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    الموضوع: الحل الكامل لجولدن صن(انجليزي)

    1. #1
      التسجيل
      13-11-2002
      المشاركات
      9
      المواضيع
      6
      شكر / اعجاب مشاركة

      Post الحل الكامل لجولدن صن(انجليزي)

      _____
      / \
      / ___ /
      ___ __ _ / | \/
      / _ \ /_ | / \__ ____ _ _ | | ___ ___ _ _
      | | \ \ __ || \ __ \ /___ \/_|/_\ | \ /_ //_ | /_|/_\
      | | |/ /_ \|| /| \ ||___|/ |// \\ | \ / / | | |// \\
      | | __ || \ || || |||__/ || \\ \ \ / / | | || \\
      | \/_ ||| ||| || || \ || || \ || | | | || ||
      \ \| ||\__|||__| \__|/\ \_| || // \ |\ \___/ |_ || //
      \___ | \__/|__/\____/ \__/ |/ / | | \_____/|_/ |/ /
      || /\___| /
      |/ / /
      FAQ by the_dead_cow \_____/

      ============
      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
      the_dead_cow@hotmail.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...CREENSHOTS.PHP
      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
      GET QUICK HELP AT MY FORUMS:
      HTTP://WWW.NIN-GAMING.COM/~COMICSOFT.../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/gameboyadva...79896_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...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 unconscious. So, go upstairs and talk to someone to make them
      a replacement. Pick someone, head downstairs, and get ready for the process of
      setting sail to begin again. The next group of monsters to attack are the
      Lizard Monster and two rabid bats. If you used any summons in the previous
      round, walk back and forth along the top part of the rowing deck to get your
      Djinn able to set inactive again. Then, head down and get ready for a battle.
      These guys are a little tougher than regular monsters because that Lizard Man
      has a little more HP than usual. However, one summon should beat them pretty
      handily, or just regular attacking. Now, go replace another oarsmen and get
      ready to set sail. Before you pick a passenger to row, I'd recommend healing
      all of your characters. Once the ship gets sailing again you'll be attacked by
      two Man O' Wars and a flying blue bird called a Virago (sort of sounds like
      Viagra). Once again, these enemies are pretty easy. One summon or just a few
      psynergy attacks will take them down pretty handily. Go replace *another*
      crewman and get ready to set sail again. Suddenly it will be attacked again,
      this time by a monster that actually means business.

      Here's some information on Krarken from Aditya Durgam [adurgam777@hotmail.com]:
      "I have some info on the HP power of Kraken, the water demon you encounter on
      your way to Tolbi on the ship. Kraken is the fourth monster/ beast you
      encounter while sailing.
      -He knows Ply Well, so be carefully.
      -He has approx. 2447 HP. It would be best if you used all the appropriate
      summons with the respective elemental adept (Thor with Ivan, Judgment with
      Isaac, etc.). I works better that way (duh)."

      Head up to the deck of the ship to fight Kraken. However, make sure you're all
      healed up and have all of your Djinn inactive for this battle, because you will
      probably need them. Kraken, just like the last boss you faced, will attack
      twice each round, so you have to be prepared for taking twice the damage. Once
      you've cast all of your summons, start using Ragnarok with Isaac, Heat Wave
      with Garret, Impact on Garret with Ivan, and Ply Well then Wish (get this when
      the four water Djinn on her get set after a summon) with Mia. As long as you
      don't let your party members die, you should be able to defeat Kraden without
      that much trouble, although he is tough. When you defeat him you'll be awarded
      5200 coins and some Water of Life. Now, go select another oarsmen and get
      ready for the ship to set sail. This time, though, instead of seeing a
      monster, the guy on top of the mast will spot land and you'll arrive at Tolbi.

      Once everyone's said thank you and the likes, head off the ship to arrive at
      Tolbi Docks.

      ------
      Tolbi Docks
      ------

      There isn't a whole lot to do in Tolbi Docks. There's a simple puzzle to solve
      that involves moving those boxes at the northwestern part of down so that they
      allow you to jump from the ledge next to the house to the ledge 4 spaces down.
      When you hop across them and go up you can find a treasure chest that has a
      potion. Now, head out of Tolbi Docks and go into Tolbi.

      ------
      Tolbi
      ------

      Tolbi is a bustling town that's loaded with tourists getting ready for
      Collosso, an event sort of like the Roman Gladiator games where warriors battle
      one each other in front of crowds of cheering people. Usually in a town you'd
      head for the inn, but because the town is so packed there are no rooms
      available for you to sleep! Instead, head to the weapons and armor shop in the
      southwestern part of town to buy the latest upgrades. Now, remember all of
      those game tickets and lucky medals that you go earlier in the game? It's now
      time to cash them in the gambling capital of the world, Tolbi. Head to the
      fountain in the middle of the city and throw in a lucky medal. If you can get
      it to stay in the bulls eye you'll win some handy armor. Next, head to the
      shop with a die on top of it (that's singular for dice) which is located in the
      northeastern part of the town. In here, talk to the man on the left to start
      playing craps. This game is *insanely* easy to win coins at, so you shouldn't
      have any problem scoring a good deal of money if you play it for a while. Once
      you're done there, head for the large stairs located at the northwestern part
      of the town. Two guards will stop you and ask if you've seen Babi. They'll go
      on their way and you should keep going up the stairs to arrive at Babi's
      palace. Head to the door along the north wall that's all the way on the left
      to enter a room with a lot of beds. Talk with the lady at the desk and she'll
      get you beds to sleep in, which will restore all your health and PP just like
      an inn. Once she's shown you the beds, simply press A when facing one of them
      to go to sleep. Once you're done sleeping, go out the door of the room with
      the beds in it, and go up one of the large staircases on the left or right.
      Head north through the hallway to overhear a conversation talking about how
      Lord Babi is somewhere in Altimer Cave, but no one can find him. Naturally, it
      will be up to you to find him, but let's save that for just a little later.
      Now, head out of the castle and go to the second floor of the inn which is
      located in the northeastern part of town. Here you'll see a Djinn, but we
      won't get that one quite yet. First, take you shots at the slot machine here.
      Thanks to AlphabetMan of the GameFAQs.com message boards for this information
      on the slot machine and odds of winning:
      (working from the center outward)
      •Center Blue Circle: Assassin Blade, 90%
      •Center Blue Circle: Earth Shield, 10%
      •First Yellow Circle: Earth Shield, 70%
      •First Yellow Circle: Assassin Blade, 30%
      •Second Blue Circle: Defense Bracelet, 50%
      •Second Blue Circle: Spirit Armor, 50%
      •Second Yellow Circle: Spirit Armor, 50%
      •Second Yellow Circle: Adepts Helm, 50%
      •Clear Circle: Water of Life, 20%
      •Clear Circle: Adepts Helm, 80%
      •Outer Circle: Water of Life, 70%
      •Outer Circle: Adepts Helm, 30%
      •FAR Outer Circle: Potion, 70%
      •FAR Outer Circle: Water of Life, 30%
      Here's some additional information from Rotevni: You can also get a Ninja
      Hood, and a Burning Axe. The stuff you get varies depending on how many of the
      crabs or turtles you bank off of.
      Note: there are other items to get but these are the most valuable ones. Once
      you're done in there, head outside and let's go get that Djinn. Head south and
      out of the gate in town, but don't go out of the city so that the world map
      would come up. Instead, stay very close to the outer cliff of the city and
      proceed counterclockwise until you come to a vine. Use Growth on this and
      climb up it. Once you climb up the vine you'll see a pool of water. Surprise,
      surprise, you have to freeze that puddle of water. Do so, then head down the
      vine and go back into town. Go up two stairs facing east to find that ice
      pillar you made. Hop across it to get the Mars Djinn Ember without a battle.
      It's now time to exit the town and start looking for Babi in Altimer Caves.

      ------
      To Altimer Caves
      ------

      >From Tolbi, start heading northwest along the dirt path. Eventually you'll
      start heading in more of a due north direction, and there will be a bridge
      going west. Take this bridge and run around in this location trying to draw
      random battles. In this forresty area should be a Mercury Djinn. He's really
      not very hard to beat, especially if you've defeated Kraken on the ship.
      Simply use fire attacks with Garret and do what you always do with the other
      characters to beat him and get the Mercury Jinn, Hail. Head back northeast
      from this area and across the bridge. Continue heading east for quite a while
      until you see a bridge to the north of you. Don't go up this bridge quite yet,
      because there's another Djinn to get. Keep going east hugging the coast line
      until you get to the Northern Parts of Kalay Docks. Simply walk down to get
      the Venus Djinn Ground without a fight. Now, head back north to that bridge
      and cross it. Keep heading north until you enter...

      ------
      Altimer Cave
      ------

      Head north along the hallway and notice how the cave starts to get darker.
      This can be a hassle later on when you have to solve moving around rock puzzles
      with only a small amount of light. One way to combat this problem is to use
      Reveal which will expose a large area of ground being lit. any ways, keep
      heading along the hallway as it does a U-Turn. Go through the door when you
      get to it to reach a room with several rocks blocking your path. Use reveal to
      get a better view, or simply go left, then up a square, then go to the right,
      then up to the stairs. The next room you enter will have a few lighted spots,
      which can be helpful. Head west in this room and head along the hallway. At
      the fork head left to find an outline of a man. Talk to him and get very angry
      at your stupid party members for not realizing that this invisible man is
      actually Babi. The invisible man talks about how he can't move because he's
      out of Draught and it's up to you to go find him some. He'll go into a really
      confusing explanation on how to get the draught from the puzzle below. Just
      disregard it because I'll reveal the information later on ;-]. Once you get
      back in command head past the invisible man and go down the staircase there.

      Head west and then south along the hallway. Keep heading along the wall even
      though there appears to be a path going north that you can take. When you get
      to a fork head right and when you get to the top wall start heading west. Go
      down the door when you get to it. Someone let there be light in the next room,
      which is quite helpful. Head down the steps and then up the stairs to the
      north to get another Djinn. Before you get that Djinn, however, you'll have to
      solve a log rolling puzzle. Push the vertical log in your way right, then push
      the horizontal log at the bottom north. Now, freeze that puzzle in the middle
      and head around the rocks on the bottom. Push the vertical log back left.
      Now, you have to push the lower of the two horizontal logs down by going behind
      the log that's sticking up on the western part of the screen. After pushing
      this down, push down the top horizontal log and continue on to the Djinn.
      Warning: You will have to battle this Djinn, although it won't be too hard.
      Once you defeat him you'll get the Jupiter Djinn Squall. Now, head back east.
      Push the logs out of your way so that you can get east and push the wooden
      stump into the gap in order to jump across to the ledge and the door.
      Unfortunately, the light that was once there is now gone, and you'll have to
      operate in the dark again. Head south along the hallway and then start heading
      west. Keep heading west until you reach a large wall of rocks. You can get
      through this rock maze by heading south, then head north when you see a rock
      break (try using reveal for a better view.) Head east, and then north when you
      get back into the hallway. Start heading west until you get to a staircase and
      go down it. This next room will be lighted, which is nice, but you do have a
      log maze to solve. Push the first vertical log left, then go southwest until
      you find a staircase. Go up the stairs and head counterclockwise all around
      the wall and slide down the cliff. Push the vertical log to the left and enter
      the door.

      You'll enter a room with 5 rocks. Use reveal to find out the colors of them.
      The correct rock that you want is the rock that makes a chime sound when you
      press it. So, press the left most rock, then the right most rock to reveal a
      color wheel. Press the rock that's color is on top of the color wheel three
      different times until you solve the puzzle. The color wheel will pseudo and
      reveal a door. Enter it and open the treasure chest in it. Inside of the
      treasure chest is, you guessed it, the draught that the invisible man wanted
      you to retrieve. Now, use your Reveal psynergy then go back to the invisible
      man. Talk to him and give him the draught. He will eagerly drink it and
      reveal himself as Babi (didn't guess that one a lot earlier.) Lots of talk
      will ensue about Babi using Lamarkian powers to keep himself alive, and
      eventually the guards will come and inform Babi that the finals have begun. As
      he starts to walk off, he'll invite you (as in Isaac alone) to enter in the
      finals of Collosso. Once you finally get command of your character again,
      retreat out of the cave and start heading back southwest to Tolbi.

      ------
      Collosso
      ------

      Before I start discussing Collosso, here is how to get the general Psynergies
      listed below:
      Growth - Equip an Earth Djinn on Garret
      Frost - Have only Water Djinn active on Mia. Also try equipping the Frost Gem.

      When you get back to Tolbi, head to the castle which you can get to by going up
      the stairs in the northwestern part of the town. Head into the room with the
      beds that, if you remember, you can get to by entering the small door on the
      left. Once you're all rested, head out of the castle and go north up the main
      path in the middle of the town. Here you will reach the stadium. Head up the
      stairs on the right to have the guards recognize you and take you to the
      briefing room. Here you'll be told that only Isaac is entering the finals, and
      the rest of your party members can only cheer Isaac on. However, the other
      party members will have important roles. Before each round begins, there is an
      obstacle course that you have to get through quickly in order to get the best
      weapon in the center rink. There are also nuts and oil drops in treasure
      chests that you can get that will help you a little in battle. So, the
      characters get to use 1 Psynergy before the match begins and can do useful
      things such as grow vines to find shortcuts and freeze ice to hop over easily.
      Once all the guards stop talking in the preparation room you'll be taken to the
      stands of Collosso. He'll explain the rules of the obstacle course. Now, go
      up to the first guard and get him to explain what the first event is like.
      He'll show you a snippet of what the first leg is like, then ask if you want a
      friend to cheer you on. Select Garret for this task. The next stage you'll
      want Mia to go cheer. The following one you'll want Ivan, but make sure that
      he has a growth spell on him. Take a look at the 4th and final leg of the
      course, although you won't need anyone to cheer for you there. Now, go all the
      way back to the guard who's along the south wall. Talk to him to go back to
      the Preparation room.

      In this room go over to the circle that's all the way to the right. Step on it
      and watch as the contestants are told that the matches are about to begin.
      Once you leave the preparation room, you'll take command of Garret in the
      stands. Use his Move Psynergy to move the stump to the left. Have Ivan use
      grow on the vine, and have Mia just talk to the guard to say that she's ready
      for the match to begin. Now you will take command of Isaac. As soon as you
      can save your game in case you lose against the competitor you're facing. In
      this first round simply jump over the gap thanks to the stump that Garret
      moved. Right after there you'll see a stump that's in the way of a path. Move
      that to the right and go up to get the treasure chest. The next leg has a pipe
      that you need to push west to make the water flow. Once you do that, jump
      across the gap thanks to the now elevated platform. Now, go further right and
      climb up the vine that Ivan grew. When you get up here you'll see a path going
      north that gets to a treasure chest that you'll want to get. The next screen
      has two logs. If you just want to get across and don't want to get the nut
      this is very simple. However, if you want to get the nut (I recommend it
      because the other guy is slow getting there) take the vertical log right, then
      go up and take the horizontal log down. Get off that and take the vertical log
      back left. Now, climb back up the ladder, take the vertical log right and
      hopefully you'll get there before the other player. If you get there first
      you'll get the iron shield which will help in your defense.

      Your first enemy will be Azart. The first thing you'll want to do, like
      always, is cast your one and only summon against him. Judgment will do about
      315 damage to him. Now you'll want to use Ragnarok against him for the next
      round. You'll now be down to about 50 or less HP, so you'll want to use Cure
      Well on yourself. Continue using Ragnarok and Cure Well on him, with the
      occasional helpful Djinn if you need it. After he wastes both his nuts just
      keep pounding him until he goes down. He really shouldn't be overly tough, and
      you should get an easy first round victory.

