_________ ______________ ________ __ ____/________ /_____ /___________ __ ___/___ ________ _ / __ _ __ \_ /_ __ /_ _ \_ __ \ _____ \_ / / /_ __ \ / /_/ / / /_/ / / / /_/ / / __/ / / / ____/ // /_/ /_ / / / \____/ \____//_/ \__,_/ \___//_/ /_/ /____/ \__,_/ /_/ /_/ "No bird soars too high if he soars with his own wings." ^-William Blake-^ ============================================================================== GOLDEN SUN FAQ/WALKTHROUGH By: Michael W. Stevens Username: Gravity81688 Made With: Metapad ============================================================================== *Version 1.19 (March 23, 2010) - 192-196 KB ~I cannot believe this guide is almost seven years old! I updated my contact information and plan on becoming an active contributor to GameFAQs again. I'd like to thank the 54,000+ viewers of this guide so far for checking out my guide over the years. *Version 1.18 (October 2, 2006) - 196 KB ~Nine months ago, I joined the Army. At the end of this month I'll deploy to the Iraqi theater of operations in support of Operation Iraqi Freedom V. I had taken all my work off of GameFAQs over nine months ago for some reason... I think I was pissed off at the lameass new board moderators or something and said hell with it. But ah well, I'm back, and I fixed a typo. Yes. *A* typo. *Version 1.17 (November 28, 2005) - 196 KB ~Contact information update, and fixed a couple typos. *Version 1.16 (July 27, 2005) - 195/196 KB ~Added Luke Kim's contributions to the guide. *Version 1.15 (July 6, 2005) - 194 KB ~Updated contributor name and contact information. I added a little bit more detail in the final boss fight section, but other than that, nothing new. *Version 1.14 (January 4/22/29/February 15, 2005) - 194 KB ~Updated contributor name and contact information. Nothing to the actual guide itself has been changed. Why two updates like this in a row? Because my damn computer has been doing some freaky shninkenlocken (made up word, as far as I know) as of late, that's why. This ought to be the last time though, as I think the bugs have been worked out. Ya know what, I actually did make a tiny change to the guide in the Table of Contents section - too many people didn't know where to go for the Lunpa Side Quest (though I said multiple times that it is the Extraction part of the guide), so I added the words in beside it in the Table of Contents. Maybe people will quit e-mailing me about it. *Version 1.13 (December 3, 2004) - 193 KB ~Updated contributor name and contact information. Nothing to the actual guide itself has been changed. *Verison 1.12 (November 24, 2004) - 193 KB ~A minor walkthrough correction made pertaining to the exact location of the Mercury Djinni named Sleet. Thanks to Firegirl for the heads up. Also, I've got a new e-mail address (MichaelStevens@Army.com), which is, in effect, just a redirect to Michael81688@gmail.com, but the other one looks so much better on paper, don't you think?), so feel free to e-mail me at that one instead. Oh yeah, I added a brand new section to the guide - Basic Training, which you can skip to by searching for the reference code: (~BT). This new section encompasses all the little things about Golden Sun - controls, the battle engine, etc. Why wasn't this part of the guide implemented sooner, or better yet, since version 1? Well, I didn't think it was necessary. I've come to realize, however, that it's my duty to include such things... It's still put where I deem rightfully placed, though: *after* the walkthrough. Also added a Psynergy list, which I have no idea why I didn't input earlier. I even had the data to create it, too. Basically, I am spicing up the guide a little. It needs/needed more. Unfortunately, I don't think I can possibly cram much more information into this thing. Gyah. Author's Note: Whoa... 59 extra kilobytes went into this after the initial version. I have an odd sense of accomplishment, bite me. Thanks to all who have contributed and helped make my guide better. It was really appreciated and I am grateful for your time and your patience is waiting for updates and whatnot. And, of course, thanks to those watching at home, at work, or wherever you may be. Hold the phone, Michael, what if you have a mistake? You're still gonna update, right? My answer is simple - Yes. But only if it's necessary. I don't think I've got really anything to add, so it's all minor mistakes that need fixin', I s'pose. Seya'll. *Version 1.11 (August 28, 2004) - 168 KB ~My contributor links got screwed in my info pages, plus I was getting sick of using some kind of an alias or another. I figured I'd just flat out use my real name, Michael, and create Michael81688 (my birthdate). Therefore, for all you people who have been contacting me, sorry that the guide was tempora- -rily unavailable. It's back up now, as you can see, and there is updated contact information for you to continue using. Sorry for the inconveniance, but I just hate it when things mess up, :|. There have been no further questions asked pertaining to the guide or game, but I'm still all eyes if you got any you'd like answered. *Version 1.10 (August 27, 2004) - 167 KB ~Updated vital contact information to make readers known about my changed e-mail. I've been getting a lot of them so I figured I ought to keep that updated. *Version 1.9 (August 26, 2004) - 167 KB ~Nyergh! Made some contributional errors and this version was created to fix those. I spaced the updates so they were easier to read (no idea what the hell I was thinking before, putting them together like that) and that's about it for this guide update. Oh, wait, actually I did some work on the Credits section as well. Some of the things in there were wrong but they're all fixed and straightened out now. *Version 1.8 (August 24, 2004) - 166 KB ~I got my Vimminent account banned at the boards (so what, y'know?) and made the decision to go back using this old name, Diveyed. Oh, and I added a Q to the Common Questions section. *Verison 1.7 (August 16, 2004) - 166 KB ~I got a helpful e-mail from someone named Nephetsman, and I updated the guide with the information given. Thanks to him for the help. Oh, yeah, and today is my birthday. I'm 16 years old. *Version 1.6 (August 13, 2004) - 165 KB ~randomwyvern strikes again and fixes a critical problem under my Crossbone Isle section. This just might be [close to the] last version of this guide. I