing Section (Level 54 coming soon) -Update to the Linked Battle section -Help Wanted added for Item List -Added Screen Shot Link 1.92 - Off and on Work from November 30th-ish, 2001 to December 10th, 2001 -Won the "FAQ of the Week" award ;-] -Added several minor things. -Worked a little more on the Class Changing section (I'll have part 1 of that finished in the next version) 1.91 - November 27th, 2001 through November 29th, 2001 -Changed "Robin" to "Isaac" -Added Pointless ASCII Art -Started Several New Sections -Many New FAQs 1.9 - November 26th, 2001 -Spell Checked everything -Added Monster List by Nova Mage -Added ****SPOILER!***** (spelled backwards): EGA TSOL EHT :OWT NUS NEDLOG chapter. -Added Coming Soon Section -Starting to Tidy Things Up A Little More -Added More FAQs -Added ASCII Art Request 1.8 - November 25th, 2001 through November 26th, 2001 -Finished the Walkthrough (now a blue dot worthy FAQ) -Added Djinn FAQ by Baby M 1.7 - November 25th, 2001 -Expanded Walkthrough up to and including all of Venus Lighthouse (save the boss) and some of Crossbone Island. 1.7a - November 25th, 2001 -Expanded Walkthrough up to and including some of Venus Lighthouse and some of Crossbone Island -Pre-release version. 1.6 - November 24th, 2001 -Expanded Walkthrough up to and including the first part of Suhulla Desert -Added Help Wanted ad (see above) 1.5 - November 22nd through November 23rd, 2001 -Expanded Walkthrough up to and including Collosso. -Walkthrough about 2/3 done now. -100 KBs 1.4 - November 22nd, 2001 -Expanded Walkthrough up to the boat to Tolbi 1.3 - November 21st, 2001 through November 22nd, 2001 -Expanded Walkthrough up to and including Altin Peak -Added a *little* to the Djinn section. 1.2 - November 21st, 2001 -Expanded Walkthrough up to and including Mercury Tower. 1.1 - November 20th, 2001 -Expanded Walkthrough to Kolima 1.0 - November 17th, 2001 through November 20th, 2001 -First Version of this FAQ -Walkthrough up to Vault -Game play Section -FAQs barely started ============ CHAPTER 3: GAMEPLAY ============ ------ Controls ------ D-Pad: Select choice Menus/Battle/Conversation: A: Yes/Confirm/Next L, R: Next B: No/Back Walking: D-Pad: Move A: Talk To Someone/In-game Menu Select: In-game Menu Start: Pause Menu L, R: Use preset command B: Run/Back Notes: Golden Sun's controls are pretty straightforward and you shouldn't have any problem with them. ------ Regular Play ------ A good deal of Golden Sun is spent in regular play, where your character is walking around performing certain tasks within towns, forests or dungeons. In regular play, you can talk with different people, use Psynergy that will have effects on the map (for example: using Move will move a rock out of the way), and move around accomplishing whatever goal you may need to achieve. When you're outside of protected towns or villages, each step you take will have a small chance of a random enemy coming up, unless that attempt is thwarted by obtained a feather or something to that extent. ------ World Map ------ The World Map operates much like Regular Play, except there won't be any people to interact with or villages to explore. Instead, the World Map (which is available once the first temple has been beaten) allows a player to move from one place to another quickly due to the greater scale of movement (you'll notice that your character is more pixilated because he is zoomed in on more.) You will be able to go through trees, but not over water or mountains. Random battles occur here, too. ------ Battle Screen ------ The battle screen, like most other RPGs, is a separate screen from the regular game window where you and your allies fight various enemies that come along. You will have the option of picking what attack, item, etc. each character uses and on who before each round of attack. Generally your faster characters will attack first, then the enemy will attack, then your slower characters will attack. This cycle is repeated until you or the enemies are dead. There are several important things to look out for in the Battle Screen. Each character has HP which represents how much health he has left, and PP which represents how much Psynergy he or she has left. When HP runs out, that character will die and can only be brought back by an item that revives, or a Djinn that has a revive move. When PP runs out, a character can no longer use Psynergy attacks with Psynergy requirements greater than what is left. PP can be restored by finding energy stones. ------ Villages ------ Inside each village there are several things to look out for. The first is an Inn where you can rest for a small charge and replenish all of your party's HP and PP (note: this doesn't affect passed out characters who have no HP left.) To revive a character, cure a poison or a bad spell, look for a Sanctum which is a building with an old man in it (note: If all of your party members die in battle, you'll end up in the last one of these you visited.) For a larger fee than what you paid in the Inn, you will be able to get treated with the things listed before. Other important buildings include the Armor and Weapons shops where you can buy the latest and greatest attack and defensive boosts for your characters. I recommend getting the most expensive weapons and armor that you can afford for each character in each town, because it is very important. Also in each town is a shop where you can buy items, but this is not a very important shop because you should have plenty of the items that the lady sells from random battle collections. ------ Djinn ------ These little characters probably made their way into the game thanks to the success of Nintendo's Pokémon, but they are a very welcome addition. Djinn are collected usually by battling them (they usually put up a pretty good fight) when you encounter them in the wild. A Djinn has the power to alter a character's stats, moves and even his or her type. Djinn are useful because they expose different abilities in different characters, so mix and match between characters to find the best combination for your situation. When Djinn are on standby, a character can summon an extremely powerful elemental attack that uses the power of many Djinn's combined to inflict strong blows on the enemy. If you fight a Djinn and it runs, head out of the screen and come back to fight it again. There are 28 total Djinn located in a variety of places along the map. Use this FAQ to find the Djinn as you go along, or in the future use this section as a stand alone to find where the Djinn are. And now, Baby M's Djinn Guide (exclusive to this FAQ). Note, this section is not written by me, and I can't be held accountable for inaccuracies in this section: Golden Sun Database Guide by Baby M-Version 2.01 1. Thanks OK everyone, thank you to Camelot/Nintendo for making the game and me for my amazing RPG skills, and other web sources. 2. Copyright I copyright this data base that means you can put it on your site or whatever provided you DON’T ALTER IT IN ANY WAY (That means KEEP MY NAME ON IT!!!). Baby M is a worker of Mario Nursery, a subdivision of the division of Useless Products Inc., which is a division of SushiWorld. Please send mail regarding SushiWorld or any of its divisions/subdivisions to: SushiWorld Tower Main Tower of Crystal Street Kirby’s Dream Land-The closest thing to Heaven in your mortal life. 3. The Guide Well…here it is. Part 1-The Djinn Djinn are vital to your quest. When I was constantly being wiped out at Venus Lighthouse, I went back and got all the Djinn I missed. My HP nearly doubled, my Psynergy was much stronger, and my stats were greater! Don't skip a single Djinni-you’ll regret it later if you do! Set and Standby-some of the simplest yet toughest strategy decisions you’ll make in your RPG gaming life. To get the great stats, you must put your Djinn on set. So why, you ask, would you put them on Standby? The answer is summoning. When you summon, a great being will come out and make a great attack on your opponent. Your Djinni won’t be able to be on Set or Standby after being summoned until it has recovered. Summons can be anything from the weakest summons (yet still powerful) such as Mars and Venus to the amazingly powerful wraths of Judgment and Boreas. Experiment a bit…and save a lot! ALSO: Save before you try to get a Djinni. Some might run away! Earth Djinn 1.) Summon 1 Earth=Venus 2 Earth=Ramses 3 Earth=Cybele 4 Earth=Judgment 2.) Set Name-Ability-Setting Effects-Location Flint-Swift Strike-HP+8, PSY+4, ATK+3-When you leave Vale, he’ll come right up to you (just walk forward on the world map). Granite-Reduce Damage-HP+9, DEF+2, AGL+2, LUCK+1-In Kolima Village, you’ll see him behind a fence. Walk directly into the back of the house the fence is connected to (you can’t see the door, camera angle). Follow that secret passage and you’ll come out to him. Quartz-Revival-HP+10, PSY+3, AGL+3-In Mogall Forest, you’ll eventually see an Earth Djinni. There is a puzzle involving moving a rock into a hole, pushing logs, etc. to get to him. Vine-Lower Foe’s Agility-HP+12, PSY+4, DEF+3, LUCK+1-At the end of Lamakan Desert, go north then left over a bridge to a central island in the middle of a circle river. Keep walking around and battling here until a Djinni attacks you. Sap-Steal Enemy HP-HP+10, ATK+3, LUCK+1-Revisit Vault when you have Reveal. Go up to the bell tower and ring the bell. A Djinni will run to a certain spot. Go to the west side and climb the stairs. Now go around until you find a dog with a bunch of tombstones. Use Reveal, and then go into the cave and on the other side will be the precious Djinni. Ground-Stun Enemy-???-He’s above the mudslide at Kalay Docks. To get him, you’ll have to sail across the sea to Tolbi, and then walk back (top of sea) to the docks. You will be only accessible to the mudslide platform, but that’s all you need! Grab that Djinni! Bane-Attacks w/ Venom-???-He’s in Crossbones Isle Cave. You will need the Cloak Ball, and several other things. First, go to the place where you got Flash, the Fire Djinni. Go into the cave, which ends at a pink tornado. Let it suck you up, it’ll transport you to an off-map place…go under the mountains and then into the gap to get into Crossbones Isle. *WARNING-Dousing the cloud will cause a fight with the Tempest Lizard-a monster you may not be ready for yet!* Fire Djinn 1). Summon 1 Fire=Mars 2 Fire=Kirin 3 Fire=Tiamat 4 Fire=Meteor 2.) Set Name-Ability-Setting Effects-Location Forge-Raise Attack-HP+10, ATK+2, AGL+2, LUCK+2-In Goma Cave, he’s on a ledge above a man. You’ll have to Move a bottom pillar so you can jump over later. Fever-Delude Enemies-HP+12, ATK+3, LUCK+1-In the Northern part of Imil (top floor), you will see a snowman. Move it with your Psynergy onto the ice. Now go down to the ice and slide around until you get into the waterfall, where you will find Fever. Corona-Increase Defense-HP+12, ???+3, DEF+3, LUCK+1-When you leave Xian, head North past a bridge. A Djinni should be around. Scorch-Stun Enemy-HP+8, ATK+3-Go to the top right part of Kalay and go up on the two story house. Jump onto the grass and head North. Move the statue to get into a tunnel. Block the water pipe with a statue and get the Djinni. Ember-Recover PP-HP+9, PSY+4, ATK+2, AGL+2-In the southernmost part of Tolbi, squeeze right and grow the vine, freeze the puddle and then go to the inn, jump across using the ice pillar and get the Djinni. Torch-Lowers Defense-???-In Lavilero, look for a house on the east side with a ladder going to the roof. Go into the house and climb the ladder, then jump on the wall, jump to the roof with a Djinni on it. Flash-Block Damage-???-In Suhalla Desert, you’ll come to a ridge (before the big storm tornado). At the beginning of it (when you come out of the narrow crevices) use reveal to show a stump. Jump across and climb down to the Djinni. Wind Djinn 1.) Summon 1 Wind=Jupiter 2 Wind=Atalanta 3 Wind=Procne 4 Wind=Thor 2.) Set Gust-Repeated Wind Attack-HP+9, ATK+2, AGL+2-Climb the stairs on the right side of the town, and walk south to get onto the fence. Whirlwind the vines and enter the cave. Move the statue inside to get the Djinni. Breeze-Element Resist Up-HP+12, PSY+5, DEF+2, LUCK+1-He’s hiding on the highest branch on the right at Tret Tree. Zephyr-Raise Agility-HP+11, PSY+3, AGL+2, LUCK+1-In Fuchin Temple, there is a puzzle you can solve to get the Djinni. Smog-Delude Enemies-HP+9, ATK+3-At the top of the second screen in Lamakan Desert, one of the circles of stones will have a Djinni in it (use Reveal to see it). Kite-Move Twice-HP+8, PSY+4, AGL+3-When you have Lift, go to vale and Lift the boulder near where you met Kraden. Inside the small cave beyond you’ll get the Halt psynergy after solving a puzzle, which you must use on the Djinni to catch it. Squall-Paralyze Foe-???-I forgot how I got this one…^_^; its in Altmiller Cave though. Luff-Seal Psynergy-???-At the entrance to Babi Lighthouse, there are two ladders. Go down the left one and Move the pillar. Now go to the one on the right and Move the other pillar. Jump across and go outside, grow the vine, go through the door, and jump down the slide. Water Djinn: 1.) Summon 1 Water=Mercury 2 Water=Nereid 3 Water=Neptune 4 Water=Boreas 2.) Set Fizz-Recover HP-HP+9, PSY+4, DEF+3-When Mia joins your party, she’ll have this with her. Two-for-one! Cool, huh ^_^? Sleet-Lower Enemy ATK-HP+12, ATK+3, LUCK+1-At Mercury Lighthouse in the room with 6 waterfalls, and Sleet will be behind one of them. Mist-Put to Sleep-HP+11, ATK+4-In Xian there is a girl on the dock that carries water. Go right of her to the second door on the right. Go right up to it, but don’t go in. Wait for her to come over. When she stops moving (as you are in her way), talk to her. She’ll get ticked off because you spilled her water. Freeze the puddle and climb upstairs, now jump across to the Djinni. Spritz-Recover Party HP-HP+8, PSY+4, AGL+3-Defeat the water spitting beasts in Altin Peak (all 3), then enter the bottom mine. Go on the path to the right, and solve a puzzle to get the Djinni. Hail-Lower Defense-HP+9, ATK+4, LUCK+1-Leave Tolbi. Go west until you come to a vertical bridge (go over it). Head Northwest over the other bridge. Run around for a while, the Djinni will eventually pop up in this area. Dew-Revive the Downed-???