      Once you win you'll be taken to the next set of stages where once again you can
      get your characters to lend a helping hand. Take this time to put all of your
      Djinn on standby. Take a look at all of the stages first to get an idea of
      what they're like. In the first stage you can get Garret to cheer for you, but
      moving the statues around isn't going to help you one way or another. The
      second stage doesn't require anyone in it either. Put Mia in the 3rd stage.
      No one can help in the 4th stage, so don't worry about it. Stick Ivan at the
      5th place simply because you need to put him somewhere and head back to the
      guard at the entrance to the stands. In Lend A Hand mode have both Ivan and
      Garret talk to the guard to say they're finished. Have Mia freeze the western
      puddle and then get ready for the match to begin.

      As always save right at the beginning of the Obstacle Course. The first screen
      is very easy to solve, just head around the blocks. On the next screen, make
      sure you jump twice when the blocks are in the center. When you get the
      western most block, head up and get the treasure chest which is a nut. Head
      back down onto the block and continue left. On the next screen take the bottom
      log left. Head down the stump to the ledge and hop over the ice pillar to the
      other side. On the next level climb the wall. When you get to the top head
      left and slide down the MIDDLE crevice. Hop over to the next screen which is a
      simple log puzzle. Basically you just have to move each log twice, once to the
      left then once to the right. You shouldn't have that much trouble getting to
      the rink first.

      It's now time to fight Satrage. This guy has a little more HP than his
      predecessor and does a little more damage. Get him with Judgment right away,
      then use the Ragnarok/Cure Well strategy that you used before. Once again he
      shouldn't pose that much of a threat to you. Once you beat him you'll once
      again be taken the next set of stages. This one is pretty dang hard, so make
      sure to study all of the stages before you start.

      As usual, inactivate all of your Djinn before you start placing your friends.
      In the first stage you'll want to put Mia who has freeze. In the next stage
      put Garret who has move. Don't place anyone in stage three, nor stage four,
      nor stage five, and just stick Ivan at stage 6. However, if you have the Halt
      Gem (found in Vale) stick it on Ivan and stick him in Stage 3 with the moving
      wedge blocks. Head all the way back west to go the guard to start the next
      match. When you start to Lend a Hand have Garret move the stump one to the
      right. Have Ivan use Halt on the man pressing the lever, and have Mia freeze
      the puddle that's under the moving lever.

      It's now time for the Final Round obstacle course. This one is the toughest
      yet. On the first screen just run past that log and hop over the two gaps. On
      the next screen hop to the first stump, then head down to the stump that Garret
      moved for you. Keep going right until you get to the next screen. This next
      stage is pretty tricky if you didn't have Halt to freeze the man controlling
      the pillars. Take you time going past the moving traps that will push you off.
      If you get really good you can get past two at a time, but don't push your
      luck. Ignore the easy to get treasure chest because you'll need all the time
      that you can get. The next stage, the wall, is pretty straightforward. Just
      climb primarily sideways until you get to the top. Go down the stairs and run
      across the conveyer belt. The final stage is another log maze. On this
      screen, DON'T PUSH THE LOG WHEN YOU GET THERE. You'll lose a lot of time if
      you do this. Instead, run past and push all three logs to the top, out of the
      way of the log. Then push the vertical log into the water and hop across to
      the rink. Hopefully you'll beat your competitor and get ready for a battle.

      It's now time to battle Navampa, the final Collosso competitor. He'll have
      much more health than the others and do more damage. Use the same strategy
      that you've used for the previous two, summoning firs then using Cure
      Well/Ragnarok. Even though he has more HP and does a little more damage, he's
      really not too hard to beat as long as you remembered to inactivate your Djinn
      so that you had a 4 Level summon available. Once you beat him you'll collapse
      from exhaustion and eventually end up in your bed in the Castle. The
      characters will be annoying as ever and start talking about how you collapsed
      after Collosso. Once you're finally done and you're back in command, head out
      the door to that room and go up the stairs. Go up the hallway and through the
      big door to meet Babi once more. He'll start talking about how he needs more
      draught and that the only place to get them is an island long disappeared.
      Then he asks you to go to Babi lighthouse to find the island. He'll also give
      you the Lure Cap which you can use to encounter more monsters than you usually
      do, which is useful in leveling up for bosses.

      Once you finally get command back of your character, follow Babi off to the
      west and down the stairs. Go through the door and take the item on Babi's
      desk. This is Babi's sacred Cloak Ball and he says that he will lend it to
      you. It's now to time go rescue Lord Hammet from Lupna.

      ------
      To Lupna
      ------

      Head out of the palace and continue south out of town. Head south along the
      dirt path until the path starts going east. Follow it east for a while until
      you reach a cave. Once you enter you'll be inside of Gonodown Cave. At the
      first fork head west and continue north through the door and into the next
      room. In here you'll find a large rock that you'll have to use the Lift
      Psynergy to get past. Keep going along this hallway and into the next room.
      In this room there will be a small amount of water in the middle with a few
      stepping stones to a ledge with a treasure chest. This chest contains a Lucky
      Medal that can be useful in obtaining items back in Tolbi. Head across the
      stepping stones the north and go back west a little until you find a treasure
      chest. In here you'll get an Apple that will boost your attack. Once you've
      done that head east along the wall until you reach the next door. Head up the
      staircase and then head south to arrive a log that's in your way. Use your
      Move Psynergy to move this log to the west and get it out of your path. Keep
      heading east until you come to a tree that you have to Move into a gap so that
      you can cross the path. Hop the gap, head south and go through the door to get
      out of the cave.

      Head around the cliff and then start heading north to reach Kalay. You have no
      business in Kalay at the current time, so head right past it and start heading
      north. When you cross the bridge head northeast and cross another bridge to
      find yourself outside of Vault. As with Kalay, you have no business in Vault
      at the present time, so keep heading past it to the north. After going north
      for about 15 seconds you'll see the town of Lupna and an entrance to a cave a
      little to the west of it. You'll want to enter the cave entrance because the
      guards won't let you through the gates. In this cave head north along the
      hallway until you reach a gate. Under this gate you should see a small puddle
      of water that needs freezing. Do so to have the gate open up allowing you to
      pass through. Keep heading along the hallway and out the door to find yourself
      inside the town of Lupna.

      ------
      Lupna
      ------

      Note: To beat Lupna's fortress you'll need the Cloak Ball that you get on the
      desk of Babi and also Catch which you get by equipping Catch Beads (you have
      this even if you don't think you have this.)

      Things in Lupna look pretty cheerful, and the villagers of the town won't have
      any problem with you roaming around the town. However, if you try to buy the
      latest weapons and armor you'll find that they dealers have nothing to sell
      because no one can get in and out of Lupna (well, except for you ;-].) The inn
      won't be much help either, because for some reason the owner of the Inn has an
      attitude and won't let anyone stay rest in his beds. There are a few items to
      get in Lupna, though. Head to the north part of town to find the northern
      gate. Here there will be a small rock in the middle that you will want to
      reveal. On revealing, you will find a puddle that you should freeze. Then,
      head up the ladder a little to the west and hop over the ice pillar. Make sure
      that you don't step out of the reveal area or the ice pillar will disappear and
      you'll have to do it again. Once you're to the other side, keep heading
      clockwise until you reach an apparent dead end. Use reveal on the cliff to
      find a small sparkle that you should press A against to reveal a hidden
      entrance. Go through here to find a room with a ton of treasure chests in it.
      Here's what they have:
      Water of Life Smoke Bomb Lucky Medal Antidote
      44 Coins Elixir
      When you get all of the items you want in this room, head back counterclockwise
      and slip down the crevice in the side of the cliff that's next to the Potion
      shop. Head to the southwest part of the town to find a small rock circle that
      has a Psynergy stone in it.

      Once you're done with everything, head to the north pat of the town to find
      yourself at the Lupna Fortress Gate. You'll notice some guards here, and the
      only way to get past them is to use cloak. So, equip the Cloak Ball that you
      got from the desk of Lord Babi on one of your characters, get in the shadows
      and use the Cloak Psynergy. Why do you have to be in the shadows to use Cloak?
      Well, if you go out of the shadows it won't work, which can get quite annoying
      later in this cave. any ways, sneak around in the shadows and go into the
      Fortress. At this time you'll want to set Cloak as one of your Hot keys (the L
      or R button) for quick going to in the future.

      Here's some information from Aditya Durgam [adurgam777@hotmail.com]:
      "I have some information on the first group of three guards you encounter in
      Lunpa Fortress: Guard #1 has anywhere from 248-492 HP; Guard #2 has anywhere
      from 353-704 HP; Guard #3 has anywhere from 247-493 HP. Guard #2 has a smoke
      bomb. Guard #3 does approx. 81 damage with his regular attack. Guard #1 has
      some weird attack called "Slice". By beating them, you get 570 coins and some
      "Crystal Powder".

      Also, I have info on the second battle with the other guard. Here, he has
      anywhere from 402-446 HP, most likely 446 HP. He has a smoke bomb. If you beat
      him, you get 190 coins and approximately 160 experience points."

      Head through the first door and go off to the right. There will be two guards
      here that you have to sneak past in the shadows, so use cloak to get by them.
      Go down the stairs and as soon as you get into the next room use Cloak. Go all
      around the center rock counterclockwise to sneak past the guard. When you get
      to the top your cloak will go away, so make sure to re-Cloak or risk getting
      thrown out and having to start over. Head through the door and then stop. Put
      on cloak and wait a few seconds for the moving guard to come up. When he
      branches off to the left sneak past him south and go through the door. In the
      next room use Cloak right away and start heading south along the shadows. Head
      up the stairs here and once again turn cloak on. Here there will be two guards
      going back and forth quickly in two separate hallways. Between the two guard's
      light will be a crevice where you can hide until the top guard goes back and
      you can sneak past him too. So, when the first guard starts going west sneak
      past him and into the crevice. When the next guard goes past sneak past him as
      well and go into the next room. In this room don't go up the stairs but
      instead go along the hallway until you get to a door going south. In here
      there will be three guards in red that want to battle you as opposed to the
      others who would kick you out. These guys aren't the least bit tough, and 1
      4-Level summon should knock these guys out. Once they're defeated run past
      them and go the next room. Go along the hallway in this room to come to a
      guard who will, like the three before him, want to fight. He's just as hard as
      any one of the three previous guards, so you shouldn't have any problem with
      him. Once you're done with him there will be two doors, one going north and
      one going south. Head through the door going north first to reach Donpa, who's
      sick in bed, and his wife by his side. There's a door behind her that she
      blocks you from entering, so simply talk to her and see what she has to say
      then leave. Go through the door to the south to find a rather tricky guard
      (you may want to save prior to going in this room.) Right as you enter this
      room use Cloak and stay where you are. When the guard reaches his highest
      point on the left, wait for him to go down a little then start heading south.
      You should be able to sneak past him and get to the next room.

      The next room pits you behind some jail bars with a large key on the desk in
      front of you. To get this you'll have to use the Catch Psynergy that you got
      in the beginning of the game when you left Vale for the first time. Look
      around for the Catch Beads item and equip it. Go up to the bars and press
      Select to bring up the in-game menu. Go to Psynergy and use Catch to bring
      yourself the key. As soon as you go through the gate a guard will challenge
      you to a fight. He's as easy as ever, and you shouldn't have any problem
      defeating him rather handily. Continue down the stairs to find another room
      with bars in it. You need not go through the bars as the door in there leads
      you to the start of the Fortress. Go down the stairs and find yourself in a
      room with a locked door an some leaves to the west of it. Use Ivan's Whirlwind
      Psynergy to clear the leaves. Next, use Reveal to find the hidden switch that
      you have to hit which opens the door. In the next room hop across the small
      river gap and go northeast. Here you will find a door concealed by some
      shrubs, so whirlwind then reveal the door to go through it. In this room head
      through the path in the middle to find a treasure chest with some Power Bread
      in it that boosts a party member's attack. Head down the hallway to the south
      and go through the door. Go up through the jail cell and start pushing the
      large box south. This is going to be a *long* push so go grab a snack while
      you hit the down button. Once the box is finally pushed down the ledge jump to
      the left and go through the jail cell. Do the whirlwind/ reveal thing again to
      open the door. In this next room save, because you're about to fight a boss.
      Put all of your Djinn (save Mia's so that she has Wish) on Standby and head
      through the jail door. In this room you'll find Lord Hammet (finally), and
      after a little bit of conversation Dodonpa will come in. He'll pull a lever
      and reveal a giant monster that you'll have to fight. Man, what a wuss... not
      even fighting his own battles. any ways, you're about to fight another boss,
      this one being Toadonpa.

      As always cast all of your summons on him to have him take a huge amount of
      damage. However, he's got a lot of HP so summons alone aren't going to do it.
      Watch out for his individual attacks that really pack a whollop, so have Mia
      use her Wish on everyone each turn. Have Isaac use his Ragnarok attack, have
      Garret use his Heat Wave or Nova attack and have Ivan use his most powerful
      Tornado attack each turn. As long as the characters stay alive, and you use a
      few Djinn each turn to get your Summons back, this guy shouldn't be too
      difficult. When you beat him you'll get a Psy Crystal which will be helpful
      later in the game.

      Once the battle is over you'll find Dodonpa trapped underneath the monster you
      just fought. Hammet will make you get it off of him and then talk for a while.
      This is one of the weakest moments of the plot that makes no sense ("Dodonpa
      kidnapped you, remember?" "Oh yeah") and has you do nothing to Dodonpa because
      he "learned his lesson." Donpa will eventually come in and tell you that
      you'll have to sneak out of town or some of Dodonpa's loyal henchmen will hunt
      you down (oh not the tough guards that you fought before, anything but them).
      You'll automatically escape to outside of the Fortress, and from there go back
      into the town and back into the cave from whence you came (10). In the cave go
      back along the hallway and flip the switch that's a little north of the gate.
      Keep heading south towards the cave exit to find one of Hammet's servants
      (Bunza) sneaking around. He'll offer you a ride in his wagon which you will
      want to decline (if you did take it you will eventually leave you back in
      Kalay).

      The reason for declining the wagon ride is to get a Djinn in Lupna Fortress.
      To do this, you'll have to revisit Lupna after the whole conversation below
      finishes. Head back into and through the cave. Head north in Lupna to the
      fortress and sneak in. This time there will be a nice little shortcut to get
      where you want to go. Head to the door to the southeast once you get into the
      first large room to find a jail door that you can go through now that you have
      the Cell Key. Go through the jail door and up the stairs to the northeast.
      Fight the guard in here and then head through the jail cell and up north
      through the door. In the next room act quick, equip cloak and then run as
      quickly as you can north to evade the guard. Go through the door and fight the
      guard blocking the entrance to Donpa's room. Once you've defeaten him, head
      into Donpa's room and talk to him. He'll get up and he'll make his wife move
      from blocking the door. In here will be the Mercury Djinni Tonic that you will
      get without a fight. You're now free to leave Lupna, so retreat out, exit, and
      continue on with your quests (see below.)

      ------
      Kalay...Again
      ------

      Head to the Inn in Kalay to heal all of your wounds that you got in Lupna.
      Once you're all rested, head out the inn and to the castle in the north part of
      the town. In the main hallway of the castle you'll see that servant Bunza
      who's wagon helped Lord Hammet and your party flee from Lupna. He'll tell you
      that he left the Secret Entrance to the castle open. Before you go to the
      secret entrance, head to Lord Hammet's room to find a *really* ungrateful and
      bitter Lady Layana who says that she didn't want you to go and that Kalay
      should have handled it. Once she's done being ungrateful, head out of the
      room. Before you go to the tunnel, you may want to get the water jacket
      located in a treasure chest in a room in the west-going hallway in the castle.
      Once you're done doing that, head through the door on the east and go down the
      stairs. Go through the now open gate in this room and down the stairs. In
      this room keep going south to get 4 treasure chests with a few minor items in
      there. Now, it's once again time to push a statue a long distance. Push the
      statue next the treasure chests all the way to the north and then to the west.
      The objective here is to have the statue block the water fall to empty the
      water in the room. Once you've stopped the water flow, climb down the ladder
      on the east and freeze the lone drop of water still left. Now, climb up the
      ladder and hop across the ice pillar to get some handy Spirit Gloves. Head
      back up the ladder on the right and go up the long tunnel to the north. Head
      up the stairs here, and in the next room proceed south then east. When you get
      to the east wall head north and down the stairs. In this room head south along
      the hallway to find another waterfall and a Djinn. Like the previous
      waterfall, push the statue into it to block its flow and drain the water.
      Simply head down the ladder and up the other ladder to get the Mars Djinn
      Scorch without a battle. Head back up the ladder and go to the east to find a
      door that will take you on top of a cliff to the east part of Kalay.

