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الموضوع: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

  1. #1
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    السلام عليكم

    إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

  2. #2
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    في كثير كا نوا يريدون الحل الكامل لجولدن سن2 وهذا هو الحل:


    The Lost Age begins by asking you to input Felix's name. After naming Felix
    you will be prompted whether or not you have data to send from the
    original game. If you have completed Golden Sun (after this point in
    the guide the original game will be referred to as Golden Sun. This game
    will be referred to as the Lost Age) then turn that on, go to the main menu
    screen and hold Left, L and then hit B. Before the menu appears again
    release Select and L. This will make the "Send" option appear and you will
    be able to send your data to The Lost Age through either linking two GameBoy
    Advances up through a link cable or by using one of the password mehtods.

    If you have not completed Golden Sun, I highly recomend that you do so.
    However, it is not necessary to complete Golden Sun in order to play The Lost
    Age and you will only be missing out on the plot, certain weapons and Djinn
    from the first game and a few side quests at the end of The Lost Age.

    I will be posting my Gold Password soon.

    You will now be treated to a recap of the Golden Sun story up until the
    start of The Lost Age. If you already know the story I suggest that you hit
    Start because it will take a while to read through it all.

    We now find Felix, Jenna and Kraden in a room in Venus Lighthouse with
    electricity guarding the pass from the north to south. Felix, Jenna, Kraden
    and later Alex will talk for about 5 minutes. Eventually, NPCs (Non-Playable
    Characters) Alex and Kraden will join Jenna's party. You will now have
    command of Jenna.

    At this point you will want to flea from Venus Lighthouse. Head down the
    stairs and in the next room go through the door facing south. In the next
    room, head to the east and through the door. You'll now be in a room with
    several platforms with gaps betwix them. You'll want to hug the left wall
    until you can get to the center and eventually to the southeast platform with
    a door on it. Go through the door and open the treasure chest to reveal an
    herb. Now, head back down the stairs and back through the platform room. Go
    through the door to the south in this room and continue south until you get
    out of the lighthouse.

    When you get outside of the lighthouse Jenna will pause a second to look at a
    bird. Once you have control again, head south to find a large group of
    guards trying to block your path. Alex and Kraden will show themselves and
    after a lot of talking Alex finally uses his Psynergy to clear the path of
    guards. Alex then heads east in order to prevent any further guards from
    coming. Once you have command again, head west towards the edge of the
    screen. You will be confronted by a guard and he will challenge you to your
    first battle. Easily kill him with one Fume Psynergy and move on.

    Climb down the first vine that you see and continue down until you see a door.
    Go through the door. You will be stopped by three more guards. These guards
    are as easy as the one you just faced, so either attack or unleash Psynergy on
    them for easy 1-Hit kills.

    You will now be in a cave with sparkling stones on the walls. Head down the
    stairs and through the door. In the next screen, head to the east. About
    halfway through you'll be confronted by a monster. This will be another easy
    battle. Simply attack or use Psynergy on the beast to kill it. After the
    battle Kraden will pop out and comment on how dangerous the cave is. Continue
    through and head out the door.

    Outside of the cave is a sunken ship. Kraden will pop out again and start to
    investigate the ship. At one point he'll even jump in to get a good look at
    it. He quickly discovers that it needs to be powered by a Black Orb that you
    do not posess. Eventually Alex will arrive. Shortly after that you'll see
    Venus Lighthouse crumble to the ground and Idejima break off of the main
    land.

    `-`-`-`-`

    `-`-`-`-`
    Section 2: Idejima
    `-`-`-`-`

    Once you come to, you'll find Jenna and Kraden lying on the ground in the same
    scene that occurred after the credits of Golden Sun. Alex will come over and
    tell you that Sheba and Felix have washed up. Sheba and then Felix will come
    to and the whole group will start talking about what happened on top of Venus
    Lighthouse. Eventually, Alex will spot a continent (Indra) that it looks like
    the floating island is going to miss. Suddenly, the camera zooms around and a
    large tidal wave is seen. The tidal wave sweeps over the whole island and the
    screen fades to black.

    We now find Felix, Jenna, Kraden and Sheba unconscious on the ground. Felix
    will come to first and you'll now be in command of him. Talk with Kraden,
    Jenna and Sheba to have them join your party or attempt to leave to have them
    get angry at you. Once you've obtained all of the party members, start
    heading Northwest. Kraden will quickly pop out and discuss how Alex has left
    to find a ship in order to light the remaining lighthouses. Once everyone is
    done talking continue northwest to appear on the World Map.

    Head south along the dirt path to reach the first town in The Lost Age.

    `-`-`-`-`
    Section 3: Diala
    `-`-`-`-`

    The houses in Diala are primarily yellow in color which look like they were
    made from mud bricks with a gray roof on top. The town was hit by the tidal
    wave and as a result all of their boats are destroyed.

    Head south along the west cliff-wall in the town until you get past the small
    house with the garden in front. Head east from here, going past the well.
    Head south from there and head into the Weapons shop to buy the latest weapons
    and armor for your characters. There is an inn to the left of the item shop
    that you don't need to stop in yet because you probably have not fought any
    random battles yet. Head back along the east wall and up the stairs. Head
    past the house and up the small set of stairs. Look in the pot (Press A) to
    receive an herb. Now, head out of town to the south.

    `-`-`-`-`

    `-`-`-`-`
    Section 4: To Kandorean Temple
    `-`-`-`-`

    When you come out of the town you will see a sparkling figure floating in
    front of you. Walk up to it to find your first Venus Djinni, Echo. Answer
    yes to his first question to get the Djinn to join you. You should probably
    answer no to his second question because that will just show you how to use
    Djinn like in the beginning of Golden Sun. You'll fight an auto battle
    in which the Djinni shows you how to effectively use Djinn and Summons in
    battle.

    Head South once you're free to move again and take a left at the fork. Keep
    going west until you get to a bridge. Don't cross the bridge, but instead
    head south through the forest, then back east across the bridge and northeast
    along the path. You'll eventually come to Kandorean Temple.

    `-`-`-`-`

    `-`-`-`-`
    Section 5: Kandorean Temple
    `-`-`-`-`

    When you enter Kanorean Temple you will notice that there are two guards
    standing at the gate who won't let you into this town since Master Poi will
    not allow anyone to see him. So, head in the side door by going west when
    you get in the town and go north when you get to the left forest-wall. When
    you get to the north part of the perimeter Kraden will pop out and comment
    on the bush guarding a cave entrance. When you get control back, go up to
    the cave and use Sheba's Whirlwind Psynergy on the brush. Kraden will pop
    out again after you've done it to tell you that it worked.

    Head into the cave to find yourself in a room with shallow water in it. Go
    south and eventually head east in the room. You'll come to a large brown
    structure which you can climb up (just hold Up.) When you've finished
    climbing you'll find yourself outside of a well inside of the town. You'll
    find three monks in the town who like to think "..." when you get near. You
    can go past them because they don't have anything really important to say.
    Head into the temple that is open.

    As soon as you go into the temple Master Poi will start talking to the three
    monks about how they lack discipline. Several of the monks will start
    levitating and eventually Master Poi will open up the main door because the
    center monk wants to take the trial. Head through it to find yourself in a room
    with lots of rocks in it. In this room there is a treasure chest directly
    above you that is actually a Mimic. It's not that tough and I recommend
    fighting it for its experience and coins. The battle will be easy if you use
    Felix's Djinn and Summons, Jenna's Fume Psynergy and Sheba's Ray Psynergy.
    You'll want to head up the left side of the room. Keep heading up along the
    left wall and around the cave in the middle clockwise. Go down the stairs and
    down the ladder in the next room. Head to the left to find a monk lying on
    the ground in pain. After talking to him, head north through the pillars and go
    up the ladder. Head south past the rock and hop to the stone pillar to your
    right. Hop to the right, then down, then continue to the right. Head up,
    then right, and up again. Head to the furthest pillar to the left and then head
    up. Head back right, then head up twice to find yourself back on a ledge. Go
    through the door here.

    In the next room, head north until the path forks. Take the left fork and
    head down the stairs when you reach them. In this next room there will be a
    fast moving current of water in the middle of the room. You'll want to run
    across (hold B) as well as hold up and to the right when you cross it. Head
    down the stream until you get to an opening, and then head up and make your
    way to the right side of the steam. Head to your right and go through the door
    when you get to it. You should now find yourself in a room with one wooden
    pillar along with two small circular stones being shot into the air by steam.
    The objective here is to push the wood pillar onto the steam shooter on the
    left to increase the pressure to the steam shooter on the right. Once you
    push the log on, hop onto the steam shooter on the right to be shot high into
    the air and to another room. Quickly jump south and pick up the Mysterious
    Card in the treasure chest. The Mysterious Card, when equipped, changes the
    character's class to Pierrot which has the Avoid Psynergy. Head back down on
    the steam shooter and push the wood pillar from the left steam shooter to the
    right steam shooter. This will increas the pressue on the left. Now, hop on
    the left steam shooter. Head to your left on the next screen and then head
    up and onto the tight rope. After crossing the first tightrope, head up and
    through the pillars. Face the wooden pillar across the gap and use the
    Psynergy "Move" on it to push it to the right. Then, hop across the gap and
    push the pillar right until it covers the vent that's letting off steam .
    Now, head back and cross the second tightrope. Don't head down the ladder.
    Instead, continue along the narrow path down the right wall. When you come
    to a rock blocking your way, hop across the gap to the ledge to your left.
    Hop back and forth one more time and head down the ladder and out the exit.

    In the next room you'll see a Mercury Djinn sitting on a ledge. You cannot
    get this Djinn yet, so don't worry about it. Head south, go through the door
    and through the other door next to the one you just came through in the next
    room. In this room, head north and climb up the ladder in the center of the
    room. You'll see a sign and a large boiling pot of water. If you try to go
    up to the pot you will get burned. So, use Felix's Move Psynergy to move the
    pot to the left or right to clear the path. Head up until you find three
    large, angry Chestbeaters ready for battle. See Boss Strategies for
    information on defeating these bosses.

    Once you defeat the Chestbeaters, a ladder will drop down. Climb it to find
    yourself in a blue colored hallway. Head through it to arrive in a room with
    Master Poi who saw you earlier. Kraden will pop out and have a conversation
    with the monk. He will give you the Lash Psynergy which allows you to extend
    coils of ropes as a reward for completing the cave. Once he's done talking,
    climb up the slanted rope by pressing Up when you're facing the base of the
    rope. You'll automatically climb up to the ledge. Press A when facing the
    Silver item next to the monk to receive the Lash Pebble which will allow you
    to use Lash when equipped.

    Before you leave the cave, head back through the door you came from and down
    the ladder. Head back down to the pot and use move to get it out of your way.
    Head down the ladder and down the two flights of stairs. Head down the ladder
    again and up towards the Djinni. Use Lash on the rope coiled on the ground
    and climb up it. Press A to fight the Djinni. He's not too hard to beat,
    although he can do some serious damage to Sheba. I recommend defending with
    Sheba while using Jenna's Fume Psynergy and attacking with Felix. You do not
    really have any use for this Mercury Djinni, Fog, right now because you don't
    have a Water character, but its ability to summon can be helpful. Now, head
    back towards where you found Lash and out the door to the left in that room.
    Slide down the crevice and go out of the temple. You can now leave the town by
    simply going through the main gate at the front of the town.

    `-`-`-`-`

    `-`-`-`-`
    Section 6: The Jupiter Djinni in The Shrine of the Sea God
    `-`-`-`-`

    Head back to Diala by heading south, then going back north through the forest.
    Keep heading north until you reach the town. When you reach the town, head into
    the Inn to restore your characters HP and PP. Then, head to the Weapons and
    Armor shop to buy any weapons or armor that you may not have been able to afford
    your characters earlier. Once you're done, head out of the town.

    Head to your right and go in the first cave that you see, The Shrine of the Sea
    God. Head down the ladder and head north. You will be stopped by two boys,
    Piki and Tavi who are trapped on opposite sides of a ledge due to the Tidal
    wave. Once they're done talking, head up the ladder and go to the rope
    coil up and to your left. Use Lash on it. The trapped boy will climb down and
    thank you and then talk about a Jupiter Djinni. Climb up the rope and go
    through the door to your left. In this room you will see a Jupiter Djinni on
    a cliff. Head left across the two bridges and then head down. Head right
    across the lower set of bridges to automatically fall off the bridge. Climb
    up the ladder only to have the Jupiter Djinn fly to another location. Follow
    it around the hall and go down the stairs. You'll see footprints which you
    should also follow. You'll eventually come to some shallow water with one of
    three possible doors to go through. Head through the most north door and
    across the bridge. You'll see the Djinni running below you to the north. Head
    down the stairs and then head through the south-most stairs. Head down the
    ladder and go to your north. Approach the Djinn and he'll fly up to a purple
    ledge. Push the Flame Pillar all of the way to north and then follow the
    Djinn. He'll get trapped against the flame and you'll be able to catch him
    after a battle. You will now have the Jupiter Djinni, Breath.

    Once you've caught the Djinni, use Felix's Retreat Psynergy to get back to the
    beginning of the cave. Exit to the south.

    `-`-`-`-`

    `-`-`-`-`
    Section 7: Dehkan Plateau
    `-`-`-`-`

    You should now be back on the World Map. Head back to your left and south
    when you get to the town. Head right at the fork and keep going right across
    the bridge. Head south and then go left across the lower bridge. Continue
    heading left to find a large mountain.

    You are now at Dehkan Plateau. Dehkan Plateau has a series of cliffs
    as well as soft soil that if you walk over too many times will drop you down
    to an underground cave. Head up the three sets of stairs right in front of
    you. When you get up the third set of stairs you'll see several odd patches
    of dirt. You can walk over the patches of soil that have X's on them but no
    holes. You can not walk over the patches of soil with even small holes in
    them because those holes will collapse when you walk over them. You can hop
    over the large holes. With this in mind, intentionally fall down one of the
    small holes to the cave below. When you drop down to the cave, head through
    the door to your south. Go down the vines and get the Full Metal Vest from
    the treasure chest. Then, head back up the vine and back into the cave. Head
    up the stairs to your right. When you're up the stairs, head to your right
    to get to the next screen.

    On the next screen you will find three weak Stone Pillars. You can only hop
    over these Pillars once before they collapse, so be careful where you hop.
    First, hop across the pillar to the north onto the ledge with the treasure
    chest to get one Elixer item. Head back across the pillar to have it
    collapse, so climb back up the vines and hop over the two remaining stone
    pillars to the ledge to your right. Now, head south and then east along the
    path. You'll eventually come to another section of soft soil. Head across
    the X tile (see description in previous paragraph) in the middle of the two
    rocks. Then, go onto the X tile to your right but not across it. Instead,
    go north. Jump across the large hole to your right and finally go north
    across the furthest north X tile. If you intentionally fall in the north-
    western-most hole you will be able to get a Mint from the treasure chest in
    the room below. Once you've done that, follow theh same pattern and
    head north to the next screen.

    The next screen has several more stone pillars than before. Hop across the
    stone pillar to your left onto the ledge in the middle. At this time you can
    either go on with your quest or take a little time to get Themis' Ax in the
    treasure chest. Here's how to get the Ax: Jump to the pillar northwest of you
    and onto the ledge. Then, hop back and forth between the ledge and the pillar
    to your right until it collapses. Climb up the vine to get an Ax. If you've
    done this, you will need to exit the screen and return before continuing. The
    ax will provide Felix with a big boost in attack. Jump south and hop
    across the two stone pillars below going to the left. Hop across one more
    pillar to your left to get to the large ledge on your left. Now, head north
    but do not hop across the first pillar to your right. Instead, go to the
    two stone pillars above it. Hop across them and head across the final stone
    pillar northwest of you. Once you're done the pillar hopping, head to the
    right, down the long path and to the next screen to your right.

    Head right on the next screen until you come to yet another Soft Soil puzzle.
    In this puzzle you will want to intentionally fall, since there is a Mars
    Djinni to get. When you fall, head south through the door and the head through
    the door to your north. Head north when you get out of the cave to find the
    Mars Djinn. He'll run, and fall into a hole. Follow him by walking on the
    small hole directly above you. Head south through the door after dropping.
    You'll see the Mars Djinn above you on a cliff. Head south until you come to
    a vine that you should climb. Head north to come to the Mars Djinn that will
    once again run. Follow him to the right. You'll now see the Mars Djinn on
    a run-down old bridge. Follow him across the bridge (it won't collapse, trust
    me . When you catch up with the Mars Djinni you'll see him execute the move
    Pound on a stone pillar. You can't directly follow him, so head back across
    the bridge and climb down the vine. Continue going south until you come to
    a series of tightropes. Nimbly cross them to arrive at a ledge with two tree
    pillars with vines growing on them. Push the lower tree all of the way to the
    right and then climb it. Hop to ledge and use Lash on the rope coil. Climb
    it to get a Nut from the treasure chest. Climb back down and push the wood
    pillar that you did not push yet all of the way to the left and then climb
    down it. Head counterclockwise around the ledges and then head right. Climb
    the long vine and head right to the next screen. You'll see the Djinni once
    again selfishly wrecking the Stone Pillars before falling into a hole. Climb
    down the vine and push the wood pillar to the right and then climb it. Hop
    to your right and hop back and forth on the two stone pillars until the one
    on the left breaks. Go around the platform and push the wood pillar to your
    left and then climb it. Hop to the stone pillar to your left to have it
    break. Now, climb up to the ledge in the middle and push the wood pillar off
    of the cliff. Climb down the vine and use Move on the pillar you just pushed
    off the cliff to push it to your left. Climb back up the ledge and hop across
    the pillar to get to the ledge to your left. Now, head down the stairs. Go
    through the first door you come to when going south. You'll now see that
    punk Djinni behind another soft soil puzzle. Head near the door on the left
    but don't go through it. Go right across the first X and step onto the second
    X. Don't approach the Djinn because he'll pound you down to the floor below.
    Head south from the second X, and then head across the X to your right and
    out the door. Go up the stairs to your right in the next room. Head up and
    to left and intentionally fall in east-most small hole. You'll land directly
    on the Mars Djinn who still drop an item. This item is the Pound Cube, which
    will allow you to use the Psynergy Pound when equipped.

    Whew, that was a long paragraph. I probably shouldn't go on rants like that.
    Anyway, head out the door in the northeast part of the room. In the next
    room, head through the door to your right. You'll once again find the Mars
    Djinn. Do not approach him. Instead, go down the vine and use Pound on the
    stone pillar closest to the Mars Djinn. Climb back up the Vine and talk to
    Mars Djinni to finally get him after a fight. You will now have the Mars
    Djinni, Cannon. Now, climb back down the vine and go up the vine to your
    right. Exit the room through the door to your south. Head up the several
    flights of stairs until you get out of the cave. Head down the stairs to your
    south and continue heading down the stairs until you exit Dehkan Plateau.

    `-`-`-`-`

    `-`-`-`-`
    Section 8: Moving On
    `-`-`-`-`

    You will see your ship directly south of where you came out from Dehkan
    Plateau. When you go to it, all of the characters with you will pop out.
    Apparently this is Menardi's ship, but you wont' be able to control it without
    the Black Orb. So, head back out and go to your left. Enter the first cave
    that you get to, Indra Cavern. Head to the north and use Move on the wooden
    pillar to push it to the right. Then, use Lash on the Rope Coil, climb it,
    and hop across the pillar. Grab the Summon Tablet there that will allow you
    to use the Combination Summon Zagan (1 Venus, 1 Mars). Exit the cave and head
    left across the forest. Head south and then cross the bridge. Continue to
    head south and cross another bridge going east. Cut southeast through the
    forest to see the next town. Don't go in quite yet. Walk around the forest
    below the town until you come into a random battle with a Venus Djinni. After
    defeating the Djinni you will now have the Venus Djinni Iron.

    `-`-`-`-`

    `-`-`-`-`
    Section 9: Madra
    `-`-`-`-`

    You'll notice large rays of sunlight coming down on you as soon as you enter
    Madra. Head up the stairs to have two guards that stop you. After examining
    you they will determine you are not Champa and let you through. Stop at the
    inn in the south part of town. After resting, go up the stairs and then out
    the door to the south. Walk over the roofs of the item shops to reach a
    treasure chest on a ledge that contains a Nurse's Cap. Once you've obtained
    the Nurse's Cap, head back down and exit the inn. Head to the weapons and armo
    shops next to the inn but be warned they don't really have anything new to buy.
    Once you're done that, head to the left and go down the ladder. Go in the
    building to your left with the two guards in front of it. This is the prison
    where your 4th party member, Piers, is in. When you go in, Kraden will pop out
    and you'll watch the guards interrogating Piers. You learn that Piers is in
    prison because he is accussed of being a Champa. You quickly learn that he is
    an Adept after he uses Frost to stop a guard from interogating him. Once you
    have control again, head out of the prison.

    You'll immediately see two people go into the prison. One of them is the wife
    of the lord of the town and she eventually grants you permission to cross the
    bridge to reach Osenia. Once they're done talking, head back into the prison
    and mind read Piers using Sheba's Mind Read. This is not really necessary, but
    it does further the plot a little bit more. Now, head out of the prison and
    back up the ladder to your right. Head to the main gate in the town where
    you came in and head south. Do not leave the town. Instead, after going down
    the first flight of stairs, head to your right to find a graveyard. Go past
    it and the trees by hugging the left wall and head down the ladder.

    You are now in Madra Catacombs, under the town. Go south in the first room,
    then head through the northwest door in the next room. Head north, climb down
    the ladder and go through the door. In the next room, head up the vine that
    is surrounded by a purple gate. Go left and Move the wood pillar to the right.
    Go across it and head down the vine further to the left. Head through the
    first door that you see. In the next room, hop to the ledge to your right.
    Then, head down the semi-hidden staircase above you. Go through the door
    here and get the item in the treasure chest. This item is the Tremor Bit,
    which will allow you to use the Psynergy Tremor when equipped. However,
    you will not be using the Psynergy for a while so don't worry about it.

    You're now done in the cave. Use Retreat, exit the cave and exit the town.

    `-`-`-`-`

    `-`-`-`-`
    Section 10: To The Next Continent
    `-`-`-`-`

    Once you're back on the World Map, head north to reach Madra Drawbridge. The
    two guards at the bridge will stop you but you can still pass once they're done
    talking. Once you've crossed the bridge, head east to reach Osenia Cliffs.
    Here you'll find a crashed ship that you can use to get to the next continent.
    Head northeast when you get to the ship-area and climb down the rope. Jump
    on to the sail above you and the to the platform to your right. Use Lash on
    the rope coil and then climb up it. Head south and down the vine to find a
    treasure chest. Inside of it is a Pirate's Sword, a good weapon for Jenna. Now,
    head back across the ship and up the vine. Go up the vine to the south and
    jump across to the other side via the large stone pillar. Head down the vine
    and off the screen.

    You're now on the second continent. Head east along the path to find a
    destroyed bridge. So, take the detour going south and eventually east. Keep
    going east until you reach the desert.

    `-`-`-`-`

    `-`-`-`-`
    Section 11: Yampi Desert
    `-`-`-`-`

    Yampi Dester is hazy and has pink colored cliffs. In this desert you
    will make good use of the Psynergy Pound that you got earlier. Pound is used
    on those wooden pillars that block your path. When you enter the desert you
    will want to head east and go south at the first fork. Eventually you will
    come to a pillar blocking a small crevice below you. Pound it and get the
    treasure chest with a Guardian Ring inside of it. Once you've obtained it,
    head north and exit to the next screen.

    On the next screen you will find a group of people standing around to the
    north. It turns out that among this group is the village elder from Madra
    who is on his way to see Briggs. Once you're done talking with them, head
    right when the path forks and keep going until you get to the next screen.

    When you arrive at the next screen you'll see a pillar to your right. Pound
    it and head north. After you've pounded that pillar, do not pound anymore
    pillars until instructed to. Head due north from the last pillar and pound
    the pillar in between two rocks. After doing that, get the Antidote from the
    treasure chest.

    Now, head back out the exit that you came and re-enter (this will reset the
    pillars.) Once again, you will want to pound the first pillar that you see
    above you. Head north and then go east until you reach a wall and a crevice
    going down. Pound the pillar above this. Head north and pound the pillar
    that's against a wall to reveal a ladder. Climb it and head across the
    pillar to your left. Head down the ledge and hop across the pillar to your
    right. On this large ledge, head to the south and jump to the first pillar
    that you can that is below you. Hop across the two pillars going left and
    then make your way to the next pillar below you. Hop across that pillar
    to reach the ledge with the Jupiter Djinni on it. After a relatively easy
    battle you will obtain the Jupiter Djinni, Blitz. Once you've done that,
    head down the crevice to your left and pound the pillar next to it. Go
    north, around the ledge you were just on and down the crevice. Head to
    your right to reach the next screen.

    As soon as you arrive at the next screen you will see a Psynergy Stone that
    will replenish your party's PP. My advice is to use the stone. Once you
    get the stone, pound the middle of the three pillars. This will reveal a
    hidden ladder that you can use to climb up to the ledge above you. Once
    you're up on the ledge, head west and then north along the path to the next
    screen.

    On this screen you will find what appears to be a creature moving under sand.
    You should notice that it changes direction when it hits a pounded pillar.
    So, pound the remaining pillar. You will see Felix watch the creature change
    direction and reveal itself as it craws to the next screen. Follow it east.

    Once again the scorpion will be burrowing around the pounded pillars. Pound
    the only standing pillar after the burrowing creature has gone past the pillar
    to the north but before it goes back over it to the south to have the scorpion
    run to the north. Try again if he does not run to the north. Follow him to
    the north.

    This time it's a little more tricky. There are two standing pillars and only
    one of them will reroute the scorpion into the sand pit in the north part of
    the screen. That pillar will be the pillar on your right. However, you will
    need to pound this pillar as the scorpion is going down to it not going left
    to it or it will not take the correct path. Once pounded correctly, the
    scorpion will go into the sand pit. First, save your game because you're
    about to find a very hard battle. Follow him into the pit only to have it
    collapse in below you after a bit of Psynergy from King Scorpion. King Scorpion
    will also fall and challenge you to a battle. Find strategies on beating him
    in the Boss Strategies section under King Scorpion.

    When you finally beat King Scorpion you will get the Scoop Gem. This item,
    when equipped, allows a player to use the Psynergy Scoop. You will want to use
    this Psynergy right away on that center patch of dirt that you're left
    standing on after defeating the Scorpion. When you dig the center patch of
    dirt a Water Sprout will be revealed. Hop onto this water sprout to get back
    up to the screen you were at previously. At this point you will want to use
    Felix's Psynergy "Retreat" to get back to the beginning of the desert. You
    may want to head back to Mada to heal your characters after the tough boss
    battle, especially if you have a character down.

    You'll now find yourself back at the beginning of the desert. Go southeast
    to the next screen. On this screen, head past the group of people you talked
    with earlier and go south. At the fork, head left and use Scoop on the dirt
    patch in the middle of the four rocks to reveal a ladder. Climb down it to
    arrive in a cave. There are no puzzles in the cave as you simply follow the
    path to the other side. Climb up the ladder to exit.

    When you exit the cave you'll find yourself in another part of the desert.
    There is a lake below you and a ladder to your right. Climb the ladder to
    get up onto the ledge and then climb up the ladder leading to the higher
    ledge. Head to your left to be spotted by the group of people you saw
    earlier. After some conversation they'll all run off and take the path that
    you revealed. Once they do that head north to the next screen.

    On this screen there are three different dirt patches for you to dig. Only
    the dirt patch on the southeast part of the screen has anything inside of it
    (315 Coins.) Once you've obtained the coins, head north through the cave door
    entrance.

    Inside of the cave is a "sand river" like the one found in Venus Lighthouse in
    Golden Sun. The objective of this sand river is to let the current take you
    to the ledge to the north which you should hop on. From there, you can cross
    the sand river to the east and get to the larger ledge. When you get onto the
    large ledge, head to the southeast corner of it and hop into the sand river.
    As soon as you can, head to the ledge to your north and get the treasure chest
    there. Inside of the treasure chest is a Hard Nut (no jokes about Felix
    giving Sheba a Hard Nut, m'kay?) which will boost Max HP. Once you get the
    item, cross the river to the south and then head east on the ledge. Cross
    back north across the sand river to where you were before. Head as far north
    as you can on this ledge and then cross the river to your right and then head
    back to the left and once more to the right. Now, head into the river to the
    north and go up at the first crevice. You may want to hold Left as you try
    to get to this ledge as its quite tricky. Use Pound to flatten the pillar to
    the right when you get on to the ledge. Then, head back into the sand river
    and go up the gap you just created. Grab the Blow Mace that looks a lot like
    a Guitar from the treasure chest and then head back into the sand river. Let
    the river take you until there is a gap in the rocks to your right. Go
    through the gap, head right, go down the ladder and out the door.

    Head north along the path on the next screen. On the next screen you will
    see a large sand waterfall. To forge this waterfall successfully you will
    need to run (Hold B) as well as hold Up and Right. Cross at the highest point
    to make it easier. Once you've crossed it, head north to find a smaller, but
    harder sand waterfall. You actually will not be able to forge the waterfall
    from this end, so simply fall down it. Head to your right after falling until
    you reach a ladder which you should climb. Cross the two waterfalls to your
    left and continue along the path until you reach a Rope Coil which you should
    Lash. Climb the rope you just dragged to find a large sand "bubble". The
    goal here is to fall down the sand waterfall as far right as possible so that
    you get stopped by a rock. If done successfully you will be able to head to
    the ledge to your right and get the treasure chest. Inside of the treasure
    chest is a Trainer's Whip that changes a character's class to Tamer and gives
    them the Cure Poison Psynergy.

    Once you have the whip, head back to the sand waterfall and fall down it.
    Head back to the right to the two sand waterfalls you crossed earlier. Climb
    the ladder and forge the two sand waterfalls. This time, instead of going to
    your right, climb the ladder next to the second sand waterfall you crossed.
    Head around the bubble and fall down the sand waterfall to the right as far
    right as you can. You will be stopped by a rock and you can now head to the
    ledge to your right.

    You now have a choice on where to go next. Going north will take you to
    Alhafra while going south, down the sand waterfall will take you to Air's
    Rock and surronding areas. While the next direct plot event is found in
    Alhafra, the boss battle there will be quite difficult at this point. So, I
    suggest that you head south first. So, head south to find a sand waterfall
    and a sign that warns if you fall down it there is no easy return. Fall down
    the sand waterfall, head south and go through the cave. When you exit the
    cave you will find yourself on the world map.

    `-`-`-`-`

    `-`-`-`-`
    Section 12: Garoh
    `-`-`-`-`

    To get to Garoh, head southeast from the Yampi Desert around the large
    desert that you have not yet gone in. As you head south you'll eventually
    see a town to the left of you which you should enter.

    When you reach Garoh you will need to climb several flights of
    stairs. There are a series of various easy pillar-pushing puzzles that I
    think by this point in the game you can figure out for yourself. Along the
    way up you'll see several cave paintings on the side of the cliffs.

    Once you reach the next screen, head north to find an odd looking creature
    dancing around a reflection of the moon in a pond. All of your party will
    pop out and Sheba will scare the creature away with a shriek. Kraden then
    describes how he thinks that the creature is an Iycanthrope, or a race of
    people born with special powers. Then the whole party will ramble for a little
    about werewolves and finding new things and eventuall you'll get control again.
    When you do have control again, head north and enter the village.

    In the village there a lot of super creepy villagers wearing what looks like
    orange rain coats. Apparently they don't want to be exposed when the full
    moon is out because they will turn into werewolves. You'll also find the
    normal village accommodations such as an Inn and a Weapons and Armor shop.
    Unfortunately, the two men at the Weapons and Armor shop will not sell you any
    merchandise since it is the night of a full moon. So, the only thing to do
    in this town for now is to stop in the inn and rest. Exit the town, head down
    the mountain cliffs and exit to the World Map.

    `-`-`-`-`

    `-`-`-`-`
    Section 13: To Air's Rock
    `-`-`-`-`

    From Garoh simply head west until you reach the dirt path. Then, head north
    until you come to a bridge on your left. Cross the bridge to enter a very large
    desert. In the middle of the desert will be Air's Rock.

    `-`-`-`-`

    `-`-`-`-`
    Section 14: Air's Rock
    `-`-`-`-`

    Get ready for a *really* long quest to get the Psynergy Reveal. This quest
    is much longer than any in Golden Sun with the possible exception of Crossbone
    Island, although it's very close.

    Air's Rock is characterized by its pink cliffs and yellow sand blocking
    various pathways. You will want to head north when you arrive in Air's Rock.
    The key to passing through the sand blocking your path in Air's Rock is to
    use Sheba's Whirlwind Psynergy on the large Wind Stones. You will
    first want to use Whirlwind when you are south of the rock to clear the sand
    to the north. Head up the path and take a left at the fork and then head
    north ignoring any other forks. When you reach a clearing in the north you'll
    notice a treasure chest out in the open that's obviously a Mimic. Fight it
    if you wish because it's not a very challenging battle. Once you're done,
    head past it and go south at the next gap in the cliffs. Head along the
    narrow path and take a right at the fork. Head south and then take another
    right when the path forks again. Head north at the next fork and you should
    arrive at a Wind Stone and a ladder that you can not reach above you. Use
    Whirlwind on the Wind Stone from the right to clear the sand to your left.
    Then, head back south and continue south all of the way until you can go
    south no more. At this point you should be next to a Wind Stone which you
    should use Whirlwind on from the right to clear to the sand to the left. Now,
    go back north and head counter-clockwise around the large set of rocks. Then,
    head south and then left through the area that you just cleared. Use
    Whirlwind on the Wind Stone above you to clear another area of sand. Once
    you've done that, head back right and the north all of the way until you
    reach a wall with 4 stones to the left of it. At this point you will want
    to head to the left and then south at the fork. Continue along the path
    until you reach the clearing again. Now, head left and then south down the
    narrow path. When the path forks to the right head along it and continue
    along the path as it starts to go south. Head west when you can to reach
    the Wind Stone next to the sign. Use Whirlwind on it from the right to clear
    the sand to your left. Then, head back east and the north and then west
    along the path until it forks to the south. Take this fork and head left
    past the Wind Stone. Continue going west until you reach a Wind Stone which
    you should use Whirlwind on from below. Now, head south and open the
    treasure chest which contains a Smoke Bomb. Go back north and then east
    until the path forks north. Take this fork and then head left when you can.
    Immediatly head south and then left along the path. Go north along the
    narrow path that you just cleared when you reach it and continue north along
    the very long path. Eventually it will start curving to the right and you
    should eventually come to a large purple cyclone. Use Whirlwind on this to
    clear the sand from the wall above. Climb the ladder to your right to reach
    the next screen.

    On this screen you will find what looks to be a Tiki head shooting small
    tornados from the left side of the screen to the right. You will need to time
    your climbs or else the Tiki will blow you off. Head left and climb the
    ladder near the Tiki Statue. Then, climb the ladder to the left. Fall down
    the crevice in the side of the mountain and intentionally get taken by the Tiki's
    tornado. Slide down the next two crevices and then head to the left part
    of the ledge to get taken by one of the Tiki's tornados. Head to your right
    and push the wooden pillar into the gap. Cross it and head right until you
    reach a ladder going down. Climb down the ladder to arrive at the preivous
    screen.

    Head left when you reach the screen and grab the Storm Brand from the
    treasure chest. This is a very powerful weapon for Felix so I suggest that
    you equip it on him. Once you have the Storm Brand, head back up the ladder
    to reach the next screen.

    Head right on the next screen and climb the ladder, being careful to not let
    a tornado hit you. Climb the next ladder and this time intentionally let the
    tornado hit you to fall down to the right of a wooden pillar. Climb down the
    ladder on the right and get taken by a tornado again. Climb the two sets of
    ladders above you and then push the wooden pillar to your right. Let the
    tornado take you to the left and the climb the ladder to reach the next
    screen.

    On the next screen you will have to climb a very large ladder with several
    Tikis shooting tornados at you. These aren't terribly hard to avoid, so
    climb up the ladder until you finally reach the top. Fall down the crevice
    on the top ledge and then push the wooden pillar to your right. Climb down
    the small set of stairs to your left and grab Sleeping Bomb in the treasure
    chest. Then, step on the Tiki to get blown back up to the top ledge. Exit the
    screen to your right.

    On the next screen you will want to climb a very large ladder until you find
    a ledge with two wooden pillars on it. Get on to the ledge and push the left
    pillar to the left via Felix's Move Psynergy. Then, climb back down the
    ladder one flight and slide down the crevice to your right. Step on the Tiki
    Man to your right and head all of the way to the left on this next platform.
    Push the wooden pillar to the left and then hop across the gap. Slide down
    the crevice to land on the Tiki's Mouth to reach the top. Climb the ladder
    and exit the screen to your left.

    Climb the ladder on the next screen to reach another screen with purple haze
    on it. Climb up the small ladder and then use Felix's Move Psynergy to move
    the wooden pillar into the gap. Now, climb back down the series of ladders
    until you reach the screen with the Tiki that shot you up. Fall down the
    crevice on the right side of the platform and then the one after that. Head
    left on the platform and start climbing the ladder until it goes no further.
    At this point you should exit the screen to the left. Climb the ladder on
    the next screen and then head up the ladder to the right. You're now at the
    Purple Cyclone which you should use Whirlwind on again.

    This time the large tornado clears the haze from the screen. Head down the
    two ladders to reach the screen below. Continue down the ladder and then
    head right to reach the previous screen. Climb down the ladder until you
    reach the ledge below the two wooden pillars and head right. Slide down the
    crevice and get on the tiki to the right. Then, head left on the platform and
    go across the gap then slide down the crevice. Let the Tiki take you up to
    the platform above and then climb the ladder and exit the screen to the left.
    Keep climbing ladders until you reach a treasure chest which contains a Fujin
    Shield.

    Now, climb back down all of the ladders to reach the screen with the tikis
    shooting tornadoes up again. Slide down the two crevices and then head left
    and climb the ladder to the next screen. Continue climbing ladders until you
    reach a screen with a Purple Cyclone that you have not uses Whirlwind on yet.
    Use Whirlwind on it again to make yet another large tornado. This will
    create a large hole in the ground with a cave that you can go into. Climb
    down the ladder and enter the cave.

    In the cave you'll be granted a handy Psynergy Stone that you should use to
    restore your party's magic. Make sure to use Felix's Cure Well before using
    the stone. Head south and don't take the fork to the left. Keep heading
    along the *long* hallway and head down a ladder when you reach it. Keep
    going along the pretty straightforward path, not hopping on those floating
    platforms just yet. Climb the ladder and head down the stairs. Head through
    the door on your left and go along the path until you reach a pillar which you
    should push all of the way to the right. Then, head back out of the room.

    Go through the door on the right side of the room. In this room, head right
    until the path forks. You will want to go north here and follow the path
    until you reach a ladder that you should climb down. You now have to arrange
    the wooden pillars so that one is the in northeast corner of where it can go.
    Push the other wooden pillar directly below that pillar. Then, pound the
    pillar easternmost pillar and then place the wooden pillar on where you just
    pounded. Climb back up the ladder and hop across to the right ledge using
    the pillars you just moved. Head south, down the ladder and on to the
    floating pillar. Then, use whirlwind on the stone to get rid of the sand and
    head back north through the path you just created. Climb the ladder there
    and use Whirlwind on the Wind Stone (make sure to stand above it to have the
    tornado go south.) Climb down the ladder and back up the ladder to your left.
    When you're back on the ledge, head south through the path you just created.
    Go through the open door and down the ladder. Push the wooden pillar all of
    the way to the left, then make your way back towards where you came into this
    room. You will want to head through the right path instead of the left one
    that will take you to where you came in. Use the pillar you recently placed
    to hop to the ledge to your left and go out the door there.

    Head north in the next room to come to a hole in the wall that's shooting
    water out. You can't climb up this, so head down the ladder, head right
    and go up the next ladder. Go north through the open door and push the
    wooden pillar there to either the left or the right. You can now get through
    the path to the left as its no longer spitting out water. Head north at the
    fork and climb down the ladder when you reach it. Head left of the open hole
    and use Move to move the wooden pillar to the right. Now, position yourself
    so that you're facing the pillar but can't be hit by air coming from the hole
    to the right. Use Move to push the pillar back to the left and then climb up
    the ladder. Hop across the wooden pillar and make your way along the hallway
    until you reach a green stone that you can't whirlwind quite yet. Instead,
    head south and climb down the ladder. Push the wooden pillar all of the way
    to the south and then climb the ladder to the left. Don't cross the wooden
    pillar yet, instead go to the left and move the wooden pillar there to the
    right. Now, go back to the wooden pillar you pushed earlier and use it to
    cross the gap to the right ledge. Head south and drop down the crevice. Head
    left and climb up the ladder and exit through the door to the south.

    Whew, this cave sure is getting exhausting, isn't it? Anyway, on the next
    screen hop across the various gaps until you get to a door to the left that
    you should go through. In the next room, head north and climb down the
    ladder to reach another Wind Stone. Make this whirlwind go west to move
    the stone bridge in the middle. Now, climb back up the ladder and cross the
    stone bridge you just moved. Climb down the ladder and up the one to the
    left of it and take the path initially going to the left. Take a left when
    the path forks and climb down the ladder at the end of the path. Use
    Whirlwind on the stone and head back the way you came. Make your way back to
    where the two ladders next to each other were but don't go down them. Take
    the path going north until you can hop onto the stone bridge you just moved.
    Take the stone bridge south and walk the long tightrope south. Head left and
    out the staircase.

    In the next room, take the south path to get the Elixer in the treasure chest.
    Now, head back north all of the way to the ladder which you should climb down.
    Hop right across the four floating platforms and then hop across the small
    platforms going south. Hop onto another floating platform and then go east
    to get to a ledge with a ladder that you should climb. Hop across the gap
    and climb down the ladder. Whirlwind the stone from the south to move the
    stone bridge to your north. Now, head back up the ladder and walk the tight-
    rope above you. Cross the stone bridge and then the tightrope to your right.
    Climb down the ladder and use Whirlwind on the stone from the right of it.
    Climb back up the ladder and cross the stone bridge again. Keep going left
    along the narrow ledge until you can go left no further and hop south onto
    the wooden pillar below you. From here, jump onto the tightrope to your left.
    Walk the tightrope south and then hop the gap to your right to jump to the
    next ledge. Hop a few more gaps until you finally reach a door.

    In the next room, hop across the gap to your right and climb the ladder all
    of the way down until you reach a floor with a large Tiki on it. Go through
    the door north of you.

    You will now be in a room with purple colored cliffs. Head counterclockwise
    around the room until you reach a ledge above you that you can jump to. Go
    up to the large stone and "talk" with it to restore your party's PP. Keep
    heading around the room counterclockwise and head out the door.

    You will now be right above the very large Tiki. Head south and hop on the
    floating platform to your right. Hop down the seven or so floating platforms
    until you find yourself below another large Purple Cyclone. Use Whirlwind on
    it open the mouth of the Tiki above you and below you. Step onto the bottom
    Tiki's mouth to be blown all of the way up to the next screen.

    When you finally stop ascending, you will be right below another Purple
    Cyclone. Use Whirlwind on it to open another Tiki's mouth. Now, jump to
    the floating platform to the left and use Move to move the wooden pillar to
    the left. Hop on to the ledge with the pillar on it and push it left again.
    Now, jump south on to the ledge below. Head counterclockwise along this ledge
    until you reach the small Tiki blowing tornados south. Stand in front of it
    to get blown to a ledge with a treasure chest on it. This treasure chest has
    a Vial in it. Hop north and push the wooden pillar out of your way. Jump to
    the ledge to your right and head clockwise all of the way around the room,
    climb the ladder and exit the room.

    Head through the door on your left. In this room, head north until you reach
    a Tiki that you want to blow you west. Once you've stopped being blown, jump
    east on to the wooden pillar and head north. You'll come across a Tiki that
    you can push north. So, push it all of the way north and then head on to the
    narrow path to be blown west. Here you will be able to get a Clarity Circlet
    from the treasure chest. Head down the crevice, go south and then climb the
    ladder. Hop to the ledge to your right and then push the Tiki south until
    he is two squares north of his southern limit. Go on to the narrow platform
    again and left the Tiki blow you to the ledge to your left. Head south
    through the open door. Head left and take another left at the fork. Hop on to
    the floating platform, then head east. When you can no longer go east, head
    south, west, south, east, east, and north until you come to a wooden pillar
    that you should use Move on to push west. Now, go back to the open door you
    passed through earlier and take the right path this time. You can now head
    down the door that was previously blocked by a hole blowing hot air.

    Climb down the ladder in the next room, head south and cross the tight-rope
    to the east. Head south on the next ledge and cross the tight-rope to your
    right. Climb the ladder and take the tight-rope south. Head down the hallway
    and exit through the door.

    In the next room, take the left path and use Whirlwind on the stone from the
    left of it and then from the north of it. Head back east through the path
    that you just created and climb down the ladder. From here, head south down
    the hallway and climb the ladder to your left when you reach it. Let the
    tornado take you to the ledge on the right and obtain the 666 coins from the
    treasure chest. Once you've obtained the coins, slide down the crevice and
    head down the narrow path. Go up the ladder to your right and through the
    door there.

    Take the left path in the next room first to come to a treasure chest that
    contains a Vial. Once you've obtained the item from the treasure chest,
    head north until you find a Tiki blowing wind south. Push it to the right
    and head back south towards the door. This time, take the right path all
    of the way north, head past the Tiki you moved earlier and go out the door.

    Head through the next room and climb down the ladder. Let the Tiki's tornado
    push you to the right wall and then climb the ladder above you. Climb the
    next large ladder until you arrive at a small platform with floating platforms
    below it. Jump onto the floating platforms and make your way to the door in
    front of the large stone Tiki. Enter it.

    This room is apparently outside, above the clouds. The floating platforms
    that you can hop on disappear after jumping on them once. Make your way north
    until you come to a wide set of stairs. Climb them and "talk" with the item
    to have Sheba pop out. She will go up to it and learn reveal! Once you have
    control again, head along the floating platform path to the west. You'll
    eventually come to a circle of red floating platforms that appears impossible
    to cross. It's now time to use your new Psynergy, Reveal. A hidden platform
    will appear in the center which will now allow you to make it to the ledge to
    the right. Head south to find a treasure chest with a Psy Crystal in it. Head
    back north to where you got reveal and take the path to the right. The path
    to the right is almost identical with the one to the left, however this time
    it leads back to the ledge where you came in as opposed to a treasure chest.
    Once you get back on the ledge, exit the room.

    You are now back in the main room. You can now proceed to use Felix's retreat
    to *finally* get the hell out of this cave. Head out of the cave and use
    Retreat one more time to exit Air's Rock completely.

    `-`-`-`-`

    `-`-`-`-`
    Section 15: Garoh Part 2
    `-`-`-`-`

    From Air's Rock, head due east to find a bridge that you should cross. When
    you're on the other side of the river, head south until you find Garoh. Climb
    the stairs like you did earlier until you reach the moonlight well. Go north
    and enter the town. You'll definitely want to head to the Inn in the east
    part of town as soon as you arrive after the long quest at Air's Rock. Once
    you've done that, head to the north part of town and climb the stairs east of
    the Sanctum. You may or may not see a blue creature come out of his house
    using reveal. Regardless, go up to the house and use your new Reveal spell to
    enter.

    You will now be in a blue cave. Head north to be stopped by the blue creature
    that you saw earlier. He'll run off to the west and it's up to you to follow
    him. Hop the gap to your left and go north through the door.

    Head north a little and hop the gap there. Head right and go up the path
    going north. Felix and then the rest of the party will stop out and look at
    a large stone in front of you. Two werewolves will use Reveal and come out
    of a hidden door and start to talk with you. Maha, the older one, will realize
    that you must have completed Air's Rock to possess the Psynergy Reveal. He
    will go on talking for a while and then the smaller werewolf will run off to the
    south and eventually the screen will fade out and you'll find yourself talking
    with the owner of the inn. When you exit the inn you'll find that it's now
    daylight out.

    You will now want to head through the stairs to the left of the sanctum. Head
    left when you enter the cave and head south when you can. Hop on to the green
    platform to the right and use Reveal to reveal a hidden platform in the middle.
    Hop across to the ledge on the left, go up the stairs and then go up the stairs
    in the next small room.

    You are now on a ledge on the left part of town. Head south, past the tight-
    rope to get a treasure chest with a Hypnos' Sword. inside of it Now, head
    back north to the tight-rope which you should now cross. Slide down the
    crevice and head back into town. Head back into the cave which entrance you
    have to use Reveal on and make your way back to the stone structure where you
    found the Master Maha at earlier. He will appear again and all of your party
    members will pop out and you'll have another lengthy discussion about werewolves.
    All of the sudden he'll give you the Jupiter Djinn, Ehter, without a battle!
    You're now done in this cave, so head for the exit that you came in.

    Head out of Garoh by going down the stairs to arrive back on the World Map. If
    you have not stopped in the Weapons and Armor shop yet you may want to do so
    before leaving.

    `-`-`-`-`

    `-`-`-`-`
    Section 16: Mikasalla
    `-`-`-`-`

    To reach Mikasalla you will need to head south along the river to
    the west and then start heading due west for a long period of time. You'll
    cross a few bridges and eventually will reach a mountain range that has a
    fork to the south. Do not take the fork. Instead, continue northwest until
    you find Mikasalla.

    Mikasalla is characterized by its lush green grass and small, brown
    huts with green lettering on them. There is a watch tower with two ladders
    on it directly to the left of you when you enter the town. Head to the south-
    western part of town when you enter to find a chicken and a sheep walking. Use
    Scoop on the left part of the sand there to reveal a ladder. Climb down the
    ladder to enter a cave.

    Head north through the cave until you reach a ladder which you should climb.
    Exit through the door to the south. Now, head north to find the Mars Djinni,
    Spark, which you will obtain without a battle. Once you've ontained the
    Djinni, head back through the cave and back up the ladder.

    Before leaving town you will probably want to check out the Weapons and Armor
    shop located in the building with the three red dots on top as it has a decent
    selection of weapons. Once you're done buying new items, go to the watch
    tower near where you came in. Climb the first ladder and then hop on to the
    ledge on the right. Keep heading north until you come to a treasure chest
    which contains 82 coins. Once you've obtained the coins, head back south,
    hop back on to the tower and then climb down the ladder. Exit the town to
    return to the World Map.

    `-`-`-`-`

    `-`-`-`-`
    Section 17: Back Through Yampi Desert
    `-`-`-`-`

    It's time to go back through Yampi Desert in order to reach Alhafra.

    Before heading back to Yampi Desert, make a detour by heading north of
    Mikasalla. You'll eventually come to a dead end in a clearing. Run around
    in circles here until you eventually find a Mercury Djinni in a random
    battle. The Djinni has some reasonably powerful ice attacks, but you should
    be able to defeat it quickly before it does any serious damage. Once you
    defeat it you will obtain the Mercury Djinni Sour.

    Once you've captured the Djinn, head back north and go through the break in
    the mountains. Enter Osenia Cavern. In Osenia Cavern, head north and then
    right around the rocks to come to an X. Use Scoop on it to reveal a ladder
    that you should climb down. Head left and go up the ladder and then north to
    find a Summon Tablet. This will let you use Megaera (1 Mars and 1 Jupiter).
    Now, exit the cave to arrive back at the World Map.

    Head southwest back towards and then past Mikasalla. Follow the path as it
    crosses a bridge to the west and starts going north. Head left at the fork
    and keep heading along the *long* path as it starts heading back east. Use
    your map if you get lost.

    When you reach Yampi Desert, head towards the dirt patch that you
    revealed on the second screen (consult the previous section if you don't
    remember.) Head through the cave, up the two ladders, down the next ladder
    and north to the next screen. Head through the cave door to the north and
    through the "sand river" room again. Head through the path in the next room
    and forge the first waterfall on the next screen. Fall down the second and
    head to your right. When you come to a series of 9 rocks in a square use
    reveal to reveal a treasure chest that contains a Lucky Medal. Climb the
    ladder, forge the two waterfalls and climb the ladder. Head around the sand
    bubble and fall down the right side of the right waterfall. Go right and
    exit to your north. You will now find yourself on the World Map and the
    next town will be right above you.

    `-`-`-`-`

    `-`-`-`-`
    Section 18: Alhafra
    `-`-`-`-`

    North of Alhafra on the World Map is a Pirate Ship that you may have noticed
    when entering the town. When you enter Alhafra, head north only to have the
    group of people who you helped get through the desert enter the town behind
    you. They will talk amongst themselves and deduct that the pirate Brigg must
    still be here since there is only one boat left after the tidal wave.
    Once they finish talking they will exit to the northwest part of town.

    Once you're back in control, head to the southeast part of the town and stop
    in the Inn. The weapons and armor shops are located in the northeast part of
    town and have a decent selection. When you're finished healing and buying,
    head down the staircase to the right of the two weapons dealers. Head to
    the right and exit the screen.

    Head up the staircase on the next screen and go up the large dock above you.
    As soon as you board the ship you will be stopped by the various sailors on
    the ship who are in a tight spot because the mast on their ship snapped off.
    When you get control of Felix again, head through the door to your right and
    go down the large stairs there. Head south in the room you're now in to find
    two sinister looking pirates talking each other about how the mayor of Madra has
    arrived in Alhafra. Briggs then starts talking about how he is a noble pirate
    who only takes enough to feed the starving Champa. Eventually Jenna will tell
    the pirates that there is nothing brainy about the plan. The two pirates will
    rush out into the hallway where they find your whole party ease dropping on them.
    After a little bit of talking the two will challenge you to a battle as Kraden
    insists that they go to prison to free Piers in Madra. See the Boss Strategies
    section under Briggs on how to deal with these two pirates.

    After defeating the pirates you will find several of them lying on the ground
    injured. You offer to let Briggs go in exchange for helping set Piers free from
    prison. Eventually, a girl wearing yellow named Chaucha who is Brigg's wife
    (although she looks like she's 16) will come up and have a chat with
    you. After she's done, the mayors of Madra and Alhafra will come in and start
    talking for a while. Eventually, Briggs agrees to be locked up and to give the
    ship to the Madrans. *Finally* everyone will leave and you'll have control again.

    You will now want to head back up the stairs and out the room. Before you can
    leave the ship, all of the characters in your party will pop out and have a
    brief conversation. When you get control back, head south of the plank leading
    up to the broken mast. Use Felix's Move to push a gray stone south. Once you've
    Moved it one south, hop onto the wooden crossbeam and push it all of the way
    south and into the water. Now, you will want to climb up the wooden plank so
    that you're now able to walk on the broken mast of the ship. Head down the
    mast until you can go no further and then head south until you can go no
    further. Use Felix's Move to push the crate into the water. Once you've done
    that, head back north until you can go no further and climb onto the rope.
    Tight-walk up the rope and then hop from the yellow wooden crossbeam through
    the gap to your left back onto the ship. Go north and use Lash on the rope
    coil there. Head around the elevated ledge and climb down the two vines.
    Head to the left-most part of the small platform that you're now on and use
    Pound on the gray pillar. Now, jump on to the small pillar you've just
    created and jump south, then east on to the board and east once more on to
    the side ledge. Head south and make your way under the wooden crate. Use
    Felix's Move Psynergy to move the box one to the left. Now, you're going to
    need to head *all* of the way back around by hoping on the wooden plank to
    your left and making your way up the rope above the log. Repeat the same
    process that you did earlier to get back to the other side of the box. Once
    you're finally on the other side of the box, use Move one more time to Move
    the box to the left and then push it into the water. You're now free to hop
    along the path and make your way to the large, marble stone at the end of the
    mast. ...And now we have a problem. You currently do not have the Psynergy
    that you need to find the secret in this rock! Don't yell at me yet, because
    your actions will be saved so you can conveniently come back later. So, you
    will now want to head back out of the ship area and back into town. Before
    leaving the whole party will pop out and Felix will ask you if you're sure
    that you're ready to leave or not. Tell him yes and exit to the town.

    Before you leave Alhafra, head to the northwest part of town and climb
    the first large set of stairs then head left. Use reveal on the rock in the
    middle of the tombs to reveal a treasure chest which contains a Psy Crystal.
    Once you've obtained the Psy Crystal, climb the remaining set of stone stairs
    and enter the building that was previously guarded by two guards. Head in the
    room just to the left of where you entered. Talk with the mayor and the elder
    who are angry about the ship not being repaired. Once you're done, go and
    talk to the mayor of Alhafra in the main room. After doing that, you are now
    free to exit the town (you may want to stop at the inn on the way out if
    you're injured.)

    `-`-`-`-`


    `-`-`-`-`
    Section 19: New Continent
    `-`-`-`-`

    Once you're back on the World Map, head south and enter Yampi Desert again.
    Head all of the way left on the first screen until you reach a ladder against
    the left wall. Climb it and exit to the left. Continue back through Yampi
    Desert until you reac the exit to the west of it.

    From here, head north along the dirt path until you reach the land bridge
    connecting Osenia and Indra.

    When you arrive at the land-bridge, climb the vine and hop across the stone
    pillar to the left. Climb down the first vine and exit the screen to the
    left. Head southwest, cross the bridge, and head southwest past Madra.
    Follow the path north and cross the bridge going West. Head southwest until
    you come to a bridge that you should cross. Head north until you reach a
    bridge going west. Cross it and continue heading west until you come to a
    cliff connecting two continents on the map.

    `-`-`-`-`

    `-`-`-`-`
    Section 20: Gondowan Cliffs
    `-`-`-`-`

    Gondowan Cliffs has pale green grass with some sand as well as purple cliffs.
    When you enter Gondowan Cliffs you will notice a small dog standing in front of
    you. If you look closely, he's smells something beneath the ground to his
    left. So, use Scoop on the small dirt patch left of him to reveal a water
    sprout. Use this to hop on to the cliff to your left. Slide down the crevice
    and hop to the cliff to the left. Head south and climb the vine. Take a left
    and climb a vine when you get to it. Climb the vine on the next ledge and
    head to your left. You'll come to three crevices that you can slide down and
    will also see a Mars Djinni. You will want to slide down the middle crevice,
    then hop across the gap. When you come to a dead end, push the large wooden
    stump into the ocean. Now, head back south and slide down the crevice. Climb
    down the vine and start hopping. Hop west, west, west, north, north, west,
    north, west, west, south, south, west, north, north, north, east, east, east,
    east, north, north (on to the log you just pushed down), north, west, west and
    then climb up the vine. Head north and climb up the next vine that you come
    to. Head south and jump to the ledge to your left when you can. Head north,
    climb the vine and then go south to find a Sleeping Bomb in the treasure chest.
    Go back down the vine you just climbed up and head south until you reach a vine
    that you should climb down. Head north and climb up all three vines and then
    head east. Climb another vine and head east yet again. Don't climb the next
    vine you see, but instead head south to find the Mars Djinni.

    Save before you fight the Mars Djinni, because if he runs you'll have to head
    all of the way out Gondowan Cliffs before fighting him again. The Mars Djinni
    has about 400 HP and has a few powerful attacks, although he doesn't use them
    that often. After defeating him you will obtain the Mars Djinni Kindle.

    Once you've captured the Djinni, head back north and go up the vine. Then,
    head down the next two vines and then head south to find a Laughing Fungus
    on the ground. Once you've obtained that, head back up the two vines you
    just climbed, then head west and down the other vine. Head northwest past
    the small puddle of water and keep going as the path starts heading west.
    Climb down the vine, head west, and climb down the next vine. Now, cross
    the tight-rope and then climb down the two vines. Exit Gondowan Cliff
    along the path going west.

    `-`-`-`-`

    `-`-`-`-`
    Section 21: Naribwe
    `-`-`-`-`

    To reach Naribwe from Gondowan Cliffs, simply head north along the dirt path
    and you'll come across the town after a small amount of walking. Naribwe has
    a lot of dirt and mud on the ground as well as large Totem Poles sticking up
    at the entrance and in other various parts of the village.

    The first thing you'll probably want to do when you enter Naribwe is to stop
    at the inn. When you go outside of the inn, use Lash on the rope coil in
    front of the inn and climb the rope you just made. Climb down the wooden
    pillar with a vine on it and grab the Thorn Crown from the Treasure Chest.
    Your next stop should be the Weapons and Armor shop that has a good selection
    of new weapons. Make sure to check out their Artifacts section as well, since
    this is one of the first Weapon and Armor shops to have any Artifacts. From
    the Weapons and Armor shop, head north to a house with two doors. Inside of
    this house, head through the door in the northwest corner of the room and go
    out the front door in the next room. Use Whirlwind to get rid of the bush
    blocking the ladder and then climb it. Use Reveal in the center of the Totem
    Pole circle to reveal a treasure chest with a Unicorn Ring within it.
    Once you have obtained this ring, head back through the house and out the
    door.

    You now have the option of heading to the northeast part of town and stopping
    in the house with a skull on the outside to get your fortune read. Talk with
    the Witch Doctor inside and then select one of your items and he will tell you
    what he feels lies ahead. One of the more interesting items to use is the
    Shaman's Rod. Overall getting your fortune read is pretty useless but it's only
    20 coins. Once you're done, exit the town to the north.

    `-`-`-`-`

    `-`-`-`-`
    Section 22: Kibombo Mountains
    `-`-`-`-`

    To reach Kibombo Mountains, simply head northeast of Naribwe. It's not that
    far up the path and you should see it within a few seconds of walking.
    Kibombo Mountains is characterized by is its brown color. Both the ground
    and the cliffs are brown in Kibombo Mountains.

    Head northwest when you enter Kibombo Mountains and climb three flights of
    stairs. When you get to a main staircase, head north. You will be stopped
    as a few guards start talking. They will discuss how no one is allowed to
    pass into Kibombo during Akafubu's ceremony. This means that you will need
    to not be seen by any of the guards (think Lunpa in Golden Sun).

    In order to not get caught you will need to take an alternate route. Head
    to the right of the main stairs and push the wooden crate there as far right
    and north as it will go. Then, push the wooden crate you haven't moved yet
    one to the left. Climb the vine and hop across the two wooden pillars to
    get to the ledge on the right. Climb the vine and head northwest on the next
    ledge. Cross over the sign to the gate to the town. From there, head south-
    west and push the wooden pillar to the left. Climb the vine and then head up
    the stairs.

    You will now find a guard patrolling back and forth. You will need to push
    the crate to the right while the guard is moving to his right. Push the crate
    right only one square at a time so that you don't get caught and sent back to
    outside of the town's gate. When the crate is all of the way to the right,
    and climb up the vine when the guard isn't looking. On this ledge, head to
    the right and slide down the first crevice you come to. Go northeast and
    grab the Disk Axe from the treasure chest. Now, go back to where you slid down
    the crevice and push the crate all of the way south and all of the way west.
    The grad won't be able to see you when you're pushing the crate. Climb up
    the vine and head to your right. Use Lash on the rope coil and then climb
    down the rope. Head south, climbing down a vine when you come to it, and
    push a wooden pillar with a vine on it south. This will make it easier for
    you to get back if you get caught later. Head back north all of the way
    to the next screen.

    On the next screen, head north until you come to another wooden crate. Push
    it all of the way to the west and then one square to the south. The objective
    here is to push the wooden crate on to the guard so that he'll be trapped in
    the box and you can get the treasure chest. Once you've successfully done
    this, head down the vine and grab the Power Bread from the treasure chest.
    When you've obtained the Power Bread, head west and the north just a little.
    Look for a wooden pillar to your left that has a vine that will allow you to
    climb up it. Climb it, head north, and then hop across the two wooden pillars
    to the cliff with a wooden pillar on it. Push the wooden pillar one north and
    two east. Time your push of it off the cliff so that it traps the dog above
    it. Go across to the other side and climb down the vine. Get the Tear Stone
    in the treasure chest and then head back up the vine, and make your way back
    to the previous screen using the exit on the cliff that you came in on.

    Re-enter the screen with the dog and once again push the crate on to the
    guard. Make you way back to where you pushed the pillar down to block the
    dog but this time push the pillar down when the dog is below it to trap the
    dog below the pillar. Then, head back across the pillars and climb down the
    wooden pillar with a vine. Head north trying to stay as close to the bottom
    wall as possible. Make your way into the cave to the right of the crate with
    the dog bone on it.

    You are now in a cave. Head clockwise around the path to come out the other
    side. When you get outside of the cliff, head up the two vines. Head west
    and climb down a vine when you reach it. Head west again and climb down
    another vine. You will see a Jupiter Djinni on the top of a cliff that you
    won't be able to get at this point in the game. So, head down the multiple
    flights of stairs and when you reach the bottom hop west across the river via
    the small stone. Go north and then head out of Kibombo Mountains to the east.