don't have anything to add to it except if questions are asked and I have to update the Common Questions part. Other than that, if you see any errors, lemme know and I'll fix them, and as always you'll be credited. Thanks for putting up with those two dastardly errors that randomwyvern had to correct for me, but it's all good, now. Enjoy the guide. *Verison 1.5 (August 12, 2004) - 162 KB ~Almost the entire Tunnel Ruins section was rewritten by a master Golden Sun player named randomwyvern. That guy knows his Golden Sun! His work is authentic - I checked all the guides at GameFAQs and many other guides around the net to see if he copied and pasted any information, but apparently he did not, from my findings. If anyone can prove different, let me know, and his work will be removed from the guide. However, I seriously doubt you will due to the fact that randomwyvern just doesn't seem the kinda person to commit such a stupid crime. Homies in the 'hood, thug w00t, I got his back, son! Or somethin' like that... However, I did find yet another problem in my guide and that needs fixin', so ugh! It can be found at reference code (RSC6). If anyone can figure out what the hell I meant and give me the correct route, I will credit you in full and offer to have your children... Well, everything 'cept the last part, there, that's just a serious overstepping of boundaries. *Version 1.4 (August 10, 2004) - 160 KB ~Added two sections to the guide: The Djinn and Common Questions. I figured that it could use those two sections. Questionable Paragraph inserted in Version 1.1 = answered by a person named randomwyvern. Many thanks to him for helping out the guide. Since he wasn't 100%, if it is still wrong, you can still contact me and give me the correct path. You will be credited, but since randomwyvern helped, he'll still be in the credits section and his opinion on how to get by that spot will remain as an alternate. *Version 1.3 (July 31, 2004) - 146 KB ~Changed the headers to ASCII, so it's not as bland anymore. Hope you like the changes, 'cause I do. -_- Still looking for the Questionable Paragraph implemented in version 1.1, please take a look and see if you can help the guide out by filling in the blanks. As stated, you will be fully credited. Oh yeah, a few, minor grammatical errors were fixed, too. *Version 1.2 (July 30, 2004) - 139 KB ~Fixed some of those pesky typos, thanks to my loveable girlfriend Rose who picked them out. There were nineteen. -_- I also went and found an ASCII generator, which can be found in the Credits section, and got the title ASCII from there. Changed title layout, too. Still seeking correction to the paragraph mentioned in the below version update. *Version 1.1 (July 29, 2004) - 139 KB ~Reformatted the guide to 79 characters per line one by friggin' one, fixed some grammatical errors and added the "Questionable Paragraph," located at the following reference code: (RSC1). If anyone can help with that, it would be greatly appreciated. If you are wondering *why* I reformatted the guide, I was told that CJayC accepts .txt files more often than .rtf, and though the .rtf was accepted, I felt that it would make the guide better if I gave it a better look, at least to some extent. *Version 1.0 (July 27, 2004) - 134 KB ~I started this thing a year ago. Sheesh. I should have finished it way back then, but nope... Meh. Anyway, here it is. What you see is what you got, for now. Anyone wanna send in corrections or whatever, check the Contact section. You will be given full credit, of course. ============================================================================== __ __| | | _| | _` | __ \ | _ \ _ \ | | ( | | | | __/ ( | __| _|\__,_|_.__/ _|\___| \___/ _| ___| | | | _ \ __ \ __| _ \ __ \ __| __| | ( | | | | __/ | | | \__ \ \____|\___/ _| _|\__|\___|_| _|\__|____/ 1. INTRODUCTION........................(~I).........................(COMPLETE) 2. WALKTHROUGH.........................(~W).........................(COMPLETE) 2a. Vale 2b. Vale 2 2c. Sol Sanctum 2d. Home of the Elemental Stars 2e. Vault 2f. Goma Cave 2g. Bilibin 2h. Bilibin Cave 2i. Imil 2j. Mercury Lighthouse 2k. Kolima Forest 2l. Tret Tree 2m. Kolima 2n. Bilibin 2 2o. Fuchin Temple 2p. Fuchin Falls Cave 2q. Mogall Forest 2r. Xian 2s. Altin 2t. Altin Peak 2u. Lama Temple 2v. Lamakan Desert 2w. Kalay 2x. Kalay Docks 2y. Tolbi-Bound Ship 2z. Tolbi 2a2. Atmiller Cave 2b2. Tolbi 2 2c2. Suhalla 2d2. Suhalla Desert 2e2. Suhalla Gate 2f2. Lalivero 2g2. Venus Lighthouse 2h2. Babi Lighthouse 2i2. Upper Venus Lighthouse 2j2. Aftermath 3. SIDE QUESTS........................(~SQ).........................(COMPLETE) 3a. Sap 3b. Kite 3c. Extraction (The Lunpa Side Quest) 3d. Crossbone Isle 4. THE DJINN..........................(~TD).........................(COMPLETE) 5. PSYNERGY...........................(~P)..........................(COMPLETE) 6. BASIC TRAINING.....................(~BT)......................... 6a. Controls 6b. Fighting 7. COMMON QUESTIONS...................(~CQ)........................(REVISABLE) 8. CREDITS............................(~C)..........................(COMPLETE) 9. CONTACT............................(~CT).........................(COMPLETE) 10. LEGAL WHATNOT.....................(~LW).........................(COMPLETE) HOW TO SEARCH: Press Ctrl+F, then type in the reference code and press enter. Example: Want to quickly get to the Tolbi subsection? Ctrl+F, type "2z" and press enter. Example 2: Want to skip to the Side Quests? Ctrl+F, type "~SQ" and hit enter. ============================================================================== (~I) 1. ___ _ _ _____ ___ ___ ___ _ _ ___ _____ ___ ___ _ _ |_ _| \| |_ _| _ \/ _ \| \| | | |/ __|_ _|_ _/ _ \| \| | Some things | || .` | | | | / (_) | |) | |_| | (__ | | | | (_) | .` | you gots |___|_|\_| |_| |_|_\\___/|___/ \___/ \___| |_| |___\___/|_|\_| to know Beyond this paragraph begins the walkthrough. Since it was handwritten to begin with, there may be a couple errors. I welcome any assistance in pointing them out (you will be credited), because I honestly am fed up with playing Golden Sun and therefore am not going back to play through the game and find them. Thanks, and I hope you enjoy the guide. My writing style, you may see, changed a bit over the long year spent going back and leaving the guide again and again. Might not be all that noticeable, but I noticed it... I wrote the damn thing, after all. But alas! Go on, read your fill. Revel in my hard work. ============================================================================== (~W) 2.