-On the third screen at Suhalla Gate, go down the third dirt slide from the left. Tonic-Cure Party Ailments-???-After beating Toadonpa and seeing Master Hammet off to Bonza at the cave, go back and find Donpa’s quarters. He’ll open a path for you to get the Djinni. Part 2: Psynergy Outside of Battle: Name-Effect-PP used-How to Get Move-Move an Object-2 PP-Isaac and Garret know this automatically when you get to start playing again after the “Three Years Later…” Retreat-Return to Dungeon Entrance-6 PP-Same as above, but Garret doesn't have it. Mind Read-Read Someone’s Mine-1 PP-Ivan knows this all the time. Force-Hit from Distance-2 PP-Get this from a special item you get in Fuchin Falls Cave. If you are stuck in the Dragon room, simply go back, get onto the left ledge in the room, and feel along the ledge until you start walking in air. Just feel your way to the next part. Lift-Lift Rocks-2 PP-You get this in the treasure chest at the bottom of Altin Peak (tiled room, after beating the big, BIG statue). Reveal-Show Hidden Stuff-1 PP-At Lama Temple, Master Hama will give Ivan this Psynergy. Cloak-Invisible in Shadows-1 PP-After winning Collosso, go to Babi’s bed and “borrow” (heh, not likely ;]) his Cloak Ball. Halt-Stop Moving Object-2 PP-When you revisit Vale with the Lift and Reveal Psynergies, enter the cave near Kraden’s house and solve the puzzles to get the Halt psynergy before Kite, the Wind Djinni. Carry-Lift and Move certain things-2 PP-Use Reveal on the weird stone with faint pics on it. Inside you’ll get Carry somewhere. Catch-Grab Hanging Things-1 PP-When you leave Vale, a girl will give you a present from your Mother. It’ll be Catch Beads. Grow-Grow Vines-4 PP-Several weird classes have this, but the easiest way to do it is give Isaac a Fire Djinn and he’ll have the Grow Psynergy. Whirlwind-Blow away leaves-5 PP-Ivan also knows this, as long as you don’t give him Djinn besides Wind Djinn. Frost-Turn Puddle into Pillar-5 PP-Mia should automatically know it, but you can also get it from beating the first water statue thing at Altin Peak. Douse-Put out Fires & Tornadoes-5 PP-Give Mia Wind Djinn and she should learn it, or you can get the Douse Drop, which you’ll get somewhere along the way (I forgot ^_^;) Cure-Recover 70 HP-3 PP-Isaac automatically knows this move. Cure Well-Recover 150 HP-7 PP-Evolves from Cure. Potent Cure-Recover 300 HP-10 PP-Evolves from Cure Well. Ply-Recover 100 HP or Honor Statue (used in some puzzles)-Mia knows automatically. Ply Well-Recover 200 HP-8 PP-Evolves from Ply. Pure Ply-Recover 1000 HP-12 PP-Evolves from Ply Well. Wish-Party Recovers 80 HP-9 PP-Mia learns in time. Wish Well-Party Recovers 160 HP-13 PP-Evolves from Wish. Pure Wish-Party Recovers 400 HP-20 PP-Evolves from Wish Well. Revive-Self Explanitory-15 PP-Isaac learns in time. Cure Poison-Self Explanitory-2 PP-Mia automatically knows it (if not, she will learn it over time). Avoid-Less Enemy Encounters-5 PP-Many mix and match Djinn classes have this move. Example: Isaac as a Defender. Gale-??? (Theory: Whirlwind Substitute)-3 PP-The Ninja class knows this. Isaac: 2 Earth=Knight 4 Earth=Gallant 6 Earth=Lord 1 Fire=Brute 2 Fire=Ruffian 4 Fire=Savage 5 Fire=Barbarian 1 Wind=Apprentice 2 Wind=Illusionist 4 Wind=Enchanter 6 Wind=Shaman 1 Water=Swordsman 2 Water=Defender 4 Water=Cavalier 6 Water=Shaman Garret: 1 Earth=Brute 2 Earth=Ruffian 4 Earth=Savage 5 Earth=Barbarian 2 Fire=Soldier 4 Fire=Warrior 6 Fire=Champion 1 Wind=Page 2 Wind=Illusionist 4 Wind=Enchanter 6 Wind=Ascetic 1 Water=Swordsman 2 Water=Defender 4 Water=Cavalier 6 Water=Ascetic Ivan: 1 Earth=Seer 2 Earth=Diviner 4 Earth=Shaman 6 Earth=Enchanter 1 Fire=Pilgrim 2 Fire=Wanderer 4 Fire=Ascetic 6 Fire=Enchanter 2 Wind=Magician 4 Wind=Mage 6 Wind=Magister 1 Water=Hermit 2 Water=Elder 4 Water=Scholar 6 Water=Savant Mia: 1 Earth=Seer 2 Earth=Diviner 4 Earth=Shaman 6 Earth=Cavalier 1 Fire=Pilgrim 2 Fire=Wanderer 4 Fire=Ascetic 6 Fire=Cavalier 1 Wind=Hermit 2 Wind=Elder 4 Wind=Scholar 6 Wind=Savant 2 Water=Scribe 4 Water=Cleric 6 Water=Paragon More coming soon! ============ CHAPTER 4: MONSTER LIST ============ Here is a very small, but growing monster list by Nova Mage written for this FAQ. This will be the next section that I myself will work on, so it will get much large pretty quickly. Note: Nova Mage has discontinued working on this section and if you have experience writing FAQs please e-mail me your resume if you'd like to help. My e-mail is i.kill.kenny@home.com. Enemy Exp. Gold Item Found Vermin 2 2 Herb Vale Bat 1 1 Herb Vale Wild Mushroom 1 2 none Vale Slime 2 2 none Sol Sanctum Amaze 3 3 Oil Drop Sol Sanctum Zombie 7 8 none World Map: Vale Thieves 66 110 Bandits Sword Vault Skeleton 10 11 none Goma Cave Will Head 9 10 none Goma Cave Ghost 9 9 Oil Drop Goma Cave Rat Soldier 15 14 none World Map: Bilibin Rat 14 17 none World Map: Bilibin Ooze 26 40 none Bilibin Cave Troll 37 42 none Bilibin Cave Ghoul 34 42 none Bilibin Cave Gnome 34 40 none Bilibin Cave Drone Bee 19 25 none Bilibin Cave Mauler 37 45 none World Map: Imil Lizard Man 54 67 none Mercury Lighthouse ============ CHAPTER 5: ITEM LIST ============ The item list is a currently incomplete list of all of the items in the game. Please the top of this FAQ for how to contribute items that I have missed on this Item List. Format: ITEM: Type: Details: Location Key: (C) = Cursed; _ = Blank; (R) = Random Battle; ------ Weapons/Armor ------ Note: My Weapons/Armor section was removed due to the fact that there are several existing (and better) guides. Here's some further information on item drops in Venus Lighthouse and a few surrounding areas from BlackMaurader from the GameFAQs.com message board -The Prophet's Hat is dropped by Dread Hounds in Altmiller Cave (This one is outdated by the time you get to the Venus Lighthouse though). -The Feathered Robe is dropped by Wild Gryphons in the Venus Lighthouse, this one is GOOD. Get two, one for Ivan and the other for Mia, if you can. -The Blessed Mace is dropped in Venus Lighthouse, I don't know who drops it though... it's by an enemy on the top floors (where the music changes) though. -The Aura Gloves are dropped by Magicores in the Suhalla Desert... I have no clue if these are good or not, since I'm looking for them now. -The Giant Axe is dropped by Earth Golems (this is only what I heard from one source, I do not vouch for it's accuracy), and it's special is supposed to be good. -The Kukuichimonji Sword is dropped by Fenrirs on the top floors of the Venus Lighthouse. -Spiked Armors are dropped by Boulder Beasts at the top floors of the Venus Lighthouse, they're not all that good since, although they do increase attack, it's usually not enough to make up for the defense loss compared to other items. -Finally, Grand Golems in the Venus Lighthouse top floors drop Zodiac Wands. I don't have these either. And finally here's a much more complete item guide: LJUMP12'S GOLDEN SUN ITEM GUIDE VERSION 1.5.1 --------------------------------------------------------------------------------------------------------- --------------------------------------*******--WEAPONS--*******------------------------------------------ --------------------------------------------------------------------------------------------------------- Name Effects of Equping Details --------------------------------------------------------------------------------------------------------- --Axes-- Battle Axe ATK +24 Axe Great Axe ATK +80 Axe --Light Blades-- Short Sword ATK +08 Light Blade Hunter's Sword ATK +28 Light Blade Battle Rapier ATK +58 Light Blade Mater Rapier ATK +86 Light Blade Swift Sword ATK +104 Light Blade: Unleashes Sonic Smash --Mace's-- Mace ATK +06 Mace Battle Mace ATK +56 Mace --Long Swords-- Long sword ATK +14 Long Sword Broad Sword ATK +40 Long Sword Claymore ATK +70 Long Sword Great Sword ATK +90 Long Sword --Staves-- Wooden Stick ATK +04 Staff Shaman's Rod ATK +10 Staff Witch's Wand ATK +32 Staff: Unleashes Stun Voltage *Zodiac Wand ATK +102 Staff: Unleases Shining Star Frost Wand ATK +76 Staff: Unleashes Frost Bite --Unleashes...-- Bandit Sword ATK +12 Unleashes: Rapid Smash Magic Rod ATK +16 Unleashes: Murk Eleven Rapier ATK +44 Unleashes: Vorpial Slash Blessed Ankh ATK +46 Unleashes: Psyphon Seal Arctic Blade ATK +55 Unleashes: Blizzard PsyEnergy Rod ATK +64 Unleashes: Psyenergy Leach Angelic Ankh ATK +83 Unleashes: Lifeleach Mystery Blade ATK +84 Unleashes: Life Noursish Burning Axe ATK +84 Unleashes: Broil Assasin Blade ATK +90 Unleashes: Mortal Danger Ninja Blade ATK +94 Unleashes: Cyclone Attack ShamShir ATK +99 Unleashes: Acid Bath Burning Axe ATK +100 Unleashes: Heat Mirage Crystal Rod ATK +106 Unleashes: Drown --Extra Abilities-- *Blessed Mace ATK +126 Mace: Unleases shining Star HP Rec. +2 Demonic Staff ATK +92 Unleashes: Bad Omen *CURSED* Silver Blade ATK +108 Unleashes: Aqua Sock - Wind Power +10 Righteous Mace ATK +112 Mace: Unleashes Binding Stone HP Recovery +3 Muramasa ATK +126 Unleashes: Demon Fire *CURSED* Demon Axe ATK +132 Unleashes: Poison Cloud *CURSED* Wicked Mace ATK +132 Unleashes: Poison Death *CURSED* Gaia Blade ATK +135 Unleashes: Titan Blade - Earth Pow/Res +20 ------------------------------------------------------------------------------------------------------------ ----------------------------------------*******--ARMOR--*******--------------------------------------------- ------------------------------------------------------------------------------------------------------------ Name Effects of Equipping Details ------------------------------------------------------------------------------------------------------------ --Robes-- One Piece Dress DEF +04 Robe Jerkin DEF +26 Robe --Gloves-- Padded Gloves DEF +02 Gloves Gauntlets DEF +23 Gloves --Circlets-- Circlet DEF +06 Circlet Silver Circlet DEF +16 Circlet Gaurdian Circlet DEF +25 Circlet Platinum Circlet DEF +29 Circlet --Hats-- Wooden Cap DEF +10 Hat Leather Cap DEF +03 Hat Mail cap DEF +23 Hat --Helms-- Open Helm DEF +09 Helm Iron Helm DEF +20 Helm Steel Helm DEF +27 Helm Knights Helm DEF +33 Helm --Clothing-- Cotton Shirt DEF +03 Clothing Travel Vest DEF +07 Clothing Silver Vest DEF +28 Clothing --Armor-- Leather Armor DEF +12 Armor Chain Mail DEF +25 Armor Armored Shell DEF +30 Armor Steel Armor DEF +36 Armor --Shields-- Wooden Shield DEF +06 Shield Bronze Shield DEF +14 Shield Iron Shield DEF +20 Shield Knight's Shield DEF +28 Shield --Braclets-- Leather Armlet DEF +07 Braclet Heavy Armlet DEF +25 Braclet --Extra Abilities-- Mythril Shirt DEF +10 Shirt: Boosts HP Max HP +05 Running Shirt DEF +01 Shirt: Boosts Agility AGL +15 Silk Shirt. DEF +06 Shirt: Boosts Luck LCK +01 Dragon Shield DEF +26 Shield: Resists Fire - Fire Resist +30 Earth Shield DEF +31 Shield: Resists Earth; Restores HP - Earth Resist +20 - Number of Uses - It might Brake - If used in Battle Hyper Boots DEF +04 Boots: Critical Hits Increase Quick Boots DEF +03 Boots: Boosts Agility AGL +20 Fur Boots DEF +02 Boots: Increases Resistance to Water - Water Resist +15 Turtle boots DEF +03 Boots: Decreases Agility Agility X .5 (1/2) War Gloves DEF +32 Gloves: Boosts ATK ATK +10 Spirit Gloves DEF +34 Gloves: All elemental power +5 - Fire power +05 - Earth power +05 - Wind Power +05 - Water Power +05 Aura Gloves DEF +36 Gloves: Use to resist all elements. - Number of Uses - It might Brake - If used in Battle Gaurdisn Armlet DEF +27 Braclet: Boosts Defense - Number of Uses - It might Brake - If used in Battle Spirit Armor DEF +32 Armor:Resists all Elements - Earth Resist +15 - Water Resist +15 - Fire Resist +15 - Wind Resist +15 Spiked Armor DEF +34 Armor: Boosts Attack; Crit. Hits Increase ATK +10 Dragon Scales DEF +44 Armor: Boosts Water and Fire Resist - Water Resist +30 - Fire Resist +30 Elevin Shirt DEF +22 Armor: Boosts Agility AGL X 1.5 (1-1/2) Storm Gear DEF +42 Armor: Boosts Water,Wind, And Fire Resist - Water Resist +30 - Fire Resist +30 - Wind Resist +30 Ninja Garb DEF +36 Armor: Boosts Agility; Boosts Wind Resist AGL +30 - Wind Resist +10 Demon Mail DEF +50 Armor: Decreases Wind Resistance - Wind Resist -10 *CURSED* Asura's Armor DEF +42 Armor:Boosts Attack;Replenishes HP ATK +05 HP Recovery +8 Water Jacket DEF +30 Clothing:Resists Water & Fire. - Water Resist +30 - Fire Resist +20 Blessed Robe DEF +36 Robe: Recovers HP HP rec. +05 Featherd Robe DEF +45 Robe: Increses Wind Power Water Resist; Agility AGL +30 - Wind Power +20 - Water Resist +30 Kimono DEF +25 Robe: Resists Fire; Boosts Agility AGL +10 - Fire Resist +10 Oracle's Robe DEF +43 Robe: Resists Water; boosts HP recovery - Water Resist +43 HP recovery +10 China Dress DEF +19 Robe: Drops Enemy's Attack - Number of Uses - It might Brake - If used in Battle Magical Cassock DEF +39 Robe: Replenishes PP PP Recovery +2 Mirrored Shield DEF +39 Shield: Deludes Enemies - Number of Uses - It might Brake - If used in Battle Vambrace ATK +5 Gloves: Boosts Attack DEF +27 Battle Gloves ATK +8 Gloves: Boosts Attack DEF +26 Spirit Armlet DEF +38 Braclet: Used to