    `-`-`-`-`

    `-`-`-`-`
    Section 23: Kibombo and Gabomba Statue
    `-`-`-`-`

    When you get back on the world map, head west across the bridge. Go north
    along the narrow strip of land and head northeast along the path. Eventually
    the screen will start to darken as day turns to night. You will see Kibombo
    north of you before a chain of mountains.


    You will notice that all of the buildings in Kibombo have their doorways blocked
    by torches since there is a ceremony going on. So, you will initially be unable
    to go to the inn or Weapons and Armor shop. There is also a crowd blocking the
    path to the north. So, head near the bottom of the town but don't exit to the
    world map. In the southwestern corner of town there will be a rope coil that you
    should use Lash on and then climb. Once you're on the ledge, hop on to the
    red totem pole to your right and make your way all of the way to the ledge on
    the eastern part of town. Head north until you can go no further and then
    hop on to the totem poles to your left. Jump across the center two totem
    poles and then head south. Hop on to the house and then on to the cliff on
    the western edge of town. Head north to the next screen.

    As soon as you enter the next screen you will see Akafubu performing a ceremony
    on a large statue. He is surronded by guards who are helping him pray to the
    statue. Once you have control again, head north to find the person who you
    found in prison in Madra, Piers. Your whole party will pop out and have a
    discussion with Piers. Suddenly, you will see the Witch Doctor use
    Lift on Pier's Black Orb in Gabomba's hands and bring the statue to life.
    Piers will then look confused and stare at the statue. You will gain control
    again. Head north and climb up the vine. Heal all of the members of your
    party using Felix's Cure Well and then grab the Psynergy Stone. Climb back
    down the vine and use Felix's Move to push the wooden pillar to the left.
    When Felix uses Move, Piers will suddenly yell out to Felix and your whole
    party will pop out again. Piers and your party will talk about Lemuria and
    Babi for a while. Once everyone is done talking Piers will join your party
    and you will have your fourth party member.

    At this point you will probably want to send the spare Mercury Djinn that you
    have over to Piers. Piers will already have two Mercury Djinn of his own
    as well as some handy spells such as Freeze, Ply, Ply Well, and Douse.
    Anyway, head north, across the wooden pillar that you pushed earlier and head
    clockwise around the path. You'll come to a vine that you should climb down.
    As soon as you climb down the vine, you'll find three rocks surrounding an X.
    Use Scoop on this to reveal a ladder that you should climb down.

    You will now be in Gabomba Statue. Head west and then south, then east,
    and south once more. You'll pass two gears along the way. Once you're at
    the south wall, head west, north, and then west again. Go south through the
    open door and then climb the ladder between the two gears. Head north and
    then climb the next ladder.

    The next room that you find yourself in has green tiles and orange walls.
    From the ladder, head northwest and then head west when you reach the north
    wall. Heading down the first path going south will bring you to a treasure
    chest that is really a Mimic. It doesn't have that much HP, so I recommend
    fighting it for the EXP, Coins and Hard Nut it drops. The second path going
    south leads to a treasure chest with a Bone Armlet in it. The third path
    going south is just a dead end, so head down the forth one. Climb the
    ladder to get to the next floor.

    This floor is the first floor that you will have to make use of the gears.
    Head south from the ladder and then go west until you reach a wall. Head
    north and you'll come across a Rope Coil. You will want to time your use of
    Lash so that the pillar that the rope extends to is diagonally up and to the
    right of the rope coil. This will stop all of the gears in the room. Head
    south from here (there is no need to climb the rope) and go up the middle
    path. Head up the ladder to the east.

    The first thing that will catch your eye on the next floor is the Venus Djinni
    surrounded by gears. Head south to the southern wall and then hop across the
    gap to your left. Head west and go across the small ledge going left. Head
    around the gears going north. Climb the ladder to the east.

    The next floor will have you surrounded by gears. Head between the two blue
    gears and then go down the south path. Head past the ladder and go north
    past the gears and around the bend when you reach the north wall. You'll
    suddenly see a rat jump across the gears in an example to what you need to do
    to find where you're going next. Continue heading south and make your way
    past the two blue gears and hop across the gap to your left. Head north and
    then head back across the gap to your right. Climb down the ladder, then head
    around the gears in the next room and go down the ladder again. Head north and
    then east and then south. Take the path going south that's furthest to the
    left. When you reach a color changing gear, use Pound on the stone pillar next
    to it and head back up the two ladders. Jump back across the gap and make your
    way to where you saw the rat jumping across the gears. Hop on to the red gear
    going west. When you're in the center of it, hop to the blue spinning gear
    above you. Hop to the small green gear to your right, and then the small
    green one below it. Walk on to the blue gear and then hop to the green gear
    to your right. Jump north on to the blue gear, then jump east across the
    green gears. Hop south on to the red gear to finally get back on the ground.
    Head around the red and blue gears and start heading east. You'll see a
    ladder that you can get to by simply going south around the blue gear and then
    heading north. Climb the ladder to reach the next floor.

    Head around the gears clockwise on this floor and climb down the ladder. Take
    the path to your left first on the next floor and grab the Elixer from the
    treasure chest south of you. Head back north and take the path to the right.
    Head south until you reach the southern wall where you should start heading west.
    Pound the second of the two pillars the make the color changing gear come down.
    Head back to the ladder and then climb it and the next one on the next floor.
    Head back west and make your way back across the gears. You should end up next
    to the red gear. Head south, going around the gears there and climb the ladder
    when you get to it.

    On the next floor, head north through the large red gears. Head to your left
    and climb the ladder. On the next floor you will see a statue in front of a
    large wooden block with two gears on either end. There is nothing to do in
    this room yet, so head up the ladder to the right.

    As soon as you reach the next floor you will hear Akafubu trying to perform the
    ceremony again. Your whole party will pop out and then you'll see the outside
    of Gabomba Statue. He will lift the black orb again and use a magic spell on
    it to make the Gear Tower come alive. Inside, electricity will start flowing
    and some new pillars will appear. The characters will deduct that the path
    for the electricity isn't set up properly and that they should help out Akafubu
    so that Piers can get his orb back. When you have control again, head to the
    north part of the room and use Pound on the pillar there. This will cause the
    brown platforms to start floating in the air.

    The object to the puzzle here is to rotate the floating platforms so that
    the electricity lines connect to flow electricity correctly. To rotate the
    platforms, step on either one of the brown platforms surrounding the center
    pillar. If you make a mistake, pound the center pillar to make all of the
    floating platforms come up again.

    You will want to set up the pillars as follows: The top left should be a
    horizontal line. The top right pillar does not matter shape. The pillar one
    square below these two should be shaped like an "L". The pillar one square
    below that should be a vertical line. It does not matter how you place the
    broken pillar (the one with all of the dots on it). The left-most pillar
    should be a horizontal line. The pillar two squares to the right of that one
    should be shaped like an "L". Once you have all of the pillars in place wait
    for Akafubu to perform the ceremony again.

    Both electric currents should reach the center totem pole. Once they do, you
    will see a close of up Gabomba Statue coming alive. It will stick its large
    tongue out and eat the Black Orb. Akafubu will enter through via the tongue.
    You will see the whole party looking at the statue on the floor below the
    electricity floor. Suddenly, the Black Orb will come in through the gears
    and so will Akafubu. Jenna will show Akafubu how you made the electric current
    reach the center. He will then have an idea and will reveal a hidden door.
    Shortly after this you will get control back.

    Follow the Witch Doctor through the door. Head north in the next room until
    you reach a dead end. Suddenly, the platform you're on will start to descend
    like an elevator. Head north when it reaches the bottom.

    Head north in the next room to find the Akafubu standing next to another
    statue. He appears to not know what to do next, so it's up to you to figure
    out. Go up to the statue and "talk" with it to have the Black Orb start to
    float in the air. The statue will talk to Akafubu and proclaim him an
    official witch doctor. A treasure chest will come down but Akafubu will not
    notice it and the statue will bring it back up again. However, he will
    give you Pier's Black Orb which you will use to control Pier's ship.

    You will now find yourself in a small room talking with Akafubu and his father
    relaying the things the Great Gabomba told you. Shortly after that you will gain
    control of Felix again. Climb down the ladder and exit the Sanctum that you're
    in. When you exit back in to town you will notice that it's daylight and all of
    the shops are now open. So, head to the Inn and the Weapons and Armor shop to
    replenish your characters and stock up on the latest equipment.

    Once you've done that, head to the north part of town and go back in to the
    gear tower via the tongue Entrance. Head down the ladder on the left and
    use Lash on the rope coil on the western ledge in the next room. Head down
    the ladder to arrive at the next room. Head north along the west path and
    hop on the Red Gear. Make your way to the right and come down the red gear
    there (see previous description on how to do this if you don't remember.)
    Now, go on to the left pink gear and fall to the floor below. You will now
    be right next to the Venus Djinni. Simply walk up to it to battle it. The
    fight won't be too hard as your characters should be at pretty much full HP
    and PP after stopping at the inn. Once you've captured the Venus Djinni
    Steel, use Felix's Retreat to leave the Gear Tower.

    You are now done with Kibombo and you should exit to the world map.

    `-`-`-`-`

    `-`-`-`-`
    Section 24: Back To Madra
    `-`-`-`-`

    Head southwest from Kibombo, head south down the narrow strip of land, cross
    the bridge and go back in to Kibombo Mountains. On the first screen in
    Kibombo Mountains, head up the first three flights of stairs but not the
    last one. Head south and use Piers's Freeze on the puddle to turn it into an
    ice pillar. Once you've done that, climb the last flight of stairs and head
    south. Hop on to the ice pillar and then on to the ledge to your right. Climb
    the vine and then use Growth on the wobbling plant to the left of the vine. If
    you do not have Growth, simply equip 1 Mars Djinn on Felix. Climb the vine
    you just created to find a Jupiter Djinni that you can get after battling it.

    The battle should be pretty easy. Concentrate on using strong Water and Fire
    Psynergy on the Djinn. Once you've captured the Jupiter Djinni, Waft, climb
    down the vine and then up the vine to the right. Head south along the ledge
    and eventually you'll come to the exit to the next screen. Slide down the
    crevice, head south and climb down the stairs. Head south along the ledge
    and climb down the two vines. Climb down the ladder, then head down the
    multiple flights of stairs to exit Kibombo Mountains.

    When you're back on the World Map, head south along the path. Cut through
    the forest to your south when the path starts to be blocked by it. Pass
    Naribwe without actually going in it. Continue going south until you reach
    Gondowan Cliffs on the east coast.

    Climb up the two vines in Gondowan Cliffs and cross the tight rope going right.
    After crossing the tight rope, climb up the two vines and head east. Don't
    go up the next vine that you see quite yet. Instead, head south and freeze
    the puddle of water. Now, head north and climb the vine. When you're on the
    ledge, head south and hop across the ice pillar to the ledge to the west. Slide
    down the first crevice. Thanks to Ken Nguyen for this information:

    "I suggest to slide down the first crevice but don’t slide down the second.
    Instead, run to the right and get the Healing Fungus which you can trade for
    a Mars Djinni in Madra at the house that has 2 stories. Talk with the old
    man inside and give him the green mushroom, he’ll go upstairs and bring down a
    Djinni for you."

    After getting the Healing Fungus, head back and slide down the third crevice,
    climb up the vine to the east and use Lash on the rope. Climb it, then head
    down the vine and then slide down the crevice. Hop across the gap to the east
    and continue along the path until you reach the exit of Gondowan Cliffs.

    Head east from Gondowan Cliffs, across the bridge. Head south and cross another
    bridge. Hug the south coast going east until you see a path going north that
    you should take. Cross the first bridge that you see that will be going to
    the east. Enter Madra that's southeast of the bridge.

    `-`-`-`-`

    `-`-`-`-`
    Section 25: Madra Part 2
    `-`-`-`-`

    Head up the stairs when you enter Madra and stop at the inn. Once you've
    healed your characters, head towards the west part of town but go south when
    the road reaches an intersection. Enter the two story building and talk with
    the old man. After talking with him the in-game menu will pop up. At this
    point you should Use the Healing Fungus you got at Gondowan Cliffs. They will
    then proceed to give you a Mars Djinni, Char. Once you've obtained the Mars
    Djinni, exit the house and head towards the west part of town.

    A woman with red hair will say something aloud about her sister Menardi but
    you should ignore her for now. Head up the stairs to the left of her and enter
    the house. When you enter the house, head to the left where a large group of
    people including the mayor are standing. Piers will talk about how he got his
    Orb back and then he will allow your party to come with him to Lemuria on his
    ship.

    When you leave the house, the mayor will have a word with you and will eventually
    give you the Cyclone Chip that allows you to use the Psynergy Cyclone when
    equipped. After he goes back inside, Karst, who is standing next to the house,
    will notice that the mayor said the name Felix. After a discussion she will
    accept that her sister Menardi is dead along with Saturos. She then makes it
    clear that it is her goal to get revenge on Isaac who has been seen traveling.
    Eventually she runs off and the group will start discussing what to do about
    Isaac. Sheba will then say something about Jenna and Isaac being an item that
    will make Jenna pink with embarassment. Shortly thereafter you will regain
    control.

    Head to the east part of town and climb down the ladder into the cave. Head
    southwest in the cave's first room until you reach a door. In the next room,
    head counterclockwise around the black border and climb down the ladder to
    the south. Use Reveal when next to the door to reveal a hidden switch where
    the tablet was. Hit it to open the door. Head north, and then west along
    the paved hall. Head north along the path and enter the door.

    You will now be in a hallway with blue floors. Head through the door on the
    right. In this room, head past the stairs going down. Take the stairs that
    go up in the north part of the room. The next room is just a long hallway.
    Head to the west side of it and go down the stairs. Grab the Lucky Medal
    from the treasure chest in the next room. Head back up the stairs, go back
    through the hallway and down the stairs. Head south through the next room
    to end up back in the main hallway. Exit through the door to the south.

    You should now be "outside" of the building you were in. Head south until
    you can take a path going east. As soon as you get on the path going east,
    head north through the gap in the wall above. Freeze the puddle of water
    there and continue going north. When you can no longer go north, head south-
    east. Grab the Apple from the treasure chest. Go east from there and push
    the wooden pillar to the right. Once you've done that, head north until you
    come to a Wooden Pillar with a vine on it. Push it one square to the east and
    then climb it. Hop to the platform to your right and then go north on to
    the ledge. Head east and go down the ledge. Hop across the gap and then and
    then on to dirt mound to your right. Hop to the ledge to the right and start
    going south. You'll eventually come to the end of the ledge. At this point,
    hop on to the wooden pillar that you pushed earlier. Jump to the ledge to
    your left and across the gap. Use Lash on the rope coil and climb it. Slide
    down the crevice to get to the lower ledge and then head to the northwest
    corner of it. Hop on to the ice pillar to your left and then step on to
    the ledge next to it. Hop across to the ledge to your left with the door on
    it. Head through the door.

    You will now be in the "building" that you were in earlier again. Go through
    the door on your left to reach a room with a broken bed and a treasure chest
    on top of a bookcase. Go to the north wall of the room and then face the
    bookcase. Use the Tremor Psynergy that you got when you were in the cave last
    time to knock the treasure chest on top of the bookcase in to the gap to your
    right. Head out the door and then out the building.

    When you're "outside" again, head south along the western wall of the room.
    You'll eventually come to a blue ledge with a vine on it. Climb down it
    and get the treasure chest with a Mist Potion on it. Climb back up the vine
    and slide down the crevice. Now, head along the path going west. When the
    path starts to go north, follow it and go through the door.

    You will now be in the "building" again. Head through the main door that's
    directly north of the door you used to enter. You will now be in a broken
    down throne room. To your left will be the treasure chest that you pushed
    down earlier. Inside of the treasure chest will be a Ruin Key. Exit the
    room and then head through the door to the right in the main hallway. Head
    down the staircase just north of the door in the next room.

    You are now in a room with a large red door blocking your path. Go up to
    the door and "talk" to it. After saying something, the in-game menu will
    pop up. Use the Ruin Key that you just got to open the door. When the door
    opens, the camera will pan north and you will see fire igniting around a
    Combo Tablet! This Combo Tablet will allow you to use a Moloch (2 Mercury,
    1 Jupiter). Once you've obtained the item, use Felix's Retreat to exit the
    cave.

    Stop at the inn if your characters need healing. Once you're done there,
    exit the town.

    If you transfered your data from Golden Sun and talked with the mayor of
    Vault after Collosso then you will now get in a boss fight. If not, you
    can skip this section.

    After exiting Madra you will be confronted by three bandits who heard you
    talking about Isaac. They will demand to know where he is and since you
    don't know they will get in a fight with you. See the Boss Strategies
    section on the Bandits for more information.

    After defeating them, the Bandits will run off leaving behind a pair of
    Golden Boots.

    `-`-`-`-`

    `-`-`-`-`
    Section 26: Your Ship
    `-`-`-`-`

    When you get back on the World Map, cut northwest through the forest and
    cross the bridge going west. Head north and cross another bridge going
    west. When you've crossed the second bridge, start heading northeast
    along the river. Once you clear the top part of the river, start heading
    due east past the cave. Eventually you'll come to East Indra Shore where
    your ship is beached.

    When you arrive at the beach where your ship is, head south. Head southwest
    and freeze the puddle that you come across. Climb the vine north of you and
    then head back south. Hop across the ice pillar to the ledge to your left.
    Check the rectangular wooden crate to find a Cookie. Head back across the
    ice pillar and down the vine. Now, head south along the shallow water path
    south of your ship. Keep going along the path as it starts to go east. Climb
    the ladder when you get to it.

    You should now be on the deck of your ship. Head to the door northwest of
    the ladder to have Piers jump out and use the Black Orb on the ship. He then
    says that you must reach the power chamber below deck in order to set sail.
    Once you have control again, head in the door to be inside the Lemurian Ship.

    Head to the northwest corner of this room, grab the elixer from the bottom
    barrel below the door and then go through the door. Head southwest in the
    next room to find an Aqua Jelly aka a Squid. "Talk" to it to initiate a
    battle. The squid is not a very hard opponent to beat, since he basically
    has the strength of any random battle monster that you would find. After beating
    him, he will turn in to a puddle of water that you can pass through. Head
    south and climb down the ladder. Battle the squid there to form a puddle of
    water. Freeze it using Piers's Frost Psynergy and then climb back up the
    ladder. Head south and hop across the ice pillar to reach the treasure
    chest. Once you've obtained the Potion, hop back across the pillar and head
    down the staircase to the east.

    Head through the door in the east part of the next room. You'll now be in a
    room with a ton of squids. You will not have to battle them yet, however. Go
    through the door to the east. Once again go through a door to the right of
    you. In the next room, you will once again find many squids. Head down the
    ladder to the north and start battling all of the squids except the northern
    most squid. Freeze all of the puddles that now exit and climb back up the
    ladder. Hop across the ice pillars and the wooden crate until you reach
    the ledge on the eastern part of the room. Head out the door to the south.

    Go through the door to your right in the next room to enter a room with many
    blue pipes and squids in it. Climb down the ladder north of you and defeat
    the squid there. Freeze the puddle and climb back up the ladder. Use the
    ice pillar you created to jump to the ledge to your right. Destroy the squid
    there and freeze the puddle. Then, move the wooden crate one square south
    and one square west. Climb back up the ladder and go across the ice pillar to
    the ledge on the west side of the room. Climb down the ladder southeast of
    you and defeat and freeze the Squid there. Hop east until you reach a ladder
    that you should climb down. Head northwest and defeat and freeze the Squid
    there. Do the same thing to the squid northeast of the one you just defeated.
    Now, head back south and climb up the ladder. Head west until you get back
    on to the ledge you started on. Go to the northern ladder but don't climb
    down it. Hop across the ice pillars to the east until you can no longer go
    east. From there, jump north on to the wooden crate and then on to the ledge.
    Jump east on to the ice pillar and then on to the ledge on the east part of
    the screen. Head northwest and climb down the ladder. Kill and freeze the
    Squid there then climb back up the ladder. Head southeast and hop back across
    the ice pillar on to the ledge. Hop west on to the ice pillar you just
    created and on to the ledge to your left. Go through the door to reach the
    next room.

    Head through the door to your left in the next room. You'll now be in a room
    that you were in earlier with several squids in it. A squid will get scared
    and jump under the make-shift bridge to your left. Climb down the ladder and
    defeat and freeze the squid there. Now, climb back up the ladder, cross the
    bridge and head through the door.

    Go through the door to your left to enter yet another room with many squids.
    Climb down the staircase and go on to the box to the south. Hop across the
    gap and save your game. When you try to fight the squid on the box all of the
    squids will join up with him and become Aqua Hydra. See the Boss Strategies
    section on information on beating him.

    When you defeat the Aqua Hydra, there will be green water all around the room
    you are in. There will also be a green treasure chest that you will be unable
    to get at this time. Instead, hop across the boxes to make your way to the
    door in the northwestern part of the room.

    Head through the door to your left in the next room and then head south, down
    the ladder. You'll now be in a cave of some sorts with a torch that you can
    push. So, push the torch on to the water droplet in the center. Once it's
    there, have Piers use his Douse Psynergy to fill the torch with water. This
    will open the door in the center of the room. Go through it to reach the next
    room.

    Head east, then south, then east again in the next room. Go through the door
    when you reach it. You will now enter a room with a small ledge in the middle
    of it. Your party will pop out and Piers will start talking. He'll go up
    to it and use a Psynergy on it. All of the sudden, you will see the ship
    moving on the World Map.

    You'll see your party on the deck of the ship. Piers will incorrectly tell
    Felix to man the tiller (there is no tiller on a boat with a steering wheel)
    and then the party will discuss where to go next.

    `-`-`-`-`

    `-`-`-`-`
    Section 27: N Osenia Islet
    `-`-`-`-`

    To reach N Osenia Islet head northeast in your ship. N Osenia Islet is located
    on the first small island that you reach when heading northwest from where you
    initially got yourship. When you reach the beach of the island, press A to have
    Felix get off of the ship. Head north to enter N Osenia Islet.

    N Osenia Islet is characterized by its one horse in the northwest part of
    town. It is primarily a farming town as there are several plowed fields in
    the town. Head north in "One Horse" Town and enter the only house. Use
    Sheba's Reveal in the western part of the house to find a barrel that's
    sparkling. Check the barrel to find a Lucky Medal within it. You're now
    pretty much done with N Osenia Islet for now. That was quick, wasn't it?
    Head out of the town and get back on to your boat (press A when next to your
    boat to hop back on it.)

    `-`-`-`-`

    `-`-`-`-`
    Section 28: Apojii Islands
    `-`-`-`-`

    Head east from N Osenia Islet for about 45 seconds (excluding random battles).
    You will want to get to the large set of islands on the very east part of the
    map. When you reach land, head to the north to find a beach to land. Enter the
    town directly to the east of where you landed.

    When you enter Apojii, you will notice the abundance of palm trees and
    bamboo houses in this town. Head to the inn which will be right above you
    when you enter house and heal your party. Once you're done doing that, buy
    the latest weapons and armor from the item shop to your right. Then, head
    to the south part of town and take a right instead of going on to the beach.
    Hop across the small stream to the platform in the center of the town. Go
    north to find a large blue stone that sort of looks like a Hershey's Kiss. Use
    Piers's Douse Psynergy on the stone to cause the water to start turning the
    different colors of the rainbow.

    You will then see the multi-colored water head south to Aqua Rock which will be
    your next destination. You will also see several water spitting statues fall in
    to place because of the stream of multi-colored water. A guy with dreadlocks
    will think that his wishes have been answered and then you'll have control
    again. You are now finished with Apojii, so head back west and then north to
    the world map.

    `-`-`-`-`

    `-`-`-`-`
    Section 29: Aqua Rock
    `-`-`-`-`

    When you exit Apojii, head west and hop on to your boat. Head west when you
    get back on your ship and go around the islands counterclockwise. Keep going
    until you reach the "6" o'clock position which will be pretty much due south
    of Apojii. There will be a beach here that you will be able to land on. Head
    counterclockwise around the pond in the middle of the land mass that you're
    on. When you reach a narrow strip of land, head north on it to reach Aqua
    rock.

    Aqua Rock is characterized by its blue cliffs and its abundance of water.
    When you enter Aqua Rock, head north to come to those five water spitting green
    statues that you saw earlier. Head past them, taking the path west of them.
    Take the path south when the path you're on forks. Keep going along this path
    until you reach a ladder that you should climb. You will see several waterfalls
    on the ledge that you're now on. A few of them, including the one to your left,
    will disappear for a few seconds at a time allowing you to get pass them. So, wait
    for the waterfall to your left to disappear and then quickly pass through it.
    Climb the ladder to the left of the waterfall to reach the next ledge. Head
    past the waterfall to your right and climb the ladder. You will now have the
    option of climbing the ladder on your left or the ladder on your right. Choose the
    ladder to your left, since the one on the right is currently impossible to climb.
    When climbing the ladder, you will need to dodge the water coming down on to the
    ladder a few times. The first time won't be so hard as you're just passing the
    waterfall to your left. The second time, however, you will need to start climbing
    the danger area as soon as the waterfall starts disappearing. If you time it
    right, you should be able to get through. When the ladder offers two paths, take
    the one to the right and finish the climb to the ledge above.

    When you reach the ledge, head to your left, past the water spitting statue
    to reach a wooden pillar. Push the wooden pillar to the right, past the
    statue while being careful to avoid getting pushed down the mountain yourself.
    Push it all of the way to the right so it blocks the water being spat by the
    statue on the right. Now, climb back down the ladder to reach the ledge
    below. You can now freely climb the ladder to your right, which you should do.
    Climb the ladder above you when you reach the ledge to get to the next screen.

    Climb the ladder above you on the next screen, then head east. Intentionally
    fall down the middle of the waterfall. You will be stopped by a rock in the
    middle of the waterfall. Head to your right and get a Nut from the treasure
    chest. Now, fall down the waterfall again. Head down the ladder to your
    right and use Douse on the statue that is not spitting water to make it start
    spitting water. Intentionally fall down the waterfall to your left and then
    down the waterfall you just created to land on a ledge below. Head south
    along the path and continue to go south even when the path forks. Head north
    when the path forks again and then stay to the right. You will come to another
    large blue stone. Use Douse on this will cause the waterfall above you to start
    glowing and flowing up.

    Now, head back south but take a left when the path forks. You will come to
    two disappearing waterfalls and a ladder with two paths. For now, head up the
    path to your left. The most difficult part of this path will come when you
    need to climb a danger area on the ladder vertical twice. Do not try to climb
    this all of they way. Instead, sidestep to the path going in a circle to the
    right. Climb this, then cross the waterfall again to reach and continue to
    climb the ladder to reach a ledge with a treasure chest on it. Grab the
    Elixer from the chest and then either climb down or intentionally fall down
    to the ledge below. Now, it's time to take the path to the right. The path
    to the right is even tougher, as you need to do the risky two vertical climbs
    in danger areas four times. All I can say is that you will need to perfect
    your timing so that you go exactly after the waterfall passes you. Once
    you've reached the top, climb the ladder leading to the next ledge. Climb
    another ladder to your right and step in the glowing waterfall to your right.
    You will be shot up to the next screen.

    Head north on the next screen until you come to the northern wall. Now, cross
    the waterfall going right and then head southeast. You will see a blue stone
    that you should Move two squares to the right. Head north and also Move a
    blue stone to the right. Now, head back to the blue stone that you moved
    originally and go between it and the rocks to the north. Use this to cross
    the waterfall. Now, head north to the ladder but don't climb it. Cross the
    waterfall to your left to get to a platform with a treasure chest on it. Once
    you've obtained the Oil Drop, head back across the river and climb the ladder
    to the north. On this ledge, head to the west and climb the ladder. Freeze
    the water puddle there and then head north and freeze the two water puddles
    there. Head back down the ladder and head east. Climb the ladder, head north,
    and climb another ladder. You will now be on a ledge with stones blocking the
    path in the middle and north. So, head clockwise around them and head north.
    Cross the two ice pillars to reach a ledge with a treasure chest on it. Grab
    the Mist Sabre from the chest and then head back east. Head south on the
    ledge you're now on until you see an ice pillar to the west. Hop across it
    and climb down the ladder on the south part of the ledge. Head west to the
    next screen.

    Head down the first ladder but not the next quite yet. Instead, head north-
    west to come to a large blue stone that you should use Douse on. This will
    create a current going down to the lake below. Head down the two ladders to
    the east and then head west and hop on to the floating platform. Make your
    way into the center where the gold stars are to fall down to an underground
    cave.

    Head south across the floating platforms to reach the next room. Heal all your
    party and then use the Psynergy Stone next to the door. Once you've restored
    your party's PP, hop on to the floating platform to your right. Head south,
    then east, then north and head through the door. Head through the door right
    above you in the next room.

    You'll now be in a room with a large lake in the middle and holes spitting
    hot air on top. Head north to come to two holes spitting hot air with wooden
    pillars next to each of them. Push the wooden pillar on to the hole to the
    left and then cross the hole. Now, stand about 3/4 of a square to the right
    of the wooden pillar that you just moved and Move it to the right. Once you've
    done that, get as close to the hole spitting air to the right of you and use
    Move on the wooden pillar to move it on to the hole. Head past it and then
    use Move to move the pillar to the left. Now, climb the ladder to the right
    and hop across the pillars you moved to grab the Vial from the treasure chest.
    Head back east and climb down the ladder. Head south around the lake and go
    through the door when you come to it.

    In the next room you will see a green statue spitting water in to a lake.
    There will also be a wooden pillar to the left of it. Move the wooden pillar
    in front of the statue to drain the water in the room. Now, climb down the
    ladder and freeze the three puddles still left in the room. Head back up
    the ladder and use the ice pillars that you just created to jump to the ledge
    on the right side of the screen. Head south to reach the next room.

    Head south in the next room until the path forks. When it forks, you will
    want to take the path going to the north. Continue heading north when the
    path forks again to reach a door that you should go through. Head through
    the door northwest of you on the next screen.

    You'll once again be in the room with the large blue stone in the center.
    Hop east across the yellow floating platforms to reach the platform with the
    large blue stone on it. Use Douse on the stone to create a golden walkway
    over water going west. Walk across this to reach a ledge on the northwest
    corner of the room. Head through the door there to reach the next room.

    In the next room, head north and take a left when the path forks. Hop on to
    the floating yellow platforms to reach the ledge to the left. Head north on
    this ledge until you come to another yellow floating platform that you should
    hop across to get to the ledge on the top of the screen. Head east on this
    ledge to come to two holes in the wall shooting hot air. Use Move on the
    wooden pillar to move it to the right. Now, head in to the remaining stream
    of hot air to be pushed down. Hop on to the yellow platform below you, then
    jump right and then north. Head northeast along the plat from to reach a door
    that you should go through.

    You will now be in a room with a statue that is not spitting water and another
    large blue stone. The first thing that you want to do in this room is to head
    down the ladder and move the northern pillar one square to the right and one
    square south. Go back up the ladder and use Douse on the statue to make it
    start spitting water. This will cause the room to fill with water. Once you've
    done that, use douse on the large blue stone to create a golden pathway that
    you can walk on. Use this pathway to reach a ledge with the door to the next
    room.

    Head east in the next room, hopping across the two gaps of water. Go down the
    stairs when you get to them. Head northwest in the next room to reach another
    set of stairs that you should go down. You'll now be in a room with purple
    walls that has a Psynergy Stone in the middle. Unfortunately, you can't get
    it yet. Head through the door east of where you came in for now.

    Climb down the ladder in the next room and start heading south. When the
    path ends, you should see some yellow floating platforms to your right. Hop
    on to these and head south to reach a ledge to your left. Climb the ladder
    on this ledge and head south to get to the next room.

    You will notice a large waterfall to your left in the next room. Head into
    it at the northern-most point possible and start to cross it. Head south
    along the ledge on the left until you come to a ladder that you should climb
    down. Your goal here is to get right next to the wooden pillar to the right
    so that you can move it. So, cross the waterfall along the northern cliff
    and try to stay that far north until you reach a spot with a rock below you.
    Move the wooden pillar to your right and then head back to the ledge on the
    left. Climb the ladder and cross the waterfall so that you end up landing
    on the wooden pillar you just moved. Hop to your right to reach a ledge
    with a treasure chest on it. Grab the Tear Stone from the treasure chest
    and then intentionally fall down the waterfall. Cross the waterfall going
    right to reach the platform on the right. Head through the door to reach the
    next room.

    You will now be in a room with a green water spitting statue to your left
    and several yellow floating platforms below you. Hop on to them and then go
    east, south, east, east, east, and jump to the ledge south of you. Head west
    and continue along the path until you reach a door in the northwest corner of
    the room that you should go through.

    Climb down the ladder in the next room and head northwest. Climb the ladder
    when you come to it and use Douse on the statue to your right. After the room
    fills with water, hop across the floating platforms to the east to reach
    the ledge in the northeast part of the room. Climb the ladder here and go
    through the door.

    In the next room, head west across the yellow floating platform to the ledge
    to your left. Go through the door here. Climb down the ladder in the next
    room and push the stone block one square to the left. Freeze the puddle
    to the left of the stone block and then climb back up the ladder. Use douse
    on the statue to fill the room with water. Hop south on to the yellow floating
    platforms and then make your way west. Eventually you'll come to a ledge with
    a treasure chest on it. This treasure chest has a Water of Life on it which
    will revive a fallen character. Exit the room from where you came in and then
    re-enter it. This time, push the stone pillar all of the way to the left and
    douse the statue again. Hop to the ledge in the middle of the room and exit
    through the door there.

    Head north in the next room and hop on to the yellow floating platforms. Make
    your way northeast and use Move on the wooden pillar in your way. Jump on to
    the platform of the pillar you just moved and then head north via the floating
    platforms. Go through the door on the north ledge you're now on.

    Move the wooden pillar all of the way east and all of the way north in the
    next room. Now, climb the ladder and hop on to the wooden pillar you just
    moved. Jump north and go up the stairs.

    Cross the long tightrope in the next room and climb down the ladder once you
    get off of it. Head as far east as you can on the ledge you're on. When you
    reach a dead end, hop on to the yellow floating platform to the west. Make
    your way south to land on a a platform with a door going south that you should
    go through.

    You will now be in another room with a large blue stone and a statue that is
    not yet spitting water. Head down the ladder to find a *ton* of pillars with
    electric directions on them. Starting with the western most "fixed" pillar
    (which is a pillar you can't move) that has an L shape to it, place a "7"
    shaped pillar 4 squares east of it. Place a "J" pillar 4 squares east of the
    southern most "L" pillar. Finally, place a "|¯" pillar in the northeast
    corner of the screen. Now, double check to make sure your path makes sense
    for electricity to pass through it. Climb back up the ladder, use Douse on
    statue to fill the screen with water then use Douse on the large blue stone.
    If done correctly, you will be able to walk across a golden path to reach
    the ledge on the east side of the room. Exit through the door when you get
    there.

    Head north on the next screen and go down the stairs. Push the wooden pillar
    to the right in the next room and use it to jump across to the ledge to the
    right. Go through the door on this ledge.

    Head north in the next room. Take a right when the path forks and hop on to
    the floating yellow platforms when you reach them. Head south on to the
    platform in the middle of the room and then left on to the yellow floating
    platform. Hop north to reach a long ledge. You will see a treasure chest
    to your right that is really a Mimic. The Mimic has about 775 HP, but I
    do recommend fighting it because you're about to get a Psynergy Stone. Once
    you defeat it, heal your party and then head to the left. Go through the
    door at the end of the path.

    You will once again find yourself in the room with the purple walls. This
    time, however, you can get the Psynergy Stone in the middle. Hop south to
    floating yellow platforms and then hop west to reach the platform with the
    Psynergy Stone on it. Hop south from here and exit through the door.

    You'll enter the next room through an opening in the large waterfall. Head
    south to find a large blue stone that you should use Douse on. This will
    create two golden walkways. You will want to take the one that leads to the
    left first. Hop from the "|¯" platform to the regular floating platform to
    your right to reach the treasure chest. Once you've obtained Lucky Pepper from
    there, head back to your right and take the path to the right. Keep going
    along the golden path until you reach an "L" platform. Head south from here
    and hop on to the large platform in the center of the room. Climb the
    ladder to your left to reach a treasure chest. Inside of the treasure chest
    is an Aquarius Stone. Once you've obtained the Aquarius Stone, climb
    back down the ladder and hop back on to the yellow floating platforms to
    your right. Make your way to the ledge on the right and then head south. Go
    through the door on the left when you come to the two doors.

    Head southwest on the next screen and hop on to the yellow floating platforms
    when you can. Go through the door in the middle of the stairs and the yellow
    water spitting statue. Head north in the next room to reach a small table.
    "Talk" to it to notice that something can be placed on it. The in-game menu
    will then pop up. Placing the Aquarius Stone on the ledge will part the sea
    a la Moses in Exodus allowing you to pass into the door to your north.

    Hop along the yellow floating platforms to reach a large staircase that you
    should climb. Head to either the left or right and climb down the ladder
    when you come to it. Climb up the ladder in the middle and obtain the tablet.
    Piers will pop out and will go up to the tablet. Once he's done, the water
    will rise and it looks like you're trapped! Not to fear, as Piers has now
    learned the Parch Psynergy which will get rid of the water. Use it to be able
    to exit this room. Head back south through the next room.

    In the next room, head east and exit through the door there. Climb up the
    two ladders in the next room and head north. Make your way to the northeast
    corner of the room and exit through the door to the south. Climb down the
    ladder and cross the waterfall to the right. Climb up the ladder on the
    right ledge and head north. Use Parch when facing the water spitting statue
    there to dry the waterfall. Once you've done that, head south and go down
    the ladder. Go north where the waterfall once was to find a Mercury Djinni.
    Save before you battle because the Mercury Djinni really likes to run! in fact,
    you may need to use Sleep Bombs and Sheba's Sleep Psynergy if you want any
    chance to catch this pesky Djinni. The Djinni also has some strong attacks
    that is likes to use freely. It's got about 500-600 HP so it will take about
    4-5 turns to kill it. This will be one of the harder Djinni battles. When
    you finally do catch the Mercury Djinni, Steam, head out of the room from the
    entrance you came in. Go back south and through the door on the left.

    Head south in the next room to find a treasure chest submerged in water. Use
    Piers's Parch Psynergy to get rid of the water. Once the water is gone, climb
    down the ladder to get the Rusty Sword from the treasure chest. It's not
    very useful but you can sell it. Climb up the ladder south of the treasure
    chest to find a door leading out of the cave. Use Retreat when you get out
    of the cave to exit Aqua Rock.

    `-`-`-`-`

    `-`-`-`-`
    Section 30: Sea of Time Islet
    `-`-`-`-`

    When you're back on the World Map, head counterclockwise around the lake to
    reach the beach with your ship. When you're back in your ship, head clockwise
    around the large set of islands to go back to Apojii. Heal your characters at
    the Inn in the west part of town and then head south. Now, exit the town and
    head back to your ship.

    Start heading northwest until you reach a small island. Land on the north-
    western part of the island and head south to get to reach Sea of Time Islet.

    Sea of Time Islet is characterized by its palm trees when you enter as well
    as only one house on the island. Head south and go down the stairs and then
    up the stairs to your right. Head to the east of the house to find a barrel
    with a Lucky Medal in it. You are now done with the town for now, so head
    back to your ship.

    `-`-`-`-`

    `-`-`-`-`
    Section 31: Izumo
    `-`-`-`-`

    Head due north from Sea of Time Islet to reach another chain of islands.
    Head to the northwest part of the islands to find a beach that you can land
    on. When you land your ship, head east to reach Izumo.

    Izume is characterized by its multi-colored trees as well as its buildings
    with purple roofs on them. It is also being terrorized by a serpent and in
    a tribute to Shirly Jackson, citzens are picked in the Lottery to see who
    is chosen as the next sacrifice to the serpent. Anyway, you can head in to
    the Inn near the entrance if you want, although you're probably not that
    badly hurt. Head northeast to in the town to find a set of stairs that you
    should climb. Head west across the bridge to find a large house that you
    should go in.

    Inside of this house are two girls going around in a circle. Head past them
    and talk with Lady Uzume in the north part of the house. Talk with here to
    learn that Susa has been sent to fight the Serpent but it is unlikely that he
    will succeed because a hero will come and destroy the Serpent on the next full
    moon (I wonder who that hero will be . She has an item above her head that
    you won't be able to get yet, so exit the house after talking to her. Head
    into the house on the left, Kushinada's house (I think).

    Walk up to the weeping woman to have her say a few things but not let you
    get close to her. Exit the house and then exit the town via the way you came
    in.

    `-`-`-`-`

    `-`-`-`-`
    Section 32: Gaia Rock
    `-`-`-`-`

    When you get back on the World Map, head south around the mountain and then
    head east to reach Gaia Rock.

    Gaia Rock is characterized by its brown appearance on the World Map as well
    as its pine trees on either side of you when you enter. Head north
    when you enter and go up to the cave but do not enter it. Instead, head to
    the left and climb the ladder. When you reach the ledge, push the wooden
    pillar off of the cliff to the right and then climb the ladder. Climb down
    the ladder to your right, Move the wooden pillar one square to the right and
    then head right on the next ledge. Keep going until you reach a ladder that
    you should climb down. Head all of the way back to your left until you reach
    the ladder you climbed earlier. Climb it again and hop across the wooden pillar
    to the ledge on your right. Head right once more and climb the ladder when
    you get to it. Head up the ladder to your left to reach the next screen.

    You will have the option of heading up the ladder to your left or the ladder
    to your right on the next screen. Take the one to your left and climb either
    path to reach a green vine. Climb up this vine to reach the ledge above you.
    Head up the ladder to your right on the next ledge and then go left. Climb
    down a ladder when you get to it and then the one after that. Head to your
    left and use Sheba's Whirlwind on the hanging vine to swing it next to you.
    Swing across the gap to reach the other side. Use Move on the wooden pillar
    to move it to the left, then head back across the vine using Whirlwind again.
    Climb down the vine below you and then head to the left. Climb the ladder,
    the vine and then the small ladder after that to reach the ledge with the
    wooden pillar on it. Push it to your left and then climb the ladder it was
    blocking. Head right and climb the ladder to reach the next ledge. Go left
    to reach the next screen.

    Climb down the ladder to your left when you enter the next screen. Climb down
    the vine and then down the ladder. Hop left across the two gaps and climb
    the ladder/vine to your left. Head to your right and use Whirlwind on the vine
    to reach the ledge to the right. Climb the ladder/vine to your right to reach
    the next ledge. Head left and use Whirlwind on the vine to swing to the other
    side. Climb the ladder to the left and then the one right above it to reach
    the next screen.

    You will find two ladders leading to the same path on the next screen. Climb
    the ladder on the right and stick to the right until you can't go up anymore.
    At this point, head left and then north. Take a right at the fork in the
    ladder path. You'll reach a square section of ladder. Here, head up one
    square and then stick to the right to avoid a Tiki popping out of the
    mountain and knocking you off. When the path forks, head left but don't go
    to the extreme left. Head up the path with another square section of ladder.
    This time, go up the middle of it and keep climbing the ladder to reach the
    ledge above. Head up the small ladder to your right and then go around the
    stones clockwise. Climb the two small ladders and head around the stones
    clockwise again. Head to the east to reach the next screen.

    Make your way northeast through the rocks to reach a wooden pillar that you
    should use to hop to the ledge to the right. Head east and the south to
    find a treasure chest with an Apple in it. Head back to the ledge to the left
    via the wooden pillar and then climb down the ladder to the south. Head to the
    right and climb the ladder there. Go north and push the wooden pillar all of
    the way south. Head back down the ladder and up the ladder to the left. Make
    your way right and hop across the wooden pillar to reach the ledge to the
    right. Head southwest to reach a ladder that you should climb down. Go up
    the ladder to your right and head clockwise around the rocks to reach a ladder
    that you should climb down. Climb the ladder to your right to reach a ledge
    with a large tablet on it. "Talk" with it to have Felix say he feels something.
    Use Sheba's Reveal to reveal a Dancing Idol creature. Talk with it to have it
    join you. Now, use retreat to get off of the mountain.

    Head north and go inside of the cave. Go up to the tablet and "talk" with it
    to have it say a few things and then once again the in-game menu will pop up.
    Use the Dancing Idol item that you just got to move the red statues left and
    right of you. Head through the door to the right.

    In the room that you're now in, head through the hallway and go up the stairs
    when you get to them. Head south in the next room and keep going around the
    hallway until you reach a staircase that you should go down. When you get
    down the stairs you will see a lot of grass in the center of the room. Go
    into the center of this and use the Cyclone Psynergy that you got back in
    Madra to create floating, moving grass platforms. Head back up the stairs,
    through the hallway and out the room. Head back through the next room as
    well.

    You should now be back in the main room. Head through the door to the left
    and go through the long hallway there. You'll now be in the same room with
    the floating and moving grass platforms. Head south on the ledge and hop on
    to the platform to the right. Make your way south on the platforms, then
    east, then north. You should eventually reach a ledge. Head north on this
    ledge and go through the door.

    Head through the long hallway in the next room. You'll eventually reach a
    fork in the path. Take the path to the right and go down the stairs. Use
    Cyclone on the grass with a beam of light coming down on it to see an image
    of the Serpent below being hurt by the light. Go up to the stone tablet and
    use the Dancing Idol to move the statue to the right and once again harm the
    Serpent below. Head back up the stairs and head to the left part of the room.
    Head north through the path here to reach a door that will take you to the next
    room.

    Head south in the next room and go past the grass there (if you used Cyclone
    on it you would have to fight reasonably hard flower monster.) Continue to head
    south until you reach a door that will take you to the next room.

    Climb down the stairs in the next room and head to the right. Go through the
    door to reach another room with a stone tablet in it. Once again, use the
    Dancing Idol on it to move the statue to the right and weaken the Serpent
    once again. Head back through the door, go back left and climb up the
    stairs. Climb the ladder and start heading right. Go across the lower path
    but stay as high as possible on that path. When the paths fork again, take
    the lowest path and then the one right above it. Climb as high as you can
    when you reach the large ladder square and then climb off of the ladder. Use
    Whirlwind on the vine to swing to the ledge to the right. Climb down the
    stairs and go through the door to reach the next room.

    In the next room you will see a stone tablet in the middle of a spider web.
    Use Cyclone on one of the grass patches to cause the stone tablet to
    fall to a room below. Slide down the crevice in the north part of the room
    to fall down next to the stone tablet. Once again, use the Dancing Idol
    item on it to move the statue to your left and weaken the Serpent a fourth time.
    Now, instead of going back through the hallways, use Felix's retreat to return
    to the beginning of the cave.

    Exit the cave and then exit south to the world map. Head back to Izumo
    and heal your characters in the inn. Head back to Gaia Rock and go north into
    the cave. Go past the stone tablet and continue along the long hallway to the
    north until you reach the next room.

    Go west in the next room and push the wooden block up twice, then right. Go to
    the north wall and get one square to the right of the second wooden block. Move
    it to the right and then get in the gap two squares below it. Move it to the
    right, then get one square below it and move it down. Repeat this process
    until you can move it into the small crevice to the left. Once you've done
    this, the path should be clear for you to go through. Head through the long
    hallway and out the door.

    In the next room there will be a plant in the middle. You will need to use
    growth (Set 1 Venus and 1 Mars Djinn on Felix or Jenna) on the plant to
    determine what the direction is since is different for every game. The first
    treasure chest that you come to will really be a Mimic while the second one
    will contain a Rusty Mace.

    You will now enter a room with many bottles in it as well as the Serpent.
    You will see Susa talking to the Serpent that you weakened earlier. He will
    talk about how he is weakening the Serpent and then will pull out a sword and
    start attacking the Serpent. The Serpent will then snort a fireball at him and
    he'll fall down. You'll then have control again. Head east and go down the
    stairs. Save your game and then head north. "Talk" with the Serpent to begin
    the fight. See the Boss Strategies section for information on beating the
    Serpent.

    When you defeat the Serpent, Kraden will pop out and start talking about how
    the Serpent has still not been defeated. Suddenly, Susa will appear and
    deliver the final blow to the Serpent to spare Kushinada's life. Once he
    leaves a stone will appear. Go up to this stone and press A to learn a new
    Psynergy, Sand.

    Head through the door to the south and then use Retreat to exit Gaia Rock.
    You will see Susa on the ground who asks you to tell the others you defeated
    the Serpent. Just head past him for now and exit Gaia Rock.

    `-`-`-`-`

    `-`-`-`-`
    Section 33: Izumo Part 2
    `-`-`-`-`

    Head out of Gaia Rock and go clockwise around the mountain to get back
    to Izumo. You'll most likely want to revive and heal your
    characters here. Once your party is back to full strength, head northeast
    and climb the stairs. Go back left across the bridge and into the large
    building. Head to the top part of this building to listen to a conversation
    between Lady Kushinada and two other people about the Serpent being killed
    by a group of heroes. Lady Kushinada will eventually recognize you as the
    group of heroes who defeated the Serpent and your whole party will pop out
    and start to have a discussion. Suddenly, Susa will say something and
    everyone will realize that he is not dead.

    Once everyone is done talking, go up to Lady Kushinada and talk with her.
    The in-game menu will come up. Use the Dancing Idol on her to have her
    give you the Mars Djinni Coal as a reward.

    Once you've obtained the Mars Djinni, exit the building. Susa will follow
    you out and mention something about a Cloud Brand that he left behind after
    defeating the Serpent. Before you go and get that, it's time to go find
    another Combo Tablet. Head back east across the bridge and go down the
    stairs. Head north past the tree and continue along the narrow path until
    you come to a bridge on your left. Cross the bridge and go the the western
    most wooden pillar. Move it one square to the right and then use reveal
    on the center of the circle. Climb down the ladder to enter Izumo Ruins.

    Head to the puddle of water on the right and hop over it to the left. Use
    the Sand Psynergy that you just obtained at Gaia Rock to burrow under the
    wooden pillar and rise up on the other side. Freeze the puddle of water on
    the left and then use Sand to get back to the other side of the wooden
    pillar. Hop to the right of the remaining puddle and use Frost on it. Now,
    climb up the ladder on your right and use the pillars to hop to the ledge on
    the left and then go through the door. Head north in the next room and head
    along the right path. When you come to a ladder to the south climb down it
    and then head north. Pound the pillar and use Sand to pass under the rocks
    to the north. Unburrow and then head left until you reach a wooden pillar.
    Move this wooden pillar one square to the right and then head back south
    and back up the ladder. Head back west and keep along the western-most
    path as it starts to head back east. You will eventually come to the wooden
    pillar that you just moved. Use this to hop to the ledge to your right and
    then climb down the ladder and the ladder right next to that.

    Climb down the ladder in the next room and head up the ladder to your right.
    Head north and take a left when the path forks. Keep heading along this path
    until you reach two pillars to your right. Hop across these pillars and
    grab the Phantasmal Mail from the treasure chest. Once you've obtained the
    item, head back across the pillars and back north along the path. Climb
    down the ladder and then head south. When you come to two poundable pillars,
    pound one of them and then head left. Keep going past the first ladder that
    you see and then climb the second one. Head north until you reach a submerged
    ladder. Use Parch on the body of water to remove the water and then climb
    down the ladder. Head through the door to reach the next room.

    Head north in the next room and climb up the ladder when you reach it. Go
    up to the Combo Tablet and "talk" with it to obtain Ulysses (2 Mercury, 2
    Mars). Use Retreat to exit the cave.

    Head back towards the town entrance, but don't leave quite yet. Go behind
    the Inn and hop across onto a small stone in the middle of the river. Head
    north to find a vase with a Water of Life in it. Once you have the Water of
    Life, head out of town.

    `-`-`-`-`

    `-`-`-`-`
    Section 34: Djinn in Apojii Island and Gabomba Catacombs
    `-`-`-`-`

    Before heading to the next destination, make a detour back to the Apojii
    Islands. Simply head southeast back to the Apojii Island chain on the eastern
    edge of the map. Land on the northwest part of the island and enter Apojii.

    Head south when you enter Apojii to reach the beach. Use your new Psynergy
    Sand and head under the rocks to the right and un borrow on the other side.
    Head east through the shallow water until you reach the next screen.

    Head along the path until you reach a dead end. Hold down to fall down the
    waterfall to a ledge below. Then, hold Up to enter a cave behind the
    waterfall. Inside of the cave you will see four bushes, with only one of
    them revealing a door. Use Whirlwind on the second bush from the right and
    head through the cave.

    You will now be standing right next to a Jupiter Djinni. It will join your
    party without a fight. Once you've obtained the Djinni, head back through
    the waterfall and through the first room. Head southeast when you reach the
    next room and go out the door. Use the Lash Psynergy on the rope coil there
    and climb it up to the ledge to the left.

    Head out of the town and get back on your ship. Now, you're going to need
    to head *all* of the way back west until you reach land. Head north when
    you hit land and round the continent in a counter-clockwise fashion. Head
    down the narrow bay between the two continents until you reach an island to
    the north. Land on this island and enter West Indra Islet.

    In West Indra Islet, make your way to the northwest part of the docks and
    check the barrel to the right of a ship in construction. This barrel
    will contain a Lucky Medal. Once you've obtained the Lucky Medal, exit
    West Indra Islet and hop back on your ship.

    Sail to the beach just to the left of West Indra Islet and land on the
    lower of the two beaches. Head west, cross the bridge and head around the
    mountain. Go past Kibombo Mountains and cross the bridge. Head north
    along the dirt path until you reach Kibombo.

    Head north in Kibombo to the next screen. Head north again and go up the
    tongue of the Gabomba Statue. When you are inside of the statue, head
    north and go through the door. Continue north in the next room, go down
    the elevator and head north once again. When you reach a ladder to the
    right of the Gabomba Statue, climb down it.

    You will now be in Gabomba Catacombs. Head south and climb down the ladder.
    Head north against the wall of the ledge you were just on until you come to
    a rock that is part of a group of rocks containing a patch of grass. Use
    Cyclone when facing the patch to create a cyclone that will drop you to the
    room below.

    To your right is a Venus Djinni. Approach the Djinni and talk to it to
    have it fight you. Easily defeat it to obtain the Venus Djinni, Mud. Once
    you've obtained the Djinni, head to your left and slide down the crevice.
    Head south, climb up the ladder and then head northeast and up the stairs.

    Slide down the crevice below you and head left. Use Cyclone on the large
    patch of grass to be dropped down to a different spot in the room below.
    Head left and continue along the long path until it forks at which time
    you should take a right. Head through the door above you when you reach
    it.

    Head right in the next room to reach another patch of grass. Use Cyclone
    on it to reveal a Mint. Once you've obtained the mint, head north until
    you reach a ladder which you should climb down. Head south to reach a
    patch of grass that you should use Cyclone on again. This will create a
    puddle that you should freeze. Once you've freezed the puddle, head back
    north and climb the ladder. Head southeast and stay along the inner-ledge
    to reach the ice pillar that you just created. Use it to hop to the ledge
    on the left and then head north to reach some grass in a circle. Use Reveal
    to reveal a door to the north that you should head through.

    Head west in the next room to reach a river with a fast moving current.
    However, you can move against this current and that is exactly what you
    will want to do. Head left in the river and then go north via the open
    path in the center of the river. Continue moving northeast and then
    west through the pillars until you reach dry land on the left. Head
    counter-clockwise around the rocks to come to some grass that you should
    use Cyclone on. The southern-most patch of grass will reveal a puddle
    that you should use Frost on. Head back around the rocks and make your
    way downstream on the river. When you can, head on to the dry land to
    the left. Head west until you reach a ladder that you should climb up.
    Use the Ice Pillar that you created to hop to the ledge on the right and
    then climb up the stairs.

    Head down the ladder in the next room and then head north. Keep going past
    the patch of grass because it is really just a Mad Plant in hiding. When
    you reach a ladder climb it to have the Great Gabomba talk with you. He
    will give you the Tomegathericon that will change your class to Dark Mage
    in exchange for you not telling Akafubu that you were given the Tomegather-
    icon. Once you've obtained it, use Retreat to exit the Gabomba Statue.

    Head out of town and make your way back to your ship. Head back north
    along the coast of Gondowan and keep going until you reach the beachline
    of the large, wider than it is tall continent above you. Land on the
    large beach and head northeast to reach the next town.

    `-`-`-`-`

    `-`-`-`-`
    Section 35: Champa
    `-`-`-`-`

    When you enter Champa, head up the stairs to the right to reach the
    graveyard. Use reveal to turn the rock there into a treasure chest
    that contains a Viking Helm. Head back down the stairs and go into the
    town above. You will most likely be stopped by Feizhi who confuses you
    for Isaac who she is looking for (you will not be stopped if you did not
    transfer data or you did not save the man trapped under the rock in Golden
    Sun.) After she is down talking she will give you a Golden Ring that you
    are supposed to pass on to Isaac when you meet up with him later. Once
    you have control again, head north into "town". You will probably want
    to visit the item shop in the southeast section of town, as well as the
    inn in the northwest. You will probably notice the door to the cave to the
    left of the inn. However, there is no need to go in there yet. For now,
    exit towards the World Map.

    However, when you try to exit Alex will come up from behind you and
    start a conversation as soon as you try to exit. Suddenly, the evil looking
    redheaded woman named Karst that you saw back in Madra will appear. Shortly
    thereafter Agatio will also arrive and your group and Alex's group will
    start talking back and forth about lighting the lighthouses. It turns out
    that Alex is hanging around with Agatio and Karst because he wants to put
    some pressure on you to light the lighthouses. Agatio and Karst will then
    leave as well as Alex. However, on his way out Alex will reveal to Kraden
    that Lord Babi has died which will greated upset Kraden. Alex will then
    leave and your characters will talk some more about Lemuria before you
    finally have control again. Once you do have control, head out of the town
    to the World Map.

    `-`-`-`-`

    `-`-`-`-`
    Section 36: Ankohl Ruins
    `-`-`-`-`

    Simply head to the beach northeast of the beach you just landed on. The
    trip should literally take you two seconds. Hop out of your ship and head
    into Ankohl Ruins which is against the mountains.

    Ankohl is characterized by its broken yellowish stones when you first enter
    its surrounding area. Head north through the crack in the gate and go into
    the main tower.

    When you enter the tower, hop to the platform to the left. Make your way
    north to find a ledge with three bushes on it. Use Sheba's Whirlwind on the
    middle bush to enter a room with many gray statues in it. In this room,
    head all of the way to the right and hop on to the platform. Use Move
    on the statue above you to drop it into the abyss. Hop north, go through
    the door and then grab the Crystal Powder from the treasure chest.

    Head out of the room and then hop on the the platform one square to the
    left of the one you were just on. Once agin, Move the nose off of the
    statue and head through the door. Use Whirlwind on the bush above you in
    the next room and then head through the hallway. When you reach a wooden
    pillar and some sand make your way north of the wooden pillar and then
    Move it one square to the right. Head back through the hallway and make
    your way back to the main room with the statues again. Head left and then
    use Move on the statue is the second closest to the left wall. Grab the
    210 coins from the treasure chest in that room. Head back out and use
    Move on the western-most statue. Head north through the door and then
    use Sand on the patch of sand in the next room. Head north and then
    un-burrow to reach a treasure chest that contains a Nut. Once you've
    obtained it, use Sand to head back south and then head back to the main
    room. Go through the door to the south.

    Head south and then west in the next room. Head past the bushes and go
    up the stairs when you reach them. Head counter-clockwise in the next
    room and step on the sand in the left part of the room. Use Sand to
    follow the sand under the small opening. Continue digging under the sand-
    path as it turns to the right. You will eventually reach a treasure chest
    with a Thanatos Mace in it. Head back to the left and un-burrow yourself.
    Head through the door to the north.

    Head north in the next room until you reach a part of a gray head that you
    should push east. Once you've done that, the gray statue will start
    spitting out sand. Head back south through the door and then use Sand
    to burrow back south in the next room. Head down the stairs that you reach
    by going clockwise along the path.

    Head east and then north in the next room but don't go out the door. Instead,
    head west on to the center ledge and use Whirlwind on the bush to reveal a
    staircase. Go up it and head north in the next room.

    Climb down the vines in the next room and go left across the sand. Grab
    the Power Bread from the treasure chest there. Then, use Sand to burrow
    north to reach the sand spitting statue that you made complete earlier.
    Un-burrow and then climb the vine to the right. Head through the door in
    the northeast corner of the room.

    Head south in the next room until you reach a door that you should go
    through. Head north, hopping back and forth between the ledges on the left
    and right in the next room. When you reach the top of the room, head left
    to come to a dead end with a wooden pillar and a treasure chest behind some
    blocks. Use Move on the pillar to move it to the left and reveal the sand
    underneath it. Head back east and go south down the narrow hallway. Head
    through the door when you get to it.

    Go north in the next room, then head west and the fork and then north. You
    will now be in the room with the sand and the treasure chest. Use Sand to
    burrow under the sand and un-burrow on the other side of the blocks. Grab
    the Vial from the treasure chest and then head all of the way back through
    the next two rooms and up the narrow hallway. This time, head right and go
    through the door.

    In this room, you will see a stone statue with its mouth open. Head down
    the stairs. This will trigger the statue to start "spitting" sand. Head
    to the gray switch to the right of the statue and step on it when the sand
    is equal level with it. This will cause the pillar blocking the door to
    your right to come down. Go through the door to reach the next room.

    Head west in the next room and then hop south. Go through the door to reach
    a room with a crevice in it. Slide down this crevice to drop to a room with
    a pushable statue piece. Push this piece into its position and then go
    through the door to your left.

    You will now be in a room with two bushes in it. Head all of the way to the
    east and Move the wooden pillar there into the small groove. Head out of the
    room and climb down the vine. Go through the door on the ledge that you
    should now be on.

    Head clockwise around the room until you come to a staircase that you should
    go down. Burrow under the pillars by using Sand in the next room and exit the
    room. You will now be in the room you were in earlier that has many stone
    statues in it. Head to the right in this room and go through the door there.

    Go around the room clockwise ignoring the various bushes. When you reach
    an area that you can burrow under, do so and burrow north. Head through the
    door to the right. Go north and use Whirlwind on the left bush to reveal a
    door to a room with a Muni Robe in a treasure chest. Head right and go through
    the door.

    Climb down the vine in the next room and head north. You will see an
    incomplete statue there. Don't worry about that quite yet. Hop to the ledge
    to the left and climb the vine. Go up the staircase to your left.

    Head north in the next room to come to some sand. You will probably remember
    moving the pillar here earlier. So, burrow to the other side and then head
    to the right. Use Whirlwind on the first bush you come to reveal a
    staircase that leads to a ledge with a treasure chest on it. Grab the forge-
    able Sylph Feather from the treasure chest and then head out of the room and
    continue heading right. Go south along the narrow hallway and through the door
    when you reach it.

    You'll now be in another room with a stone statue spitting sand at a constant
    rate. Once again, step onto the gray switch to the left of the stone statue
    to un-block the exit. Head through the door to reach the next room.

    In the next room, go south. Use Whirlwind on the first bush you come across
    to reveal a door to a room with another treasure chest in it. Push the
    pillar and climb down the vine to get the Potion from the treasure chest.
    Exit the room and continue heading left. Go down the stairs to reach the
    next room.

    Head through the sole path in the next room and go through the door when
    you get to it. Head north in the next room until you come to another piece
    of the statue. Push it into its proper place to make the statue's eyes
    turn green. Head back south and go through the door. Go back through this
    room and the next. Keep going back through the room with the sand spitting
    statue and until you reach the sand in the next room. Use Sand to go back
    underneath the blocks. Head south and go up the stairs.

    Climb down the vine in the next room and go in front of the green-eyed
    statue. Suddenly, the statue will push you south along the hallway. As
    soon as you are pushed on to the sand, use Sand to burrow underneath the
    statue. Once it has passed you, un burrow and go north. When you come to a
    patch of sand, burrow north. Climb up the vines in this area and go up the
    stairs.

    Head up the stairs in the next room. Go south and then west in the next
    room and head through the door to the south. You will now be in a room with
    a piece of a statue surrounded by blocks. Use Reveal and then push the
    statue on to the hole in the center to make it fall to the floor below. Once
    you have done this, head down the stairs to the north.

    Push the statue piece you just pushed down into its place. This will cause
    the statue's mouth to open and he will start spitting sand. Go back up the
    stairs and back through the next room.

    Push the wooden pillar to the left in the next room and burrow underneath
    the pillars. Head down the stairs and go left in the next room. Go out the
    door to the south.

    Climb down the vine southwest of you (Move the pillar out of the way if you
    have not already done so). Climb down the next vine as well. Head to the
    center of the room is where there is a sand waterfall. Burrow and then
    climb up the sand waterfall. Once you've climbed a level, go to the right
    where one of the blocks is missing. Head right and climb down, right and
    then back up the vine. Go up the stairs when you reach them.

    Head south and then west in the next room. Exit through the door to the
    south. You will now be in a room with a large sand waterfall. Use Sand
    to once again climb the sand waterfall. When you reach the top, un-burrow and
    climb up the vine to the left.

