السلام عليكم
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
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.
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Section 2: Idejima
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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.
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Section 3: Diala
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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.
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Section 4: To Kandorean Temple
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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.
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Section 5: Kandorean Temple
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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.
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Section 6: The Jupiter Djinni in The Shrine of the Sea God
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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.
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Section 7: Dehkan Plateau
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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.
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Section 8: Moving On
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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.
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Section 9: Madra
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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.
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Section 10: To The Next Continent
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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.
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Section 11: Yampi Desert
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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.
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Section 12: Garoh
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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.
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Section 13: To Air's Rock
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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.
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Section 14: Air's Rock
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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.
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Section 15: Garoh Part 2
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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.
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Section 16: Mikasalla
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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.
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Section 17: Back Through Yampi Desert
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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.
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Section 18: Alhafra
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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.)
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Section 19: New Continent
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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.
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Section 20: Gondowan Cliffs
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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.
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Section 21: Naribwe
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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.
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Section 22: Kibombo Mountains
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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.
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Section 23: Kibombo and Gabomba Statue
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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.
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Section 24: Back To Madra
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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.
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Section 25: Madra Part 2
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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.
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Section 26: Your Ship
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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.
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Section 27: N Osenia Islet
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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.)
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Section 28: Apojii Islands
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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.
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Section 29: Aqua Rock
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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.
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Section 30: Sea of Time Islet
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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.
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`-`-`-`-`
Section 31: Izumo
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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.
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Section 32: Gaia Rock
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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.
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`-`-`-`-`
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.
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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.
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`-`-`-`-`
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.
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Section 37: Daila Part 2
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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.
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Section 38: Shrine of the Sea God
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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.
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`-`-`-`-`
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.
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Section 40: Tundaria Tower
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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.
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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.
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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.
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`-`-`-`-`
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.
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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.
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Section 45: Finding Lemuria
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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.
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Section 46: The Sea of Time
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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.
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Section 47: Lemuria
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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.
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Section 48: Sailing West
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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.
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Section 49: Shaman Village
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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.
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Section 50: Trial Road
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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.
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Section 51: Shaman Village Part 2
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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.
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Section 52: Hesperia Settlement
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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.
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Section 53: Finding Some Djinn
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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.
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Section 54: Atteka Inlet
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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.
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Section 55: Contigo
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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.
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Section 56: Jupiter Lighthouse
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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.
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Section 57: Contigo Part 2
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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.
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Section 58: More Djinn!
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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.
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Section 59: Magma Rock
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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.
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Section 60: Gondowan Settlement and More
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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.
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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.)
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`-`-`-`-`
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.
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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.
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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".
مكن الحل الكامل للعبة Megaman Battle Network3 على جهاز الجيم بوي ادفانس
إتفضل أخوي:
-------------------------------------------------------------------------------
4A) Flash of Light
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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
مشكور محترف البوكيمون اول مرة اطلب شي ويردون على الشي الي بغيته بسرعة
مشكور مرة ثانية
عفوا أخوي poke-man
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...
ما عندي بالعربي تريد بالإنجليزي عندي
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:
اوكي اخوي مومشكله حطه بالانجليزي
المشاركة الأصلية كتبت بواسطة BLUES
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!!
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.
ممكن بالعربي
أولا:أي لعبة تريدالمشاركة الأصلية كتبت بواسطة الهنتر
ثانيا:للأسف ما عندي بالعربي
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