cure Ailments -Earth Power +10 -Water Power +10 - Number of Uses - It might Brake - If used in Battle Virtuous Armlet DEF +35 Braclet: Used to restore 100 HP - Fire Power +10 - Wind Power +10 - Number of Uses - It might Brake - If used in Battle Lucky Cap DEF +33 Crown: Boosts Critical Hits; Restores PP Critical Hits Increase PP Recovery +2 Thunder Crown DEF +40 Crown: Restores PP PP Recovery +4 *CURSED* Jeweled Crown DEF +35 Crown: Boosts Luck Luck +05 Prophet's Hat DEF +30 Cap: casts Cure - Number of Uses - It might Brake - If used in Battle Ninja Hood DEF +28 Cap: Boosts Agility AGL +20 Warriors Helm DEF +35 Helm: Critical Hits Increase - Earth Power +10 Lure Cap DEF +20 Cap: Increase battles when equipped. Boosts monstor encounters ------------------------------------------------------------------------------------------------------------- -----------------------------------------*******--ITEMS--*******--------------------------------------------- ------------------------------------------------------------------------------------------------------------- Name Effects of Equping Details ------------------------------------------------------------------------------------------------------------- --Psyenergy Items-- Catch Beads Bestows Psyenergy Bestows Catch When Equipped Orb Of Forcce Bestows Psyenergy Bestows Force When Equipped Frost Jewel Bestows Psyenergy Bestows Frost When Equipped Douse Drop Bestows Psyenergy Bestows Douse When Equipped Lifting Gem Bestows Psyenergy Bestows Lift When Equipped Halt Gem Bestows Psyenergy Bestows Halt When Equipped --Rings-- Healing Ring - Ring: Used to restore 70 HP --Healing Items-- Herb Single-Use Replenishes 50 HP Nut Single-Use Replenishes 200 HP Vial Single-Use Replenishes 500 HP Potion Single-Use Replenishes all HP Antidote Single-Use Cures Poison Psy Crystal Single-Use Replenishes all PP Water Of Life Single-Use Revives Downed Characters --Attack Items-- Crystal Powder Single-Use Causes Damage with Ice Weasles Claw Single-Use Causes Damage with Claws ----------------------------------------------------------------------------------------------------------------------------- VERSION 1.5.1 CREATED 12/2/01 MY E-MAIL IS: ljump12@msn.com MY AIM S/N IS "ljump12" (NO QUOTES) Note: a * Before name of Item = very rare ----------------------------------------------------------------------------------------------------------------------------- ************************************************************************ Special thx to lilb0706 for all the help getting back to the earlier cities, (and making me feel stupid for not knowing how to do it.) I would also like to thank him for giving me all the higher level weapons, and Armor. You've been a great help ************************************************************************ ----------------------------------------------------------------------------------------------------------------------------- COPYRIGHT 2001 BRIAN GIARROCCO PLEASE DO NOT STEAL MY WORK BLAH BLAH BLAH. YOU MAY REPRINT THIS AS LONG AS IT IS REPRINTED IN ITS ENTIRETY, AND I AM GIVEN FULL CREDIT. CREATED BY LJUMP12. ----------------------------------------------------------------------------------------------------------------------------- UPDATE GUIDE. 12/6/01 Version 1.1 Added more weapons from earlier stages. 12/6/01 Version 1.1.5 Put in order. 12/7/01 Version 1.2 Added more lower level items Fixed Formatting problems... i think... i hope. 12/8/01 Version 1.3 Adeed Categories Added Many Higher Level Weapons 12/17/01 Version 1.4 Finally Finished adding in all of the things that Lib0706 has given to me. As i find new items in the game i will update it. This is close to the final, if not the final version. If you would like to make any corrections, Or add any any Items, put them in the format of this FAQ and send it to me. ljump12@msn.com. 12/18/01 Version 1.5 I added a New Items Section, There will be another Update containg more items 12/19/01 Version 1.5.1 I added 3 new Rare Items( they were found off of monsters.) ============ CHAPTER 6: WALKTHROUGH ============ ------ Introduction ------ The first thing to do in Golden Sun is to name yourself. The default name is Isaac, but you may want to change this because it will be the only name you can change (unless you press select three times to change the names of other party members. NEW: (source midgetjackietran) After pushing select three times, push up, down, up, down, left, right, left, right, up, right, down, left, up, and select to name Felix, his sister, and the girl that King Babi kidnaps.) Golden Sun starts off in a small village in Vale. Dora, your mother, tells you to get up and that a storm is brewing and a giant boulder will crush you if you don't make it to the town plaza. Well, after lots of conversation and cut away shots, you finally get to command your character. You're told to get down to the town plaza in order to escape danger from falling boulders. Ordinarily, you would be able to get to the town plaza by just going down the various steps in Vale. However, small boulders fall in all of these staircases (jee, what are the odds?) due to the storm, and prevent you from walking down. So, head north a little bit to find your first party member, Garret. After instructing him to leave his bags where he's standing so that he won't die, Garret joins your party and you two are off westward. Climb the ladder and cross the bridge westward. Eventually you'll arrive at the western most part of the town, and at this point you'll want to pull a U-Turn and start heading southeast. Before doing this you'll meet up with a guy who's faking an injury worse than a Brazilian soccer player (although if you say that he is going to die he will disappear and actually die.) He tells you to watch out for some monsters on the way. Heading back east you probably will encounter a few monsters, but they're nothing to worry about at all. Climbing down a long staircase you'll see a tragic incident in which a young boy, Felix, is hanging on for dear life to a small tree stump in a raging river. The tragic thing about it is that his relatives are all out of Psynergy and can't help him. Two sisters will be deployed for help after everyone is done talking, and, surprise, it's up to you to go to the town plaza to find someone with enough Psynergy remaining to save Fenix. Travel south under the bridge, then take a ladder back up and cross the same bridge. Shortly there after you'll arrive in the Town Plaza. Walk to some of the men in the southern part of the plaza and one of them will volunteer to help Felix (the other two will go to help save the town against the boulder). Jenna and a muscular dude with some Psynergy left will join you. After returning to the house where Felix is drowning, Jenna and her relatives engage in a conversation. Right as the muscular guy who's with you goes down to save Felix, the giant boulder breaks lose and tragically drowns the people on the dock and Felix. It's now up to you to go find someone to save everyone from drowning. Head back towards the town plaza to discover a man and a woman talking about the awesome power of Alchemy and how it unleashed the boulder on the town. They then battle you. Don't worry about this one, because you're meant to lose it (there is no way to win.) NEW: If you use a Game Shark and cheat to win the battle, you still will have the same result as if you lose the battle (like you're supposed to.) Left for dead, so begins the first part of Golden Sun (as you'll see by the intro screen appearing.) Three years later the town is still rebuilding. In fact, you're patching up the roof for Dora which results in a really LONG conversation. Jenna and Garret arrive and dish their deal about how you've now started to master Psynergy. After Garret breaks your roof, you're off to see Kraden in the Western most part of the town. On the way you'll meet up with the evil duo you met earlier. This time they won't want to fight, but instead will just run off to the mountains. Keep going a little further west, and head up the stairs to meet with Kraden. He'll ramble for a while about Alchemy and how Saturos and Menardi seemed to have actually been in the Sanctum before, and eventually give you a mission: take him the Sol Sanctum up in the mountains. Once the conversation is done, head back east back towards the direction of your house. Once you get across the bridge, head to the left of the brown sanctum. A guard will stop you and tell you that no one is allowed up there. Simply walk back that way again and you're on your way to the first dungeon, Sol Sanctum. ------ Sol Sanctum ------ Once you arrive in the Sol Sanctum, head forward until you get to a stepping stone area over water. Use the right most path, and once you get near the top, turn left and then do a U-turn. Head through the unusually long tunnel and fend off the easy monsters that will attack you. Eventually you'll arrive in another room with stepping stones on it, and head up the middle, arriving on the other side in the middle path. Open the treasure chest at the end of the path and head back. When you're on the stones again head right, advance in the pathway. Use the gem you got from the chest on the statue there to open up a new path accessible by traveling on the far left stepping stones. In the next room you'll find a "dead end" with lots of statues that Kraden doesn't think is the actual Sol Sanctum. Obviously this isn't a dead end, so go up to the statue in the right hallway that has a white dash around it. Push that statue to the side and go through the door. You'll end up in a large chamber with many different paths. Head left, then up, then right to the wall, then up to the wall, then left to the wall, then down to the second narrow path on the left where you'll want to enter and find a treasure chest with a small gem in it. Head back from whence you came (I love saying that) and go up to the narrow hallway to the left that you skipped earlier. At the end of the hallway go through the door to find Kraden talking about using your Psynergy to move statues across the river. Go up to a ledge and press A to activate your in-game menu. Choose the Psynergy option and then choose Move under Isaac or Garret. The ledge you want to go to first is the one on the farthest left. Move this to reveal a figure that you will put a gem into. This opens a path in the door all the way to the right of the room. Head to the right to enter the real Sol Sanctum room. Here you learn that Saturos and company were here to rob the Sol Sanctum (oh no!) Head right to enter the Luna room where Kraden will hang out until you find a secret passage. To activate this secret passage, head to the bottom of the Luna room and up the stairs. In the first room with the four statues, don't touch anything because it's a trap. Instead, go to the left to the sun room. Push the two statues at the top corners onto the white squares, then hop into the center and use your move psynergy to move the big statue into the lighted area. Move back to the room on the right and start pushing the statues into the gray squares. Once all of the statues are in place, head back down to the bottom staircase if you want a Psynergy stone that will restore all of your PP (you may not need this though.) Then head back from whence you came (how many times will I say that in this FAQ?) and go back to where Kraden is. He'll get very excited and tell you that you need to find something that's changed. Head left and observe the crack of light coming from the wall. Once Kraden's done talking walk up to it, press A and open up a portal that takes you to the inner Sol Sanctum. You'll find yourself on a small blue rock in the middle of a large room. Kraden will start talking his head off about the Elemental Stones and you and Garret will have to go retrieve them. You'll obtain a bag to place the stones in. Now, go to the northeast corner of center rock and hop to the ledge. Make your way to the right and eventually down once you can go right no longer. You'll end up on an island with a white statue. Press A when facing it to get the first stone. Now, head back up north, and you'll notice that it's now possible to get to the statue in the northeast corner. After activating this one, make your way back to the center island. Now, use the path leading from the bottom of the island and SAVE BEFORE YOU GET THIS STONE. Once you get this stone get ready for one of the longest conversations of the game. When Kraden doesn't tell you to go get another stone, you both look back towards the center island to find Kraden and Jenna being held hostage by Saturos and company. They demand the elemental stars and want you to go get them the last one. Here an interesting plot twist develops, where it turns out that Felix is still alive and was in fact saved by the evil duo. Garret will give your current elemental stones to Alex who mysteriously appears on one of the stones. Finally you will take command of your character again, and you'll want to save. Head back right and to the center island. Go to the northwest ledge again, and start heading all the way north. Once you get all the way north, start heading to the left until about 3 squares from the Northwest corner where you'll want to head down and the further left. Get the last stone and get ready for more conversations. This time a giant eyeball who is actually the protector of the Sol Sanctum appears and starts creating a fierce eruption. The gang in the center will take off with Jenna and Kraden as their hostages, and the "giant eyeball thing" as Garret calls it will transport you back into the