    You will now be on top of the tower. Head counter-clockwise and climb up
    one of the vines in the middle. Grab the Left Prong of the Trident on top
    of the block in the center. You can now use Retreat to exit the Ankohl Ruins.

    `-`-`-`-`

    `-`-`-`-`
    Section 37: Daila Part 2
    `-`-`-`-`

    Head back to your ship and then go back to the beach directly to the west.
    Re-enter Champa and then head north all of the way to the Inn where you
    will want to heal your characters. Once everyone has been healed, exit the
    town and go back on your ship.

    Head south and just a little bit west. You should come upon a beach on
    the small continent that you started on. Head past this beach and land on
    the one directly south of it.

    Head west along the dirt path going past the cave to your north. You'll
    eventually come to a town to the north. Enter this town, which happens to
    be the first town that you visited, Daila.

    When you enter Daila, head due north and go in the sanctum with the three
    spears. Head past the healer and go down the ladder. Use Piers's Frost
    on the two puddles to the left and then go back up the ladder. Go counter-
    clockwise around the ledge and hop onto the ice pillars. Grab the Sea God's
    Tear.

    Exit Daila to the south to get back to the world map.

    `-`-`-`-`

    `-`-`-`-`
    Section 38: Shrine of the Sea God
    `-`-`-`-`

    Head back east and this time go into that cave you come to. Head north in
    the cave and climb down the ladder. Go northeast and climb the ladder
    there. Keep to the left and head north. Lash and climb a rope coil when
    you come to it. Go through the cave door to your left.

    In the next room, head left across the wooden bridges until you reach the
    ledge on the left. Go south and then go east across the bridges there.
    You will fall off the first bridge, but you just can climb up the
    ladder to the right and continue on your way. Head down the narrow path and
    go down the stairs.

    Head left in the next room and go south down the stream. Head through the
    lower staircase and climb down the ladder in the next room. Go north through
    the long hallway to come to three drops of water on the left. Freeze them
    all and then climb the ladder to the left. Hop across them to reach the
    ledge on the right. Go through the door to the north.

    You will now be in a room with a deep blue sea and many gray pillars
    sticking up. Take the path to the left and make your way to a small platform.
    Head north and hop to a platform to the right. There is a wooden pillar
    here that you will want to push south. Use that pillar to jump right. Go
    to the right and down the staircase.

    Head north in the next room and climb down the ladder. Head south and
    climb the ladder to get on top the small ledge. Hop to the right and then
    cross the two bridges to your right. You will fall down the second bridge.
    Head counter-clockwise around the rope coil and then go north. Climb the
    ladder and grab the forgeable Rusty Staff from the Treasure Chest. Climb
    back down the ladder and use Lash on the rope coil and then climb it. Head
    north, then cross the bridge to the left and then the cracked bridge to
    begin floating south. Once you stop floating, head to the right, climb
    up the ladder and go up the stairs.

    Head right in the next room and go down the first set of stairs that you get
    to. You will now be in a room with teal water and white rocks. Hop north
    and then on to the ledge on the left. Go north until you can hop on to the
    stones to the right. Head south, then right, then eventually up to reach
    a circle of stones. Use Reveal to reveal a center stone. Use this to
    hop to the ledge above. Talk with the statue there to bring up the In-Game
    Menu. Use the Sea God's Tear that you obtained in Daila to raise the water
    level and reach the next room.

    Head left in the next room and climb the long ladder. This brings you to
    a much different room with yellow tiles on the walls. Hop to the ledge in
    the middle and then to the ledge to the right. Climb the large ladder to
    reach the top of the tower. Grab the Right Prong and then exit the Shrine
    of the Sea God by using Retreat.

    `-`-`-`-`

    `-`-`-`-`
    Section 39: Sailing South
    `-`-`-`-`

    Once you've exited the shrine, head east back to your ship. Board it
    and start heading heading south. When you reach land, start hugging the
    coast of Osenia (the large continent to the south) as you go around it
    in a clockwise fashion. Start heading southwest after the coast of the
    continent is horizontal again. You will want to reach a small, ice
    covered island on the map. Go to the south part of that island to find a
    beach that you can land on. Head northwest to reach a small town called
    E Tundaria Islet.

    There is not really much to do in this town. However, you can obtain a
    Lucky Medal by going north when you enter town and going in the buliding.
    Check the Purple vase to get a Lucky Medal. Then, jump on the floating ice
    blocks below you. Make your way to the ledge on the left and climb up the
    ladder. Go around the log and then push it into the water. Climb back
    down the ladder and go back to the ledge on the right. You can now cross
    the water via the log you pushed in the water to get a Psynergy Stone. Then,
    push the Penguin there back across the log and on to the square above the
    other penguin. You will then get a Pretty Stone from the penguins that you
    can use to help some of the other animals on these small islands (more on
    that later).

    Exit the town and go back on your ship. Head west and a little north from
    the islands to find a break in the rock barrier. Go through this break to
    find a beach on the long continent, artic continent called Tundaria on the
    south of the map.

    Hop off of the ship and start heading left. Keep heading left for a *long*
    time. Continue taking the path that goes left the furthest until you come
    to a small peninsula more than halfway down the island. Here you will find
    a tower, but don't enter it quite yet. Continue heading west until you reach
    an opening to the south with a large blue patch in it. Search around in here
    to find a Jupiter Djinni in a random battle. After defeating it, you will
    now have the Jupiter Djinni Wheeze. Once you have the Jupiter Djinni, head
    back northeast and enter Tundaria Tower.

    `-`-`-`-`

    `-`-`-`-`
    Section 40: Tundaria Tower
    `-`-`-`-`

    Tundaria Tower is characterized by the large amounts of snow outside of it.
    Head north to enter the tower. When you enter Tundaria Tower you will
    notice the water on either side of you. Use Piers's Parch Psynergy on the
    water to the right to drain it. Once you've done this, go down the stairs
    and through the door.

    In the next room, head south, then west and then north until you reach a
    staircase which you should go up. Head through the door to the north to
    reach a room with a sheet of ice on it. Go north of the ice and grab the
    treasure chest with 365 coins in it. Then, slide across the ice to slide
    all of the way to the left part of the room. Exit through the door below
    you.

    Head south in the next room and go out through the door. Climb down the
    ladder and go on to the ice at the gap in the blocks. Go north, then west,
    then south, then east, then north, then east, then north, then east (grab
    the Mint from the treasure chest), then go back west, south, east, north,
    east, south and east on to the platform on the right. Climb the ladder and
    go through the door.

    Go north through the room you were already in and slide west on the ice
    in the next room again. Head south through the next room to get back to
    the room with the large patch of ice. Go on to it again and go north,
    west, south, east, north, west and up the ladder. Exit through the door
    above you.

    Go up the staircase north of you in the next room. You will now be in a
    room with three possible staircases to go up. Head up the center staircase
    first and then slide south down the slippery ice to fall to a room below.
    Head off of the non-slippery part going left, then go up, right, up, left,
    down, right, up, right to knock the Mars Djinni to the right. Continue
    to right but don't fight the Mars Djinni quite yet. You will probably
    want to heal your characters and save the game because the battle is pretty
    tough. The Mars Djinni has two attacks that can do a decent bit of damage
    to the whole party, so make sure you're prepared. I recomend going in with
    atleast two high level summons to get a quick blast on him (especially a
    high level Water summon that will do serious damage to it).

    Once you've defeated the Mars Djinni and obtained Reflux, head back left,
    down, left, up, then go left on the platform, up, and left once more. Go
    through the door and go down the crevice in the next room.

    Go up the staircase to the left to reach a room with an ice pillar
    blocking your way. Use the Pound Psynergy to get by the pillar and go
    through the door to the east.

    In the next room, pound only the pillar to the left. Grab the treasure
    chest that it was blocking to obtain a Crystal Powder and then climb up
    the ladder to the right. Use the remaining ice pillars to jump to the
    ledge to the left and grab the Hard Nut from the treasure chest there.
    Head back through the door from that you came in.

    Go back through the next room and down the stairs. Now, head up the
    staircase all of the way to the right. Climb the ladder, head south, and
    then go down the ladder. Head left across the slippery ice and keep going
    until you reach a staircase that you should go up. Head north in the next
    room and go out the door.

    Go down the ladder and get under the wooden pilar to the left of the
    crevice in the middle of the room. Move it to the left to have it slide
    all of the way to the blocks. Then, Move it up so that it is up against
    the ledge above. Finally, move it to the right and then head counter-
    clockwise until you are under the three ice pillars. Pound the two ice
    pillars to the right and then head north so that you are in a position
    to push the wooden pillar there. Move it down, then left, and then north.
    Once you've done that, climb the ladder northeast of you and then step on
    the wooden pilar. Move the wooden pillar left of you to the right one
    square. Then, head back down the ladder and climb the ladder on the left
    part of the screen. Go on the wooden pillar that you moved earlier and
    then hop to the ledge in the center of the screen. Move the wooden pillar
    blocking the door to the right and then go through the door.

    Head through the next room and go up the stairs in the south part of the
    room. Head left through the next room and go through the door. You will
    now be in a room with a reflection stairing back at you. Use Reveal to
    reveal a door in the middle of the ice. Go through it and go up the ladder
    to the left.

    You will now be on top of the tower. Go up the ladder in the center of the
    tower and Move the wooden pillar down off of the ledge. Climb the ladder
    it was blocking and obtain the Burst Brooch. Equip the item to get the
    Burst Psynergy. Once you've obtained the item, climb down the ladder and
    then the one right below it and finally the ladder a little to the right and
    use the new Burst Psynergy on the cracked door to go through it. Once you're
    back in the Tower, use Retreat to exit the tower.

    You're not done quite yet. Enter the tower again and use Parch on the water
    to the left. Go down the stairs and through the door. Head south and then
    west, and finally north in the next room and go through the door.

    You will now be in another room with a wall of ice blocking your way. Use
    the Burst Psynergy on the crack in the ice to create a door that you can go
    through. Do so, and exit through the door to the north. Head right in the
    next room and go through the first door to the south. Get the Sylph Feather
    and the Lucky Medal from the treasure chests, then head back into the
    previous room. Continue to head right until you reach a door that you should
    go through. You will now be in another room with treasure chests on either
    side. Grab Vial and the Lightning Sword from the two treasure chests and then
    head back to the main room in the tower (this is the room where you drained
    the water from; you may want to just Retreat back to here.)

    Now, head through the center door. You will see another trident piece
    entrapped by ice. Use your Burst Psynergy on it to break the ice and then
    obtain the Center Prong. You should now have all three pieces of the trident.

    Exit the tower and return to the World Map.

    `-`-`-`-`

    `-`-`-`-`
    Section 41: Alhafra Part 2
    `-`-`-`-`

    Head all of the way back east across the Tundaria continent to reach your
    ship. Head counter-clockwise around the Osenia continent and keep heading
    along the coast until you reach the beach closest to the land bridge between
    the two continents. Hop out of the ship and head east until you reach the
    town there.

    You will now be in Alhafra once again. Stop in the inn in the east
    part of town and then head northwest. Go up the stiars to find a graveyard
    surronding a rock. Use Reveal to change the rock to a treasure chest that
    contains a Psy Crystal. Now, head east and go down the stairs and continue
    east to the next screen.

    Head up the stairs, go north, and get on to the pirate ship. Hop on to the
    mast below the ramp and head south. Climb down the rope and on to the log
    (if you have not cleared all of the stuff of the mast yet, please see the
    section on Alhafra Part 1 on how to do that). Hop across the various objects
    to the right and then head north until you reach that stone that you were
    unable to move before. Use Burst on it to destroy it and the make you way
    back off of the ship.

    Before you can leave, two men will spot that the rock holding the mast down
    has been destroyed and they will run off to get the mayor. Brigg's wife and
    her son Eoleo will then appear and they will run off to tell him that the
    rock has been destroyed. You will now have control again, so attempt to
    head back to the town. You will be stopped by the mayor who realizes that
    it was you who cleared the mast and then he will invite you back to his house
    to stay the night.

    After talking for a little a guard will rush in and say that there is a
    problem at the ship. You will learn that Briggs escaped from prison and
    then the mayor will run off to inspect his ship. Once you have control
    again, head back to the docks.

    When you reach the docks you will see several guards on the ground and
    then the mayor and his servant. Briggs and his wife will be on their
    ship and start making fun of you. The Mayor will then start complaining
    and eventually leave. Kraden will say a few things and then you'll have
    control again. Once you do, exit the town.

    `-`-`-`-`

    `-`-`-`-`
    Section 42: Creating a Trident
    `-`-`-`-`

    It is now time to re-forge the trident using those three pieces that you
    collected by heading to Champa. From Alhafra, head west and get back on
    your ship. Head due north and you should end up on the beach south of
    Champa.

    Head north and go into town. Attempt to go up the stairs that leads to the
    entrance to the large cave. One of the pirates will spot you and then Briggs
    will run into the cave. Follow him in.

    Head up the middle hallway and go up the stairs. Go north on the next floor
    and go up the stairs. Head south and go up the staircase in the middle
    dumbbell shaped ledge. Go through the long hallway and out the door. Save
    your game before you do anything else, as a boss battle is coming up. Walk
    east in the next room to find Briggs standing next to his Grandmother. The
    grandmother will ask you a series of questions that your answer is actually
    important to. Answer No to have her throw an item into the well. A big red
    dinosaur will come out of the well to attack you. See the Boss Strategies
    section on how to beat Avimander.

    After beating Avimander, the Grandmother will come over to you and talk
    with you. Briggs will try to get her to continue to defend him, but she
    will eventually figure out that Briggs is a pirate and will get very angry
    at him. Brigg's wife will then come in and say how Briggs only stole for the
    good of Champa and that he plans on repaying the people he stole from. After
    Briggs and his wife leaves, the grandmother will say something to you and
    then you'll have control again. Go up and talk with her to have Felix drop
    a piece of the Trident. Talk to her twice more to give her the remaining
    Trident pieces. Once she has all three of them, she will throw them into
    the large hole in the room and the whole thing will light on fire. Once
    it stops, the Trident will appear in the center of the hole. Head below
    it and then use Reveal to expose a path that will allow you to obtain the
    Trident.

    Make your way out of the cave by going back into the previous room, heading
    through that and going down the stairs. Then, go down the stairs to the
    north and head southwest, down the stairs and then out the door which is
    also southwest. You should probably visit the Inn again before you leave
    town.

    `-`-`-`-`

    `-`-`-`-`
    Section 43: Venus Djinni in Islet Cave
    `-`-`-`-`

    Get back on your ship and then head southeast to reach a small island not too
    far from where you just were. Land on the beach on the south of the island
    and enter the town.

    This is not a very large town, so there is not that much to do. Head east
    when you enter and walk onto the ship. Check the gray box to find a Lucky
    Medal. Then, head back west and use Freeze on the puddle. Go up the two
    sets of stairs and then move the box south and push it off of the cliff. Go
    down the stairs and then move the box two squares to the right of the ice
    pillar. Go up one flight of stairs and push the other box on top of the
    box you just pushed. Hop onto the double boxes and then jump over to the
    ice pillar to the left. Climb the vine and then the vine after that and
    then head north. A red bird will land in the nest. Go up to the bird and
    use Mind Read on it (press Select to bring up the in-game menu) to obtain a
    Red Cloth in exchange for the Pretty Stone you got in E Tundaria Islet.

    Once you've obtained the item, go back down the vines and exit town. Go back
    on your ship. Head south until you reach a small island with N Osenia Islet
    on it. Land your ship and enter the town. Head left when you enter town
    and use Sand on the patch of sand to burrow under to the other side of the
    fence. Use Mind Read on the cow (by pressing select first) to exchange the
    Red Cloth for some milk. Burrow back under the sand and exit N Osenia Islet.

    Now, head to W Indra Islet that is located between Indra and Gondowan. Land
    on the beach south of it and enter it. Head up, the left, then up and then
    go right across the pillar and down the ladder. Head counter-clockwise around
    the dock to reach a dog. Mind Read it to trade the milk that you just got
    for a Li'l Turtle. Head out of W Indra Islet and back on to your ship.

    Head back east, going past N Osenia Islet until you reach Sea of Time Islet.
    Land on the beach to the north of the island and enter the town. Head south
    and climb down the stairs. Head up the stairs to the right and then up the
    stairs to the house above you. Go right and down the stairs and then head
    south. Climb down the two sets of stairs to reach a turtle. Use Mind Read
    on it to give it the Li'l Turtle. He will then show you his secret spot
    which is a small island with a cave in it.

    Enter Islet Cave and head north. Go down the stairs to reach a room with
    four pillars which you should head past as you go north. You should come to
    a log on your left which you should use to reach the ledge on the left.
    Grab the Turtle Boots from the treasure chest and then head back right.
    Hop across the small ledge and go through the door on the right side of the
    room.

    Take the log to the right in the next room and then head south. Roll the
    horizontal log all of the way north to find a Venus Djinni. After an
    easy battle you will obtain the Venus Djinni Meld. Once you've captured
    the Djinni, roll the log back south and then head north along the narrow
    ledge on the right side of the room. Take the vertical log to the left
    and then head through the door. Take the vertical log left in the next
    room to reach a treasure chest with a Rusty Staff in it. You're now done
    with the cave for now, so use Retreat to exit. Mind Read the turtle to
    go back to the main island. Head out of Sea of Time Islet and go back on
    your ship.

    `-`-`-`-`

    `-`-`-`-`
    Section 43: Yallam
    `-`-`-`-`

    You will now want to head south and go around the coast of the Osenia
    continent in the southern hemisphere. Keeping going until you find two
    small beaches seperated by a river in the southeast part of the continent.
    Land on the left beach and then head north.

    Head northwest to reach a bridge that you should cross. From there,
    continue to head north along the dirt path and cross a bridge to the east
    when you reach it. Head north to enter Yallam.

    Yallam is characterized by its small stone huts that have blue doors on
    them. You will probably want to visit the Weapons and Armor shop as it
    has a decent selection in the Artifacts section. Once you've done that,
    head east of the town.

    You will see a few stumpts of trees cut down and some kids running around
    one of them. Talk with the southern most kid to to hear one of Yepp's songs
    that is actually about getting to Lemuria, so you may want to pay attention.
    Once they're done, head to the northwest area of town by going up the hill
    in the middle and crossing the bridge. Enter the hut next to a wooden pillar.

    In this hut you will see a Black Smith on a bed. Talk with him to have him
    bring up an item screen. Here is a list of items that can be forged:
    Rusty Sword -> Robber's Blade
    Rusty Staff -> Glower Staff
    Rusty Mace -> Demon Mace, Dracomace
    Sylph Feather -> Aerial Gloves
    Tear Stone -> Coming Soon
    More will be added to this list soon. Head out of town and then re-enter
    to have the blacksmith complete his work. Talk with the woman in the
    southern part of the house to obtain your item in exchange for 10,000 Coins.

    Once you've obtained all of your forged items, exit the town to the north.

    `-`-`-`-`

    `-`-`-`-`
    Section 44: Taopo Swamp
    `-`-`-`-`

    When you are back on the World Map to the north of Yallam, start walking
    along the path. Keep along it as it twists and turns and go across a bridge
    going south when you reach it. Go east from here to reach Taopo Swamp.

    Taopo Swamp is characterized by its green, murky water that you slowly
    sink in if you walk in it. After entering Taopo Swamp, head east past
    the canoe and on to the next screen. Go on to the dock and Move the wooden
    stumpt to the left into the water. Hop to the dock to the right and then
    head north on to the ledge. You will see three bushes and you should use
    Whirlwind on the one furthest to the left. Go through the revealed door.

    You will now be in a purple cave. Go north to find a blue item stuck in
    the mud. Check it to have Felix say that there's something in the ground but
    he can't grab it with his hand. After that, the in-game menu will pop up.
    Use your Scoop Psynergy to obtain the forgeable Tear Stone. Once you've done
    this, exit the cave.

    Head down the stairs to the right once you get out of the cave. Before you
    go into the water, here's a little description on how it works. You will
    sink in it after walking about eight to ten steps. In order to prevent
    yourself from sinking, walk on the bubbles which will bring you back up to
    maximum height above the water. Walk on to the first bubble next to the
    stairs and then head due south on to the bubble there. Make your way left
    around the dock until you reach a fork. Take a right at the fork and
    go right once more. Now, go to the bubble northeast of you. Then, go right,
    up, and right. You will now be near a ledge to the right. Go on to the
    bubble northeast of you and then head south to the final bubble next to the
    stairs.

    On this ledge, use Whirlwind to reveal a door behind the bush. You will now
    be in another purple cave. Head north and go down the stairs. Go south
    to find air being spat out of small openings in the wall. You will need
    to time yourself moving right so that you walk past the openings when they
    are not spitting air. When you get past the first two openings, wait for
    the third one to stop spitting air and then Move the wooden pillar that is
    right of you to the left. You can now get past the fourth opening. You
    will see a Venus Djinni that you can't get quite yet.

    Head north and go down the stairs. Go through the next room and go down
    another flight of stairs. Head south to find another Tear Stone that you
    will have to dig out. Once you've done that, go back up the two flights
    of stairs.

    Head clockwise around the large middle wall to find more openings in the
    wall that are spitting air out. Once again, time moving left so that you
    go past the openings when they are not spitting air. When you get past the
    fourth opening, push the wooden pillar to the right so that it covers up the
    fourth opening. This will cause the Venus Djinni to your left to be pushed
    down the crevice below it. Intentionally fall down crevice that is second
    to the left. You should land on a ledge next to the Venus Djinni. Go into
    the battle with Summons ready, as it can be a tough enemy. After defeating
    it you will obtain the Venus Djinni Flower.

    Once you have defeated the Djinni, slide down the crevice, head right and
    go up the stairs. Head all of the way left in the next room, going by the
    openings and then go north up the stairs. Head south to exit the cave.

    You will now be outside of the cave again. Have atleast 1 Earth Djinn and
    1 Fire Djinn set on Felix so that he has Growth. Then, use Growth on the
    plant to your right. Head north and then slide down two crevices. You
    should now be right next to another bush. Use Whirlwind on it and go
    through the door to enter yet another purple cave.

    Head north in the first room and go down the stairs. Go south in the next
    room and take a right at the fork. Go through the door in the right part
    of the room.

    Go left in the next room to find an opening spitting air. You will need to
    go right after it stops spitting air to get through. You should now see
    a small hole below an opening. Wait for the opneing to stop spitting air,
    then use Douse on the hole and quickly after that Freeze the puddle of
    water. Climb the ladder to the right and use the ice pillar to jump to
    the ledge above. Head left and slide down the crevice. Continue to head
    to the left and then go down the staircase. Head right in the next room
    and go down the stairs.

    You will now be in a room with a lake of magma. Head south to find a
    glowing rock which you should use Douse on. Once you've done that,
    Move it into the magma lake. Use it to hop to the the stone below and
    then get back on the ledge. Head southeast until you come to a fork.
    At this point you will want to go the left and through the door there.

    You should now be in a room with several stepping stones in the middle
    of a lake of magma. Go south and hop onto one of the stones below an
    opening that is spitting air. Head right, then go north, then go right
    once more to a series of stones under another opening. Hold up against
    the wind and then when it stops quickly get to top of the series of
    stones and jump to the right. Head right and then south to reach a
    small ledge. Go south from here and jump onto a stepping stone. Jump
    south once more to reach a ledge to the south. Head right and jump
    north onto the first stepping stone that you come to. Go north and
    step onto the stepping stone to the left of a burning rock. Douse it
    and then Move it to the left. It will float north, so follow it and
    use it to jump to the ledge to the right. Go north to reach the next
    screen.

    Go north on the next screen until you reach a large rock above a wooden
    pillar. Use the Tremor Psynergy to knock it into the lava. This will
    divert the lava and dry up the river above. So, head around the river
    and use Douse on the burning rock. Push the rock into the lava below
    to have it float to the left. Use it to jump to the platform below.
    Head northwest in the small passage to the right of the lake to reach a
    door to the north that you should go through.

    You will now be in a room with another burning rock below you. Douse it
    and then move it down. This will allow you to reach the door to the
    south.

    Go north along the small ledge in the next room. Keep going until you
    reach a door to the south that you should go through. You will now be in
    a room that just has a burning rock in the middle. Douse it to cause a
    flash of light to appear to the left. Use Reveal to reveal a sparkling
    gold object. Check it to bring up the In-Game menu. Use Scoop to get
    some Star Dust. Use Retreat to exit the cave.

    Slide down the crevice once you're outside of the cave to land on a bubble.
    Go left, left, south, left, southwest, left, northwest, west around the
    dock, southwest, south and up the ladder. Head left to reach the next
    screen. Continue left and grab the Cookie from the treasure chest. Once
    you've obtained the Cookie, head back east and climb down the ladder. Head
    north, northeast, east, northeast, east, east, north and then up the ladder.
    Head two screens west to exit Taopo Swamp.

    `-`-`-`-`

    `-`-`-`-`
    Section 45: Finding Lemuria
    `-`-`-`-`

    When you arrive back on the world map, head east and the north across the
    bridge. Continue along the path until you get back to Yallam.

    Head south in Yallam and heal your characters in the inn. Then, head up the
    hill south of the inn and go west to the blacksmith. He will be back on the
    bed again, so you will need to talk with him in order to get your Star Dust
    made in to a new item (see the list in the Yallam Section). Then, exit the
    town and come back in to have your item finished. Talk with the blacksmith's
    wife house to buy your newly forged item.

    Now, head out of Yallam and go across the bridge south of you. Head south
    along the dirt path until you reach your ship which you should board.

    Head back around the continent counter-clockwise until you are north of it.
    You will now want to head northwest to the white cloud in the middle of the
    ocean. The screen will start to get foggy and you should see an entrance
    in the south part of Lemuria. Enter it.

    `-`-`-`-`

    `-`-`-`-`
    Section 46: The Sea of Time
    `-`-`-`-`

    When you enter The Sea of Time, you will notice that you are still in your
    ship. This will be the first real puzzle that you need to while in your ship
    in the game. You will also see several whirlpools and water currents that you
    will need to navigate through.

    At first, it seems like it is impossible to get through Lemuria. You'll
    probably be sent out at one point and you will see the whole party discussing
    how to get to Lemuria. The key to getting through is building up speed going
    around the whirlpools and then making your way to the volcanoes. Circle the
    volcanoes a few times and they will start to sparkle and eventually one of the
    water currents will disapear allowing you to pass through.

    So, head north on to the first whirlpool and then make your way to the one
    above that by making a circle with the D-Pad to gain speed and then holding
    Up when you get near the top of the Whirlpool. Use the same procedure to
    reach the water above the whirlpool you're now in. Circle around the
    volcanoe starting at the bottom left corner going counter-clockwise around
    volcano twice to make the water current to your right disapear for about
    three seconds. Quickly sail to the whirlpool to the right of the current
    you made disapear.

    Head around the whirlpool you're now in and transfer to the whirlpool below
    you. Then, transfer to the whirlpool to your right. You will now need to
    make your way to the calm water above the whilrpool you're in. This is
    tricky because there is only a small opening to travel through. Try circling
    around the whirlpool a few times before attempting to move through the
    opening. Sail north and travel into the whirlpool.

    Make your way north going diagonally from whilrpool to whirlpool until you
    reach the top-right whirlpool. At this point, transfer to the calm water
    above. Head counter-clockwise around the volcanoe until you are northwest
    of the volcanoe. At this point, change directions and go around the volcanoe
    clockwise three times. When the water current above you disapears, quickly
    head north and sail into the whirlpool to your left.

    Transfer left through three whirlpools until you reach a volcanoe. Sail
    clockwise around the volcanoe until you are directly below it. At this
    point, reverse direction and go counter-clockwise around the volcanoe twice
    and then head south across the water current into the whirlpool.

    Transfer to the whirlpool to your right and then to the whirlpool below you.
    Transfer into the calm water to your left using the same technique you used
    earlier to get through the small opening in the rocks. Head to the left and
    go into the whirlpool. Head left once again to reach the calm water
    surronding the volcanoe. Get directly south of it going clockwise and then
    change directions. Head around the volcanoe counter-clockwise three times
    and then head south across the water current.

    Sail south and enter the whirlpool below you. Transfer directly south to
    reach another volcanoe. Start to the left of it and then change directions
    and circle it twice. Go to the left and into the whirlpool. Head to the
    left to reach calm water protected by a small stone opening. Then, head all
    of the way north to reach the final volcanoe. Start above it, change
    directions and then circle it thrice to make the waterfall above you
    disapear. Travel through the opening it revealed to reach the next screen.

    Save your game at this point, because you're about to fight a boss. Travel
    northeast and go into the whirlpool. Transfer out to the south and then go
    into the water current to reach two large volcanoes. Suddenly, a whirlpool
    will appear and a giant boss will appear. See the Boss Strategies section
    on how to beat the Poseidon.

    When you defeat the Posiedon several boulders will rise above sea level
    and Poseidon will fade into the water. Head north to find an exit that you
    should go through. You will now be back on the world map. Head northeast
    and enter the island.

    You will still be in your ship when you enter Lemuria. Head north and
    hug the right wall. When you reach the top of the room, head to the right.
    You will see several ships tied up on docks. Head all of the way to to the
    right to find an empty dock. When you get near this dock you will now be on
    your ship. Head south to reach land.

    Go counter-clockwise around the room to reach a staircase. Climb the
    staircase and use Felix's Move Psynergy on the ice statue. You will hear
    someone say that you just used Psynergy and then Felix will automatically
    hop across the gap. They will then realize that you defeated Poseidon and
    will not let you in on King Hydros' orders because you are too dangerous.
    Kraden and then Piers will pop out and you will be granted entry after some
    talk about how time passes slowly in Lemuria.

    You will now be outside in what looks like a place built a very long time
    ago. Head to the right and go up the stairs. Continue to the right and head
    up the main staircase to reach a semi-town.

    `-`-`-`-`

    `-`-`-`-`
    Section 47: Lemuria
    `-`-`-`-`

    Head north and go up the stairs on either side of the fountain (I'll cover
    the coin-tossing game here later). When you get to the top of the stairs,
    Kraden will pop out and lead your north. Continue to head north up the
    stairs to reach a castle guarded by two guards. Kraden and Piers will pop
    out once again and will start talking with the guards. You will find out
    that Alchemy is related to the decay of Lemuria and that the Senate, led by
    Lord Conservato is preventing any action from being taken. Once they're all
    done talking, head back south down the two flights of stairs and head to the
    right when the path forks. When you reach the end of the path, you should
    see a wiggling plant below you. Use growth on it to be able to climb down
    the vine. Head south and use Cyclone on the grass to reveal a Hard Nut.
    Climb back up the vine once you've obtained this.

    At this point, make sure that Piers DOES NOT have the Lash Pebble on him
    because if he does you will not be able to advance once he temporarily
    leaves your party.

    Head back to the left and keep going until you reach a house to the left of
    the main path. Go in this house to find one person and a chicken in it.
    Talk with the the man who is next to the chicken to find out that he is
    Pier's uncle. Piers will then realize that his mother is not around and
    soon you will find out that his mother has died. Piers will be understanably
    shocked and run out of the house to the graveyard to see his mother. Shortly
    thereafter you will gain control again. Head out of the house only to be
    stopped by Piers' uncle who asks you to let Piers mourn for now. You will
    also learn that Piers has a secret mission issued to him by King Hydros that
    involves Alchemy. Finally, he will send a bird to Lunpa in the tower to
    the east of town and you will be allowed to go in. Exit the building once
    Piers' Uncle is done talking.

    Head back to the right and keep going until you can go right no longer.
    There will be a rope coil here which you should use Lash on. Climb it and
    go through the door on the platform you're now on (you will have to hold up
    against the door). Head through the door on the left to reach a man with a
    brown coat. Your party will pop out and have another long conversation with
    him. Jenna will tell how her parents were stolen by the Fire Clan of the
    North and that their main reason for lighting the lighthouses is to gain their
    freedom. The man will then start talking about Alchemy and Lord Babi and
    then you will learn that he is Lunpa, the famous thief who founded Lunpa.
    Kraden will then talk about how many great civilizations existed before Alchemy
    was sealed and that the world is slowy decaying. After some more talking,
    Lunpa will eventually decide that you need to see the king and will rush out
    the door. Once you have control again, follow Lunpa out the door. Head
    west to the main intersection in town and then go north up the stairs. You
    will now be allowed to go in the main palace.

    Head north in the building and go up one of the two stairs in the middle of
    the room. Head north when you reach the next floor to find Piers, Lunpa,
    Conservato and King Hydros talking. Everyone but Conservato will walk
    towards the center of the room where King Hydros will reveal that Kraden's
    theories are correct. King Hydros will then show a mpa of the ancient world,
    a map of the world 150 years ago and then Kraden will realize that the
    continents have shrunk significantly since the "golden age". It will then
    be revealed that since Alchemy has been sealed off, Weyward has been without
    nurishment and is shrinking. Finally, you will learn that the Lighthouses
    are the main seals of Alchemy and that they must be lit to unleash Alchemy
    once again. Lord Conservato will then leave and Lunpa will give you a
    treasure chest that contains the Grindstone that will allow you to use the
    Psynergy Grind. Once you have control again, grab the item from the treasure
    chest.

    Head south and go down the stairs. Head out of the building and then go south
    until you reach the fountain. Talk with the man next to the fountain to
    make him move out of the way. Then, go up to the fountain to enter the
    fountain mini-game. Here you can toss coins or lucky medals in order to
    obtain valuable prizes like weapons, armor and even the Combo Tablet Eclipse
    (3 Jupiter, 2 Mercury). To obtain the Combo Tablet, simply throw a Lucky
    Medal and hope that it lands in the center of the target without hitting any
    turtles.

    Once you're done with the fountain mini-game, go south and go down the
    stairs. Head to the west and go down the stairs. Head clockwise around the
    next room and board your ship. Kraden will pop out when you board the ship.
    Talk with him to be able to sail your ship again. The party will have a
    discussion about Pier's age as your ship automatically sails out of the
    cave.

    Head back into the cave and sail north along the left wall. When you come
    to a brown rock, use Felix's Grind Psynergy that you just obtained to sink
    it into the sea. Head along the path that it blocked to reach the next
    screen.

    Go south and then west in the next room. You will find another empty dock
    in the southwest corner of the room. Dock your ship at the empy dock and
    head off of the ship. Head east and go through the door to the south when
    you reach it.

    Go down the stairs in the next room and head west. There is a Mercury Djinni
    hiding underneath a grass patch to the left of the gray barrier there. Use
    Cyclone to unbury it and have it run under the ice statue to your
    right. Use Tremor on the statue to have the Mercury Djinni pop out. You
    will obtain the Mercury Djinni Rime without a fight. Once you've obtained it,
    head back to your ship and exit the cave via the way you came in.

    When you get back on the World Map, head south and go back in the whirlpool
    area. Head to the left immediatly when you enter. When you reach a brown
    rock, Grind it and head to the left to reach the next screen. Continue to
    head to the left and Grind the next rock. Go south and go into the water
    current to exit Lemuria.

    `-`-`-`-`

    `-`-`-`-`
    Section 48: Sailing West
    `-`-`-`-`

    From Lemuria, sail west southwest (that's going more to the west than to
    the south) into the water between Gondowon and Indra (the large continent that
    looks like South America and the small round one that you started on). Sail
    past the small island inbetween the two continents and continue hading south along
    the narrow river. Eventually you will reach Gonodowan Cliffs by sea. There will
    be a brown rock blocking your way that you should Grind. Head south to reach
    the water south of Gonodowan Cliff.

    You will now be on the west part of the map. A large new area is now open
    for you to explore. In addition, the seas are now a little rougher and you
    will have to fight some harder monsters, although they shouldn't be that
    hard. Sail clockwise around the three islands to the south of the large
    continent to the left of you. Land on the beach on the south of Gondowon
    that is to the right of the river. Search around the forest until you
    encounter a Mercury Djinni in a random battle. The battle should be very
    easy and after defeating it you will obtain the Mercury Djinni Chill.

    Once you've captured the Djinni, head up the west coast between the two
    continents until you reach the south of the round continent in the northern
    hemisphere.

    Sail up the river that has its mouth on the southern coast of the continent.
    Make sure that you sail up the left of the two rivers. You will reach a
    large lake in the middle of the continent. Head northwest in the lake and
    then go up the right river when you come to a fork. Sail north until you
    reach a dead-end next to a cave. At this point, hop off of your ship and
    enter the Shaman Village Cave.

    Head north and then take a left at the fork. Use Whirlwind on the bush to
    reveal a ladder that you can use to climb to the ledge above. Exit through
    the door to the north.

    Head clockwise around the next room, hopping across the various gaps and go
    through the door in the southeast part of the room. Note: You will see a
    Mercury Djinni in this room, but you can't get this yet as you need the
    Psynergy Lift to get it.

    Push the wooden pillar in the next room off of the ledge to the right and
    then use it to jump to the ledge to the right. Head northeast and go along
    the path. Climb down a ladder when you reach it and exit through the door
    to the south.

    You will now be outside of the cave. Head northeast to reach the next town.

    `-`-`-`-`

    `-`-`-`-`
    Section 49: Shaman Village
    `-`-`-`-`

    Shaman Village is characterized by its inn with beige colored mud bricks
    north of you when you enter it. The village also has a few red and white
    teepees. You'll also notice that the people in the village are not very
    talkative, and you'll be lucky to get more than a "..." out of them.

    When you enter Shaman Village, stop into the inn regardless of whether
    or not your characters need rest or not. Go down the stairs to the left of
    the inn-keeper to reach the ground floor. Head southwest and exit through
    the door to get out of the inn. Head north and hop across the river to a
    ledge with a wiggling plant on it. Use Growth to make the vine grow and then
    climb it. Head north and grab the Spirit Gloves from the treasure chest.

    Once you've obtained the item, head back down the vine and back through
    the inn. Head to the right of the inn and then go up the bridge to the north.
    Then, head across the bridge to your left and go up the large set up stairs.
    When you attempt to enter the large building above the stairs, Moapa and two
    guards will pop out and not let you in. Pfffttt.... You didn't want to go in
    their stupid house anyways . Head back up the stairs and talk with Moapa
    again. He will tell you to leave town and then the in-game menu will pop up.
    Go to the items menu and use the Shaman's Rod.

    Moapa will recognize the Shaman's Rod and will run down towards you. Your
    whole party will pop out and you will learn that the Shaman's Rod was actually
    Hoabna's staff. Moaba will then ask if you have come to claim the Hover Jade
    and Kraden will say yes. Moaba will walk back and forth a few times and then
    won't give the Hover Jade to you. One of the guards then suggets putting you
    through a test to see if you are worthy of obtaining the Hover Jade or not.
    When you gain control again, head to the right and go across the bridge. Then,
    go north to the next screen.

    Continue to the north, going back and forth between the two bridges to reach
    the next screen. Here you will see Moapa and two guards surronding a Wind Stone.
    Use Whirlwind on this Wind Stone to have your whole party pop out. Sheba will
    then proceed to use Whirlwind on it which will create a giant tornado. This
    tornado clears the sand above you. Moaba will still not give you the Hover
    Jade, but he will now allow you take the test of trial road.

    When you have control again, follow them north. Moaba will then explain to you
    the rules of the event which is actually very similar to Collosso in Golden
    Sun. You will also notice that Felix says "Why?", one of the only things he
    says throughout the game. You will learn that heavy items such as Weapons
    and tools are the only items that will open the doors in the rooms. Also,
    being second to reach the door means that you must part with two items instead
    of one, so it is to your advantage to be first.

    `-`-`-`-`

    `-`-`-`-`
    Section 50: Trial Road
    `-`-`-`-`

    You need to use Psynergy and speed to beat Moaba in a race to the finish.
    Before you step up to the starting line, make sure to save your game so that
    if you mess up you can easily try again. Also, since you will be fighting a
    boss at the end of this battle you will want to configure your settings like
    Djinn set now (see the Boss Guide on Moaba for more information).

    Once you're ready, step up to either side of the starting line to have
    Moaba begin the race. The walkthrough will be split up into different parts
    based on the different "rooms". There will be an optional guide on how to
    get the item in each room as they are not required to beat the boss.

    Also note, you should probably give up the weapons on Piers who will be
    using Shade rather than attacking in the upcoming battle.

    The rooms are different on opposite sides of the cave, so this first list
    only covers the rooms on the left (which you will access if you start on
    the left).

    Finally, there is a chance that the rooms are in random order for different
    games. I am still investigating this.

    Left Side:
    Room 1:
    Head north to reach a sand waterfall. Move up against the current of the
    sand waterfall and then head to your right. Climb the vine and then walk
    the tightrope to the left. Make your way north to reach the door. Step
    on the footpad and then put item(s) into the treasure chest(s).
    Treasure Chest 1:
    When you reach the top of the sand waterfall head left. Go south to obtain
    the Potion from the treasure chest.

    Room 2:
    Head north to reach a log puzzle. Push the horizontal log north to have it
    stop against a steel pillar. Move the Steel Pillar one square north, push
    the log north and move the pillar right and the north. Then, push the
    upper vertical log to the left and then the horizontal log south. Push the
    upper vertical log to the right and then use it to cross the river. Climb
    the vines on the right side of the room and head north to reach the door.
    Step on the footpad and then put the item(s) in the treasure chest(s).
    Treasure Chest 2:
    Follow the directions for getting through the room, but instead of climbing
    the vine push the horizontal log back north. Push the remaining vertical
    log to the right and use it to hop to the ledge on the right where you will
    get a Vial.

    Room 3:
    Head north to reach a room with five yellow pillars. Use Whirlwind on the
    northeastern pillar and then push it all of the way north. Climb the vine
    on the right and use the pillar to hop to the ledge in the middle. Climb
    the vine and head north to reach the door.
    Treasure Chest 3:
    Whirlwind both pillars with bushes on them and push them all of the way to
    the north. Climb the vine on the right and use the pillars to reach the
    ledge with the treasure chest on it. Grab the Vial from the treasure chest.

    Room 4:
    Head north to reach a room with a yellow pillar and two holes with water
    being sprayed out of them. Push the pillar two squares to the noth and
    then climb the ledge on the right. Use the water and the pillar to reach
    the ledge on the left. Climb the vine, head north and go through the final
    door.
    Treasure Chest 4:
    Push the pillar all of the way to the north and then use Scoop on the hole
    to the right. Stand on it to have it raise you. At its highest point head
    north and then climb down the vine. Obtain the Potion from the treasure
    chest.

    Right Side:
    Room 1:
    Head north and pound the two pillars there. Push the two steel pillars that
    are not covered with leaves onto where you just pounded and then climb the
    ladder in the northwest part of the room. Hop across the pillars to the
    right. Climb the vine and head north to reach the door. Step on the foot-
    print and then fill all of the treasure chests that open with items to open
    the door.
    Treasure Chest 1:
    Follow the same steps as getting through the room, but also use Whirlwind
    on the steel pillar with a bush covering it and then push it in between the
    two center pillars. Climb the ladder and use the center steel pillar to
    reach the ledge in the middle to obtain a Vial.

    Room 2:
    Head north until you reach an area with four yellow steel pillars. Move
    the left-most and the second from the right pillars north so that they
    are next to the other two pillars. Climb the vine on the left and then
    use the steel pillars to hop to the ledge on the right. Head north, push
    the pillar blocking the vine to the left and then climb the vine. Head
    north, step on the foot tile, put the items in the treasure chest and then
    go out the door.
    Treasure Chest 2:
    Push all of the pillars all of the way south. You will need to use
    Whirlwind on the pillar with a bush covering it to push it. Once all of
    the pillars are south, climb the vine on the left and use it to hop to
    the ledge on the right to obtain the Vial from the treasure chest.

    Room 3:
    Head north to reach a room with two cracked wooden pillars. Use Burst
    on the wooden pillar on the right and then hop north to reach a vine.
    Climb it, then head around the rocks and go north to reach the door.
    Treasure Chest 3a:
    Simply climb the vine on the left to obtain the Nut from the treasure
    chest.
    Tresure Chest 3b:
    Use Burst on the left pillar and climb the vine. Head left and climb
    down the smaller vine to obtain a Potion from the Treasure Chest.
    Treasure Chest 3c:
    Follow the directions to exit the room but climb down the small vine on
    the right side of the room before going north to the door. This treasure
    chest contains a Vial.

    Room 4:
    Head north until you reach a room with two steel pillars and two ice
    pillars. Push the torch on the left one square to the right to have the
    ice pillar melt. Then, push the torch out of your way and push the steel
    pillars all of the way north. Head up the path on the left that you
    opened by melting the ice pillar and then climb up the vine. Hop to the
    right and then climb up the vine. Head north, put the item(s) in the
    treasure chest(s) and exit the final room.
    Treasure Chest 4:
    After pushing the eastern steel pillar all of the way north, simply go to
    the right and grab the Vial.

    Room 8:
    The final step and give an item room. I hope you have some decent weapons
    left .

    You are now outside of the cave. Climb up the long vine and then hop across
    the the arena to start the battle. See the Boss Strategies section on how
    to defeat Moaba.

    `-`-`-`-`

    `-`-`-`-`
    Section 51: Shaman Village Part 2
    `-`-`-`-`

    Once you defeat Moapa and his Knights, he will give you the Hover Jade that
    will allow you to use the Psynergy Hover (more on that later). He will
    also give you back your weapons and you will end up laying in one of the
    beds in the inn. Hop out of bed and exit the room. Climb the stairs to
    the left and then exit the building.

    You may have already noticed that the townspeople will now talk with you. You
    can also go in many buildings that were previously locked. Head to the right
    and go across the bridge. Enter the two story building to the right of the
    bridge and head north in it. Climb the stairs and exit the room to the south.

    Head to the right on the next screen until you reach a dead end. Move the
    wooden pillar to the left and then slide down the crevice below you. Head
    back to the left and cross the brdige. Go over the bridge to the north and
    then the one to the west. Go into the Moapa's house.

    Talk with Moapa who is in the northern part of the house to tell him your
    names. Then, head south through the room with the beds and use Lash on
    the rope coil outside of the building. Climb it and head right on the ledge.
    Continue until the next screen.

    Hop across the gap via the wooden pillar that you moved earlier and head
    to the right. You will find a Jupiter Djinni sitting on the edge of the
    ledge. Talk with it to obtain the Jupiter Djinni Aroma without a fight.

    Head back to the left and slide down the crevice on the next screen. Head
    south and exit the village.

    `-`-`-`-`

    `-`-`-`-`
    Section 52: Hesperia Settlement
    `-`-`-`-`

    Head southwest from Shaman Village and re-enter Shaman cave. Go back along
    the path and climb down a ladder when you reach one. Then, head south and
    go out of the cave via the door in the south part of the room.

    Get back on your ship and sail back down the river. Sail south past the
    lake and keep going down the river until you reach the sea again. Head west
    once you're back in the sea and head towards the beach on the other side
    of the gulf. Land on this beach to find a town right off of the sand. Enter
    Hesperia Settlement.

    Hesperia Settlement is characterized by its brown cliffs and three flgihts
    of stairs that you will need to climb to get to the one house in Hesperia
    Settlement. Climb the stairs and then head west. Climb a vine when you
    reach one and continue to the west. Use Growth on a wiggling plant to create
    a vine that you should climb. When you reach the top ledge, head to the
    right to reach a small area enclosed by a fence. There is a wooden crate
    here that you need to stand two squares below to Move down. Then, push the
    crate all of the way to the left and then push it down the cliff in the
    left-most opening.

    Head back down the vine that you used growth on earlier and then go right.
    Push the wooden crate off of the ledge to the right and then climb down the
    vine below you. Get beneath the wooden crate and Move it to the right then
    climb the vine again. Hop on to the wooden crate and then climb the ladder
    to the right to reach the Mars Djinni. You will obtain the Mars Djinni
    Tinder without a fight.

    Climb back on to the ladder and go all of the way to the left. Enter the
    cave and obtain the 166 coins from the treasure chest. Then, go back out of
    the cave and slide down the crevice. You can now head out of Hesperia
    Settlement.

    `-`-`-`-`

    `-`-`-`-`
    Section 53: Finding Some Djinn
    `-`-`-`-`

    From Hesperia Settlement, head back counter-clockwise around the continent.
    Keep going until you come to the second navigable river (the one to the right
    of the river you went in earlier to reach the large lake). Keep sailing up
    the river until you reach an area with a mountain on the coast to your right
    and a dead-end river to your left. You want to drop off directly above the
    mountain on your right. You should now be on a small strip of land inbetween
    two rivers. Walk around and get in a random battle and you should face a Venus
    Djinni.

    Once you've defeated and obtained the Venus Djinni Petra, sail back down the
    river and out to sea. Sail southeast to reach a round continent in the middle
    of the western hemisphere. Head counter-clockwise around the coast until
    you reach a beach on the northwest corner of the continent. Land your ship
    here.

    Head southeast from the beach. When you reach a narrow peninsula, head east
    towards the edge of the peninsula. Walk around in the small area between
    the eastern-most forest and the one directly to the west. You should
    encounter a Mars Djinni in a random battle. Once you have defeated the Mars
    Djinni Core, head back to your ship.

    You now need to continue traveling counter-clockwise around the continent
    going past the southern tip of it and then continuing north. Keep going
    until you reach a navigable river in between two large beaches. Travel up
    it and take a left at the first fork. Head south when the river forks
    again and left at the fork after that. Head south along the river until
    you reach an enclosed gulf. Head left and go in the large bay when you
    reach it. You should see the next town on the north coast that you
    want to enter.

    `-`-`-`-`

    `-`-`-`-`
    Section 54: Atteka Inlet
    `-`-`-`-`

    You will be docked on your ship when you enter Atteka Inlet. Head off
    of your ship via the dock to the south and then head west to reach the beach.
    Then, go north to find several people underneath a brown wing.

    Head past the people standing under the brown wing and exit to the left. On
    the next screen, head to the left and go up the hill. Head to the left and
    climb the ladder between two sets of trees. Head over the town sign to the
    right and continue right until you reach the next screen. Go down the vine
    here and grab the Vial from the treasure chest. Head back the way you
    came and climb down the ladder. Exit the port through the door to the left.

    You will now be back on the world map. Head east until you reach a path
    that you should follow. Stay along this path to reach the next town which
    will be next to a giant crater.

    `-`-`-`-`

    `-`-`-`-`
    Section 55: Contigo
    `-`-`-`-`

    Contigo is characterized by its gigantic crater next to it on the World Map.
    The town also is very barren and dry as sand is all over. Head west when you
    enter the town and go up the hill. Stop in the inn northwest of you to heal
    your characters, then you will probably want to buy the latest weapons and
    armor in the shop to the east. While you travel from the inn to the item
    shop, grab the corn from a stand next to the inn. Once you're done with the
    item shop, head east on the path north of the shop.

    Head east on the next screen and then head north after going up the hills.
    Go north to find some drawings on the sand and several people including a
    guy who keeps having a "?" appear over his head. Head past these people and
    continue north to reach a large temple with many monks walking outside of it.
    Use Reveal on the door of the center building and enter it. Head north in
    Anemos Inner Sanctum to come to a treasure chest that contains some forgeable
    Dragon Skin. Exit the building once you've obtained the item.

    You are now done with Contigo for now. Head back towards the exit south of
    town but don't leave quite yet. Head to the right of the exit to find a bunch
    of grass with a center with no grass on it. Use Scoop on it to reveal a Venus
    Djinni that you will get without a fight.

    Once you've obtained the Venus Djinni Salt, you can now exit the town. When
    you are back on the World Map, head northwest along the dirt path. Continue
    along this path until you reach Jupiter Lighthouse.

    `-`-`-`-`

    `-`-`-`-`
    Section 56: Jupiter Lighthouse
    `-`-`-`-`

    Finally it's time to enter the third of the four elemental lighthouses. You
    should notice the dark purple cliffs to your left when you first enter
    Jupiter Lighthouse. Head north to reach the lighthouse itself. Go through
    the door that is past the two statues (which is probably the closest thing
    to nudity you will ever see on the GBA) to enter Jupiter Lighthouse.

    Head north in the first room and then take a left. Go through the door on
    left side of the room. Head south through the hallway in the next room to
    find yourself outside of the lighthouse again.

    Go south and step on the purple circle. Use Cyclone on the purple
    circle to warp to another purple circle inside of the lighthouse.

    Head north and go through the hallway in the next room. Go north when the
    path forks to reach two doors. Head through the eastern door to reach the
    next room.

    You will see a vortex in the next room. Climb down the ladder and then step
    on the purple circle. Use the Hover Psynergy to float in the air and move
    to the ledge to the right. Head south to reach another purple circle. Use
    Cyclone on this to reach the next room.

    Head north in the next room and then go west. You will see a purple switch
    and a steel pillar. Push the steel pillar onto the purple switch to open
    the door above and below you. Go north and head through the door.

    You will see many statues in the next room and a bunch of purple orbs
    floating around a white beam. Head to the left and go through the door.

    Climb down the ladder in the next room and head to the right. You will see
    a white pillar out of place at the end, so Move it to the left. Head back
    west and go up the ladder and then up the stairs.

    The next room has a mini-log rolling puzzle. Get under the northern
    vertical log and push it north. Then, push the horizontal log below it
    north as well. Head around the horizontal log you just pushed clockwise
    to be in a position to push the vertical log to the left. Do so and then
    push the horizontal log to your right north. Push the vertical log back
    to the east and then use the the log you just pushed to hop to the platform
    in the middle and grab the Erinyes Tunic from the treasure chest. Then,
    hop back to the left and exit through the door to the south.

    Use Cyclone in the next room to transfer to the ledge above. Go
    through the door to your left.

    Head west and then south in the next room. Head past the purple cirlce and
    exit through the door to the south. Head southeast in the next area to find
    a door that you should go through. Head up the stairs in the next room and
    then head through the door on the left.

    In the next room, go north until you reach several pillars in a circle. Hop
    onto the one on the left and then use Reveal to reveal a pillar in the
    middle. Use this to hop to the ledge on the right. Head north on this
    platform and go up the stairs.

    In the next room there are a series of pillars that you will need to jump
    over. Head right, right, down, right and then right on to the ledge. Go
    south just a little and then jump back onto the pillar southeast of the
    one you just jumped off. Head left, down, left, and then down onto the
    small platform. Slide down the crevice and then head to the steel pillar
    north of you. Move it all of the way to the left and then move the pillar
    below one square to the left. Head west and then north to come across
    anther pillar. Push this one all of the way north and then climb the ladder
    to the left. Head north, going around the treasure chest until you reach
    the stairs. Instead of gonig up the stairs, hop on to the pillar to your
    right and then hop down, right, down, right, down, left, down, down, left,
    up, up, left, left, down, left to reach the treasure chest containing a
    Meditation Rod. Head back on to the ledge using the same path. Go up the
    stairs next to where you just hopped.

    Slide down the crevice below you in the next room. Head east past the white
    pillars and climb the ladder. Head south along the right ledge and exit
    through the door in the southeast corner of the room.

    Head left in the next room and go up the stairs. Go south past the four
    statues in the next room and exit through the door in the southeast part of
    the room.

    You will now be outside of the lighthouse. Head up the two flights of stairs
    to your right and then climb the stairs to your left. Head down the stairs
    to the left of the purple blocks and climb down the two flights of stairs
    on the left side of the lighthouse. After you have climbed down the stairs,
    go through the door on the right.

    Head north in the next room and go down the stairs. In the next room, head
    south and slide down the crevice when you reach it. Head to the right and
    climb up the ladder in the middle of the room. A message that says "Holder
    of the star... Show the power of Anemos!" appears. Continue climbing the
    ladder and then use Hover when standing on the platform. The four
    platforms surronding you will start to hover as well as other platforms
    throughout the lighthouse. Use the floating platforms to hop to the ledge on
    the right. Head north and go through eastern-most door in the room.

    You will now be in another room with the levitation now activated. Head
    north and climb down the ladder. First, head on to the vortex in the
    southern part of the room and Hover to the ledge on the left. Obtain the
    Red Key and then slide down the crevice. Then, push the white pillar in
    the middle all of the way north on to a vortex pad and then climb back up
    the ladder to your right. Use the pillars to hop to the ledge on the left
    and go down the stairs.

    Head all of the way south in the next room and go out the door. You will
    now be outside of the lighthouse again. Head south past the purple switch
    and push the white pillar one square to the right. Now, go back to the
    purple switch and stand on it to make the pillar fall. Head over the bridge
    that you just made collapse and keep going along the path to reach a door
    that you should go through.

    Head north in the next room and hop on to the northern-most pillar that you
    can hop on. Hop on to the ledge in the middle of the northern part of the
    room and go down the stairs.

    Head south in the next room and go around the wall in the middle. Head to
    the right and jump on to the floating platform circle. Use Reveal to reveal
    a hidden pillar in the middle that you can use to jump to the ledge to the
    right. Once you reach the ledge on the right, go south to reach a treasure
    chest with a Psy Crystal in it. Head all of the way back to the west and go
    through the door in the southwest part of the room.

    Go down the stairs south of you to reach the next room. Head south through
    that room and then go northwest and through the door in the next area. Go
    north on to the purple circle and use Cyclone on it to reach the next room.

    There will be a red door above you in the next room. Go up to it and use
    the Red Key that you found earlier to open it. Head through the door to the
    west and then head west across the bridge. About halfway through the bridge
    there will be a series of purple blocks. Zig-zag inbetween these blocks to
    avoid the whirlwind being spat by a woman. Head through the door when you
    reach it.

    Head north through the first room and then head east (going west leads to a
    Mimic). Go up the stairs and then go through the door to the west in the
    next room.

    It's now time for another log rolling puzzle. Head right and go around the
    blocks. Push the horizontal log down. Head north and go up the stairs.

    The next room has several tiles that will crack and drop you to the previous
    floor if you step on them too many times. Head on to the cracked tile to the
    right and then go north. Head down the lane second to the right. If you
    want 306 coins head up the path that has a treasure chest. If you do not,
    head south past the statue and go through the door.

    Go up the stairs to the right in the next small room. Then, go through the
    door to the left. Go up the stairs northeast of you in the next room.

    The next room is made up almost entirely of cracking tiles so be careful
    where you walk. Head right, down, right, right, and then up on to the purple
    vortex. Use Hover on it and hover as far south as you can. Then, head
    down, down, left, left. Intentionally fall through the isolated crack in the
    middle.

    Fall through the next two cracks to reach a blue key. Once you've obtained
    the Blue Key, push the horizontal log below you south. Make your way back
    up the four floors the same way that you went before.

    When you reach the floor with the many cracked tiles, head left, down, left,
    left, and up on to the purple vortex. Use Hover and hover down three
    squares and left two squares. Move the steel pillar to the right on to the
    purple switch to open a door to the south. Then, step on to the tile just
    south of the three dark gray tiles. Head right, right, right, up, right,
    right, up, right, right, up, right, and up on to the vortex. Use Hover to
    hover all of the way south. Walk south along the tiles to reach solid ground
    again. Head south and then west. Watch out for the cracked tile below the
    stairs! Carefully walk around it and go up the stairs.

    Head through the door to the south in the next room. You will now be on top
    of the west tower. Head up the stairs to the west and push the backwards 7
    tile into its slot to make the archer shoot an arrow at the woman holding a
    gray block on the main tower.

    Head back down the stairs and through the door. Go down the stairs and fall
    down the cracked tile below you. Make your way down the west tower and make
    your way back to the bridge going back to the main tower. Head back in to
    the main tower when you reach the door.

    Head back on to the purple circle and use Cyclone on it. Head north-
    east and go through the door to the south. Descend to the level below using
    the puprle cirlce and Cyclone. Go through the door next to you and
    go back through the log puzzle room.

    Climb down the ladder in the next room and head all of the way east. Move
    the small white platform one square to the left and then climb back up the
    ladder. Use the floating pillars to reach the platform on the right. Head
    up the stairs when you reach them.

    Head south through the next room and out the door. Push the | block left
    and then slide down the crevice. Move it into place and then step on to
    the purple vortex. Use Hover to reach the ledge on the left. Hover once
    again into the current in the middle to reach a room above.

    Hop to the right in this room and then go south through the door. In the
    next room head north. You will now be in a room with a blue door. Use
    the Blue Key to open it and then head through the door to the right.

    You will now be outside the lighthouse again. Slide down the crevice below
    you and push the block with a rod sticking out of it into place. Nothing
    will happen initially and Felix will be confused. However, lightning will
    eventually strike and the purple current will be activated. Once that has
    happened, head through the door above you.

    Head north in the next room until you see a door to the south that you
    should go through. Use Cyclone on the purple circle in the next room to
    descend to the ledge below. Then, Hover into the center current again to
    reach the room above.

    Head right across the floating platforms and then south and through the
    door. Go north in the next room and then east in the next room to find
    yourself outside the lighthouse again.

    Step on to the purple vortex below you. Use Hover to have the statue to
    your left blow you over to the east tower. Head through the door in the
    front of the east tower.

    Head north through the first room. Continue north and go through the door
    directly above you. You will now be in a large room. Go to the northeast
    corner of it to find a vortex that you should use Hover on. Hover to the
    right and push the L pillar south. Then, slide down the crevice north of
    you. Push it left until you see a hole above you that you should push the
    pillar in. This will activate a new vortex. Step on this vortex and hover
    to the ledge to your left. Move the horizontal line pillar south and then
    slide down the crevice. Move the pillar to the right into the hole to
    activate another vortex and force up a pounded pillar to the right. Step
    on to the right-most vortex and hover to the platform to the right. Pound
    the pillar there to pound out both the horizontal line pillar and the L
    pillar. Slide down the crevice and then move the L pillar into the south-
    western-most hole. Move the horizontal line pillar to the hole where the L
    pillar once was (it is east northeast of where the L pillar now is). Stand
    on the vortex you just made and hover on to the ledge where the Jupiter
    Djinni is. You will have to fight this Djinni. Just use summons and psynergy
    on it for an easy win.

    Once you've obtained the Jupiter Djinni Whorl, slide down the crevice below
    you. Head back to the vortex in the northwest corner of the room and hover
    on to the ledge with the poundable pillar. Pound it and then slide down the
    crevice. Push the horizontal line one square to the west and then all of the
    way north. Push the L pillar back to where it once was and where the
    horizontal line pillar formally was. Use the newly activated vortex to hover
    to the ledge on the left. Go up the stairs.

    Pound the pillar to your left in the next room to stop the levitation. Move
    the | pillar two squares to the right of the small set of stairs so that you
    can hop to the platform on the right. So, go up the stairs, hop to the
    platform on the right and climb down the ladder. Push the northwest pillar
    four squares to the east. Move one of the southern pillars to two squares
    below the northwest pillar so that it is on a vortex. Push another pillar
    to the right of the pillar you just pushed. Then, push a pillar two squares
    below that pillar. Finally, push a pillar on to the southeastern-most
    vortex. Once you've done that, climb back up the ladder and put the | pillar
    back in place. Use the small ledge on the right to make your way across the
    floating pillars and on to the platform on the right. Grab the Water of
    Life from the treasure chest.

    Once you have the Water of Life, hop back across the pillars and then pound
    the pillar again. Move the | pillar back east so that you can use it to
    hop from the stairs to the small platform to the right of the stairs. Climb
    down the ladder. Move the southern-most pillars on to the southwest vortex
    squares. Then, move the eastern middle pillar around the other pillar and
    on to the vortext pad to the left of it. Climb back up the ladder and put
    the | pillar back into place. Use the floating pillars to reach the platform
    on the left. Exit through the door to the south.

    Head up the staircase to the right in the next room. Head counterclockwise
    around the next room and make your way north. Go up the stiars when you
    reach them.

    You will now be in another cracked tile room. Head left and then go around
    the blocks making sure not to get taken away by the statue's whirlwind. Go
    left and then head south. Intentionally get blown by the southwest statue
    to the right wall. Then, head up, right down, left, down and then right
    and up the stairs.

    The next room might give you a headache with all of the purple vortexes
    surronding you. Use Hover on the one right below the stairs and then
    head to the left. Get on the row one south of the statue and then "fake"
    to the north so that the statue spits out a whirlwind but you don't hit it.
    Go north directly after the coast is clear and you should avoid getting hit
    by it. It's a little tricky, but you'll get it eventually. The second one
    is even harder as you will need to very quickly dart around the right corner
    and get past without running out of hover time. Once you reach the platform,
    grab the Phaeton's Blade from the Treasure Chest. Then, head back south or
    just fall down to the room below. Step back on the main teleporter and
    repeat the process but go right this time.

    Head south through the next room to reach the top of the eastern tower. Go
    up the stairs on the right and push the 7 tile into place to make the archer
    shoot the second arrow. The two angel statues will now completely lift the
    gray top off of the lighthouse.