__ ___ _ _ _______ _ _ ___ ___ _ _ ___ _ _ \ \ / /_\ | | | |/ /_ _| || | _ \/ _ \| | | |/ __| || | Didn't take \ \/\/ / _ \| |__| ' < | | | __ | / (_) | |_| | (_ | __ | long to find, \_/\_/_/ \_\____|_|\_\ |_| |_||_|_|_\\___/ \___/ \___|_||_| did it? Here it is - the walkthrough. Note: All words in brackets (ex: [Move]) are Psynergy skills, save for a couple instances where it was grammatically correct for brackets to be used. ============================================================================== 2a.__ __ _ \ \ / /_ _| |___ \ V / _` | / -_) And so it begins... \_/\__,_|_\___| You'll automatically name the main character (Default: Isaac) after you choose to start a new game. You'll be awakened, kind of Chrono Trigger-like, by your mom. Only in this case, it's in the middle of the night and boy-howdy, it's stormin' outside. The urgency is all caused by the disturbing fact that the Mt. Aleph Boulder is falling (doesn't sound good). Yo mama will [Catch] your tunic, then you'll head for the door. Doesn't really ever matter, not just in this case but in any situation in which you are asked, if you say yes or no. You'll automatically exit the room. On the way out, a man will come and warn you. A scene will take place where the man's name is revealed as Kyle (speculation as to relation) and you are directed to go south to the Plaza for safety measures. Once they go on their way, you gain control. Check the door on the left, slightly above yourself. Some insignificant man rushes out and is gone before you know it. Go up the stairs on the right. Go up and talk to the guy pulling away at some crate/chest. After a brief deliberation as to whether or not he should drop his junk or not, childhood friend and neighborhood oaf Garet will join you. Head up and cross the bridge. Here is where I pondered, "Why did that man stop trying to push back the Boulder? He doesn't need to cut off just to talk to you." After he requests you buck the hell outta there, go down the stairs and a rock will fall to block your path, leaving you no choice but to go left. Follow the path, past the stairs and head up. Talk to the guy lying on the ground by a fence with a rock perched on top of it. I hereby declare that man was a douchebag. At least now you know there are bad guys to kill in your randomly generated battles. After gaining control, head down, descend the steps, and go all the way right, to the next area. Once there, head down. Pass the bridge, head down the stairs, and watch. A young boy named Felix is struggling to hold on to a small piece of wood, or rock, I can't tell what the hell that is supposed to be, exactly. Against the currents, it doesn't seem like he's going to make it, if you ask me. Go down and up the stairs to the left, then across a bridge. Head right, all the way right to the next screen, and then all the way down. Continue down and check out the events. Some man is charging up his Psynergy so he can help more villagers, and once the mission of rescuing the brother of Jenna, the pony-tailed girl, there is a pointless extra minute or so of blabber before the two join up with ya'll. Once they join, backtrack to Felix. Behold the first thing that made my jaw drop on the Game Boy Advance. I was *effected*! You're the only one cold-blooded enough, or rather, you're the first to recover from the seizure everyone else looks to be having, and as such no one's coming with you, so go back towards the plaza. A scene occurs with two enigmatic figures, who don't exactly look human. They must make you forget what you overheard them talking about - breaking in to Sol Sanctum and unleashing a fragment of its retribution. ~~~~~~~~~~~~~~~~~~~~~ Mystery Woman - HP: ? Mystery Man - HP: ? -Just lose; Garet being there at the last second makes no difference. They will overpower you in one round or less. Nothing. ~~~~~~~~ And there you have it - the end of a prologue. ------------------------------------------------------------------------------ 2b.__ __ _ ___ \ \ / /_ _| |___ |_ ) \ V / _` | / -_) / / Three years later... \_/\__,_|_\___| /___| A rather long and boring story scene will occur right off the bat. Come now, it's just a roof. Alright, stop reminiscing. No, really, I mean it. Shut up! ... ZzZzZzZ... Wha? Oh, the guide, yes. Ahem! Garet and Jenna will join you, so all was not for... naught. There are a lot of buildings around; check them and their boxes for items (nothing you find will be of heavy significance; if it was, I'd notify you, and if I missed something, someone please tell me). First thing you should do is go to the Weapons/Armor/Item shop, down in the plaza. Don't bother getting anything for Jenna (trust me). For Isaac and Garet, get a Long Sword, Wooden Shield, and a Travel Vest (one for each). If you can't afford them now, come back after nine paragraphs. Anyway, go all the way back to the first bridge in the Prologue. Cross it and head down. Go into the left path. Ah! Look who it is - Saturos and Menardi, the two people who castrated you and made you eat dirt three years ago. After a somewhat eerie speech of reunion, head past them and up the stairs. Watch as the old man contemplates the reason for such hooligans being about. Talk to him (his name is Kraden). Once he joins you, go back the way you came. Cross the bridge again and head up. Go left and head around the tree. Bah. Well, when the guy heads around to the right and starts to turn around, run past the tree and up to the Sol Entrance. Follow the path to the doors and enter. ------------------------------------------------------------------------------ 2c. ___ _ ___ _ / __| ___| | / __| __ _ _ _ __| |_ _ _ _ __ \__ \/ _ \ | \__ \/ _` | ' \/ _| _| || | ' \ Into the Sanctum |___/\___/_| |___/\__,_|_||_\__|\__|\_,_|_|_|_| Head up and to the far right. To jump the stones and progress, do as follows: Up(3), left(2), down(2), left, up(2). Continue on to the next room. Now, just follow the path to the next area. Go up the middle path and collect the Small Jewel. Head to the right path, follow to the end and place the Small Jewel in the minotaur relief. Now, get to the far left and enter the newly made door. Kraden will start babbling about how he always thought this room looked more than what