      Head out of Kalay and go southeast to get to reach Gondowan Cave again. Back
      track through this cave hopping over the river via the stumps you pushed in
      earlier to backtrack more quickly (you could also use Retreat.) Once you're
      outside of the cave head northwest back towards Tolbi. Head to the castle in
      Tolbi to rest and then exit Tolbi once more.

      ------
      To the Suhulla/Desert
      ------

      Once you've exited Tolbi, head south over the bridge to meet up with Iodem, the
      servant who was going to help you get to Babi Lighthouse after Collosso. Once
      you're across the bridge, keep heading southeast until you reach Suhulla. The
      first thing you want to do in Suhulla is to head to the house with a red carpet
      on the roof which is located in the southwestern part of town. In here Iodem
      will find two downed warriors who were unable to get past the monsters in
      Suhulla Desert. They'll also reveal that they lost Sheba, a girl who has some
      importance to Iodem. They also reveal an important detail for getting past the
      sandstorms, which is that you can get past the sandstorms with water. Finally,
      they also reveal that Saturous, etc. got through and are at this very moment on
      their way to Babi Lighthouse (dramatic music plays.) Once Iodem's done talking
      in there, you can now head out of the town and south into the Suhulla Desert.

      ------
      Suhulla Desert
      ------

      When you first enter the desert, you may be surprised to see that there isn't a
      heat bar on the side this time like there was in the Lamarkan Desert. Instead,
      the main obstacle of this desert is small tornados that will sweep you up and
      land you back in the village of Suhulla. In order to get past these Tornados
      you'll need to drench them with Douse that you get by equipping Douse Drop (you
      should have this item from beating Manticore in the previous Desert.) Set
      Douse as one of your Hot keys (such as the L or R button ) and get ready to go
      through the Suhulla Desert. Besides the tornados, the random battle monsters
      that you fight in this level are going to be much more difficult than what you
      had experienced in the past. Make sure to not go into random battles without
      full health. Here's a neat little thing about Suhulla Desert: If you use
      reveal you can sometimes find footsteps of hints on where to go (of course, you
      can also just use this walkthrough ;-] ).

      Thanks to Aditya Durgam [adurgam777@hotmail.com] for this information on the
      enemies in the desert:
      The Tornado Lizards that dwell in the Suhalla Dessert have approximately 642
      HP. After beating them, you get 477 coins and 620 experience points (may vary
      from lizard to lizard). The Storm Lizard has 3123 HP. His attacks include Wing
      Stroke, Impact, Tempest, Storm Ray, and Resistance. His normal attack has done
      an average of 95 HP damage. He gives you 6100 coins when you beat him.

      When you enter the desert you'll want to head West until you get to a wall
      where you'll want to head south. When the path becomes very narrow it will be
      time for the first sand storm to appear. When it does, Iodem will pop out and
      mention how there are so many of these in the desert and that it's unusual.
      Now, head into the sand storm and use Douse. After the rain stops, you'll fall
      down to the bottom of the Cyclone and face the large monster, Tornado Lizard.
      Tornado Lizards are much harder than regular Random Battle enemies, but they're
      not quite boss like. 1 or 2 4-Level summons should be able to whipe these guys
      clean off of the face of the earth. So, before going into any tornado put all
      of your Djinn on Standby (except Mia's, of course, so that you get Wish) and
      get ready for a battle. Tornado Lizard really doesn't have a devastating
      attack, so you can afford to not use Wish every turn. If you don't want to use
      your Summons on him, do the simple Ragnarok/Attack/Plasma/Attack strategy
      (going from Isaac to Mia) strategy with the occasional Wish and Djinn to beat
      him pretty easily.

      When you beat the Tornado Lizard the sand storm will disappear and you'll be
      able to continue southeast. Keep going until you get to three sandstorm paths
      that you can go through. You'll want to hit the path that's most the east and
      fight another Tornado Monster. Use the same strategy mentioned before. Once
      you defeat him, keep going along the path as it progresses to due west and end
      up on the next screen.

      As soon as you get to the next screen there will be another 3-Path choice each
      with its own sandstorm. The path that you want to take is the middle path.
      So, go up in the sandstorm and use Douse on it to fight another Tornado Lizard.
      Once again use the same strategy that you used before to defeat him easily.
      When you've defeated the Tornado Lizard, continue advancing north along the
      hallway. The hallway will head very linearly for quite a while. Eventually
      you'll see a pink sand storm on your right. This pink sand storm will take you
      to Crossbone Island, which I'll cover a little later in the game. However, you
      will want to head that way to get another Djinn. In order to find the Djinn,
      use Reveal to find a hidden stump to jump over to a ledge to the west. This
      ledge is a little north of the ladder leading down from the ledge. Once you've
      revealed the stump, jump across it and head down the ladder. Here you'll find
      a Mars Djinn that you will have to battle. He'll have some reasonably powerful
      fire attacks, so make sure to heal with Mia and don't be arrogant. Once you
      beat him you'll get the Mars Djinn Flash. Flash is a *very* useful Djinn
      especially later on in the game because he has the ability to block a lot of
      damage taken to the whole party.

      Now, head back up the ladder and go east (going through that cave will take you
      to the pink sand storm which we don't want to go to yet.) Before you head down
      the ladder, you'll want to save and inactivate all of your Djinn (of course,
      keep 4 of Mia's active.) However, if you have much more than 4 Djinn for some
      the characters, you may want to activate Djinn like Flint, Quartz, Scorch,
      Flash and Squall. Now, head down the ladder and go south a little. Suddenly a
      giant sand storm will come after you. My advice is to just stay where you are
      and let it get you to avoid random attacks. Once you're in it, use Douse like
      usual to drop down and fight the monster.

      This monster isn't just another Tornado Lizard. The monster that you now face
      is a Storm Lizard and he's a mean mama-jama (a la Shaft.) Storm Lizard has a
      Sonic Slash attack that's simply devastating. It will attack all of your Party
      Members and do at least 150 damage to all of them. First things first, cast
      all of your Summons. For each round use Wish with Mia. With Isaac, use
      Ragnarok and occasionally Flint. Also, if a player goes down use Quartz that
      you should have active by now to restore that player. With Garret you'll want
      to use Heat Wave unless the party is hurting when you'll want to use the Djinn
      Flash who will reduce damage taken to each character in that round to about 8.
      With Ivan you should use primarily Djinn that attack or do some sort of status
      change to Storm Lizard in hopes to stunning him. Another good Djinn to use
      with Ivan is Zephyr which will boost party agility. If you use a lot of Djinn,
      it's possible to cast another high level summon on the Storm Lizard which will
      really help you out. Generally by the time you cast another Summon, Storm
      Lizard will be under 500 HP and you should be able to kill him with it. When
      you kill him you'll get 1300 experience and 6100 coins in addition to a handy
      Psy Crystal (keep saving these.) If you are unable to beat Tornado Lizard,
      here a few tips to help you out: Try running south to a rock circle similar to
      that in the Lamarkan desert with a Psy Crystal in it. You can also outrun the
      tornado all together if you're quick, because you really don't need to fight it
      (although I recommend doing it for the experience and Psy Crystal.)

      any ways, once you've defeated the Storm Lizard, head south and grad the
      Psynergy Stone in the rock circle. Keep going along the sole path to finally
      spot an exit going east. Iodem will jump out and mention how they didn't find
      Sheba. Don't worry about her, you'll meet up with her later. Instead, keep
      going out the desert and head east to enter Suhulla Gate.

      ------
      Suhulla Gate
      ------

      Head up all of the stairs at Suhulla Gate to find two guards injured on the
      ground. They'll tell of a strange group of people who came through without any
      papers (wonder who they could be?) Once Iodem is done talking , head north
      through the gate to find a small door that contains a minister that will revive
      downed characters. Once you're done with him, head east to get to the next
      screen. On this screen you'll see an area where you can slide down the side of
      the mountain almost immediately. Slide down to find a treasure chest with a
      mint in it. Climb back up all of the vines and advance to the next screen. On
      this screen you'll see several areas that you an slide down the mountain in a
      row. The one that you want to slide down is the third from the left. This
      will land you right next to a Mercury Djinn who you'll have to battle. Use the
      typical Ragnarok/Attack/Plasma/Wish strategy with optional summons in the
      beginning of the battle. Defeat him to get the Mercury Djinn Dew. Now, slide
      down the cliff you're on and head east. Head up one vine to find a cave that
      you need not enter at this point in time (this leads to a ship that you'll use
      much later in the game.) Keep heading up the vines until you get to the top of
      the cliff once more and head east. Keep going east past the downed guard and
      down the stairs. Eventually you'll find yourself back on the world map. Start
      heading northeast towards the Venus Lighthouse.

      ------
      Venus Lighthouse Part 1
      ------

      When you get close to Venus lighthouse you will get out of the world map and
      into the Venus Lighthouse entrance. Head past all of the downed guards (you
      don't need to read what they say) and keep going along the path until you get
      to Venus Lighthouse. Enter the lighthouse and go through the first room which
      is just a hallway. In this next room you'll see a large tree on the ground.
      Use reveal when standing on this tree to expose a hidden door in the wall just
      above you. Head down this door and open the treasure chest to get the Carry
      Stone which gives you the Carry psynergy. The Carry psynergy allows you to
      pick up small blocks and place them in different positions. Head out of this
      room and back into the room with the tree on the floor. Go through the door to
      the north. Here there will be two paths. The first one you should take is the
      path to the east. Head down the stairs and into a room with several stepping
      stones. Head west, then southeast to reach the south part of the room. Head
      up the stairs here to find the Lucky Cap. Now, head back and you'll want to
      take the path on the west in the room past the tree room. Go through the door
      and into the next room. In this room there will be stairs leading up that you
      need not take. Instead, head through the door in the northeast part of the
      room. In the next room you will find a small block preventing you from
      entering the other staircase in this room. So, use your new Carry Psynergy on
      it and carry it south to drop the block out of the way. Now, go up the stairs
      and into the next room. In here you will see several bands of electricity that
      you can not pass. So, use the Reveal Psynergy to find a new, secret staircase
      right next to the one you just came from. Proceed up the staircase and in the
      next room go north along that long, narrow passage way. Here you will come to
      a room with a miniature lighthouse and a statue of a women at the northern part
      of the room. Go talk with the statue to have her speak to your soul and reveal
      a path on the ground. This path should have one light in the center with a
      different color from all the rest. Once you've done this, use retreat and head
      out of the lighthouse.

      Head out the Venus Lighthouse entrance area to the east to arrive back at the
      World Map. Head north and then west along the dirt path to arrive at the next
      town which is...

      ------
      Lalivero
      ------

      As soon as you enter Lalivero, you'll find two guards to the city lying on the
      ground injured. Iodem will talk to them and discover that Sheba was with
      Saturous and the rest and that they went through town destroying whoever was in
      their path. Once that's over with, head to the Inn in the northwestern part of
      town to heal all of your party members. Once you're done, head out the inn and
      locate the weapons and armor shop in the southeastern part of town. Buy the
      latest upgrades for all of your characters, but don't exit the shop. See that
      ladder in the back? Head up that to arrive on the roof. When you arrive on
      the roof, hop over the gate on the right. From here start to head north until
      you reach the northeastern corner. Jump the building a little south of that
      and across the next building. Go up the vine and check the jar on the left to
      get some Water of Life. Now head back down the vine and back across the gap
      and onto the gate again. Go around the northeast corner and start heading
      west. You'll see the Djinn on top of the roof, but go a little past that to the
      next building where you can hop onto. Do so and then hop across to the
      building with the Djinn and then up the vine. Go up the Djinn to get the Mars
      Djinn Torch without a battle. Now, head back from whence you came (11) all the
      way around the city gate and back down the ladder in the weapons shop. Now,
      head to the building in the southwestern part of town that also has a ladder on
      top of it. Go in the building and climb up the ladder to arrive on the roof.
      Hop onto the gate and start moving counterclockwise. After going over the gate
      the city you should see a vine going down leading to a treasure chest. Open
      this treasure chest to get a Warrior's Helm. Head back to the building and go
      down the ladder and out of the building. Now, head out of Lavlivero via the
      path to the north. Right above Lalivero is Babi's Lighthouse.

      ------
      Babi Lighthouse
      ------

      Note: If you have not yet visited Venus Lighthouse, please go back and do so
      (see Venus Lighthouse Part 1 topic above.) You will need to talk to the statue
      in there to avoid a dead end in Babi's Lighthouse.

      Babi's Lighthouse is under construction, and you don't actually enter the tower
      in this game. Instead, you're going to want to find the hidden entrance to
      Venus Lighthouse through the ruins that Babi Lighthouse were built on. Head
      north along the west part of the screen along the orange logs until you reach
      the next screen. UPDATED: Keep going north and go down the ladder next to the
      statue. In the dungeon down here you'll see two large pillars. Move the left
      most pillar to the left, then go back from whence you came (12). Go east to
      find another statue. Move this to expose another ladder which you want to go
      down. Move the pillar on the right to the left and now hop across the gap to
      the other side. Keep going north and head up the ladder here. You'll arrive
      outside of Babi's Lighthouse on top of a ledge. Use Grow on the vine near you,
      and climb up it. Head down the Crevice hear and go through the door. Now,
      head down the crevice here to land right next to a Jupiter Djinn who you'll
      have to battle. Once you defeat him you'll get the Jupiter Djinn, Luff. Head
      down the crevice. In this room head around the gap clockwise and go through
      the door to the north. Go up the stairs once more to arrive in a room with
      three crevices to drop down. You want to drop down the first crevice that you
      can get to, heading just south. You'll fall *all* the way down past the first
      floor that you entered to a dirt cave with a door blocking the path. There
      will also be several archeologists who mention that Saturos and company went
      through this door that they had not been able to open prior to Saturos and
      company coming through. Once they're all done talking, go up the door and use
      Reveal. A switch will appear where the sign once was. Flip this to open up
      the door. The others in the room will be amazed that you solved such a
      "complex" puzzle and try to run through on their own. The door will close shut
      because non-adepts are not allowed through the door. So, Iodem will now leave
      your party (he didn't do too much any ways) while you continue through the
      door. Head down the stairs to find yourself in the Temple Ruins.

      In this room you'll see another statue exactly like the one that you saw in
      Venus Lighthouse. You don't need to touch this one, because it will just throw
      you off saying it's not going to open your path. any ways, go through the door
      going south to arrive in the next room. In this room you'll see two large
      pillars that you'll have to move to jump from the main ledge to the next ledge.
      Move the pillars in such a fashion so that the first pillar is all the way
      against the right wall and 1 square from the top. The next pillar should be 2
      squares under if so that you can jump from the gap to the two pillars and to
      the ledge. Do so and continue to the next room. This next room is the
      crossing into Venus lighthouse, and the formation of the stepping stones you
      hop depends on which pattern the statue in Venus Lighthouse part 1 showed.