    The fastest way to get where you need to go is to retreat. Head north and
    make your way back into the main room in the tower. Head through the left
    door in the main room and then go north up the stairs. Make your way through
    the log puzzle room for about the 5th time and then Cyclone up to
    the ledge above. Go through the door on the left and then head southwest
    and go outside.

    As soon as you exit the tower you will hear Garet and Mia talking! Then
    Ivan and (yes, even mute) Isaac will be talking. Your party will pop out
    and then they will run to the center of the tower where you will see Mia
    holding Garet from falling off the edge of a lighthouse. Suddenly, Agatio
    and Karst will appear. Isaac and Ivan will talk with them about Prox and
    Saturos and Mendari and eventually they'll start battling (which actually
    looks pretty funny as they're not in the attack screen). At this point you
    will gain control again.

    Head through the door above you and then go up the stairs in the next
    room. Head through the door northwest of you. Head north in the next room
    and use Reveal to once again reveal a hidden pillar in the middle so that
    you can reach a ledge in the middle of the room. Go up the stairs north of
    you. Head east to reach the ledge on the right side of the room. Then, hop
    to the platform in the middle of the room and slide down the crevice. Head
    west and climb up the ladder. Save your game! You are about to fight a
    boss battle. You also should make sure that you have at least two slots open
    for items.

    Alex will warp in and start talking to you. He will say a few things and
    then he will heal your party. Head south and go through the door. When you
    are outside of the lighthouse you will see Ivan go down and then Agatio
    unleashing a powerful fire Psynergy called Rising Dragon to knock out Isaac.
    Your party will move down and try to talk Agatio and Karst out of killing
    Isaac. Eventually, they will agree and walk out the door and Felix will
    follow. Piers will now join Felix and you will gain control again.

    Head north and go up the stairs. Head east across the white pillars to reach
    the ledge on the right. Head south and go through the door. Head left and
    go up the stairs in the next room. Go south and through the door to find
    yourself outside of the lighthouse. Climb the stairs to find Agatio and
    Karst. Keep going towards the lighthouse to have Felix and Piers place the
    Jupiter Star into the lighthouse and have it light. After the lighthouse
    is lit a confrontation will ensue, Karst will take the Mars Star and then
    it is time to battle! See the Boss Strategies section for information on
    Agatio and Karst.

    After the battle Alex will show up and heal Agatio and Karst. The three
    will run off. Isaac, Garet, Mia, Ivan and Kraden will then show up and Ivan
    will suggest that everyone goes back to Contigo to sort things out. Isaac's
    party will then join him and he will descend down the lighthouse. Felix will
    do the same after that.

    Head right and go down the stairs. Then, go south and climb down the ladder.
    Exit the lighthouse to the south.

    `-`-`-`-`

    `-`-`-`-`
    Section 57: Contigo Part 2
    `-`-`-`-`

    Once you're back on the Wolrd Map, head southeast along the dirt path to
    reach Contigo. Enter it and head up the hill to the left. Head north-
    west to find a hill leading up to a house in the north part of town. Inside
    of here you will find Isaac and Co. Your party will pop out and everyone
    will start talking about Felix's reasons for lighting the lighthouses. After
    about a minute of talking Master Hamma (who is actually Ivan's sister) will
    come in. She will tell of a powerful force that is preventing Mars Lighthouse
    from being lit and suggests that your parties join as one to have the strength
    to light it. She will then say that she has a surprise for you, but you
    must meet her in the inlet. Once everyone is done talking, every person in
    the room will join your party.

    You will now have control of Felix, Jenna, Sheba, Piers, Isaac, Ivan, Garet
    and Mia. If you transfered your data at the beginning of the game your
    characters will have the same stats as the characters you transfered from
    Golden Sun. If not, your new characters will be at Level 29 with 5 Djinn on
    each of them. They will come with an excess of Venus and Jupiter Djinn
    while you will have a shortage of Mars and Mercury Djinn. Set the classes
    as you see fit, although I recomend just going with a straight Djinn class
    set up for now. Note: You can also trade Djinn between all 8 characters,
    so you can mix and match Djinn so that you have a good set-up on one party.

    If you didn't transfer, Isaac and Co. will probably be at a lower level than
    your other characters, you will want to go to the Status option on the in-game
    menu and Press L to bring "Isaac's Party" to the top row so that they will be
    usable in battle.

    You will also want to check the items of Isaac's Party. Equip all of the
    items that are not equipped to have the Psynergy Lift and Catch. Unless you
    transfered your game data in which you had the item Force Orb you will not
    have Force in this game, sorry.

    Anyways, head out of the room and then exit the town to the south. The
    weapons and armor shop is not open for you to buy new items for Isaac's party
    at this time.

    `-`-`-`-`

    `-`-`-`-`
    Section 58: More Djinn!
    `-`-`-`-`

    It's now time to gather a few more Djinn. Head south from Contigo and
    head back to Atteka Inlet by following the dirt path southwest. You
    may notice that your ship has a new set of wings when you see it on the
    world map, but we'll get to that a little later.

    Head south when you enter Atteka Inlet and continue south down the
    hill. Then head west to find a large brown rock protecting a sole patch of
    grass. Use Cyclone on this grass to reveal a Venus Djinni. Then,
    use the new Psynergy Lift to get the rock out of the way. You will not need
    to fight the Venus Djinni Geode to obtain it.

    Once you've obtained the Venus Djinni, head east to reach the next screen.
    Go counter-clockwise around the beach on the next screen to reach your ship.
    You will see four monks standing outside of your ship and Master Hamma in
    front of them. She will point out the new Wings of Anemos. She tell you
    how Psynergy along with the wings help you fly. This means that you shouldn't
    fly the ship all of the time because it draigns your Psynergy. Once she's
    done talking, a guard will run up if you have transfered your data from Golden
    Sun. He will drop a treasure chest that is a gift from Master Hammet in Kalay.
    The treasure chest contains the forgeable Orihalcon. Once you've obtained the
    item, Go up to the wheel to have Kraden pop out and ask you if you would like
    to set sail. Answer Yes to get back to the World Map.

    Your ship now has the ability to hover in the air for several seconds. In
    order to hover, hold the B button down. You will be able to hover over small
    stones like those southwest of the port. Do so and then the characters will
    start talking about the new ability of your ship. Sheba will then reveal that
    she went on the quest to find out who she was and eventually Kraden will reveal
    that he also did not really know his real parents. Once they're done, hover
    over the second set of rocks southwest of you. Head east along the coastline
    and keep hugging the coast as it starts to go north. Keep going until you
    reach a beach on your left. Instead of landing, hover over the beach and
    hover south. Continue heading south over a river and head around the forest
    on the dirt path to the outside to reach another small river. Cross this
    river and land on the other side. Hop off of your ship and head to the cave
    south of you.

    In the cave, head to the right until you reach a dead end. Face the water
    and use Piers's Parch Psynergy on it to drain the water. Then, head clock-
    wise until you reach a ladder. Climb up this ladder, head north and then
    climb down the next ladder. Head south and up a ladder to obtain a Combo
    Tablet that will let you use the Combo Summoner Coatlicue (3 Mercury, 3
    Jupiter). Exit the cave once you have obtained this item and go back the
    same way you came to reach the sea again.

    Now, head back south until you reach the southern tip of the continent. At
    this point you will want to head west all of the way until you reach a small
    island almost off of the west edge of the world.

    Land on the beach on the east part of this island and then head west. Go
    past the forest to reach SW Atteka Islet. Enter this town and head south.
    You will see a wooden crate on your left that you should push left twice.
    Then, head north and use Lift on the large brown rock to be able to pass
    under it. Hop across the small stepping stones to reach a Jupiter Djinni
    that you will obtain without a battle if you did not transfer your data.
    Once you've obtained the Djinni, head towards the gray tent to the east.
    Climb down the two vines south of the tent and then head west. Push the
    wooden pillar left, and then into the water. Head back up to the tent and
    push the wooden crate into the water via the opening in the fence to the
    left. Then, climb back down the vines and use the pillar and the box to hop
    to the treasure chest to the left. You will obtain some forgeable Dragon
    Skin.

    Head out of the town and back to your ship. Head north-northeast (more north
    than east) from the island to reach the horizontal continent in the northern
    hemisphere that you were on earlier. Sail up the river in the middle of the
    southern coast of the continent and enter the large lake. Head northwest
    and then immediatly take the fork going northeast. Hop off of your ship at
    the end of the river and enter Shaman Village Cave.

    Head north in the cave and go through the door in the middle. In the next
    room, go right and lift the right-most rock. Go around the path counter-
    clockwise and lift the second to the right rock when you come to it. Head
    back clockwise and under the right-most rock. Then, head left and lift the
    west-most rock. Head north and use Freeze on the puddle to create an ice
    pillar. Head north and use Ivan or Sheba's Whirlwind on the bush to reveal
    a ladder that you can climb. Do so and then head south. Hop to the platform
    to the right via the ice pillar Head southeast on the platform and then hop
    to the platform to the right when you reach the southeast corner. When you
    hop on the ledge where the Mercury Djinni is, it will flee to the ledge to
    the right. Follow it to the platform to the right. It will try to go back
    to the platform to the left but it will be blocked by the rock you lifted
    earlier. Go up to the trapped Djinni and fight him. The battle should not
    be very hard.

    Once you've obtained the Mercury Djinni Eddy, head out of the room by going
    west across the ice pillar and then south and out the door. Climb down the
    ladder and then head east and go through the door. Head up the ladder and
    then right and out the door in the next room. Go northwest to reach
    Shaman Village.

    Heal your characters in the inn and then head north of the town to reach
    the area where you raced. Make your way through the cave on the left using
    the strategy described earlier in Trial Road. Once you're outside of
    the cave, head left and step on the purple vortex. Hover to the ledge to
    the left and enter the cave.

    Use Lift on the rock in your way and then head down the stairs. Head through
    the door at the bottom of the stairs. Go north along the long hallway in
    the next room and go out the door.

    You will now be outside of the cave in an area with several small pools of
    water and a lot of grass. There will also be a Jupiter Djinni flying around.
    First, head east to find a treasure chest protected by a small pool of water
    and some stones. Use Reveal to reveal a hidden platform over the whirlpool.
    Use this to hop to the treasure chest and obtain an Elixer. Then, head south
    to find the Jupiter Djinni circling around a small pool. If you try to catch
    it, the Djinni will circle around the pool ahead of you. Get underneath it
    and the pool and then use reveal. Hop north and the Djinni will fly south-
    east. It will be dizzy so you can go up to it and battle it.

    Once you've obtained the Jupiter Djinni Gasp, head back through the cave.
    Slide down the crevice once you're out of the cave, head right and climb
    up the ladder. Go back through the cave and then head out of town.

    Go back through the cave to reach your ship. Hop on board and then sail down
    and make your way back to the open sea south of the continent. Now, sail
    southeast going inbetween the round continent in the middle of the western
    hemisphere and the large vertical continent in the middle of the map.
    Eventually you will reach a navigable river on the large vertical continet
    to your right. Sail up this river continuing north as the river combines
    with another river to form a wider one. When you come to some rocks blocking
    your way, hover to the left of them and then hop off of your ship. Head
    north across theh bridge and continue north to reach Magma Rock.

    `-`-`-`-`

    `-`-`-`-`
    Section 59: Magma Rock
    `-`-`-`-`

    Magma Rock is characterized by its red appearance on the world map as well
    as the red outline on the cliffs and rocks in this area.

    Head north in Magma Rock to reach a large brown stone blocking your path.
    Use Lift on this stone and then head north. Climb the ladder and continue
    north past the two statues spitting fire at each other. Don't go through
    the door yet. Instead, climb the ladder on either side of the door to reach
    the ledge above. Head all of the way right and then climb the ladder leading
    to a platform with a fire spitting Tiki on it. Use the Burst Psynergy on it
    to make it spit fire at the pillar to the left which will burn it. Climb
    down the ladder and then up the ladder where the pillar once was. Head left
    and move the wooden pillar to the left. Climb the ladder and then head left
    and go down the crevice. You will land on a small ledge. Climb down the
    ladder below the ledge and go next to the tiki. Use Burst on it and it will
    start glowing. Climb back up the ladder to your right and then hop on top
    of the Tiki. It will send you flying into the air which will allow you to
    hop to the ledge on the left. Climb down and then up the other side of the
    ladder. Climb the ladder to the left and then head right on the next ledge.
    Push the wooden pillar to the right and climb the ladder to reach the next
    screen.

    Head to the right and climb down a ladder when you reach it. Obtain the Oil
    Drop from the treasure chest and then go back up the ladder. On the next
    screen, head up the ladder when you reach it. Use Burst on the Tiki facing
    left to burn the wooden pillar to the left. Then, use Growth (set one Mars
    and at least one Venus Djinni on Felix) on the right-most plant and then
    climb it and the ladder after it. Head left when you reach the next ledge
    and slide down the crevice. Use Burst on the tiki to your left to have it
    burn another tree and then slide down the crevice. Once you've fallen,
    head left and use Growth on the plant. Climb it and then the ladder and
    use Burst on the Tiki. Climb the ladder to the right and hop on the tiki
    to have it shoot you up (ok, maybe not the best term . Hop to the ledge
    on the left and the move the wooden pillar all of the way to the left. Exit
    the screen to the left.

    Head left and slide down the second crevice that you come to. You will land
    next to a treasure chest that contains about 383 coins. Once you've obtained
    the coins, slide down the crevice and head right. Use Burst on the tiki and
    then climb the ladder to the left and hop on the tiki. Climb the ladder it
    blasts you to and then go left on the ledge. Slide down the third crevice
    that you come to and then use Lash on the rope coil next to you. Climb the
    rope and then hop to the ledge to the left. Use Burst on the tiki and then
    slide down the left crevice. Quickly climb the ladder to the right and then
    hop on to the tiki. Hop to the left after getting shot in the air and then
    climb the ladder. Head right on the next ledge and then climb down and then
    up the ladder. Push the wooden pillar to the right and climb the ladder it
    was blocking. However, don't go all of the way up the ladder. Go back down
    to the right of the wooden pillar and climb the ladder furthest to the
    right.

    Climb up the ladder and take the fork to the left. Head left across the gap
    and continue west. Head around the rocks clockwise and then climb the ladder.
    Head right and then use Move to move the wooden pillar to the right. Climb
    back down the ladder and head back east. Hop across the gap and climb the
    two ladders to the north. Hop on to the weak wooden pillars and hop west.
    Then, hop back east to have the middle pillar collapse. Go south and use
    Burst on the tiki to destroy the pillar to the right. Once you've done that,
    head west across the tight rope and then slide down the crevice. Go back
    east, hop across the gap and then go partially down the ladder. Head up the
    ladder to the right and the push the wooden pillar to your right all of the
    way right. Exit the screen to the east.

    Head up the ladder to the right. Continue to head right and go down the
    ladder. Climb the ladder below that as well and then head west to the next
    screen. Grab the forgeable Salamander Tail from the treasure chest and then
    go back east and back up the ladder. Climb up the ladder to the left and
    then the ladder above that. You will now need to climb up the ladders while
    avoiding the flames being spat by the tikis on either side of you. It's
    not very difficult since there is a long delay between the spitting. Head
    right until you get past the first 2 sets of tikis, then head left.
    Continue to climb the ladder to reach the next screen.

    Head east along the ledge until your path is blocked by rocks. Head up the
    ladder and then head right until you reach a dead end. Climb down the ladder
    and use Burst on the tiki to create a large hole in the cave as well as clear
    out a few rocks blocking the entrance. Climb back up the ladder and head to
    the left. Climb down the first ladder you come to and enter the cave.

    Head north through the first room in the cave and then north through the
    door in the room after that. Head counter-clockwise around the wall in the
    next room and exit through the door to the south. Continue south to find a
    Mars Djinni that you will capture without a fight if you did not transfer
    your data.

    Regardless of whether the Djinni was there or not, head back north. Right
    below the door, hop to a small platform with a tiki statue on it to your
    left. Use Burst on this to cause the large tiki in the middle of the room
    to fill the room with lava. Once you have done this, head out the door
    to the north.

    Go north in the next room to find a white tile floating in the middle of
    the lava lake. Hop on to it and then hold left to hop to the platform on
    the left. Go along the path and exit through the door to the south.

    Head west in the next room and keep going along the hallway as it starts to
    head south. When the path forks, head east and go through the door to the
    south.

    Head through the door south of you right as you enter the next room. Go
    west in the next room to find a treasure chest that contains a Lucky Medal.
    Once you've obtained that, head back out of the room. Go east and the south
    in the next room to come to a switch on top of a bridge. Stand on this to
    drain the lava from the room. Then, head north until you reach a ladder on
    your right. Climb this ladder and go east. Go through the door to the
    north.

    Head north in the next room and go down the stairs under a blue arrow. Head
    south in the next room and go down both ladders. Head south and go under a
    tightrope to reach the next room.

    Head southwest in the next room and go through the large door to your left.
    Head west and then south in the next room to find a steel pillar. Push
    this pillar all of the way south and then go back through the door you came
    in. Head through the door to the south to reach the next room.

    In the next room, head all of the way west to find a Mars Djinni on a ledge.
    Climb the ladder and fight the Mars Djinni. It will not be that hard of a
    battle. Once you have captured the Mars Djinni Fury, climb back down the
    ladder and go through the door to the east. In the next room, head northeast
    and go through the large door.

    Head northeast in the next room and climb up the first ladder. Then, head
    left and use Burst on the tiki to fill the room with lava. Once you've done
    that, head clockwise around the room. Hop to the ledge with a switch on it
    to your left but do not step on the switch. Instead, walk over the bridge to
    the left and then across the tightrope further to the left. Continue left
    and then go through the door in the southwest corner of the room.

    Hop on to moving white platform below you and use it to hop on to the
    platform with a treasure chest on it. Once you've obtained the Mist
    Potion, hop back on the white platform and then hop back on to the
    starting platform. Then, head south and jump over the yellow pillar to the
    ledge to the right. Head south and go through the door.

    Quickly head east in the next room until you reach the end of the platform.
    Hold right to hop on to the white platform when it comes by. If you miss it,
    you will need to re-enter the room to try again. When you get on to the
    white platform, hop to the platform to the right. Continue right and go
    through the door.

    Head a little north and a little west in the next room so that you are in an
    opening in the rocks and can hop to the moving white platform to the left.
    Do so and then wait for it to be in hoppping range of a small platform with
    a tiki on it. Hop to this platform and then use Burst on the tiki to get rid
    of the wooden pillar to the right. Hop back on the white pillar and hold
    right to hop back on to the middle platform. Head right and go up to the
    remaining wooden pillar. Use Burst on this to get it out of your way. Stand
    where it once was and hop to the white pillar to the right. From the pillar,
    hop to the platform on the right and then head north and go through the door
    to the north.

    Step on the switch to your left to drain the lava from the room. Then, head
    back north by hugging the right wall and go down the ladder. Head through
    the door in the middle of south part of the room.

    Head south in the next room and then climb the ladder to your right. Head
    right and climb down the ladder. Head southeast and go down the stairs.

    In the next room, go down the ladder to the right. Head south and go through
    the door. Go through the door to your left in the next room. Head north
    through the next room and go through the door.

    Go north in the next room until you reach a dead end. At this point you
    will want to hop to the platform to the left. Continue going west ignoring
    the door for now until you reach a tiki. Use Burst on the tiki to fill the
    room with lava. Then, head to the right a little so that you are in a
    position to hop on one of the white platforms below you. Make your way left
    by hopping from white platform to white platform. Eventually you will want
    to hop on to the ledge on the west side of the room. Then, head south and
    exit the room.

    Head all of the way south through the next room. Continue south in the
    next room and step on the switch to drain the lava from the room. Go back
    north through the door.

    Head north in the next room until you see some chains to the right. Use
    Whirlwind on these chains to have them swing to you. Swing right and make
    your way to a ledge with a ladder on it that you should climb down. Head
    through the door to the left.

    Go east in the next room until you come to a ladder. Climb this ladder and
    grab the forgeable Salamander Tail from the treasure chest. Then, head back
    west and go through the door to the north.

    In the next room you will see three steel pillars to your right. Push all
    of them as far right as they will go. Then, head all of the way east and
    go through the door in the northeast corner of the room. Grab the forgeable
    Golem Core from the treasure chest in the middle of the next room and
    then go back through the door you came in from. Then, head south and go
    through the door to the south.

    Push the steel pillar next to the door to the right and climb up the ladder.
    Go through the door and then head north. Hop to the ledge to the left and
    use Burst on the tiki to fill the room with lava. Hop on to the white
    pillars below you and then make your way to the white pillar to the left of
    the center brown pillar. Hop south on this pillar on to the three steel
    pillars that you moved earlier. Continue heading south until you can jump
    to the ledge on the right. Head south and go through the door.

    Head right in the next room and hop on to the white pillar. Use this to hop
    to the platform on the right. Then, head south and go through the door to
    the south.

    Head west and then go thorugh the door to the south in the next room. Then,
    hop on to the white pillar to your right. Hop on to the pillar to the right
    of the one you're now on and then on to the ledge in the northeast part of
    the room. Go through the door to your right.

    Head north in the next room until you come to a steel pillar. Push this
    into the lava to the right and then go through the left door. Continue
    north through the next two rooms. Hop on to the platform to your left
    when you come to a dead and then then go thorugh the door above you. Hop
    to the right and step on the switch to drain the lava from the room. Go
    back through the door you came in and make your way south via the way that
    you just came through the next two rooms.

    Step on to the steel pillar that you moved earlier and use it to hop to the
    ledge on the left. Climb down the ladder and then go down the stairs under
    the blue arrow.

    In the next room, push the steel pillar off of the ledge to the left. Climb
    down the ladder and use the steel pillar to jump to the ledge to the left.
    Go through the door to the north. (Ignore the treasure chest on the right,
    it is really a Mimic unless you want an Apple.)

    You will see a steel pillar above you that you cannot move in the next room.
    So, jump to the small platform on the right and head right. This will cause
    an explosion which will shoot several flames, some green rocks and one
    glowing rock on to the small platforms. Once you can move again, head
    counter-clockwise around the room until you can exit through the door to the
    north.

    Head north through the next room to reach three steel pillars in front of a
    purple and gold door. Go through this door. In the next room there will
    be several floating platforms that will disapear after you step on them.
    Head all of the way north to reach a ledge with a brown tomb on it. Read
    it and Jenna will pop out. Jenna will now know the Psynergy Blaze. This
    Psynergy will allow you to spread fires. Once you've obtained the Psynergy,
    head left and make your way across the floating platform patch. You will
    reach a platform with a steel pillar blocking you way. Use Blaze on the
    left flame when standing to the left of it to ignite the flame to the right.
    This will cause the steel pillar to fall down and you can continue on the
    floating pillar path. Make your way back to the platform you started on
    and then exit to the south.

    Hop south across the steel pillars and then continue south. Head clockwise
    around the next room until you come to a flame to the right of steel pillar.
    Use Blaze from the right of the flame to ignite the torch on the right.
    Hop to the ledge where the torch you just lit is and then stand to the right
    of that and use Blaze again. The steel pillar above you will sink into
    the ground revealing a door. Go through this door to reach the next room.

    Head along the path in the next room and go through the door to the south
    when you reach it. Hop south in the next room and check the flaming rock.
    You will get the Magma Ball which will be used later. You are now done with
    Magma Rock, so use Retreat to exit the cave. Step outside of the cave and
    use it again to exit Magma Rock.

    `-`-`-`-`

    `-`-`-`-`
    Section 60: Gondowan Settlement and More
    `-`-`-`-`

    Once you're back on the World Map, head southwest along the dirt path (do
    not cross the bridge). Keep going along this path as it starts going north
    and eventually you will reach a town that you should enter.

    Gondowan Settlement is characterized by the blue roofs on the hut in
    the village. Also, you will see a graveyard on a ledge to your right when
    you first enter the town.

    Head left and then up below the brown sticks to find a solitary patch of
    grass. Use Cyclone on this grass to reveal a ladder. Climb down the
    ladder and grab some forgeable Star Dust from the treasure chest and then go
    back up the ladder. Head back to the entrance of town and then go north. Go
    around the blue hut and up the stairs to reach the ledge with the graveyard.
    Go south to the graveyard and use Reveal to reveal a gold sparkle on the
    center grave. Check it to obtain a Lucky Medal.

    Head out of Gondowan Settlement and head back along the dirt path. When you
    reach a bridge going south, cross it and board your ship. Sail south down
    the river and take a left when the river forks. Keep going until you reach
    the open sea again.

    Sail north along the coast for quite a while. Keep going past the small
    strip of land that connects the large continent in the center of the map
    with the horizontal continent in the northern hemisphere. Eventually you
    will see a very small beach on your right. Land here and head to the town
    northeast of you.

    `-`-`-`-`

    `-`-`-`-`
    Section 61: Loho
    `-`-`-`-`

    Head into the inn/items shop to the right of you when you enter Loho. Go
    to the northern counter to be able to rest for the night. Once you're
    rested, head east until you reach several men standing around a cannon.
    Check the cannon to have the In-Game menu pop up. Use the Magma Ball that
    you got in Magma Rock to have the cannon shoot it at the wall.

    The men surronding the cannon will say a few things and then realize that
    the wall above you is now destroyed. In return for you destroying the wall,
    the men will put the cannon on your ship. They eventually will drag the cannon
    away and you will have control again. Head north past the blasted wall to
    find a brown item in the sand. Use Scoop to obtain the forgeable Golem Core.
    Continue north and lift the brown rock next to the vine to find another Golem
    Core that you will need to use Scoop to obtain. Once you've dug it up, head
    up the vine to the left and then head west. Hop on to the sanctum to find
    the Jupiter Djinni Lull that you will obtain without a fight.

    Once you've captured the Jupiter Djinni, head back to the right and go down
    the vine. Head south and then go back west and out of town. As soon as you
    are back on the world map the three men next to the cannon will talk with
    you. They have installed the cannon and it is now ready to use (however,
    you won't need to use it quite yet.)

    `-`-`-`-`

    `-`-`-`-`
    Section 62: Kalt Island
    `-`-`-`-`

    Sail due north until you reach a small island covered with ice. Land on the
    beach on the south part of this island and then head north and enter the town.

    Kalt Island is characterized by its large icy area to the left in which you
    must slide from rock to rock in order to move. So, head north and then go
    west through the opening in the fence. Slide left, down, right, up, left,
    up, right, up, left, up, right, up, left, down, and then left on to the snow.
    Climb the ladder and then use Lash on the rope coil and climb it. Head right
    and go down the ladder. You will reach the Mercury Djinni Gel that you will
    capture without a fight. You can now exit the town to the south. On your way,
    you may want to grab the apple in the tree to the left of the slippery ice
    using the Psynergy Catch.

    `-`-`-`-`

    `-`-`-`-`
    Section 63: Sailing North
    `-`-`-`-`

    Head back to your ship. Sail around the island and then head due north to
    reach an area inbetween the two rocks. This area is called the Northern
    Reaches.

    It's time for another ship-based puzzle. Head left, up, right, up, right,
    south, and then north. You will start to see iceburgs all around you. Keep
    sailing north and eventually your party will start talking about an ice-
    wall blocking your path. When they finish talking, head north to have
    Piers say that this is a nice and safe distance. Then Kraden will ask
    you if you want to fire the cannon. Say yes to fire the Magma Ball and
    destroy the wall blocking your path. Once it has been destroyed, head
    north to reach the World Map again.

    Head north until the river freezes. Hop off of your ship and continue
    north to reach a town.

    `-`-`-`-`

    `-`-`-`-`
    Section 64: Prox
    `-`-`-`-`

    Prox is characterized by the blizzard that is occuring when you
    enter the town. Snow is falling and there are heavy winds blowing the flags
    around the town almost to shreds. Head north to reach the actual town.

    The people in Prox are very white and pale because they've been
    standing out in the cold too long. If you need to, head into the inn in the
    southwest part of town and rest your characters. Once you're done doing
    that, head east until you come to a large brown rock. Use Lift on this
    rock and then head east. Head north along the path to reach a blue item
    buried in the snow. Use Scoop on it to obtain the forgeable Dark Matter.
    Then, head back west and go across the bridge. Go north and then west in the
    breack in the fence. Make your way north going back and forth between the
    rocks and continue through to the next screen.

    There will be a Venus Djinni north of you. When you attempt to capture it,
    the Djinni will go sliding north. Follow it north across the slippery ice
    and you will reach a mound of snow. Use Scoop on this snow to dig out the
    Venus Djinni Mold that you will get without a fight. Head back south and
    go back to the previous screen.

    Continue south going back and forth between the rocks until you reach the
    opening in the fence that you came through earlier. Head north from here
    and go up the stairs. Cross the bridge to the east and then go out the
    screen to the north.

    Head north up the path on the left on the next screen. About halfway up
    the path you will see a green man named Puelle talking to several people.
    He reveals that Agatio and Karst have not made it back and that he wants to
    go try to light the lighthouse himself. When they stop talking, continue
    north. Head around the six people and walk up to the village elder. Isaac
    and Kraden will pop out and Kraden will defend Isaac for killing Saturos
    and Menardi. Everyone will realize that Isaac did the right thing. After
    some more talking, you will agree to climb the final lighthouse and light
    it. Before you have control again, Puelle will tell you that you will
    need to find Agatio and Karst in order to get the Mars Star needed to light
    Mars Lighthouse. Once you have control again, exit to the north to reach
    the World Map.

    `-`-`-`-`


    =============================================================================
    This is where the English version ends. The rest of the walkthrough covers
    the Japanese version and it may not all be correct. The English version will
    be expanded shortly.
    =============================================================================

    `-`-`-`-`
    Section 65: Mars Lighthouse
    `-`-`-`-`

    Head due north from Prox to reach Mars Lighthouse. When you
    enter Mars Lighthouse you will see glaciers on either side of you. Head
    north to reach the lighthouse itself. Head north to reach the lighthouse
    itself. Don't go inside yet. Instead, climb the ladder to the right and
    make your way west to reach a treasure chest with an Apple inside. Once you
    have obtained this Apple, climb back down the ladder and enter the
    lighthouse.

    Head norhteast when you enter the lighthouse and go through the door to the
    right of the stairs in the middle of the room. Head west through the next
    room and exit through the door to the south. Head left when you're back in
    the main room and go through the door.

    Head west in the next room until you hit a wall. At this point, go south
    until you reach some stairs that you should go up to reach the next room.

    Head east and then north in the next room until you come to some brown
    pipes. Head around the pipes and make your way to an ice pillar blocking
    your way. Use Pound on this and make your way to the door in the notheast
    corner of the room.

    Go through the door to the right in the next room. You will now be in a room
    with a Mars Djinni below you. Go up to the ice blocking a hole and check
    it to bring up the in-game menu. Use the Grind Psynergy to get rid of the
    ice covering the hole. A crack will also be put in the ice below. Head
    back through the previous three rooms to get back to the main room.

    Head through the door to the right in the main room. Go up to the cracked
    ice and use the Burst Psynergy on it to get rid of the ice. Head north
    through the large door to reach the next room.

    You will see a yellow circle above you in the next room. Head west and
    keep going past the first door until you come to a staircase. Climb the
    stairs and go through the door.

    The next room has several statues spitting flames out. Getting hit by a
    flame takes 10 HP off of all party members and it also will knock you off
    the ledge. So, you will need to avoid the flames if you want to advance
    past this room. In addition, in the right part of the room there is a
    statue spitting fire that is not moving. In order to get past it you will
    need to move the tall dragon statue in the northwest corner of the room
    east as you head east. Go back and forth between the crevices where you
    cannot get hit and moving the statue to the right as you don't want to get
    hit by the fire spitting statues that will knock you over the ledge. Push
    the statue only about one square at a time before going to a safe spot.
    Also, use Move more than just pushing it because the statues will not move
    as you move the dragon statue. Eventually when you reach the eastern side
    of the room push the Statue over the non-moving statue that is spitting fire
    to be able to pass through. Head down the stairs.

    In the next room, head left and go on to the slippery ice. Slide up, right,
    down and then left off of the ice. Go through the doot in the southwest
    corner of the room.

    Head south through the next room until you reach a torch with a flame on it.
    Use Blaze to blow the fire south to the torch below. This will cause
    the large dragon statue to spit fire at the ice to the right and put a crack
    in it. Head back north and through the door.

    Head right on to the ice in the next room and then go right, up and right
    off of the ice. Head through the door in the southeast corner of the room.

    Go south in the next room and climb down the stiars when you reach them.
    Use Burst on the cracked ice to break it. However, it's not time to go through
    the door yet so head back up the stairs to the right. Head right and go
    through the door.

    Make your way to the ladder northeast of you and head to the east of the
    lit torch. Use the Blaze Psynergy to make the dragon below spit fire
    and clear the ice. Climb down the ladder and head south through the door.

    Head east in the next room and go through the first door that you come to.
    Grab the book-like item from the treasure chest in the next room and then
    go back through the door. Continue east and go through the door in the
    eastern part of the room when you reach it.

    You will probably notice the very large fireball being shot south in the
    next room. It goes without saying that you will want to avoid that. Head
    left of the main alley and make your way noth. Whenever there is an ice
    pillar to the right that can be pounded, pound it. Once you've pounded all
    of the ice pillars head back south. When you're back at the south wall of
    the room head east after the fireball is shot. Head north along the right
    wall and pound the pillars just like you did on the left side of the room.
    Head back south after that and go left of the main alley. Make your way
    north by going back and forth between the safe crevices to reach the door
    in the northeast corner of the room.

    Head west in the next room and go through the door to the south. The next
    room will have another patch of slippery ice that you will need to slide
    through. Before you go anywhere, Move the dragon statue to your left west
    to have it slide west three squares. Then, slide down, left, down, left,
    up, right, up, left, down, left, down. You will now be next to the a
    Mercury Djinni sitting on a rock. Talk with it to have it fight you. The
    battle won't be very hard and after you defeat the Djinni slide north. Go
    up the staircase and the up the stiars to reach the next room.

    Slide down the crevice in the next room and check the treasure chest. You
    will get an item that, when equipped, will allow you to use the Psynergy
    Teleport. Step on the Yellow Circle below you to teleport to the Yellow
    Circle below you. Head all of the way to the west in the next room and
    go through the door up the stairs.

    Make your way through the next room (it will be a lot easier this time
    because you won't have to push the statue this time). Head through the
    door to the south in the next room and then head south. Go left on the
    ledge above the stairs to reach a door that you should go through.

    You will now be in a room with 6 blocks forming a circle. Use Reveal to
    reveal a teleport circle that you should use Teleport on. Go down the
    stairs above you in the room you teleported to.

    Slide down the crevice in the next room to land on a switch. Stay on this
    switch for about 30 seconds to have a fireball blast through the room and
    get rid of all of the ice. Once this happens, head west and go through
    the door north of the dragon statue.

    Go through the door to the north in the next room. Head through the long
    hallway in the next room until you reach the door to the next room. Head
    left and climb up the ladder. Move the Dragon statue to the right so that
    the large dragon below will not spit fire anymore. Head back through the
    door to the south and then go back through the previous room. Head right
    in the next room and step on the Teleport Circle. Use Teleport to warp
    to the room where you moved the dragon statue earlier.

    Climb the ladder above you and then head south through the door. Head east
    through the next room. Go down the stairs and then head left. Hop on to
    the yellow platform below the stairs. Head down, right, up, right, down,
    down, down, down, right, and then up to the treasure chest. Fall down to
    the room below by slipping on the ice. Go back up the stairs and head
    south. Go through the door in the south part of the room.

    Head west through the next room. Go north down the stairs and then south
    through the next room. Head west again and go through the room. Head
    north in the next room and go up the stairs. Head to the right of the torch
    with a flame and use Blaze on it. The two dragons will spit fire at
    the center ice wall. Save at this point because you're about to fight a
    mini-boss. Use Burst on the crack in the ice to free two dragons that will
    fight you. See the Boss Strategies section for how to beat the
    Mini-Dragons.

    Once you defeat the Mini-Dragons you will see them warp into Agatio and
    Karst. Once they finish talking Agatio will drop a red item. Pick it up
    to have the camera zoom up and the dragon will say something. Head north
    and check the Dragon. The In-Game menu will pop up. Go to the items menu
    and look for a silver bag that Felix probably has equipped. Use this item
    to have Felix place the red ball on the dragon. The whole lighthouse will
    heat up. Once you have control again use Retreat.

    Head north and go back into the lighthouse. Head left and go up the
    stairs. Get below the torch and use Blaze to create a crack in the
    ice covering the right dragon. Head over to it and use Burst on the crack
    in the ice. Head north through the door you just made accessible.

    Head to the right wall in the next room and then head north and up the
    stairs. Head west through the next room and then south to reach the Mars
    Djinni. You will need to fight this Djinni to capture it. After capturing
    the Djinni, head back through the previous two rooms to reach the main
    room.

    When you're back in the main room, head up the stairs in the center of the
    room. You will now be in a room with several small platforms surronded by
    lava. Hop on to the platform to the left and then go down, down, right,
    down, right, up, right, up, up, right and up on to the ledge. Go up the
    stairs.

    Go up the main set of stairs in the next room to have the statue say
    something. It will then show you the hidden doors behind the pictures on
    the wall. Head through the lower left picture and then through hallway
    behind it.

    You will find yourself outside of the lighthouse. Climb the two stairs and
    head west across the bridge. Keep going until you reach a door to the tower
    that you should enter.

    Head north in the first room of this tower and go up the stairs. Head left
    on to the ice then slide down, right, up, left, up. Go down the stairs
    above you.

    Head southeast in the next room and be careful not to hit any of the pipes.
    Freeze the puddle to the right of the vertical pipe and then push the pipe
    to the right. Then, go counter-clockwise around the room. You will reach
    two horizontal pipes that you can push. Push the top one north and then
    freeze the puddle above you. Head clockwise around the room and push the
    top horizontal pipe south. Head counter-clockwise around the room again
    and push the lower horizontal pipe north. You will see a torch in another
    room light up. Once you get control again, head up the stairs in the north-
    west corner of the room.

    Slide south in the next room to fall off the edge. Then, head east and go
    up the stairs. Make your way north and then slide on to the ice to the left.
    Slide up, right, down, right, up, right, up and the climb up the ladder.
    Stand to the right of the lit torch and wait until the moving dragon statue
    is directly above the unlit torch. When the dragon statue is in place, use
    Blaze on it to have the large dragon statue below shoot a large fireball
    out. Head back down the ladder and slide south on the ice to fall down the
    ledge. Climb back up the stairs and slide left on to the ice. Then, slide
    down, right, down, left and to the ledge on the right. Go out the door to
    the south.

    Head south through the next room to find yourself outside of the lighthouse
    again. Climb the stairs and head north to reach a blue flame burning on a
    torch. Use Blaze from below the torch to have it draw a picture on the
    wall.

    Once you've done that, head back down the stairs and back into the
    lighthouse. Go north through the next room and off the ice to the south,
    climb the stairs and then go through the door to the north. Head south
    through the next room and go out the door to the south. Head east across
    the bridge and enter the lighthouse again. Head through the long hallway
    in the next room to reach the room with the four pictures in it again.

    Go through the door behind the lower-right picture and head along the
    hallway and out the door. Go up the stairs and then head east across the
    bridge and enter the lighthouse.

    Head left in the first room and then hop north. You will come to a wall
    with a crack in it that you should use Burst on. Make your way norhtwest
    along the small tiles until you reach a platform with a switch on it. Step
    on this switch to have the dragon above light a torch to your right. Head
    back to the beginning of the room and then go up to the wall on the right.
    Use Burst on the cracked wall to destroy it. Hop northeast until you reach
    a set of stairs that you should climb. Use Blaze on the torch when
    standing above it to have the dragon shoot a fireball at the center wall.
    Head back down the stairs and southwest across the tiles to reach the
    beginning of the room again. Go up to the center wall and use Burst on it to
    destroy the final wall. Head northeast to reach a ladder that you should
    climb. Head left and climb down the ladder. Go north and up the stairs to
    reach the next room.

    Head south in the next room to find another pipe rolling puzzle. Push the
    first horizontal pipe that you come to north. Then, head right and then
    go south when the path forks. Continue along the path until you reach a
    staircase that you should go down and then back up. Head up and then Move
    the Dragon statue to your left west. Go back down and up the stairs and
    continue along the path until there is a fork to the right. Take this and
    then head north to reach another down-and-up staircase that you should go
    through. Go south and Move the dragon statue to the left again. Then, go
    back through the down-and-up staircase and go along the path to the south
    again. Head north past the dragon statue that you moved earlier and
    continue through another down-and-up staircase. When you reach a horizontal
    pipe that you moved earlier push it south and then go back through the
    down-and-up staircase. Head south and then left up the northern path that
    was blocked by a fire-spitting dragon. Continue along the path until you
    reach another down-and-up staircase that you should go through. Push the
    vertical pipe to your left west and then head south. Head south through
    the door.

    You will now be outside of the lighthouse again. Go up the stairs and use
    Blaze on the torch there to make the picture above you glow. Head back
    into the lighthouse. Go northwest in the pipe rolling room and push the
    vertical pipe to the left. Head north along the left wall and go down the
    stairs. Head south in the lava room and climb up the ladder to your right
    and then down the ladder to the right of that. Make your way south and go
    out the door. Head back west across the bridge and enter the main lighthouse
    again. Go through the hallway to find yourself back in the room with the
    four pictures.

    Now, go through the upper-left picture and head through the hallway. Stay
    south to get past the ice blockig your way. Head west across the bridge and
    enter the tower.

    When you enter the tower, head west to find a gray circle. Use Grass
    Whirlwind whilst standing on the circle to warp to the next room. Head north
    in the next room and step use Cyclone on the circle on the left.

    In the room you warp to, head right and use Move on the Dragon statue to
    have it block the fire. Slide down the crevice and head east until until
    you reach a ladder. Climb it, step on the gray circle and use Grass
    Whirlwind. Head south through the next room and use Cyclone on the
    gray circle. Then, head west through the next room and Cyclone on
    the gray circle. Head north and Cyclone on the gray circle on the
    right.

    Head north on the ledge in the next room. Climb down a ladder when you
    reach it and head south. Go east to find a circle of blocks. Use Reveal
    on this to reveal a gray circle that you should Cyclone on. Go
    on to the next gray circle and Cyclone in the next room. Head north
    in the room you're now in and wait for the moving dragon statue to head
    left. Get behind it and wait for it to ascend up the wall. Use Move on the
    backwards L pillar to move it left and into place. Then, intentionally get
    hit by the flame so that you are knocked off the ledge. Head south, west
    and then north and up the ladder. Wait until the coast is clear and then
    step on the purple vortex and use Hover on it. Hover over the moving
    statue's flame and then head south and on to the gray circle. Use Grass
    Whirlwind to reach the next room.

    Be very careful in the next room as you are standing in the path of a large
    fireball that will knock you back to the start of the tower if you get hit
    by it. Head to the left of the blocks surronding the dragon and keep going
    until you find a treasure chest that contains a Psy Crystal. Once you've
    obtained this, head south and wait for the dragon to spit a fireball.
    Immediatly after he does this, head south until you reach several platforms
    in a cirlce. Use Reveal to reveal a center circle and quickly use this to
    hop to the ledge to the right. Head south and go through the door.

    Go up the stairs and Blaze the purple torch from the south. Head south
    and go back into the lighthouse. Head north, hop left and use Reveal.
    Stand on the center tile and intentionally get knocked off the ledge by the
    fireball. Head south and go out the door. Go back east across the bridge
    and re-enter the main tower. Go back through the hallway and go through
    the final picture (the upper-right one).

    Head through the hallway and go through the door. Cross the bridge to the
    east and enter the last tower. The room you're in may actually remind you
    of the Sol Sanctum way back in the beginning of Golden Sun. Head to the
    right move the statue there in either direction to reveal a door. Head
    through this door to reach the next room.

    Head all of the way west in the next room and move the statue to reveal a
    door. Go through the door and go up the stairs. In next room, hop to
    the platform to the right and then push the left block under the first
    crevice and use Carry on it to place it in the crevice. Do the same with
    the right block and the right crevice. Once both blocks are in place, hop
    left and climb the ladder. Push the pillar all of the way to the right so
    that it blocks the flame coming from the dragon statue. Step on to the
    tight-rope and walk south. Push the statue to your right off the cliff in
    case you mess up in the next part and need to climb the ladder again. In
    order to get past the moving statues that spit fire you will need to stand
    on the sand square and then use Sand and let the flame pass you. Unburrow
    and then head left. Do this twice and you will reach a ladder that you
    should climb down. Head south, then east and then out the door.

    Climb the stairs on the outside of the lighthouse and use Blaze on the
    final torch. Once you've blown the fire at the picture, head back into the
    tower. Head, left, up and then climb the ladder. Slide down the crevice
    and head east and then north. Go down the stairs and head south through the
    next three rooms. Head back west across the bridge and re-enter the main
    lighthouse. Go thorugh the hallway and through the door to reach the room
    with the four pictures for the final time.

    When you enter the room with the four pictures you will hear the dragon
    statue say something and then it will spit fire on the ground. This will
    reveal a teleport circle. Before you step on this teleport circle, save
    your game in a different spot than normal. You are about to fight the boss
    of the game and after this you cannot turn back.

    When you have everything set and have saved a seperate file step on the
    teleport square and use Teleport. Hop east and the north along the purple
    floating platforms and then climb the stairs. When you reach the top of the
    lighthouse your whole party will pop out. Felix will go to light the light-
    house but will be spooked. The same thing will happen to Isaac but this time
    something within the lighthouse will say his name. You will look up and see-
    of all things-The Wise One from the Sol Sanctum in Golden Sun. You party
    and The Wise One will talk for a while before it starts glowing. Suddenly,
    The Wise One will transform into a large dragon known as The Doom Dragon.
    It's now time to battle the boss of the game! See the Boss Strategies
    section on information on beating The Doom Dragon.

    `-`-`-`-`

    `-`-`-`-`
    Section 66: Ending
    `-`-`-`-`

    Once you have finally defeated the Doom Dragon you will see it transform
    into three adepts. Kraden will apparently be nervous about something. At
    about this point you will figure out that those guarding the Mars Lighthouse
    were Jenna's parents and Isaac's father Kyle who we thought had perished in
    Vale in the prologue of Golden Sun. Mia and Piers will heal the adults and
    people will continue to talk. You'll eventually gain control again as
    solely Felix. Head south and press A to have someone give you the Mars
    Stone if you don't already have it. It will then be placed in the light-
    house and the light-house will light splitting the two parties.

    Suddenly, the Sun will come up and start talking in ESP. It will start
    talking with Mia and you will see a scence of Mercury Lighthouse. Master
    Hamma will then start talking via ESP. Suddenly the lighthouse will start
    glowing gold. Everyone will start talking and the screen will fade to black.

    Isaac, Felix and Kraden will be talking to the green creatures in "Blizzrd"
    Town. They'll talk for a while and then you'll gain control again. Head
    south and go out the door.

    You will probably notice that the Blizzard has stopped. Head south from the
    house you came out of and continue south to reach the next screen. You will
    now see Jenna and the rest of your party. Everyone except those from Vale
    will exit to the south, followed by Jenna and Garet a little later. The
    game will then end with Felix, Isaac and Kraden putting their fist in the
    air.

    Congratulations on beating Golden Sun 2: The Lost Age. The credits will
    now roll (they're actually in English). You will see Alex climbing the
    ledge of the Sol Sanctum, a very nice scrolling camera of the lighthouses
    lighting on the World Map, and eventually the elements from each of the
    lighthouses will join on the Sol Sanctum. Alex will absorb the energy and
    the mountain will start glowing gold. The Wise One will then show up and
    proceed to utterly beat up on Alex. The characters will then talk on a
    black background. You will then see an Anime picture of Isaac, Felix and
    Garet watching the world become golden. More pictures will occur after that
    and eventually you will get a "The End" message.

    Interestingly enough you will have an oppurtunity to save your data at the
    end of the game. You will not be able to play this save file unless you
    are in the Arena which leads me to believe this is another "Clear Data".

  3. #3
    الصورة الرمزية ~ Snake ~
    ~ Snake ~ غير متصل مراقب عام سابق وعضو مميز

    نائب رئيس رابطة ريال مدريد

    التسجيل
    02-12-2003
    الدولة
    مملكة البحرين
    المشاركات
    8,355

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    مكن الحل الكامل للعبة Megaman Battle Network3 على جهاز الجيم بوي ادفانس

  4. #4
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    إتفضل أخوي:



    -------------------------------------------------------------------------------
    4A) Flash of Light
    -------------------------------------------------------------------------------

    You'll be at SciLab. Talk to everyone, and the class will begin. Press R to
    jack in along with everybody else, and the tutorial on virus busting will
    begin, and the first battle will start.

    -Mettaur
    -Mettaur

    Select both Cannons and kill them. Proceed to the next battle.

    -Mettaur
    -Mettaur
    -Mettaur

    Select the AreaGrab and WideSword and use them to kill the first two Mettaurs.
    Wait for the custom gauge to fill up, and then pick any chip and kill the last
    Mettaur. The last battle will begin.

    -Mettaur
    -Mettaur
    -Mettaur

    Select the three Recov10 * chips, and then add them. Wait for the custom gauge
    to fill up, and when you open the custom window, you'll see eight chips now. Go
    ahead and select the three Cannons and kill all of the Mettaurs. Yai will talk
    to you and your friends and agree on a chat at her homepage later in the day.

    Lan'll be back at school. Ms. Mari will inform the students of the assignment
    they must complete. Afterwards, jack into the blackboard in the front of the
    room and pick up the RegUP1.

    Go ahead to the park, and you will meet up with your friends. While discussing
    the appropriate time for the chat, a tall man with a cowboy hat will interrupt
    them and inform them of the N1 Grand Prix, a competition to find the top
    NetBattler. However, before you can enter the competition, you must complete
    the preliminaries.

    Before you go to ACDC Square to complete the preliminaries, let's gather a few
    things. Go in front of Lan's house (the blue house) and jack into the doghouse
    to pick up a Barrier L. Head to the pink house, which is Mayl's house, and jack
    into her PC. Pick up the BMD with 500 zennys. You'll need a Unlocker to get the
    data from the PMD, but you don't have that yet.

    Go north and go to Yai's house (yellow house). Jack into her PC to pick up the
    SideGun S and RegUP2 here. Then go to Dex's house, which is next to the
    Metroline. Jack into his PC to get the GutPunch B and 200 zennys.

    Go ahead and go into your house and jack into your computer. Go through Lan's
    HP, and you'll reach ACDC 1. The yellow path you see leads to the Square, but
    there's some stuff to pick up on the way. You will find a MiniEnrg here.
    Proceed to the next area.

    As you go along, you can find 800 zennys and a CopyDmg * here. There is a
    NetDealer in the area; pick up at least one HPMemory if you want to. Proceed to
    ACDC 3.

    Pick up the LongSword E in the BMD, and then follow the non-yellow path. Pick
    up the PanlOut3 * on the way to ACDC 1. When you're there, get the WideSword L.
    Further on is the CyberMetro Station, which isn't important yet. Return to ACDC
    3, and go back to the start of the area. Follow the yellow path to the warp,
    and take it.

    If you wish, you can read the BBS for information. Talk to the green Navi to
    enter the preliminaries. The first question is easy: Red means "Stop!". The O
    data can be found in ACDC 3, near where the BMD containing PanlOut3 * was.
    Return to the green Navi. The next question is "A ton of lead is heavier than a
    ton of feathers." It obviously is wrong, since both of them weight a ton. Go to
    ACDC 2, and go right to the large area for the X data. Once again, return to
    the ACDC Square. The next question is "Adding every number from 1 to 10 gives
    54." Adding every number from 1 to 10 gives 55, not 54. Go to ACDC 1. The X
    data is found in the 3x3 square near the warp from Lan's HP.

    Congratulations! You have completed the N1 Grand Prix preliminaries! After
    being informed of your success, Glide will give you YaiCode, which will allow
    you to open the Security Cube leading to Yai's HP. MegaMan will automatically
    jack out.

    Talk to Lan's mom and dinner will begin. After a nice feast, you'll realize
    it's time to go to Yai's HP. Jack into Lan's computer, and proceed to ACDC 2.
    You can open the security cube now. Go into the warp, and talk to all three
    Navis. The chat will begin.

    One hour later, Mayl will ask if Lan or Dex has done their homework. Dex
    realizes that he's left his disk at school. MegaMan will jack out. Proceed to
    the school gate. After a short conversation, Lan will be told that the school
    gate is locked. Go back to your computer and jack in. Remember the large area
    in ACDC 2? Go there, and there will be a large key with a green Navi beside it.
    Go to the key and press A. You will proceed to unlock the key. The sound seems
    to startle the napping guard, but he returns to sleep. Jack out.

    Go back to the school. Your friends are inside and insist you take the lead, so
    go ahead and go back to your classroom. After inspection of Dex's desk, it
    seems the disk isn't there. Dex recalls being at some locations earlier in the
    day. Check the leftmost animal cage and you will find Dex's disk. Yai hears
    something, but dismisses it. Go ahead leave the classroom and hall.

    The noise starts up again. Everyone hears it this time. Go ahead and enter the
    Teacher's Lounge. The noise is coming from the principal's office, but before
    you enter, go left and jack into the school's server. Grab the HPMemory and
    RockCube * here and jack out. Proceed into the office.

    You'll encounter a strange-looking man. He unleashes FlashMan's Hypno Flash
    onto Lan's friends and hypnotizes them. Realizing that they cannot do anything
    now, Lan retreats. Talk to Mayl and get Roll R. Talk to Yai in the Class Hall
    and Dex in Class 5-A. You'll realize you have to delete FlashMan to return them
    back to normal. However, he can hypnotize you. You need something to block the
    light. That can be easily solved. Go to the next classroom and pick up the
    Parasol hanging from the desk. Return to the office.

    FlashMan attempts to use Hypno Flash on Lan again, but however, the Parasol
    blocks the light. He stops, and Lan seizes the opportunity to jack into the
    computer.

    MegaMan informs you that it's dark inside the computer. Proceed and talk to
    the program. He'll inform you that Lan needs to turn on light switches in the
    real world to brighten the area. Go to Class 5-B and turn on the light switch.

    The computer will flicker lights, and mystery datas will be seen only when it's
    lighted. Pick up the nearby 600 zennys and RegUP1 and get the KeyDataA. Use it
    to open the door on the right. The first BMD will be a trap. The next one will
    be KeydataB. Use it to open the other door. The first BMD will contain another
    trap. Grab the Recov10 * and KeydataC. Open the last door of the area, and
    proceed to the warp to the next area.

    The next area is dark as well. Talk to the green Navi, and he'll tell you that
    you need three passwords to open the door. As Lan, go to the Teacher's Lounge
    and turn on the lights. Grab the nearby 1200 zennys. Pick up the PasswrdA,
    HPMemory, Spreader P, PasswrdB, and the PasswrdC. Be noted that there are two
    BMDs with traps in the area. After gathering all the passwords, open the door
    and proceed to FlashMan.

    FlashMan
    300 HP
    -Attacks front row and 2nd square ahead of him with a shock attack (15 HP).
    -Sends electric bulbs toward you that either home or zig-zag (10 HP).
    -Puts two bulbs in your area, which will stun you if they aren't destroyed.
    -Uses his AreaGrab chip if you're stunned and in the back row.

    After the battle, FlashMan will use his last attack: Shining Browser Crasher.
    It seems to have no effect on MegaMan as of now. Go ahead and leave the
    Teachers' Lounge, and Lan's friends will walk in, not knowing they were even
    hypnotized.

    You'll appear outside of the school. You'll get an e-mail from Dex requesting
    a NetBattle. Go ahead and go to the park to battle GutsMan.

    GutsMan
    300 HP
    -Sends a shockwave through a row (20 HP).
    -Cracks a row of panels (20 HP only if hit).
    -Punches you, if you're in the front row (30 HP).

    You'll get the GutsMan G chip for defeating him. If you wish, you can battle
    FlashMan V2. Jack in and go to ACDC 3. At the bottom of the staircase leading
    the warp to ACDC Square, take a right and go to the dead end.

    FlashMan V2
    500 HP
    -Attacks front row and 2nd square ahead of him with a shock attack (45 HP).
    -Sends electric bulbs toward you that either home or zig-zag (30 HP).
    -Puts two bulbs in your area, which will stun you if they aren't destroyed.
    -Uses his AreaGrab chip if you're stunned and in the back row.

    You'll get a FlashMan F chip for defeating him. Go ahead and go to sleep.


    -------------------------------------------------------------------------------
    4B) Animal Attack at the Zoo
    -------------------------------------------------------------------------------

    While sleeping, FlashMan's operator goes to a strange place and hands over the
    TetraCode to the short man, Wily. Later on, a little boy named Chisao will come
    out of the MetroLine, looking for 'da #1 netbattler.' The #1 NetBattler is his
    brother.

    When you wake up, MegaMan will appear to be somehow glitched. When it returns
    to normal, go outside and find the little boy blocking the MetroLine. Talk to
    Mayl and Yai, then talk to Chisao. After the conversation, go to the school and
    Class 5-A to talk to Dex there. After a reunion, Chisao insists that Dex
    battles Lan. Go ahead and talk to Dex to fight GutsMan V2.

    GutsMan V2
    700 HP
    -Sends a shockwave through a row (40 HP).
    -Cracks all of your panels (40 HP only if hit).
    -Punches you, if you're in the front row (60 HP).

    You do not have to win this battle, but if you win, you'll get a GutsMan V2
    chip. After battling Dex, MegaMan is glitched again. After it returns to
    normal, go ahead and enter the MetroLine to go to SciLab.

    Go to the doorway to the Virus Lab, and check the right side of the passage.
    Jack into it to get AirShoes * and 700 zennys. Then go to the vending machine
    and jack into it for a RegUP2 and some gambling. If you bankrupt him, you'll
    get 6400 zennys and a Prism H. You'll have to win 6400 zennys from him to
    bankrupt him, though. Before taking the elevator, be sure to buy an extra
    Unlocker from the SubChip dealer in the area to pick up the HPMemory in Mayl's
    homepage.

    Take the elevator to the upper floor and talk to the guy in the front of the
    computer. He will tell you that Lan's father is busy, and gives him a SubPET.
    You'll get a e-mail from Dex telling you about the shortcut from his homepage
    to the ACDC Square. You'll recieve the DexCode as well.

    Jack into the computer the guy is next to and get 1000 zennys in a BMD and
    BambSwrd N in the PMD. After that, go back to the elevator and go down.

    You will meet up with the DNN producer again. He'll tell him that the second
    round of the N1 Grand Prix preliminaries are starting and gives you a CSciPass.
    Go back to ACDC and jack into Dex's PC. Go to the warp to ACDC 1, open the
    Security Cube, and go to the CyberMetro. Go to SciLab.

    You'll be in SciLab 2. Enter the nearby passage to SciLab 1 and get Invis *
    from the BMD there. Go back to SciLab 2 and pick up the RegUP2 and GrabBack A.
    Enter the SciLab Square.

    Check the BBS or trade with the NetDealer if you wish, but when you're done,
    talk to the purple Navi to participate in the second round. The first challenge
    is a survival battle.

    Battle 1
    -Bunny
    -Mettaur
    -Ratty

    Battle 2
    -Canodumb
    -Canodumb
    -Mettaur2

    Battle 3
    -Mettaur2
    -Eleball
    -Canodumb

    It shouldn't be hard at all. Your next mission is to find a evil Navi somewhere
    in the SciLab areas. Go to the upper level of SciLab 1 and you'll find the evil
    Navi. After talking, Lan assures MegaMan that the Navi is just an actor. The
    Navi, named the Virus King, tells him that he needs to 'play along.' Time for
    a retake.

    The new location is somewhere in the center of SciLab 2. It isn't hard to find
    him. After successful acting, you'll battle three Rattys. After a dramatic
    explosion, MegaMan speech is screwy once again. After it returns to normal,
    return to the Navi in the SciLab Square. He'll say that the next mission will
    be given out by a Navi in ACDC. You'll get the CACDCPas from him. Go ahead and
    return to ACDC via the CyberMetro.

    The Navi is found in ACDC 2, near the entrance to ACDC 3. This is yet another
    3-round survival battle.

    Battle 1
    -Quaker
    -Fishy

    Battle 2
    -Mettaur2
    -Boomer
    -HardHead

    Battle 3
    -Fishy
    -Spikey
    -Spikey

    After winning, the PET's transmission program screws up. You can't jack out
    with the R button, so you'll have to go back to Dex's page and jack out via the
    warp.

    MegaMan is forced to go to the SubPET, and cannot do anything. Your mom reminds
    you of the field trip tomorrow. Later on, Lan's dad goes through the front
    door. You and your mom are excited to see him. After a while, you ask your dad
    about the PET. He says he will fix it tomorrow. As for now, go to sleep.

    You will oversleep again, and after waking up, go to school. Fortunately, your
    class hasn't left yet. After departing, you'll arrive at Yoka, but find that
    the zoo is closed for the day. Since you have a SubPET, you cannot jack into
    anything. Go ahead to the inn and check the gate outside of the inn. There will
    be a meal, a bath, and a pillow fight.

    The next day, you get a e-mail from your dad. Your PET is fixed! If you check
    the e-mail, you'll get a Navi Customizer, along with the program blocks
    UnderSht, Speed+1, and Atk+1. You'll get a XtraFldr as well.

    Now, before going to the zoo, let's check a few things. Jack into the TV in
    the guest room to pick up a Unlocker. Check the armor display and jack in for
    a SubMem.

    Outside, there is a girl outside a stand. Her name is Tamako and her Navi is
    MetalMan. Battle her.

    MetalMan
    500 HP
    -There will be 2 metal gears moving in the middle row.
    -Stays in a square, and sends off three homing missiles (20 HP).
    -Goes to the upper or lower row and send a buzzsaw that will go around your
    area (20 HP).
    -Gets in the front of you, punches you, and breaks the panel (40 HP).

    You will get a MetalMan M chip for winning. Jack into the stand to get 900
    zennys in a BMD and a Snake D in a PMD. Go ahead and catch up with everyone
    else at the front of the zoo.

    Jack into the left ticket machine and pick up the RegUP1 before going into the
    zoo. If you check along the wall behind the panda, you'll find a broken alarm.
    Jack into it to get a RegUP1 in a BMD and a Geyser B in a PMD.

    Talk to Dex, and he'll say to meet up at the lion cage a little bit later.
    Check all the animal cages and then go to the front of the lion cage. Mayl and
    Yai will come by, and the lion will start acting up. A condor will fly through,
    holding Chisao! Apparently, all the animals escaped from their cages. Go
    through the path to the left of the panda to go by the elephant. Go to the next
    area, and go to the back of the zoo. The cage that used to stand there is
    demolished. Use that path to go through the inn and to the front of the zoo.
    The condor will be on the top of the tower, and won't let you climb to the top.
    A female will call for help, and says that the zookeeper is controlling the
    animals from the zoo office. Go back to the area with the panda, and jack into
    computer next to it.

    You'll be in the first part of the Zoo Server. Go straight, and right to get
    1000 zennys. Go on with the normal path. You'll encounter with some strange
    programs that mimic actions of other animals or objects. Pick up the Geddon1 D
    by going right in the platform with the forks. Go straight ahead, and you'll
    find a Mettaur that's mimicking a mouse. Get the cat-like program and check the
    Mettaur again. It will explode. Continue along the path, and go straight for a
    HPMemory. Go back and right to find the next Mettaur: a frog-like virus. Get
    the snake-like program and the virus will explode. Go on ahead to the next
    area.

    The first virus in your way will be a rabbit-like virus. Get the rabbit-like
    program to clear your way. Pick up the nearby 600 zennys and Charge+1. The next
    virus will be a gorilla-like one. The banana-like program will destroy the
    virus. Make sure you pick up the CopyDmg * before tacking this next one. There
    will be two viruses in your way this time. The first one is a sea-lion-like
    virus. The ball-like program will terminate this virus. A clam-like virus will
    be the next one. Take the otter-like program to smash the clam away. Continue
    on to the next area.

    A tree-like virus will be the first one to block your way. Before getting any
    programs, pick up the BMD containing Recov30 *. Take the beaver-like program to
    the tree to destroy it. Pick up the Cannon C and 800 zennys before continuing.
    Go to the platform with a bunch of programs on it, and go right to pick up the
    SneakRun program. There will be two panda-like viruses blocking your path. The
    programs that will take care of them are the bamboo-like and the tire-type
    programs. Make sure you get both of them before checking the virus. The next
    virus is a mongoose, and a cobra-type program will take care of it. After that,
    it's a jar-like virus. Get the octopus program to delete it. Go to the next
    area.

    Pick up the RegUP2 on the way to the next virus. There is a monkey-like and a
    peanut-like virus in your path. However, we cannot take care of that yet. The
    next virus is a parrot-like virus. Grab the tongue-twister program, and make
    sure you pick up the BMD with a HP+100 program. Take the walnut and chestnut
    programs to take care of the monkey with the peanut. Pick up the Hammer T on
    the way to the next set of viruses. Each one of them has a series of words that
    need to be completed. Get the tiger-type program, then the sheep program, and
    then the dog-like program. Be sure to save before entering the final platform,
    as you'll meet BeastMan!