it was. Go to the right and push (or use your Psynergetic Move) the statue. Enter and go up the stairs. Head right and up, to a four-way intersection. Go left and get another Small Jewel. Go back to the +, head up, and left, following the path to the door. More incessant commentary from Kraden. The far left statue has another minotaur relief behind it. Place the Small Jewel there. Use [Move] on the far right statue, and enter the door behind that. To the upper left is an Herb. Now, go back down, right and up. Kraden starts talking about the room, Alchemy and all that junk. After the sequence takes place, head right and another scene will occur in a similar yet different room. If you're going to tell me they somehow don't interconnect, I'm going to stick you in cryogenic freezing liquid. But besides that, go down, then up the stairs. Below is a room with a Psynergy Stone. Head up and skip the first room - go straight into the left room. Push both statues at the top upwards and into their respectful positions. Now, jump to the platform and stand before the hole. Move the last statue into the hole with Psynergy and it'll fall into place with a click. Now, go to the other room. Push any statue on to its square. Thought you brought down the mountain, didn't you? Well, you didn't, so too bad. Push all the statues into place once you regain control. Now, go back to Kraden. Blah blah blah. Check the room on the left. Examine where the beam is coming out from; the wall. You'll be transported to a magical place of milk and honey, complete with a giant red spoon and a fork that doubles as a jukebox. Not really, but you will be beamed up, much like Scotty from Star Trek, yep. ------------------------------------------------------------------------------ 2d. _ _ __ _ _ | || |___ _ __ ___ ___ / _| | |_| |_ ___ | __ / _ \ ' \/ -_) / _ \ _| | _| ' \/ -_) |_||_\___/_|_|_\___| \___/_| \__|_||_\___| ___ _ _ _ ___ _ The House That Alchemy Built | __| |___ _ __ ___ _ _| |_ __ _| | / __| |_ __ _ _ _ ___ | _|| / -_) ' \/ -_) ' \ _/ _` | | \__ \ _/ _` | '_(_-< |___|_\___|_|_|_\___|_||_\__\__,_|_| |___/\__\__,_|_| /__/ Kraden knows, oh yes he does. He knows the value of the place you are in. Here you learn also of Garet's stupidity - thinking he's in the ocean. I guess we can't blame him. Once you get a hold of yourself, do as follows, starting from the upper right: Right, up, right(5), down(2), left, down(3), left. This is the Venus Star. Backtrack to "right(5)." Now, head up(2), and right(2) to the Mercury Star. Go all the way back to the main platform. Take the southern route and follow it to the Jupiter Star. And in come a tribe of particularly bad people. They demand of you that you bring them all of the Elemental Stars. What choice do you have, right? Right, but first, Alex, the smartest and undoubtedly coolest person of the bunch, expects you to attain the Mars Star as well. Revealed is Felix, Jenna's long lost brother whom was thought dead due to that large rock that plopped atop his head. At least he can say he wasn't raised by wolves, but by people who wish to throw the world into chaos, eh? To get the Mars Star, go back to where you got the Mercury Star. Get to the uppermost path, follow, head down, and left to the area with the Mars Star on it. As soon as you nab it, all blue hell breaks loose. Jenna and Kraden are taken hostage and the chamber is collapsing. The next thing you know, a floating rock-looking thing with a giant eye attached to it named the Wise One saves your ass. Once back in control outside the Home of the Elemental Stars, use [Retreat]. Run back to Vale and peep the scene that occurs. Placed upon you is the fate of the world. So what else is new? There's a Target being built down the street. But you won't be seeing it because, after about ten minutes of incredibly boring and repetitive dialogue, everyone will say farewell to you, but not before being given the Catch Beads from someone who got them from Isaac's mother, who couldn't bear the sight of her son leaving so she didn't show up to bid adieu. ***You'll regain control on the World Map. Be sure to equip the Catch Beads. Follow the path for a couple seconds to your first Djinn: Flint, a Venus Djinni. The helpful little bigger gives you a short tutorial on how to work the Djinn system, so listen up. He'll join you.*** Once he's done, you should level up a little. Whenever you need healing, use Cure until your HP is full and then use the Psynergy Stone in Vale to restore your PP. Buy an Antidote if you do not get at least one in your battles. There's a Nut in a tree up the stairs that don'tlead to the bridge by the house where Felix was near in the prologue. You have to use [Catch] to acquire the Nut. Do not bother buying a Game Ticket. Never, ever buy a Game Ticket. Talk to the Item shop girl (behind the counter) for a free Herb. ---On the World Map, you should be Level 3 before moving on. Follow the path to the next civilized area, across the bridge on the right. Before entering, however, a scene will take place with a small wagon train in distress. After the wagons pass by, enter the town.--- ------------------------------------------------------------------------------ 2e.__ __ _ _ \ \ / /_ _ _ _| | |_ \ V / _` | || | | _| That's my purse! I don't know you! I killed Kenny! \_/\__,_|\_,_|_|\__| Upon entering the town of Vault, explore a bit. There is a weapon/armor shop, an item shop and an Inn. The sanctum is up the stairs to the right of the weapon/armor shop. The shops are located behind the first two buildings on the right. Both Isaac and Garet should have at least five Herbs and one Antidote. If this is not so, then make it so. To progress on with the adventure, go up the stairs on the left and enter the Mayor's house. If you talk to all the other people other than the person in the top left, then you will realize that it must be a he and he must be Ivan. Talk to him. He'll read your mind, "give you the ability to read people's minds," and of course, having accepted to search for and retrieve Master Hammet's stolen Shaman's rod, will join your party. Now, send the trio to the Inn. Head upstairs and go around the corner. There you will find two people whom react to Ivan's presence with a couple hateful remarks. Once they start dodging you, try to exit. The three will make a plan with a spark of genius. *Cough* Now, just capture one of the