Luna room. Here you'll want to use your "Retreat" psynergy to get transported back to the start of the dungeon. Congratulations, the first dungeon is complete! ------ Going Away...To Vault ------ Head out and back towards town to find many people gathered near the brown building worrying that you two might be hurt in the eruption. You go into the Sanctum and discover that the Great Healer had a vision from the Giant Eyball/Protector of the Sol Sanctum. He says that Vale will be protected, but a terrible power is coming to ruin Vale's future. Surprise, surprise, it turns out that the only ones who can save Vale and the rest of the world's future is you two. Once that sequence is complete, there's a going away party for you at the town gate. Your Mom, Dora, has Garret's sister give you the item Catch Beads which allows you to grab items that you couldn't normally get (such as nuts in the tree or keys beyond a jail cell.) You're now in the world map. See the "game play" section for some more information about the World Map. Start heading south to find your very first Djinn, Flint a Venus Djinn, flying around. He'll come up to you and explain the advantages of collecting Djinn and exactly what they do. He'll teach you the basics of using Djinn in battle, so pay attention if it's your first time playing. Once that's all finished, make your way along the dirt path, heading southeast to the town of Vault. Before you can enter the town, you'll see Master Hammet, the greatest merchant of all time, leaving the town in his group of covered wagons. He'll talk about how Ivan is responsible for his rod getting stolen, and how he has Psynergy that he'll need to retrieve it. Getting scared by a falling rock, he eventually ends up heading north to Lupna. Now you'll find yourself in the town of... ------ Vault ------ Note: There is a Djinn in vault in the trees. It may look like there's a way to get this Djinn, but there is no way (at this time.) Keep playing the game until you finally come to Vault...Again where you will have the skills necessary to get this Djinn. The first thing that you want to do in any town is head to the inn. Here, for a small fee, you can get all of your characters' health and psynergy points completely restored. Next, head to the weapons shop in the northeastern part of town and buy the best weapons and armor upgrades that are available (you'll want to do this routine at every town.) Now it's time to find Ivan, the one that Master Hammet said lost his rod. Head to the house on the hill in the northwest part of the town. In the northwest corner of the house stands Ivan. Talk with him and he'll start to read your mind. You tell him about psynergy and the works, and decide that you can use his Mind Read to find who stole the rod. Ivan will then join your party, and you're off to the inn in the south part of town. If you talk with the people in the downstairs floor of the inn you'll discover that the two people upstairs were gone during volcanic eruption at the Sol Sanctum. So, head upstairs to find the two men with incredibly bad Beatles-esque haircuts. They'll be scared of you, and no matter how hard you try you won't be able to corner one of them to mind read them. So, leave the room and Ivan will suggest that you split up to corner them. You and Ivan will now easily corner one of them and he'll read the criminal's mind. You end up outside of their room and Ivan concludes that the people upstairs are the criminals. He also reveals that the stolen goods are somewhere in the inn. Head outside the inn and climb up the ladder going up to the roof of the inn. Walk over the hole in the roof to fall into the hidden cellar where the criminals are hiding the stolen goods! Use your psynergy to move the large box blocking the door, then jump across the gap and go into the room. Talk to the kid tied up to have the three bandits come in and start talking about Lupna. To keep you from "ratting" them out, the criminals attack you. Get ready for your first boss fight of the game! These guys are very easy to beat. Have Ivan and Garret use their Psynergy on them, while Isaac uses Flint's attack and the Mercury Summon them. You shouldn't even have to use any health boosting substances to defeat these easy evil do-ers. Now the mayor will come and get back his stolen Precious Urn. Ivan also finds Master Hammet's stolen rod in one of the chests. Climb back out of the cellar and head back to the house where you found Ivan at (it's in the Northwestern part of town up on a hill.) The Mayor will give you some Water of Life that can revive a downed character. Before you leave town, stop back at the inn to get your HP and PP recovered once more. ------ On The Road To Bilibin ------ Note: If you have not yet completed your tasks in Vault, you will not be able to pass through the cave because Ivan won't follow you up there. Please see the section above for more information. >From Vault you want to head east. Keep heading east until you cross the bridge, and from there you want to start heading north. Keep progressing this way until you find a cave entrance. Make your way up the ladders until you get to a gap with a tree stump covered by leaves. Your psynergy isn't going to help you for this one, so try jumping over. When you try this, Garret comes out and tells you that your Psynergy isn't going to work. By totally random coincidence here comes Ivan who will blow the leaves off of the stump thanks to his new rod. He now wants to join your quest, and you're back in command. Now, move the stump, jump across and use Ivan's Whirlwind psynergy to clear the leaves at the gate to get in the cave. In this cave you'll find a lot of ghosts and skeletons which aren't too tough. Primarily, you should use group attacking Psynergy that hits multiple enemies at once (like Ivan's lightening attack.) Inside the cave head up until you get to a stopping point (as in a cave wall.) Hop over the stepping stone there and head down. Next, head up the stairs and through the door. Head down the stairs and to the right. Here you'll see a traveler on the ground a Djinn on a ledge. Push the wood tree stump as high as it goes and so that it's in the middle of the two ledges. Now, head back from whence you came (3), but instead of going back up the staircases, head south and hop across a small stream. Continue along the path going through the various doorways. Eventually you'll get to a stepping stone that you'll want to hop across and to the other side. Go up the staircases and start ledge hopping. When you arrive at a ledge with a large tree stump, use Move to push it to the right. Hop onto this ledge then the ledge to the south, then Move the stump back to the left. Hop over and then over and to the right to obtain the treasure chest. Make your way back from whence you came (up to 4) and get back to the ledge surrounded by water. Go to the stepping stone to the right of the stairs, hop across and go up the stairs there. From here jump across the stump that you placed earlier to get a battle the Mars Djinn on the ledge. This Djinn is harder than your normal enemy, but he's not too tough. Use your existing Djinn on him, and also use your lone summon plus Psynergy attacks to beat him pretty Handily. Once he's defeated you will obtain this Mars Djinn, Forge. Head back to the ledge with the staircases and proceed upwards. You'll see a stump blocking the ledge that you have to hop to, so use Move to push that into the water. Hop across, go up and across the bridge and at the end of the hallway you'll be out of the tunnel. 3 seconds of moving right later and you'll be in... ------ Bilibin ------ When you first enter this town you'll find a tree that looks like a man and is spooking everyone in the town out. Well, the deal about the tree is that it was cursed by the big, evil, dieing tree in the forest that you'll travel to later. Head into the Inn to restore all your stats, then to the weapons shop not too far from there. If you were clever you would have noticed that there's a statue in the center of town that you can move. This statue leads to an underground tunnel. However, you're not going to be able to get the Djinn down there by this entrance. Instead, head to the Northeastern part of town and take a walk on the wooden logs that make up the fence of the town. Make your way all the way to the western part of the town and whirlwind a leaf covered entrance. Go down the ladder, and move the statue back using Psynergy, then hop across and press A to the Djinn to get it (no battle required this time.) You now have the wind Djinn, Gust. Come back all the way from whence you came (5) and proceed to the north part of town. Go up the large stairs and arrive at the town castle. Talk to the guard on the left and he'll let you in. Keep heading forward to arrive at Lord McCoy's chambers. He'll offer you the key to get past the Barricade he set up to block passengers from going to Kolima forest, but then he decides that he doesn't want to send warriors so young to their "deaths" so he retracts his offer. However, thanks to another guard leaking some information you discover that the barricade was very hastily built. Head out of town and you're now on your way to Kolima forest. ------ To Kolima/Forest ------ Head southeast until you get to the Barricade. Here, go up to the box on the far left and use your Move psynergy. Tada! The Barricade has been broken, and you're now off Northeast to Kolima. At this point you have a few options in the game. You can go either to the town of Kolima, to Kolima Forest, or to Imil to the north. This guide recommends you go to Kolima first to obtain the Djinn there and then to Kolima Forest because it will be much easier than Imil. Kolima, as it turns out, has been completely turned into a log-person town. The opening cinematic shows how the people of Kolima were turned into log-people, and explains the instinctive Psynergy that occurs only when it's needed and can't be controlled. After the particularly long and dull explanation, you can start exploring Kolima. However, the only way to figure out what's going on in Kolima is Ivan's handy mind-read function, but it really isn't too useful. in fact, the only thing to do in Kolima right now is head to the eastern part of town where there is a Tree-House with a Djinn surrounded by a fence. Go in the non-visible door in the back of the Tree-House and travel around the especially long basement to end up in fenced-in area. Here you will obtain an Earth Djinn, Granite without a battle. Head back form whence you came (5) and out of the town completely. ------ Kolima Forest ------ Kolima forest is not a long walk away from Kolima. Head northwest and you'll see on the map a forest with a gold entrance to it. Go up to it and prepare to enter Kolima forest. The enemies in Kolima forest will start to become more plentiful and a little more difficult than usual. They're still nothing to be afraid of, but make sure that you don't run out of PP on Isaac and get left without a heal. Head due north to get to the first easy puzzle of Kolima forest. Head northeast and go across the river using the log path that's already there. Head west, push the log that's in your way west and then go around it to the north. Keep going west until you get to the next screen. Here you want to head south and then west, pushing the log in your way to the left. Keep heading north along that trail until the path pulls a U-turn that will take you to the next stage. On the next screen, hang to the right and go up. Push the vertical log towards the west, then head north around all the stumps. Push the horizontal log down, then the vertical log east, then go down to the log on the bottom and push that one down. Push the horizontal log above it back up, and then push the vertical log all the way back to the west. This will place the log in the water, so jump across it. Head up the stairs and to the east to get to the next stage. This next screen is a little tricky, but at least there aren't any monsters on it. Go east until you see a switch that a sign says do not touch. Obviously you have to switch that, so press A when you're next to it to lower the water level. Now, head down the stairs and push the topmost vertical log to the left. Go back to the switch and hit it again to fill up the water level, then hop across the logs to get to the ledge on the other side. On the next screen you will find Tret and his lady counterpart. Head over to the east to find Tret, and climb the vine on the front of him to enter in the door above his head. The main objective of the Tret "Dungeon" is to get to the top floor where you will then proceed to fall down on a leaf in the middle, and continue to fall through those open holes in the middle of each screen to reach the basement where Tret is. So, when you first enter the tree give it a nice save incase you die later on. Now, head to the right, then proceed north and then to the left. Climb the vine to reach the next floor. On this floor, head all the way to the bottom most part of the ledge. Now, jump across the three leaves on the bottom to reach the other side. Note: jumping back over a leaf you've already jumped on means falling down at least 1 floor. Head out the door on the right to end up in one of Tret's branches. Head east without deviating from the main branch to find a vine to climb up to. Do so, and then start heading back west. Once you're back in the tree, head around the tree clockwise, until you can reach an inner ledge. Note: You can jump for the Psy Crystal at the north part of the screen, but you really shouldn't need it. Jump to