      ------
      Venus Lighthouse Part 2
      ------

      This walkthrough is now going to fork depending on the path that you take (your
      path is determined by the tiles on the floor that you can change by talking
      with the statue in Venus Lighthouse.) This first part is the guide for going
      West:

      In this next room there will be another similar pillar puzzle. Move one of the
      pillars one down and directly left and another pillar 2 squares below it to
      allow you to hop from the top ledge to the ledge to the west. Head down this
      ledge and into the next door. Yet another pillar moving puzzle awaits you in
      the next room where you should push 1 of the pillars all the way to the left,
      and another two squares to the east of it. Cast Ivan's Whirlwind against the
      large plant and then do it again to the other side to reveal another pillar.
      Now, push one of the original pillars all the way back to the east and push the
      next pillar 2 squares directly south of it. Now, head back up the stairs and
      hop over the pillars onto the ledge. Whirlwind the brush there and head
      through the door. Head all of the way south through the narrow hallway in the
      room to arrive at a door. Head through to find a room with three small
      pillars. Push one of them directly above the little white ledge and use Carry
      to put the statue down there. Repeat the process to bring the ledge on the
      left all of the way up allowing you to jump the large ledge to the left. Head
      through the hallway and through the door. In this room you'll have two paths
      to take. Take the path to the left to find a large statue on an elevated
      platform. Head up the stairs south of the platform and use reveal to expose a
      treasure chest with an Oracle's Robe in it. Head out of the room and hop
      across to the ledge on the right now. Go south to enter a room with 5
      different color statues. This is where this path meets the Southern past, so
      skip past the following section to continue with this guide.

      Here is the guide for going South:

      Once you get into the room after the stepping stones you will see a pillar with
      water in it and a path leading to a water drop. Push the pillar onto the water
      drop to make another pillar come up. Hop across this pillar to the ledge on
      the west. Head south and do the same pushing to water drop thing you just did
      with the pillar down there. However, this time you're going to have to use
      Douse (equip Douse Drop on a character) to cause this pillar to be heavy enough
      to bring the pillar up. Then, head across the pillar and into the next room.
      This next room contains more stepping stones, with a fork in the path. Head
      west to find a room with a statue and apparently a dead end. Use Reveal to
      expose a treasure chest with Asura's Armor in it. Once you get the armor, head
      back out of the room and head to the ledge in the southwest part of the room.
      This room is a little tricky, so pay attention. Head down the southern most
      part that you can get to. Get as close are you can to a 1 square gap between
      you and the pillar. Move the pillar south and then start pushing it to the
      northeastern most point. Now, use Douse on this pillar and head up the stairs.
      Stand facing the pillar and use Frost on it. Now, go up the final set of
      stairs and head from the top ledge to the ice pillar to the ledge to the east.
      Head south and out of the room. In the next room, head left across the
      stepping stone and continue south into a room with 5 colored statues.

      In order to open the door in this room with 5 colored statues, you'll have to
      mind read the statues, or you can just put them in this order:
      Red Blue
      Gold
      Green Violet
      Once all of the statues are on their squares head through the now open door to
      find a room with a tree in it. No secret rooms this time, just head up the
      stairs. In this room there will be a Psynergy stone, so heal and use any other
      spells you want to use before getting the stone.

      Head into the room to the north and go to the first door on your right. Here
      you have to use carry on the small block to put it into the gap. Now, hop over
      it and go through the door. Head up the narrow hallway and then cross the sand
      going east. Head up the stairs to find a room with several small sand
      waterfalls. Head through the sand waterfall to the far right to find yourself
      in the next room. Head west to get to a stepping stone path where you'll want
      to head along the right wall. Head all the way down to the door there to find
      a room with a statue and an elevated piece that looks like this: [ | ]. That
      solid line in the middle is for flowing electricity, so put that in the empty
      hole in the room to have electricity come from the statue and open the door.
      Head through it and step on the small purple switch in the next room to change
      around the sand waterfalls. Continue counterclockwise around this room until
      you get to the next door going south. This will get you back to a room you
      were in earlier. Here you'll want to head down the ladder and up the ladder to
      the north of it. Head across the sand waterfall and go through the door. Head
      to the southeast part of the room and go down the ladder. Move the two pillars
      there to expose a doorway leading to the other pillar to the north. Push that
      pillar all the way to the west and then head back and up the ladder. Hop from
      the ledge to the west onto the pillar and then onto the ledge to the north and
      up the stairs. Go down the ladder and under the bridge in the next room then
      up the other ladder. Go up the stairs here and through the door to get to the
      next room.

      It's now time for another one of those electric current puzzles. Push the
      right most block into the southwestern hole, push the left most block into the
      northwestern hole and push the north most block into the northeastern hole.
      Leave the southeastern hole without a block in it. If you did this correctly
      there should be a solid line for the electric current to go through and it will
      open the door. Proceed through the door to reach another room with a sand
      waterfall in it. Hop over the pillar here and go up when you get to the ledge
      directly east of the sand waterfall, then cross the sand waterfall and hop over
      the gap to the northwestern ledge via a pillar. Head through the south door to
      find another room with many sand waterfalls. Head through the eastern most
      sand waterfall to find the Dragon Scales. Head through the sand waterfall on
      the left and up the stairs. In this room you'll have to use Carry to drop 2
      small blocks on the western white ledge. Doing so will allow you to hop across
      the eastern white block and to the ledge to the east. Go through the door and
      step on the purple switch to change around sand waterfall locations again.
      Head directly north from the switch across a gap and go down the stairs to
      arrive in the room with the large sand waterfalls. Now that the waterfall on
      the left is flowing, go down it and to the ledge in the southwestern part of
      the room. Head up the staircase on this ledge to get to the next room.

      In this next room head south through a door to find a new room with moving sand
      currents. The objective of this room is to get to the ledge to the east and to
      get the treasure chest in the south, so you're going to have to time your
      movements well. There really isn't too much to right about, it's more about
      execution in this room. One thing to try, however, is running to get a little
      more control (you need to know where you're going, though) Head to the door to
      your right to find yourself in yet another electric current puzzle. This is
      the toughest puzzle yet, and it took me a few trial and errors to figure out
      the correct way. Rather than describing this I drew a picture. Go to
      http://comicsoft.hypermart.net/gsa/w_001.gif for the solution to the puzzle.
      It's not great, but you should be able to figure it out. The tan squares with
      lines drawn through them correspond to what shape you want to put where. Once
      you've done that the door will open and you should head through it. In the
      next room, head west a little bit to expose a purple switch that you'll have to
      press to once again mix up and create new sand waterfalls. Hop directly north
      from the switch and continue along the path. In the middle of some empty space
      will be a blue and white colored pad hovering in mid air. This will be the pad
      that you'll fall down to just a little bit later. For now, head north across
      the gap and down the stairs. Head south through the next door to find yourself
      slipping down the middle waterfall. Head to the ledge to the right, then move
      all the way north and head east across the sand. If you're having trouble
      getting across the sand waterfall, remember to hold B to run, the direction
      you're going and up at the same time so that you won't fall. Head up the
      stairs on this ledge and then up the stairs again. ABSOLUTELY FOR THE LOVE OF
      GOD SAVE YOUR GAME IN A DIFFERENT PLACE THAN YOUR NORMAL GAME. TRUST ME, IT
      WILL BE HELPFUL TO YOU LATER ON.

      On this floor you will find a Psynergy stone (don't take this yet) and a
      crevice leading down to that blue and white floating elevator that you saw
      earlier. Do not head down the ledge until you are ready to go to the top of
      the lighthouse and fight the boss of the game. At this point, I would equip my
      Lure Cap and start leveling up if you're under about Level 24 or so. This
      probably won't take a lot of leveling up, but do make sure to conserve your
      Psynergy. Try to use only your Djinn and normal attacks reserving Psynergy for
      only healing attacks. You may also want to use Herbs and Nuts at this time to
      save yourself from wasting Psynergy (you won't be needing these against the
      boss.) Save frequently here, as the monsters are very tough and occasionally
      they can get one or more of your character's down. Alternatively, another way
      to level up is to use Retreat and backtrack to Crossbone Island.

      ------
      What!? We're Backtracking!?
      ------

      Yes, it's time to go *back* to Suhulla Desert to get to Crossbone Island. Why
      didn't we just go earlier, when we were in Suhulla Desert? This is because you
      needed to get Carry to solve a few of the puzzles in Crossbone Island and it
      would be trivial to go earlier because you'd just have to go back from
      Crossbone Island when you got stuck. Nevertheless, head out Venus Tower via
      Retreat and make your way out of Lalivero and start heading southwest. If
      you're trying to level up, stop at the inn, put on the Lure Cap and start
      fighting enemies in the base of Babi tower. Go west through Venus Lighthouse
      entrance and keep going west until you reach Suhulla Gate again. Backtrack
      from there all the way until you get outside of the gate and back into the over
      world map. Keep going west until you reach the Suhulla Desert. At this point
      you'll want to make a separate save game different from the save game that you
      have at Lalivero. When you get into Suhulla Desert, head west around the
      hallway and up the steps. Remember the hidden pillar that you had to reveal to
      get the Djinn a little earlier? Well, reveal this again and hop across. Head
      down the ladder here and this time go through the cave.

      Head east along the long passage way and up the stairs when you get to them.
      Head south out of the next room to find yourself right next to a pink sand
      storm (I wonder if Isaac sees pink sand storms when he's drunk as opposed to
      pink elephants ;-] ). Go into the sand storm, but DO NOT DOUSE THIS TORNADO or
      you'll have to go out of Suhulla Desert and then back in. Instead, let it
      sweep you up and take you to...

      ------
      Crossbone Island
      ------

      When you get to Crossbone Island, head to the southern part of it. You'll see
      an indentation in the mountains when you get to the southern part of the
      island, so head north to it to find the entrance to Crossbone Island. When the
      world map disappears, go to the west to find a vine that you have to use growth
      on. Repeat this process two times until you're at the top of the cliff. There
      will be three crevices to fall down here. The crevice on the left will take
      you to the north of those tree stumps and next to a shrub that you should
      whirlwind to expose the entrance to Crossbone Island Cave. The middle crevice
      leads to a chest with 1 coin, and the right crevice leads to a chest with a
      mint in it. When you go down the crevice on the left and whirlwind the door,
      enter it to enter the cave. Head north along the hallway until you get to a
      large staircase to go down. Do so and arrive at the first floor of Crossbone
      Island Cave.

      On each floor in Crossbone Island there are several treasure chests. In this
      guide I will mention how to beat the boss in the first paragraph, how to get
      the treasure chests in the second paragraph, and in the third paragraph I will
      mention how to actually solve the room and get to the next one.

      One thing to note about Crossbone Island is that there aren't random battle
      encounters, which is quite nice. Instead, there are "Door Enemies" that you'll
      have to fight before you can enter in a door.

      Also, whenever you come out of a door in Crossbone Island make sure that you
      push the stump down so that you'll have easy access past rooms you've already
      gone through if you need to head out of the cave and then back in for any
      reason.

      -Floor 1-

      The first of these Door Enemies is a Hobgoblin and a Virago. These guys aren't
      all too tough, because you'll be free to cast all of your summons right off the
      bat (remember, there aren't any random battle encounters in Crossbone Island.)
      3 Level-4 Summons should wipe these guys out of the cave, giving you a Lucky
      Medal and access to the first floor.

      CHEST 1:
      Location: Southwest corner of the room.
      Item: 111 Coins.
      Directions: Hop onto the ledge right below the stump and push it to the left.
      Head counterclockwise across the gaps to get to the treasure chest.
      Notes Before Obtaining the Next One: Head out of the room.
      CHEST 2:
      Location: Southeast corner of the room.
      Item: Nut.
      Directions: Hop onto the ledge below the stump and move it to the left. Jump
      onto the platform with the stump and head right. The chest is directly east of
      the platform.
      Notes.....: Head out of the room.
      CHEST 3:
      Location: Northwest corner of the room.
      Item: Hard Nut
      Directions: Hop onto the ledge below the stump and move it to the right. From
      the ledge head to the left and move the stump to the north and move the log
      there to the right. Head north along the stepping stone path on the left.
      Notes: Head off of the platform but you need not go out of the room.
      CHEST 4:
      Location: North-center part of the room, not on a stepping stone.
      Item: Antidote
      Direction: Head counterclockwise all of the way around the outer ledge.

      To get out of the room you'll need to make sure that you haven't moved any
      stumps yet (head out of the room if you have.) Hop onto the small stepping
      stone below the only log visible. Move the log to the right and head northwest
      to the next stump on a ledge. Move this log to the left and start making your
      way east until you can't go east any further. Once you're there, head north
      until you reach the northeast corner. Start heading west until you come to a
      ledge with a stump to the left. Move this stump east one square, then start
      heading back from whence you came (13?) Make your way to the stump in the
      middle that you haven't moved yet. Move this to the right and jump onto it.
      Now you'll want to make your way to the log you moved earlier northwest of the
      log you just moved. Move this log to the east, hop on to the platform and make
      your way to the long outer ledge. Head all the way down this ledge and out the
      door. When you exit the room there will be a treasure chest here that's
      actually a Mimic. You probably will want to fight him at this point for his
      experience points.

      -Floor 2-

      The next enemies that you'll have to face are two Grislys and a Sucubus
      (reminds me of a South Park episode.) As always, put all the Djinn on standby
      (even Mia's at this point) and just let the Summons Rip. These guys will die
      to approximately three Level-4 summons, so you really don't have anything to
      worry about.

      CHEST 1:
      Location: Just north of you when you enter the room.
      Item: Elixir
      Directions: Just head north, this isn't head to get.
      Notes: None.
      CHEST 2:
      Location: Northeast of Chest 1.
      Item: 222 Coins.
      Directions: Simply head around the blocks counterclockwise from Chest 1 to find
      Chest 2 without having to roll and logs.
      Notes: None.
      CHEST 3:
      Location: Northeast corner of the screen.
      Item: Lucky Pepper
      Directions: From Chest 2, head around the block and head to the east most point
      then go up. No rolling required.
      Notes: None.
      CHEST 4:
      Location: Northwest from Chest 1.
      Item: Mystery Blade
      Directions: Push the log above Chest 1 up, then head to near Chest 3 in the
      northeast part of the screen and push the vertical log to the left. Head down
      and around the broken pillar and go next to Chest 2. Push the horizontal log
      there up, and then push the horizontal log that was right below it up as well.
      Now, head northwest of Chest 1 and push the vertical log to the right and the
      horizontal log up.
      Notes: None.

      To get out of Room 2, simply follow the directions for Chest 4 and just head
      south along the west corner of the screen to find the exit.

      -Floor 3-

      The next door enemies that you'll have to face are a Lich and two Fiendish
      Ghouls. These guys still aren't very tough and three Level-4 summons should
      get them. When they're defeated you'll get a handy Psy Crystal for use in
      battles later in the game.

      CHEST 1: (Left Most)
      Gem Location: Just a little northeast of the door.
      Item: 333 Coins.
      Directions: Equip Catch Beads and use Catch when facing the blue gem on the
      part of the original platform that you were on when you entered the room that's
      the most northeast.
      Notes: To get to the Blue Door where you need to use this game, simply go back
      to the main platform and then head along the northwest stepping stone path to
      get to the top ledge (the same applies for getting to all of the blue doors.)
      CHEST 2: (2nd to the Left)
      Gem Location: Due east of Gem 1.
      Item: Fairy Ring
      Directions: From the northwest corner of the original platform start hopping
      southeast. Eventually when you get to the eastern wall the stepping stones
      will allow you to make a U-Turn and arrive directly east of the gem. Use Catch
      on it to get the second Gem.
      Notes: See Chest 1's Notes.
      CHEST 3: (2nd from the Right)
      Gem Location: Northeast of Gem 1.
      Item: Cookie.
      Directions: Head along the western stepping stones as if you were going to the
      blue doors, but head one square to the east when you can. Start moving north
      until you arrive at a row with two long platforms with a small platform in
      between them. Face south towards the gem and use Catch to obtain it.
      Notes: See Chest 1's Notes.
      CHEST 4: (Right Most)
      Gem Location: North-northeast of Gem 3.
      Item: Smoke Bomb
      Directions: From the main platform head northeast, then due north when it
      starts to straighten out. You'll find yourself right underneath Gem 4 which
      you should use Catch to get.
      Notes: See Chest 1's Notes.