fellows. This is easy to do; just go up and left... Ivan will trap the bottom escape route, and then use Mind Read on whoever you caught. If that doesn't work, pretty much just walk around until you get one stuck between you and Ivan. After an unbelievable amount (not necessarily a lot) of Mind Reading, go downstairs and leave the Inn. See the ladder that leads to the hole in the roof beside the frantic woman on the left? Well, go up that and into the hole. [Move] the big box to the left, then follow through the door on the right. Talk to the guy all bound and gagged to learn that he was knocked unconscious by a bumrush. That's when the three thieves walk in to attempt to kick maximus rumpus, though we both know that ain't going to happen. Three thieves, three heroes. What a coinkidink. _________________ |---Djinn Setup---| |-Isaac: Flint | *-----------------* ~~~~~~~~~~~~~~~~ Bandit - HP: 250 Thief x2 - HP: 110 -The Thieves and the Bandit aren't tough. Use Flint and summon it, too, just for the hell of quickening the inevitable end of your opponents. Take out the two thieves with everything you've got, and use Fire, centered on the Bandit. Ray is fun, too. The Bandit can use Herbs and Smoke Bombs. Not much of a problem at all, though. The Bandit can use a move called Slice, which does around 15 damage to one party member. The Thieves ain't got boosnip for moves. I killed them before they did anything special to me. EXP: 66 / Coins: 110 / Items: Bandit's Sword ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A scene will take place after the battle where the thieves are taken away for imprisonment. Justice has been served! Ivan will grab the Shaman's Rod and then you will gain control. Sleep here at the Inn to replenish your lost HP/PP and then go back towards the Mayor's house and enter it. **The Venus Djinn in this town is unattainable right now, but you'll be able to get it in time.** Enter the Mayor's House. By the way, equip the Bandit's Sword on Isaac, sell the Long Sword and buy 2 Leather Caps. It'll lower your present attack power by 2, but that can be spared; the loss is inconsequential due to the weapon's special attack. After done equipping, talk to the Mayor for your reward. He'll give you Water of Life, which is a revival item. Think Phoenix Down, Final Fantasy aficionados. After the scene with the Mayor, go back to the Inn and to the far left. Talk to the woman beside the barrel with a bone on it. Get ONE bone. To get to the dog, go up the stairs by the Mayor's house and follow the path south until you meet up with the white pooch. Talk to the dog for the complimentary "Ruff! Rrruff!!" and your menu will automatically open up. Go to your items and use the bone on the dog. He'll move back. This would have to be done sooner or later, so I figured you do it now. There's nothing left to do in this town, so leave. ---Take my advice and don't bother leveling anyone up just yet. Belie' in me. Head right, all the way right, across one bridge and up past the first bridge a tad to the cave across another bridge facing east. I wouldn't have brought you here if you didn't have to do the obvious.--- ------------------------------------------------------------------------------ 2f. ___ ___ / __| ___ _ __ __ _ / __|__ ___ _____ | (_ |/ _ \ ' \/ _` | | (__/ _` \ V / -_) Easy Fo'reezy, Lizzle Shizzle \___|\___/_|_|_\__,_| \___\__,_|\_/\___| Go up and jump across the broken bridge. Push the big stump all the way to the right and head up the ladder. Use [Move] on the stump across the gap, dropping it into the space. Cross that and go up the ladder. Attempt [Move] on the stump and then cancel it, afterwards. Ivan rains blah blah upon you as to how he regarded the seriousness of your quest via reading your mind, henceforth deciding to join your party. Seeing so Ivan pre-emptively removed the ivy from the stump, [Move] it into the water. Hop over and [Whirlwind] the bushes to shreds in front of you. Do not yet enter Goma Cave! ---Halt! For the sake of all things bulletproof, go back to Vale. Go as far as you can up on the first level of ground, behind the shops. [Whirlwind] that bush and collect the Power Bread, an item that boosts your maximum HP by 7. Note that within this small area you can fight enemies that'll level you up much quicker than those you may find out on the world map, due to the fact that they appear in greater numbers. Don't get mad at me for not telling you earlier, because if you had tried to leave Vault when you had Ivan before, he would have left your party until Isaac and Garet returned from outside, and therefore attaining the Power Bread would not have been possible.--- I s'pose it's time to set a couple Psynergy shortcuts. To do this, enter the Psynergy menu. Press L, then select [Move] on either Isaac or Garet. After that, press R, then select Ivan's [Mind Read]. To read the minds of others (always a joy), just stand close to them and press R. In the cave, simply follow the path. Once you are stopped by the earthen outgrowth, jump left, across the stream. Go down, up the stairs and then through the hole leading down. Go all the way right and talk to the man. Push the stump right(2) and then up(3), into the hole it is designed to set in (Isaac noticeably jumps around it if you step close to it on-screen). Go all the way down and jump the water. Enter the stairway, which also goes down. Follow the path and head all the way to the left. Jump up to the rock in the water, then left, back to land. Continue following the path and waltz up the stairs. [Move] the stump. Jump down. [Move] the stump on the bottom right, pushing it outwards off the edge. Now, [Move] the stump above you to the left. Jump up and right to the chest containing a Lucky Medal. Backtrack, push the stump to the right and go back down the stairs. Jump on to the stone on the right, then jump right, to land. Go up the stairs. Jump across the stump and try to communicate with the Djinn. It looks like it wants to communicate, too, though not in the most friendly of ways. ***The Mars Djinni has 200 HP and can use Flare, which does around 15 damage to two party members. Use Flint, then summon Venus. Use Ray and have Garet slash away with normal attacks. You get 28 EXP, 85 coins, and Forge the Mars Djinni for winning. Be sure to Set it, for it comes on Standby mode as all newly acquired Djinn do.