the leaf and continue north, as you don't especially need the treasure chest (it contains a healing ring that will restore 70 HP (thanks to Josh Moore for that correction) when equipped, although it gets worn out reasonably quickly.) On the next floor, head out the bottom door and go east until you get to a branch which you should climb up. Follow the branch until you get to the main one, and here head left just a little and then up the first branch to the north. Here you'll find a Djinn that you're going to have to battle, so save and heal before you fight him. This guy is a little harder than usual, so make sure that you keep your health up using herbs and Isaac's Cure Psynergy. When you're in the battle, use Flint to his best abilities, also try to summon any elements that you have. This Djinn doesn't like to be captured, so unless you beat him substantially he will run. If he does run, head back to another screen and then back to where he was. He should show up again and you can give another shot at him. Once you defeat him you'll get the Jupiter Djinni Breeze. Head back into the tree using the main branch to get a treasure chest that has a nut in it. Then you'll want to intentionally drop down to the previous level. Now that you're on the previous floor, head counter clockwise and out the door on the left. Go off the first deviant to the south and up the vine. From here, go back east until you get back in the room. Here, go to the southern most part of the room and hop to the middle leaf. Once there, hop one to the right and then back to the middle leaf to fall down the center and into the basement. Now that you're in the basement, it's time to fight Tret. Save before you do this and inactivate all your Djinn. Make sure you have full health, as well. Tret has about 350-450 HP, so it's going to take you a few rounds to get him. Your best bet is using Summons, then Flint with Isaac, and using Psynergy with the others. Tret's attacks aren't too great, so you shouldn't have too much of a health problem. Once he's dead Tret will come to, realizing that he shouldn't have turned people into trees. However, he no long has the strength to cure Kolima, so you need to begin a trek to get an item to heal him (more on that later.) Once Tret is done talking the talk, use retreat to get to the entrance of the tree, then use retreat again to end up back at the start of the forest. ------ Heading North ------ The next village that you'll have to go to is the plague infected Imil. Head back west to Bilbin Barricade. Here you will find several trees scattered. Hop up on the stepping stone and use Move to move the trees back to the land. You'll get a "Hard Nut" (let's not make any bad jokes about that one ;) which boosts defense after you complete your tasks in Imil. Thanks to Thomas Kim [tdkim@umich.edu] for that information. First you'll want to head back west to Bilibin to stop at the inn and heal all of your party members. Once you're done, head out of Bilibin and start heading northwest. You'll cross over a bridge and have to go due west for a while, fighting a few easy monsters on the way. Cross the other bridge and continue along the white dirt path. Finally you'll reach the Bilibin Cave entrance. Hop the waterfall and enter in the open cave door there. Head right at the first fork and continue that way until you can go down the stairs. Do so and head east through a room with lots of ice cylinders around (it's getting colder.) Follow that straight through to get to the exit door and arrive very close to Imil. Start traveling north and then to the west and gradually you'll end up in the town of... ------ Imil ------ Imil is being plagued by a terrible cold, and the only one who can save them is Mia. The first house you want to enter is the first one directly ahead of you when you first enter town. First, go to the treasure chest and get the empty bottle. This is very important for later on! Now, talk with the old man and he suddenly becomes very ill (what did you do to him? ;-] ) You're told to go find Mia right away, so head out and take a rest at the inn. Hey, Mia can wait for you to regain health. Once you're done sleeping, head to the northwest part of town, go up the stairs and then head south. Proceed to the church and talk to the girl near the entrance inside the building. She'll say that Mia had just gone back to the old people's home and you must have missed her. So, go back to their home to find Mia curing the old man in bed. Suddenly there's a flash at the lighthouse and Mia runs off. Before following her to the lighthouse, let's get another Djinn! Go up the bridge in the north part of town, and go to the stairs on the right. Right before going down the stairs, go up and on the snow face the snowman there and move him to the left using your Psynergy. Now, go across the bridge to the left, and head down until you get to the first opening of ice. Here's the exact movement that you have to do now: Right, Up, Left, Up, Left, Up, Right, Up, Left, Up, Right, Up and you'll now find yourself in an ice cave. You'll automatically slide right up to the Mars Djinn Fever, and without a battle you've obtained another Djinn! Now, head to the east part of town and leave that way. Proceed the few steps to the large lighthouse on the coast. ------ Mercury Lighthouse ------ Go up the stairs and talk to Mia. Once she's done talking, go up the ledge to the right of the statue and use Move to move the statue out of the way revealing a portal. We now learn that Mia is an adept and part of the Mercury clan. Using Ply Mia opens the door and you're now free to follow her. Go up to the large lizard blocking Mia's way, press A and get ready for a battle. The Lizard Man isn't anything to worry about, he's just a little stronger than your standard enemy. Head the either door in the next room, and then the door in the center in the following room. Now, jump across the stone directly in front of you and go up the staircase. Down the hallway in this room you'll find Mia who once again has had her path stuck. Move the statue towards you to clear the boundary and have Mia join your party! Here's an interesting note about Mia: In this lighthouse she has infinite PP so feel free to use her Psynergy to the fullest extent. Hop over the statue and proceed to the next room to find several waterfalls. Unlike later waterfalls, you can't go through any of these so just move east and go through the door there. In this room you will find a series of pipes that roll just like logs, only this time you'll want to connect pipes to make water flow. Move the first vertical pipe that's in your way right to connect it and start the water flow. Now move down and then go down and then up the stair case. Go down again, and the around clockwise to another down-and-up staircase. Go all the way up the right wall to find yet another down-and-up staircase. Here you will find a discolored pipe on your left, so push that to your left. Go down and then through another staircase until you can finally go south to a door. Go directly down, jump the gap and then stay on the ledge (read: don't go down the ladder.) Go all the way around until you get to a statue. You'll notice a LONG dotted line path and a square on the other end. Taking about 57 seconds, push the statue all the way from where it originally was to the square on the western side. Once that's been dong, head back all the way from whence you came (6 I think) and head down the ladder. Travel back west once you're down the ladder, through door, up the ladder and into the next room. In the next room slide down into the hole to land in the middle of the room with water surrounding a plank and a goddess on the wall. Hop over the goddess and use Mia's Ply Psynergy on her. Now, jump back on the square. Now that you're on this square you have a special power to jump 3 times over water, and then one last time to a safe place. So, jump to your right and then head up the door. From here go to the right, and using the water hopping ability you just got, jump over to a ledge and then down into the door. In this room there will be three waterfalls. In this room there will be a treasure chest in the right corner. Watch out! It contains a powerful Mimic! If you did get this chest, though, use your powerful one person attacks, Psynergies and your summons. While Mimic doesn't attack very hard, he has a ton of health and has the ability to drain PP from a character. When you beat him you'll get a handy Water of Life which will revive fallen characters. Any ways, head through the third waterfall by pressing up on it and across the water to get Psynergy Armor, which you should equip on a character. Head back out from whence you came (7) and into the center door. Hop onto the only square you can get onto, then move east making sure to end up on another square. Head east again, then go north. Continue along the side wall, remembering that you have exactly four hops to get where you want to go. Head counterclockwise around the corner, and then keep heading south until you reach a door. You'll end up to the left of the door where you entered the large room with all of the hopping. Head through the door and then through the center waterfall. Head straight the next door and into the door to the north. In this room go to the northern most horizontal pipe and push that up. Now, push the other horizontal pipe up, and then push the vertical pipe to the left. This will fill the water up in the other room, allowing you to now hop over the water using your water hopping ability. So, go back and hop over and go up the stairs. Head up the stairs twice, ignoring the switch. Head all of the way along the left wall, and go through the down-then-up staircase. The objective of this room is to push the statue with flowing water in the hole below. Push the discolored vertical pipe all the way to the left, then move the horizontal pipe so that the vertical pipe can only move back to the right once. Do so and get the water moving the statue in the first out of three directions. Now, move the horizontal pipe out of the way and push the vertical pipe all the way to the right. Finally, move the pipe back to the left and the statue will be dropped below onto the floor below. Head back from whence you came (8) all the way down the stairs and then push the statue onto the switch. Now, head through the open door. This room will have a series of statues that, surprise!, have hidden doors behind them. Head all the way to the right, then go down the ladder and up the ladder all the way to the right. Use Move Psynergy to move the statue here. Now, jump through the door and push the pipe into connection to reveal a door in this room. Head through this door to enter *another* waterfall room. Go through the 4th waterfall in this room to find another Djinn. This time you're going to have to battle, so save before you fight it. Watch out for this Djinn, because he has a very powerful Water of Life. Your best strategy is to throw everything you have at him as fast as you can before he can attack you very much. Once you beat him you'll get Sleet, a Wind Djinn. Now, head to the west and through the door. Go down the hallway and go to the next room. Go down this hallway, and hop the gaps present. The next room has still more waterfalls, jeez. Go in the very last waterfall and go counterclockwise along the bottom and right walls in the new room you just got in. Move the statue using Psynergy, hop across and go up the staircase. Head down the hallway, and you'll end up a room or two later in front of a waterfall with a statue there. Use Ply on that statue to float up the waterfall and end up on the top of the statue. Note: Before going up this waterfall you may want to level up to around Level 9 or 10 as the upcoming boss is very difficult. As soon as you can here, save. You'll also get a handy Psynergy Crystal, so heal up before you use that. Jump across the ledges and head up the stairs to find none other than Saturos, Jenna, Felix, Kraden and the rest. After some rambling back and forth Saturos will finally challenge you to a battle. Saturos is not going to be a pushover, so you're going to need to work out a good strategy to beat them. One good one that I used was to pummel Saturos with Flint/Summons with Isaac, use regular attacks and occasionally fire psynergy with Garret, use plasma and occasionally impact with Ivan, and keep using Ply with Mia. After a long time, you should be able to "fell" Saturos. Remember, his AI is pretty bad and you'll have some luck in keeping characters alive. Once you finally defeat Saturos, it's revealed that no, it wasn't a fair battle and his powers were weekend by the Mercury Tower's strength. Don't worry, you don't have to fight him again (yet ;-]) After a particularly long and repetitive conversation, you'll finally be able to hitch a ride back down the light house. Also, Mia will permanently join your party! So, when you finally get command of your character again, head west and watch as the elevator comes back up. Hop across the stepping stones and onto the elevator that will take you down to the now overflowing fountain. This fountain water has the power to heal whomever it's used on, so the town no longer needs Mia. The water also has the power to heal Tret, so go up to the fountain and use your Empty Bottle item on it to fill it up. If you do not yet have the empty bottle, exit the Lighthouse and go to the house with the two sick old people in the southern part of Imil. The bottle is located in a chest in the northwest part of that house. If you for some reason dropped the empty