      >From Chest 4 (not Gem 4) Head directly south to land on the northern most
      square of a circle. Use reveal to expose a hidden Red Gem in the middle which
      you should use Catch on. Once you get the gem start heading west along the
      north ledge when there blue doors were and head down the stepping stones on the
      western side of the screen. About three from the south you'll be able to jump
      west to the ledge with the red door. Do so and continue through it, then head
      south and out of Floor 3.

      -Floor 4-

      The door enemies for Floor 4 are two Gryphon birds. As always, use all of your
      Summons against them. This may or may not kill all of them, and if there's one
      remaining just use Ragnarok with Isaac, attack with Garret, defend with Ivan
      and Wish with Mia. The Grpyhons shouldn't have too much HP after getting hit
      by four Level-4 Summons, so don't worry about dieing too much.

      CHEST 1:
      Location: North and a little east of the center of the screen.
      Item: 444 Coins
      Directions: Go up to the second statue that you reach when going east from the
      door. Use Halt on this statue when you have it up against a wall to sneak by
      it. Once you get into the shadows use cloak to sneak by another concealed
      statue and use reveal to figure out where you're going. This statue can be
      obtained by heading to the north wall and going west a little.
      Notes: Head back outside the statue.
      CHEST 2:
      Location: Due north of the first statue that you get to going east from the
      door.
      Item: Sleep Bomb
      Directions: Go up to the first statue that you get to when going east from the
      door. Move to the right on it and halt it, then sneak past and use reveal to
      find a treasure chest at the northern most part of this hallway.
      Notes: Go back south once you're done.
      CHEST 3:
      Location: Northeast corner of the screen.
      Item: Storm Gear
      Directions: Go up the second statue that you reach when going east from the
      door and halt it. Go north and put on cloak to sneak past the first statue.
      Use reveal to find out where you're going. A little past the statue in the
      dark take a right to arrive near a statue in pure daylight. Sneak past this
      statue by staying in the shadows and head clockwise past the statue to get to
      the treasure chest.
      Notes: Head back out to near the entrance door when you're done.
      CHEST 4:
      Location: Near the exit door.
      Item: Psy Crystal.
      Directions: See exiting the room in the next paragraph.
      Notes: None.

      To exit the room, head west from the entrance door and go up the narrow passage
      way. Put on cloak when you get to the shadows, and stay in the shadows for as
      long as possible to get past the statue here.

      -Floor 5-

      The next door enemies are a Lizard King, a Harridan and two stone soldiers. As
      always summon the hell out of 'em (make sure the big arrow falls on the
      Lizard.) After one or two summons everything but the Lizard King will be gone,
      but he'll stay alive through four summons. The Lizard King also deals a pretty
      good blow, and if you're not careful Ivan might get hurt (you may actually want
      to defend him in the first round and do a 4-Summon in the next round if you're
      afraid of him dieing.)

      CHEST 1:
      Location: Northeast corner of the screen, near the stairs.
      Item: 555 Coins
      Directions: Just head around the ledge counterclockwise to find this Chest.
      It's near the stairs.
      Notes: None.
      CHEST 2:
      Location: North-center part of the screen
      Item: Lucky Medal
      Directions: Head down the stairs located at the northeast part of the screen.
      Move the first vertical log that you seen to the left and move the horizontal
      log directly southeast of that up. Move the vertical log back to the right,
      and head out of the lower area and flip the switch to bring water in. Hop
      across the log pattern you just set up to reach the chest.
      Notes: Head out of the room when you've completed this.
      CHEST 3:
      Location: Southwest part of the screen.
      Item: Ninja Garb
      Directions: Head down the stairs into the lower area of the screen. Head west
      until you see two vertical logs with the edge of a horizontal log in between
      them. Push the lower vertical log to the east, then push the horizontal log
      south. Push the lower vertical log west, then push the horizontal log to the
      right of the upper vertical log south. Now, push the lower vertical log that's
      to the west back east, then push the horizontal log you just pushed back up.
      Now, go back to the switch to fill the area up with water, and hop across the
      path you made to get the chest.
      Notes: Go out of the room when you've completed this.
      CHEST 4:
      Location: Northwest part of the screen
      Item: Potion
      Directions: See exiting the room in the next paragraph, it will be directly
      west of when you hop off the logs in the pattern below.
      Notes: None.

      To get out of the room, head down the stairs in the northeast part of the
      screen. Push the 2nd east most horizontal log south, then move the
      northeastern most vertical log east. Move the horizontal log one square
      southwest of it north. Push the northern most vertical log west, then push the
      horizontal log you moved south earlier back north. Push the vertical log
      that's now up against the west wall back east, then push the horizontal log
      directly north of it south. Now, flood the area by hitting the switch, and
      head across the path you've created. Hop to the ledge and head all of the way
      south and out of the door.

      -Floor 6-

      The door enemies for this floor are two Chimeras, which are three-headed lion
      type creatures. As always, unleash all of the summons on them in the first
      round. One of them will probably die to four Level-4 summons, with the other
      being badly damaged. Ragnarok with Isaac, Attack with Garret, Defend with Ivan
      and use Ply Well with Mia to get this guy. If you have a Level-3 Summon
      available at this point (by having 7 Djinn) use it and you'll almost certainly
      wipe out the last Chimera. When you defeat him you'll get a potion and advance
      through the next door.

      CHEST 1:
      Location: North-northeast of the door.
      Item: Elixir
      Directions: Move stumps that you see when you enter the door so that 1 is all
      the way to the left and another is one from the right. Hop across the stumps
      to get the treasure chest to the north.
      Notes: None.
      DJINN:
      Location: Northwest corner of the screen (initially)
      Directions: From Chest 1, head north until you get to the north wall. Head
      down the ladder and then up the ladder to the west. Keep going west along the
      northern ledge until you get near the Djinn. He'll run away, and you'll have
      to keep going around the corner until you get to a movable stump with a crevice
      on the side of the ledge. Push the stump down the crevice, then go down the
      crevice yourself. Head down the ladder and freeze the puddle a little east of
      the ladder. Head back up the ladder and jump across the pillars and go north
      along this ledge. Here you will find Chest 2. Keep going north and the Djinn
      will flee. Push the stump to the right and go up the ladder. Go east to find
      the Djinn in the northeast corner. He'll flee once more, and you should go
      down the large ladder and up the smaller one. Head south, then jump across the
      two stumps you had moved earlier and go up the ladder. Go directly south of
      the Djinn (there will be a block in your way) and use Halt on it. You can now
      go up to it and get the Venus Djinn Bane! Jeez, that was pretty complicated.
      CHEST 2:
      Location: Go up the northern ledge towards the second location of the Djinn
      (see Djinn step.)
      Item: 666 coins (how evil)
      Directions: See Djinn Directions.
      CHEST 3: (Get the Djinn before doing this, but don't go out of the door)
      Location: The middle of the screen on top of a stump.
      Item: Demon Axe
      Directions: Go to the middle of the screen without climbing up any ladders and
      push the stump with the chest on top of it as far north as it will go (make
      sure it's still in the center.) Now, head back south and go up the ladder on
      the east. Hop across the two stumps you had moved earlier and start heading
      north. When you get to a small ladder, head down it and go up the large ladder
      to the west of it. Go west past the large ladder until you get to a small
      ladder. Go down this ladder and push the stump to the east. Climb down the
      ladder and Move the log all of the way to the east. Go back up the two smaller
      ladders and then go down the large ladder. Hop from the stump onto the ledge
      in the middle and get the Chest.
      Notes: None.
      CHEST 4:
      Location: Middle-southern part of the screen.
      Item: Water of Life
      Directions: From Chest 3, head back to the stump and up the large ladder.
      Then, go down one small ladder but not the other and start heading south. Keep
      going until you reach the Ice Pillar that you freezed, and hop across that to
      the stump and then down the ladder. Now, move the stump all of the way to the
      east. However, before moving it into its final position north, you'll have to
      get north of it and use Move Psynergy so that you don't get trapped behind it.
      Head back up north and go up the small ladder. Then, head south and jump from
      the ice pillar to the stump to the next platform. The treasure chest is right
      on top of here.
      Notes: None.

      To get out to the level (these directions are from after getting Chest 4) head
      back across the two pillars and start going north. Head down the small ladder
      when you get to it and go south until you reach the stump that you had moved to
      get Chest 4. Use Move Psynergy to move this south and then west. Keep heading
      south to find your way out of the door.

      -Floor 7-

      At the door this time will be two Earth Lizards. This time, for a change, try
      activating all of your Djinn to have your stats boosted up a *ton*. Use
      Ragnarok with Isaac, Attack and Impair with Garret, Plasma and High Impact with
      Garret and Wish Well with Mia. It will take a lot longer but there's less risk
      of a character going down thanks to more health and more defense. When you
      eventually defeat them you'll get some Water of Life and access to the next
      room.

      CHEST 1:
      Location: Northeast part of the screen.
      Item: Lucky Medal.
      Directions: Head northeast along the hallway and across the gap to the west
      when you get to it. Keep going west until you reach a small block that you'll
      have to move all the way to the right and then all of the way north. Now, use
      the Carry Psynergy that you got in Venus Lighthouse to place to block 1 square
      north on the ledge. Now, climb up the ladder and keep going east until you
      reach the chest.
      Notes: Head out of the room before attempting Chest 2.
      CHEST 2:
      Location: North-center part of the screen up on a large single platform.
      Item: Psy Crystal
      Directions: Head back to where that small block was when obtaining Chest 1.
      This time, move the block all of the way to the left without changing its
      vertical position, and use Carry on it to bring it up the ledge to the left.
      Now, jump the gap and head up the ladder and down the one to the east of it.
      Move the block one square to the north and use Carry on it to move it up to the
      ledge above. Head back up the ladder and jump to the pillar you just made to
      get the chest.
      Notes: Head out of the room before attempting Chest 3.
      CHEST 3:
      Location: Almost dead center portion of the screen.
      Item: Wicked Mace
      Directions: Head back to where that small block was
      in getting the previous chests. Move it west just like you did in getting
      Chest 2 and Carry it onto the ledge. Hop the gap and go up the large ladder
      and then down the small one. Move the block all of the way to the left of the
      platform and push it off. Now, move the block so that it is 2 squares to the
      left of the bottom most square of the ledge. Now, go up the large ladder and
      down the small one and jump across the small pillar to the platform against the
      west wall. Head southeast on this platform to get the chest.
      Notes: None.
      CHEST 4:
      Location: East of the exit door.
      Item: 777 Coins
      Directions: Thanks to Peter Mentink for this information: It's real easy, you
      can just jump on the ledge where the chest is (jump below the chest).The square
      you jump to is only not visible because off the walls!
      Notes: None.

      >From Chest 3 head back across the gap and up and then down the large ladder.
      Jump across the gap and start heading south at the narrow passageway. Hop to
      the west when you come to the end of this platform to find another small block.
      Move this down as far as it will go and then all of the way to the left. Use
      Carry to place this block on the ledge to the north of it, then climb up the
      ladder and hop across the gap. Head down the ladder to the west and go south
      to go out of the door.

      -Floor 8-

      The next group of enemies are a Poison Toad, and two Thunder Lizards. These
      guys are pretty tough because they have the ability to stun your entire party
      which wont' allow them to attack. I'd go into this with 4 of each type of
      Djinn on standby with the rest of the active. This is a compromise between
      stats and having Summons (although you may want to keep all of Mia's Djinn
      active for Wish Well). Three Level-4 summons will take care of the Thunder
      Lizards, leaving only the Poison Toad. Here you will probably want to use
      status changing Djinn that will paralyze or put Poison Toad to sleep. Once
      he's injured, blast the hell out of it with regular attacks to defat it. On
      defeating the group you'll earn some Water of Life. If you're running low on
      PP, instead of wasting Psy Crystals, just run around for a while to restore PP
      (you don't have to worry about random battles.)

      CHEST 1:
      Location: Northeast part of the screen.
      Item: Smoke Bomb.
      Directions: Head north along the hallway until you reach a white platform with
      a puddle of water underneath it. Freeze this puddle and head north up the
      ladder. Once you're up on the cliff, head south to get the chest.
      Notes: None.
      CHEST 2:
      Location: North-Center part of the screen. This chest is the top one.
      Item: 888 coins.
      Directions: From Chest 1 head down the ladder and freeze the puddle in your
      way. Now, head back north and up the ladder. Cross the gap to be right next
      to this chest.
      Notes: Head out of the room before attempting Chest 3.
      CHEST 3:
      Location: Directly below Chest 2.
      Item: Cleric's Ring
      Directions: Make your way to Chest 2, freezing the puddle south of the ladder
      leading up to the cliff on the east. Do *not* freeze the puddle under the
      platform or you'll have to start over. From Chest 2, slide down the crevice on
      the side of the mountain and make your way around the logs so that you can now
      push the small black rock east. Do so, then head up the ladder northwest of it
      and back across the gap towards the dragon. Head down the crevice, push the
      horizontal log down, and freeze the puddle under the white platform. This will
      now have the dragon burn down the ice pillar in your way to the ladder to the
      north, so hop across the puddle and refreeze it when you're north of it. Head
      up the ladder and across the gap. Head down the crevice on this cliff and push
      the horizontal log down. You can now get up the ladder and get the chest.
      Notes: None.
      CHEST 4:
      Location: Along the northwest wall.
      Item: Potion.
      Directions: From Chest 3, head down the ladder and head northwest. Hop over
      the puddle, then freeze it and go up the ladder. Jump across the ice pillar to
      the cliff to get the item.
      Notes: None.

      After you get the 4th Chest, head down the crevice and go out of the room via
      the door to the south.

      -Floor 9-

      The door enemies for this floor are two Cerebuses. Go into the battle with 4
      inactive Djinn for Isaac, Garret and Ivan and all of the Djinn active for Mia.
      Cast all of the summons for Isaac, Garret and Ivan in the first round. Have
      Mia use Wish or Wish Well throughout the battle. Once the summons have been
      cast, have Isaac start to use Ragnarok, have Garret use the Djinni Flash or
      re-summon Flash, and have Ivan use High-Impact then Plasma in the following
      rounds. Defeat them to get a handy Psy Crystal.

      CHEST 1:
      Location: East-center part of the screen in the middle of the lake.
      Item: 999 Coins
      Directions: Head north to get to the lake with many logs to cross. Take the
      horizontal log to the west of the lake up north. Now, take the vertical log
      right above it to the east. Head off onto the eastern ledge and head south.
      Take the horizontal log here up north, then hop east to the double vertical
      logs. Head down to the south and take the vertical log in the southeastern
      corner of the lake west to reach the island in the center.
      Notes: Head out of the room before attempting to get the next Chest.
      CHEST 2:
      Location: Northwestern part of the lake.
      Item: Sleep bomb.
      Directions: Head up the eastern ledge of the lake and take the northern most
      vertical log west. Hop north to get the treasure chest.
      Notes: Head out the room before attempting to get the next chest.
      CHEST 3:
      Location: Middle of the room in between the two lakes.
      Item: Water of Life
      Directions: Take the western most horizontal log in the first lake you come to
      north, then take the vertical log above it east. Head onto the cliff on the
      east and head south. Bring the horizontal log here north, then hop east to the
      vertical log. Move that west, then hop south to the vertical log below it.
      Head all of the way to the west to reach the platform with this treasure chest
      on it.
      Notes: None.
      CHEST 4:
      Location: Northwest past of the screen.
      Item: Muramasa (a sword)
      Directions: From Chest 3, head southwest. Take all of the horizontal logs
      north. Now, go and take the lowest vertical log west, and then take the
      horizontal log above it south. Go back and take the middle Vertical log west,
      then take the horizontal log above that south. Go all the way back from whence
      you came (13) and take the final vertical log at the northern part of the
      screen west. Jump up north to get the item.

      >From Chest 4, simply take the vertical log back east and head south down the
      ledge to find the exit door.