    BeastMan
    500 HP
    -Goes to a square and dash diagonally (20 HP).
    -Jumps into the air, lands on a panels front of you and slashes (20 HP).
    -His claw will slash diagonally two times, and then his head will dash across
    your row (20 HP).

    After defeating him, BeastMan's operator says he has the 2nd TetraCode. Lan
    tries to ask him about his claim about Wily being alive, but he's already gone.
    Lan will go to the front of the zoo, and Chisao will fall, but just in time for
    Dex to catch him. After the conversation, Wily is disappointed of the two
    deletions by you, but he is happy for having the 2nd TetraCode. He mentions
    something: "Cybergeddon."


    -------------------------------------------------------------------------------
    4C) Corrupt Appliances
    -------------------------------------------------------------------------------

    One month after the zoo incident, Lan is in class and Ms. Mari is talking about
    compression. After class, talk to Dex, Mayl, and Yai, and you'll get an e-mail.
    It's from Higsby, and he needs help. Before you go to his shop, check out the
    books next to the blackboard in Class 5-B to pick up a RegUP2. Make a stop
    at Lan's house, and jack into the control panel by the entrance to Lan's room.
    Pick up a Spreader N chip.

    Now, head over to the SciLab area on the Net. Go to the lower level of SciLab
    1, and take the first left. Go to the dead end to meet up with BeastMan V2.

    BeastMan V2
    700 HP
    -Goes to a square and dash diagonally (40 HP).
    -Jumps into the air, lands on a panels front of you and slashes (40 HP).
    -His claw will slash diagonally two times, and then his head will dash across
    your row (40 HP). This will be done three times in a row.

    Continue on to Higsby's shop. Before you talk to him, jack into the NumberMan
    sign to pick up a HPMemory. If you talk to Higsby, he will say he needs you to
    run some errands for him, as he isn't feeling too well. For the first job, you
    will need to go to the ACDC station to recieve a package. After talking to
    Higsby, you'll get an e-mail from Yai telling you of her new shortcut to SciLab
    Square.

    Go to the ACDC MetroLine station and talk to the gentleman there. He'll say he
    forgot his briefcase, and the OrderSys is in there. He left it at the Yoka inn.
    You can go to Yoka via the MetroLine now, so go to the Yoka Inn and check one
    of the tables there to get a Bag. Return to the man in the ACDC station to get
    the OrderSys. Return to Higsby to give him the OrderSys.

    For your second errand, you need to find a bad Navi in ACDC 1 and make him pay
    1000 zenny for the chips he bought. Jack into your computer, and the bad Navi
    is close to the warp to Lan's HP. You'll have to battle a SnowBlow and two
    Canodumbs to make him pay up the money. Return to Higsby and give him the
    money.

    For the last job, you'll need to take a Ratton1 C to a red Navi in SciLab 2.
    The Navi is outside the entrance to the SciLab Square. Give the chip to him,
    and return to Higsby. You'll get a Snake R for all that trouble.

    After talking to him, you'll get an e-mail from DNN about the final round of
    the preliminaries. It gives clues as to where the location is, but it isn't
    hard to figure out. Go to the SciLab Square and talk to the yellow Navi there.
    She'll want a LongSword E. You should have one if you picked it up from the
    BMD in ACDC 3. Make sure it's in your pack, not your folder. Give it to her,
    and she'll give you a CYokaPas. Before you use it, if you wish, you can fight
    BeastMan V2 at a dead end in the lower level of SciLab 1 for the BeastMan B
    chip. Afterwards, go to the CyberMetro and proceed to Yoka.

    You'll arrive at Yoka Square. Barter with the NetDealer or check the BBS if you
    wish. Talk to the orange Navi on the bottom platform to begin the final round
    of the preliminaries. You'll have to use your extra folder for the
    preliminaries. Your first mission is to find five people in the real world.
    They will be dressed like Navis.

    The first Navi can be found at the top of ACDC.

    -Mettaur2
    -WindBox
    -Boomer

    The next battle is in the Teacher's Lounge in the ACDC School.

    -Mettaur2
    -HardHead
    -WindBox

    The next Navi can be found next to the vending machine in SciLab.

    -WindBox
    -Beetle
    -Ratty

    The next one is found in the first part of the zoo in Yoka.

    -Spikey
    -Spikey2
    -VacuumFan

    On the way to the hot spring, go into the guest room. A RegUP1 will be found in
    one of the vases. Continue on to the spring to find the last Navi.

    -Swordy
    -Swordy
    -VacuumFan

    After completing all five battles, return to the orange Navi in Yoka Square.
    The next mission is a three-round survival battle.

    Battle 1
    -Quaker
    -Eleball

    Battle 2
    -Mettaur2
    -Beetle
    -Canodumb2

    Battle 3
    -Canodumb2
    -WindBox
    -Eleball

    Congratulations! You are in the N1 Grand Prix! GutsMan, Roll, and Glide jack
    in. GutsMan and Glide are in the N1, but Roll isn't. ProtoMan appears and they
    learn that Chaud and ProtoMan are in the Grand Prix as well. Dex and Yai say
    they will be busy the next day, but Lan or Mayl isn't. Mayl asks Lan to come
    over the next day to help her with the BubbleWash.

    Before going to sleep, go to Yoka. You can find Mr. Famous in front of the
    tower that Chisao was on. He will challenge you with his Navi, Punk.

    Punk
    800 HP
    -Curls up into a ball and goes around your area, trying to hit you (30 HP).
    -Curls up into a ball and goes across every panel in a zig-zag pattern (30 HP).
    -Puts up a shield and attacks you from the back row (30 HP).
    -Two spikey balls will go around, trying to home onto you (30 HP), and Punk
    will appear in front of you and attack (40 HP).

    You won't win a chip or anything, just zennys. When you're done, go ahead and
    go to sleep.

    After waking up, you'll get an e-mail from Lan's dad saying he will be gone on
    a business trip for three days. MegaMan reminds you that you need to help Mayl,
    so head on over to Mayl's house.

    You'll meet Mayl and Ms. Mari. Ms. Mari is wondering whether to purchase the
    BubbleWash, so she wanted to see how it was. Higsby will then enter, reminding
    Mayl of the errands she has to do to pay off the chip she bought. Mayl asks Lan
    if he can do it, and after some complaining, Lan reluctantly agrees. Higsby
    asks you to get a Wind *. It's found in Yoka 1.

    Go back to Yoka Square via the CyberMetro, and go through Yoka 2 to Yoka 1. You
    can't pick up anything in Yoka 2 yet. When you're in Yoka 1, pick up the nearby
    Speed+1. Run around and try to obtain a Wind * from the WindBox viruses in the
    area.

    After you get the chip, give the chip to Higsby. The doorbell will sound, and
    the BubbleWash is delivered. Everyone drinks Mayl's delicious tea, and they
    decide to test out the BubbleWash. Somehow, Mayl and Ms. Mari is trapped in
    bubbles! Lan learns it's the WWW once again.

    Go upstairs and jack into Mayl's PC. Go through the area to the warp. You'll
    see a strange Navi named BubbleMan outside. MegaMan tries to stop him, but
    BubbleMan tricks him and escapes.

    You'll get an e-mail from Mayl giving you the MaylCode and Roll V2 R. Go ahead
    and open the security cube. See the bubbles along the path? That's BubbleMan's
    trail. Follow it to the ACDC CyberMetro, and go to Yoka. Follow the blue path
    as far as you can, until you encounter a compressed path and BubbleMan. You
    can't cross as of now, but Lan remembers something about compressing Navis.

    Jack out, and talk to Higsby. He says he has some programming skills, but he
    needs compression data first. Head on over to the SciLab, and go to the upper
    floor. The scientist in front of the computer says the PresData is in the
    computer, so jack in and talk to the program there. It'll unleash a virus.

    -Shrimpy
    -Shrimpy
    -Shrimpy

    The program acknowledges that it is Lan and hands over the PresData. You can't
    use it yet, as it isn't compatible with the Navi Customizer. Head back to ACDC.
    Higsby says he cannot modify the PresData, as his programming skills aren't
    advanced. Go outside, and you'll run into a tall man. Lan asks him if he can
    modify it, and the man changes the PresData into Press and leaves. If you equip
    Press in your Navi Customizer, MegaMan will be able to shrink and enter small
    pathways.

    Now, return to Yoka Square. Make sure you have Press in your Navi Customizer.
    Before going to Yoka 1, gather a few things in Yoka 2. You'll find a FullEnrg
    on the lower level, and a HPMemory on the upper level after going through tiny
    pathways. There will be a PMD with a Tornado L chip as well. When you're done,
    head to the compressed path in Yoka 1 you couldn't go through earlier. Continue
    along the path.

    You'll encounter BubbleMan. He'll put a bubble in your way, and MegaMan can't
    destroy it with his buster. A group of evil Navis appears behind BubbleMan, and
    he gives the Needle, which is needed to destroy the bubble, to them. They'll
    run off to ACDC 2. You'll get an e-mail from Higsby telling you that the
    bubbles have turned yellow.

    Head on over to the large platform in ACDC to encounter the evil Navis. They'll
    unleash:

    -Mettaur2
    -Mettaur2
    -Canodumb2

    After this battle, you'll get your first style change. Check the section on
    Styles for information. They'll mention SciLab 1, and disappear. Head on over
    to the lower level of SciLab 1. You'll find them on the large platform.

    -Spikey2
    -Spikey2
    -Spikey2

    They'll mention Yoka 1, and disappear. Remember the place where BubbleMan
    blocked your path with the bubble? Go back to the area, and the Navis will be
    there now. You'll have to fight:

    -Fishy
    -Ratty
    -HardHead

    After this battle, the Navis will hand over the Needle and go away. Check the
    bubble, and it'll be popped with the Needle. Continue along the path, and
    you'll meet up with BubbleMan.

    BubbleMan
    500 HP
    -Bubbles will come out of the middle hole (30 HP if hit).
    -A fish-type creature will be in a bubble sometimes, and if the bubble breaks,
    it will dash across the row it's in (30 HP).
    -There will sometimes be a bomb in a bubble (30 HP). The range of the explosion
    is shaped in a cross.
    -He will throw a strange creature, and it will home onto you by going into your
    column, then going towards you (30 HP).
    -If his HP is low, he will envelope himself in a 1 HP bubble and shoot out
    tridents (50 HP).

    After you defeat him, Higsby will call and say the bubbles are now red. For the
    final strike, BubbleMan tries to explode the bubbles, but ProtoMan stops him in
    time. He tells MegaMan about how Lan risked the lives of thousands... Lan is
    worried about what Chaud said.

    Everyone thanks Lan, and leaves. Before you go to sleep, you can fight
    BubbleMan V2 on one of the dead ends on the compressed path near the BugFrag
    dealer in Yoka 1. To get there, you'll have to take the other entrance from
    Yoka 2.

    BubbleMan V2
    800 HP
    -Bubbles will come out of the middle hole (80 HP if hit).
    -A fish-type creature will be in a bubble sometimes, and if the bubble breaks,
    it will dash across the row it's in (80 HP).
    -There will sometimes be a bomb in a bubble (80 HP). The range of the explosion
    is shaped in a cross.
    -He will throw a strange creature, and it will home onto you by going into your
    column, then going towards you (80 HP).
    -If his HP is low, he will envelope himself in a 1 HP bubble and shoot out
    tridents (100 HP).


    -------------------------------------------------------------------------------
    4D) The N1 Grand Prix
    -------------------------------------------------------------------------------

    When you wake up, you'll get an e-mail from DNN saying that they will be
    recording a special program in Beach Square and suggests that you invite
    everyone. You'll have to talk to GutsMan, Roll, and Glide. Jack into the Net
    and access their homepages to talk to the Navis. Roll and Glide are in their
    homepages, and they say they will be busy for the day. However, GutsMan isn't
    at his homepage. If you talk to the program at Dex's homepage, it'll say that
    he is participating at the Endurance Contest at Yoka 1. Head over there, and
    talk to him. He says he will catch up with you.

    You'll get an e-mail containing the CBeacPas after talking to everyone. Go to
    the CyberMetro, and go to the Beach area.

    Explore a bit before heading over to Beach Square. You can find a Recov50 G
    under the stairs in the area, and a barely visible RegUP3 on a compressed path.
    Continue onto the Beach Square.

    Check the BBS if you wish. There's NetDealer, and a Navi Customizer parts shop
    as well. Talk to the yellow Navi there when you're done.

    The interview begins, but is interrupted by a special report of rioting fans.
    Head on over to Beach Area 1. You'll hear the yellow Navi scream, and then
    you'll get a phone call from Dex saying that some fans are rioting in Beach 1.
    That's where you are.

    Go straight a little, and you'll meet up with a evil Navi. Talk to it.

    -Mettaur2
    -Mettaur2
    -Tuby

    After defeating the viruses, continue along. Be sure to pick up the Charge+1
    before facing the next evil Navi.

    -Canodumb2
    -Boomer
    -Tuby

    Go on ahead, until the final evil Navi.

    -Swordy
    -Swordy
    -Tuby

    Take the warp to the upper large platform, and you'll see GutsMan and the
    yellow Navi surrounded by evil-looking Navis. One of them taunts MegaMan, but
    quickly runs away after seeing ProtoMan delete the other two Navis. ProtoMan
    declines an interview offer from the yellow Navi, and disappears. MegaMan will
    jack out.

    Wily will be talking to a unknown person about their plans. What do they have
    up their sleeves this time?

    Lan's mom will call Lan down, and tells Lan to give the DataDisk to his dad.
    After that, you'll get an e-mail from Mayl telling you of her new shortcut to
    Yoka Square.

    Head over to Yai's house and jack into her telephone at the end of the hall.
    Pick up the Repair A here. After that, you can tackle the two new jobs posted
    on the Jobs BBS. When you're done, go to Yoka. The first Quizzer, Mr. Quiz, can
    be found in the hallway of the Yoka Inn. The Giraffe computer in the Yoka zoo
    can now be jacked into, so pick up the StepSwrd N there.

    When you're done with all the side stuff, head over to SciLab and give the
    DataDisk to the scientist in front of one of the computers. Head downstairs,
    and you'll meet up with your dad and Chaud fresh from an Official meeting. Lan
    learns that his dad will be too busy to cheer on him at the N1 Grand Prix, but
    he gives you a PET case. He asks Chaud if any one of his parents is coming to
    cheer him on, and learns that his parents aren't coming. Go on back to Lan's
    house and go to sleep.

    MegaMan tells Lan to wake up, but Lan wants to sleep a bit more. He suddenly
    realizes that it's the day of the N1 Grand Prix and suddenly gets up. You'll
    get an e-mail from Dex saying he'll go ahead without you, as he's the earlier
    group, Block A. Go to the MetroLine, and head over to Beach.

    After you arrive there, be sure to talk to the guy overlooking the sea to buy
    the ModTools for 5600 zennys. It's very useful, so buy it. Go on down the
    slope. Before you enter the DNN building, jack into the van outside. Grab the
    HP+100 there.

    Enter the DNN building, and talk to the guy with the cap at the far end of the
    room. He'll rudely introduce himself as Tora, and you'll battle KingMan. You
    don't have to win this battle, but if you do, you'll get zenny.

    KingMan
    800 HP
    -Plan A is the starting formation.
    -Plan B takes your front row, and moves the pawns.
    -Checkmate places two pieces in your area, and KingMan will jump on top of you
    (50 HP). The panels below, above, left, and right of KingMan will be affected
    as well. Right after that, Plan B will be used and there will be two knights.
    -The knights will jump on top of you and send a shockwave down the row (50 HP).
    -The pawns will have swords that extend two panels ahead of them (30 HP).

    After the battle, the DNN producer will come in and tell you to proceed through
    the entrance. Go ahead and do so. In the hallway, check the wooden semicircle
    to get a RegUP1. Go on and enter the stage.

    The DNN producer will introduce himself as Sunayama. He introduces the D-Block
    NetBattlers, which includes Lan, Tora, and an eccentric person named Q. One of
    the contestants asks how much people in total will participate in the N1 Grand
    Prix, and Sunayama says there are four blocks of eight people, totaling to 32
    people. He mentions that the battles will be broadcast onto the screen from the
    arena. He says the ferry in front of the station will be going to the arena,
    which is Hades Isle.

    After the presentation, you'll get an e-mail from Lan's dad wishing you good
    luck. Also attached to the e-mail is the first ExpMemry, which expands the
    space of your Navi Customizer. Go outside, and board the ferry boat by talking
    to Sunayama.

    While boating to Hades Isle, sleeping gas is unleashed on the contestants.
    MegaMan tries to wake up Lan, but to no avail. There is a weird sound.

    You'll wake up after arriving at Hades Isle. Sunayama will introduce the area
    as Demon's Maw, and after no one backs out, the contestants enter.

    Before you enter, check the white thing under the ramp leading to the ferry
    boat for a HPMemory. After that, head inside. Head over the bridge, and you'll
    come to a console surrounded by the contestants. It seems that it will be the
    location for Round 1. You learn that you must use the HdesFldr. The voice says
    that a VictData must be found to proceed to the next round. You'll jack in.

    First, take the nearby compressed path. Follow it until you get to a path
    split. Take a left, and go through another compressed path. You'll get to a
    BMD which contains the HadesKey. Backtrack, and take the one-square conveyor
    belt leading to the starting area.

    Go down the stairs, and go on the compressed path. If you continue along,
    you'll end up at a door. MegaMan will use the HadesKey to open it. Before going
    after the VictData, take a left at the first split on the compressed path to
    pick up a BlkBomb1 P. Go back and continue along to get to the VictData.

    Everyone will jack out, and the results are told. Everyone who didn't make will
    fall through a trapdoor. Continue along the path.

    There will be four doors in front of you, and you'll have to pick one. Each
    door has a different type of battle terrain. The first door on the left will
    have lava on the four corners of each Navi's area. The second door will have
    sand on all panels. The third door will have ice panels covering everything.
    The last door will be all grass terrain. You should pick the door according to
    your element. Don't use the first door if you aren't Heat elemental, or the
    third door if you're not Aqua-based. If your style is Wood, then go for the
    fourth door. Don't use the second door unless you can use the sand terrain to
    your advantage.

    However, whatever you pick, you'll always face Tamako and MetalMan V2.

    MetalMan V2
    800 HP
    -There will be 2 metal gears moving in the middle row.
    -Stays in a square, and sends off five homing missiles (40 HP).
    -Goes to the upper or lower row and send a buzzsaw that will go around your
    area (40 HP).
    -Gets in the front of you, punches you, and breaks the panel (80 HP).

    After the battle, Tamako will congratulate you and then fall through the
    trapdoor. The voice will explain to you that you can choose whichever folder
    you want, but it must be one of the extra folders available on the island.
    Along with that, you have a time limit of three minutes!

    The folders that are available to you are the HdesFldr, the N1-FldrA, the
    N1-FldrB, the N1-FldrC, and the N1-FldrD. If you want the N1-FldrA, you'll have
    to go to the top of Hades Isle outside and take Folderboy's quiz. The
    N1-FldrB is given by the man near the console. You can get the N1-FldrC from
    the scientist in the corner near the area with the four doors. N1-FldrD is
    given by the gentleman near the ferry boat outside. If you need to get HdesFldr
    again, talk to the man next to one of the statues outside on Hades Isle.

    After you decide whichever folder you want, make sure it is your extra folder,
    and wait for your timer to run out. After the timer runs out, your extra folder
    will be locked in, and the door leading to the final area will open.

    You'll be paired up with Dex. All of the battles are introduced, and you'll
    battle GutsMan V2.

    GutsMan V2
    700 HP
    -Sends a shockwave through a row (40 HP).
    -Cracks all of your panels (40 HP only if hit).
    -Punches you, if you're in the front row (60 HP).

    After defeating him, Dex will congratulate you on your victory. They hear a
    shriek from Yai, and look over to their battle. Apparently, Yai is somehow
    blinded. Lan and MegaMan notices the battle is odd and is suspicious of Q.
    The losers will fall through the trapdoors. The locks on the extra folders are
    released, so you can change back to your original folder. Go up on the
    elevator, and go down and enter the ferry boat.

    When you arrive back, you'll get an e-mail from Sunayama informing the
    contestants to go back to the studio. If you talk to Ribitta inside the studio,
    she'll say that Chaud has disappeared. Go outside, and take the path to the
    left of the ramp, and you'll see Chaud.

    Chaud will tell Lan to get lost. Ribitta will come, and tell Chaud that the
    semi-finals are starting soon. Lan says he will win, and Chaud asks why he
    wants to win. He states that Lan won't win just because of his reason. Head
    back to the studio stage.

    Ribitta will introduce the semi-finals of the N1 Grand Prix, and then asks for
    a few comments from each contestant. She'll announce the first battle between
    Lan and Tora. You'll battle KingMan.

    KingMan
    800 HP
    -Plan A is the starting formation.
    -Plan B takes your front row, and moves the pawns.
    -Checkmate places two pieces in your area, and KingMan will jump on top of you
    (50 HP). The panels below, above, left, and right of KingMan will be affected
    as well. Right after that, Plan B will be used and there will be two knights.
    -The knights will jump on top of you and send a shockwave down the row (50 HP).
    -The pawns will have swords that extend two panels ahead of them (30 HP).

    After beating Tora, Ribitta will announce the battle between Chaud and Q. While
    talking to Chaud, you'll get a e-mail from Mayl asking you to meet her outside.
    Head on outside, and talk to Mayl and Dex. Dex will tell you of the cushioned
    mats below the trapdoors, and how Yai fell on her head. She was knocked out and
    had to go to the hospital for tests. You'll get a phone call from Yai saying
    she'll sue Sunayama for everything he's got, and tells Lan to win the N1 Grand
    Prix. Lan and MegaMan hear a loud crowd reaction. You can battle GutsMan V2
    for GutsMan V2 G if you wish. Head back to the stage when you're done.

    GutsMan V2
    700 HP
    -Sends a shockwave through a row (40 HP).
    -Cracks all of your panels (40 HP only if hit).
    -Punches you, if you're in the front row (60 HP).

    You'll see Ribitta talking about the match between Chaud and Q. It seems that
    no one has an advantage in the battle yet. The battle is displayed on the large
    screen.

    The green Navi is surprised by ProtoMan's ability, and uses Desert Metamorphosis
    to turn into DesertMan. It uses Desert Mirage, blinding ProtoMan, and attempts
    to attack him. Chaud tells ProtoMan to use Blind Mode and attacked DesertMan.

    Q says he know knows why 'Lord Wily' is concerned. Chaud exclaims that he is a
    WWW operator, and Q takes off his costume to introduce himself as... Sunayama!?
    Chaud wonders why the WWW is going so public, and Sunayama states that the more
    publicity, the better. He turns off the light and requests Chaud to go to the
    editing room. Chaud heads over there, but not before telling Lan to stay.

    Don't listen to Chaud anyway. Head over to the elevator, and enter the editing
    room. Lan will hear that Sunayama has Chaud's father, and will only trade him
    for Chaud's PET. Lan also learns that Chaud is the heir of IPC. Lan and MegaMan
    whispers and comes up with a plan. As Chaud is giving the PET to Sunayama, he
    barges in and throws his PET at him. Chaud gets his dad, and proceed to leave.
    You'll now battle DesertMan.

    DesertMan
    800 HP
    -There will be two hands with 40 HP. They can transform into lions and dash
    down the row (40 HP).
    -When DesertMan has lower HP, the hands can transform into blocks and fall down
    on top of MegaMan (60 HP).
    -Two whirlpools will be formed from time to time on your area (40 HP if stepped
    on).
    -The columns near DesertMan has 50 HP.

    After being defeated, he calls out Wily's name, surprising Lan. He attempts to
    run away, but is stopped by Chaud. He arrests him, but not before he requests
    the N1 Grand Prix's television ratings be given to him in jail.

    Wily is angry at Sunayama, but is still happy with having two of the
    TetraCodes. A girl named Anetta will come in and tell Wily about her progress.
    She says she's stopped 3 chemical factories. Wily tells her the next target,
    but she wonders why the place is of any relevance. Wily says the next TetraCode
    is stored there.

    The N1 finals are canceled, and an investigation follows.


    -------------------------------------------------------------------------------
    4E) Chaos at the Hospital
    -------------------------------------------------------------------------------

    One week has passed, and Yai has not returned from the hospital. Lan, Dex, and
    Mayl decide to go to the hospital to cheer her up. They start leaving, but a
    girl stops Lan and reminds her of his afterschool cleaning duty. Lan tells them
    he will catch up later.

    You'll get an e-mail saying that three DenCity chemical plants are covered in
    vines. It also states that they believe it is the chemical waste.

    Before you head over to the hospital, you can tackle two new jobs at the Job
    BBS. After that, head over to Yoka. You can NetBattle Tamako's MetalMan V2 for
    MetalMan V2 M and the TamaCode.

    MetalMan V2
    800 HP
    -There will be 2 metal gears moving in the middle row.
    -Stays in a square, and sends off five homing missiles (40 HP).
    -Goes to the upper or lower row and send a buzzsaw that will go around your
    area (40 HP).
    -Gets in the front of you, punches you, and breaks the panel (80 HP).

    Jack into the stand and take the warp to open the security cube if you wish.
    Proceed into the Yoka Inn, and go to the hot spring bath. Jack into the lion
    head to pick up a Fire+30 *.

    Before heading over to Beach, you can battle DesertMan V2 and BubbleMan V3. Go
    to the Beach area on the Net, and head over to Beach 1. Go on the conveyor belt
    straight ahead, and take another one on the left. Go on the right side of the
    conveyor belt, and go straight ahead to the last panel to meet up with
    DesertMan V2.

    DesertMan V2
    1200 HP
    -There will be two hands with 60 HP. They can transform into lions and dash
    down the row (80 HP).
    -When DesertMan has lower HP, the hands can transform into blocks and fall down
    on top of MegaMan (120 HP).
    -Two whirlpools will be formed from time to time on your area (80 HP if stepped
    on).
    -The columns near DesertMan has 80 HP.

    If your HP is red, which means you have 25 percent or lower of your HP left,
    you can randomly encounter BubbleMan V3. Walk around until you find him.

    BubbleMan V3
    1200 HP
    -Bubbles will come out of the middle hole (120 HP if hit).
    -A fish-type creature will be in a bubble sometimes, and if the bubble breaks,
    it will dash across the row it's in (120 HP).
    -There will sometimes be a bomb in a bubble (120 HP). The range of the
    explosion is shaped in a cross.
    -He will throw a strange creature, and it will home onto you by going into your
    column, then going towards you (120 HP).
    -If his HP is low, he will envelope himself in a 1 HP bubble and shoot out
    tridents (??? HP).

    After defeating it, head over to Beach, and go to the DNN station. Talk to the
    guy in front of the mobile kiosk to get the BrakChrg program and its error
    code. Then head over to the stage, and jack into the battle console for a
    FireRatn H. Go to the second floor, and jack into the control panel outside the
    editing room for a RegUP1 and a PMD containing an Atk+1. You can gamble here as
    well. Go into the editing room, and check the chart on the wall. You'll find a
    RegUP2. Jack into the computer in the corner to pick up a HPMemory and a PMD
    with Jealousy J. Take the warp and the security cube will open only if
    you've defeated BubbleMan V3. Beyond it is an Aura F chip.

    Head over to the hospital. Before you enter the hospital, check the monument
    outside of the hospital for a RegUP2. If you talk to the nurse at the desk,
    you'll learn that Yai is at the end of the second floor. Jack into the hospital
    TV to pick up a Recov120 *, and jack into the vending machine for 9000 zenny
    and some gambling. Check the door with the bunny on it to get a Geddon1 *. Go
    to the third floor and check the Tree of Life to get a HPMemory.

    Now, you can go to the second floor and talk to Yai. She complains that she
    can't go home, but is feeling well enough. Yai demands Lan get a cup of Tea
    for her. Head downstairs to the vending machine, and pick up some Tea. A nurse
    will come in and ask Lan if he's seen a boy in a wheelchair, since he needs
    tests. She asks you to search outside for Mamoru.

    Go outside, and head down the ramp. You'll see a boy in a wheelchair. Talk to
    him. Mamoru is surprised to see Lan. He says he saw Lan on TV in the N1 Grand
    Prix. After some chatter, MegaMan tells Mamoru that a nurse is looking for him.
    Mamoru wants to talk a little bit longer before he goes and takes the test.
    Mamoru starts talking about NetBattling, but has to decline Lan's offer. He
    asks Lan to visit him sometime when he has the time.

    Head back to Yai's room on the second floor. Yai complains about Lan taking so
    long, but hands over the Tea. After some chatting, Dex leaves and they wonder
    what's wrong with him. Head back to Lan's house.

    Lan says hello to his mom, and she says that a friend of his here. Lan wonders
    who it is. Head over to Lan's room. You'll see that it's Tora. Lan's mom will
    say dinner is ready, and Tora will join as well. After supper, Tora says he is
    on a training mission, learning styles from different NetBattlers. He said he
    studied Chaud before studying Lan. He says he knows the secret of Chaud's
    strength, but requests Lan make Tora some money by completing some jobs on the
    Job BBS. Lan couldn't decline learning Chaud's secret, so he accepted it.

    The next day, you'll get an e-mail from Dex saying that Lan needs to come to
    the park. Go outside, and talk to Dex. They'll start talking, but is
    interrupted by Tora. Tora challenges Dex to a NetBattle, and closely beats him.
    Tora heads over to SciLab and tells Lan to go there when he's finished. Dex
    quickly heads back home.

    You'll get an e-mail from Tamako telling you of her shortcut to Beach Square.
    Head over to SciLab. If you talk to Tora, he'll tell you to complete the jobs
    marked with Tora. There will be four jobs to complete. Check the Jobs List if
    you need any help.

    When you're done with the jobs, talk to Tora. He tells Lan that Chaud spends
    ten hours a day training. You'll also get a Fldr2 for your services. Go back to
    Lan's house and go to sleep.

    Lan is waken by MegaMan after almost oversleeping. Head over to the ACDC School
    and go to Lan's class. Talk to everyone and class will begin. Lan asks Ms. Mari
    about Dex, and she tells him that he is moving to a new school. Lan gets up and
    leaves class.

    Head over to Dex's house. The door will be locked, and Lan will assume that Dex
    has already left. Dex comes out of his house. The entire class comes out, and
    they give a farewell to Dex.

    After school, Lan and MegaMan wonder what they should do. You'll get an e-mail
    from Mamoru asking Lan to drop by. Go to Beach, and before you talk to Mamoru,
    go to the second floor room where Yai was. Jack into the hospital bed to get a
    RegUP2.

    Lan learns that Mamoru has been hospitalized since he was three. Lan asks if
    Mamoru wants a BattleChip, and Mamoru says he wants IceBall M. Lan promises
    Mamoru that he will get the chip. Mamoru has some kind of attack. MegaMan tells
    Mamoru what to do, and Lan wonders how he knows so much. He learns that the
    same condition took Hub's life.

    Go into the hospital and go to the third floor. Talk to Mamoru's doctor. Go
    back to Mamoru, and his doctor will take him to the ER. The nurse tells Lan
    about Mamoru, and Lan understands that Mamoru will refuse being operated on,
    because he's been through the process three times and is still sick. They
    decide to encourage Mamoru to take the surgery.

    The chip, IceBall M, is dropped by ColdHeads in Hades Isle. They are rarely
    encountered, so it is suggested that you buy the Fish Navi Customizer block to
    find it. You can buy it at Beach Square. Take the ferry boat to Hades, and jack
    into the console. Get the IceBall M chip from the ColdHead virus, and then
    return to the hospital.

    Head to Mamoru's room and talk to him. Mamoru refuses surgery because he's sick
    of everything. Lan tells him of his brother, and Mamoru agrees to take the
    surgery. Lan gives Mamoru the IceBall M, and requests Mamoru to tell him when
    the surgery will go underway. Go back to Lan's house and go to sleep.

    Three days later, Lan will wonder about Mamoru. You'll get an e-mail from the
    hospital saying that Mamoru's condition has worsened and an emergency operation
    will occur.

    Head over to the hospital, and talk to Mamoru. The nurse comes in and takes him
    to the operating room. The operating room is located on the third floor, so go
    there.

    Three hours into the operation, MegaMan advises Lan to take a break. Go to the
    elevator, and you'll go down to the lobby. The elevator suddenly stops, but
    then resumes again. Lan will walk into the lobby... covered in vines! The voice
    coming from the intercom says that the medical devices in the building has
    stopped working, and suggests everyone to evacuate immediately.

    Head to the third floor, and you'll see the operating room is blocked off with
    vines. The nurse will see Lan, and inform him the devices are still working,
    but the vines are starting to enter the room. The nurse tells Lan that the
    control system of the Tree of Life is in the basement, and Lan tries to go
    down, only to find the elevator doesn't work anymore.

    The nurse tells him the only way to go outside is the second floor window, and
    to go there, Lan must take the emergency stairs. The door won't open, so
    MegaMan will jack into the control panel.

    You'll be in the first hospital computer. Go straight and then left to pick up
    the OilBody Navi Customizer part from a BMD. Go on the conveyor belt, and
    follow the path to reach a program. It'll give you EngyChng. It's a Navi
    Customizer part that, if used with fire chips, will burn those trees and vines
    in the cyberworld. However, there is a disadvantage. Once you use the fire chip
    to burn something, it's gone. Continue, and be sure you go left for a RegUP1.

    Return to the front, and straight ahead, you'll see a tree. Burn it down, and
    take the warp. At the path split, go left and burn a tree to pick up a Recov120
    O. Return to the path split and go right. Burn the tree to reach the controls
    for the emergency exit. A virus will attack MegaMan.

    -Viney

    After defeating it, MegaMan will turn off the lock on the emergency exit and
    jack out. Go down the stairs and go to the second floor. Go to the furthest
    room, and check the window there. Lan will jump out of the window, into the
    ocean.

    Lan will get out of the water outside of the hospital. Go to the hospital, and
    talk to the nurse inside. After some hesitation, she'll give you the BsmntKey.
    Go to the previously locked door on the beach, and Lan will enter.

    The control system of the Tree of Life will be overridden with vines. Lan
    starts to jack in, but he hears an elevator. Anetta will exit the elevator, and
    see Lan. Apparently, she can't find the TetraCode located in the hospital. She
    leaves to look some more for the TetraCode. Lan will jack in.

    MegaMan will be at Hospital Computer 2. Burn the tree in front, and go left to
    pick up a GutStrgt Q. Go back and go right to get to a warp. Take it. Go right
    for a HPMemory. Go to the platform with a door blocking the upper path. To your
    left and right, there will be vines you need to burn away. You need to find the
    switch to open the door. To your right:

    1
    2
    3

    1 - HeatShot I
    2 - Nothing
    3 - Recovery Panel (100 HP)

    To your left:

    1
    2
    3

    1 - Switch
    2 - Virus
    3 - HeatShot I

    When you're done, go through the path. You'll see PlantMan, and he's telling
    Anetta the location of the TetraCode: the operating room program! MegaMan tries
    to stop PlantMan, but you'll have to battle a virus.

    -Goofball

    After defeating it, you'll see that PlantMan has run away. Jack out. Take the
    elevator to the third floor, and head to the operating room. The door won't
    budge, and the doctor says the equipment has stopped working and the door is
    locked. He also says that Mamoru may die if something isn't done soon. Jack
    into the panel near the door.

    You'll be in the third hospital computer. Go right for a HeatSide T. Go back,
    and burn the tree at the left. Go right for 1600 zennys, and left to find a
    group of vines.

    1
    4 2
    7 5 3
    8 6
    9

    1 - Nothing
    2 - Nothing
    3 - 2x HeatShot I
    4 - HeatShot I
    5 - Recovery Panel (100 HP)
    6 - Nothing
    7 - 2x HeatShot I
    8 - Virus
    9 - Nothing

    Go back and burn the tree on the right to find another group of vines.

    1
    4 2
    7 5 3
    8 6
    9

    1 - 2x HeatShot I
    2 - Nothing
    3 - HeatShot I
    4 - Nothing
    5 - Virus
    6 - Geddon2 W
    7 - Virus
    8 - Warp
    9 - Virus

    Take the warp you find, and you'll be on a platform with another warp. Take
    that warp. Go ahead, and burn the tree on the left to find a SubMem. Burn the
    tree on the right to find the entrance to Hospital Computer 4.

    To your right, you'll see a door. Go to the left to find a series of vines.

    1
    3 2
    4

    9 5
    11 10 7 6
    12 8

    13
    15 14
    16

    1 - Nothing
    2 - HeatShot I
    3 - 2x HeatShot I
    4 - Nothing
    5 - Nothing
    6 - HeatShot I
    7 - Warp
    8 - Nothing
    9 - Switch
    10 - 3x HeatShot I
    11 - Virus
    12 - Nothing
    13 - Nothing
    14 - Nothing
    15 - Nothing
    16 - 2x HeatShot I

    Continue along the previously closed path and you'll reach a long platform.

    7 8
    5 6
    3 4
    1 2

    1 - 3x HeatShot I
    2 - Nothing
    3 - Recovery Panel (100 HP)
    4 - Nothing
    5 - Virus
    6 - 2x HeatShot I
    7 - Warp
    8 - Nothing

    Pick up the Barr100 E before taking the warp. Continue along until you reach a
    tree. Go left there, and continue to the warp. Pick up the FullEnrg on your
    way. After taking the warp, continue on to Hospital Computer 5.

    This time, you'll have to open three doors, which are seen to your right. Go
    left to pick up a Charge+1. Continue along, and go to the left. Burn the tree,
    and you'll be between two platforms.

    1
    3 2
    4

    5
    7 6
    8

    1 - Nothing
    2 - 3x HeatShot I
    3 - Warp
    4 - Virus
    5 - 2x HeatShot I
    6 - Virus
    7 - Switch
    8 - Nothing

    Be sure to take the warp to get a HPMemory. Return to the place before where
    the tree used to be, and go straight up.

    3
    2
    1

    1 - Virus
    2 - Switch
    3 - HeatShot I

    Continue along the path until you reach a platform with vines.

    1
    4 2
    7 5 3
    8 6
    9

    1 - 2x HeatShot I
    2 - Virus
    3 - 2x HeatShot I
    4 - Nothing
    5 - Virus
    6 - Recovery Panel (100 HP)
    7 - Nothing
    8 - Nothing
    9 - 2x HeatShot I

    Go down, and burn the tree to reach yet another platform with vines.

    1
    3
    6 4 2
    5
    7

    1 - 2x HeatShot I
    2 - Nothing
    3 - Switch
    4 - Virus
    5 - HeatShot I
    6 - HeatShot I
    7 - Nothing

    After opening all doors, go to the path where the doors used to be. Continue to
    the warp. Take it, and approach PlantMan. He already has the TetraCode, and
    tells MegaMan the Beast shall awaken with the four TetraCodes. Battle him.

    PlantMan
    1000 HP
    -Shoots a needle down your row (50 HP).
    -Produces a vine with 40 HP that follows you and grabs on you (40 HP) and will
    hurt you again (30 HP). You can get damaged while being attacked by the vine.
    -Produces two 80 HP flowers in your area. The pink flower confuses MegaMan, and
    the yellow flower stuns MegaMan.

    After you delete him, PlantMan says only one more TetraCode is needed, and the
    Beast, Alpha, will rise. MegaMan goes to the operating system and fixes it.
    However, it didn't function properly because it was out of energy. MegaMan
    uses the Energy Release mode to power the system. It works, and he jacks out.

    After another three hours, Mamoru's surgery is finally finished. The doctor
    doesn't know if the operation was successful. Five hours later, Mamoru wakes
    up, and the doctor announces that it was a success. He says that Mamoru needs
    to be kept in the hospital for observation. Mamoru tells Lan of his dream: a
    boy that looked like Lan surrounded in blue light telling Mamoru "Don't give
    up!"

    Wily is contacts someone, apparently someone who hates humans, and tells him
    his services will be needed in the future.


    --------------------------
    4F) Is it Hot in Here?
    --------------------------

    One week after Dex left, Lan, Mayl, and Yai are talking about him. Ms. Mari
    approaches them and tells Lan about his commendation and the awards ceremony at
    SciLab. Before Lan leaves, Ms. Mari makes him promise he won't risk his own
    life.

    Before you go to the awards ceremony, head over to Yoka. Talk to Mr. Famous to
    battle Punk V2.

    Punk V2
    1000 HP
    -Curls up into a ball and goes around your area, trying to hit you (60 HP).
    -Curls up into a ball and goes across every panel in a zig-zag pattern (60 HP).
    -Puts up a shield and attacks you from the back row (60 HP).
    -Two spikey balls will go around, trying to home onto you (60 HP), and Punk
    will appear in front of you and attack (80 HP).

    Head over to the Seaside Hospital at Beach. Go down the ramp, and take a right.
    At the end, you'll barely see a little girl. She'll give you a SpinOrng. Go to
    the ferry boat and head over to Hades Isle and jack into the gargoyle statue
    near the top. Pick up the WeapLV+1 in there. You can take the warp to get to a
    BugFrag Dealer.

    Head over to SciLab. You'll see the mystery man that helped you out with the
    PresData, and he refuses to tell Lan his name and tells him to go to the awards
    ceremony. Before you enter, check the trash can for a RegUP1, then go ahead and
    enter. There will be three new jobs for you to do. If you complete the 16th
    job, "Help with rehab", you'll get the WWW-ID, which allows you to open the
    doors throughout the Net.

    The first door is found in ACDC 1, not far from the warp to Lan's homepage.
    Open it for a Panic C chip. The next door is found in the upper level of SciLab
    1. You'll find a CustSwrd Z beyond it. The door in Yoka is found in Yoka 2, and
    you can pick up a Prism Q. The last door is in the Beach area, but it doesn't
    have anything. It just opens another way between Beach 2 and Beach 1.

    You'll also get the Humor Navi Customizer part for completing Job 16. Jack into
    the lion head at the hot spring in Yoka Inn, and take the warp. Talk to the
    nearby Navi with Humor equipped to get a Team1 *. When you're done, enter the
    Virus Lab.

    Lan meets his dad, and the ceremony begins. Lan gets the award, and the
    Official says that Mamoru wants Lan to stop by. Step outside of the Virus Lab.
    Lan becomes very overconfident after being called a hero. Lan will start
    walking, and see the guy named Match. He says he is a model citizen, after
    leaving the WWW years ago. Match is helping out at SciLab. A scientist says the
    WWW is attacking Yoka 2. However, Lan feels something is fishy.

    Head over to Yoka 2, and take the left compressed path on the split with
    compressed paths on both sides. Follow the path, and you'll find a evil Navi.

    -Ratty2
    -Ratty2
    -StormBox

    Return to the path split and take the right path to reach another evil Navi.

    -Mettaur3
    -HardHead
    -StormBox

    After the battle, you'll get an e-mail from Mr. Match saying the WWW is
    terrorizing the Beach area. Head over there. The first evil Navi is located
    just outside the warp leading to Beach Square

    -Mettaur3
    -Gloomer
    -Metrid

    The next evil Navis is located on the large platform in the middle of Beach 1.

    -Shaker
    -TuffBunny
    -Metrid

    The last one is found near the warp on the lower level of Beach 1.

    -Slimey
    -Fishy
    -Metrid

    After defeating all three evil Navis, you'll get another e-mail from Mr. Match
    saying the WWW is now attacking SciLab 1. The evil Navi will be located on the
    large platform on the upper level of SciLab 1.

    -Yurt
    -Canodumb2
    -Canodumb2

    After deleting the Navi, three more evil Navis will follow. They attempt to
    delete MegaMan, but Mr. Match's FlamMan comes in and deletes them. Lan now
    believes Mr. Match is on the side of good. After FlamMan jacks out, you'll get
    an anonymous e-mail telling you to come to ACDC Square immediately.

    Head over there, and talk to the orange Navi in front of the BBS. He will tell
    you to be wary of Mr. Match, as he has the scent of danger. He says he is sure
    that they will meet again in the near future, and disappears.

    Head to the hospital and talk to Mamoru. He'll give the HospCode to you as a
    token of appreciation. Go ahead and exit the room. Lan will talk to MegaMan
    about Mamoru, and Mr. Match will come in. He has a small favor to ask of Lan,
    which is a job for SciLab. Lan tells him to do it himself, and after some
    remarks from Mr. Match, he agrees to do it. Mr. Match tells him to meet him at
    the Virus Lab. Before you go to the Virus Lab, head over to Beach 1. Remember
    the security cube on the large platform? Open it to get to a PMD containing
    SpinPink and a warp to Hospital Computer 2. Take it to find an Atk+1.

    Head over to the Virus Lab, and talk to Mr. Match. He'll give you the FireData
    and tell you to give it to the program in SciLab 1. Enter the upper level of
    SciLab 1 from SciLab 2, and go right to find the program. Give the FireData to
    the program. It says it's feeling a burning sensation. Jack out.

    Talk to Mr. Match again. He'll tell you to meet him at the vending machine.
    Head over there, and talk to him to get the HeatData. He'll tell you to give it
    to the program in the vending machine. Jack in, and give the data to the
    program. It says it's way too hot. Jack out.

    Talk to Mr. Match again. He says to meet him at Lan's dad's research lab. Head
    to the upper floor, and talk to Mr. Match. You'll get the FlamData to give to
    the program in the main computer. Jack in, and give it to the program. Jack
    out.

    Talk to Mr. Match, and he'll give you a LavaStge T chip as a reward for helping
    him. Lan will leave, and Match will say that it is 'time to begin'.

    Head back home, and enter Lan's room. By that time, SciLab was in trouble. The
    vending machine was very hot and caught fire, and the Virus Lab computer was
    smoking and may explode.

    Lan's dad found out the heat was no accident. The system was sabotaged. Even
    with the room temperature at 120 degrees, Lan's dad has to stay to retrieve the
    back-up data. Other people stay to help him as well.

    Lan will be in his room. You'll get an e-mail about the fire at SciLab. The
    internal temperature is 160 degrees and rising. Head over to SciLab, and talk
    to the Official blocking the path to SciLab. He says his dad is still inside,
    but it's too hot to send a rescue team in.

    You'll get a phone call from Match. He says because of Lan's help, his plan was
    perfect. Lan couldn't believe that he helped Mr. Match do this, and he also
    learns that the WWW Navis were sent by Match to trick Lan into believing he was
    good. He tells Lan they will play a game. His FlamMan will put fires all across
    the Net, and if MegaMan can put out all of them, he can battle FlamMan. If
    MegaMan defeats him, then Match will put out the fire.

    Lan wonders how the fires will be put out. MegaMan remembers the one program
    that could produce fire, and how it could produce water. You'll get an e-mail
    saying that there are fires all over the Net.

    There are fires in every area, which are ACDC, SciLab, Yoka, and Beach. If you
    douse all the fires from one area, you'll get a phone call from Match saying
    you've cleared an area. To douse the fires, you need to use the EngyChng Navi
    Customizer part along with Aqua chips.

    Let's start at the ACDC areas. Begin at the warp leading to Lan's homepage. At
    the first fork, take a left to find the first fire. Douse it, and continue on.
    The next fire will be in your path, so take care of it. Continue on to ACDC 2.

    Take the first right you see and extinguish the fire for a virus battle. Return
    back to the first left you saw, and go on the path and take the next right.
    You should see a fire near the warp to Yai's homepage. Put it out for 2
    BublSide F's. Continue on the path, and take the right before entering ACDC 3
    for another fire. Go on to ACDC 3.

    Take the first right, and skip all paths going left. When you reach the end,
    snuff out the fire you see. Go on the yellow path, and take a left at the end
    of a staircase. You'll see another fire. Douse it, and go back to the only left
    path you skipped. Continue on that path, and take a left at the path split.
    Take two rights to reach the next fire. Extinguish it for 3 BublSide F chips.
    Return back to the path, and continue to ACDC 1.

    Skip the first left path and continue on. Put out the last fire in your path
    for a BublSide F. You should get a phone call from Mr. Match confirming that
    you've extinguished all the fires in the ACDC area. Take the CyberMetro to the
    SciLab area. When you get there, go to SciLab 1 nearby.

    Continue along the path, and take the conveyor belt to the large platform. Put
    out the fire there, and return to SciLab 2.

    Go up the stairs, and take the first left you see. Go to the yellow platform,
    and douse the fire for 400 zennys. Go on, and go left when you see an archway.
    Go along the path, and take a right to find the fire. Extinguish it, and go
    back to the archway. Continue along the path, and take the conveyor belt. Douse
    the fire on the right before continuing on to SciLab 1.

    Continue on the yellow path, and take a U-turn to find the next fire. You'll
    have to battle some viruses for putting it out. Continue on the path, and skip
    the first left you see. Take the next left to reach the last fire. You'll get
    300 zennys for extinguishing it. You'll get another phone call from Match
    saying all of the fires in SciLab has been put out.

    Jack into Mayl's PC to take the shortcut to Yoka Square. Take the warp to Yoka
    2.

    Go straight ahead until you reach the path split with compressed paths on both
    sides. Take the right path, and follow it until you reach a fire. Snuff it for
    400 zennys. Return to the split, and take the left path to reach a fire. Put
    it out for 2 BublSide F chips. Go to the nearby entrance to Yoka 1 and go on.
    Put out the nearby fire for a virus battle.

    Go back to the beginning of Yoka 2 and continue along the blue path. Be sure to
    extinguish the nearby fire before entering Yoka 1.

    Take the right path, and go on to the end to find a fire. You'll have to defeat
    some viruses when you douse it. Go back to the start of the area and continue
    along the blue path. You'll have to go through three series of compressed paths
    to finally reach the final fire. You'll get 2 BublSide F chips and a phone call
    from Match for putting it out. You've doused all the fires in the Yoka area.

    Head over to Yoka, and jack into Tamako's homepage. Take the shortcut there to
    go to Beach Square. Take the warp to Beach 2.

    You should instantly see a fire. Douse it. Go on the conveyor belt, and go
    right and then down the stairs. Take a left, and go straight until you reach
    the fire. Extinguish it for a virus battle. Go back to the right you skipped,
    and continue along the path to find the next fire. You'll face more viruses for
    snuffing out the fire. Go up the stairs, and continue on to Beach 1.

    Take the conveyor belt on the left, and go along the path to a fire. Extinguish
    it for another virus battle. Go back to the start of the area, and take the
    other conveyor belt. Head down the stairs, and take a right to reach a fire.
    Go back to the bottom of the stairs, and continue along the path. After some
    conveyor belts, you should be at a warp. Take it to reach the final fire. You
    will get three BublSide F chips and the final phone call from Match for putting
    it out.

    After confirmation of snuffing out all the fires in the Beach area, you'll get
    another phone call from him saying FlamMan's in Undernet 3. He'll also show
    Lan live footage of Dad's research lab. All of the people are apparently
    unconscious.

    Before we go to the Undernet, you need to defeat several V3 Navis to open some
    security cubes in the Undernet. FlashMan V3 can be found in ACDC 2. It's
    suggested that you equip SneakRun to find him.

    FlashMan V3
    Coming soon!

    To get to the Undernet, go to the lower level of Beach 1. Show your Tally to
    the evil Navi in front of the warp to move him out of the way. The warp leads
    to Hades Isle. Take the compressed path, and then enter the Undernet.

    There will be multiple ramps on the right. Take the third ramp to get 1200
    zennys, then take the fourth ramp. Take a left, and Take the conveyor belt on
    the left. Go across the large conveyor belt to reach Undernet 2.

    Take a right, and continue along the path. Pick up the RegUP2. Skip the first
    warp, and take the second warp. Before you go down the ramp, take a right and
    take the warp. Continue on to the security cube, which opens only if you've
    defeated FlashMan V3. Pick up the BlkBomb2 S.

    Go back to the warp, and take it. Go down the ramp to Undernet 1. Take a right
    to reach a WWW door. Open it for a HP+200 Navi Customizer part. Take the other
    path to go back to Undernet 2 again. Go along the path, and you'll reach
    Undernet 3.

    MegaMan will instantly feel an immense power. Lan tells him that there is no
    time and they must go on. You will reach a platform. The path straight ahead
    is blocked by an evil Navi, so take a right. Take two rights, and continue
    along the path. At the next split, take a right and go on the platform.

    A massive earthquake will occur. The path in front of MegaMan will tear open.
    They wonder what caused the earthquake, and after MegaMan leaves, the
    mysterious orange Navi walks in!

    Go back to the split and take the conveyor belt for a HPMemory. Go back to the
    beginning, and talk to the evil Navi. He'll let you through, but only if you
    defeat him.

    -Spikey3
    -Spikey3
    -Basher

    Go along the path, and take the conveyor belt going right. Take a right, then
    another right and continue along the path. When you reach the platform, MegaMan
    says he feels that something is watching them. Lan encourages MegaMan not to
    get spooked, and to find FlamMan. Once again, the orange Navi walks by.

    You'll go past the platform that the earthquake tore apart to FlamMan. You'll
    then battle FlamMan.

    FlamMan
    1000 HP
    -There will be two 8 HP candles on the back row. If it's green, it gives him
    invulnerability. If it's red, it'll recover his HP. If it's yellow, two fire
    balls will go around your area (60 HP).
    -He will send a line of fire down your row (60 HP). When his HP is lower, the
    fire will spread across the column.

    FlamMan won't be actually deleted. He will attempt to use his FireBreath on
    MegaMan, but is interrupted by a voice. The Net will quake. A mysterious Navi
    will quickly attack and delete FlamMan. MegaMan senses an aura that could
    deflect anything. You'll battle Bass.

    Bass
    1000 HP
    -His aura is unbreakable. You cannot destroy it.
    -Sends an air burst down your row (200 HP).
    -Sends electric balls randomly down all of your rows (200 HP).

    It's impossible to break Bass's aura, so let him delete you. He starts to
    delete MegaMan, but the orange Navi comes in and claims that he will delete
    Bass. He will use DarkAura, and tell Bass that he cannot be harmed. Bass uses
    his EarthBreak attack. The orange Navi survives the attack, but Bass attacks
    him once again.

    He is interrupted by Wily, and he says that he's gathered all four TetraCodes.
    Bass then disappears. The orange Navi wonders of Bass's immense strength, and
    looked at MegaMan. Apparently, he expected the gap between their powers to be
    closer.

    Lan finally gets to MegaMan, and asks if he is all right. MegaMan remembers
    about Dad and tells Lan that they have to get to SciLab. You'll jack out.

    Go to SciLab and Dad's laboratory. Lan will ask Dad if he is all right, and he
    says he think he is. A man comes in and tells Dr. Hikari to go to the hospital.
    Suddenly, he collapses.

    Lan will be at the hospital. The doctor tells him that he will live, but he
    needs complete rest. Lan thinks about his helping Match and the WWW, and his
    mom comes in. She tells him to go home and that she'll watch after his dad.
    Head back home and go to sleep.


    -------------------------------------------------------------------------------
    4G) Awakening of Alpha
    -------------------------------------------------------------------------------

    Wily will exclaim that he finally has all of the TetraCodes. He says all he has
    to do is to obtain Alpha's data, and the Net society is doomed. He tells
    DrillMan to come forward. He entrusts the TetraCodes to DrillMan, and tells him
    to bring Alpha back to him. DrillMan says it will be easy due to SciLab's
    weakened security.

    Mayl and Yai will be talking in school. Mayl wonders if Lan is OK, and asks Yai
    if they should come over to Lan's after school.

    Lan will on his bed, depressed. MegaMan suggests Lan go to school tomorrow, but
    Lan says he doesn't want to go. The doorbell will ring, and Lan will hear Yai.
    He says he doesn't want to see anyone, but MegaMan encourages him to let them
    in.

    Mayl asks how his father is doing, and he says he's doing well but needs rest.
    Yai tells Lan to come back to school because everyone is worried. Mayl asks Lan
    what's wrong, and Lan tells them to go home. Yai angrily leaves, along with
    Mayl. There will be another doorbell. Go outside.

    Lan says he's sorry for what he did, but what he doesn't realize is that Chaud
    is talking to him. He says he is here to pass on a request from the Officials.
    He says that there are four TetraCodes, which are keys to the doors that seals
    the Beast. If Alpha is awakened, the Net society will be destroyed. Chaud says
    that they need the Forbidden Program to freeze Alpha, and that it is in the
    Undernet. The Navi named "S" has the Forbidden Program.

    Lan guesses that he must locate the Forbidden Program and bring it back to the
    Officials, and tells Chaud to do it himself. He says they are too well-known,
    and the mission is dangerous. Lan starts to tell him about how he helped Match
    and the WWW. Chaud stops him, because he would have to arrest him if he told
    him any more. He tells Lan to go to the hospital to visit his dad, and to go to
    the Virus Lab if Lan changes his mind.

    Head over to SciLab. You'll have two new jobs to do. After doing them, head
    over to Yoka. You can battle MetalMan V3.

    MetalMan V3
    1200 HP
    -There will be 2 metal gears moving in the middle row.
    -Stays in a square, and sends off five homing missiles (80 HP).
    -Goes to the upper or lower row and send a buzzsaw that will go around your
    area (80 HP).
    -Gets in the front of you, punches you, and breaks the panel (160 HP).

    Go into the Inn, and into the guest room. Go out the back exit, and take a
    right turn to reach the QuizMaster.

    Head over to Beach and talk to the hidden girl behind the shop column to get a
    SpinPrpl. Head to the DNN Station and talk to Tora to battle KingMan V2.

    KingMan V2
    1000 HP
    -Plan A is the starting formation.
    -Plan B takes your front row, and moves the pawns.
    -Checkmate places two pieces in your area, and KingMan will jump on top of you
    (100 HP). The panels below, above, left, and right of KingMan will be affected
    as well. Right after that, Plan B will be used and there will be two knights.
    -The knights will jump on top of you and send a shockwave down the row (100
    HP).
    -The pawns will have swords that extend two panels ahead of them (60 HP).

    You'll get a KingMan K chip for defeating him. Go to the Seaside Hospital, and
    then go to the room where Yai used to be. Lan's dad and Sean will be talking
    about how Wily used him to form the netmafia Gospel. Lan will come in, and Sean
    will leave.

    Lan tells his dad about how he helped Match and the WWW. He tells Lan that it
    was the right thing to do to tell him. After being inspired, Lan tells MegaMan
    that they're going to the Virus Lab to see Chaud.

    You'll get an e-mail from SciLab telling you of the new Virus Breeder. Check
    the Virus Breeder section for more information. Head over to the Virus Lab in
    SciLab, and talk to Chaud.

    Chaud firstly warns Lan that the mission is dangerous. According to the
    Official's investigation, the Undernet has a system simply referred to as the
    "ranking". Ten Navis are ranked 1 to 10 in the Undernet. The Navi, S, is
    apparently a ranked Navi. To meet up with S, MegaMan will have to become a
    ranked Navi, but it is not known how to become a ranked Navi. Lan's mission is
    to go to the Undernet and look around. You'll get a BlckMind program, which
    will allow MegaMan to emit the same electronic waves as UnderNavis, making them
    think MegaMan is one of them.

    There will be another job for you do to. After that, head over to Beach Square
    and talk to the purple Navi on the middle platform. Apparently, he's trying to
    act like a bad guy. If you have the BlckMind program equipped, he'll give you
    a Team2 *.

    Head over to the Undernet, and proceed to Undernet 3. Continue along the path
    until you reach the platform with the big conveyor belt to the left of you.
    Take it, and talk to the nearby Navi. He won't let you in, so equip the program
    Chaud gave you, and he'll let you in. Continue onto the Undernet Square.

    Go straight up to the statue. MegaMan and Lan wonders if it is the right
    location, because, after all, it is the Undernet. A bunch of evil Navis appear,
    and it looks like they want to be ranked as well. The statue will start
    speaking. It says that to be ranked, you must defeat a ranked Navi, but only
    one of them can battle a ranked Navi. They must battle each other to find out.
    You'll have to defeat a bunch of evil Navis throughout Undernet 1, 2, and 3 in
    order to challenge a ranked Navi.

    Take the warp out of the Undernet Square. The first four Navis will be around
    the warp, so talk to any one of them to start a four-round battle.

    Battle 1
    -Canodumb2
    -Canodumb2
    -Mettaur SP

    Battle 2
    -Momogra
    -Momogra
    -Shrimpy SP

    Battle 3
    -Swordy2
    -Swordy
    -Canodum SP

    Battle 4
    -Beetle
    -Beetle
    -Swordy SP

    On the way back to Undernet 2 via Undernet 1, you should find another evil
    Navi.

    -Beetle SP
    -Beetle SP

    Continue backtracking to Undernet 2, and take the warp. Take the nearby
    conveyor belt and continue on to find another evil Navi.

    -Slimey
    -Slimey
    -Spikey SP

    Go to the beginning of Undernet 2, and talk to the evil Navi on the platform.

    -Mettaur SP
    -Metrod SP

    Go back and turn left at the split. Take the first conveyor belt going left,
    and follow the path to meet up with another evil Navi.

    -Mettaur2
    -Mettaur2
    -Ratty SP

    Go on to Undernet 1. Take the conveyor belt and go up the ramp. Continue along
    the blue path to meet the next evil Navi.

    -Metrod SP
    -Dominerd SP

    Take the fourth ramp from the beginning to meet up with the last evil Navi.

    -Bunny SP
    -Yort SP
    -Canodum SP

    There will be a voice, and it says that you've earned the right to challenge a
    ranked Navi. It gives you a clue as to where Rank #10 is found, and it's "where
    the evil fall".

    Head over to Hades Isle and jack into the console. Take the compressed path to
    the left, and take a right at the next path split to find the Rank #10. The
    ghost Navi will tell MegaMan to fight him and try to take his rank. MegaMan
    asks of the Navi named "S", and the ghost Navi tells him he'll have to defeat
    him first if MegaMan wants to find S.

    -SnowBlow SP
    -Trumpy

    You'll get the Rank 10 when you defeat him. The ghost Navi suggests MegaMan to
    stay away from the Navi S. You'll get an e-mail from Mayl calling for help for
    Roll in Zoo Computer 2.

    Head over to Zoo Computer 2, and continue on. MegaMan will start calling for
    Roll. Four evil Navis appear, and MegaMan learns that the e-mail was bait.

    Battle 1
    -Canodumb3
    -Viney
    -Canodumb3

    Battle 2
    -Ratty2
    -Ratty2
    -Gloomer

    Battle 3
    -Shrimpy3
    -Shrimpy3
    -Elesphere

    Battle 4
    -MegaBunny
    -Geetle
    -Trumpy SP

    After defeating them, the evil Navis will run away. You'll get an e-mail from
    Rank #10 telling you of Rank #9's location. The clue is "where science gives
    life".

    Head over to Beach 1 and go on the large platform. Remember where the hospital
    security cube used to be? Take the warp past it and you'll find yourself in
    Hospital Computer 2. Follow the path to Rank #9.

    Rank #9 asks MegaMan if he's come to battle, but MegaMan says he's just trying
    to find S. He says the only way of meeting him is to increase you rank. He'll
    simply give you his Rank 9. The next clue is "Rednu3".

    Rank #8 is found in Undernet 3, at the spot where FlamMan used to be. Talk to
    it, and it apparently is someone that they know...

    BeastMan V3
    900 HP
    Coming soon!

    The WWW apparently was trying to get hold of the Navi S and the Forbidden
    Program by the same ways Lan and MegaMan was. BeastMan will disappear. MegaMan
    will find the Rank 7 on the floor where BeastMan was. An evil Navi will walk up
    to MegaMan, and tell MegaMan that he used to be rank #8, but BeastMan got him.
    "Head of learning" will be the next clue. MegaMan will start walking away, and
    the evil Navi will attack MegaMan, trying to get his rank back.

    -Spikey
    -Spikey2
    -Fishy SP

    Go to the Principal's PC 2 and find Rank 7 on the large platform. Instead of
    battling Rank 7, you'll have to do something for him. His clue is "One of many
    birds".

    Head over to the 2nd floor of Seaside Hospital, and check the thing hanging on
    the wall to get an Origami. Return to the ghost Navi and you'll be rewarded
    with the Rank 7. The ghost Navi says he forgot what the clue to the next Navi
    was. You'll get an e-mail from Chaud saying an under-ranked Navi has posted on
    the ACDC Square BBS.

    Head over to the ACDC Square BBS, and read the top message. It apparently was
    posted by Rank #3, and he challenged the poster below him to a battle on the
    bottom of the slope in Undernet 4.

    Head over to Undernet 2. Go straight, and then left at the path split. Take the
    conveyor belt going left, and take the warp the path leads you to. Take a left
    at the path split, and then take the conveyor belt going left. Take yet another
    left to meet up with a Navi who'll now let you by. Enter Undernet 4.