bottle, I believe you can pick it up in the "Artifacts" menu in the Item Shop in Imil. Now that you have Herme's Water, save your game and head down and out of the Mercury Lighthouse. Congratulations, you've now beat this dungeon of sorts! ------ Back To Kolima Forest ------ Head out of the light house and go to Imil. Heal all of your characters at the Inn, and if you want to see a little optional story head to the monasteries to say your good byes to the two children there. Next, head back to Bilibin cave. Backtrack your way in the Bilibin cave and head back to Bilibin. Next, keep heading east through the barricade and into Kolima forest. You'll want to head back to Tret, and if you need help with that refer to the Kolima forest walk through earlier in this FAQ. Once you get to Tret talk to him then give him Hermes' Water that you got from Imil. Suddenly the forest will light up and Tret will realize what he's doing. He will now revive the people of Kolima to their original state. The other lady tree will also use her powers to deduce that the monsters that you fight now were once monsters and that they exist in more horrible forms elsewhere (who would have figured?) Once you're back in command, retreat out of the forest and head to Kolima. Here you can buy the latest upgraded weapons and armor, but there's not much else to do in the town. Now head all the way back west to Bilibin and give Lord McCoy a visit. The guards will actually call you "Sir" before arresting you. Don't worry, though, you'll just be taken to Lord McCoy. He'll tell you how he's gracious of you restoring Kolima to its original state and lets you pick from one of four of his treasure chests. Thanks to altrongundamcustom of the GameFAQ's message boards for this information: The chests contain, from left to right, Vail, Potion, Psy Crystal, Water of Life. I for one would take Water of Life because you'll find it to be a little more useful than a Psy Crystal later in the game. Now, exit the city and start heading east once again towards Kolima. This time you won't go to Kolima, but instead go well past it. Follow the dirt path around until you get to a bridge. A guard will now open it (he wouldn't open it if you had gone before). On the opposite side of the bridge you still want to continue along the dirt path. ------ Fuschin Temple ------ You'll see Fuschin Temple wedged between two mountains to the north of a dirt path. Once you get in, head up the stairs and go into the lone building in Fuschin Temple. Use Ivan's Mind Read Psynergy on the main monk there and he'll talk about you taking a test. In order to mind read him you have to either set Mind Read as a hot key (hold L or R when you have it highlighted in the psynergy menu) or press Select to bring up the in-game menu. Talk with him afterwards and he'll tell you to go talk to the monk down in the waterfalls. Before, doing that, check around the barrels behind the monk to find a Unicorn Ring that un dues poison (thanks to Thomas Kim [tdkim@umich.edu] for this information.) Do as he says, go down the stairs and hop the stones to talk with the monk at the waterfalls. He'll step aside and you'll be able to pass through the waterfall into the Fuschin Temple Cave. In this cave there will be logs that you can move to cross water gaps. Right as you get in you'll notice a relatively easy treasure chest to get. However, this treasure chest is really a trap! Yes, if you try to open that chest you'll be attacked by a Mimic. Where you want to go is on the log to the left and then advance up to the next screen. Here you'll have to hop across different wooden stumps in water. You'll want to make your way to the western part of the screen, as you don't really need to go in the doors to the east and north. Once you've hopped the hop to the western door, enter it and proceed north through the hallway until you get to another door. In this room there's a "secret path" that you'll need to cross to get force (note: you're supposed to do this later but it's a lot simpler just to do it now.) The path you want to take is, from one square from the top of the ledge: Right until you can go right no longer, up until you can't go up anymore, right until you can't go right again, then up to the door on the right hand side. Continue forward until you get to a ledge where you can slide down. Do so and enter the door in the middle. Here you want to jump across the water and get the treasure chest. Held within it is force! Now, you have the option to go find and put the dragon's eye in that dragon statue in the room with the hidden path. You really don't need to do this, but since I haven't tested whether or not you have to do this I'll mention how to do it any ways. Start heading back from whence you came all the way into the room with lots of stepping stones. Once again you'll want to go to the door on the west side of the room. Go up the stairs and continue to the dark room. Instead of taking the secret path, head to the staircase on the left hand side of the room that's also near the bottom. Go down this staircase and you'll arrive in a room with two logs. Head across the vertical log to the south to find a treasure chest with an Arctic Blade which can be very useful. Now, head back across that log and roll down on the horizontal log that was near the door. Go through the door in here. In this room hug the left wall and go down until you reach a vertical log. Take this log across, go north and then east and down the door. You'll now find yourself in the starting room, but this time you'll be all the way to the west. Take the vertical log east and enter the door on the other side. Hug the wall here going down to avoid taking damage in the spiky rocks. Here you'll want to take the horizontal log down, then take the vertical log to the left. Head down on the ledge below and take the horizontal log back up. Hop over the stone from one log to the next and head east. Now take the horizontal log that you can now get to all the way north to get to a new door. In this room you'll see two horizontal logs in a row a little north of the door. Ride this log all the way up to the northern part of the screen, then take the vertical log there west. Hop on the horizontal log and bring that one up, then head all the way around clockwise hugging the wall and take the horizontal log up. Head across the stone and down the stairs to get the dragons eye. Now, hop north along all of the logs and then quickly into the next room to the north. Now you can use your dragon's eye item you just go on this dragon to light the room. Along this path you'll find a Djinn that's not very hard to fight and beat. It's a Mercury Djinn called Zephyr. Here's one of the descriptions I got from macserv@home.com: Hop over the stone from one log to the next and head east. To the north you'll find a Mercury djinn, and he wants a fight. He has some speed and power, but it's not a very difficult fight. Once you've beaten Zephyr, head due south and take the horizontal log all the way north to get to a new door. I'll revise this when I have a chance. Once you've put the dragon's eye in the dragon, start heading back from whence you came into the room with the three logs. Head all the way down and across the small log at the southern part of the screen to get near the entrance. Or you could have just used retreat ;-]. From here just backtrack, go out of the waterfall and up to the temple. Here the monk will talk to you about the powers of Force you just got. It turns out that it will show all of the monsters in the upcoming forest, and they'll run away from you if they're seen. So, Force is basically just a monster repellent. ------ Mogall Forest ------ Note: It is not possible to go back through Mogall Forest. However, it still is possible to make your way through Mogall Forest without Force (just follow the directions to go in this walkthrough.) No, not Muggles from Harry Pottery but Mogall. Here you'll see a green monster climb into a tree. Use force on this tree to see the Djinn run out to the south. On this screen you'll see another big stump, but you don't want to use force on this or you'll have to fight an Ape. Push the vertical log to your right, the horizontal log down, the vertical log back to the left, and then the horizontal log up. This will land the horizontal log in the water and you should jump across it. Use Force on the stump you're now next to in order to see the monster escape the east. Follow him! Use Force on the western most stump to see that pesky monster run south, so yet again follow him. On this screen head east to arrive at a horizontal log that's being constricted from moving due to a rock. Use your Move Psynergy on this rock to push it in a hole and move the horizontal rock down. Roll the next horizontal log in your way down, then move the vertical log to the right. Move the horizontal log all the way up, then once again move the vertical log west into the water. Before you hop over to the next part, go to the southwest part of the grass section you're currently on to find a Djinn! Save before you fight this guy, because you'll need to battle him. He's not very tough to beat, so you don't need to worry too much as long as you have your Djinn inactive before hand to hit him with summons. Now, hop across the log and use Force on the stump there. The monster will jump across the island gap, but you won't be able to jump across that. So, head back from whence you came (9 I think) to the northern part of the screen. Walk across the log path that was already there, and go through some trees to arrive at the big stump. Force on the stump to have the monster run off to the west. Follow him and go through the screen going west. You'll now arrive at a place with three stumps. Here you'll want to use Force on the middle screen to have the monster run south. Head west and then down the log over water path there. You'll see a vertical log blocked by a rock here, so use Move to move the rock into the hole. Once you've done this, push the vertical log right and jump across the water to the island in the middle. Use force on this stump to have the monster jump across to the water to the south. Jump back across to the west and head around the mini-stumps counter clockwise. Push the vertical log east, then the horizontal log south. Head around counter clockwise again and push the vertical log east into the water. Save before you hop across this log, because you're about to get a boss battle. Use your Force Psynergy once again to force the monster out of the stump and to the south. Follow him and make your way towards the stump in the middle on the next screen. When you walk towards the log in the center you'll see the monster jump to the south. Follow him, but get ready for his BIG counterpart to ambush you. It's now time for a boss battle against Killer Ape. This guy has a lot of health, and his attacks aren't too shabby. The first thing you want to do is cast all of your summons against him to do a good deal of damage (by now you should have at least one 3-Summon) to him. Now, Isaac should also have a nice new attack called Ragnarok that packs a huge wallop (it's my favorite looking attack in the game.) Have Garret use his normal attack (I equipped that Arctic Blade on him that I liked pretty much for this point in the game), use Ivan's Plasma and occasionally Impact on Isaac, and keep using Ply with Mia to keep your other party members alive. When you beat this Ape you'll get 1500 coins and Douse Drop that's required much later in the game. Head south once more to find yourself out of Mogall forest. Note: You can't go back through Mogall forest no matter how hard your try. Head east and go north over a bridge to reach Xian. ------ Xian ------ Note: If you do not have Force, do not bother about knocking over the log in Master Feizhi's temple, as you can't do it. Simply continue along on your quest, it will not affect your game in the long run. It may not look like it, but the building just north of you when you enter town is an inn. Stop there and heal up all of your characters. Right away you should notice a Djinn on a cliff in the eastern part of town. In order to get this, you're going to need Freeze. Mia should have this if you equip two Mercury Djinn on her. Now, you want to talk to the girl walking back and forth between the docks and near the cliff. Where you want her is 1 from the top and 1 from the right in order to be able to jump on the pillar once you freeze it from one side of the garbage blocking your way to the other. So freeze it, go up the stairs and hop over to the eastern cliff. You won't need to battle this Mercury Djinn, Mist. Now, head back across the ice and into the building right there on the cliff. Here you'll see a tree stump surrounded by a white line. Get *right* up next to that white line without physically touching it and use force to knock it down. If you didn't hit the white line the door will open and out come Feizhi and her father, Master Feizhi, discussing her visions. They also mention that Hsu is late and Feizhi will run out to find him. Now, Master Feizhi will come over and make you use Force on the log again. When you do this Master Feizhi goes into a long conversation about how you use Chi from your mind (aka Psynergy) instead of Chi from you hand like him. All of this doesn't really do anything for you, as you don't get any items or anything important, but you do get a little more feel for the plot. Now, head to the weapons shop in the northwestern part of the town and buy the latest and greatest weapons. You're now done in Xian, so head out of town. ------ On The Road Again... ------ The first thing you want to do is to go due north of Xian. Continue going past a forest and over a few bridges until you get to a small island. On just about all islands like this you'll find Djinn, and this is no exception. Here you'll find a Djinn in a random battle, so get ready for a fight. When you defeat him you'll get the Mars Djinn, Corona! Head back south until you get past the forest area and then head northwest over a bridge to arrive at Alpine Crossing. Here Feizhi will meet up with you and will start moaning about how Silk Road is blocked due to a boulder. Head north at Altin Crossing and you'll see the town of Altin. ------ Altin ------ You arrive in Altin and things are a mess. The water is overflowing and flooding most of the homes in the village. Head west a little and you'll see a statue that you can move. Use Move on it to enter a small cave with a treasure chest in it. This chest will give you a useful Psy Crystal that you'll want to hold onto for later. Head to the inn to rest up, then go down the ladder right in front of the inn. Head south to find a Water Monster who's spitting water into the lake that was once a town. He'll flee into the cave and you should follow him. Go a little north in the cave to find the monster hopping very slowly up a ledge and to the other part of the cave. You'll probably want to save this point and inactivate all of your Djinn. Hop across the ice and then slide down the cliff and press A to battle the Living Statue. These guys are hard core water, so fire attacks are simply devastating against them. Like most of the earlier bosses, he has a lot of health but his attacks aren't all that powerful. As always, cast all of your summons against him off the bat, then hit him with Ragnarok with Isaac, Heat Wave with Garret, Plasma with Ivan and either attack or Ply with Mia. Once he's been defeated, you'll obtain a frost jewel that lets you use Frost when equipped (note: Mia should already know Frost.) Go down the ladder and frost the puddle. Now, jump across the ice pillar and go out of the cave. You'll now notice that the water level is a little lower than it once was, but it's still not what it should be. Head to the east part of the town and go down the two ladders there. You'll now be able to go into the Mine Shaft called... ------ Altin Peak ------ To find the first Water Monster in Altin Peak you're going to want to follow the mine track for several screens. Eventually you'll arrive at a screen that has a large lake with another one of those Living Statues there. In order to get this guy, you're going to have to take the mine cart, so head around the bottom and Left walls clockwise to find the mine cart. However, you'll need to flip the switch a little east of the mine cart first in order to have the track go the correct direction to reach this water monster. After a roller coaster ride of sorts, you'll end up right next to the Living Statue, so save your game and inactivate all of your Djinn. Approach the Living Statue and press A when next to it to challenge it to a battle. See above for my strategy to beat this enemy. When you beat him you'll get a Vial that restores 500 HP and the water level will drain a little again. You'll now want to head back from whence you came (8) on the mine cart, then go east followed by south towards a ladder and a door. There is a treasure chest in this door, but it's blocked by a large rock that you'll need lift to get past (more on that later.) Head up the other ladder, and go clockwise until you get back at the door. Continue back along the track until you get to the next screen. On this screen continue going along the track until you see a door to the north that you haven't gone in yet. Proceed through this door and climb down the ladder in this room. Go through the door and head west. You'll see a train track going south when you get to the western wall, so go down from there. Here you'll want to change the switch to go west as opposed to east, then head north along the train track. When you reach the mine cart head in and find yourself across the lake next to a door. Proceed through this door. In this room head west until there's a fork where you'll want to head south. In the next room, don't go up the ladder until you freeze the puddle of water in between two ledges. Now that you've done that, head up the ladder and jump over the ice pillar to the other side. Go through the door to find a room with a mine cart and a Living Statue visible. Hrmmm, I wonder if you'll have to use the mine cart to get this living statue? ;-] Climb down the ladder from the ledge you were on and head west. When you see another ladder going up to a connecting piece of mine track (it's got jumps on either end) head north just to the west of this and freeze the puddle there. Don't go up that ladder just yet, though. Instead, go west some more and go up the ladder there. Flip the switch from left to right, then go down that ladder and up the ladder in the middle. Jump across the ice pillar and hop in the mine cart. You'll end up on a ledge northwest of the lake. Here you should climb down the ladder, save your game and standby all of your Djinn and get ready for another Living Statue battle. See above for strategies. By this time you may even be able to beat him in one round ;-]. Now, use retreat and head out of the cave and stop by the inn and weapons shops. Now, you want to go to the lowest entrance of the mine and follow the mine tracks. When you get to a fork near the beginning of the track, head right and continue until the track ends a few screens later. When the track ends, go clockwise in that room and then head south. In this part, you'll want to head east then start heading north. Keep going along the path to eventually end up a door that you want to go through. In this room, you'll see a Djinn on a ledge. Let's go get another Djinn! Go to the eastern part of the room where you'll see a stump and a puddle of water. Move the stump one square to the left and freeze the puddle. Head north and climb up the ladder. Change the switch when you get up there and head south along the mine cart. Hop across the ice pillar and stump and into the mine cart. You'll first go in the apparent wrong direction off to the right, but hop in the cart again to land just north of the Djinn. Head south and prepare for a battle. By this point Djinn really shouldn't be posing much of a challenge to you, especially if you use the right attacks against them. For example, fire attacks wreck havoc on this Mercury Djinn, Spiritz. Now, head back in the mine cart and get out. Head west to find a water puddle that, surprise, you'll have to freeze. Don't climb up the ladder quite yet, as there's another puddle you have to freeze a little further west. Now, go back east and head up the ladder. Ledge hop and go through the door. In this new room, take a left and head south for a long time until you reach a door. In this room, go north through a rock filled tunnel until you find a sign and a dead end. Read the sign that talks about falling rocks. If you didn't have Force by now Garret would get angry and kick the tree causes a boulder to come after you. If you do have Force, line up facing the tree stump and use force on it. A giant rock will fall and you'll automatically run away. It will cause a giant hole in the middle of the rail road tracks. Climb down the ladder then slide down the mountainside. Now, head to the north part of the hole and climb down the broken track as if it was a ladder. Head west to find a paved area that apparently was a secret buried deep beneath the mines. At this point you'll want to save your game because it's just about boss time. It's time to fight the final boss of Altin Peak. As always put all your Djinn on standby. Cast all of your summons against this boss to do a substantial amount of damage. Now, use Ragnarok with Isaac, Heat Wave with Garret, Impact on Garret and Storm Ray with Ivan, and Ply with Mia. This boss has a really bad attack and the fear of dieing really shouldn't be there. On his death you get 2400 coins and a Lucky Medal. Plus, you'll get a treasure chest behind the boss that contains the Lifting Gem that lets you lift large rocks in your way. Now, use retreat and heal your wounds in the Inn. If you haven't done so yet, get the latest weapons and armor from the shops in town. Once more enter the mine entrance at the lowest possible point. Go along the mine tracks until you reach the fork. Here you'll want to go forward at the fork, and use the Lift Psynergy that you got from that Lifting Gem on the brown rock there. The rock will now hover over your head allowing you to pass to the door. In this screen head left, but don't go to the far left unless you're really interested in getting a Vial behind a statue. When you head up the middle path there will be another rock there that, surprise, you have to lift. Continue along this path, and the next door you go through will put you back on the world map, this time near... ------ Lama Temple ------ There's not a lot of things to do in Lama Temple except go up to the main building in the northwestern part of town. Before you get there, however, there's a Psynergy stone that you really don't need but can get if you really want it. Walk in the temple to start talking with Master Hama (who is a girl by the way.) She apparently has the power of anticipation. After a lengthy conversation she'll reveal to you how to make Ivan use reveal (bad pun.) Reveal is a very useful tool to find hidden objects, doors and other things in the game and is required crossing the Lamakan Desert. During this conversation Feizhi who was off to find Hsu and the others earlier will pop in and said that the transfer did work. Then Master Hama and Feizhi will rush off to Alpine Crossing where Hsu is trapped. You'll want to follow them, but before you leave town jump the small stream to end up on the east part of town. Use your new Reveal Psynergy to reveal a chest that contains some Water of Life. Head directly east of Lama Temple to reach Alpine Crossing and to see the trapped Hsu. At first it appears there's no way to get to him besides going back through Altin, but once again use Reveal to open up a secret door. Pass through the small temple to reach the other side. Go up the rock and use Lift on it to free Hsu from the boulder. When you come back later the rocks will now be cleared and you can freely pass through Alpine Crossing. Once you save him you'll end up back in Lama Temple where the characters go on and on and on about whether or not Master Hama looked at Ivan. Sheesh, what bad storytelling. Leave the Temple Area and head southwest to reach... ------ Lamarkan Desert ------ When you first enter Lamarkan Desert you'll notice something different. There is a heat bar on the left, and if it reaches the top you will lose about 1/4 of your health on all the characters. To make the heat bar go down, you must find Oasases which are pulls of water surrounded by a circle of rocks. In order to find these pulls of water you'll need to use reveal. However, some of the rocks are traps, so use reveal when you're well away from them or you risk getting sucked into one and fighting a difficult monster. Head along the path for a while until you reach the first circle of rocks. Use reveal on this to reveal a pool of water that you should jump into. Continue along the path and at the first branch off go up it to find another rock circle that has water in it. Head northwest up the narrow path, and take the eastern path over the western one. Don't go in the rock circle at the beginning of this path because it contains a crab ready to attack you. Instead, continue along in that direction to find a rock circle after the path starts heading north that contains much needed water. After cooling down, continue up to reach the next screen. This screen is much more open than the other screen, so you have to know which way to go. Stay south, finding in the first rock group a treasure box with a potion in it and in the next one a pool of water. After cooling down, head north a little and go around the cliff there. Shortly after going around that cliff you'll find another pool, this one containing a water hole. Just northwest of there is the entrance to the next zone. However, don't go there quite yet, as we have a Djinn to get! Head all of the way north and the start heading east. You're not going to be able to get enough water to sustain yourself, so be prepared to do some healing. Once you get to the eastern wall, head one group of stones south then start heading back West. You'll see a rock formation that has a full circle with a semi-circle on its side (it looks like this: c0) In the small semi-circle you'll find the Jupiter Djinn Smog, who you'll get without a battle. Now, start making your way back north, then keep heading west until you get to the wall where you'll want to head south. Once you can move left to the next screen do so, and you'll find yourself in an area with several sand waterfalls. Simply run across these sand waterfalls to the other side and they won't cause much trouble. Keep your bearings along that trail until you reach a "dead end" with a sand waterfall where you'll want to use Reveal to reveal a hidden door to a cave entrance. Head around this cave and come out the other side. Cross the sand waterfalls and get ready for a tough boss battle. Here you'll see another "dead end", but before using reveal save your game! Now, use reveal on the sand waterfall to expose Manticore, who will scare you off. Approach him, press