      -Floor 10-

      When you get to floor ten, you'll be thrilled to know that there are no longer
      anymore puzzles to solve. However, you're about to face one mother of a boss.
      Save your game, inactivate 4 Djinn for everyone but Mia, and make sure
      everyone's healed. It's time for the battle of your life (you meaning Isaac
      and company.) Head west up the dock to find a treasure chest. This chest is
      actually a mimic that you may want to fight for the experience. Now, head up
      the deck the ship (to the north) to encounter Deathbeard in a random battle.

      If you're around level 25-26 and have at least 6 Djinn for each character (If
      you've been following this walkthrough you should by now), then Deathbeard
      shouldn't be that difficult of an enemy. In the first round, Cast your three
      Level-4 summons on him, and have Mia use Wish Well on the whole party. Once
      the first round is done, start using Ragnarok with Isaac. With Garret you'll
      want to use the Djinn Flash *each* turn whether you're casting him or setting
      him to be active again. This will provide a heat barrier that frees your party
      from almost all damage that Deathbeard dishes out. With Ivan, use his Impact
      spell on Isaac (you'll pretty much use this throughout the whole match because
      Deathbeard will occasionally use Break which will decrease all of your party
      member's stats down to normal.) With Mia use Ply Well throughout the battle to
      keep healing stats. Whenever someone's PP starts to get down, use a Psy
      Crystal on him or her (you'll only had to use about 2 or 3 throughout the whole
      match...when Ivan's PP starts to get low don't worry about it, just have him
      defend or use his Djinn.) Try to time using Psy Crystals to when you're being
      defended by a Flash heat barrier. Also, whenever a character goes down, wait
      until you're under a Flash heat barrier to revive that character with Isaac's
      revive. While this strategy is pretty boring, you should be able to defeat
      Deathbeard in about 10 minutes. This strategy works because you'll have a lot
      of HP, PP and defense thanks to having lots of Djinn active. When you finally
      defeat Deathbeard you will get 8,000 experience points, 9,000 coins and some
      Water of Life. You'll also be able to get the treasure chest at the very north
      part of the ship. This box contains the Demon Mail that's unfortunately
      cursed.

      Congratulations! You're now done Crossbone Island! Save your game and use
      Retreat to head out of the cave. Head back northwest towards the pink tornado
      to arrive back at Suhulla. Head all of the way back to Babi's tower where you
      want to go through the entrance there. Also, you will probably want to take a
      rest in the inn at Lalivero before you enter the tower.

      ------
      Venus Lighthouse Part 3
      ------

      Go through the Babi Lighthouse entrance to the tower. Now, keep making your
      way through the tower using the guide earlier in this game. For the most part,
      you're going to have to re-do all of the puzzles in the tower. When you
      *finally* make your way to the top room, save your game, heal all of your
      characters and grab the Psy Crystal. Put 4 Djinn on standby for everyone but
      Mia just like you did with Deathbeard, and slide down the crevice.

      You'll now get an elevator ride up to the top of the lighthouse where you'll
      find Menardi and Saturos talking about lighting the beacon. Suddenly, Felix
      will come up and get in a fight with Saturous and Menardi. He talks about how
      he doesn't trust them with Sheba (remember her?) When you finally get your
      command back, SAVE YOUR GAME BUT WITH A DIFFERENT SAVE FILE THAN THE ONE YOU
      SAVED BEFORE GOING DOWN THE CREVICE! You'll thank me later! Make any final
      adjustments and head over the blue and white gaps, up the stairs and get ready
      to find Saturos and Menardi! Well, after 3 minutes of conversation at least
      ;-]

      In this battle, don't be afraid to use any valuable items that you may be
      saving, as this is the final battle. Cast all of your summons at the beginning
      and have Mia use Wish Well throughout the battle. You're the most vulnerable
      at the beginning of this battle because characters such as Ivan will have very
      little HP until he regains some of his HP. If he goes down at any point, use
      Water of Life or Revive with Isaac to bring him back to life. Otherwise, use
      Ragnarok with Ivan, Flash each turn with Garret (be it summoning or using), and
      High Impact and Ivan's most expensive attack PP wise for each round. Saturos
      and Menardi will start to become less and less effective against you, and
      eventually you'll destroy them.

      Once Saturos and Menardi go down, Felix will mysteriously not let Sheba go and
      mention that he himself wants to light all of the towers. Then, out of
      nowhere, Saturos and Menardi will get up and throw an elemental stone into the
      tower. Felix will leave and Saturos and Menardi will merge into one GIANT
      Fusion Dragon. This Fusion Dragon really isn't as difficult as it seems, and
      the same strategy that you used against Saturos and Menardi will work very well
      against this boss. The only problem is that you don't have any Summons this
      time, so it will take much longer to kill this guy. After about 20 minutes of
      fighting you'll finally be able to defeat the dragon if you've stuck to the
      strategy. Saturos and Menardi will fall into the Lighthouse (not much of a
      death, I bet they'll be back.) You'll talk with Felix again and suddenly the
      Lighthouse will break in half. Sheba will fall to here death and Felix will
      jump after her.

      ------
      Ending
      ------

      You'll find yourself somewhere in Lalivero talking with Iodem. In here you'll
      learn that Sheba and Jenna have not been found, and that Idejema has been
      washed out to see along with Sheba and the rest (apparently Sheba didn't die.)
      You'll all say your farewells, although Iodem will want to talk to you a little
      more. Head out of the house to have Iodem come and talk to you about how you
      saw Iodem. He'll give you the Black Orb that has the power to raise the sunken
      ship from the sea. Once you get command back, head to the northwest part of
      the town to the building where the soldier is guarding. Talk to him and he'll
      let you through. Head west along the bottom ledge and north along the dock.
      Use the Black Orb when you get to the northern most part of the dock to raise
      the Ship from the sea. Your friends will start talking about how this is the
      Lemurian Ship and that the quests are just beginning. The ship will set sail
      and the credits will start to roll. Once they're all done a To Be Continued
      message will appear. What does this mean? It means that another Golden Sun is
      on the way for GameBoy Advance and it's coming out by Christmas 2002.

      This walkthrough is now complete, but it will still be revised and there are
      many more sections to do so stay tuned!

      =============
      Chapter 7: Boss Strategies
      =============

      This section features alternate strategies than are listed in the walkthrough,
      and also features Boss HP, how many coins they give, and how much experience
      points they give. If you've got a very well described Boss Strategy, please
      send it to me at i.kill.kenny@home.com or post them at my forums at
      http://www.nin-gaming.com/~comicsoft...ikonboard.cgi. Also, if
      you have stats on bosses, please also send them to me ASAP. Those who
      contribute will be credited.

      ------
      Bandits
      ------

      >From MysticDragon2100: These guys give 66 EXP and 127 Gold.

      ------
      Tret Tree
      ------

      >From Ben Rechter [weirdo007@hotmail.com]:
      "This guy isn't that tough, so it doesn't really matter if you do him before or
      after the Mercury Lighthouse.
      Tret will just do a normal hit attack, while you can use your Psynergy. If
      you're going well around this time, Isaac should have Ragnarok, which will be
      useful. If Mia has enough Water Djinn, then she should be able to use Wish.
      Ivan's best attack at this stage would be Plasma, so use that and with Garret
      use Heat Wave."

      ------
      Saturos on Top of Mercury Lighthouse
      ------

      Here is Saturos' breakdown of stats:


      >From lotaion on the GameFAQ's message boards:
      "Make sure that you have all of the Djinn up to this point, and that you're
      around Level 10. Keep all of your characters healed by distributing herbs and
      nuts evenly to all characters. Take in mind that Mia has slow agility and let
      Isaac do some healing work. Put all of your Djinni on standby and unleash the
      summons. Then use attacking Djinn like Gust, Flint and Fever.
      As for attacks don't use any Psynergy with Garret, and with Ivan use Plasma."
      >From Flumens on the GameFAQs message boards:
      "Saturos is easy this fight. Have all your Mars Djinn on Isaac (stand-by), all
      your Jupiter Djinn on Garret (set), all your Venus Djinn on Ivan, and all your
      Mercury Djinn on Mia. This way, Isaac and Ivan both have Cure and Mia has her
      ply, making recovering from Saturos' Fireball easier. Attack with everybody
      each turn with Garret using his Djinn and summoning them when they are all on
      stand-by. When HP is low, cure, but be careful not to let anybody's HP drop too
      low as a Fireball will finish them off. The best bet is to use Mia's Ply every
      single turn. As she recovers 4 PP every turn anyway, she will never run out. If
      no one was hurt, I generally healed Ivan as he is always hit by the Fireball,
      and since Mia was slower than Saturos (can't remember agility or level), she
      would heal after the fireball, reducing the number of people I had to heal next
      turn. Healing all the time is a bit slow, but it encourages survival. Garret
      should attack every turn regardless."
      >From Aethereal on the GameFAQs message boards:
      "I beat him rather easily by equipping (and setting) the Djinni that match the
      characters (i.e. Flint and Granite on Isaac, Forge and Fever on Garret, etc.).
      I started by having Isaac, Garret, and Ivan cast their Assist Djinni (Granite
      for defense, Forge for attack, and Breeze for resistance) and Mia used Sleet,
      dealing the first dose of damage. Then I used the attacking Djinni and used
      Fizz on Ivan, and always Ivan (because Saturos always does Heat Flash and then
      Fireball on the first two turns). After that, unless someone was *really* about
      to die (i.e. had less than 35 HP), I had everyone summon. Then I focused on
      healing and casting spells such as Spire (I had yet to acquire Ragnarok by this
      battle), Tundra, Plasma, and having Garret attack and use items...Mia and Isaac
      assisted with the healing as well. I found the fight pretty easy as long as
      Saturos didn't attack Ivan practically every round "

      ------
      Hydros Statue
      ------

      Coming soon.

      ------
      Manticore
      ------

      Coming soon.

      ------
      Kraken
      ------

      Here's some information on Krarken from Aditya Durgam [adurgam777@hotmail.com]:
      "I have some info on the HP power of Kraken, the water demon you encounter on
      your way to Tolbi on the ship. Kraken is the fourth monster/ beast you
      encounter while sailing.
      -He knows Ply Well, so be carefully.
      -He has approx. 2447 HP. It would be best if you used all the appropriate
      summons with the respective elemental adept (Thor with Ivan, Judgment with
      Isaac, etc.). I works better that way (duh)."

      ------
      Collosso Gladiators
      ------

      Coming soon.

      ------
      Toadonpa
      ------

      >From Dumont [ajdumont@sympatico.ca]:
      Toadonpa has approx. 3500 HP.

      ------
      Storm Lizard
      ------

      Jarrod M: "If you want to get rid of the storm lizard quickly all you need to
      do is go to Tolbi and use your lucky medals and aim for the center you'll
      usually get a weapon called the "Assassin Blade" it's special abilities can
      kill enemy even at full HP then get 3 of these and just go and fight him if
      your lucky you can kill him in one hit with one of the blades although it may
      be a glitch i couldn't tell you for sure."

      ------
      Deathbeard
      ------

      Here is information from Ben Rechter [weirdo007@hotmail.com]:
      "When you find the pirate ship, go to the front of the ship and Deadbeard
      will appear.
      The best attacks to use are Destruct Ray with Ivan (though if you don't have
      it use Tornado or Shine Plasma). With Isaac use your Ragnarok. Every turn with
      Mia it would be safe to use Wish or Wish Well. With Garret
      use Heat Wave.
      Deadbeard will attack you will fire attacks like Fireball and Inferno.
      Although if you use High Impact with Ivan about 3 times, he will use Break.
      Deadbeard is and extremely tough boss, so i suggest you take a few nuts, Psy
      Crystals, Water of Hermes and always try to keep Mia and Isaac alive- Isaac
      to attack and Mia to heal. It could be an extremely long fight, so be
      prepared."

      ------
      Saturos, Menardi, Fusion Dragon
      ------

      According to RaGiNGTDRaGoN@aol.com, The Fusion Dragon has between 5200-5300 HP.

      >From Paratroopa1 on the GameFAQ's message boards:
      "With Ivan, do whatever you want. Some people like to use Impact on Isaac.
      Myself, I prefer to use a lot of Djinni and then summon Thor to get a lot of
      damage done.
      Isaac should attack with the Gaia Blade, use Ragnarok, or use Djinni and then
      Summon. Don't use Djinni too often or his stats will fall. Be careful."


      =============
      Chapter 8: The Arena
      =============

      The Arena in Golden Sun has a handful of uses. To get to it, choose Battle
      instead of the usual Load Saved Game when you press A from the Main Menu
      screen. In this mode you'll notice that you can use your "Clear Data" file
      that contains the save you made once you beat the game if you have one (this
      leads me to believe that you will be transferring your data via a link cable as
      opposed to another method.)

      When you select a file to load you'll find yourself in the lobby area. You'll
      notice that in this lobby none of your Psynergy works, but this doesn't matter
      because there won't be any monsters or puzzles to fight in the lobby. You also
      won't take home any experience points, items or health that you may get as a
      result of fighting in the Lobby. The Lobby is more of just a practice area
      where you can battle other monsters or a friend. So, you want to head to the
      girl at the counter north-northwest of the door to set up either a Monster
      Battle (single player) or a Linked Battle against another player.

      ------
      Monster Battles
      ------

      Talk with the lady at the counter and step onto the circle in the middle of the
      two desks. In here the bars to the stairs will open and you'll start to head
      up it. These monster battles won't give you any experience points, but they
      can be reasonably fun. In here you'll find any monster or monster-type boss
      that you've already faced in the save file you have loaded. When you defeat a
      monster you'll arrive back in the circle in the Lobby and you'll be asked if
      you want to fight another battle. You won't have time to change around Djinn,
      so make sure that you stick with a solid plan before staring your first monster
      battle. Take note, however, that if you quit your consecutive monster battle
      tally will be stopped and you'll have to start over again.

      If you've beaten the game expect to see several odd monsters that you usually
      aren't used to seeing in regular random encounters. Some of these monsters
      include Bosses, Mimics and tough monsters from Crossbone Island. If you're
      struggling to defeat some of these monsters, try leveling up in one of your
      games, saving it, and then playing again. This should make monster battles a
      lot easier.

      The Monster Battle Consecutive Win Record doesn't seem to affect anything in
      the game, although I could be mistaken. Has anyone gotten anything special by
      winning a *lot* of monster battles in a row? If so, e-mail me at
      i.kill.kenny@home.com

      ------
      Linked Battles
      ------

      Linked Battles are probably the best part of Golden Sun once you've beaten the
      game. They offer a great deal of challenge (pending that you can actually find
      a friend with another Game Boy Advance and who has this game) and are generally
      very exciting. Before I go into strategies, here is some general information
      on Linked Battles
      •The 3 left-most characters will participate in the battle. To change the
      order of the characters, go to Status, and press L and R to swap around
      character order.
      •Talk with the lady at the counter when linked to propose a linked battle, then
      talk with her again once your friend accepts your offer. Next, head into the
      white circle to enter the arena.
      •In the battle you will have as long as your rival takes to make his or her
      move and 15 seconds afterwards. If you fail to choose a command for any
      character before the clock runs out, those characters will be assigned to
      defend.
      •Feel free to use any items in the battle as these won't transfer over to your
      normal game (read: you won't lose your items that you consumed in the battle.)
      •Agree with your friend to OUTLAW PSY CRYSTALS. This is for the best because
      if both you and your friend are at high levels and have many Psy Crystals the
      battles will go on for a *long* time.