*** Jump back across the stump after the man leaves and head up the stairs. Follow the path and be sure to push the stump over on to the water. Don't bother going across the water; that will only lead to the beginning of the cave. (See the "earthen outgrowth?) Follow the northern path. You'll be out of the cave in no time. ---Enter the civilization to the left.--- ------------------------------------------------------------------------------ 2g. ___ _ _ _ _ _ | _ |_) (_) |__(_)_ _ | _ \ | | | '_ \ | ' \ Badabing! |___/_|_|_|_.__/_|_||_| Upon entering, [Mind Read] the tree in front of you. It's a man, obviously. Head into the, uh, subcity. There's an Inn, a Weapon/Armor shop and an Item shop all placed simplistically about the area. The Weapon/Armor shop is behind the Inn and the Item shop is to the left a little ways. Go up and talk to the guard on the right in the next screen standing by McCoy's Palace and say yes. Enter and simply follow the red carpet through a wooden door. Here you will talk to Lord McCoy and be denied passage through the barricade to the west. However, when escorted out of the room by a guard, he'll drop a hint as to whether or not a key is essential to getting past the barricade. Go up the stairs on the eastern side of town by the equipment shops and head down, across the walls. Follow the path all the way to the leaves against the tiny cliff. [Whirlwind] them off and enter. Go down the ladder and then head right. [Move] the statue downwards, then jump across. ***The Jupiter Djinn Gust will join without a fight. Now, leave Bilibin.*** ---Go southeast, all the way to the Bilibin Barricade. [Move] the box on the left downwards and follow the path out of here. Go right and up the bridge. Head east to the cursed town of Kolima. Ivan will mind read a "treed man" and then he will notice the sparkly stuff on the ground seconds before some form of wave rains down upon the party and stuns them, laying them out on to the ground. More of that sparkly stuff will fall from the sky, and the next thing you know, bubbles of Psynergy form around each of the three members of your company and protect them from the falling pieces of overproduced glitter. Turns out Psynergy is an innate, instinctive essence (who knew?). The sparkles will fall from the sky once more and your Psynergy will once again reject the harmful effects. A freaky lookin' face and a more feminine one with dialogue will appear and do its best impersonation of a twisted Ent from Lord of the Rings. The womanly tree gives you a sudden mission to reawaken Tret's (the evil Ent) gentle side. After a couple of those pointless yes/no questions, you'll gain control. Enter the BACK of the southernmost building. Follow the path, all the way to the next ladder. ***Granite the Venus will join without a fight.*** Head back to Bilibin and stay at the Inn. Leave and head north and follow the land, crossing a bridge to the entrance to Bilbin Cave.--- ------------------------------------------------------------------------------ 2h. ___ _ _ _ _ _ ___ | _ |_) (_) |__(_)_ _ / __|__ ___ _____ | _ \ | | | '_ \ | ' \ | (__/ _` \ V / -_) Hop, skip and jump |___/_|_|_|_.__/_|_||_| \___\__,_|\_/\___| Head all the way up and use Growth (simply have a Venus Djinni coupled with a Mars one and Growth will appear on that person's Psynergy list) on the plant ahead of you. Climb the vine and then follow the path. Jump across the gap. Follow the path and drop down once (there's a dug-up spot on the small cliff facing the screen - just walk towards it and you'll slide down). Go around the corner and enter the cave. Follow the path to a chest with an Elven Rapier in it and equip it on Isaac. Drop down, here, and follow the path. Pass the path that leads down; that just leads outside. Continue left, turn north, follow the path for a second and then head right. Enter the doorway at the end of the lane. Go all the way right to the paired torches and push the torch on the right to the ice block beside it. The ice block will melt. Jump over the puddle and follow the path to a chest with a Vial in it. Backtrack and head down to leave the cave. ---Head up and go right. Cross the bridge and head left. Follow the land to the next town.--- ------------------------------------------------------------------------------ 2i. ___ _ _ |_ _|_ __ (_) | | || ' \| | | A Bit Nippy Up In Hurr! |___|_|_|_|_|_| Welcome to the town in the far north of the Angaran continent; Imil. First things first, sleep at the Inn (that is, if no one's died - if so, revive at the sanctum across the bridge and down the stairs). After, go up and left, up the stairs. Face the snowman across the fence (stand close to it). [Move] it left and it'll drop to the ice. Now, cross the bridge and go down to the first entryway to the ice. Slide right, up, left, up, left, up, right, up, left, up, right, up and that'll lead you to the one-room Imil Falls Cave. ***Lookie here, a Mars Djinn. Fortunately, Fever will join without a fight.*** Leave this place and go all the way down to where you started out on the ice. Go right, up, left, up, left, up, right, up, left, down, left, up and right to get to the ladder. Around the tree is a chest with another Vial in it. ---I recommend that you fight around outside until you get at least 2,680 coins, then journey back to Bilibin. Buy the equipment you need if you haven't yet managed to pick everything up. Return to Imil.--- Enter the house by the entrance and talk to the old man. He'll have an epileptic seizure, or something to that effect, and the old lady will politely command you to find some chick named Mia. Get the chest on the left containing an Empty Bottle. Once you get this item, go to the Sanctuary, which is across he ice. Enter it and talk to the person who isn't behind the altar. Knowing what you know now, head back to the Old Couple's House. A scene will take place where that Mia girl uses Psynergy on the old man. When you are ready, enter the Mercury Lighthouse to the east of Imil. At this point, you should be around Level 13. ------------------------------------------------------------------------------ 2j. __ __ _ _ _ _ _ Yay. Lighthouse. | \/ |___ _ _ __ _ _ _ _ _ _ | | (_)__ _| |_| |_| |_ ___ _ _ ___ ___ | |\/| / -_) '_/ _| || | '_| || | | |__| / _` | ' \ _| ' \/ _ \ || (_-
     | || '_/ -_)  _|   | || '_/ -_) -_) I Deem This A Serious Case of
     |_||_| \___|\__|   |_||_| \___\___| Trespassing!