A and get ready for battle. As always use all of your summons against him right off the bat to inflict major damage. You have to watch out, though, as Manticore attacks twice every turn. So, you'll definitely want to just use Ply and Ply Well with Mia each turn (if you have Wish or Wish Well you will want to use that instead of Ply and Ply Well). As always, use Ragnarok with Isaac, use regular attacks with Garret, and use Plasma and occasionally impact on Isaac with Ivan. Manticore has some pretty lethal attacks that pack a whollop even after the initial attack has been done. Watch out for his pesky poison and curse attacks that will take health away from you each time that character attacks. If a character is poisoned, have Mia use Cure Poison on him, and use a healing item or Isaac's heal on that character to keep him alive. Manticore has about 1500-1800 HP, so don't expect to beat him in the second round as you may done with previous bosses. As long as all of your party members stay alive you should be able to squeak past Manticore. When you beat him you'll get a load of coins, a Psy crystal and you'll be able to pass through the hidden passage that he was blocking thanks to Reveal. Head through the tunnel going through the linear path. Head out of the door to get back on the world map. Head due north for a little, then cross a bridge to reach a small island. On this island is a new Djinn that you'll encounter in a random battle. Defeat him to get Vine, the Venus Djinn. Now, head south and cross the bridge going west. Continue going west until you reach the town of Kalay. ------ Kalay ------ Kalay is just bustling with tourists who are eager to board the ship at Kalay Docks that's heading towards Collosso. Head to the inn and buy the latest weapons and armor as usual. Once you're done with that, head to the north part of the town and up the stairs to reach Lord Hammet's castle. The guards won't let you in at first, but the Ivan (remember, he was originally Lord Hammet's servant) will persuade the guards to let you in. You then go meet with Lady Lana and engage in an exciting (sarcasm alert) emotiocon conversation with her. She talks about how she can't declare war on Lupna or they will kill Lord Hammet. Once she's done talking the talk (which, by the way, will take a very long time) head out of the castle and down the castle stairs. Head into the inn, but instead of taking a rest talk with *everyone* in the inn in all of the floors of it. Now, head out of the inn and out of town. But before you can leave the tour guide summons everyone up and in a very pointless and very long conversation the tourists will finally make their way to Kalay Docks where the ship to Tolbi will be. Once that's all over, head out of town and start heading north. You'll reach the bridge that was broken earlier when Lord Hammet tried to cross it with his caravan before heading to Lupna. Now that the bridge is fixed, freely cross over it and the bridge just north of it to find yourself back in Vault. In most of these old towns there are now Djinn to get that you couldn't get before. ------ Vault...Again ------ Head to the northwestern part of vault and go up the stairs there. Continue past the graves and over the bridge. Keep going counterclockwise until you reach a large tower where you should climb up. Ring the bell on this tower to have the Djinn jump to the ledge to the east. Now, head clockwise back around the town until you get to a bunch of graves with a dog near them. Use reveal on this area to expose a secret ladder in the middle of the graves that leads to the Vault caves. Head down this ladder, and don't fight the treasure chest that you see immediately because it's actually a Mimic. Instead, head west and then north and go through the door. The next room you'll enter has some water in it with several underwater doors and ladders. Head east and then go down the stairs to find a room with a movable torch. Move this onto the Flame square on the ground to open the gate there. Head through the door to find a room with a *lot* of water drops in it. Head north to find a door obstructed by a group of leaves. Use Ivan's Whirlwind Psynergy to open up this door. In here there's a treasure chest that has an item that will boost your attack when equipped, which is quite useful. Head back down and climb down the ladder. Freeze all of the water drops here expect for the eastern most drop, then head back up the ladder. Hop across all of the ice pillars you just made and enter the next room. In this room head down the one ladder and then up the ladder to the left of it. Head into the door, then go east a little and up the stairs. Flip the switch here to force the water into the room you were just in with the two ladders. Head back into the previous room and go down the stairs in the south part of that room. Go down the stairs again to find a room with several torches. Push the torch that has a flame on it on the flame switch to open the gate. Now, go through the gate and through the door. Take the stairs to the west and continue south through this room. You'll now be able to go down the ladder that once was drowned by water. Do so and proceed through the door into the next room. In here hop over the gap and up the ladder. Go to the next room and out the door to find yourself right under the Djinn. Go up the stairs to get the Venus Djinn Sap without a battle. Head back into the cave and use retreat to go back to the beginning. Climb up the ladder and then proceed out of Vault. ------ Bilibin Cave...Again ------ While there are not any Djinni in Bilibin Cave, there is are some useful items. Head northeast of Vault to find this cave. Here's a description from Thomas Kim [tdkim@umich.edu] on a good way to get a few items: "Enter the cave from the normal entrance. In the room with ice pillars, use douse on the fire that's not on a pillar. An ice column should automatically form. Exit the cave from the entrance you came in, and then take the alternate entrance (the one after climbing the vine). Where the open treasure chest is, use Reveal where the suspicious stone formation is and a door will appear. Use douse on the fire in the next room. Now you should be back in the ice pillar room. Go left and jump towards the ledge on the left side of the screen and proceed to the next door. Inside, you will get a water of life and Psy crystal. If you decide to head back towards the lighthouse, you can get Herme's Water again. You can use Herme's Water like a potion or sell it for extra cash." Once you're done with this task, head back towards your home town of Vale (located to the west incase you forgot.) ------ Vale...Again ------ Yes, there is a Djinn in your home town as well. However, before you go get this Djinn go get a power bread that's located in a cave behind the Shop in town. You'll need to use Ivan's Whirlwind Psynergy on this (equip just Wind Djinn on Ivan to get this Psynergy) bush blocking the entrance. Thanks to Michael Sutton (suttmi@selwyn.ca) for this tip. Now, go west from Vault across the bridge, then go north to find yourself back in Vale. The Djinn in Vale is in the far western part of town, behind the fenced in area next to Kraden's house. So, climb up the staircases then start making your way west across the bridge. When you get to the fence next to Kraden's house you'll notice a large, brown rock. Guess what, it's time to use that Lift Psynergy (!) Lift up the rock and proceed north to the next screen and then into the cave. Head north as soon as you get into the cave and you'll notice a circle of stepping stones on your left. At first it appears it's impossible to cross these stepping stones, but a true RPG gamer knows that rarely are there complete dead ends in RPGs. So, use your Reveal Psynergy to reveal a hidden square in the middle and hop across to the other side. Climb up the ladder and go through the door. In this room jump across the stepping stones and hop onto the platform to the west. Face the large box and move it into the water to create a makeshift stepping stone that you can use to jump to the log above you. Roll this log all the way east go through the door here. In this room take the western path and head north. Keep following the path all the way until it gets to a door. Go through the door and push down the logs on either side into the river. Now, slide down the cliff via the indentation on the western cliff and push the horizontal log north. It will slide across the two logs and allow you to hop to the ledge to the north. Proceed along the hallway until you get to the next room. In here you'll see the Djinn you're after. There's also another very important item that you'll need to get another Djinn *much* later in the game, along with this Djinn, the Halt Gem that's in a treasure just right after you climb the ladder to the north of the door. Once you get the gem, head south towards the Djinn who will slide down the cliff. Follow him and he will continue to run away. So, head down the cliff and use the Halt Psynergy that you get by equipping the Halt Gem on the Djinn. This will freeze him in his place, and simply go up to him to get Kite, a Jupiter Djinn. Head through the door and continue south eventually getting out of the cave. Before you head back to Kalay, take this time to round up any Djinn that you may have forgotten to get earlier in the game. If you have all the Djinn, head back from whence you came (hrmm, I haven't said that in a while... I think it's 9 now) all the way back to Kalay. When you get back to Kalay heal in the Inn and then proceed to Kalay Docks which you can get to by simply going around the south pole of the caves. ------ Kalay Docks ------ Note: If you have not yet talked with the tourists in Kalay and went through the cut scene with the missing passenger, please go back to Kalay and read the topic about the tourists in that section. Second Note: Before going on the ship, I recommend going back and getting all of the Djinn that you don't have up until this point. Not only is it more convenient to get these Djinn now, but you will definitely need a good bit of Djinn for the boss battle on the ship. See the previous sections for more information. As soon as you reach Kalay Docks Garret will run out and look at the Sea that's not really an Ocean. Someone in town will correct him, and so unfolds another pointless plot development. Once Garret is done, head into the building directly north of you. Talk to the lady at the counter to buy your ticket for going to Tolbi for 800 coins. Once you've bought it, head out of the house and go west to the docks to board your ship. When you get onto the ship head over to the captain to find a crew mate and the captain talking about not setting sail due to monsters. The captain will come around and decide that the ship should sail, but a crewman won't agree with him. You'll notice that he's up to something as he runs off into the Captain's Quarters. Follow him and he'll uneasily sneak back to the top of the ship. Jee, could he have done something wrong? any ways, head into the room at the northern part of the ship and head to the northern part of that room. Several warriors /passengers will start to get impatient about the ship not setting sail and will rush to the captains quarters to persuade him. Follow them down and enter the room in the southern part of the ship. Climb up the ladder here and talk with the guy blocking your path. In this (like always) pointless and dull conversation the captain will realize that his Anchor Charm is gone. Also, there will be discussion about the sea being a dangerous place due to the monsters, and it's going to take passengers to help row incase some of the rowers get hurt. Once you get command back of your character, head out of the room and go to the observation deck which you can get to by climbing up a ladder in the middle of the ship. Press A when you get up on the plank up here to find the Captain's Anchor Charm. Now, go back in the Captain's Quarters and give him the charm. After doing that it's time for *another* conversation where you'll be volunteered for helping to protect the rowers down below decks. Once you're back in command head to the crew quarters (the room at the top part of the ship) and head down the *very* hard to see stairs that are directly behind where the tour guide is standing. Once the crewman stops talking down here you will finally set sail. Sailing, at first, is pretty interesting. It cuts back between the different people doing different jobs and the actually try to avoid the monsters. However, this sequence is going to repeat 3 times, so it starts to get tedious after a while. Each time a monster attacks, 1 of the row men will go down and you'll want to head upstairs and pick a member of the passengers to replace him. It really doesn't matter who you pick, although you can actually get to Crossbone Island as a detour is you pick the following people in this order (thanks to dbzman@ptd.net): The lady with the green skirt, then the lady with the blonde hair and a brown skirt, the old, bad guy, then finally the Merchant who is not near the staircase. According to Camelot's Japanese web site, you need to have a "weakness of power" on the right side of the ship in order to visit the island early. So, stick strong people on the left and weak people like the Chef on the right. The first enemy that you encounter will be three Man O' War squids. These guys are basically just normal enemies and you shouldn't have many problems against them. Once those squids are defeated, the crewmen will come down and realize that a rower is unconsci