    Take the right path at the split. At the final path split before reaching the
    warp, take the other path, and you'll encounter PlantMan V2 at the dead end.

    PlantMan V2
    1300 HP
    -Shoots a needle down your row (80 HP).
    -Produces a vine with 60 HP that follows you and grabs on you (40 HP) and will
    hurt you twice (30 HP each). You can get damaged while being attacked by the
    vine.
    -Produces two 100 HP flowers in your area. The pink flower confuses MegaMan,
    and the yellow flower stuns MegaMan.
    -Produces a leaf shield which lasts for one hit. The damage dealt to him will
    be nullified and he will be healed for the same amount of damage.

    Continue to the warp, and pick up the Speed+1 before going to Undernet 5. The
    security cube will open only if you've defeated DesertMan V3.

    Head back to the beginning, and take the left path this time. Take a right at
    the first split, and go straight ahead at the next path split to pick up a
    Recov200 N chip. Continue along, and you'll reach a warp. Take it. The nearby
    security cube opens only after you've checked the security cube, and then
    defeated BeastMan V3. Continue to the warp and take it.

    You'll be on a level with a bunch of conveyor belts. After taking the conveyor
    belt near the NetDealer, there should be a ramp to your right. Go down it.

    Apparently, no one is there. Three evil Navis will be at the top of the ramp,
    and they say they will delete MegaMan. They throw a huge bolder, and MegaMan
    has no room to dodge. However, GutsMan appears and breaks the boulder. He will
    use his GutsHammer, and delete the evil Navis.

    Dex apparently came all the way from Neotopia to cheer Lan up. GutsMan will
    jack out, and MegaMan will start to jack in, but GutsMan appears again. It's
    not GutsMan. He's the Navi ranked #3, CopyMan. The people ranked #6, #5, and #4
    were apparently the evil Navis that were deleted. To learn more about S, you'll
    have to delete GutsMan V3, or CopyMan.

    CopyMan/GutsMan V3
    900 HP
    -Sends a shockwave through a row (100 HP).
    -Cracks all of your panels (100 HP only if hit).
    -Sends a flying punch down a row (150 HP).
    -Uses the Z-Punch PA (150 HP per hit).

    After defeating CopyMan, he'll tell you that S is ranked #1. He will give you
    the hint to the location of rank #2, which is "Place of battle".

    Head over to the DNN station and jack into the console on the stage. Talk to
    the Navi there.

    BowlMan
    1000 HP
    -Shoots bowling pins across all rows (40 HP if hit).
    -Three pins will appear on your panels, and BowlMan will hit you or one of the
    pins with a ball (40 HP). If a pin is hit, it will fly into the air and home
    onto you (40 HP).
    -If you try to destroy a pin, it will fly in the air and home onto you (40 HP).

    You'll learn that the Navi you seek is named Serenade. BowlMan says that even
    if Lan and MegaMan wanted to meet up with him, they couldn't defeat him. The
    Navi Serenade is hidden deep within the Under Square. To reach Serenade, they
    must find the Undernet server. He'll hand over the Rank 2.

    Head over to the hot spring bath at Yoka. The barrels are now gone, and walk
    up to the rocks. You'll see an elevator. Go ahead and go down. Lan will be
    amazed at the size of the Undernet server, and a voice will tell him to jack
    in.

    MegaMan tells that they have come for the Forbidden Program. However, Serenade
    says that only a 'Chosen One' may wield the program. The Forbidden Program
    appears. Serenade says that if it flares up with blue flames, MegaMan is a
    Chosen One. However, if he isn't a Chosen One, he'll be frozen for all
    eternity.

    Apparently, MegaMan wasn't a Chosen One. MegaMan stays frozen, but then the
    Forbidden Program flares up. You'll get the GigFreez. MegaMan will jack out.
    Serenade will say that there's another Navi that can wield Dr. Hikari's
    program.

    Mamoru will come in, and he's apparently the administrator of the Undernet. The
    Undernet was apparently created by a SciLab scientist. It was a weapon to
    counter Alpha, and it was created to develop and preserve the Forbidden
    Program. However, the Undernet became dangerous because the Forbidden Program
    was too dangerous. Since it could freeze Alpha, it could also freeze all of the
    Net society. Alpha was a creation of SciLab as well.

    There will be an emergency alert, because the TetraGate has been destroyed.
    Mamoru tells Lan to hurry over to SciLab 1, because Alpha is being stolen by
    DrillMan. DrillMan drills through all of the doors, and steals Alpha.

    Go to the upper level of SciLab 1 and go through the hole in the wall DrillMan
    made. You'll be in Undernet 5. Pick up the HPMemory hidden behind the ramp on
    the right path at the path split. Take a detour to Undernet 6 before battling
    DrillMan. It's a maze of conveyor belts, so just fumble your way around until
    you find a BMD with a SubMem in it. Return back to Undernet 5, and continue
    along the path. Take the first row of conveyor belts, and take the path on the
    left. Before taking the conveyor belt, go to the dead end to battle FlamMan V2.

    FlamMan V2
    1400 HP
    -There will be two 12 HP candles on the back row. If it's green, it gives him
    invulnerability. If it's red, it'll recover his HP. If it's yellow, two fire
    balls will go around your area (80 HP if hit).
    -He will send a line of fire down your row (80 HP). When his HP is lower, the
    fire will spread across the column.

    You'll get the FlamMan F chip for defeating him. Take the conveyor belt, and
    then go right. After going across the platform, take the left path. At the end
    of the path, you'll reach DrillMan.

    DrillMan
    600 HP
    -Three drills, one each row, will appear from holes and go down a row (80 HP).
    DrillMan will be behind one of them.
    -Three holes will open, and a total of 15 drills will come out of them (80 HP).
    -Three of your panels will blink, and three drills will come through them (80
    HP). Rocks fall on three of your panels (60 HP).

    DrillMan will be deleted, and Lan tells MegaMan to get Alpha and take it back
    to SciLab. However, MegaMan feels the powerful sensation emitting from Bass
    again. MegaMan uses the Forbidden Program on Bass, but Bass is also a Chosen
    One, so it didn't affect him. He will leave with Alpha.

    Wily will be thrilled of finally having Alpha. He says the end of Net society
    is at hand...


    -------------------------------------------------------------------------------
    4H) The Beginning of the End
    -------------------------------------------------------------------------------

    Lan will be in the Cyberworld. MegaMan will walk up, and he says he called Lan.
    He apologizes, and says he has to leave forever. MegaMan walks away, and Lan
    tries to go after him, but can't move.

    Fortunately, it was just a nightmare. The town is under martial law, and the
    army has marched in. MegaMan will tell Lan to head over to school.

    Head over there, and talk to Dex in front of the school gate. The school is
    apparently closed. Head over to the front of the MetroLine, and talk to Yai.
    The OfclPass is needed to ride the MetroLine. Head over to the park, and talk
    to Mayl. She'll give you a RollV3 R chip.

    You'll get an e-mail about the emergency meeting, inviting all Officials and
    skilled NetBattlers. You'll have to get the OfclPass from ProtoMan at SciLab
    Square. Take the shortcut from Yai's HP to the SciLab Square, and talk to
    ProtoMan to get the OfclPass.

    You'll be able to ride the MetroLine now. Head over to SciLab. There will be
    two new jobs for you. I suggest you read the Jobs List if you're going to do
    the Legendary Tomes job, or you'll seriously regret it. Anyway, before you go
    to the meeting, head over to Yoka. You can battle Mr. Famous' Punk V3 now.

    Punk V3
    1600 HP
    -Curls up into a ball and goes around your area, trying to hit you (100 HP).
    -Curls up into a ball and goes across every panel in a zig-zag pattern (100
    HP).
    -Puts up a shield and attacks you from the back row (100 HP).
    -Two spikey balls will go around, trying to home onto you (100 HP), and Punk
    will appear in front of you and attack (??? HP).

    Head over to Beach, and go to the DNN Battle Console on the stage. Jack in, and
    you can fight BowlMan V2 now.

    BowlMan V2
    1300 HP
    -Shoots bowling pins across all rows (80 HP if hit).
    -Three pins will appear on your panels, and BowlMan will hit you or one of the
    pins with a ball (80 HP). If a pin is hit, it will fly into the air and home
    onto you (40 HP).
    -If you try to destroy a pin, it will fly in the air and home onto you (80 HP).

    Head over to the Seaside Hospital, and head to the third floor. The little girl
    is the Quiz Queen. Answer all of her questions for a Barr200 E chip. Go back to
    SciLab and take the elevator. Talk to Chaud to begin the meeting.

    Alpha was created by SciLab ten years ago in a top secret program. It was
    developed as the basis of the Net community, and it was the original form of
    the current Net. One day, all of the devices that were connected to Alpha
    malfunctioned. The researchers thought the problem was the "AutoNavi", which
    was developed at the same time. The creator was held in custody, and the
    AutoNavi was deleted.

    However, it wasn't the problem. All of the devices that were connected to Alpha
    was destroyed. It was apparently riddled with bugs, and gained some
    intelligence equal to that of an amoeba. It crept into all of the devices and
    absorbed everything. SciLab was able to capture it in its bloated state, and
    Net society was halted for half a year. It's referred as to "The Alpha Revolt".
    Alpha had to be deleted this time.

    There is an emergency alert, saying that all of the AutoTanks on patrol went
    berserk. Go to ACDC, and head up the street. Dex, Mayl, and Yai will be near an
    AutoTank. Lan tells them to go, and the AutoTank starts attacking him. Lan
    finds the port for the AutoTank and jacks in.

    Head down to pick up a RegUP2, and then head up to pick up a HPMemory. Check
    the weird virus to engage in a battle.

    -????
    -????
    -????

    It wasn't a normal virus. MegaMan says it seemed to be trying to absorb him.
    MegaMan will jack out. An Official and Chaud will walk up and ask of Lan's
    condition. The Official says that all of the tanks has been stopped, and it
    wasn't a normal virus that was running the tanks. It was AlphaBug. He will get
    a phone call informing him that AlphaBug has broken into Army systems
    everywhere, and it could lead to global war.

    You'll get a phone call from Lan's mom saying that his dad has disappeared from
    the hospital. Head over to the Seaside Hospital, and talk to Lan's mom in the
    2nd floor room. Lan's dad is nowhere to be found, and he needs to take his pain
    medication or else he'll be in serious pain. You'll recieve the Aspirin. Check
    the hospital bed to get DadsNote and CardKey. The note reads that he has to
    research Alpha. Head over to SciLab and take the elevator. You'll now be able
    to open the door with the CardKey.

    Lan's dad is tracing the path of AlphaBug's attack. He says he can't leave the
    problem up to the Officials and must delete Alpha with his own hands. Lan's
    grandfather was the creator of Alpha. When he stopped The Alpha Revolt, he
    installed "Guardian" into Alpha's core, and as long as it isn't deleted, Alpha
    can't fully recover.

    The computer will beep, and Lan's dad says that the WWW base has been located.
    He'll then collapse, and Lan will give the Aspirin to him. The WWW base is
    located at the Demon Waters. The currents there create whirlwinds, and it can't
    be reached by plane. A boat with a very powerful engine will have to be used.

    Head over to Beach and check the ferry boat. It has an old engine, so it'll
    need a new one. Go to ACDC and talk to Yai at her house. She says she'll put in
    the new boat engine tomorrow morning. Go ahead and go to sleep.

    Sunayama, Anetta, Match, and FlashMan's operator will be at Wily's office. Wily
    tells them their mission is to protect Alpha.

    Lan'll wake up, and MegaMan tells Lan that he should tell the others. However,
    Lan refuses. You'll get an e-mail from his dad, which gives you the Alpha Navi
    Customizer part. It'll allow you to see Alpha in the Cyberworld. Head over to
    Beach and board the ferry boat.

    Lan will start to board the boat, and Dex will ask Lan where he thinks he's
    going. Lan, Mayl, Yai, and Chaud will walk in. Yai told everyone what Lan was
    doing, and Lan will reluctantly agree and lets Dex and Chaud come with him.
    Tora then walks in. Tora will come to the WWW base as well.

    Walk straight ahead and jack into the hidden computer. Grab the Collect Navi
    Customizer part. Continue along the path, and enter the door. In the room,
    check the elevator. Lan asks everybody if there's somewhere to jack in. Chaud
    wonders what the strange chair all of the devices are connected to is. A voice
    will say that it's the Pulse Transmission System.

    The orange-haired man that helped Lan with the PresData walks in. His name is
    Cossack, and he worked for SciLab. Chaud remembers the name and says that he was
    the leader of the Independent Navi project.

    The Pulse Transmission systems allows humans to directly enter the Cyberworld.
    It sends their brain waves into the Cyberworld. The human's senses work in the
    Cyberworld as well as in the real world. If the human is hurt in the
    Cyberworld, he will be hurt in the real world as well. The system was developed
    at SciLab, but it was too dangerous.

    Cossack will pulse into the Cyberworld to start the elevator. He will be in the
    Cyberworld, and he'll be in front of the elevator control program. He fixes
    the elevator, but then feels the immense power MegaMan felt. He dismisses it as
    his imagination, but Bass then appears. Cossack asks him why he is helping Wily,
    and he says that he isn't interested in his plans, just absolute power.

    He wasn't deleted by the Navi Elite Corps. He crawled through the Internet,
    near deletion. He was able to recover, thanks to Cossack's "Get Ability
    Program" that he installed into Bass. Bass started to hate all humans and
    wanted revenge upon them. He hoarded groups of viruses and the remains of Navis
    to gain the power he is at now.

    Cossack will start to self-destruct. Bass will attack Cossack, and he will
    become
    severely injured. Cossack asks Lan to delete Bass. Dex will take Cossack
    someplace
    safe. Take the elevator, and go down the ramp.

    Lan will notice the door, but there is a beeping sound. Tora will notice the
    robot above Lan. It will jump down and attempt to use Hypno Flash on Lan. Tora
    comes up with a plan. When he gives the signal, Chaud and Lan will rush at the
    robot. Tora distracts the robot, and Lan will jack in.

    You need to avoid the strange floating robots in the WWW computers. If you get
    caught by one of them, you'll be taken back to the beginning. Go ahead, and
    take a right at the first path split to pick up a HPMemory. Go back and
    continue along the path. Go straight at the next path split and go around to
    pick up the 1800 zennys. If you take a left, Alpha will catch you from the
    ground, which will alert the security robots.

    Continue along the path. Make sure you use the niche to avoid one of the
    security robots. You'll reach at a door, which you need the ID-DataA for. Go
    right and take the warp.

    Go on ahead, and make sure you take the second path to the right to pick up the
    Recov150 P, or you'll be caught by Alpha. Continue on to the end to pick up the
    ID-DataA. Return back to the door, and open it. Continue on to meet up with
    FlashMan and his operator. They will use Full Synchro to fuse with each other,
    which allows them to operate at 100% efficiency.

    FlashMan V2
    500 HP
    -Attacks front row and 2nd square ahead of him with a shock attack (45 HP).
    -Sends electric bulbs toward you that either home or zig-zag (30 HP).
    -Puts two bulbs in your area, which will stun you if they aren't destroyed.
    -Uses his AreaGrab chip if you're stunned and in the back row.

    After defeating him, FlashMan will use Shining Crusher. However, KingMan comes
    in and stops him. MegaMan will jack out. Before entering the next door, you can
    battle KingMan V3.

    KingMan V3
    1500 HP
    -Plan A is the starting formation.
    -Plan B takes your front row, and moves the pawns.
    -Checkmate places two pieces in your area, and KingMan will jump on top of you
    (150 HP). The panels below, above, left, and right of KingMan will be affected
    as well. Right after that, Plan B will be used and there will be two knights.
    -The knights will jump on top of you and send a shockwave down the row (150
    HP).
    -The pawns will have swords that extend two panels ahead of them (100 HP).

    You'll enter Wily's research lab. Check Wily's desk for a Magnum1 V, then check
    the right statue. It was very light, and Lan knocks it off. Take the elevator.
    Continue on, and you'll find the next security robot. They try to sneak past
    it, but it shoots a bubble. Lan tells Chaud to go on, and the robot will start
    attacking Lan. Dex comes in, and uses Boulder Toss to block the hole where it
    fired the bubbles from. Lan will jack in.

    Take a right at the first split, and time your steps carefully to get past the
    group of four security robots. Use the niche to pass the next robot, and take
    the closer path to the left or Alpha will nab you. There will be two very fast
    moving robots in the next section. Take the right path and time your movements
    to get to the warp in the middle area. Don't forget to pick up the RegUP2 on
    the way. Go on to meet up with BubbleMan.

    BubbleMan V2
    800 HP
    -Bubbles will come out of the middle hole (80 HP if hit).
    -A fish-type creature will be in a bubble sometimes, and if the bubble breaks,
    it will dash across the row it's in (80 HP).
    -There will sometimes be a bomb in a bubble (80 HP). The range of the explosion
    is shaped in a cross.
    -He will throw a strange creature, and it will home onto you by going into your
    column, then going towards you (80 HP).
    -If his HP is low, he will envelope himself in a 1 HP bubble and shoot out
    tridents (100 HP).

    BubbleMan wasn't operating the security robot. Continue on to the warp and take
    it. The next platform will be a little difficult. Time your moves carefully to
    get past the robots. Get onto the path to the right to pick up 3000 zennys.
    Take the path to the left of the start next. You'll have to go straight or
    you'll be grabbed by Alpha. Use the niche to get across, and pick up the
    ID-DataB. Go back to the platform with all of the security robots, and take the
    path to the left.

    Open the door, and continue on. You'll have to get past a long platform with
    multiple security robots. After getting across that, you'll reach to last
    platform. A whirlpool will form below MegaMan, and he gets out of the way just
    in time.

    Sunayama will come in. Lan wonders how he got out, and he says Wily hacked the
    system and got him out of prison. He and DesertMan will use Full Synchro, and
    he will attempt to attack MegaMan from under again. GutsMan will appear and
    slam the ground. DesertMan will emerge, and MegaMan will battle him.

    DesertMan V2
    1200 HP
    -There will be two hands with 60 HP. They can transform into lions and dash
    down the row (80 HP).
    -When DesertMan has lower HP, the hands can transform into blocks and fall down
    on top of MegaMan (120 HP).
    -Two whirlpools will be formed from time to time on your area (80 HP if stepped
    on).
    -The columns near DesertMan has 80 HP.

    MegaMan will jack out. You can talk to Dex to battle GutsMan V3.

    GutsMan V3
    900 HP
    -Sends a shockwave through a row (100 HP).
    -Cracks all of your panels (100 HP only if hit).
    -Sends a flying punch down a row (150 HP).
    -Uses the Z-Punch PA (150 HP per hit).

    Head down the stairs, and Lan will hear some noise. He'll dismiss it as his
    imagination at first, but then the boulder at the top starts rolling towards
    Lan. He goes down the stairs and dodges the boulders, and he'll see Chaud
    surrounded in a ring of fire. Chaud tells him to go ahead through the door, but
    Lan refuses and jacks into the security robot.

    Go across the wide platform with the two fast-moving security robots. The next
    four series of robots will have one robot, two robots, and so on. While on the
    platform with three security robots, take the other path to pick up the Jungle
    Navi Customizer part. Return back to the platform and go past the last two of
    them. Do not go directly left after the four platforms, or you'll be caught by
    Alpha. Go around the platform, and continue. On the large platform with three
    security robots, go to the top, and go all the way left. Take the path
    there.

    For the next group of security robots, you must go between them and continue on
    the path while between them. When you see a path to the right, go there and
    pick up the ID-DataC. Return back to the platform with the three security
    robots and go to the far end to a door. Open it, and go down the stairs. Take a
    left to find a FullEnrg, then go back and continue on. There'll be a platform
    to your left. Dodge all of the security robots and continue on to PlantMan and
    FlamMan. Match and FlamMan will use Full Synchro, and then Anetta and PlantMan
    will do so as well. You'll have to battle PlantMan and FlamMan in a two-round
    battle.

    PlantMan
    1000 HP
    -Shoots a needle down your row (50 HP).
    -Produces a vine with 40 HP that follows you and grabs on you (40 HP) and will
    hurt you again (30 HP). You can get damaged while being attacked by the vine.
    -Produces two 80 HP flowers in your area. The pink flower confuses MegaMan, and
    the yellow flower stuns MegaMan.

    FlamMan
    1000 HP
    -There will be two 8 HP candles on the back row. If it's green, it gives him
    invulnerability. If it's red, it'll recover his HP. If it's yellow, two fire
    balls will go around your area (60 HP).
    -He will send a line of fire down your row (60 HP). When his HP is lower, the
    fire will spread across the column.

    After defeating them, MegaMan will jack out. Enter the next door, and check the
    array of cables at the end of the room. Continue on, and you'll meet the last
    security robot. Lan will jack in.

    Use the niches to get past the first security robot. Do not use the third
    niche, as Alpha is hiding in the floor there. Don't use the fifth one as well.
    You'll have to get past another security robot. Use the left niche to get past
    him, or you'll be caught by Alpha in the right niche. Use the right niche after
    using the left niche, and continue on.

    At the platform, use the left path or you'll be nabbed by Alpha. Pick up the
    1400 zennys, and try to get past the security robots near the series of three
    conveyor belts. Take the left path, and continue on. Before you take the warp,
    you'll have to take the right path to pick up the ID-DataD. Go back and take
    the warp.

    Before you open the door, take the other path. You can't go straight ahead, as
    Alpha is hiding in the ground. Take the path on the right to pick up a
    HPMemory. Go back to the platform with the warp and open the door. This last
    platform with security robots can be difficult to cross if you don't time your
    movements correctly. Go ahead and meet up with DrillMan.

    DrillMan
    600 HP
    -Three drills, one each row, will appear from holes and go down a row (80 HP).
    DrillMan will be behind one of them.
    -Three holes will open, and a total of 15 drills will come out of them (80 HP).
    -Three of your panels will blink, and three drills will come through them (80
    HP). Rocks fall on three of your panels (60 HP).

    DrillMan will start to self-destruct. MegaMan collapses, and tells Lan to run,
    but he refuses to run. Luckily, ProtoMan appears and finishes DrillMan off.
    MegaMan will jack out. Head through the final door.

    The four WWW operators are in the Pulse Transmission Systems next to Wily. Wily
    says they were 'pawns to be sacrificed' anyway. He says that Alpha has already
    been 80% decoded, and will awaken in just a few minutes. Wily says there is no
    place to jack in, and Lan must stand by and watch the world end. Wily pulses
    in, and Lan wonders what they could do. He notices the empty Pulse Transmission
    System, and pulses in.

    Lan and MegaMan will be in the Cyberworld, and they'll use Full Synchro. Just
    continue on until you reach the end. Bass will absorb the Guardian program, and
    MegaMan will walk in. You'll have to battle Bass.

    Bass
    1000 HP
    -He has an 100 HP aura. You must deal 100 or more damage in one attack to break
    it. The aura will regenerate over time.
    -Sends an air burst down your row (100 HP).
    -Sends electric balls randomly down all of your rows (100 HP).
    -Gets into your area and cracks a row of panels (100 HP).

    After defeating Bass, he won't believe he's lost. Wily says that he hoped that
    they'd delete each other, and tells Bass that the Guardian program he absorbed
    was the final protection on Alpha. He says that's why he used Gospel to make a
    copy of him, all to reawaken Alpha. Alpha will shake, and it swallows up Bass,
    and it'll swallow up Wily as well. Alpha will emerge from the ground, and it's
    time for the final battle.

    Alpha
    2000 HP
    -His core will be protected. You'll have to destroy it before you can damage
    it. It will regenerate
    -His claw swipes across your column, and then the other one dashes through your
    row (50 HP).
    -A machine gun fires at you twelve times (20 HP per hit). It doesn't make you
    blink, so all of them can hit you.
    -He will charge up and fire a beam which cracks your first column, and the
    middle panel in your second column. The attack affects the middle panel in the
    third column as well, but the panel doesn't crack (80 HP).

    After deleting Alpha, a door will appear in its place. Lan asks MegaMan if it's
    the real world, but he says it's just an old image file. MegaMan will notice
    the lab coat, which looks like the one that Lan's dad wears. MegaMan says it
    must be SciLab from the past. A voice will say that the room was created to
    keep Alpha imprisoned. Lan's grandfather will appear.

    He asks if Lan and Hub were the ones that deleted Alpha. He says he's here to
    monitor Guardian, to stop Alpha's reawakening. He will ask of the current Net
    society. You'll get the GramNote to give back to Lan's father. He says you have
    to return to the place where Lan pulsed in to get out. You'll leave the room.
    Head back to the beginning. Alpha will swallow up MegaMan and Lan.

    MegaMan and Lan were stuck in Alpha for a while. Lan asks MegaMan if there's a
    way to escape, and MegaMan says the only way is to build up all of his power,
    and overload. Lan refuses to let MegaMan do that, but MegaMan insists that he
    has to do it. After some parting words, MegaMan overloads and creates a hole in
    Alpha.

    Lan will be awakened by Dex. Lan can't believe that MegaMan is gone. Chaud says
    they have to go, as the island is sinking from the battle. The WWW base starts
    exploding, and they run back to the boat.

    They return back to Beach Street, and are greeted by Mayl and Yai. Tora takes
    Cossack to the hospital, and the rest head over to the front of the TV station.
    Chaud's father praises him, but Chaud insists that Lan and MegaMan were the
    heroes. His dad tells him the time for dinner, and Chaud is surprised. Chaud
    asks if Lan's getting a new Navi, but Lan says he'll try things on his own for
    a while. Chaud then tells him that he shouldn't keep a woman waiting.

    Lan will walk up to Mayl, and she'll start crying. Yai says that she was
    worrying about him the whole time he was at the WWW base. Lan asks Tora of
    Cossack's condition, and he says he'll be okay. Tora will leave to go back to
    his hometown. Lan tells his dad everything that happened during the day. He
    gives his dad the GramNote that Gramps gave him.

    Lan will be at the end of the pier on Beach Street, wondering about MegaMan.
    Sean and Mamoru will tell him how much he helped them, and Dex and Lan heads
    back to ACDC.

    Four months later, it's the day before school starts. Gramps' note is still
    being decoded, and Bass and MegaMan's data was never found in Alpha. Lan's at
    the pier on Beach Street, talking to MegaMan. There's a beeping sound, and he
    quickly checks his PET, but it isn't his. He tells MegaMan that he's getting a
    new Navi tomorrow.

    There's a voice asking if he's alive, and if he's been saved. It then growls.

    Lan is checking out his room, and then heads to sleep. Lan's dad arrives home,
    and he has his new Navi. He says he'll install it while he's asleep. He tells
    Lan's mom that they finally finished decoding Gramps' note. It spoke of a
    certain part of Alpha, where it couldn't touch itself. They couldn't find
    Gramps personality data, but they found something else.

    The next morning, Lan awakens himself. There's a voice saying that he's happy
    to learn that Lan can wake himself up now. Lan instantly recognizes it as
    MegaMan, and asks if it is a dream. MegaMan says it isn't.

    The End

  5. #5
    الصورة الرمزية ~ Snake ~
    ~ Snake ~ غير متصل مراقب عام سابق وعضو مميز

    نائب رئيس رابطة ريال مدريد

    التسجيل
    02-12-2003
    الدولة
    مملكة البحرين
    المشاركات
    8,355

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    مشكور محترف البوكيمون اول مرة اطلب شي ويردون على الشي الي بغيته بسرعة

    مشكور مرة ثانية

  6. #6
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    عفوا أخوي poke-man

  7. #7
    التسجيل
    16-10-2003
    المشاركات
    76

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    مشكووووووووووور اخوي
    والله ما قصرت..
    كثر الله خيرك
    انا ابي الحل الكامل لجولدن صن الجزء الاول ما عليك امر اخوي
    ويفضل يكون بالعربي


    وجزاك الله الف خير...

  8. #8
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    ما عندي بالعربي تريد بالإنجليزي عندي

  9. #9
    التسجيل
    19-10-2003
    الدولة
    Dr. Right Lab
    المشاركات
    137

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    السلام عليكم....

    لو سمحت يا أخ محترف البوكيمون, بغيت الحل لبوكيمون Gold من بعد ما أهزم RED .
    هذا بالنسبة للجيم بوي كلر, أما الادفانس, فأحتاج لحل ROCKMAN EXE 2 , أنا عالق عند دكتور يقولي انه ثلاث NAVIS شردو من عنده ويباني أدور عنهم في النت و أسويلهم ديليتو..... المشكلة اني ما لقيت أي واحد من هذيلة الNAVIS .

    أرجو المساعدة وشكرا......
    أسف اذا طولت عليك.

    :sad2:

  10. #10
    التسجيل
    16-10-2003
    المشاركات
    76

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    اوكي اخوي مومشكله حطه بالانجليزي

  11. #11
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    اقتباس المشاركة الأصلية كتبت بواسطة BLUES
    السلام عليكم....

    لو سمحت يا أخ محترف البوكيمون, بغيت الحل لبوكيمون Gold من بعد ما أهزم RED .
    هذا بالنسبة للجيم بوي كلر, أما الادفانس, فأحتاج لحل ROCKMAN EXE 2 , أنا عالق عند دكتور يقولي انه ثلاث NAVIS شردو من عنده ويباني أدور عنهم في النت و أسويلهم ديليتو..... المشكلة اني ما لقيت أي واحد من هذيلة الNAVIS .

    أرجو المساعدة وشكرا......
    أسف اذا طولت عليك.


    إتفضل الحل الكامل لبوكيمون جولد

    Pokegear
    Pokemon: Either Chikorita, Cyndaquil, or Totodile (anytime)

    When you wake up, you'll be in your bedroom. Head downstairs and set the day
    of the week (this has major implications later on). Mom will give you the
    pokegear and offer to save your money. Do it to have a constant source of
    cash later.

    After leaving home, head to Prof. Elm's lab. He'll ask you to run an errand
    for him, and will give you a Pokemon for company. The choice will be your
    first Pokemon.

    What to choose?

    Chikorita: Good defense stats, nice typing (pure Grass), and a powerful
    attack quite early. However, the type yeilds big problems in the first two
    gyms.

    Cyndaquil: Fire is an important type in G/S, and he's the firey one. It has
    a good Spec. Attack, and nice stats everywhere else. However, you'll only
    have one damaging attack until level 12.

    Totodile: Has a high physical Attack rating, and a pretty high HP count.
    Starts with Scratch, which is more damaging and accurate than the Tackle
    attack the other starters have. However, there's many good Waters in this
    game.

    Personally, I went with Totodile, but it's your call. After you give it a
    nickname, which is optional, Prof. Oak's aide will give you a Potion. Take
    it and head west to Route 29.

    ROUTE 29

    Items- Berry, Potion
    Pokemon- Sentret (Morning, Afternoon), Pidgey (Morning, Afternoon), Rattata
    (all times), Hoothoot (Evening)

    (Hereafter, Morning is M, Afternoon is A, Evening is E. MAE means they're
    always available.)

    The grass is one of the places to fight Wild Pokemon, and there's lots of it
    between home and Cherrygrove. Get in some fights to build levels, as you'll
    need them soon. Save the Berries, as you'll need them later. At the end, try
    to have learned their next move (either Smokescreen, Razor Leaf, or Rage).
    When that's done, go into Cherrygrove.

    CHERRYGROVE CITY

    Items- Map Card for Pokegear
    Pokemon- None

    As you enter the town, an old man will offer to give you a tour of the town.
    Accept, and you'll get a Map Card for the pokegear for your effort. Pick
    up some Potions at the pokemart, and heal. When prepared, move north to
    Route 30.

    ROUTE 30

    Items- Berry x2, Poisoncure Berry, Mystery Egg, Pokédex
    Pokemon- Gold-- Caterpie (MA), Metapod (MA), Pidgey (MA), Hoothoot (E),
    Rattata (E), Spinarak (E)
    Silver-- Ledyba (M), Weedle (MA), Kakuna (MA), Pidgey (MA), Hoothoot (E),
    Rattata (E)

    At the first house you come to, pick the Berry outside, and talk to the
    guy inside. He'll give you a Berry, for a total of 4 so far. Go to the
    right, and up to Mr. Pokemon's house. Professor Oak is there, and he'll give
    you a Pokédex. Mr. Pokemon will give you the Mystery Egg, which you should
    run back to Prof. Elm. Heal when you get to Cherrygrove, as a nasty suprise
    is waiting outside of town... your rival.

    ???- Weakness of your starter (you picked Chikorita, he takes Cyndaquil. You
    pick Cyndaquil, he takes Totodile. You pick Totodile, he takes Chikorita.)

    His Pokemon beats yours on type. But he's level 5, and you should be at
    least level 8. Tackle/Scratch away. Heal with a Potion if your Pokemon gets
    into the red.

    The rival takes off after the loss, leaving you with a clear path to New
    Bark. When you get there, there's a cop talking to Prof. Elm, and the
    ensuing conversation gives you a chance to name the rival (called Rival
    for our purposes). You'll give the egg to Prof. Elm, and he'll send you
    on your way. Before you leave, though, the Aide gives you 5 poke Balls. Time
    to start catching.

    Go back to Route 29, and go to the tollbooth area. When you get through,
    you'll be in Route 46. You can't go far here, but there is a grassy area
    where you can catch Geodude and Spearow. Get them both. Also, raise their
    levels to that of your starter. On Route 29, catch whatever you can find,
    although I'll be blunt: They all suck. Restock the Balls in Cherrygrove, as
    they're finally for sale.

    On Route 30, pick up the bug that's appropriate to your version (either
    Ledyba or Spinirak). As well, get either Caterpie or Weedle (again, depends
    on version), and level them up. At Level 10, you'll get a good early
    Bug-type.

    At this point, you'll be able to fight trainers. They serve the purpose of
    being punching bags for your Pokemon, and they pay you for beating them.
    Nice deal. In G/S, some of them will offer you their phone #'s for future
    battles. Don't take any of the #s here, though.

    ROUTE 31

    Items- Antidote, poke Ball, Bitter Berry
    Pokemon- Same as Route 30, add Bellsprout (MAE)

    On Route 31, catch Bellsprout (pathetic as it might be). At least it's data
    for the Pokédex. Raise a team (starter, Spearow, Geodude, bug-type), to
    L11. This is important because Geodude learns Rock Throw at that level, and
    that will carry you through the first gym. Grab the items, and head west to
    Violet City.

    VIOLET CITY- HOME OF THE ZEPHYR BADGE

    Items- Paralyzecure Berry, Zephyr Badge, TM 31 (Mud-Slap)
    Pokemon- Togepi Egg (after beating the Gym)

    When you enter the city, heal at the center, and pick up any items along the
    way. Before going to the Gym, make a pitstop at Sprout Tower, preferably at
    night.

    SPROUT TOWER

    Items- Paralyze Heal, X Defend, Potion, Escape Rope
    Pokemon- Rattata (MAE), Gastly (E).

    This place is quite simple. Just find the stairs and take them up (or down,
    like on the second floor). Also, catch Gastly here: It's got a Hypnosis
    skill that will be very useful for catching Pokemon. Level it up by beating
    the trainers. They all use Bellsprouts except for a couple of deviants who
    have Hoothoots on their teams.

    On the third floor, pick up the Potion, and see that your rival is up to
    his old tricks. There's no fight, thankfully. Get the Escape Rope and fight
    the leader, who has 2 Bellsprouts (L7) and a Hoothoot (L10). Beat him for
    HM 05, which teaches Flash to a Pokemon. It lowers accuracy in battle, and
    lights up caves outside. But, you can't use it outside without the Zephyr
    Badge, so go to the gym.

    Pokemon Gyms are usually dedicated to one type. In this case, the type du
    jour is Flying. There are two minor trainers before the leader, but they're
    easily defeated. When the underlings' wings are clipped, go to the top to
    find Falkner, the Gym Leader. Talk to him and the fun begins.

    Leader Falkner
    Pokemon- L7 Pidgey, L9 Pidgeotto.
    Rewards- $900, Zephyr Badge, TM 31 (Mud-Slap)

    This is too easy if you have a Geodude at Level 11. Just Rock Throw them to
    death. The Pidgeotto has a Mud-Slap attack that does Ground-type damage
    (WHY?) and lowers accuracy, but Rock Throw will win the day.

    Collect the badge and the TM (Technical Machine, teaches 1 Pokemon 1 move
    they couldn't learn normally), and leave. When you leave the gym, you'll get
    a call from Elm, whose aide is at the Center. At the center, talk to the
    Aide to get the Egg back. This time, it takes a spot in your party, and you
    have to keep it in your party until it hatches. Very irritating... After
    getting the Egg, you have a choice to make. Head west to Route 36 and the
    Ruins of Alph, or south to Route 32? Go south for a Paralyzecure Berry, and
    make the choice. I'll take you through the Ruins first.

    RUINS OF ALPH

    Items- Unown Pokédex
    Pokemon- Unown (forms A-K)

    From Violet Gym, go west, and then north until you come to a tollbooth. This
    leads to Route 36, which is blocked by a tree that shakes when you talk to
    it. You can't move it, so head south to the ruins. Go into the first cave you
    see, and check the left side of the panel. Complete the puzzle (it's a below
    view of a Kabuto) to send yourself into the Ruins of Alph.

    *NOTE: I have received many e-mails about this, as people are saying they
    have completed the puzzle but nothing happens. Tristan says: "It is my
    belief that they placed the eyes in the wrong position, because that is what
    I did so many times, the eyes in the opposite position other than the right
    way look just fine and I believe that is what confused them." Thank you,
    Tristain. Anyway, when you do complete the puzzle, a small song will play.
    When this happens, press A to cause the platform to fall.*

    SIDEQUEST: The Ruins of Alph Puzzles

    All of these puzzles are annoying, but if you want to do them, I'll post
    them.

    The first puzzle you can access is a Kabuto.
    The other three are Aerodactyl, Omanyte, and Ho-oh.

    The actual ruins is a very small room. But while exploring, you'll come
    across Unown Pokemon, in one of 12 forms (one/letter of the alphabet). The
    only attack they will ever have is an attack called Hidden Power, which does
    random damage of a random type. Collect three forms and climb the ladder to
    meet a scientist, who'll update your Pokédex to track these weird whatevers.
    From the hut, follow the trees to a booth that leads to Route 32.

    ROUTE 32

    Items- Miracle Seed, Potion, Great Ball, Poison Barb (Friday only), Phone
    Number Ralph, Old Rod

    Pokemon- Gold-- Hoppip (MA), Rattata (MAE), Bellsprout (MAE), Mareep (MAE),
    Wooper (ME)
    Silver-- Same, but add Ekans (MAE)
    Fishing-- Magikarp, Tentacool, Qwilfish (swarmer)

    When you come to the entrance of Route 32, a trainer will reward you with
    a Miracle Seed item to boost the effetiveness of Grass moves by about 20%.
    If you have Chikorita on you, equip it, but save it if you don't. Battle
    the trainers, and try to catch Mareep. It's the only Electric-type you'll
    see for a while, and is quite useful. Build Mareep up along the docks by
    beating Fishers. Ralph, a Fisher, has information on when Qwilfish swarm,
    so get his number.

    When you come to the Pokemon Center, talk to the fisherman inside to collect
    the Old Rod. Now you'll be able to fish waterways for Pokemon.

    By now, everyone should be L14 or within a few exp. of it. When all is taken
    care of, enter the Union Cave.

    *NOTE* My Egg hatched here. If you didn't, just press on with 5 Pokemon.
    Otherwise, keep Mareep with you.

    UNION CAVE

    Items- Potion, X Attack, Great Ball, Awakening, TM 39 (Swift), X Defend
    Pokemon- Gold-- Geodude, Onix, Rattata, Zubat, Sandshrew
    Silver-- Same, but no Sandshrew
    Fishing-- Magikarp, Goldeen, Seaking (need Super Rod)

    Mainly, this place is for leveling up. Beat around the trainers for Exp, and
    catch any new Pokemon. If you're going for Onix, use Gastly to put it to
    sleep, and its Lick attack to weaken. Swift, the TM you pick up here, does
    some damage, but only misses once in a blue moon (or if the opponent's
    Digging or Flying, but that shouldn't matter yet). It's a straight-forward
    path, and when you come out, you'll be on Route 33.

    ROUTE 33

    Items- Poisoncure Berry, Anthony's #
    Pokemon- Gold-- Spearow (MA), Hoppip (MA), Zubat (ME), Rattata (MAE)
    Silver-- Spearow (MA), Hoppip (MA), Zubat (ME), Ekans (MAE), Rattata (MAE)

    Simple route, with one item and one trainer. Anthony, the trainer, will
    offer his # after you beat him, and you should take it. He'll then call you
    if the Dunsparce start swarming in the Dark Cave. After thrashing him, raise
    all Pokemon to level 15, and head into Azalea.

    AZALEA TOWN

    Items- Lure Ball, White Apricorn, Hive Badge, TM 49 (Fury Cutter)
    Pokemon- None

    After healing and getting items (get the Super Potions, but don't bother
    with the Charcoal. You'll get a freebie soon.), go to the house with the
    Berry bush behind it. Talk to Kurt inside to open up the path to the Slowpoke
    well. It seems that the Slowpoke is the town mascot, and their tails are
    being cut off... to be eaten. Gross... Anyway, defeat the Rockets, grab the
    Super Potion (be warned... the last Rocket has a L14 Koffing), and escape the
    well.

    For your efforts, Kurt will give you a Lure Ball, which catches Pokemon you
    fish for easier. Also, if you take the Apricorn behind Kurt's house and give
    it to him, he'll offer to turn it into a special poke Ball. Do it, and one
    day later, you'll have a Fast Ball. This catches Pokemon that run, and should
    be saved for the mystical beasts.

    After collecting your reward, head to the gym. The trainers inside like Bugs,
    so Cyndaquil really shines here. Also, Spearow and Geodude, and Mareep
    (Flaaffy if it evolved), are useful. Beat the 4 trainers inside, and fight
    the leader, Bugsy.

    Leader Bugsy
    Pokemon- L14 Metapod, L14 Kakuna, L16 Scyther
    Rewards- $1600, Hive Badge, TM 49 (Fury Cutter)

    If you lose to the first two, take out the game and sell it. Scyther is the
    main problem here. Its Fury Cutter attack will waste you if it gets any
    momentum going, so use Geodude (Rock is 4x effective to the Bug/Flying
    Scyther) to beat him. Also, since Spearow resists Bug, a couple of Pecks
    could do the job.

    After the fight, collect the Badge and TM 49, which lets you turn Fury Cutter
    on unsuspecting opponents. Heal after the gym and try to head west to Ilex
    Forest. Your rival will cut you off, and after a few idle threats, a fight
    will start.

    Rival
    Pokemon- L12 Gastly, L14 Zubat, L16 second form of starter

    Use a powerful physical attack (that isn't Normal) to get rid of Gastly.
    Flaaffy takes out Zubat in a Thundershock. Use Spearow's Peck on Bayleef,
    Geodude's Rock Throw/Magnitude attack on Quilava, and Flaaffy's Thundershock
    on Croconaw.

    After he runs off, enter the Ilex Forest.

    ILEX FOREST

    Items- Revive, HM 01 (Cut), Charcoal, TM 02 (Headbutt)
    Pokemon- Gold-- Caterpie (MA), Metapod (MA), Zubat (ME), Paras (MAE), Oddish
    (MAE)
    Silver-- Weedle (MA), Kakuna (MA), Zubat (MA), Paras (MAE), Oddish (MAE)
    Fishing-- Magikarp, Poliwag

    The first thing you'll find is a person looking for a Farfetch'd. To reunite
    trainer and Pokemon, go down, and right. Get the Revive, and go up past the
    platform. Go left to find Farfetch'd, and follow the path back to the
    trainer. Your reward is the Cut HM. Give it to whoever's eligible. Use it to
    cut your way into the second part of the forest.

    *To get the Charcoal, you'll have to return to Azaela and go to the charcoal
    maker's home. Pick it up, and equip it on Quilava if you have it, or save it
    for Magmar later.*

    After you cut down the bush, go left and then up. Follow the trees around
    until you find someone who'll give you the Headbutt TM. Try it on the trees
    to knock out some Pokemon. You'll get your versions' Bug family (Caterpie
    in Gold, Weedle in Silver), Pineco, a new Pokemon who should be put to sleep
    instantly to avoid Selfdestruct, and Exeggcute.

    From the TM, hop the ledge, and go up to the gapped platform. Go through the
    gap and left to the tollbooth leading to Route 34.

    ROUTE 34

    Items- TM 12 (Sweet Scent)
    Pokemon- Abra, Drowzee, Rattata, Ditto (all MAE)
    Fishing- Magikarp, Krabby, Kingler (Super Rod), Corsola (Good Rod, MA),
    Staryu (Good Rod E).

    In the booth is a Butterfree trainer. Talk to her to get TM 12, which is
    Sweet Scent. It drops Evade in battle, and attracts Pokemon outside of it.

    The Pokemon you can catch here are all important. Abra's still Teleporting
    away, but Gastly's Mean Look can stop the Psychic in its tracks. Drowzees
    are quite common, so make sure you catch one. There's an important trade
    in the next city.

    Ditto's an important catch because of the Daycare Center located on Route 34.
    As in the originals, you can leave a Pokemon here and let it get Exp. But
    now, if you leave two similar Pokemon of opposite genders here, they may make
    an egg. But what if the Pokemon you want to mate doesn't have a match? Simply
    pimp Ditto in... the sick little guy will make eggs with everything. (Except
    certain Pokemon, usually mysticals.)

    Beat all the trainers, as they are important exp. Try to be L18 for everyone
    by Goldenrod, and prepare to dump Beedrill for a frentic little Fighting
    Pokemon.

    GOLDENROD CITY

    Items- Bicycle, Bill's #, Radio Card (pokegear), TM 27/21 (only available on
    Sundays, available every week) (Return/Frustration), Coin Case, Plain Badge,
    TM 45 (Attract), Squirtbottle, Mystery Gift option
    Pokemon- Machop (trade Drowzee on 5th floor of department store)

    A lot to do here, starting with healing. Next, go around the Department Store
    and down to find a Bike Shop. No voucher necessary, just walk in and they'll
    give you a Bike. Next, right by the water in the bottom part of town is
    Bill's house. Talk to his family for a conveinent check on when your current
    storage box is full. After that, go to the radio tower (the large black
    building) and talk to the receptionist to take a quick quiz. The questions
    are easy, but if you get stumped, I've typed the answers backwards for you.

    sey, sey, on, sey, on.

    Get the 5 questions right to win a Radio Card for your pokegear, which will
    allow you to listen to the radio whenever you want. (And, if you get lucky
    in the Lucky Number game, win a Master Ball. But one of your Pokemon's ID #
    must be the exact same as the number they draw. The draw's on Friday.)

    Next is the department store, which is 6 floors designed with your personal
    bankruptcy in mind. Bring Drowzee (over the bug) for this part. On the
    second floor, buy up some Full Heals. This early on, they're a steal. The
    stuff on the 3rd floor is useless, and the 4th floor is out of your price
    range. But the 5th... aaah. The elemental punches are now TMs, and you can
    buy them. Pick up a Thunderpunch for Flaaffy and Quilava (if you have it),
    a Fire Punch for Quilava (if you have one), and an Ice Punch for Croconaw
    (if you have one). Also, pick up a couple of Headbutts, as they are a great
    offensive move. On Sundays, there's a lady at the counter who will give you
    a TM depending on how happy your Pokemon is. If it's happy, you'll get
    Return: if it's unhappy, you'll get Frustration.

    *NOTE* If you're on a Game Boy Color, talk to one of the girls on the 5th
    floor, and you'll unlock the Mystery Gift item, which can give you up to
    five items free every day! (Thanks to Raynor for suggesting I include this).

    Also on the 5th floor is a person willing to trade a Machop for a Drowzee.
    SAVE BEFORE MAKING THIS TRADE! When it's done, check the gender. If it's
    female, fine. If not, reset and trade again. You need a female Machop for the
    next section. On the 6th floor are the traditional vending machines. Pick up
    some Lemonade here: it's 1/2 the price of a Super Potion, but heals 30 more
    HP.

    From the store, go to an indented building across the street from the gym.
    This leads to an underground path, which has the Coin Case and several weird
    shops in it. One sells beauty treatments (not open Monday), one has bitter
    items (only on weekends), and the final one has trinkets that can be sold for
    a profit (Monday mornings). Beat the trainers, get the case, and go.

    After all that bankruptcy, you must've thought I'd ignore the gym. Yeah,
    right. Anyway, the gym caters to Normal-types. That's why I told you to
    trade for Machop. Low Kick (and Karate Chop when you learn it) will destroy
    this gym. Beat the 4 trainers (Machop should jump about 6-7 levels because of
    boosted exp.) and fight Whitney. (PS: Did anyone besides me notice that the
    gym's shaped like Clefairy?)

    Leader Whitney
    Pokemon- L18 Clefairy, L20 Milktank
    Rewards- $2000, Plain Badge, TM 45 (Attract)

    Easy if you're using a female Machop. Use either Fighting move for a quick
    KO. The reason why I said female Machop is because Milktank is always female,
    and it has Attract, which stops Pokemon of the opposite gender from attacking
    1/2 the time.

    Crybaby Whitney will refuse to give you the Badge and TM at first. However,
    after she gets a quick tongue-lashing, you'll get the goods. Head out to
    heal, and go east to a little house in the corner of town. For beating
    Whitney, the lady will give you a Squirtbottle, which is an important item.

    With the city cleaned out temporarily, head north to Route 35.

    *NOTE: The Game Corner will be dealt with in the Miscellaneous Information
    Section.*

    ROUTE 35

    Items- Mystery Berry, TM 04 (Rollout), Arnie's #
    Pokemon- Abra (MAE), Drowzee (MAE), Ditto (MAE), Nidoran Male and Female
    (MAE), Pidgey (MA), Hoothoot (E), Yanma (MAE, swarmer)

    Beat the trainers around for a while, and catch the wild Pokemon. The Nidos
    are the new attraction, but if you talk to Arnie after kicking his roody-poo
    candy-(radio edit) all over the Route, he'll give you a call when the Yanma
    swarm. After beating Arnie, go down to find a TM 04, which is a Rock-type
    attack that lasts 5 rounds, and doubles in power every round.

    Just north of here is the National Park, home to the thrice-weekly Bug
    Catching Contest.

    NATIONAL PARK

    Items- Quick Claw, Paralyze Heal, TM 28 (Dig)
    Pokemon- Gold-- Caterpie (MA), Metapod (MA), Pidgey (MA), Sunkern (A),
    Hoothoot (E)
    Silver-- Weedle (MA), Kakuna (MA), Pidgey (MA), Sunkern (A), Hoothoot (E)

    The Quick Claw (a possible first hit even if you're slower) is in the
    possession of a lady on a bench on the right side of the park. To get the
    Paralyze Heal, go along the top until you see a fence with no ring. Go in
    the open area and it's staring you right in the face. As for TM 28, go left
    from the Paralyze Heal and all the way down. But the items or even the
    Pokemon aren't the main attraction here. That honor is reserved for the Bug
    Catching Contest.

    Held on Tuesday, Thursday, and Saturday, Bug Catching contestants pay
    nothing to try to catch a good Bug type. At their disposal are 20 not-very
    good Park Balls, 1 Pokemon, and 20 minutes. (In this case, bring a sleeper.)
    Bugs are graded on rarity (A Caterpie would get far less points than a
    Scyther, for example), and level. (A level 9 Scyther would get less points
    than a Level 18.) When time expires, Pokemon are graded, and the winner
    receives the new Sun Stone, which evolves Sunkern and Gloom. Second place
    gets an Everstone, which is a holdable item that stops evolution. 3rd place
    gets a Gold Berry, which restores some HP. Consolation prizes are Berries.
    Also, you keep the Pokemon you caught.

    This is the only place to get Caterpie in Silver, Weedle in Gold, Scyther,
    and Pinsir. Be sure to come back often. When done here, head east to Route
    36.

    ROUTE 36

    Items- Ice Berry, TM 08 (Rock Smash)
    Pokemon- Gold-- Pidgey (MA), Pidgeotto (A), Growlithe (MAE), Stantler (MAE),
    Nidoran Male and Female (MAE), Hoothoot (E), Sudowoodo
    Silver-- Pidgey (MA), Pidgeotto (A), Vulpix (MAE), Stantler (MAE), Nidoran
    Male and Female (MAE), Hoothoot (E), Sudowoodo

    Simple route, a couple of trainers. The reason you're here is to clear that
    stupid tree out of the way. It's actually Sudowoodo, a pure-Rock Pokemon.
    You've got one chance to catch it, so save and don't take stupid chances.

    After catching the tree, talk to the portly man to get TM 08, Rock Smash.
    In battle, it will do light Fighting damage and lower Defense. Out of
    battle, it clears rocks. Next is Route 37.

    ROUTE 37

    Items- Red Apricorn, Blue Apricorn, Black Apricorn
    Pokemon- Gold-- Pidgey (MA), Pidgeotto (A), Growlithe (MAE), Stantler (MAE),
    Hoothoot (E), Spinarak (E)
    Silver-- Ledyba (M), Pidgey (MA), Pidgeotto (A), Vulpix (MAE), Stantler
    (MAE), Hoothoot (E)

    Some more trainers to beat around, and the infamous Apricorns. The Red one
    becomes a Level Ball, which makes catching low-level Pokemon easier. The
    Blue Apricorn is a Lure Ball, which Kurt gave you. The Black one becomes
    a Heavy Ball, which catches Pokemon like Snorlax and Lapras. When you're
    done Apricorn-picking, level up to 21 (Spearow will evolve), and head to
    Ecruteak City.

    ECRUTEAK CITY

    Items- HM 03, Itemfinder, Fog Badge, TM 30 (Shadow Ball)
    Pokemon- Eevee

    As usual, heal when you hit town. When you enter the Center, Bill will be
    waiting with important news: The Time Capsule has been fixed! Now, you can
    trade across to Red/Blue/Yellow and fill some of those Pokédex holes. When
    Bill leaves, follow him to Goldenrod with an open slot on the team to get
    Eevee!

    Back in town, heal and go to the dance hall. There are 5 dancers there, and
    if you beat them all, you get the Surf HM. The Dancers use the 5 (no, that's
    not a misprint, there are 5) forms of Eevee. The usual crowd of Vaporeon,
    Jolteon, and Flareon has swelled to include Psychic-type Esperon and
    Dark-type Umbreon. Dark goes down to Fighting and Bug.

    After getting Surf, go to the Burned Tower.

    BURNED TOWER

    Items- X Speed, Burn Heal, HP Up
    Pokemon- Rattata, Raticate (1st), Zubat, Koffing, Magmar (2nd)
    *The Wandering Legendary Pokemon are released here*

    Rival
    Pokemon- L20 Haunter, L18 Magnemite, L20 Zubat, L22 second form of starter

    Deal with these guys the same way you did last time. Haunter drops at the
    hands of a good, non-Normal, physical attack. Thunderpunch from Flaaffy
    will get rid of Zubat. Magnemite is part-Steel, which has many resistances.
    Problem for Rival is, Electric and Steel have a common weakness... Dig or
    Magnitude it away. The starter drops to Geodude's Rock or Ground attack
    (Quilava), Flaaffy's Thunderpunch (Crocanaw), or Fearow's Peck (Bayleef).

    Catch Koffing, then retreat to the Pokemon Center to heal and drop Gastly.
    Why? Because Gastly's become less useful, and Magmar's coming up. (If you
    have Quilava, keep Gastly and drop it for Lapras later.) Work on getting
    Magmar to around level 23 with the rest of your party if you're using him.

    To actually complete your objective, which is release the Legendary
    Wandering Pokemon, go to the left, go up, and break the rock with Rock
    Smash. Beat the trainer, and drop down. Walk up the stairs, and they will
    break out. Accomplish the level goal and dart.

    Back outside, collect your thoughts and go after Morty's Fog Badge. To get
    to Morty, you have to fight every trainer in the gym, and negotiate an
    invisble path. From the first trainer, go to the right statue and up.
    Beat the trainer, and go left until you are parallel with the left statue.
    Go up, beat the trainer, and go right until you line up with the right
    statue. Up from there is the final trainer and Morty's platform.

    This path has given you an idea as to how the Ghosts here fight. They like
    to use Mean Look to stop you from switching, and then use Curse. Quick
    attacks are needed to beat them. Make sure everyone has one non-Normal
    or Fighting attack (maybe give Machop Dig or one of the element punches).
    When ready, talk to Morty and let the fun begin.

    Leader- Morty
    Pokemon- L21 Gastly, L21 Haunter, L23 Haunter, L25 Gengar
    Rewards- $1600, Fog Badge, TM 30 (Shadow Ball)

    This is probably the hardest fight you've had so far. The Ghosts will often
    use the Mean/Curse combo, which will really mess you up. If you've been
    raising a Psychic, bring it here. Ground attacks will also work, considering
    the Ghosts are all part Poison. Gengar is a royal pain... he's already got
    Hypnosis/Dream Eater. Get Machop either Digging or switching to avoid a
    slaughter.

    After you beat Morty, he'll hand over the Fog Badge, and Shadow Ball, the
    best Ghost attack in the game. Drop into the pit to go back to the start,
    and get out to heal. When you have all the things you need, go to Route 38.
    Oh, and how many Berries do you have? Try to have 6.

    ROUTE 38

    Items- Berry, Chad's #
    Pokemon- Gold-- Farfetch'd (MA), Magnemite (MAE), Tauros (MAE), Rattata
    (MAE), Raticate (MAE), Milktank (MAE), Snubbull (MAE, swarmer)
    Silver-- Farfetch'd (MA), Magnemite (MAE), Tauros (MAE), Meowth (MAE),
    Raticate (MAE), Milktank (MAE), Snubbull (MAE, swarmer)

    Some trainers, a Berry tree, and several new Pokemon are the highlights of
    this route. Chad, the Mr. Mime trainer, knows when the Snubbull swarm, so
    say hi to him. Grab the Berry, for 7 total. You'll need them on Route 39.

    ROUTE 39

    Items- Mint Berry, MooMoo Milk, TM 13 (Snore) (last two items require 7
    Berries)
    Pokemon- Same as 38, except for Snubbull

    The first place you'll want to go is the farmhouse. Talk to the farmers and
    they'll tell you about their sick Milktank. The cow is next door, so feed
    it all the Berries you've got. When you feed it 7, she'll start producing
    milk again, and the farmer will give you TM 13, which teaches Snore. This
    does damage while you're asleep. Also, MooMoo Milk will go on sale here for
    $500. Stock up, as it's an excellent healing item (100 HP).

    The Pokemon are nothing new, and the trainers are easy. Beat them and head
    south to enter Olivine City.

    OLIVINE CITY

    Items- Good Rod, HM 04 (Strength)
    Pokemon- Fish Olivine Proper- Same as Route 34
    Olivine Docks- Magikarp, Tentacool, Shellder (Good Rod +), Chinchou (Good
    Rod +), Lanturn (Super Rod), Tentacruel (Super Rod)
    Rock Smash- Krabby, Shuckle

    Your rival will intercept you as you enter town. He doesn't want to fight
    you, because he's looking for Olivine's Gym Leader, Jasmine. The story
    around town is that she's helping a sick Pokemon at the Lighthouse in the
    southeast part of the city.

    We'll get to her later, but for now, start by going to the house right below
    the Gym. Someone there will give you a Good Rod, which is a serious upgrade.
    Deposit the Old Rod in your PC. Also, just west of the Pokemon Center is a
    restraunt. Talk to the sailor at the table to get HM 04, which teaches
    Strength.

    Now, it's time to backtrack all the way to Azalea Town. Teach Surf to some-
    one you don't intend to use, and give Kurt a Black Apricorn on Thursday. On
    Friday, get the Heavy Ball and duck into Union Cave. Remember when you got
    the Swift TM? Well, go back to the platform and surf down. From there, go
    down the ladder and beat a few trainers. In this area on Friday only is
    Lapras, a Water/Ice Pokemon. Use someone to wear it down, paralyze/sleep it,
    and use the Heavy Ball. You should now have a great Pokemon. Give it Surf
    because it has no Water move.

    Back in Olivine (with Lapras in your party for good), fish around for a
    while and catch some Pokemon. When you have everyone at level 26, enter the
    Lighthouse.

    OLIVINE LIGHTHOUSE

    Items- Great Ball, TM 34 (Swagger), Rare Candy, Ether, Super Potion
    Pokemon- None

    This is pretty straightforward for the first couple of floors. Beat the
    Gentlemen: they carry a lot of money. On the fourth floor, you can either go
    up or down. Go up to collect some good items: A Rare Candy and TM 34, which
    teaches the Swagger move. This will confuse your opponent and double their
    physical Attack. Drop down to the 4th floor, and fall down the hole to a part
    of the 3rd floor you couldn't reach before. From there, take the stairs to
    to the 6th floor and Jasmine. She won't come down until you get the Ampharos
    who charges the lighthouse some medicine. The medicine's in Cianwood City,
    across the ocean.

    From the lighthouse, go to the open land area. Use Rock Smash to break some
    of the rocks and find some Pokemon. Krabby are pretty common, but every once
    in a while, you'll find the Bug/Rock Shuckle. This guy has no offense to
    speak of, and his speed's terrible. But his defensive stats... Off the page.
    Don't worry if you don't get one here, as there's one in Cianwood. When
    ready, shove off for Routes 40-41.

    ROUTES 40-41

    Items- None
    Pokemon- Tentacool (MAE), Tentacruel (MAE), Mantine (MAE, Gold only)

    This whole route is Surfing, so I hope you don't get seasick easily. Just
    go along, getting level ups (if the trainers don't give them to you, the
    wild Pokemon will) and any Pokemon you may have missed. Along the way, you
    will see islands with Whirlpools blocking the entrances. These are the Whirl
    Islands, home to the mystical Psychic/Flying Pokemon Lugia. However, there's
    a couple of items you need to catch Lugia (the Whirlpool HM and the Silver
    Wing) that you won't get 'til much later. So, head into Cianwood City.

    CIANWOOD CITY

    Items- Secret Potion, Storm Badge, TM 01 (Dynamicpunch), HM 02 (Fly)
    Pokemon- Shuckle

    After healing, the first place you should go is the house down-and-left from
    the Pokemon Center. The guy inside has Jasmine's medicine. If you leave and
    come back, he'll sell some healing items. Just above his house is a paranoid
    trainer. It would appear that Rival bullied him into giving up a rare
    Pokemon. He'll give you Shuckle if you have an open slot on the team.

    Next stop would be the gym. This is a fighting-type gym, so bring any
    Psychics and Flyers you might have. Also, bring someone with Strength, and
    an Electric Pokemon. The trainers all have non-Fighting attacks on their
    Pokemon, so Ghost's invulnerability is nullified. Beat the three trainers,
    move the rocks (move the left and right ones up, then move the center one
    either to the left or right), beat one more trainer, and fight Chuck, the
    local Gym Leader.

    Leader Chuck
    Pokemon- L27 Primeape, L30 Poliwrath
    Rewards- $3000, Storm Badge, TM 01 (Dynamicpunch)

    Primeape is easy. Just use decent Psychic, Flying, or powerful Special
    techniques. Poliwrath is extremely hard, though. If it uses Mind Reader,
    you will be hit with Dynamicpunch next turn. DP does massive Fighting-type
    damage and Confuses instantly. It's only got 1/2 accuracy, but Mind Reader
    makes it so the next move always hits. Use an Electric with Thunder Wave
    (Flaaffy) to paralyze it, and wear it down with Electric attacks.

    After the fight, you'll get the Storm Badge and the TM for Dynamicpunch,
    which really isn't useful now. When you get outside, talk to Chuck's wife
    to get HM 02, which is Fly. This will get you back to Olivine very quickly.

    OLIVINE CITY GYM

    Items- Mineral Badge, TM 23 (Iron Tail)
    Pokemon- None

    When you land in Olivine, climb back to Jasmine's location. Give her the
    medicine and she'll go back to the gym. Inside, she'll offer to fight you
    for the Mineral Badge. She uses one of the new types, Steel.

    Leader Jasmine
    Pokemon- L30 Magnemite (x2), L35 Steelix
    Rewards- $3500, Mineral Badge, TM 23 (Iron Tail)

    The two Magnemites are a cinch. Just Dig/Magnitude them out. Steelix is the
    real pain. Steel-types resist everything but Fire, Ground, Fighting, (which
    does double damage) Water, and Electric (which are neutral.) Because Steelix
    is part-Ground, Fire and Electric are out. Ground could work, but unless
    you've got Sandslash, your ground type is part Rock, which takes double
    damage from Steel. Fighting moves like Low Kick and Lapras' Surf will do the
    most damage, even with Steelix's Sunny Day attack, which cuts Water damage
    in half.

    After you beat Jasmine, she'll give you the Mineral Badge, and the Iron
    Tail attack. This should go on your Fire-type.