Follow the left path and climb the vine at the top left of the screen. From 
here, go to the bottom of the screen and jump right three times, across the 
things in the web. Leave to the right and you'll be on one of Tret's branches.
Go straight, all the way to the end of the central branch and climb another 
vine. Head left, back into Tret.

Circle clockwise to the chest containing a Healing Ring. Jump back on to the 
web and you'll fall through to the floor below. Familiar, right? Of course it
is, so backtrack to where the chest was, pass it and climb the vine. In this 
room, leave through the southern entrance and ascend yet another vine on the 
bottom branch.

***Go to the highest branch and run to the right to find a hostile Jupiter 
Djinni named Breeze.***

Once attaining the Djinni, head down one branch and enter Tret to the left. 
The chest in your face has a Nut in it. Jump to the only place you can and 
you'll fall a level - from there, go a half-circle counterclockwise and leave 
to the west.

Take the lower branch and climb a vine. Follow the branches to enter Tret on 
the right side of the screen (the doorway is obscured by leaves). Jump on the 
far right thing attached to the web, heading down, then down again, left once,
down, then back up to fall multiple floors to Tret's "basement."

Save your progress and follow the path on the right to a face in the wood - 
it's Tret, and after a few threats, you'll fight him.

 _______________________
|------Djinn Setup------|
| -Isaac: Flint\Granite |
| -Garet: Forge\Fever   |
| -Ivan: Gust\Breeze    |
| -Mia: Fizz\Sleet      |
*-----------------------*
~~~~~~~~~~~~~~
Tret - HP: 700
-You'd think this guy would be tough, but he ain't. In the first round, use 
Granite, Forge, Breeze and Sleet. Chances are Tret will hit you with a wimpy 
Quake spell that'll do next to no damage to a few members of your party. For 
the second round, use Flint, Fever and Gust. Flint and Fever will subtract 
from Tret around 98 hit points apiece - huzzah! Have Mia cast a spell or 
regularly attack, but do not yet use Fizz (just in case). Summon Ramses, Kirin
and Atalanta in the third round - each will inflict some heavy damage. You can
do whatever you want for the second round in a row. Once the third round ends,
you should have beaten Tret. Waka waka waka!

EXP: 226 / Coins: 700 / Items: Potion
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Once you beat Tret, a queer little story scene will take place where you 
persuade Tret to help you restore the state of normality to the cursed people 
of Kolima. However, in his present measure of strength, the old tree cannot do
such a thing. First, he must be healed!

Dun dun doo doo!

But alas, we've the cure! Climb the vine in the center of the "basement" and 
leave to the south. Talk to Tret and your main menu will open up. Remember 
Hermes' Water? Select and use it on the dying Ent-like being and voila, olé 
and presto, he's back to normal. As such, the forest becomes not-so-dead and 
Tret regains the power he needs to retransmogrify the Kolimans. Throughout a 
little sequence of dialogue, you'll learn that Tret only became possessed with
the "horrible power," as his counterpart, Laurel, puts it, because of the 
"strange gemstones [that] fell from the sky." Psynergy stones, buddy (heh... 
buddy... inside joke). There is mention of an evil forest south of the river 
that leads to Tret's, so you'll inevitably end up going there sooner or later.
Once you gain control, either meander your way back through the woods or 
[Retreat].

---Since Kolima is restored, go there. It's to the east, remember?---

------------------------------------------------------------------------------
2m. _  __    _ _            
   | |/ /___| (_)_ __  __ _ 
   | '   <| / _` | ' \  Ai-yi-ki-ki-ki-ki-ki! Tango, el gato, el fuego...
    /_/\_\_\__,_|_||_|                       ... los pantalones.

Oh goody, a town. First things first, stay at the Inn right in front of you 
for a mere 40 coins. After you've been rejuvenated, go to the upper left, 
where the Sanctuary and shops are. Purchase what you wish, but pick up at 
least 10 Sacred Feather's for the sake of security, mkay?

***Want the Djinni in this town? Of course you do. In order to attain it, 
follow these steps: The girl walking back and forth from the waterfall is 
carrying water, though you can't tell that from the visual representation. 
Talk to her when she gets on the bridge, then talk to her again while you're 
standing beside the bucket by the door on the right. Talk to her before she 
moves up. She'll spill the water and get all pissy, but the important thing 
is, she spilled the water. [Frost] it and jump on it from the upper level. Hop
right and go to Mist the Mercury Djinni, whom will join without a fight.***

Enter the upper right building. Talk to the man at the top of the screen, 
standing by the upright log. He tells you that if you can use Chi to knock 
down the log, he'll take you to see Master Feh. In order to do what he asked 
of you, simply stand at the edge of the line, in-line with the log, and use 
[Force]. The log will fall over and you'll witness a purple-haired chick named
Feizhi storm out of the room, Master Feh behind her but not one to follow. 