      Now, here are a few strategies for Linked Battles:
      •Turn your sound all of the way down, even before the battle. This will
      prevent your friend from listening in on what you're doing and planning a
      counter strike against you. Alternatively, if you hear your friend
      inactivating all of his or her Djinn, be prepared for an onslaught of summons
      at the beginning of the battle.
      •In your first battle, put enough Djinn on standby so that you have 3 Level-4
      Summons. Unleash these your first time to catch your friend off guard.
      •In the remaining battles, don't try the same Summon-First strategy for a
      while. Instead, try faking your friend out by turning up your volume before
      the battle and having him listen to your putting all of your Djinn on standby.
      Then, as soon as the battle begins, simply do stat boosting spells while your
      friend uses his defensive Djinn, etc. If it works you should be able to catch
      him or her off guard in the next round and blast him with summons.
      •Even if you're going for a normal battle, you will probably want to have at
      least 1 Level-4 summon handy. These will do 200-350 damage against your
      opponent which is a sure-fire way to hurt him when he's down. Since the
      battles are usually long, you should be able to get back the stats by regaining
      Djinn after casting the summon any ways.
      •Djinn like Kite and Flash are your friends during this battle. Make sure that
      you have these Djinn active at all times.
      •I like Mia over Ivan, but you may have your own preference.
      •The Spell "Break" is one of the best spells in this battle. If your friend
      spends all of his time boosting his stats, simply cast 1 Break spell on him to
      return his stats back to normal.

      =============
      Chapter 9: Leveling and Character Classes
      =============

      This section is for those who like to level up at the end of games for not much
      reason at all (although, with a sequel on the horizon it may be of some use.)
      It also will provide help to finding the best Djinn combinations to fit your
      needs. any ways, in this section I will hope to cover all Attacks gained by
      characters in their various classes. This will take a very long time, so bare
      with me as this section is updated quite slowly.

      Here are a few pointers for use when leveling up: The fastest way to level up
      is to have all of your Djinn Active so that they have the best stats. This
      seems to require less experience points to get to the next level than when you
      don't have your Djinn active. Naturally, you should have the Lure Cap that you
      got from Babi after winning Collosso. Here are a few other items that you want
      to have equipped:
      •Your best equipment for all of the characters except...
      •Any equipment that replenishes PP for the character with Wish Well

      Here's a general break down of class changing:
      •The best Djinn combinations seem to be with all of one type of Djinn early on
      in the game.
      •Characters are a little stronger with their class of Djinn as opposed to
      another class (for example: Isaac is best with Earth Djinn)
      •Characters are by far much better when they have all of their Djinn equipped
      as opposed to when they don't have any Djinn equipped.
      •Combinations that mix up many Djinn aren't as strong as pure Djinn
      combinations unless you have enough Djinn (which would be 7 of each type) to
      get the Ninja, White Mage, etc. classes (see below.)
      •When leveling up try to have as much "Luck" as possible in order to get the
      best items.
      •The "Pink Tornado" strategy of attacking the Storm Lizard in the Pink Tornado
      on Crossbone Island and then re-entering Crossbone Island's entrance and
      fighting it again is not an effective strategy. I recommend sticking to the
      top floors of Venus Lighthouse.

      The first section in this chapter deals with when characters learn their
      Psynergy at their pure classes (only Earth Djinn on Isaac, only Fire on Garret,
      etc.) Most of the information is from Levatation 0 and Koop from my message
      boards. If you have something to add to this section, feel free to e-mail me
      at i.kill.kenny@home.com.

      Format:
      Level Needed to Learn Psynergy - Psynergy Name: Description. PP needed.
      Enemies/Allies affected.

      Isaac:
      lvl 2 - Quake: Attack with a powerful quake. PP4. 3
      lvl 4 - Earthquake: Attack with a mighty tremor. PP7. 5
      lvl 6 - Spire: Attack with earthern spire. PP5. 1
      lvl 10 - Cure Well: Restore 70 HP. PP3. 1
      lvl 13 - Ragnarok: Strike with a massive sword. PP7. 1
      lvl 14 - Quake Sphere: Attack with a massive quake. PP15. 7
      lvl 19 - Revive: Revive a downed ally. PP15. 1
      lvl 20 - Clay Spire: Attack with earthern spire. PP13. 3.
      lvl 42 - Stone Spire: Attack with earthern spire. PP22. 3.
      lvl 54 - Grand Gaia: Description needed.

      Garret:
      lvl 2 - Flare: Attack with flaring flames. PP4. 1.
      lvl 4 - Fire: Attack with a scorching fireball. PP6. 3.
      lvl 6 - Flare Wall: Attack with searing flames. PP7. 3.
      lvl 8 - Volcano: Attack with volcanic might. PP6. 1.
      lvl 12 - Heat Wave: Attack with fiery bolts. PP6. 1.
      lvl 14 - Fireball: Attack with a scorching fireball. PP12. 5.
      lvl 18 - Flare Storm: Attack with incinerating flames. PP12. 3.
      lvl 22 - Eruption: Attack with volcanic might. PP14. 3.
      lvl 36 - Inferno: Attack with a scorching fireball. PP23. 5.
      lvl 48 - Pyroclasm: Description needed.

      Ivan:
      lvl 8 - Plasma: Attack with a barrage of bolts. PP8. 3.
      lvl 12 - Sleep: Lull multiple foes to sleep. PP5. 3.
      lvl 14 - Storm Ray: Attack with a magnetic storm. PP10. 3.
      lvl 17 - Bind: Block a foe's Psynergy. PP4. 1.
      lvl 18 - Tornado: Attack with a mighty tornado. PP14. 5.
      lvl 21 - High Impact: Boost party's Attack. PP12. All.
      lvl 36 - Destruct Ray: Attack with a magnetic storm. PP21. 3.
      lvl 44 - Tempest: Attack with a fearsome windstorm. PP27. 5.
      lvl 50 - Spark Plasma: Description needed.

      Mia:
      lvl 13 - Restore: Remove sleep, stun, and delusion. PP3. 1.
      lvl 16 - Ply Well: Restore 200 HP with faith's power. PP8. 1.
      lvl 17 - Ice Horn: Attack with spikes of ice. PP11. 3.
      lvl 31 - Break: Eliminate an enemy's bonuses. PP5. All.
      lvl 34 - Pure Ply: Restore 1000 HP with faith's power. PP12. 1.
      lvl 42 - Ice Missile: Attack with spikes of ice. PP23. 3.
      lvl 46 - Pure Wish: Description needed.

      ------
      Isaac (Beginning at Level 29)
      ------

      Isaac's Classes Based on a Level 29 Character (coming soon: A Level 45-ish
      Character)

      Scquire - 1 Earth Djinn
      -HP + 6
      -PP + 3
      -Attack + 4

      Knight - 2 Earth Djinn
      -HP + 41
      -PP + 11
      -Attack + 27
      -Defense + 17
      -Agility + 15
      -Luck + 1

      Knight - 3 Earth Djinn
      -HP + 11
      -PP + 3
      -Agility + 3

      Gallant - 4 Earth Djinn
      -HP + 48
      -PP + 15
      -Attack + 27
      -Defense + 18
      -Agility + 13
      -Luck + 1
      -Psynergy Gained: Gaia, Mother Gaia, Revive

      Gallant - 5 Earth Djinn
      -HP + 10
      -Attack + 4
      -Luck + 1

      Lord - 6 Earth Djinn
      -HP + 50
      -PP + 14
      -Attack + 27
      -Defense + 15
      -Agility + 16

      Lord - 7 Earth Djinn
      -HP + 13
      -Attack + 6

      Brute - 1 Fire Djinni
      -HP - 15
      -PP - 9
      -Attack + 31
      -Defense - 15
      -Luck - 1
      -Psynergy Gained: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova,
      Haunt, Curse, Condemn
      -Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire,
      Cure, Cure Well, Potent Cure

      Ruggian - 2 Fire Djinn
      -HP + 67
      -PP + 12
      -Attack + 27
      -Defense + 17

      Ruggian - 3 Fire Djinn
      -HP + 11
      -PP + 3
      -Defense + 2
      -Agility + 3

      Savage - 4 Fire Djinn
      -HP + 67
      -PP + 10
      -Attack + 31
      -Defense + 15
      -Agility + 12
      -Psynergy Gained: Spire, Cure Spire, Revive, Impair, Debilitate

      Barbarian - 5 Fire Djinn
      -HP + 76
      -PP + 13
      -Attack + 28
      -Defense + 19
      -Agility + 12
      -Luck + 1

      Barbarian - 6 Fire Djinn
      -HP + 13
      -Attack + 4
      -Agility + 3

      Barbarian - 7 Fire Djinn
      -HP + 16
      -Attack + 3
      -Agility + 3
      -Luck + 1

      Apprentice - 1 Jupiter Djinni
      -HP - 15
      -PP + 39
      -Attack + 3
      -Agility + 15
      -Luck - 1
      -Psynergy Gained: Astral Blast, Gaia, Mother Gaia, Weaken, Enfeeble, Delude,
      Sleep, Haunt, Curse
      -Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire,
      Cure, Cure Well, Potent Cure

      Illusionist - 2 Jupiter Djinn
      -HP + 65
      -PP + 16
      -Attack + 27
      -Defense + 17
      -Agility + 12
      -Luck + 1

      Illusionist - 3 Jupiter Djinn
      -HP + 13
      -PP + 4
      -Agility + 2
      -Luck + 1


      Enchanter - 4 Jupiter Djinn
      -HP + 65
      -PP + 16
      -Attack + 30
      -Defense + 15
      -Agility + 13
      -Psynergy Gained: Impact, High Impact, Ward, Resist

      Enchanter - 5 Jupiter Djinn
      -HP + 12
      -PP + 5
      -Agility + 4

      Shaman - 6 Jupiter Djinn
      -HP - 47
      -PP + 11
      -Attack - 49
      -Defense - 15
      -Agility - 13
      -Luck + 1

      Shaman - 7 Jupiter Djinn
      -HP + 13
      -PP + 7
      -Defense + 2
      -Luck + 1

      Swordsman - 1 Mercury Djinni
      -HP - 15
      -PP + 13
      -Defense + 18
      -Agility - 23
      -Psynergy Gained: Cutting Edge, Thorn, Briar, Revive, Cure Poison, Restore
      -Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire,
      Cure, Cure Well, Potent Cure

      Defender - 2 Mercury Djinn
      -HP + 65
      -PP + 11
      -Attack + 31
      -Defense + 15
      -Agility + 12
      -Luck + 1
      -Psynergy Gained: Ply, Ply Well, Avoid

      Defender - 3 Mercury Djinn
      -HP + 13
      -Attack + 5

      Cavalier - 4 Mercury Djinn
      -HP + 67
      -PP + 14
      -Attack + 27
      -Defense + 15
      -Agility + 15
      -Psynergy Gained: Wish, Wish Well

      Cavalier - 5 Mercury Djinn
      -HP + 13
      -Attack + 5
      -Luck + 2

      Shamon - 6 Mercury Djinn
      -HP - 53
      -PP + 45
      -Attack - 56
      -Defense - 28
      -Agility + 25
      -Luck + 1
      -Psynergy Gained: Froth, Froth Sphere, Growth, Mad Growth, Wild Growth, Cure,
      Cure Well, Potent Cure
      -Psynergy Lost: Cutting Edge, Thorn, Briar, Ply, Ply Well, Avoid

      Shamon - 7 Mercury Djinn
      -HP + 16
      -PP + 6
      -Agility + 5

      Brute - 1 Earth Djinni, 1 Fire Djinni (From 1 Earth Djinn)
      -HP - 15
      -PP - 9
      -Attack + 29
      -Defense - 15
      -Agility + 3
      -Psynergy Gained: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova,
      Haunt, Curse, Condemn
      -Psynergy Lost: Ragnarok, Quake, Earthquake, Quake Sphere, Spire, Clay Spire,
      Cure, Cure Well, Potent Cure

      Brute - 2 Earth Djinn, 1 Fire Djinni
      -HP + 9
      -PP + 1
      -Agility + 3

      Brute - 3 Earth Djinn, 1 Fire Djinni
      -HP + 10
      -Attack + 4
      -Luck + 1

      Brute - 4 Earth Djinn, 1 Fire Djinni
      -HP + 12
      -PP + 3
      -Defense + 2

      Brute - 5 Earth Djinn, 1 Fire Djinni
      -HP + 10
      -PP + 2
      -Agility + 3

      Brute - 6 Earth Djinn, 1 Fire Djinni
      -HP + 9
      -Defense + 2
      -Agility + 2
      -Luck + 1

      Ruffian - 1 Earth Djinni, 2 Fire Djinn (From 1 Fire Djinni, 1 Earth)
      -HP + 64
      -PP + 9
      -Attack + 29
      -Defense + 15
      -Agility + 15
      -Luck + 2

      Ruffian - 2 Earth Djinn, 2 Fire Djinn
      -HP + 12
      -PP + 3
      -Agility + 3

      Ruffian - 3 Earth Djinn, 2 Fire Djinn
      -HP + 12
      -PP + 13
      -Defense + 3

      Ruffian - 4 Earth Djinn, 2 Fire Djinn
      -HP + 12
      -Attack + 4
      -Luck + 1

      Ruffian - 5 Earth Djinn, 2 Fire Djinn
      -HP + 10
      -Attack + 2
      -Agility + 4

      At This Point I'm Just Going To Skip Ahead To Isaac's Best Classes:

      Savage - 4 Fire Djinn, 3 Earth Djinn (Stats from 3 Fire, 3 Earth)
      -HP + 75
      -PP + 11
      -Attack + 30
      -Defense + 15
      -Agility + 14
      -Luck + 1
      -Psynergy Known: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova,
      Haunt, Curse, Condemn, Move, Retreat
      -Psynergy Learned: Spire, Clay Spire, Revive, Impair, Debilitate

      Cavalier - 4 Water Djinn, 3 Earth Djinn (Stats from 3 Water, 3 Earth)
      -HP + 73
      -PP + 16
      -Attack + 27
      -Defense + 15
      -Agility + 26
      -Psynergy Known: Cutting Edge, Thorn, Briar, Ply, Ply Well, Revive, Cure
      Poison, Restore, Avoid, Move, Retreat
      -Psynergy Learned: Wish, Wish Well

      Enchanter - 4 Wind Djinn, 3 Earth Djinn (Stats from 3 Wind, 3 Earth)
      -HP + 78
      -PP + 19
      -Attack + 27
      -Defense + 18
      -Agility + 12
      -Psynergy Known: Astral Blast, Gaia, Mother Gaia, Weaken Enfeeble, Delude,
      Sleep, Haunt, Curse, Move, Retreat
      -Psynergy Learned: Impact, High Impact, Ward, Resist

      Ninja - 4 Wind Djinn, 3 Fire Djinn (Stats from 3 Wind, 3 Fire)
      -HP + 19
      -PP + 7
      -Defense + 3
      -Psynergy Known: Death Plunge, Shuriken, Punji, Punji Trap, Fire Bomb, Cluster
      Bomb, Gale, Typhoon, Thunderclap, Thunderbolt, Mist, Move, Retreat

      Enchanter - 3 Water Djinn, 4 Wind Djinn (Stats from 3 Water, 3 Wind)
      -HP + 78
      -PP + 54
      -Attack + 28
      -Defense + 3
      -Agility + 50
      -Luck - 1
      -Psynergy Learned: Astral Blast, Gaia, Mother Gaia, Impact, High Impact, Ward,
      Resist, Weaken, Enfeeble, Delude, Sleep, Haunt Curse
      -Psynergy Lost: Cutting Edge, Thorn, Briar, Ply, Ply Well, Revive, Cure Poison,
      Restore, Avoid

      ++++++++
      + BEST +
      ++++++++
      Dargoon - 3 Water Djinn, 3 Fire Djinn, 1 Wind (Stats from 3 Water, 3 Wind)
      -HP + 139
      -PP + 36
      -Attack + 56
      -Defense + 34
      -Agility + 12
      -Luck + 2
      -Psynergy Known: Cutting Edge, Thorn, Briar, Ply, Ply Well, Cure Poison,
      Restore, Avoid
      -Psynergy Gained: Blast, Mad Blast, Fiery Blast, Wish, Wish Well
      -Psynergy Lost: Revive

      ------
      Garret's Classes
      ------

      Stats are currently just based on a Level 29 Garret, and for his best classes.