    Now, the next stop is Route 42, east of Ecruteak City. However, there are
    some side items you can do with the HMs. These are outlined below.

    Cherrygrove City: Surf to the fisherman and talk to him. He'll give you
    the Mystic Water that boosts Water damage.

    Violet City: Use Surf in the waterways to get a PP Up and a Rare Candy.

    Route 32: Use Cut to access a portly man who has TM 05, Roar.

    Union Cave: In the room where you got Swift, Surf the water to a new part
    of the cave. Go left the first chance you get and go out. This leads to a
    new part of the ruins with a trainer, and is the only place in the game to
    catch Psychic/Flying Natu and Normal-type Smeargle. Smeargle's unusual, in
    that it learns only one move, Sketch. But that move can open up any move in
    the game, because it permanetly copies the last move the other Pokemon used.

    Azalea Town: You can use Strength in the Slowpoke Well to access a couple of
    new items. One is TM 18, Rain Dance. The other one is the King's Rock, which
    gives all moves a chance at flinching, and evolves Poliwhirl and Slowpoke
    when you trade them with the rock attached. As well, this is the earliest
    place to catch Slowpoke, Slowbro, and Golbat.

    Ilex Forest: Surf in the pond by the exit to find Psyduck and Golduck.

    Route 34: On the left side of the Route is a water path. Surf down it and
    go into the inlet. Beat the 3 trainers inside to earn the Soft Sand item,
    which boosts Ground damage.

    Ecruteak City: In the Burned Tower, use Rock Smash on the right side and go
    up to a hole. Fall down and use Strength to get TM 20, which is Endure.

    With all that done, head east to Route 42.

    ROUTE 42

    Items- Ultra Ball, Yellow Apricorn, Green Apricorn, Peach Apricorn
    Pokemon- Gold-- Spearow (MA), Mankey (MAE), Mareep (MAE), Flaaffy (MAE),
    Zubat (E)
    Silver-- Spearow (MA), Mareep (MAE), Flaaffy (MAE), Zubat (E)
    Headbutt-- Spearow, Aipom, Heracross

    The main features of the route are the Apricorn grove (you'll need Cut), and
    the new Pokemon that can be caught here. Aipom's a Normal-type who has a
    weird hand as its back passage, and Heracross learns the new power move
    Megahorn. The damage is similar to that of Fire Blast and Thunder.

    The only reason why you're on this route is that it's the only route leading
    to Mahogany Town. That's the next destination.

    MAHOGANY TOWN

    Items- Glacier Badge, TM 16 (Icy Wind)
    Pokemon- None

    When you come into town, you'll notice several things. The poke Mart is
    selling useless items, the Gym is blocked off, and the path to Route 44 is
    blocked. And I'll give you 3 guesses as to who's behind this. So heal, and
    head north to Route 43/Lake of Rage.

    ROUTE 43/LAKE OF RAGE

    Items- Bitter Berry, Max Ether x2, TM 10 (Hidden Power), TM 43 (Detect),
    Red Scale
    Pokemon- Pidgeotto (MA), Venonat (ME), Mareep (MAE), Flaaffy (MAE), Girafarig
    (MAE), Noctowl (E), Red Gyarados
    Fishing- Magikarp, Gyarados

    The tollbooth on Route 43 is being manned by a member of Team Rocket. If you
    want to pass, they'll let you, but it'll cost $1000. It's better to take the
    grassy path, as you can catch some Pokemon and fight some trainers. The route
    leads to the Lake of Rage.

    If you take the left entrance to the Lake, you'll be able to use Cut to get
    some TMs. In the house is TM 10, Hidden Power. You may remember the Unowns
    back in the Ruins of Alph using this move. Also, you can find TM 43, Detect.
    This will prevent damage for 1 round, but doesn't work the more you use it.
    The main reason why you're here, though, is the Red Gyarados. To find it,
    take the right path and Surf the lake.

    The Red Gyarados is your typical Gyarados, but it's colored. That means its
    stats (other than HP) will be very high if/when you level it up. It's your
    typical one-shot Pokemon, but don't worry if you accidently faint it. You
    still get the Red Scale item, and you can just catch Gyarados later.

    *Note: When you get the Red Scale, go back to Route 30 and talk to Mr.
    Pokemon. If you have the Scale on you, he'll give you an Exp. Share item.*

    After dealing with the Red Gyarados, Surf back to shore to find Lance, the
    dragon member of Red/Blue's Elite 4. He doesn't want to fight you (in your
    shape, you'd probably lose), but he is looking to stop Team Rocket. Follow
    him to Mahogany's Item Shop, where TR has a secret base for you to bust
    up.

    TEAM ROCKET BASE

    Items- Hyper Potion, Nugget, X Accuracy, Protein, Ice Heal, Dire Hit, Full
    Heal, TM 46 (Thief), HM 06 (Whirlpool)
    Pokemon- Geodude, Voltorb, Electrode, Koffing

    When you go down the stairs, you'll walk by a Persian statue. As soon as you
    do, two Rockets will attack you. After beating them off, walk left to a
    passage, and right to another. Go down and around to find a computer. Engage
    it to stop that from happening.

    Next, you'll want to double back, and go left past the passage. After a
    trainer, you'll come to a booby-trapped field. When you step on a tile, a
    random Pokemon of Geodude, Koffing, and Voltorb will attack. This is your
    first crack at getting Voltorb, so catch one.

    When you come to a flight of stairs, go down and Lance will give you a one-
    time healing. Go to the right, and down the stairs. Now, you'll have to beat
    two specific trainers to get passwords to the leader. The trainers you have
    to beat are the trainer by the Full Heal and Dire Hit items (1 L19 Raticate)
    and the trainer at the upper computer bank (L18 Arbok, L18 Gloom). They will
    give you the password after you beat them and talk to them again. When you
    get the passwords, take the stairs above the Protein and go left. Down the
    stairs, and take the next flight to TM 46, Thief. Head back down the stairs,
    run into Rival (Lance kicked his butt so you don't have to), and check the
    door. When it opens, fight the Rocket inside....

    Male Rocket Leader
    Pokemon- L22 Zubat, L22 Koffing, L24 Raticate
    Rewards- $1584, Generator Room Password

    Simple trainer. A Rock with a ground move (Graveler/Golem) will do well here.

    After you beat him, he teleports away, but his Murkrow has the password.
    Backtrack to the hallway where Lance healed you to start a 2-vs-2 match.
    Lance will take the guy, while you fight this evil lady....

    Female Rocket Leader
    Pokemon- L26 Ekans, L26 Gloom, L26 Murkrow
    Rewards- $1800, access to the Generator room

    Pretty easy. Ground gets Ekans, Fire takes Gloom, and Murkrow falls to an
    Ice or Electric attack.

    When the leaders book, you and Lance will eliminate the Electrode by any
    means necessary. You can catch them if you want, but only catch 1 and faint
    the other 2. When the Pokemon are gone, Lance will thank you and give you
    HM 06, Whirlpool. Don't use this on a team member, though. (If you caught the
    Red Gyarados and aren't using it, give it Whirlpool.)

    When you come out of the shop, the Gym will be opened up. Walk in to find
    pretty early on that this place loves Ice-types. Here's the path, fighting
    every trainer:

    From the start, go one step past the left statue and go up to the trainer.
    Beat her, and go back to the start. Beat the trainers on the side in any
    order. Next, go one square to the left of the right statue, and up to the
    trainer. Beat him and go back down. Finally, go to the left side of the left
    statue, and go up, right, down, left, up, and right to find the old man
    Pryce.

    Leader Pryce
    Pokemon- L27 Seel, L29 Dewgong, L31 Pilowswine
    Rewards- $3100, Glacier Badge, TM 16 (Icy Wind)

    Seel and Dewgong are part-Water (in fact, Seel is pure-Water). Use Electric
    and Grass on those two. Pilowswine is Ice/Ground, so be careful. Use Fire
    and Fighting attacks on this guy.

    When you defrost Pryce, he'll hand over the Glacier Badge and TM 16, which is
    the Icy Wind attack. It doesn't do the highest amount of damage, and is
    slightly inaccurate. But if you want to use it on Lapras, go for it.

    After you leave the Gym, you'll get a call from Prof. Elm. Team Rocket has
    seized the Radio Tower! Get back to Goldenrod ASAP!

    RADIO TOWER: 1st PASS

    Items- Underground Key, Max Ether, TM 35 (Sleep Talk), Card Key, Amulet Coin
    Pokemon- None

    The basic point of this area is to waste the 11 Rockets hanging around.
    Expect Poison, Normal, Steel, and part-Flying Pokemon. When you get to the
    5th floor, talk to the "director" to engage a fight.

    Fake Director
    Pokemon- L30 Koffing (x5), Weezing L32
    Rewards- $2160, Underground Key

    Can this get any easier? A Psychic or Ground will destroy him.

    The "director" will give you the Underground Key for beating him. Now, you
    have to go to the Underground section of Goldenrod and use the key on the
    locked door. When you do, Rival will take the time to attack....

    Rival
    Pokemon- L30 Golbat, L28 Magnemite, L30 Haunter, L32 Sneasel, L32 final form
    of starter

    Golbat is wasted in a Thunderpunch, and Magnemite in a Dig attack.
    Haunter's tough, but Dig will be his undoing. Sneasel is Dark/Ice, so use
    a Fighting move for a quick KO. The starter can be Surfed, Thunderpunched,
    or Fire Punched into oblivion.

    After he goes down, you'll fight 3 Rockets, each guarding a switch. The
    switches manipulate walls and doors in an effort to get to the final door.
    To get to it, activate the left, center, and right switches in that order.
    Waste a Rocket, and go through to the storeroom. Go around, beating all the
    Rockets. The TM (Sleep Talk) is a variation of Metronone in that it only
    works while you sleep. After getting all the items, fight the last Rocket
    guarding the real director.

    Rocket Guard
    Pokemon- L25 Koffing (x2)
    Rewards- $1000

    You'd think Team Rocket would put something harder as a guard. Beat him the
    same way you beat the fake director.

    Talk to the director for the Card Key, which opens the shuttle doors in the
    Radio Tower. Before you leave, take the stairs to the cash-doubling Amulet
    Coin. Then, head back to Radio Tower.

    RADIO TOWER: 2nd PASS

    Items- Rainbow/Silver Wing (Rainbow in Gold, Silver in Silver), Pink Bow,
    TM 11 (Sunny Day)
    Pokemon- None

    In the tower, go up to the 3rd floor, and use the Card Key in the slot. This
    will give you access to the hardest Rocket fights. Go up three floors,
    beating Rockets along the way. On the 5th floor, you'll have to fight the
    female and male leaders of TR back to back, so be ready.

    Female Leader (Round 2)
    Pokemon- L32 Arbok, L32 Vileplume, L32 Murkrow

    Same Pokemon as in Mahogany, and should be dealt with in the same way.

    Male Leader (Round 2)
    Pokemon- L33 Houndoor, L33 Koffing, L35 Houndoom
    Reward- Rainbow/Silver Wing

    Koffing you should have no problem with. Houndoor and Houndoom are both
    Fire/Dark, so use the approriate counters (Water, Ground, Rock, Fighting).

    When the man drops, the real director will take his seat and give you a
    different-colored Wing. In Silver, it's the Silver Wing. In Gold, you get
    the Rainbow Wing. These are the keys to getting the Mystical Birds of G/S.
    On the 4th floor, Mary (Prof. Oak's cohost on the Pokemon Talk show) will
    give you a Pink Bow, which powers up Normal moves. On the 3rd floor, a girl
    will give you TM 11, which is the Sunny Day technique.

    After you collect your rewards, beat it back to Mahogany. Now that Team
    Rocket is dead for good, you can now go on Route 44.

    ROUTE 44

    Items- Burnt Berry, Max Revive, Ultra Ball, Wilton's #
    Pokemon- Bellsprout (MAE), Weepinbell (MAE), Tangela (MAE), Lickitung (MAE)
    Fishing- Magikarp, Poliwag, Remoraid (swarmer)

    The trainers on this route are easy after the experience you got fighting
    Team Rocket. Wilton, a fisherman on the eastern part of the Route, will
    let you know when the Remoraid swarm, so keep in touch. As for the wild
    Pokemon, you have to Surf to the grass patch, which has a Max Revive in it.
    Be sure to get Lickitung, as you'll need it for a scenario later.

    The cave at the end of the route is the Ice Path. Enter and prepare to
    freeze your poke Balls off.

    ICE PATH

    Items- HM 07 (Waterfall), Max Potion, Full Heal, Nevermelt Ice, TM 44
    (Rest), Iron, PP Up
    Pokemon- Gold-- Zubat (ME), Golbat (MAE), Jynx (MAE), Swinub (MAE)
    Silver-- Zubat (ME), Golbat (MAE), Jynx (MAE), Delibird (MAE), Swinub (MAE)

    Remember the sliding puzzles of the Mahogany Gym? Well, they're back and
    worse than ever. The first major one is a pain in the neck, but I'll guide
    you through.

    First, go up, then left, down, left, up, right, up, and right. This will
    place you in the upper-right corner. From there, go down, left, up, left,
    down, right, down, right, up, and right to escape. To the right is another
    path, one you have to negotiate to beat this game. Starting at the higher
    point, go right, up, left, down, right, up, and right to get HM 07. This
    is Waterfall, which is needed to win the game. From the HM, go left, down
    and left to get out and go up the ladder.

    When up the ladder, go right and down to appear in a boulder-and-hole room.
    Push the boulders into the holes and go down the ladder. (It shouldn't be
    that hard.) You'll appear in a giant ice sheet with items around it. From the
    ladder, go left, down, left, up, and right to get to the next ladder. When
    you come up, go around the rocks and get the Nevermelt Ice, which increases
    the power of Ice moves. Double back to a ladder, and you'll turn up in a room
    with a Z-shaped platform. Go to the stairs and jump down, then go over to get
    TM 44 (Rest). Then, slide up, left, and down to the final ladder. Get the PP
    Up on the way out. You'll end up in Blackthorne City.

    As for the Pokemon, Delibird only learns one move (the usually bad Present),
    but Swinub and Jynx are both powerful. Swinub has a weird typing (Ice/Ground)
    that helps in many situations, and Jynx's Lovely Kiss is an accurate sleep
    move.

    BLACKTHORNE CITY

    Items- Dragon Fang, Rising Badge, TM 24 (Dragonbreath)
    Pokemon- None

    The best part of the city is the Move Deleter. This man located near the
    south end of town will make your Pokemon forget useless moves, including HMs!
    Finally, giving someone good a rotten HM isn't permanent.

    The other main attraction is the Rising Badge, the final badge in the Johto
    League. To get it, you'll need to defeat Clair in the Gym. Bring Strength and
    high-levelled Pokemon. Lapras' Ice Beam, Confuse Ray, and Body Slam attacks
    are key weapons. Also, make sure Ampharos is ready, and that you have as
    strong a team as possible. I recommend being L38 for everyone here (yes,
    Clair's that hard.)

    To get to Clair, you'll need to beat a trainer, then go up a ladder. Move the
    rock on the right all the way up, and move the left one into the pit. Go
    down, fight the trainer, and go to the right. Push the right boulder down,
    and the left one up all the way, then two spaces right. After beating a third
    trainer, push a boulder all the way to the right, and a final boulder down
    into the pit. Go down the ladder you passed, beat two more trainers, and
    fight the hardest (radio edit) boss in the history of Pokemon.

    Leader Clair
    Pokemon- L37 Dragonair (x3), L40 Kingdra
    Rewards- $4000, Rising Badge, TM 24 (Dragonbreath)

    The 3 Dragonair aren't a problem. Lapras' Ice Beam will wear them out pretty
    quickly. If you aren't raising Lapras, Feraligatr's Ice Punch will suffice.
    The main problem is Kingdra. This Water/Dragon's only real weakness is
    Dragon, and that's almost impossible to exploit without opening yourself up
    to serious damage. Use Lapras' Confuse Ray and Body Slam attacks to wreak
    some havoc. You might have to bring out Lugia (if you have it yet) and
    Aeroblast Kingdra into next year.

    After the toughest fight yet, Clair refuses to give you the Badge! Unless you
    enter the Dragon's Den and get the Dragon Fang item. Bring a Whirlpooler, and
    follow the left side of the screen to a Whirlpool. Have said Pokemon destroy
    it, and surf on. Eventually, you'll find the Dragon Fang and claim your
    well-deserved prize. Now, with all 8 badges, Prof. Elm will call with a
    suprise at his lab. But, instead of Flying, go south to Route 45.

    ROUTE 45

    Items- Elixir, Max Potion, X Special, Revive, Mystery Berry, Parry's #
    Pokemon- Gold-- Geodude, Graveler, Gilgar, Teddiursa (all MAE)
    Silver-- Geodude, Graveler, Skarmony, Phanpy (all MAE)

    The two new Pokemon in this area are different depending on your version.
    Gold players get the Ground/Flying (?) Gilgar, and the Normal-type bear
    Teddiursa. In Silver, you get Steel/Flying Skarmony and the Ground-type
    Phanpy.

    The other big thing on this route is Parry's phone number. Parry's a Hiker
    with one Onix, and will keep his eye on the Marills at Mt. Mortar. We'll
    get to Mt. Mortar later (it's a side quest).

    Basically, just hop the fences and beat up all the trainers. At the bottom,
    you can hang a left and enter Route 46.

    ROUTE 46

    Items- Berry, Paralyzecure Berry, Dire Hit
    Pokemon- Spearow (MA), Geodude (MAE), Rattata (MAE), Jigglypuff (MAE)
    *thanks to Byron Kazek for the Jigglypuff report*

    You may remember this as the place where you caught Spearow and Geodude
    way back when. At the bottom of Route 46 is Route 29, which means you have
    officialy come full circle.

    WELCOME BACK TO NEW BARK

    Items- Master Ball
    Pokemon- None

    When you get home, go see Prof. Elm to get a Master Ball! This is a once-in
    a lifetime item that catches any Pokemon without fail. Save this for much
    later, as you'll need it.

    At this point, the next required place is Route 26/27. However, you can now
    go after some interesting Pokemon at Mt. Mortar, Whirl Islands (Silver),
    Tin Tower (Gold), and the Dark Cave. We'll start in Mt. Mortar. You'll need
    Surf, Flash, Waterfall, and an open space in your party.

    MT. MORTAR

    Items- Rare Candy, Max Potion, TM 40 (Defense Curl), Escape Rope, Dragon
    Scale, Elixir, Max Revive
    Pokemon- Geodude (MAE), Rattata (MAE), Zubat (MAE), Machop (MAE), Machoke
    (MAE), Raticate (MAE), Graveler (MAE), Marill (MAE, swarmer), Tyrogue (beat
    Karate Kiyo), Goldeen (MAE), Seaking (MAE)

    If you've seen a map of this place, you'll know this is one big mountain.
    But most of it is bad items and wasted time. To get to where you need to,
    take the second entrance on Route 42. (NOTE: I will only cover the parts
    leading to Tyrogue. You can explore further if you wish.)

    Use Flash when you enter, or you'll be banging your head a lot. When the
    place is lit up, surf around the platform. When you come to the waterfall,
    use Waterfall to fly right up. From there, surf around the blocks and enter
    the next room.

    This next room is a pain, but the items are worth it. Go left and Surf the
    little pond to get a Rare Candy, then go back to the start. Go right, and
    Surf through two ponds to get the Max Potion. From the item, go up, Surf
    another pond, and go past where the item was. Jump down and head left. When
    you come to another pond, Surf it and head right. Jump down the first fence
    and collect TM 40 (Defense Curl), then return to the fence just above the
    TM. Keep going right, and Surf up. This will take you to an Escape Rope. Get
    it, and go right to another Surf pond. Go around the rocks and hop two
    fences to collect the Dragon Scale, which evolves Seadra to Kingdra after
    trading. Go left and pick up the Elixir, and retrace your steps to the
    point where you took the two jumps. This time, go left, take one last leap,
    and left to a ladder. Whew....

    You'll appear on a platform. Go around to the maze of rocks, and look for
    a Max Revive. From the item, go up, left, and down to come to another
    ladder. From the ladder, it's a short jaunt to the Karate Master, Kiyo.

    Karate Kiyo
    Pokemon- L34 Hitmonlee, L34 Hitmonchan
    Rewards- $816, Tyrogue

    Getting to him is hard, beating him's a snap. Just use good Flying/Psychic
    Pokemon and you'll have no problem.

    After you win, the Master will give you a rare Pokemon that evolves 3
    different ways, based on his L20 stats.

    Attack higher than Defense = Hitmonlee.
    Defense higher than Attack = Hitmonchan.
    Equal stats = new Pokemon Hitmontop.

    After collecting your prize, Escape Rope out of here.

    DARK CAVE

    Items- Revive, Darkglasses, TM 13 (Snore), Max Potion, Full Heal, Potion
    Pokemon- Geodude (MAE), Graveler (MAE), Zubat (MAE), Golbat (MAE),
    Wobbuffet (MAE), Dunsparce (MAE, swarm)

    The best entrance to take is just south of Blackthorne, on Route 45. You'll
    need Surf, Flash, and Rock Smash.

    When you go in, you'll see a giant lake. Surf down to a distant platform to
    find a Revive, and go left to TM 13 (Snore). Double back to the pond, and
    exit on the left side. Go up a set of stairs and down another, then go up
    past the platforms. The guy there will give you the Darkglasses, which power
    up Dark-element moves. Go down from him to exit the room.

    The next section starts with a corner entrance. Go down and Smash the rock,
    and go right. Break rocks and jump platforms for the other items, and go
    out on Route 46. Or, you can go left from the entrance, and down to find
    the exit leading to Route 31.

    WHIRL ISLANDS

    Items- Ultra Ball, Max Revive, Max Ether, Full Restore *These are just the
    items on the way to Lugia.*
    Pokemon- Krabby (MAE), Seel (MAE), Zubat (MAE), Golbat (MAE), Horsea (MAE),
    Seadra (MAE), Tentacool (MAE), Tentacruel (MAE), Lugia (ONE, need Silver
    Wing)

    To even go near Lugia, you'll need Surf and Whirlpool. You'll need Surf
    and Flash to get to it. Also, bring an Escape Rope. You'll need a sleep
    Pokemon, so break out Jynx and level it up quickly.

    Go back to Route 41. Remember the 4 islands? Take the northeastern one and
    use Whirlpool on the right side. When you enter the cave, go right and get
    down the ladder. (Take the upper jump. The old info had a lot of people
    confused.) When you land, go down as far as you can, left, and down again
    to a ladder.

    When you land again, get the Max Revive, then take the waterfall down. Enter
    the cave and Surf up to Lugia. Save right now.

    To catch it, you'll need to put it to sleep, wear its health down with
    attacks, then throw Ultra Balls. A Jynx at a similar level (within a couple
    of levels of 40) with Lovely Kiss, Ice Punch, and Doubleslap would do great
    here. Sleep it, Ice Punch it once, then use Doubleslap (which does little
    damage) to put it in the red. When it's health is as low as you can get it,
    and it's asleep, throw Ultra/Heavy Balls for the catch.

    Lugia starts at L40, with the best Flying technique in the game, Aeroblast.
    It also has Safeguard (prevents status for 5 rounds), Gust, and Recover (you
    know what this does.) Give it Psychic and Earthquake by TM, and you'll have
    little problems. Attach the Soft Sand or Leftovers (you'll get them later)
    for even more power.

    *Note: If you're playing Gold, this doesn't apply. Just catch Lugia with
    the Master Ball later, and meet me in Tin Tower.*

    TIN TOWER

    Items- Full Heal, Ultra Bal, Escape Rope, Max Revive, Full Restore, Rare
    Candy, Super Potion, Nugget, Max Elixir
    Pokemon- Rattata (MAE), Gastly (E), Ho-Oh (ONE, need Rainbow Wing)

    Go to Ecruteak City, and have a sleep Pokemon handy. The Jynx I recommended
    for Whirl Islands would be good enough. To get to the tower, go to the house
    north of the Dance Hall (where you got Surf.)

    The first couple of floors are pretty basic, just get ready for an amaze-ing
    next few floors. Starting on the 3rd floor, go left to the Full Heal, then
    go right. Next, go up and left to the pillar, then go around the pillar and
    up. Take the ramps going right to get to the 4th floor.

    The 4th floor is simple. From the ladder, go down, left 2, down to the Ultra
    Ball, and right. Go down to the Super Potion, then bounce all the way to the
    left. Ignore the stairs, but get the Escape Rope. Go left from there, and
    past the left side of the pillar. Take the next staircase.

    On the 5th floor, go up and right, until you come to the first ramp. Go
    right 2 ramps, down 1, left 2, down 5, right 2, and down to the next
    staircase.

    The 6th floor is easy. Go up to the pillar, right, up, and left to the
    ramps. Hop down and take the stairs. The 7th floor is where the fun begins.
    Go up, ignore the teleporter, and right to the Max Revive. Next, go down and
    left until you come to a fork. Take this one down and step on the pad. From
    there, follow the teleporters until you come to a lone teleporter and the
    pillar. Take the stairs to Ho-oh.

    To get this one, use Lovely Kiss/Hypnosis to put it to sleep. Use weak
    attacks like Ice Punch and Doubleslap or set damage moves (like Night Shade
    and Seismic Toss) to put it in the red. Next, toss Ultra/Heavy Balls and
    ka-ching! You've got Ho-oh.

    In Gold, Ho-oh starts at L40 and has Sacred Fire, the most powerful Fire
    move in the game. It also has Recover, Gust, and Safeguard. It can learn
    the Grass-type Solarbeam, and the Sunny Day attack that makes its Fire
    moves more powerful (and eliminates Solarbeam's charge.) Be sure to keep
    Recover.

    *Silver players, come back here later with the Rainbow Wing and a Master
    Ball.*

    Now that that's taken care of, it's time to fight the Elite 4. Bring a Surf
    a Waterfall, and a Whirlpool Pokemon, and your team for the final fight.

    ROUTE 26/27

    Items- Rare Candy, Moon Stone, TM 37 (Sandstorm), TM 22 (Solarbeam), Ice
    Berry, Max Elixir
    Pokemon- Gold-- Doduo, Dodrio, Raticate, Sandslash, Quagsire, Ponyta
    Silver-- Doduo, Dodrio, Arbok, Raticate, Ponyta, Quagsire

    Surf east from New Bark to come out on Route 26. Oh, and welcome to Kanto
    by the way. To get the Candy, Surf to the far right. Enter the first cave
    you see and surf to the Moon Stone, then Waterfall up to the other side of
    the fence. When you come out, enter the house, where a lady will check the
    happiness of your lead Pokemon. If it likes you, you'll get TM 37
    (Sandstorm), which damages both Pokemon every turn. Steel, Rock, and Ground
    aren't affected, so give it to one of those. To get TM 22 (Solarbeam), go
    on the boardwalk and Surf until you see the Whirlpool. Destroy it and Surf
    until you see an item and a trainer. Beat the trainer for Solarbeam.

    The trainers in this area are not easy by any stretch of the imagination.
    On Route 37, there's a lady who will heal your Pokemon, so stop in. At the
    end of the route, you'll come to Champion's Path. Show the badges, ignore
    the guards (they'll clear out eventually), and enter Victory Road.

    VICTORY ROAD

    Items- Max Revive, Full Heal, X Special, TM 26 (Earthquake), Full Restore
    Pokemon- Gold-- Onix (MAE), Graveler (MAE), Golbat (MAE), Rhyhorn (MAE),
    Ursaring (MAE)
    Silver-- Onix (MAE), Graveler (MAE), Golbat (MAE), Rhyhorn (MAE), Donphan
    (MAE)

    The most annoying parts of the Red/Blue Victory Road (the trainers and the
    rock puzzles) are gone. However, the wild Pokemon still roam. This is quite
    easy, with one exception. Rival's back for another butt-kicking.

    Rival
    Pokemon- L34 Sneasel, L35 Magneton, L35 Kadabra, L35 Haunter, L36 Golbat,
    L38 starter.

    Sneasel is dead in a fighting move, and Magneton in a Ground move. Kadabra
    and Haunter both fall victim to Dark moves, or strong physical attacks.
    Golbat is Thunderpunched, and use the approriate counter (Fire, Water, or
    Electric) on the starter.

    After the fight, Rival runs away. But you'll see him again. After the fight,
    go left and drop down the hole. This leads to TM 26 (Earthquake), the best
    Ground move in the game. Give this to a Ground or Rock type if they
    don't already have it. Get back to the exit, and enter Indigo Plateau.

    INDIGO PLATEAU/ELITE 4

    Items- None
    Pokemon- None

    This is it. The halfway point of the game. My general advice: Have everyone
    at least L45, and have plenty of items from the Mart with you. That way, if
    you do manage to lose, your cash penalty won't be as bad. I have only made
    passing references to it before, but here's my recommended team for the
    Elite 4. *attached item*

    Lapras: Surf, Ice Beam, Body Slam, Confuse Ray *Nevermelt Ice* or
    Feraligatr: Surf, Slash, Bite, Ice Punch *Nevermelt Ice*

    Magmar: Flamethrower, Iron Tail, Thunderpunch, Smokescreen *Charcoal* or
    Typhlosion: Thunderpunch, Flame Wheel, Iron Tail, Smokescreen *Charcoal*

    Ampharos: Thunderpunch, Fire Punch, Thunder Wave, Light Screen *Magnet*

    Golem (Graveler if you can't trade): Earthquake, Rollout, Headbutt,
    Defense Curl *Hard Rock*

    Machamp/Machoke: Cross Chop, Earthquake, Headbutt, Foresight *Soft Sand*

    Alakazam/Kadabra: Psychic, Recover, Reflect, Shadow Ball *Spell Tag*

    If you need more time, talk to the gentleman near the stairs, and he can use
    his Abra to teleport you home.

    If you're ready, let's do it! By the way, I'll be using this team (with
    Lapras and Magmar) in my examples.

    Elite 4 Will
    Pokemon- L40 Xatu, L41 Slowbro, L41 Jynx, L41 Slowbro, L42 Xatu.

    There's two ways of approaching this. One is two bring in a Dark-type and
    wipe them out in Crunch or Bite attacks. The other is to remember that all
    of these are dual-typed Psychics, and work on the other type. Ampharos'
    Thunderpunch and Magmar's Flamethrower will do well here. Just watch out,
    as all of these Pokemon know Psychic, and will use it liberally.

    Elite 4 Koga
    Pokemon- L40 Ariados, L41 Venomoth, L42 Muk, L43 Forretress, L44 Crobat

    Looks like Koga got a promotion. Anyway, the Bug-types can be taken out
    by Magmar's Flamethrower. The Muk and Crobat can be beaten by Psychic
    or Ground/Rock attacks from Alakazam and Golem. I'd use Golem and save
    Alakazam for the next guy, though.

    Elite 4 Bruno
    Pokemon- L42 Hitmontop, L42 Hitmonchan, L42 Hitmonlee, L43 Onix, L46 Machamp

    See why I said to save Alakazam? 4 of these guys will be beaten in one or
    two Psychic attacks per. The Onix is destroyed by Lapras' Surf attack. If
    you don't have Alakazam, use a Flying-type (like an Aeroblasting Lugia.)

    Elite 4 Karen
    Pokemon- L42 Umbreon, L42 Vileplume, L44 Murkrow, L45 Gengar, L47 Houndoom

    You haven't had much in the way of battle experience with Dark types. Yeah,
    I know TR had some, but they don't count. The best way to beat these Pokemon
    is to use Fighting moves. Machamp's Cross Chop will do a ton of damage to
    Umbreon and Houndoom. Vileplume's literally toasted by Magmar's
    Flamethrower, and Murkrow in Ampharos' Thunderpunch. Gengar will try to
    Curse you, and then use Destiny Bond, which faints you if you faint Gengar.
    Use Alakazam's Psychic to KO the Ghost before it gets going.

    After beating Karen, because they're called the Elite 4, you'll probably
    think it's over. But it's not over yet, because Lance awaits. The winner
    is League Champion. Are you ready for the fight of your career so far?
    Lead with Ampharos, and good luck.

    League Champion Lance
    Pokemon- L44 Gyarados, L46 Charizard, L46 Aerodactyl, L47 Dragonite (x2),
    L50 Dragonite

    Ampharos' Thunderpunch will easily take the Water/Flying Gyarados. Golem's
    Rollout attack can destroy Charizard. The rest is the Lapras show. Surf
    should easily dispose of Aerodactyl, just watch for Rock Slide*. Finally,
    the 3 Dragonite are super-weak to Ice, so Ice Beam them all to death and
    claim league supremacy.

    *How exactly does one get a Rock Sliding Aerodactyl? Answer: You don't.
    It would appear that Lance has read the Gameshark codes section and sharked
    it on to his Aerodactyl. </blatant plug>

    After you win, Mary tries to get a word with you, but Lance pulls you into
    the Hall of Fame room where you and your Pokemon are enshrined. The credits
    roll, and the game is over.

    Or is it...?

    FREE TRIP TO KANTO

    Items- S.S. Ticket
    Pokemon- None

    When you restart the game, you'll be back home in New Bark, when Prof. Elm
    calls. He has a present for you: it's a ticket for the S.S. Aqua, which is
    docked in Olivine City. So get there.

    Head to the docks (the building in the south end of town), and go down the
    stairs. When you come out in a watery area, show the man the ticket, and hop
    on the S.S. Aqua.

    S.S. AQUA

    Items- Metal Coat
    Pokemon- None

    The Prof. must have some connections to get you a private room. It's also a
    miniature Pokemon center, with the ability to heal and a PC. Go around,
    beat a few trainers, break in some new Pokemon, etc. Eventually, you'll hear
    about a man whose daughter is missing. She's downstairs with someone, but a
    sailor is blocking the path because one of his sailors is shirking.

    To find the lazy bum, check the room next to yours. You'll have to beat him
    in a fight, but he's a cinch.

    Sailor Stanley
    Pokemon- L31 Machop, L26 Psyduck, L33 Machoke

    Too easy. Psychic and Electric attacks waste him.

    He'll report for duty after you beat him, so you can now access the ship's
    lower decks. Beat a few trainers, and find a staircase on the left side.
    Follow the doors to find the child. A grateful father will give you the
    Metal Coat, which powers Steel moves and evolves a couple of Pokemon. After
    collecting your prize, the ship will pull into Vermillion City.

    VERMILLION CITY

    Items- Rare Candy, Thunder Badge
    Pokemon- None

    When you pull into port, you'll come out in familiar surroundings for
    Pokemon veterans: Vermillion City! Not a lot has changed, but the prize for
    hearing the Fan Club president's speech is different. Now, it's a Rare
    Candy.

    The town is small, and it feels smaller because there's a huge Snorlax
    blocking Diglett's Cave. However, the Gym is still around, and they still
    train Electric Pokemon. The Jr. Trainers are easy, and the puzzle is
    deactivated. Which means, you can easily access Lt. Surge.

    Leader Lt. Surge
    Pokemon- L44 Raichu, L40 Electrode (x2), L40 Magneton, L46 Electabuzz
    Rewards- $4600, Thunder Badge

    5 Electric Pokemon? A single Ground type will defeat this guy. His Raichu
    might be a Surfer, but I don't know for sure.

    You'll collect the Thunder Badge, the first of the 8 Kanto badges. Leave,
    and heal before heading north to Route 6.

    ROUTE 6

    Items- None
    Pokemon- Pidgey (MA), Bellsprout (MAE), Abra (MAE), Magnemite (MAE), Meowth
    (MAE, Silver only), Oddish (E)

    Quick route. You should have all of these guys already, so just waltz into
    Saffron City.

    SAFFRON CITY

    Items- Upgrade, TM 29 (Psychic), Focus Band, Marsh Badge
    Pokemon- None

    The big city's just as busy. Silph Co. is sealed off above the first floor,
    but the Upgrade, which evolves Porygon after a trade, is in there. Also, Mr.
    Psychic is still reading people's minds, so pick up the Psychic TM from him.
    The Fighting gym has only one person in it (you probably beat their leader,
    Kiyo, already), but the Focus Band is inside. This sometimes prevents
    fainting.

    This is probably the first place you'll hear that the power is out across
    Kanto. But, the Psychic Gym is up and running, and Sabrina's still in
    charge. The teleporter puzzle is still the same (for those who don't know,
    it's upper-right, upper-left, lower-left, lower-left teleporters). The only
    difference is in Sabrina's party.

    Leader Sabrina
    Pokemon- L46 Espeon, L46 Mr. Mime, L48 Alakazam
    Rewards- $4800, Marsh Badge

    A single Dark-type (there's some great ones on Route 7, west of Saffron)
    would defeat this team without difficulty. If you can't swing that, try
    Pokemon with high Spec. Defense and Attack ratings and put their bad Defense
    rating under the gun.

    After you get the Marsh Badge, take the same route out of the gym, and
    head north of Saffron to Route 5. You'll be back.

    ROTUE 5

    Items- Cleanse Tag
    Pokemon- Pidgey (MA), Bellsprout (MAE), Abra (MAE), Meowth (MAE, Silver),
    Oddish (E), Gloom (E)

    When you get to the top of Route 5, jump down for wild Pokemon, and go into
    the house where the Daycare was in Red/Blue. The old lady inside will give
    you the Cleanse Tag, which lowers the chances of meeting a Wild Pokemon when
    it's attached. After that, head north to Cerulean City.

    CERULEAN CITY

    Items- None
    Pokemon- None

    The Gym would be a logical place to start, but it's empty except for a
    chicken TR member with a weird accent. So, head east (with Cut) to Route 9.

    ROUTE 9

    Items- None
    Pokemon- Spearow (MA), Fearow (MA), Rattata (MAE), Raticate (MAE), Mankey
    (MAE, Gold), Primeape (MAE, Gold)

    Route 9 is from Cerulean to the Pokemon Center outside of the Rock Tunnel
    (which we'll deal with later.) Basically, beat around the trainers, and get
    some Exp. When you see water, surf it to Route 10.

    ROUTE 10

    Items- Machine Part, TM 07 (Zap Cannon)
    Pokemon- Spearow (MA), Fearow (MA), Raticate (MAE), Voltorb (MAE),
    Electabuzz (MAE), Quagsire (ME)

    There's a grass area outside of the Power Plant with Electabuzz in it. Be
    sure to pick one up, as it's useful for breeding purposes. When you go into
    the plant, talk to everyone inside to learn that a part was stolen.

    Go back to Cerulean and head north to the bridge. The Rocket you ran into
    earlier will be waiting.

    Rocket Grunt
    Pokemon- L30 Golbat

    Zap it out of the sky. I don't know why this is considered a boss.

    After the fight, the Rocket will reveal the location of the part. It's in
    Cerulean Gym. To get it, go to the square of water in the middle. Go to the
    upper-left part and search downwards to get the part. Return to the Power
    Plant and give the manager the part to kick-start the power and receive TM
    07 (Zap Cannon). This is the Electric equivalent of Dynamicpunch, but it
    paralyzes instead of causing confusion.

    After you get the power restarted, go back to Saffron and talk to the
    Copycat Girl. Her house is right below the Train Station. She'll wonder
    about a Poke Doll that someone gave her 3 years ago. To find it, go back
    to Vermillion's Fan Club and talk to the fat guy. Return the doll to get
    the Rail Pass! Now, you can easily transport between Saffron and Goldenrod
    back in Johto.

    The power's back on, but the Cerulean Gym is still empty. Try looking on
    Route 24/25.

    ROUTE 24/25

    Items- Protein, Nugget, EverStone, Leaf Stone, Fire Stone, Water Stone,
    Thunder Stone
    Pokemon- Sunkern (A), Venonat (ME), Venomoth (E), Oddish (E), Bellsprout
    (MAE), Weepinbell (MAE), Abra (MAE), Pidgey (MA), Pidgeotto (MA)

    The old Nugget Challenge is back, and under legitimate ownership. Beat the
    first 7 trainers you see, and the 8th will give you a Nugget. Then, he'll
    challenge you.

    Shortly after that, you'll come to Bill's house, and you'll see Misty, head
    over heels in love with someone. When you break up the smooch-fest, you'll
    be able to fight for the Cascade Badge.

    SIDE QUEST: In Bill's house is someone house-sitting, who's been reading
    about Pokemon. He wants to see Lickitung, so bring him one to get an Ever-
    Stone, which prevents evolution. After that, he'll want to see other
    Pokemon, in riddle form. The answers are below.

    "The one with leaves coming out of its head."-Oddish. You'll get a Leaf
    Stone.
    Either "The one with many tails" or "The one with big jaws." This varies
    depending on your version, but it's either Vulpix or Growlithe. For this,
    you get a Fire Stone.
    "The one with the multi-colored core, that's shaped like a star."-Staryu.
    Your reward is a Water Stone.
    "The really popular one, before it evolves."-Baby Pokemon Pichu. Collect
    a Thunder Stone for your efforts.

    This is the only chance you get to collect these particular stones, and you
    only get one (unless you use Mystery Gift.)

    CERULEAN CITY- PART 2

    Items- Cascade Badge
    Pokemon- None

    Enter the Gym to see the Jr. Trainers hanging around. Beat the three of them
    and talk to Misty to let the fun begin.

    Leader Misty
    Pokemon- L42 Golduck, L42 Quagsire, L44 Lapras, L47 Starmie
    Rewards- $4700, Cascade Badge

    Electric Pokemon will take all but part-Ground Quagsire. Use a Grass-type
    against this one.

    After getting the Cascade Badge, go back toward the Power Plant, but enter
    the Rock Tunnel instead. Bring a Flasher as well.

    ROCK TUNNEL

    Items- Iron, Revive, PP Up, TM 47 (Steel Wing), Elixir
    Pokemon- Geodude (MAE), Machop (MAE), Machoke (MAE), Zubat (MAE), Onix
    (MAE), Cubone (MAE), Marowak (MAE), Kanghaskhan (MAE)

    Rock Tunnel looks a little different, and it actually has items in it.
    Otherwise, it's the same dungeon with new Pokemon.

    Go right to the ladder from the start, and take it down. When you go down,
    go all the way to the left for the Iron, then double back and go up. Go
    up, avoiding rocks, until you come to the next ladder. Take the ladder, and
    then go down and right to another ladder. In the next room, go up to a
    Revive, and left and down to get the PP Up. Go to the next ladder, and
    snag the Elixir and Steel Wing TM, then go down to the exit. When outside,
    just jump ledges to Lavender Town.

    LAVENDER TOWN

    Items- Expansion Card
    Pokemon- None

    First, go to the Radio Tower (it's where Pokemon Tower was in Red/Blue.)
    Talk to the people to get Kanto's Radio Card, which has a poke Flute
    channel. You'll need that later. There's not much else here, so go west,
    young trainer, to Route 8.

    ROUTE 8

    Items- Paralyzecure Berry
    Pokemon- Gold-- Pidgeotto (MA), Abra (MAE), Kadabra (MAE), Growlithe (MAE),
    Haunter (E), Noctowl (E)
    Silver-- Pidgeotto (MA), Abra (MAE), Kadabra (MAE), Vulpix (MAE), Meowth
    (MAE), Haunter (E), Noctowl (E)

    You'll need Cut to get any of the Pokemon here. Just as in Yellow, Kadabra
    caught here have the Kinesis move, which lowers accuracy. Get anything
    you don't have, and beat some trainers around. The Underground Path is
    closed, so cut through Saffron to Route 7.

    ROUTE 7

    Items- None
    Pokemon- Gold-- Spearow (MA), Rattata (MAE), Raticate (MAE), Growlithe
    (MAE), Houndour (E), Murkrow (E)
    Silver-- Spearow (MA), Raticate (MAE), Meowth (MAE), Persian (MAE), Vulpix
    (MAE), Houndour (E), Murkrow (E)

    Come here at night to catch some Dark-types (as mentioned in the Saffron
    Gym). Houndour is Fire/Dark, and can learn the best Dark move, Crunch.
    Murkrow is Dark/Flying, and can learn Faint Attack, which is the Dark
    version of Swift. After collecting anything needed, go to Celadon City.

    CELADON CITY

    Items- Leftovers, TM 03 (Curse), Rainbow Badge, TM 19 (Giga Drain), PP Up
    (thanks to Delong Yang)
    Pokemon- None

    When you enter Celadon City, start by going around the Pokemon Center to
    the back entrance. If you do this at night, you'll get a scary (?) story
    and TM 03, which is Curse. You know what it does to Ghosts, but in the
    possession of anyone else, it raises Attack and Defense while cutting Speed.

    Go to the bottom block of buildings, on the right side, and go in the second
    building. Check the trash can for the Leftovers, which restore HP after
    every turn.

    The Department Store isn't selling anything big, except for maybe the TMs.
    You can now buy Hidden Power (TM 10), Sunny Day (TM 11), Protect (TM 17,
    exact same as Detect), Rain Dance (TM 18), and Sandstorm (TM 37). Find all
    these on the 3rd floor.

    Fortunatley, you don't HAVE to do any of that. Instead, Cut your way into
    the Celadon Gym. Beat the 4 Grass-element trainers, and talk to Erika to
    start a fight for the Rainbow Badge.

    Leader Erika
    Pokemon- L42 Tangela, L41 Jumpluff, L46 Victreebel, L46 Bellossom
    Rewards- $4600, Rainbow Badge, TM 19 (Giga Drain)

    Use Fire, Flying, Ice, or Psychic Pokemon to put these Pokemon away. Watch
    out for Sunny Day/Solarbeam combonations.

    After defeating Erika, you'll get the Rainbow Badge and TM 19, Giga Drain.
    It's a more powerful version of Mega Drain, because it does damage and
    returns 1/2 of it to you. With Erika defeated, get out the Bicycle and move
    west to Cycling Road.

    *NOTE* The PP Up is in the right side of town, hidden in the bushes.

    CYCLING ROAD

    Items- None
    Pokemon- Fearow (M), Grimer (MAE), Muk (MAE), Slugma (MAE), Murkrow (E)

    To get to the wild Pokemon on top of the hill, you'll need Cut. Slugma is
    a Fire-type, but its evolved form, Magcargo, is Fire/Rock, which is
    a very weird combo. Get Grimer and Muk, as well. When you start down the
    hill, beat the trainers. At the bottom is Fuschia City.

    FUSCHIA CITY

    Items- Burnt Berry, Soul Badge, TM 06 (Toxic)
    Pokemon- None

    First, Cut your way to the Safari Zone building to find... that the owner
    shut it down ((radio edit)). Pick up the Burnt Berry as consolation.

    The fact that the Zone is closed makes this a very boring town. Routes 19-
    21 are closed because the volcano that is Cinnabar Island blew its top one
    day. However, the Gym is still running, and they're dedicated to Poison. All
    the Jr. Trainers look like the new leader, Janine, but they're easy to find
    and defeat. When you've fought 4 trainers, Janine is just a few feet away.
    She'll fight you for the Soul Badge. (And for the record, she's Koga's
    daughter.)

    Leader Janine
    Pokemon- L36 Crobat, L33 Ariados, L36 Weezing (x2), L39 Venomoth
    Rewards- $3900, Soul Badge, TM 06 (Toxic)

    All of these are part-Poison Pokemon. Use Psychic attacks, or Ground/Rock
    attacks. Fire works nicely on Venomoth, and you can use Ice/Electric attacks
    on Crobat.

    Beat Janine to claim the Soul Badge, and the Toxic TM. Toxic does what it
    always did: Poison the enemy, with the damage doubling every turn. Heal
    after the fight, and move on to Route 15.

    ROUTES 15-12

    Items- PP Up, Nugget, Calcium, Super Rod
    Pokemon- Pidgeotto (MA), Hoppip (MA), Skiploom (MA, Route 14 only), Nidorino
    (MAE), Nidorina (MAE), Chansey (MAE), Noctowl (E), Quagsire (ME), Aerodactyl
    (trade Chansey on Route 14)
    Surfing- Tentacool, Tentacruel, Quagsire (all MAE)
    Fishing- Magikarp, Tentacool, Qwilfish (Super Rod)

    Routes 12-15 are the only places in the game to find Chansey. And she's
    just as hard to find as she was in the original. But it's important to get
    two of them. One for evolving, as it has a new form. The other to trade on
    Route 14 (you'll need Cut) to a trainer for Aerodactyl. In that same patch
    are wild Skiploom (Hoppip's evolved form).

    All the items, with the exception of the Super Rod, need Cut to access. So
    bring a Cutter with you. The Super Rod is in a house on Route 12, so grab
    it. It's the only way to catch certain Pokemon.

    There are about 20 trainers on the 4 routes combined, which means major exp.
    for all your Pokemon. At the end of the routes is Lavender Town. Heal there,
    and go back down to Route 11.

    ROUTE 11

    Items- Berry
    Pokemon- Rattata (MAE), Magnemite (MAE), Drowzee (MAE), Hypno (MAE), Snorlax
    (ONE)

    This is the final area in the eastern section of Kanto. Grab Hypno, and make
    sure you have a Heavy Ball or two on you. Because now, you have the ability
    to wake the Snorlax. This is your only chance to catch one, so good luck.

    To wake it up, select the pokeFlute station on your poke Gear's radio, then
    walk up to Snorlax and press A. To catch him, you'll need a sleep Pokemon
    and a Pokemon with either False Swipe or Seismic Toss. Put Snorlax to sleep,
    and wear it down with those moves. When it's down as far as possible, and
    sleeping, throw Heavy Balls.

    This Snorlax starts at level 50, so it missed a few moves (like Belly Drum
    and Amnesia). If you want them, breed it. After Snorlax shoves off, you
    can enter Diglett's Cave.

    DIGLETT'S CAVE

    Items- None
    Pokemon- Diglett (MAE), Dugtrio (MAE)

    Catch the moles and move through to Route 2. Very short and very sweet. Just
    make sure you have Cut for the next part.

    ROUTE 2

    Items- Carbos, Nugget, Elixir, Max Potion, Poisoncureberry, Dire Hit
    Pokemon- Gold-- Caterpie (MA), Metapod (MA), Butterfree (M), Pidgey (MA),
    Pidgeotto (MA), Pikachu (MAE), Spinarak (E), Ariados (E), Hoothoot (E),
    Noctowl (E)
    Silver-- Weedle (MA), Kakuna (MA), Beedrill (M), Ledyba (M), Ledian (M),
    Pidgey (A), Pidgeotto (A), Pikachu (MAE), Hoothoot (E), Noctowl (E)

    If you want ANYTHING here, you'll need a False Swiper or a ton of Level
    Balls. The Pokemon here go from levels 3-8. The Pikachu at most are L4, so
    excercise extreme caution.

    To get all the items here, start with the Carbos in the upper-right corner
    of the area. Go down to the house to get a Nugget, and Cut down a bush. Keep
    going to get an Elixir, then cut down another bush to come out on the left
    side. Go through what's left of Viridian Forest, and get the remaining
    items in there. Go north to Pewter City.

    PEWTER CITY

    Items- Mint Berry, Ice Berry, Silver/Rainbow Wing (the one you didn't get in
    Goldenrod), Boulder Badge
    Pokemon- None

    The Berries are in the top-right corner of the map. The Wing is held by an
    old man who's hanging out at the entrance to Route 3. Pick up the wing, grab
    a Master Ball, and go for that second bird. (The way to get to them is back
    in Johto, under the second set of Side Areas.)

    After you get back, go to the old gym. There's still only one Jr. Trainer,
    so beat him and get a piece of the Brock.

    Leader Brock
    Pokemon- L41 Graveler, L41 Rhyhorn, L42 Omastar, L42 Kabutops, L44 Onix
    Rewards- $4200, Boulder Badge

    A single Grass type will defeat this team with no problems, as all 5 of the
    Pokemon are 4x weak to Grass. If you don't have a Grass-type raised, go for
    Water Pokemon and Electrics on Omastar and Kabutops.

    Collect the Boulder Badge, and head out. At this point, you can check out
    Mt. Moon, or go to Viridian City. We'll be going to Mt. Moon first, by
    Route 3.

    ROUTE 3

    Items- None
    Pokemon- Gold-- Spearow (MA), Rattata (MAE), Jigglypuff (MAE), Zubat (E)
    Silver-- Spearow (MA), Rattata (MAE), Jigglypuff (MAE), Ekans (MAE), Arbok
    (MAE), Zubat (E)

    Only 4 trainers to defeat this time. Snag Jigglypuff and Arbok (Silver only)
    and go into Mt. Moon. Just be healed before entering.

    MT. MOON

    Items- Moon Stone (Monday nights, need Rock Smash)
    Pokemon- Gold-- Sandshrew (MAE), Sandslash (MAE), Clefairy (MAE), Zubat
    (MAE), Paras (MAE), Geodude (MAE)
    Silver-- Clefairy (MAE), Zubat (MAE), Paras (MAE), Geodude (MAE)

    As soon as you enter Mt. Moon, the Rival will make one last forced
    appearence. (After this, he's fighting at Indigo Plateau on Monday and
    Wednesday.)

    Rival
    Pokemon- L41 Sneasel, L41 Magneton, L42 Golbat, L43 Alakazam, L43 Gengar,
    L45 starter.

    Sneasel's dead in a Cross Chop, and Magneton in an Earthquake. Golbat will
    fall victim to Thunderpunch, and Alakazam to a Crunch attack. Gengar falls
    victim to Earthquake/Psychic, and the starter to a Flamethrower/Thunder
    Punch/Surf attack.

    After he goes, catch Clefairy and leave by the top ladder. This will take
    you to a small shop that sells large quantities of Lemonade, and the site of
    the Clefairy's Moon Dance. After the dance, break the rock for a Moon Stone,
    then go to the lower cave entrance. A quick hop to Route 4.

    ROUTE 4

    Items- HP Up
    Pokemon- Same as Route 3

    Just head east, beat the trainers, and go to Cerulean. Go through Saffron
    to Diglett's Cave, and back to Route 2. This time, head south to Viridian
    City.

    VIRIDIAN CITY

    Items- TM 42 (Dream Eater)
    Pokemon- None

    To get Dream Eater, go down to the Pokemon Center, and Surf the pond to a
    sleeping guy. Talk to him for the TM.

    The Viridian Gym is closed, but the One-on-One Trainer House is now open.
    Once a day, you can fight the last person you used Mystery Gift with. It's
    a great way to learn your friend's strengths and weaknesses. If you've not
    used Mystery Gift, you'll fight this guy (who looks awfully familiar.)

    Pokemon Trainer Cal
    Pokemon- L50 Meganium, L50 Typhlosion, L50 Feraligatr

    Use Fire on Meganium, Water on Typhlosion, and Electric/Grass on Feraligatr.

    After finishing here, go south to Route 1.

    ROUTE 1

    Items- Bitter Berry
    Pokemon- Pidgey (MA), Sentret (MA), Furret (MA), Rattata (MAE), Hoothoot (E)

    Ah, memories... Catch Furret if you don't have one, then go down through
    Pallet Town to Route 21.

    ROUTE 21-19

    Items- Volcano Badge
    Pokemon- Tangela (MAE), Mr. Mime (MAE), Tentacool (MAE), Tentacruel (MAE)

    Stick around the grass and try for a Mr. Mime. (And yes, you can get a
    female Mr. Mime. If you do catch a female, call it Mrs. Mime.) After
    catching Mr. Mime, surf south to what's left of Cinnabar Island. Talk to
    Gary (the game calls him Blue for some reason), and he'll fly away. Surf
    east until you come to the old Seafoam Islands, where it seems that Blaine
    is hiding. Beat him.

    Leader Blaine
    Pokemon- L45 Magcargo, L45 Magmar, L50 Rapidash
    Rewards- $5000, Volcano Badge

    Use a Water or Ground type. That should put the old man away.

    After you get the Badge, surf east until you come to Fuschia. The rocks have
    been cleared, and the world unlocked. But you haven't the time for
    celebration, as you've got one badge to go before you can call yourself a
    great trainer.

    VIRIDIAN CITY PART TWO

    Items- Earth Badge
    Pokemon- None

    Go back to the Gym. Gary (Blue)'s the only one around. Get a balanced team
    ready for the only hard trainer in Kanto.

    Leader Blue
    Pokemon- L56 Pidgeot, L54 Alakazam, L56 Rhydon, L58 Exeggutor, L58 Gyarados,
    L58 Arcanine
    Rewards- $5800, Earth Badge

    Pidgeot is toast in a Rock/Ice/Electric attack. Alakazam goes down in a Dark
    attack (Houndoom's Crunch) and Rhydon in any Water move. Use a Fire-type to
    roast Eggy, an Electric Pokemon for Gyarados, and a Water for Arcanine.

    After Blue hands over the Earth Badge, return to Pallet and go to Oak's Lab.
    He'll tell you that Ash (Red) is training in Mt. Silver. The good Prof. will
    show you the way to get there, and it involves Route 22.

    ROUTE 22

    Items- None
    Pokemon- Spearow (MA), Fearow (MA), Doduo (MA), Rattata (MAE), Ponyta (MAE)

    The only thing you need to do is go into the building. When you go in, the
    guards you passed on the way to Indigo Plateau will be gone, and you'll be
    on Route 28.

    ROUTE 28

    Items- TM 47 (Steel Wing)
    Pokemon- Doduo (MA), Dodrio (MA), Ponyta (MAE), Rapidash (MAE), Tangela
    (MAE), Ursaring (MAE, Gold), Donphan (MAE, Silver), Sneasel (E)

    This is it. The final grass path of the game. Train well, and get any
    Pokemon you don't have already. To get the second Steel Wing TM, go to the
    Pokemon Center and cut down the bushes to find a house. The woman inside
    will give it to you.

    When you are ready, enter Mt. Silver, the final dungeon.

    MT. SILVER

    Items- X Accuracy, Escape Rope, Max Elixir, Full Restore, Max Revive
    Pokemon- Section 1-- Onix (MAE), Graveler (MAE), Golbat (MAE), Larvitar
    (MAE), Ursaring (MAE, Gold), Donphan (MAE, Silver)
    Section 2-- Golduck (MAE), Quagsire (MAE), Golbat (MAE), Larvitar (MAE),
    Ursaring (MAE, Gold), Donphan (MAE, Silver), Misdreavus (E)

    You don't need them, but Flash and Waterfall help here. Flash lets you see
    in section 1, and Waterfall gets the last two items.

    Follow JamesXXIV's path and you'll get into Section 2 without Flash:

    6 steps up
    3 steps right
    6 steps up
    9 steps left
    6 steps up
    5 steps right
    3 steps down
    7 steps down
    4 steps up
    2 steps left
    5 steps up
    6 steps left
    6 steps up
    5 steps right
    3 steps down
    3 steps right
    5 steps up.

    In Section 2, the main thing is to get experience and catch the new Pokemon
    here. Larvitar's always at L20, so beware. If you raise it for a long, long
    time, it becomes Tyranitar, the Rock/Dark Pokemon with some great moves. As
    for the nocturnal Misdreavus, it's a Ghost with no Poison (YES!) but weak
    attacks.

    For the final fight with Ash (Red), your party should look similar to the
    one you fought the Elite 4 with. The exception: Replace Magmar with a
    Houndoom that has at least Flamethrower and Crunch. (If you want, try Sunny
    Day and Solarbeam for the other two.) Attach Dark Glasses. Also, give
    Ampharos the Rain Dance/Thunder combo, or switch for an Electabuzz with
    Thunderbolt, Ice Punch, Psychic, and Light Screen. Attach Magnet. I'll be
    using Electabuzz and Houndoom in the examples.

    When you have a team of Level 70 Pokemon, go up the stairs in Section 2, and
    over to the door in the wall. Go up to Ash and stick Golem out front, then
    let the climatic battle begin.

    Pokemon Trainer Red
    Pokemon- L81 Pikachu, L73 Espeon, L75 Snorlax, L77 Venusaur, L77 Charizard,
    L77 Blastoise

    Pikachu's toast in an Earthquake. Espeon goes down to Houndoom's Crunch
    attack. Snorlax is a pain in the rear, but Machamp's Cross Chop attack
    should KO the big lug. Alakazam's Psychic gets rid of the part-Poison
    Venusaur, and Lapras' Surf will wash up Charizard. Finally, Electabuzz's
    Thunderbolt attack will KO Blastoise and make you Pokemon World Champion!



    إتفضل الحل الكامل ل ROCKMAN EXE 2

    +----------------------------------------------------------------------------------------------+
    2.1.-Getting your ZLicense
    +----------------------------------------------------------------------------------------------+

    Items: PanlOut1 * (Blue Mystery Data, Den Area 1)
    CrossGun S (Blue Mystery Data, Den Area 2)

    Key Items: HeroData (Den Area 3)
    HopeData (Den Area 1)
    ZLicense
    BugFrag (Den Area 1 under the bridge of the 2nd level)
    BugFrag (Den Area 2 behind a direction board)
    Chip Selection System (Reward for getting ZLicense)
    Mayl's PC Code (Mayl's Mail)

    After the samll talk of the intro you will be in school.

    Talk to Dex but the teacher will come and you will start class where you'll get your report
    card. After this talk to Dex again and he will talk about "Net Squares" after this, go out of
    school and go to your house, feel free to talk with the guy there...

    In your house, say hi to your mom then go upstairs just to be scolded about your report card,
    then jack onto your computer and you will do your homework which is the Tutorial for MBN2. Just
    follow the instructions...

    You will get an Mail of Dex saying to hurry up, make your way around Den Area until you reach the
    Square Ent. where you'll meet GutsMan and Roll, after the small talk go to the upper-left warp
    to reach The Square, go right and up and talk to the green Navi to start the ZLicense exam. To
    get the license do this:

    -Surf the net without losing to a Virus, this usually is already done...
    -Find the HeroData and HopeData:
    -HeroData: Go to DenArea 3 and go north through the only path and search the red thing.
    -HopeData: Go to DenArea 1 and from the warp thet leads to Lan's PC go through the right-most
    path ALL the way up to find the HopeData.

    You will get you ZLicense after this!!
    You will then receive a Mail from Mayl with her PC Code!
    Talk to Roll or GutsMan if you want, then Virus Bust some more if you like, if not, jack out and
    you will receive a phone call...

    +----------------------------------------------------------------------------------------------+
    2.2.-Save Yai!
    +----------------------------------------------------------------------------------------------+

    Items: Roll R (Mayl Mail)
    200Z (Blue Mystery Data in the Gas Comp1)
    Recov10 * (BMD in Gas Comp1)
    V-Gun A (BMD in Gas Comp1)
    RegUp1 (BMD in Gas Comp2)
    HPMemory (BMD in Gas Comp2)

    Key Items: BugFrag (BMD in Gas Comp2)
    Fan (Yai's room closet)
    Yai's PC Code (Her bed)

    SubChips: MiniEnrg (BMD in Gas Comp2)

    The Phone call is from Glide, he will say that Yai has taken too long in her bath and that the
    Gas Powered Heater is acting funny then Mayl will phone you, go to Yai's house to see Mayl and
    Dex, after the talk Dex will go in but you will have to go anyway...

    When you enter, the door will lock behind you then you'll receive a Mail from Mayl, with the
    "Roll R" chip included, go straight ahead to see Dex in the floor and a hell lot of gas, jack
    into the little thingy on the left to enter the Air Comp...

    In the Gas Comp go down and left to see a demostration on falied attempt on how to evade the gas
    air, anyway, time your movement so you evade it and grab the BMD (Blue Mystery Data) for
    "200 Zennys", then follow the path and you will see 2 more CyberGas throwers, go through the one
    to the north for a BMD with a "Recov10 *" chip, then let the gas blow you and move diagonally
    through the next one. Follow the path but keep going down to reach another BMD with a "V-Gun A"
    go back and talk to GutsMan if you like, then inspect the CyberKnob to it starts blowing
    CyberGas, then let it blow you to the other platform. And activate the Ventilator Program (green
    thing).

    As Lan you will then help Dex, he will then go and try to unlock the door, then you will be back
    with Megaman..

    Just follow the path until you reach the Gas Comp2...

    In the Gas Comp2 go up and you'll find Glide, then let the Gas blow you to find a BMD with an
    "HPMemory" in it, then go back to where Glide is, then evade the 2 Gas blowers, then move
    diagonally to evade the gas and grab the BMD for a "BugFrag" then do it again but follow the
    path downwards and grab the BMD for a "MiniEnrg" SubChip, then de-activate the Gas blower so you
    go around.. Follow the path upwards to reach another Ventilation Program.

    As Lan go to Yai's room and search the closet left to her PC for a "Fan" then go back and go to
    the Gas and you will blow it away, then you'll do the same on the Gas inside the bath butit will
    come back again and you'll be back with Megaman...

    You will see a Navi appear out from a lot of Gas, and now you have to get him... Go down and to
    the right, turn on the CyberKnob and let it blow you, on the other side, evade the first gas and
    grab the BMD with a "RegUp1", then go left and turn on the CyberKnob, let the previous gas blow
    you back and then go to the main platform, SAVE if you like and then face AirMan:

    *AirMan* Reward: 1000Z
    -HP 300
    -He shoots a wind cannon when on the same line as you.
    -Creates a small tornado in each line that comes at you at different speeds.

    You will then activate the last Ventilator Program... You will then control Lan and you'll be in
    Yai's room, after the talk, talk to Yai but you will find her PC Code instead...

    Go back to your house and sleep...

    +----------------------------------------------------------------------------------------------+
    2.3.-Getting the BLicense
    +----------------------------------------------------------------------------------------------+

    Items: RegUp1 (Reward from getting BLicense)

    Key Items: Dex's PC Code (Beat GutsMan)
    Ribitta's PC Code (Beat ToadMan)
    ExamCard (Official Center)
    WalkProg (From a purple Navi, after you beat him)
    NiceData (From a green Navi, after giving him the WalkProg)
    BLicense (From the Test Navi)

    In the morning go Lan will have the idea to go camping so, go to Yai's house and inspect the
    door to find a memo, then go to school and talk to Mayl, then go to Dex house and talk to him...
    Unfortunately, nobody can go, you will then be in the park and you will receive a mail about the
    License, then go to Dex house and challenge him and GutsMan...

    *GutsMan*
    -HP 300
    -Creates a shockwave like the Mettles.
    -If you are on your right-most line he will appear in front and hit you.

    He will then give his PC Code.

    Anyway, take the Metroline to Marine Harbor, there, you will receive Mail from Dex, then
    challenge Ribitta if you like...

    *ToadMan*
    -HP 300
    -A melody comes out of him and homes to you, paralyzes when touched.
    -Comes out of the ground and hits you.
    -Tadpoles comes out of the Lily Pads and keep going on straight line.
    -Water splash when he appears on a Lily Pad, if near it will hit you.

    She will then give you her PC Code, then enter the Official Center and talk to the lady in the
    reception, answer "Yes, I am!" and she will then want to see your PET, select "Yes" and you'll
    get an "ExamCard". Go through the door on the left and go down the stairs, talk to the guy
    behind the desk then enter the room, jack in wherever you want and you will receive a Mail from
    Yai, talk to the Navi to start your test...

    -5 Survival Battle
    -Mettaur, Mettaur2, Mettaur2
    -Mettaur2, Canodumb, Bunny
    -Flamey, Flamey, Mettaur
    -Fishy, Beetank, BrushMan
    -Handy, Handy, Handy

    -You must find a Navi that needs helpand help him, so go to Square Ent. and go to Den Area 3,
    talk to a green Navi there, he says a bad guy stole his "WalkProg" and he can't walk, agreed to
    help him and you will receive a Mail from Mayl, then go to Den Area 2 and find a purple Navi,
    talk to him to initiate a battle:
    -HardHead, Beetank, Beetank
    Beat him and he will give you the WalkProg so go back to the other Navi and give it to him to
    receive "NiceData", go back with the Test Navi to continue...

    -5 Survival Battle
    -MettFire, Swordy
    -Ratty, Ratty
    -Ratty, Ratty, Twisty
    -Yort, HardHead, MettFire
    -MettFire, Flamey, Puffy

    You will then receive the BLicense along with a "RegUp1", you will then get Mail from Chaud,
    anyway, Jack out and go to your house and sleep...

    +----------------------------------------------------------------------------------------------+
    2.4.-Camping and Bombs... Not a good mix...
    +----------------------------------------------------------------------------------------------+

    Items: RegUp1 (Bear Network)
    500 Zennys (Bomb Comp1)
    Cannon C (Bomb Comp1)
    600 Z (Bomb Comp2)
    HPMemory (Bomb Comp2)
    WideSwrd L (Bomb Comp2)
    PanlGrab L (Bomb Comp2)
    1500 Z (Bomb Comp 3)
    RegUp2 (Bomb Comp3)
    Recov50 N (Bomb Comp4)
    PowerUp (Bomb Comp4)
    Atk+10 * (Bomb Comp4)
    3000 Z (Bomb Comp4)

    Key Items: Lighter (Okuden Valley- Camp Road 1)
    Stick (Okuden Valley- Camp Road 1)
    Paper (Okuden Valley- Camp Road 1)
    Binocs (Okuden Valley- Camp Road 2)
    Knife (Okuden Valley- Camp)
    Firewood (Okuden Valley- Camp)
    Fish (Okuden Valley- Camp)
    BugFrag (Bomb Comp4)

    You will then see an event involving Chaud and ProtoMan and some sort of threat from Gospel...

    In the morning you will get a Mail from Dex, go out and head to the Bus Stop, in front of Dex
    house, talk to everyone and then you will go to Okuden Valley where Chaud will join you...

    Follow the path just to be blocked by some bees, inspect them, then go down to the rock path and
    go all the way to the left until the end of the screen, search around to find a "Lighter" then
    go right and inspect the right-most path of rocks in the water to find a "Stick", then go to the
    path above and search the tree to the right of the guy in a red jacket to find a "Paper", then
    go back to the bees and select the 3rd answer to go through.

    On the next screen follow the path but now to be attacked by a bear... Search BEHIND the
    waterfall to find the "Binocs", now go back to the bear and use the Binocs on it, you'll
    discover it's fake, so go ahead and jack in, first go to the south-east corner to find a BMD
    with a "RegUp1" on it, then talk to the program and you will some viruses:

    -Sparky, Spikey2, Spikey2

    Just delete them, and you will be back with Lan, continue to get to the Camp, talk to Dex, he
    will ask you to find some kindling, then talk to Mayl, she'll need a cutting knife, then to Yai,
    which needs fish... Talk to the lady on the right-most tent for the "Knife", then to the old man
    all the way down and to the right for "Firewood", and lastly, talk to the guy in the middle of
    the rock path for "Fish", give each one what they asked for, you will then eat... Just to hear
    an explosion....

    Now, go to down and through the path on the left to reach the Dam, follow the path and inspect
    the door, you will receive a Mail from Chaud, looks like you have a bomb-defusing job...

    Go back to Camp to get another mail from Chaud, there are 4 bombs to find, jack into the PET in
    the middle of the rock path and you will be in Bomb Comp1...

    You will receive another mail from Chaud, I will now said directions, wrong moves will make
    paths explode so just read this: Left, north for a BMD with "500 Zennys" go back, left, up,
    right, right, up, left, down for a BMD with a "Cannon C", go back up, then left and then up,
    inspect the monitor to disarm the bomb. Jack out and inspect the canteen near the right-most
    tent, then jack in on it to be in Bomb Comp2.

    In here, go up, up for a BMD with "600 Zennys", go back and right, down, right, up, up, left,
    up to the 2nd part of the detonator, go up, right, up, grab the BMD for an "HPMemory", continue
    up, left, down, left, left for a BMD with "WideSwrd L" then go back and down, down, left, up,
    up, up and continue to the monitor to de-activate it. The next monitor is behind the waterfall.

    You will now be in Bomb Comp3, go NW (North-West), SW (South-West), SW, NW and change platform,
    go NW, SW and grab the BMD for "PanlGrab L", SW, SE, SW, NW, NW, NW, NE, grab the BMD for
    "1500 Z", go back and SE, NE, NW, NE, SE and switch platforms again, grab the BMD for "RegUp2",
    go NW, NE, SE, NE, NW to reach the platform, de-activate the bomb and you will get a call
    from Chaud jack out. And go to Camp Raod 1, and talk to the guy in red jacket, select
    "Ask Again" when prompted, then "Get Suspicious" you will automatically jack in.

    In Bomb Comp 4 go SW, SE, switch platforms and grab the BMD for "Recov50 N", go NW, SW, SW, SE,
    NE, SE, SW, and switch platforms, go SE, SE, NE, grab the BMD for "PowerUp", go NW, NW, NE,
    switch platforms and right to switch again, grab the BMD for "BugFrag", then switch platforms,
    go SE, switch, SE, switch again... Go NE, NE, NW, grab the BMD for "Atk+10 *" and go NW and
    switch again, go SW, NW, grab the BMD for "3000 Z" continue NE then NW and finally follow the
    path to reach the monitor BUT save before you reach the end, you will face:

    *QuickMan*
    -HP 400
    -Moves around QUICKLY then stops and throws a boomerang, usually on the line you are.
    -Instead of 1 boomerang, he will throw 2 when low on HP.
    -Deflects any attack when standing still.

    After you delete him, Chaud will arrest Dave and you will be interviewed by Ribitta, you will
    have another of those dark scenes...

    +----------------------------------------------------------------------------------------------+
    2.5.-Yumland and the ALicense
    +----------------------------------------------------------------------------------------------+

    Items: RegUp1 (Toy Robot)
    3000 Z (Toy Robot)
    HPMemory (Defeat GateMan (Mr. Famous))
    RegUp2 (Reward from getting ALicense)
    Recov50 * (Guy in Official Center after passing A Test)

    Key Items: BugFrag (Below a bridge- Den Area 3)
    BadDataA
    BadDataB
    ALicense

    You will be at the park where you will see a Balloon with foreign data but Megaman will
    translate it, and you will decide your project... BTW, jack in to the Toy Robot and get the
    "RegUp1", and the "3000 Z", jack out and go to your house and jack in your computer, make your
    way to Den Area 3 (The lower level) and go all the way back, search below the bridge to find a
    "BugFrag", then inspect the left cube to find that you need the ALicense...

    Jack out and challenge Dex if you like...

    *GutsMan V2*
    -HP 500
    -Creates a shockwave like the Mettles.
    -If you are on your right-most line he will appear in front and hit you.
    -Hits the floor, cracking ALL your panels.
    -Throws his punch slowly when on the same line.
    -Uses an AreaGrab when low on HP.

    Then go to Marine Harbor, enter the Official Center, talk to the guy right in front of the
    entrance, he is Mr. Famous, challenge him...

    *GateMan*
    -HP 600
    -A cannon appears out of him and shoots at you.
    -Creates 3 homing Toy Soldiers (Destroy these, I don't think they can be avoided).
    -Uses RemoGate when near 200HP which blocks your attacks and moves Up/Down along with you.
    -RemoGate can also attack, but can be destroyed when attacking.

    You will get an HPMemory for winning. Go downstairs and talk to the guy behind the desk, you
    must do 3 jobs to take the exam, check the board, you must do the Missions, the other 2 are not
    required but you can get good things...

    Check the Jobs section for help...

    After you complete the 3 missions, do the other 2 if you haven't/like, anyway, talk again to the
    guy behind the desk and he'll open the door to the Test Computer Area, jack in, as Megaman, talk
    to the Test Navi to start your ALicense test:

    -5 Survival Battle
    -Handy2, Handy2 (Your bottom and their middle lines are Magnet)
    -Fishy, Beetank, Beetank (Weird pattern of Magnet)
    -Flappy2, Flappy2, Beetank (Weird pattern of Poison and Grass)
    -Flappy2, HardHead, HardHead (Weird paattern of Poison and Grass)
    -CanDevil, HardHead, HardHead

    -You must locate and "punish" to evil Navis.
    -Go to Den Area 2, follow the path you take to reach Den Area 1 and you will see a purple
    Navi below a bridge of the upper level, talk to initiate combat. You'll get BadDataA
    -Ratty2, Ratty2, Flappy2
    -Go to Koto Area, you should see a purple Navi in the path you take to reach Koto Square,
    talk to initiate combat. You'll get BadDataB
    -Puffy, Poofy, Shellgeek
    Go back to the Test Navi...

    -5 Suvival Battle
    -Dominerd, Canodumb2, Canodumb2 (Blank holes here and there)
    -Flappy2, Flappy2, Spooky2 (Upper/Bottom of your right-most and their left-most are empty)
    -Ratty, Ratty, Ratty (Empty corner, both)
    -Sparky (ALL break)
    -Puffball, FullFire, Beetank2 (2 Blocks)

    You will then get the ALicense, and a RegUp2!

    Jack out and talk to the guy behind the desk for a Recov50 *.

    Go to Den Area 3 (Lower) and go to the Block that you needed the ALicense to go through, go
    through it to reach Yumland...

    +----------------------------------------------------------------------------------------------+
    2.6.-Scissors and Navis
    +----------------------------------------------------------------------------------------------+

    Items: Navi+20 * (BMD in Yumland 2)

    Key Items: BugFrag (Behind a board near the merchant Navi)

    Once in Yumland you will notice is completely empty save for 3 Navis, anyway, follow the right
    path to the NW keep going until you see a dead end, go left before that to reach a platform,
    go left and enter the teleporter, go up the path to a board and left to reach Yumland 2.

    Use the conveyor belt to go right, go right again the follow the path up, use the conveyor belt
    to go left now, unlock the data if you like... Go left to another platform, go down, and go up
    through the path left where you are for a BMD with "Navi+20 *", go down and go right, you will
    reach and place that splits in 3, go NW then SW, follow the path to a hill where a teleporter
    is, enter, and you will see a scene between the inhabitants of Yumland (Navis) and ShadowMan...

    You will then be in YumSq. Ent. Now enter the Yumland Square, but as you should know, is empty.
    You will then hear something, just follow th path to trace that sound... You will enter the
    message board, SAVE, talk to the Navi, after some scenes CutMan will appear, yes, you must fight
    that scissor guy...

    *CutMan* Reward: 2000Z
    -HP 600 (There are rocks in the middle sqaure of both areas)
    -Shots a scissor which keeps going in circles around your rock. Use AreaGrab.
    -Attempts to "cut" you with his scissors if on your right-most panel.
    -Shoots his scissors as a boomerang which might trap you with his circling scissors.

    After you beat CutMan, some more scenes happen....

    +----------------------------------------------------------------------------------------------+
    2.7.-Chng.bat and Thievery
    +----------------------------------------------------------------------------------------------+

    Items: PowerUp (Dad's labsuit)

    Key Items: Battery (Guy in ACDC Park)
    NoteData (Lady in Camp)
    YumKey (Navi in KotoSquare)
    Chng.bat (YumSquare)

    You will instantly receive Mail from your Dad, go to Official Center and use the elevator to
    go with him... In your dad's office, check his labsuit for a "PowerUp", then, talk to your dad.

    You must locate the "Chng.bat" file, go down and jack in, go to the boards in the Square, go to
    the Street Board where you will post a message about the "Chng.bat", jack out, and do some jobs.

    Well, do 3 or 2 jobs, then check the board, new info should be there, but is now what you
    want... Go talk to people in Koto and Den Squares, do jobs... Until info appears...

    ...Go to ACDC Park and talk to the guy there. Apparently, she (the programmer) is at the
    Campgrounds in Okuden, you will get the "Battery", go to Okuden and to the campgrounds, and talk
    to the lady on the left-most tent, you will give her the battery and she'll say "Chng.bat" a
    friend of her knows it, you must go to KotoSquare and you will get "NoteData". Go to Official
    Center and jack in and go to KotoSquare, in there, talk to a purple navi, he will give you the
    "YumKey", go to Yumland Square and head to the boards, go all the way back and open the lock,
    grab the "Chng.bat", try to go back but an alarm will sound, and you can't jack out, go back but
    you will be attacked several times:

    -Mashy, Mashy, Puffball (ALL grass)
    -Sparky, Ratty, Ratty (Middle square of middle/right row and their middle/left row are Magnet)
    -Dominerd, Dominerd, Spooky2 (HALF is broken)
    -FullFire, Spikey2, Mettaur3 (ALL frozen, but middles are lava)

    Jack out and go to your dad. Then some more thingies will happen... Another alarm will then
    sound, it's Yumland, and they are after you!!!... Nah, just kidding, they inflitrated the Square
    (Gospel) and you must go delete them...

    +----------------------------------------------------------------------------------------------+
    2.8.-Mother Computer
    +----------------------------------------------------------------------------------------------+

    Items: 800 Z (BMD in Mother Comp1)
    HPMemory (BMD in Mother Comp1)
    Recov30 * (BMD in Mother Comp1)
    Spreader P (BMD in Mother Comp2)
    RegUp1 (BMD in Mother Comp2)
    600 Z (BMD in Mother Comp2)
    Wrecker Q (BMD in Mother Comp2)
    Shotgun * (BMD in Mother Comp3)
    PanlOut3 * (BMD in Mother Comp3)
    Recov80 F (BMD in Mother Comp3)
    1000 Z (BMD in Mother Comp4)
    WideSwrd L (BMD in Mother Comp4)
    Hammer T (BMD in Mother Comp4)
    1400 Z (BMD in Mother Comp5)
    RegUp2 (BMD in Mother Comp5)

    Key Items: BugFrag (BMD in Mother Comp3)

    SubChips: FullEnrg (BMD in Mother Comp5)

    Go down the elevator and jack in. Talk to the purple navi and you will fight, a boss fight even
    though they are viruses...

    -Goofball, HardHead2, HardHead2

    Jack out and go up and talk to your dad, then follow the path left of the elevator to reach the
    Mother Computer room, talk to the officials there, after some... Weird talk, the laser door will
    open, go through, but this time you will help... Jack in...

    Talk to the program for some clues and info

    -What are the 3 missing letters? Curiosity killed the ___.
    --Answer: CAT

    Input it and go through, the path is pretty straight, enter the blue square which is a
    teleporter, keep going staright to find a BMD with "800 Z", go back and down and talk to the
    Navi if you like and go back and down again to reach another password thing:

    -I lie in a bed, but never sleep. What am I?
    --Answer: RIVER

    Go through, go down when you see the program and go straight down for a BMD with "HPMemory", go
    back and left, grab the BMD for a "Recov30 *", then go back and up.

    -Waht are the 2 missing letters? _et_attler
    --Answer: NETBATTLER

    Follow the path and you will release the door program, go through as Lan, and jack in the next
    server. ProtoMan will suddenly appear, after some talk follow the path, first go all the way
    right and down for a BMD with "Spreader P", go back, talk to all programs if you like...
    After, follow the path and talk to the program:

    -Program A is more honst than Program B. Program B is more honest than Program C. Program D is
    more honest than Program A.
    -Program D: AFBECD
    -Program C: ACEBDF
    -Program B: FEDCBA
    -Program A: URTGOK
    --Answer: AFBECD

    After imputting the answer, go through the path left of the "C" to reach a BMD with "RegUp1", go
    back and through the NE path. And go right for a clue. Go back and left and another clue, then
    input the answer:

    -2 hands, no arms. 1 face, no nose. On your arm.
    -What do you call a chronometer you can wear?
    --Answer: WATCH

    Then grab the BMD for "600 Z", go down then SE and get the clues, and the BMD "Wrecker Q"

    -2nd letter is L. 5th letter is S. 10th letter is R.
    -First letter is A. 4th letter is O. 8th letter is H.
    -3rd letter is M. 7th letter is T. Last letter os E.
    -Make 2 words from: " ere last moth"
    --Answer: ALMOST THERE

    You will then reach the door release program where ShadowMan and ProtoMan are... You will then
    jack out, enter the Mother Computer... Follow the path up and talk to the program and grab
    the BMD "BugFrag", then go back and follow the path but go down for a BMD "Shotgun *", keep
    going and take the NW path to another clue, thwn go back to where all the panels are and get
    another clue.

    -MASK WIG
    -GEM KNIFE
    -Connect the words, last letters to first, for this key.
    --Answer: Put them in this order:
    On the SW input WIG.
    On the SE input GEM.
    On the NW input MASK.
    On the NE input KNIFE.

    You will reach something that says:

    "Part 1... YOU CANNOT ESCAPE NOW!"

    Continue the path, to get a clue:

    Continue right for another panel:

    "Part 2... FEAR AND DANGER AWAIT!"

    Then up to a BMD "PanlOut3 *" and another panel and another clue:

    "Part 3... BEGGINING TO WORRY? GOOD LUCK!

    -Read the letter on the panels
    -Read the 3rd letter, top to bottom.
    --Answer: UCA then the _RIGHT_ NCO

    Then go through the upper left path for a BMD "Recov80 F" then go back and follow the pretty
    much straight path to another puzzle:

    -A quick brown fox... something
    --Answer: JUMPS

    Go through to reach Mother Comp4 (Yes, there's still more)... Get a clue right starting, and go
    on, talk to the programs if you like

    -Itsy-bitsy
    -8 legs
    -Muffet foe
    -Spins webs
    --Answer: SPIDER (Duh!) (Use the left S)

    Go through and keep going straight and left to another puzzle BUT take the upper path and left
    for a BMD "1000 Z", go back and solve the puzzle:

    -What did William Tell hit with his arrow?
    --Answer: APPLE

    Go through and get another clue:

    -What insect starts bathing, and ends up drab?
    --Answer: B

    Weird... Anyway, follow the path and go left when you can and keep going for a clue, go back,
    right and up for a BMD "WideSwrd L" and get another clue, then go back and all the way right

    -Program 1: DNGVU
    -Program 2: OTIEP
    -Rearrange the programs' hints to find the message. The message is the password. Program 1,
    Program 2, Program 1, Program 2, Program 1, Program 2, Program 1, Program 2...
    --Answer: DONTGIVEUP (Don't give up)

    Then grab the BMD "Hammer T" then change screens... Getting tired of this...

    Just starting are 2 clues...

    -I'm an animal.
    -I wear a mask.
    --Answer: RACCOON

    Then continue through the path, go right when you can and down for another BMD "1400 Z", then go
    up for another clue, go left and solve the puzzle:

    -A-C-E... What are the next 10 letters?
    --Answer: GIKMOQSUWY (2 by 2, G-"h"-I...)

    Follow the path and go left for a clue if you like, go all the way back and up to the puzzle:

    -DARETHEY SLAYME?
    -Hint: 21, 18, 21, 16, 26, 25, 12, 16, 14, 23, 11
    --SYSTEMAHEAD (System Ahead)

    First go up and back for a teleporter with a BMD "RegUp2", and a clue, go back

    -... ..... ABBABBAABAB ...
    -Program A: STCLS
    -Program B: YSEMOE
    --Answer: SYSTEMCLOSE (System Close)

    Almost there, right for another clue then up for a hint on ShadowMan, a BMD "FullEnrg" and 2
    clues:

    -PSECV WANIR NGURU OISNW
    -Find the one that doesn't belong. Everyone else is a bird.
    -Black bird, cold bird, water bird. Do you understand now?
    --Answer: VIRUS

    SAVE! just ahead is ShadowMan, after some talk you'll fight

    *ShadowMan*
    -HP 800 (Battle field is covered with grass)
    -Creates fakes around to confuse you, hit the real to destroy the fakes.
    -Uses a Fire Jutsu that burns the whole line. Destroy a fake.
    -Throws 3 shurikens at you. Move away of the blinking panel.
    -Creates 2 copies of him when low on HP that move in your area and slashes you.

    Then some usual scenes... And another "dark" scene...

    +----------------------------------------------------------------------------------------------+
    2.9.-Netopia, Where your Purse/Wallet is NOT Safe
    +----------------------------------------------------------------------------------------------+

    Items: SilvFist I (Note from dad)
    Roll V2 R (From Mayl)
    ElecSwrd * (PMD in Hotel Refrigerator)
    HPMemory (Search the Hotel Refrigerator)
    Quake2 W (Higsby)
    TreeBom1 * (Higsby)
    SonicWav I (Higsby)
    Navi+20 * (BMD in Raoul's Radio)
    10000 Z (Forbeating Mrs. Millions' SnakeMan)

    Key Items: Passport (Oficial Center)
    Ticket (In NetBattle HQ Mail)
    Wireless (From Mayl"
    BugFrag (Airplane Schedule Board)
    BugFrag (Hotel refrigerator, BMD)
    MiniPet (In exchange for your PET)
    RaulCode (Raoul's code for winning against ThunderMan)
    BugFrag (BMD in Raoul's Radio)
    BugFrag (BMD in Netopia 2)
    MiliCode (For beating Mrs. Millions' SnakeMan)

    You will then appear at your house, you will receive Mail from "NetBattle Head Quarters"...
    You must go to Netopia, enter the Metroline then you will get another Mail, go to Official
    Center, challenge Mr. Famous, if you win you'll get another folder.

    Anyway, talk to the lady behind the counter and ask for a passport, but you must go to the desk
    on the right, you will then get "Passport", go to your dad's office and talk to the scientist
    in front of a big monitor in the same room that rour dad's office is, then check the computer
    on your dad's office for "SilvFist I". Go down and to the metroline and go to the airport, go
    up and talk to Mayl, she will give you "Roll V2 R", and "Wireless", talk to Chaud if you like
    and jack in the Airplane Schedule board, get the "BugFrag", then take the path on the left, and
    try to go through the metal detecter for some scene...

    You will get a Mail in your new "MiniPet", then talk to the guy behind the desk and show him
    your passport and go through, then some guy will hit you, but he really stole all you money!!

    You should take the quiz while you are here, talk to the boy near the Gift-Shop...

    Anyway, talk to Chaud to and select "Go Away!" to recover Megaman... Then go to the gate just
    up from Chaud to board the plane, then follow the path and the guy behind the desk will insult
    you, not really, it's Netopia language, talk to him and Megaman will tranlaste, show him your
    passport to continue the select the meeting thing, go through the path and talk to the guy that
    looks like the one who stole you, it's actually him, talk to him twice to fight:

    -MegalianW, MegalianH, Snapper

    He will give you your money back, then try to exit to be "freely" escorted to town... But you
    will discover... YOUR CHIPS ARE GONE!!! Except the one on your folders... Anyway, take the path
    to the left and enter the first door you see, this is the hotel, you will be at your room where
    you will have a fight with Megaman, go back to the park and talk to Higsby, after go back to
    your room but now your passport was stolen... nice... Search the refrigerator for "HPMemory"
    then jack in to find a "BugFrag" in the BMD and a "ElecSwrd *" in the PMD.

    Go out of the hotel room, and down where you will find Higsby again, talk to him to get
    "Quake2 W", "TreeBom1 *" and "SonicWav I".

    Go to the park and talk to the old man all the way to the left and up, he will say you should
    look for your passport and chips. Go back to the city and into the Alley and talk to the kid.

    He will ask you for a "Guard *", good timing...

    Anyway, he will first tell you about your passport, go all the way up and talk to the guy below
    the basketball ring, you MUST fight and win against his ThunderMan:

    *ThunderMan*
    -HP 700
    -There are 3 clouds that shocks you if you block their path. CAN'T be destroyed.
    -Shoots 3 quick thunders at you, move away from the blinking panel, if you can...
    -The clouds shots small elec-balls at you. Can be from any direction.

    After you win, you will get "RaulCode", then jack into the radio a little down. Then use the
    code and go through, talk to the navi if you like, he says someone in the Square must know about
    it, go down and right to a board, then up the hill and through the up-most panel and down the
    other slope, then keep going and through the upper panel, to grab another "BugFrag", go back and
    take tha path right of the panels and go left, go through the NE path to the merchant or NW to
    continue, continue through the path and make your way to hill NW of you, grab the GMD if you
    want and take the teleporter, just follow the path to reach the NetSq. Ent. enter the Square,
    talk to a purple Navi in the green square, go out and go to Netopia 3 take the right-most panel
    going down to find a purple bad Navi, talk to the one below, to fight for your passport:

    -Null, Null, Void

    You will get your passport back! Jack out and talk to Jim again (The kid). You must now give him
    the "Guard *". He will tell you a rumor that Mrs. Millions bought some chips, look for her in
    the Jewelry Store. She is al the way left, talk to her, select "Give me my chips!" you will need
    to fight her SnakeMan if you want them back...

    *SnakeMan*
    -HP 900 (Her middle row are empty sqaures and can't be changed)
    -Snakes come out of the middle empty row and launch at you, 1 at a time.
    -SnakeMan continously shoots at you a couple of secs.
    -When low on HP, he will move to the row you are on and bite at you for HIGH damage.
    -SnakeMan will hide in his jar if you are on the same line. Move Up/Down then back to attack.

    You will get your chips back!! and "MiliCode" and "10000 Z", go back to the hotel and to sleep..

    Go out the hotel room the next morning to get a Mail from "ONB HQ" go to the castle and walk
    against the wall with the crest on it to find the secret HQ. Talk to EVERYONE and the meeting
    will start. Some sort of earthquake will happen in the middle of the breefing... And all will
    fall through some holes. You will then get a call....

    +----------------------------------------------------------------------------------------------+
    2.10.-Dungeons and Dragons... But w/o the Dragons!
    +----------------------------------------------------------------------------------------------+

    Items: 1000 Z (BMD in Castle Comp1)
    HPMemory (BMD in Castle Comp1)
    Repair C (BMD in Castle Comp2)
    Sword S (BMD in Castle Comp2)
    SubMem (BMD in Castle Comp3)
    RegUp1 (BMD in Castle Comp3)
    1200 Z (BMD in Castle Comp3)
    LongSwrd L (BMD in Castle Comp4)
    PowerUp (BMD in Castle Comp4)
    Recov120 U (BMD in Castle Comp5)
    Invis2 Q (BMD in Castle Comp5)

    Key Items: CyberKey x10 (BMD in Castle Comp1/1/2/2/3/3/4/4/5/5)
    BugFrag (BMD in Castle Comp4)

    SubChips: FullEnrg x3 (BMD in Castle Comp2/4/5)


    Follow the path to be almost killed, jack into the thing on the wall... Talk to the program to
    get some info on this place, I will not write it here SO DO IT! Follow the path, and go NE to
    keep going, NW is a dead end... Keep going, doesn't matter which path you choose, it's a circle
    or sort of, there is "CyberKey" and "1000 Z" go back FAST to the door and use the CyberKey.

    On the next area, follow the path and go NE and a Zambie will come after you, yikes! Follow the
    path and go right, wait, you should evade the zombie... For now, go down through the right path
    for another "CyberKey" then go back to where you evaded the zombie and go left and up for an
    "HPMemory", FAST go back and move in the same dir. as the zombie to get to the door. Activate
    the switch past the door.

    As Lan go through and get another call, then on the other room you will be trapped, but this
    time the ceiling is coming down... The Princess is there, jack into the trap device...

    Inside go on, and take the SW path FAST for a "Repair C" go back and move around, take the 2nd
    path you see or follow the zombie and vampire, on the next path you see wait, the zombie will
    take it and the vampire will go on, wait and go a little down, the vmpire will take the other
    path FAST go on or the zombie will get you, get the "CyberKey" and go through the door when you
    can...

    Go up here for a "FullEnerg" if you want the back, go down and keep straight until a corner, go
    up and keep straight again, go up for a "CyberKey", you should see the bandit go on, follow him,
    go through the left path after he comes out and get the "Sword S", wait until the bandit goes
    away through the NE path, don't worry, they only take left turns, so he can't come after you,
    after he goes away go down and right if he ever stole you to get your money back or left to find
    the trap switch...

    Go on and the door will close and another call... Go up the stairs and talk to Jennifer, go on
    and in the next room and ring of fire will trap you... You will automatically use the "Wireless"
    to jack in...

    Inside, just starting a thief will come after you... Go down to evade it then go up again, grab
    the BMD you see "SubMem", then go back and follow the thief and grab the other BMD for a
    "CyberKey" and FAST go to the door just left of where you are...

    A little after the get you'll get another call, go down and straight right and down when you can
    nothing will come after you, get "RegUp1", than go up and wait until both the zombie and thief
    pass through and follow them, when a vampire appears take the path down and get the "CyberKey",
    and FAST go on and down or the thief will get you, after he goes on, wait until he comes down
    and go up for "1200 Z" and go down FAST or the vampire will get you, go left and through the
    door where you'll find the switch...

    As Lan SAVE! Go on and you will see Raoul toasted, talk to him, and Chaud will come, and you
    will have to fight him...

    *ProtoMan*
    -HP 800
    -Teleports a couple of times then appears at the top or bottom corner and does a Slice which
    sends a wave at you, move to the top or bottom to evade.
    -Sometimes he then zooms in and slashes you.
    -Zooms in and slashes you.
    -Protects himself of some attacks with his shield.
    -When low on HP he will be faster.

    Delete him, and Raoul will say you are innocent and the real double agent is the princess! Go
    through the path NE, go up and you will see her, you will use the "wireless" again and jack in.

    As Megaman go down, down again and FASTLY go straight, grab the "CyberKey" and back before the
    vampire gets you, go back to where you started and up, up again and grab FASTLY the "LongSwrd L"
    and FAST go down and through the door.

    Here go up and to where the grave is, go right and then up, go _straight_ when the bandit
    appears, and right and down for "FullEnrg", go up a little and wait, when the bandit goes
    straight FAST go left to evade him, then down, a vamp will appear, go right and down through the
    first path for "BugFrag" then right and up and then left for "CyberKey", FAST go back and right!
    You should be able to outrun the bandit, then grab the BMD for "PowerUp", then FAST up and
    through the door. Go to the next area...

    In here, go down and right and then up after the Bandit appears, then go left, up, right, down
    and right to evade the vamp, grab the "CyberKey" and go up, follow the vamp that just appeared
    and go down then left for a "FullEnrg", then follow the bandit and through the door.

    Go up, SAVE just in case, go right a little, just when the bandit and zombie appears go back and
    down to evade them, go right and up AFTER the bandit comes down for "Recov120 U", then go down,
    then go down, down again and all the way down for a "Invis2 Q", then up again and follow the
    bandit, when the vamp appears the zombie should be ahead of you, the zombie will probably go
    back and get you... Just make your way around, it's hard now... When you get to where the zombie
    got you go wait until he goes up and go to the chest, hopefully the 2 vamps will go back around
    and you will avoid them, then go up and get the "CyberKey" and go down and through the door.
    SAVE and a little further you will see KnightMan, after the talk you must fight him:

    *KnightMan*
    -HP 800
    -Has StoneBod chip on. He will only take it off to attack. Every attack when stone deals 1HP.
    -Throws his huge ball at you if on the same line.
    -Shoots to the air and 3 pieces of a roof fall down. If not on the same line.
    -He will jump 1 square forward and crack all panels. BE VERY CAREFUL at this point.

    Then you will control Lan again and some more talk, and Megaman will turn the trap off, but the
    princess will start it again, but then she will fall... And you'll be back at the meeting room.

    You will then be back at your hotel room, and it's time for you to go back, so go to the park
    and check the bus stop and select "Departure Lobby", fight Chaud if you like, anyway, go through
    the right path to insert your ticket and go through, and talk to the guy behind the desk, then
    just aboard the plane...

    +----------------------------------------------------------------------------------------------+
    2.11.-Magnetic Fields and Crashing Planes
    +----------------------------------------------------------------------------------------------+

    Items: HPMemory (Behind Curtains in Business Class NAL Plane)
    SilvFist E (Man in business class)
    Repair L (Man in economy class)
    800 Z (BMD in Air Comp1)
    3000 Z (BMD in Air Comp3)
    GrassLne N (BMD in Air Comp3)
    900 Z (Air Comp4)
    Regup2 (Air Comp4)
    LilBomb * (Air Comp4)
    HPMemory (Air Comp4)
    Barrier L (Air Comp5)
    1800 Z (Air Comp5)
    1000 Z (Air Comp5)
    Recov120 S (Air Comp5)
    RockCube * (Air Comp1)
    2000 Z (Air Comp1)
    RegUp1 (Air Comp1)
    Spice2 N (Air Comp1)
    1500 Z (Air Comp2)
    HPMemory (Air Comp2)
    HiCannon E (Air Comp2)
    500 Z (Air Comp2)

    Key Items: BugFrag (NAL Economic Class TV)
    PilotCap \
    Chopstck \_ NAL airplane
    Thread /
    Whiskey /
    BugFrag (Air Comp2)

    SubChips: FullEnrg (Air Comp3)

    Then you will be back with your friends...NOT! You're still in the plane... You will then
    control Lan after some talk, go down and search the curtains for "HPMemory". Go down again, and
    down once again and you will be at the cockpit, talk to the guy on the right and then some
    turbulence, I hope you saw it coming on the title of this section... Anyway, you will go back to
    your seat, and you will then control Lan again, jack in the TV here to find a "BugFrag", then
    talk to some people around, in Business Class talk to the man on the upper-right seat for a
    "SilvFist E", then go back to Economy class and talk some more, talk to the guy left of your
    seat for a "Repair L", when you talk to everyone, Megaman willa alert you is Lunch time. You
    will then go back to your seat... Then your stomach will hurt, so go up and into the bathroom,
    and a scene involving a spider will occur.

    You must find someone who knows about bugs, go to Business class and talk to the man on the
    middle-right seat, the spider you heard about is the "Red-eye wooly spider", and it's lethaly
    poison!! You will then hear a scream go all the way up to where the bathroom is, you will see a
    guy in the floor, you must now find a doctor, I assume you remember, if not read about the
    SilvFist above, once you talk to him you go back to wher the guy was, and now you must catch the
    spider...

    Go back to the guy that told you about the spider, you will tell him and you will start to make
    a trap, but you need: A box, a stick, string and whiskey.

    -Box: Go to the cockpit and grab the pilot's hat.
    -Stick: Talk to the old lady besides a scientist just right of your seat.
    -String: Talk to the lady near the bathroom.
    -Whiskey: Talk to the black guy in 1st class and answer: Hellz ya! then select:
    -Chicky-chick BABY!
    -Make me go KABOOM!
    -Can ya digit LADY!
    -Oh my Lovefire!
    -Comin' to ra SOON!

    Then go back to the bug guy. And you will have to go to 1st class to set the trap, you will then
    catch it. You will go back to your seats... After an advice some more turbulence, the captain
    says there is a problem with the right wing... And then you must go to the cockpit, and talk to
    the captain. You will then jack in, and beleive me, you WILL hate this place altough the music
    is not so bad...

    As Megaman you will be attacked by some electromagnetic field, anyway, go down and through the
    blue then continue and through the blue again, then right and down then left all the way and up
    for "800 Z", go down and take the blue, then down to the plane symbol, you will then be in Air
    Comp2.

    Here go down and then teleport to the Air Comp3. Follow the path and take the blue down then
    right and down then right through the first red and up for "3000 Z", then go left and take the
    blue and down to where the red are, but now take the right-most, and go right and down through
    the first path you see and then follow the path to reach the blue de-magnetizer. Then go left
    and down for a "FullEnrg", then up through the red, and left all the way, and then through a red
    field, go down and then right for a "GrassLne N", go back up and take the left path and go down
    and take the red and follow the path, to reach the red de-magnetizer. Go up all the way and left
    to a tire place and fix the right-wing program... But the piloting program will now fail!!!

    Megaman again, go down and teleport to Air Comp2 and teleport to Air Comp4, go down and take the
    right red and down, then go right and up for "900 Z", go down and take the blue then follow the
    path up for "RegUp2", then go back and left to go back where you started, take the left blue,
    and go down for a "LilBomb *", go up and take the red and go down but take a left for a blue
    field follow the path all the way down and you will reach the red de-magnetizer go back up and
    right for "HPMemory", go left and up then go to where you started but take the right path, where
    the red field was and then up for the blue de-magnetizer. Then go to where you started and go
    left then up ro fix this... Now is the cabin pressure...

    Once again, Megaman, go up to be at Air Comp2 again, but you will go to the Air Comp5, go up and
    then right for "Barrier L", then take the red in front of you for "1800 Z" and go down, take the
    left path wiht no field in it and use the red there, go down the stairs and go right and take
    the right-most blue field to reach the blue de-magnetizer. Go back and take the middle path up
    then take the red and go up the stairs, go right to reach the red de-magnetizer. Then go up and
    left all the way until you see a BMD wiht "1000 Z", go right and down and left and left and then
    down then left for a "Recov120 S", go right and down all the way until you reach the first area,
    go through where the program is and take a right twice to reach the program, fix it... And now
    is the throttle (Starting to hate this...)...

    Again Megaman, go up to be in Air Comp2 but switch back to Air Comp1, go up and take the red for
    "RockCube *", go down the blue and then right and down the stairs, then right, up and left then
    up again and left the up all the way and left for "2000 Z", then go down and take the red, to
    reach the red de-magnetizer, then take the blue back and go left until you can go down, do so
    all the way down and left to reach the blue de-magnetizer go back and right to where the stairs
    are and take the SW path, go down and left then down for "RegUp1" then all the way up for
    "Spice2 N", then down and left to fix this bug... But we are not done yet... Now is the landing
    gear program... (Don't worry, this is the last one)...

    Megaman... You will finally reach the under part of Air Comp2, go down and take the blue, again,
    then go left and take the blue, below the bridge is a "BugFrag", then keep go up, take the red
    and go right all the way and down for "1500 Z", go back and take the first blue from right to
    left, and go right to reach the blue de-magnetizer. Go left all the way for "HPMemory", then go
    right and up and left and down and left all the way and up again to reach where we started. Go
    left and take the red, then another one, then right and down then go through the 2nd path you
    see to the left and down all the way, then right all the way and up for "HiCannon E", go back
    down a litle left and up/right for a red, tak it and go left and take another red and reach the
    red de-magnetizer, go back down and left for "500 Z", then go left all the way and up and left
    again, then down, more left to where a program (not machine, this time the green guys) is, SAVE
    and go up, where you'll fight MagnetMan.

    *MagnetMan*
    -HP 1000
    -Creates 2 magnets, 1 in the top line and the other in the bottom line which homes at you.
    -Creates a Magnet ball which homes slowly at you, and will paralyze you if it touches you.
    -Uses MagLine.
    -When low on HP, he will clone himself when on your same line and both ram at you.
    -This attack is usually paired with the magnets...

    After you delete him, the bug guy will catch the one behind it and the program will be fixed
    automatically... You will go back to your seat where you will finally arrive... Head to the door
    on the left to exit, go on and talk to the guy behind the desk, you will then see the owner of
    MagnetMan being arrested... Go down and to ACDC town, talk to Dex, Yai, Mayl and then go to your
    house... And to sleep...

    +----------------------------------------------------------------------------------------------+
    2.12.-My Computer turned into a Freezer!!
    +----------------------------------------------------------------------------------------------+

    Items: Roll V3 R (Mayl's Mail)
    HPMemory (Undernet 2)
    AntiRecv D (Doc)

    Key Items: FreePass (NAL Mail)
    RedFrag (Navi in Koto Area1)
    RedCure (Dad)
    BugFrag (Yumland 2)
    ONBACode (Netopia)
    HeatData (Grill in Okuden Camp)
    YeloCure (Doc)
    BluFragA (Green Navi in Netopia 2)
    BluFragB (Navi after deleting him)
    GateKeyD (Keymaker Navi)
    BugFrag (Undernet 3)
    GospelID (Navi after deletion)

    You will see a scene with your dad... But an earthquake will suddenly occur!! You will then be
    Lan again, you will receive some mail from Mayl, now you must look fro Roll, you will get
    another mail but from NAL this time, you will get a "FreePass".

    Jack in, to see some ice thingies all around, you can only break the white ones, make your way
    to Yumland but you won't be able to go even reach it... Go back to Den Area 2 and talk a pink
    Navi near the upper level and go to Koto Area1, near the warp that leads to KotoSqr. Ent. is
    another white crystal, break it and talk to the Navi to get "RedFrag". Jack out and go to your
    dad. Talk to him he will make the "RedCure" with your "RedFrag", now jack in again and go to
    Yumland.

    In Yumland go to Area 2 and go to the right twice then up, below the hill is a "BugFrag",
    continue up and left twice then down, break the red ice and up then talk to Roll. Go to the
    Square and check out the Street Board, read the "Doc" posts and exit the board, you will receive
    Mail from Mayl, who will thank you for saving Roll and she'll give you the "Roll V3 R" chip.

    You must now get to NetSq. Ent. because then only entrance available to the Undernet is there.

    There is a way to open a path from Den Area3 and Yumland 2 to Netopia, but for it you need the
    ONBACode, where is it? Go to Netopia (City) and into the HQ and talk to the guy near the monitor
    and he will give it to you.

    Go to Den Area 3 and go to Netopia, use the panels to go NE, then go left until you see a
    platform then use the GsplCode (Do job "Help Fight Crime! to get) and go down the ramp then just
    follow the panels and head to te board then down and go to Netopia 2. Here destroy the red ice
    IF you want, then head down and right to the board then up then up the hill and down the other
    hill then SE to another platform and left and up from where the Navi is to another board go NW
    and up the hill there then go SE and teleport, follow the path to reach the NetSq. Ent. Take the
    warp on the upper-left to continue or go to the Square to buy Sub/Chips...

    In Netopia 3 follow the path and head through 2 panel right to left and enter the warp, go up
    and then left and go to the board and up the ramp use the left-most panel to continue then go
    right all the way and down to a platform with a warp, use the panels and go down th ramp and
    left then right all the way and enter another warp, follow the path to reach Undernet 1.

    Use the panel and go up and up the stairs, then go right and down and through the panel going
    right then follow the path up and warp, on the blue level go down then right and up the stairs
    and follow the path to reach the Undernet 2.

    Here go up the stairs and take the right-most ones to get an "HPMemory" at the end. then go back
    and take the other stairs then go down and up another set of stairs, on the green level use the
    panel going right twice and go down the stairs straight ahead, go down and use the panel going
    left and down this stairs then keep going down and right then up, right and follow to a warp,
    here just go right to get to the UnderSq. Ent. use the NE to reach the UnderSquare then talk to
    the second Navi you see, he is an informant, he will sell you some info for 10000Z you must pay
    in order to proceed, he says the Navi that knows it is in NetSquare and it's purple and greedy.
    So go back to Netopia Square, in the green level, talk to the Navi that is jumping, he knows
    the one who knows the keyword and says that he went to buy a chip...

    Go out of the Square and head to Netopia 2, in there use the warp and go left and down a ramp
    then go right through a panel and keep going right then NE to where the merchant is, and talk
    to the purple Navi, he wants a "ZapRing2 B" first, give one to him and he will tell you the
    keyword, so go back to the UnderSquare. And head to the boards, and inspect the Undernet Info
    Board, and you will automatically post the keyword, go out and go up and talk to the orange-like
    Navi, he is the doc. Select "Yes!" when he asks for all you have, but he will take them but he
    will return them in a sec and will give you a "AntiRecv D", he will need a "YellFrag" and a
    "HeatData", he already has the "YellFrag" so you must search for the "HeatData", he will say
    it's in some heating program, go to Okuden Valley and jack into the Grill and talk to the
    programs, if it says something like a friend being in Yumland, head to Yumland 2 and save the
    program behind a red ice, talk to him and go back to the grill and talk to it again to get the
    "HeatData". When you jack out an earthquake will happen, you mus hurry to the Doc!!

    Once you are with the Doc select "Yep!" he will then give you the "YeloCure" he also says about
    a guy in Netopia 2 that tried many things to break it, so you must search for him. So head there
    and help a Green Navi behind a yellow ice, he is all the way SW, talk to him and he'll say he
    lost his little brother, aceept his request to find him, go to the Undernet and where ther is a
    Navi that tells you which way takes you to Undernet 3 and Under Square, take the left stairs
    down, break the ice and go to the Undernet 3, here follow the path and go either way, continue
    up then talk to the Navi, he is the keymaker and the little brother, after you talk to him, he
    tells you you need 3 BlueFrags to make a cure for the ice, go back to Netopia 2 and talk to the
    big brother.

    He will give you "BluFragA", go back to Undernet 3 and follow the path, a Navi will suddenly
    appear below and taunt you, but he has a "BluFrag", you will then get mail from Chaud, he will
    say you can reach Undernet 3 from Kotobuki, but you need a key, so go to NetSquare and talk to
    the pink Navi, yes, the keymaker, he will give you the "GateKeyD", use it on DenArea 1 in the
    lower-left warp, you will then be on KotoSq. Ent. Go down and warp to UnderKoto, follow the path
    and down the ramp, use the first panel going right then go to where the GMD is and go down to
    another panel going down, use it then a panel left and another up, ge left from the PMD and then
    down and right to reach the platform, go right a little up and right to reach the Undernet 3!

    Here follow the path and go SW, follow the path but go right when you can, use the GsplCode and
    grab the "BugFrag", go back and keep going down then go right and talk to the Navi to fight:

    -Fishy2, Fishy3 (Your right-most, their left-most rows are empty)
    -3 Null&Void (I'm not 100% sure about this, but I've told this is the correct fight, and I
    can't check, if someone can do me the favor of telling me the correct...)

    He will the say that FreezeMan is already moving towards the destruction of the world...
    You will ask where the Gospel HQ is, he will say is in KotoSquare!!!
    He will then drop the "BluFragB", you will also find "GospelID", you will then get mail, now
    hurry to KotoSquare, and go to the weird laser door, then just follow the path destroying some
    yellow ice, SAVE after the 3rd one, you will then meet FreezeMan, after some talk...

    *FreezeMan*
    -HP 1000
    -Turns into an ice crystal which resist some damage before being destroyed.
    -After breaking the ice, he blows you away for a limited time.
    -Drops 3 Icicles at a time.
    -Sends 3 ice waves at you, 1 after the other.

    You will get the last "BlueFrag" but... It will break, then the ice will break on it's own!!
    You will then get mail from your dad, jack out and go to your home and talk to your mom. Then
    go up and go to sleep.

    You will then see a strange event involving ProtoMan. And then a scene in Official Center in the
    lab.

    As Lan the next morning you will get a Mail, you must re-inspect KotoSquare!

    +----------------------------------------------------------------------------------------------+
    2.13.-The End is Near...
    +----------------------------------------------------------------------------------------------+

    Items: RegUp3 (Kotobuki vending machine)
    Recov150 T (Apart Comp1)
    HPMemory (Apart Comp?)
    RegUp (Apart Comp1)
    HiCannon * (Apart Comp2)
    3000 Z (Apart Comp2)
    1200 Z (Apart Comp1)
    2000 Z (Apart Comp3)
    2000 Z (Apart Comp4)
    PowerUp (Apart Comp3)
    HPMemory (Apartment9F)
    RegUp1 (Gosp Server1)
    Recov150 T (Gosp Server1)
    10000 Z (Gosp Server1)

    Key Items: KotoPass (Dad)
    MagSuit (Dad)
    BugFrag (Console in Apartment1F)
    ElBit082
    ElBit232
    ElBit243
    ElBit253
    ElBit042
    ElBit271
    ElBit093
    ElBit201
    ElBitEv
    BugFrag (Apart Comp3)

    SubChip: FullEnerg (Apart Comp4)

    Go to KotoSquare and where you destroyed FreezeMan for some weird events... Megaman suggests to
    go to Kotobuki City, but you don't know how, so go to your dad and ask him. After some talk
    and cool music, you will go to Kotobuki to end this... He will give you the "KotoPass" and the
    "MagSuit".

    So go to the metroline and use the KotoPass, you will see a scene and a cool town Kotobuki is,
    jack in the Soda-pop vending machine on the Koto-Mart for a "RegUp3".

    Enter the building and jack in the console thing for "BugFrag", then head to the elevator, then
    Dex, Mayl and Yai will come out! Then go to the 2nd floor and into the left-most door and jack
    in!

    As Megaman, follow tha path and warp on the northern warp and get "Recov150 T", go back and into
    the left warp, talk to the programs for info... Go down and get "ElBit082" go back up and keep
    going up for an "HPMemory", go back down and fix this (Inspect the purple thing), you will be
    back where you 1st warped, go in again, this time you will be sent to the correct location, go
    down and left then up and right to be blown away, follow the path for "ElBit232", go back and
    fix this, re-enter and go down for a "RegUp1", go back and re-warp, head left and up...

    You will be in Apart Comp2, here go up and up again and warp, go up then right and warp again,
    go right for "HiCannon *", go back and up for "3000 Z", warp back and go up then right and be
    blown away to Apart Comp1, follow the path and go left for "1200 Z", go back down and right now
    for a warp, take the further-most down for "ElBitEV" go back and follow the path and warp again
    to a normal place, go left and down all the way and warp again, go left, down and right and
    follow to reach Apart Comp3.

    Here go up and warp, go down and warp again, go right and warp once again, follow the path for
    "ElBit243", go back and use the bit, warp in normally, follow the path and go down for
    "ElBit253", go back through the warp and up then use the bit, warp in normally and go down for
    "2000 Z", go back and up and warp to be blown away, here go right and warp, here go right and
    warp and go right then down for "2000 Z", then go up and right for "ElBit042" go back to the
    warp and follow the path, blow away and go down, blow away and go down and warp then go down
    and back to Apart Comp2.

    Here go down and then up and warp, go up again and warp, here fix the program, re-warp and
    follow the path for "ElBit271", go back and go down all the way and warp, go left, down and
    right back to Apart Comp3.

    Go up and warp then go up and warp and go right and up and warp again, fix the program, re-warp
    and go left and get "ElBit093" warp back and fix the program, re-warp and go left for "PowerUp"
    then go back and up to Apart Comp4.

    Here go up and warp, go down and right for a "FullEnrg", go back and down and warp/blow, go
    down and left the up for "BugFrag", go down and warp left of here, follow the path for
    "ElBit201", go back and fix the program, re-warp and SAVE! You will confront:

    -AirMan
    -QuickMan
    -CutMan

    One after the another, well, they are pretty easy though... Then insert the "ElBitEv" to make
    the elevator work, jack out and go to floor 9 and search the left-most door for "HPMemory", now
    go to floor 30 to see a scene, enter the door on the left, and after a scene, jack in the server
    there...

    As Megaman go up then left and up the stairs for "AreaGrab *" (Yey!) go back down and head right
    from the start then up the normal path for "RegUp1", go back and up the stairs then go left
    and then up for "Recov150 T" go back left and down then right to where you started, head right
    and down for "10000 Z", go back up and then right and down a stairs the left then down, in the
    corner SAVE then left for a scene, this time you will be attacked by:

    -KnightMan
    -MagnetMan
    -FreezeMan

    After you delete them you will destroy a program, when Lan, SAVE! This is your last chance to do
    so... Anyway, go in the door and after a scene you will jack in. The path is pretty straight
    forward, when you reach a platform your friends will appear to... DELETE YOU!!! After the scene
    I will not state here, your friends will be there, Chaud included, after another scene you will
    then continue, at the end you will meet the "SuperNavi" after a scene, yes, you guessed right:

    *Bass*
    -HP 1000
    -Shots an energy ball at you.
    -Charges and shoots a hell lot of energy balls.

    Then another scene and then the real final boss of the game!!

    *Gospel*
    ---YOU CAN ONLY HURT HIM WHEN HIS MOUTH IS OPEN!!---
    -HP 2000
    -Sends a shockwave out of his mouth.
    -Charges the breaks all the panels.
    -Turns head into a drill and flies at you, only when on same line.
    -Stuff appears and fly at you, ala MagnetMan's magnets.
    -Head turn into a Gospel Navi (Air, Quick, Cut, Shadow, Knight, Magnet) and does an attack.
    -Wind blows against you, making you stay on your right-most row.
    -Shoots a giant green fire. GO to your back row to be safe.

    This will then trigger the end... But you are not done yet, you must now conquer the real Bass
    and the WWW internet...

    STOP MAILING ABOUT THIS!!!!
    Once you beat Gospel a Yellow Star should appear right before Continue on the Main Screen,
    when you select Continue you will appear just right before the last room where the Gospel
    Leader is, go down the Apartment Complex and ride the Metroline back to Marine Harbor.

    There jack in wherever you want and make your way to the Undernet 4, in the middle platform,
    the one that has 3 warps and 1 off those 1-way paths, there is a "Firewall" (The purple barrier
    thing), you should be able to clear it, if not, try doing any or all of these options:

    - Defeat All Ghost Navis (V2 or V3, your choice, WWW Navis not included)
    - Try getting the S License (Look in Section 18- Extras, for more info)
    - Try reaching Level 70 or above.
    - Try getting 130 or more chips.
    - Try doing 10 or more different P.A.
    - Do all the 18 jobs at Official Center.

    If none of the above works, then you have really bad luck, anyway after that you should be able
    to open the "Firewall", and then you should be able to enter the WWW...

    +----------------------------------------------------------------------------------------------+
    2.14.-The World 3 is back!!
    +----------------------------------------------------------------------------------------------+

    HERE IS HOW TO BEAT THE PROTECTOs!!

    Protecto: Use ZeusHammer Chip, or UltraBomb PA.
    Protecto2: Use Ultrabomb PA.
    Protecto3: Use LifeSword3 + Atk+20 + Atk+30.

    Once you are inside the WWW, follow these QUICK directions to reach the last Navis, inside go
    right, up, left, up and up again to reach another barrier, you must be Lv. 70 or higher to go
    through, you will fight:

    *PharaohMan*
    -HP 1200 (Top and bottom squares of his left-most row are empty, can't be changed)
    -A coffin uses a Ratton chip.
    -A coffin launches a green ray on the line it is.
    -Pharaoh Man creates a switch.
    -If you step on it, the Anubis chip will be used (A statue fall and keepspoisoning your area)
    -A huge block falls, which will then act as an obstacle, will deal damage if lands on you.


    You will then reach the WWW 2, here go down the panel the go right and use the middle path, go
    left at the farthest place you can reach and then use the panels going right then warp, go left
    to another barrier. You must have ALL V3 Navi chips except of PharaohMan, NapalmMan, PlanetMan,
    and Bass. You will then fight NapalmMan...

    *NapalmMan*
    -HP 1400
    -A small Machine Gun will keep coming out from a square and attack you, if on the same line.
    -When low on HP he will send out 2 Machine Guns.
    -Throws 3 grenades which will make a square burn for a while, then becomes a cracked panel.
    -Will target you, then launch a BigBomb chip...


    You will then reach the WWW 3, here go down and left all the way you can and down a stairs then
    just follow the path to a gigantic set of stairs, go up and on the left is a path, take it to
    a warp, here go up you will see the barrier, you must have a library data of 200+ to go through,
    you will then face PlanetMan:

    *PlanetMan*
    -HP 1600 (All his squares except for the center where he is are empty and can't be changed)
    (Your area has the center panel empty and can't be changed)
    -Has 2 Elemental balls around him, each has his own attack.
    -He changes 1 of the elements.
    -Aqua: Makes a water tower like the first MBN.
    -Fire: Makes a fire tower like the first MBN.
    -Elec: Unleashes a SLOW moving ZapRing.
    -Wood: Recovers PlanetMan.
    -An airplane appears and keeps moving up/down while shoting at each line.
    -Meteors appear from behind you.


    Then when you try to exit the WWW 1 through the warp that takes you to the Undernet 4, the real
    Bass will attack you!!

    *Bass* (REAL!!)
    -HP 2000 Has an aura of 100
    -Shoots green an energy ball.
    -Charges yellow and shoots a hell lot of yellow energy balls.
    -Charges red and up to 6 red energy balls can appear from nowhere around 10 times faster
    everytime.
    -Charges blue and a blue energy ball appears and keep doing a patter twice.
    -Comes at close range and attack you, destroying the panels up/down of you.
    -Bass will take down his barrier at this attack.
    -Bass will regenerate his barrier from time to time after you take it down.


    After that, get a library data of 247/250 and go to WWW 3, you will find BassDelux ramdomly:

    *BassDelux*
    -HP 2000 Has an aura of 150
    -Shoots green an energy ball.
    -Charges yellow and shoots a hell lot of yellow energy balls.
    -Charges red and up to 6 red energy balls can appear from nowhere around 10 times faster
    everytime.
    -Charges blue and a blue energy ball appears and keep doing a patter twice.
    -Comes at close range and attack you, destroying the panels up/down of you.
    -Bass will take down his barrier at this attack.
    -Bass will regenerate his barrier from time to time after you take it down.

    CONGRATULATIONS, after you have gotten all 5 stars (See section 18- Extras) try the Hard Mode.
    I already cleared it, so you too can!!

  12. #12
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    الحل الكامل لجولدن سن:

    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, Garet. After instructing
    him to leave his bags where he's standing so that he won't die, Garet 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 Garet
    arrive and dish their deal about how you've now started to master Psynergy.
    After Garet 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 Garet. 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
    Garet 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. Garet 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 Garet 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 Garet'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 Garet 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, Garet 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! Head out
    of the cave and to towards the graves in the town. Press A against the
    northwest grave to find a Lucky Medal. Thanks to kent smith
    [apocalypse155@hotmail.com] for that information. 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 Garet, 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. However, you won't be
    able to get across without guessing and checking until you find the Dragon Eye.

    So, 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.
    Make your way back into the dark room. Now that the dragon eye has been put in
    place, a shadow of a bridge is revealed. Head 1 square above this bridge in
    order to find a path that leads you to a ledge in the northern-middle part of
    the room. Enter it, and continue into the next room. Here you want to jump
    across the water and get the treasure chest. Held within it is force!

    Use retreat to get to the entrance of the waterfall. 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.

    Here is a tip from Benjamin Baker <baker@cms-stl.com>:
    "Using Force on the stump on the right will cause an Ape to attack you.
    After I used force on the middle stump to cause the monster to run
    south, I went ahead and used force on the left stump. Another monster
    came out and ran west. I followed west and you come to a screen with a
    treasure chest on top in the middle, a vertical log and a rock that you
    have to use Move on three times, once to push it east, once to push it
    north, and then once to push it east again into it's hole. This allows
    the vertical log to be moved out of the way and you can get to the
    treasure chest. It contains the Elven Shirt, which boosts agility.
    Defense +22, Agility +49. It is best to equip it on Ivan, who should
    have the highest agility of the group already, so this just makes him
    super agile. Isaac should have the Psynery Armor at this point and
    Garet and Mia are left with Adept's Clothes, provided that you are
    keeping your characters in the best stuff available. After getting the
    Elven Shirt, there is one one way out, to the east, so go back from
    whence you came and you will be back at the three stumps."

    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 Garet 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 Frost. 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. Before heading north, fine a puddle in which
    you'll want to use Freeze on (equip only Mercury Djinni on Mia). Then, you'll
    want to use growth (equip a Mars Djinni on Isaac) on the small beanstalk plant
    in plain site. Climb the plant, and slide down the ledge once you get up
    there. Hop across the Ice Pillar and head down the ledge to a treasure chest
    that contains Power Bread. Once you're done that, head north at Altin Crossing
    and you'll see the town of Altin.

    Note: If you're having trouble going north at Altin Crossing STOP USING THE ROM
    AND BUY THE REAL GAME YOU CHEAPSKATE.

    ------
    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 Garet, 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. If she doesn't, make sure that you only have Water Djinn on her.)
    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 Garet would get angry and kick
    the tree causes a boulder to come after you. If Garet does not kick down the
    log, try using Psynergy on the log, getting as close to it as possible, reading
    the sign again, etc. He will eventually kick it. 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 Garet, Impact
    on Garet 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 Garet, 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 Garet 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 Garet 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 Garet, Impact on Garet 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. Here's a little more
    information from Weird Ed [weirded_79@hotmail.com].
    "The most imortant (and the hardest to get) is the Grievous Mace, a strong
    weapon that both Isaac and Mia can equip. It's not as powerful as the Assassin
    Blade, but it's great for Mia (in this point of the game, it's a true
    blessing), and it performs a special attack that's very similiar to earthquake
    spell. To get this weapon you should throw your medal in the top-left part of
    the fountain, outside the circle... and have luck ^_^. Other good items are:
    the Glittering Tiara, the Guardian Amulet (second blue circle or clear circle,
    boosts your defense) and the Battle Gloves (boost attack)."

    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 Garet 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 Garet
    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 Garet 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 Garet 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 Garet 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 Garet 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
    Garet 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 Garet 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 Garet 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 Garet
    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
    Garet 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 Garet 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.
    Note: If you ever need it there is a Psy Crystal hidden in the Pointed Statue
    on a small island in the middle of the town. You shouldn't need it, however,
    since there is an inn in this town. Thanks to Alan Quirino
    [grayfox_2510@hotmail.com] for that information.

    ------
    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 left. 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 which contains the best weapon in the game,
    the Gaia Blade, 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 Garet, 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 Garet, 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 Garet, Plasma and High Impact with
    Garet 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, Garet and Ivan and all of the Djinn active for Mia.
    Cast all of the summons for Isaac, Garet 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 Garet 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 Garet 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 will not be able to return to the
    rest of the game without losing to Saturos and Menardi after this point. 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 Garet (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.
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !Absolutey Do Not Save Over Your Pre-Boss Battle File While In Lalivero!
    !It is not possible to get out of Lalivero at this point. !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    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.

  13. #13
    التسجيل
    08-07-2003
    الدولة
    في البيت
    المشاركات
    72

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    ممكن بالعربي

  14. #14
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    اقتباس المشاركة الأصلية كتبت بواسطة الهنتر
    ممكن بالعربي
    أولا:أي لعبة تريد

    ثانيا:للأسف ما عندي بالعربي

  15. #15
    الصورة الرمزية The Legendry Hero
    The Legendry Hero غير متصل الفائز الثالث في مسابقه الاكس بوكس الرمضانيه
    التسجيل
    20-04-2003
    الدولة
    Oman
    المشاركات
    1,424

    Re: إطلب أي حل كامل لأي لعبة على الجيم بوي كلر أو أدفانس أنا حاضر

    السلام عليكم شباب


    كيف الحال إنشاء الله بخير

    أنا ما بقدر أرد على الموضوع لأني ما بكون موجود في البيت حوالي يومين بروح اليوم برجع يوم الجمعة

    مع السلامة

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