      Guard - 1 Fire Djinni
      -HP + 11
      -Attack + 2
      -Agility + 1
      -Luck + 2
      -Psynergy Known: Heat Wave, Flare, Flare Wall, Flare Storm, Fire, Fireball,
      Volcano, Eruption

      Soldier - 2 Fire Djinn
      -HP + 65
      -PP + 9
      -Attack + 23
      -Defense + 16
      -Agility + 13

      Soldier - 3 Fire Djinni
      -HP + 15
      -PP + 3
      -Defense + 3
      -Luck + 1

      Warrior - 4 Fire Djinn
      -HP + 71
      -PP + 10
      -Attack + 25
      -Defense + 16
      -Agility + 11
      -Psynergy Learned: Guard, Protect, Impair, Debilitate

      Warrior - 5 Fire Djinn
      -HP + 14
      -PP + 4
      -Defense + 3
      -Agility + 2

      Champion - 6 Fire Djinn
      -HP + 85
      -PP + 13
      -Attack + 21
      -Defense + 19
      -Agility + 12

      Champion - 7 Fire Djinn
      -HP + 16
      -Attack + 4
      -Luck + 1

      Savage - 3 Fire Djinn, 4 Earth Djinn (From 3 Fire, 3 Earth)
      -HP + 82
      -PP + 11
      -Attack + 27
      -Defense + 16
      -Agility + 12
      -Psynergy Known: Planet Diver, Growth, Mad Growth, Wild Growth, Blast, Nova,
      Haunt, Curse
      -Psynergy Learned: Spire, Clay Spire, Revive, Impair, Debilitate

      Cavalier - 3 Fire Djinn, 4 Water Djinn (From 3 Fire, 3 Water)
      -HP + 77
      -PP + 14
      -Attack + 21
      -Defense + 17
      -Agility + 14
      -Psynergy Known: Cutting Edge, Blast, Mad Blast, Fiery Blast, Ply, Ply Well,
      Cure Poison, Restore, Guard, Protect, Avoid
      -Psynergy Learned: Wish, Wish Well

      Enchanter - 3 Fire Djinn, 4 Wind Djinn (From 3 Fire, 3 Wind)
      -HP + 80
      -PP + 15
      -Attack + 22
      -Defense + 17
      -Agility + 14
      -Luck + 1
      -Psynergy Known: Astral Blast, Volcano, Eruption, Ward, Resist, Weaken,
      Enfeeble, Delude, Sleep
      -Psynergy Learned: Impact, High Impact, Guard, Protect

      ++++++++
      + BEST +
      ++++++++
      Samurai - 3 Wind Djinn, 4 Earth Djinn (From 3 Earth, 3 Wind)
      -HP + 119
      -PP - 7
      -Defense + 37
      -Agility + 35
      -Luck + 1
      -Psynergy Learned: Dragon Cloud, Demon Night, Rockfall, Rockslide, Lava Shower,
      Molten Bath, Demon Spear, Angel Spear, Guardian, Protector, Magic Shell, Magic
      Shield
      -Psynergy Lost: Death Plunge, Shuriken, Punji, Punji Trap, Fire Bomb, Cluster
      Bomb, Gale, Typhoon, Thunderclap, Thunderbolt, Mist

      ------
      Ivan's Classes
      ------

      These are based on a Level 29 Ivan, and I'm only listing Ivan's best classes
      because it's pointless to go through all of the work to list bad classes.

      Wind Seer - 1 Wind Djinni
      -HP + 7
      -Attack + 2
      -Agility + 2
      -Psynergy Known: Ray, Storm Ray, Whirlwind, Tornado, Plasma, Shine Plasma,
      Sleep, Bind

      Magician - 2 Wind Djinn
      -HP + 34
      -PP + 18
      -Attack + 19
      -Defense + 12
      -Agility + 13
      -Luck + 1
      -Psynergy Gained: Impact, High Impact

      Magician - 3 Wind Djinn
      -HP + 10
      -PP + 4
      -Agility + 3
      -Luck + 1

      Mage - 4 Wind Djinn
      -HP + 61
      -PP + 12
      -Attack + 23
      -Defense + 9
      -Agility + 13
      -Psynergy Gained: Ward, Resist

      Mage - 5 Wind Djinn
      -HP + 9
      -PP + 7
      -Agility + 5

      Magister - 6 Wind Djinn
      -HP + 67
      -PP + 12
      -Attack + 25
      -Defense + 10
      -Agility + 13

      Magister - 7 Wind Djinn
      -HP + 14
      -PP + 9
      -Defense + 2
      -Luck + 1

      Shaman - 3 Wind Djinn, 4 Earth Djinn (From 3 Wind, 3 Earth)
      -HP + 42
      -PP + 13
      -Attack + 24
      -Defense + 9
      -Agility + 13
      -Psynergy Known: Bolt, Flash Bolt, Blue Bolt, Growth, Mad Growth, Cure, Cure
      Well, Potent Cure, Bind
      -Psynergy Gained: Revive, Ward, Resist

      Ascetic - 3 Wind Djinn, 4 Fire Djinn (From 3 Wind, 3 fire)
      -HP + 45
      -PP + 16
      -Attack + 20
      -Defense + 13
      -Agility + 13
      -Psynergy Known: Slash, Wind Slash, Plasma, Shine Plasma, Bind
      -Psynergy Gained: Volcano, Eruption, Ward, Resist

      Scholar - 3 Wind Djinn, 4 Water Djinn (From 3 Wind, 3 Water)
      -HP + 66
      -PP + 12
      -Attack + 25
      -Defense + 10
      -Agility + 13
      -Luck + 1
      -Psynergy Known: Prism, Hail Prism, Plasma, Shine Plasma, Impact, High Impact,
      Bind
      -Psynergy Gained: Wish, Wish Well

      ++++++++
      + BEST +
      ++++++++
      White Mage - 3 Earth Djinn, 4 Water Djinn (From 3 Earth, 3 Water)
      -HP + 75
      -PP + 13
      -Attack + 24
      -Defense + 10
      -Luck + 4
      -Psynergy Known: Revive
      -Psynergy Gained: Prism, Hail Prism, Plasma, Shine Plasma, Wish, Wish Well,
      Cure Poison, Restore, Dull, Ward
      -Psynergy Lost: Haunt, Curse, Bolt, Flash Bolt, Blue Bolt, Froth, Froth Sphere,
      Cure, Cure Well, Potent Cure
      ------
      Mia's Classes
      ------

      Mia's Classes are based on a Level 29 Mia, and only her best classes and
      natural classes are listed.

      Water Seer - 1 Water Djinni
      -HP + 13
      -PP + 5
      -Defense + 3
      -Psynergy Known: Ply, Ply Well, Cure Poison, Restore, Frost, Tundra, Glacier,
      Ice, Ice Horn

      Scribe - 2 Water Djinn
      -HP + 33
      -PP + 13
      -Attack + 23
      -Defense + 15
      -Agility + 24
      -Luck + 1

      Scribe - 3 Water Djinn
      -HP + 10
      -Attack + 4

      Cleric - 4 Water Djinn
      -HP + 55
      -PP + 18
      -Attack + 20
      -Defense + 15
      -Agility + 17
      -Psynergy Gained: Wish, Wish Well

      Cleric - 5 Water Djinn
      -HP + 10
      -Attack + 4
      -Luck + 2

      Paragon - 6 Water Djinn
      -HP + 60
      -PP + 18
      -Attack + 21
      -Defense + 18
      -Agility + 13
      -Luck + 2

      Paragon - 7 Water Djinn
      -HP + 17
      -PP + 6
      -Agility + 5

      Shamon - 3 Water Djinn, 4 Earth Djinn (From 3 Water, 3 Earth)
      -HP + 35
      -PP + 17
      -Attack + 20
      -Defense + 15
      -Agility + 18
      -Psynergy Known: Froth, Froth Sphere, Growth, Mad Growth, Cure, Cure Well,
      Potent Cure, Cure Poison, Restore
      -Psynergy Learned: Revive, Wish, Wish Well

      Ascetic - 3 Water Djinn, 4 Fire Djinn (From 3 Water, 3 Fire)
      -HP + 39
      -PP + 15
      -Attack + 20
      -Defense + 19
      -Agility + 14
      -Luck + 2
      -Psynergy Known: Douse, Drench, Plasma, Hail Prism, Cure Poison, Restore
      -Psynergy Learned: Volcano, Eruption, Wish, Wish Well

      Shamon - 3 Water Djinn, 4 Earth Djinn (From 3 Water, 3 Earth)
      -HP + 35
      -PP + 17
      -Attack + 20
      -Defense + 15
      -Agility + 18
      -Psynergy Known: Froth, Froth Sphere, Growth, Mad Growth, Cure, Cure Well,
      Potent Cure, Cure Poison, Restore
      -Psynergy Learned: Revive, Wish, Wish Well

      Scholar - 3 Water Djinn, 4 Wind Djinn (From 3 Water, 3 Wind)
      -HP + 60
      -PP + 13
      -Attack + 23
      -Defense + 15
      -Agility + 17
      -Psynergy Known: Prism, Hail Prism, Plasma, Shine Plasma, Impact, High Impact,
      Bind
      -Psynergy Learned: Wish, Wish Well

      Ranger - 3 Wind Djinn, 4 Fire Djinn (From 3 Wind, 3 fire)
      -HP + 12
      -Attack + 4
      -Luck + 1
      -Psynergy Known: Slash, Wind Slash, Douse, Drench, Volcano, Eruption, Ward,
      Resist, Bind

      If anyone has a really good class for Mia, please e-mail me
      (i.kill.kenny@home.com) it along with what the Djinn specifications are.
      =============
      Chapter 10: Golden Sun 2: The Lost Age
      =============

      Anything located in between Stars has spoilers in it, so don't read it if you
      don't want to be spoiled.

      ***********************************************************************
      ******************************Spoilers*********************************
      ***********************************************************************
      Here's the information known about Golden Sun 2: The Lost Age.
      Source: Golden Sun Anonymous Affiliate, Golden Sun Online and Golden Sun
      Network. This information can't be 100% confirmed, but I have confidence it's
      at least reasonably accurate. Also, GameFAQ's game data helped in this too.
      •It's due out in Japan ~ June 30th, 2002
      •It will hit the United States around Christmas 2002
      •The game's introduction starts in Jenna and Felix's childhood.
      •It will then skip ahead to one year past the first Game.
      •The game *may* star the four main characters.
      •Jenna and Felix will be playable definitely in the introduction, possibly
      later.
      •Camelot's web site mentions in hidden text that the game will most likely
      feature 3 characters.
      •There may be additional characters to play as.
      •There will be a bank system to store it items/ money.
      •There will be new Djinn, 35 in total with 3 new Djinn classes.
      •Djinn may aid in transportation.
      •The game will probably have some sort of file transfer from the first game to
      the second that's optional and will unlock a few extra things.
      •While this hasn't been mentioned, I have a strong feeling that you will *not*
      be able to transfer your level, items, etc. over to the new game, the transfer
      will be only plot related.
      •Although... ldsrcool from the GameFAQ's.com message board mentions that the
      Gameboy Advance has a suitable amount of Flash Memory that can be used to save
      your game onto. Then, it's possible to put your game into Sleep Mode, remove a
      cartridge and load the same cartridge back in without affecting it. If Golden
      Sun 2 is programmed correctly, you may be able to put your Golden Sun 1 game
      into sleep mode, take out the cartridge and put Golden Sun 2 into your Game Boy
      Advance. The game will then load the save file loaded into the Flash Memory of
      the Game Boy Advance and read your save file from the previous game. So, it is
      possible for Camelot to make it only take one GBA to transfer your save from
      one GBA to another, but I doubt it. I suspect that it will use the link cable
      in order to sell more Game Boy Advances and link cables.
      ***********************************************************************
      ***************************End Spoilers********************************
      ***********************************************************************

      =============
      Chapter 11: Codes, Secrets and Tips
      =============

      Welcome to the Codes, Secrets and Tips section. In this section are all of the
      known codes, secrets and tips that I have for Golden Sun (hence the title of
      this chapter.)

      Name Other Party Members:
      When you are naming your characters at the start of the game, press select
      three times to name your other characters.

      Name Enemies:
      Source: midgetjackietran.
      After pushing select three times, push up, down, up, down, left, right, left,
      right, up, right, down, left, up, and select to name Felix, Jenna, and Sheba.

      Restore HP Without Using Psynergy:
      Thanks to Michael Sutton [suttmi@selwyn.ca] for this information:
      "I have a good tip for when healing party members. For example, if Garret has
      500/700 hp, you do not have to spend pp on curing 200 hp for him. Instead, you
      just have to put all of his djinn on standby first and then his hp will be at a
      lower number but with less damage. The percent of damage according to his hp
      stays the same but it is a smaller number than the original number of hp
      missing. This means that now instead of having to heal 200 hp you will only
      have to heal about 100 hp. After he is healed, set back all of his djinn and he
      will be at full health. So, you saved pp by only having to cure 100 hp instead
      of 200 hp. You can do this for all party members. It is a way to save pp with
      Mia or Isaac, but it does take a few minutes."

      ============
      Chapter 12: Where To Get Further Information
      ============

      In-depth FAQs on Djinn, Class Changing, and Items:
      http://www.gamefaqs.com

      Gameshark Codes:
      http://www.gameshark.com/gameboyadva...79896_106.html

      Codebreaker Codes:
      http://www.cmgsccc.com/gba/index.php?multi=3

      Golden Sun Anonymous (my site):
      http://www.nin-gaming.com/~comicsoft/gsa

      Golden Sun Network:
      http://www.goldnsun.net

      Golden Sun Hacking Information:
      http://24.6.24.167:8080/GS/index.htm

      Golden Sun Anonymous Forums:
      http://www.nin-gaming.com/~comicsoft.../ikonboard.cgi

      Me:
      i.kill.kenny@home.com

      =============
      Chapter 13: Credits/Copyright Information
      =============
      =Walkthrough Written By......Mike Bentley=
      =Djinn Section By...Baby M=
      =Item List By...LJUMP12=
      =Psynergy Learned Section By...Levatation 0 and Koop=
      =ASCII Art...Casagrande (arc@itookmyprozac.com)=
      =Various Contributions Mentioned As They Show Up=
      =Aditya Durgam [adurgam777@hotmail.com]...*Lots* of Tips ;-]=
      ---
      =My E-Mail Address...i.kill.kenny@home.com=
      =My Web site......Golden Sun Anonymous=
      =(http://www.nin-gaming.com/~comicsoft/gsa/index.php)=
      =I am sorry, I am no longer allowing anyone to Instant Message me. However,
      you can still get a very quick response by posting on my forums at
      http://www.nin-gaming.com/~comicsoft...ikonboard.cgi. Your
      post will be answered quickly after posting.=
      =Your Name Here! Contribute!=

      For the most up to date versions of this FAQ please visit either
      www,cheatcc.com
      www.gamefaqs.com or
      http://www.nin-gaming.com/~comicsoft...lkthrough.php.
      If you're not on those sites and have a question that's not answered in this
      FAQ, please look at these sites and make sure that you have the leatest version
      of the guide before asking a question.

      Copyright © 2001 - 2002 Mike Bentley
      Feel free to use this FAQ on your web site without getting my permission as
      long as it isn't altered significantly. Although it would be great if you
      could e-mail me and give me the URL. It boosts my ego when sites want my work
      ;-].

    2. #2
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      ممكن

      مشكووووووور


      لكن لو تحصل الينه بالعربي كان احسن
      ميلان وإيطاليا فقط

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      السلام عليكم

      يا اخوي ..انا مشترك في كل الحلول الخاصه في العاب الجيم بوي ادفانس

      وانا بموقع cheatcc

      وممكن تروح موقعajeeb.com و
      تسوي ترجمه

      ومشكوور على الرد
      التعديل الأخير تم بواسطة mr-bambarz ; 02-12-2002 الساعة 12:43 AM


      سابقا...the_dead_cow...سابقا

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