Turns out she was clonked on the noggin by a Psynergy stone that fell from the
sky, much like Tret and Laurel back in Kolima Forest. It also turns out that 
Feizhi is Master Feh's daughter. Ho-hum, hrm... You'll have to [Force] the 
tree down once more, so do that...

Leave the Feh Temple and talk to Feizhi at the edge of town. She hopes you 
will go west, does she? Hm... in a minute. First, you must collect a hidden 
Djinni.

***Go north of Xian until you come upon a bridge. Cross it and you'll be on a 
small island. Fight in the forest until you battle Corona the Mars Djinni. Its
Mad Blast spell can do around 55 damage to a few companions, but that's about 
all its got besides Flare Wall, which does a little less damage to multiple 
party members (around 40).***

---Head west of Xian, cross a bridge to the north and run west a little ways 
to get to Alpine Crossing. Feizhi will run in and whimper more about that Hsu 
character. [Frost] the puddle and use [Growth] on the plant. Ascend the vine 
that appears and follow the path across the ice log to a chest containing some
Power Bread. Use it. Leave Alpine Crossing to the north and enter the nearby 
civilization of Altin (as you may recall, Feizhi foresaw as flooded).---

------------------------------------------------------------------------------
2s. _   _ _   _      
   /_\ | | |_(_)_ _  
  / _ \| |  _| | ' \  Oh, my, God, Becky, look at her butt, it is, SO, big...
 /_/ \_\_|\__|_|_||_|

[Move] the statue in plain view to the right and grab the Psy Crystal inside. 
Go down the ladder on the far side of town. A monster is at the end of the 
path, spewing water into "Altin Lake." It will see you and then haul ass into 
the mines, where you must go to progress in the game. Note that the last 
couple hours of the game has had virtually no effect on the central plot 
whatsoever. Blargh!

------------------------------------------------------------------------------
2t. _   _ _   _        ___          _   
   /_\ | | |_(_)_ _   | _ \___ __ _| |__  Meanwhile, as Alex and company
  / _ \| |  _| | ' \  |  _/ -_) _` | / /  pillage and burn and steal from
 /_/ \_\_|\__|_|_||_| |_| \___\__,_|_\_\  Burger King's everywhere...

Follow the path and the beast will literally show you what to do. It's... 
weird. Pursue the beast (Standby all Djinn except Granite, Fever, Zephyr and 
Sleet) and fight it. No, it's not a boss. In two rounds, you can have the 
Living Statue beat. The first round is there for you to use your Set Djinn, 
then summon your most powerful Djinn to take out the bad guy. For winning, you
get 377 EXP, 900 coins and a Vial, plus a Frost Jewel and a shortage of water.
Living Statues have 500-550 HP.

-Return to Altin via [Frost] and go down the ladder. Follow the path to some 
rails and re-enter Altin Peak (note: the item shop is to the right of this 
entrance).-

Follow the path all the way to the second door you come to (don't do anything 
in the first one, yet). Enter. Follow the railway to the next room. Head left.
Follow to the switch (just past the railcar) and flip it. Get in the railcar 
and you'll end up by the next Living Statue. Kill it the same way you did 
before. Once you defeat it, the water level will drop again.

Take the railcar back. Leave the room and go back to the first room in the 
tunnel (the one I told you not to enter in the previous paragraph - at the 
time, the water was too high for you to get into the doorway in which you 
should now go through).

Follow the railway to the right when you enter. Hop in the railcar and ride it
to the switch. Flip it and ride the railways twice to get where you need to 
be. Go through the entryway and follow the path, neverminding the Mimic that's
on the northern part of the fork. Head in the other direction and continue on 
to the next area. Pass the ladder and [Frost] the puddle. You know the drill 
from here. In the new room, go down the ladder and head up/left. [Frost] the 
puddle in the first inset, head back down and continue left. Ascend the 
closest ladder and cross the [Frost]ed gap. Take the railcar and ride to a 
chest containing a Dragon Shield. Ride the railcar back to where you started, 
re-cross the [Frost]ed gap, go down the ladder, go up the ladder to the left 
and flip the switch a little to the north. Backtrack to the railcar and ride 
it to your next destination. Descend the ladder to the east and follow the 
path to another Living Statue. Once beating it like Ike, that water level will
drop again. On that note, [Retreat] to Altin.

-Buy what you can in the newly recovered equipment shops (down a ladder, the 
armor shop being a house and the weapons shop being below it, set in the 
landscape). Be sure to rid yourself of any excess junk. [Mind Read] the couple
inside the building beside the weapons shop.

"The bottom of the mine... the end of the easternmost passage..."

Got that? Goody. Now let's go to that spot, mkay? You may want to replenish 
your HP and PP at the Motel 6... er... the Inn, I mean. Yeah, you might want 
to replenish your HP and PP at the Inn before entering the bottom level mine.-

Follow the rails and head right when you come to a fork. Continue on past the 
next two areas and, when you come to another fork, go either way - you end up 
in the same place. I'll just tell you to go right, so... go right. Follow the 
path all the way to the next room. 

***Running up, you'll see a Mercury Djinni just out of your reach. In order to
get it, you must go right and [Move] the log left. [Frost] the puddle. Ascend 
the nearby northern ladder, flip the switch and [Frost] the puddle just above 
you. Go left and do it again. Head back to the ladder, then go right and down.
Jump across the [Frost]ed puddle and the log to the railcar. Ride it twice and
you'll get over to the Djinni that ain't going to come peacefully. The only 
spell cast on me was Tundra, which did 40+ damage to three members of my 
party. No matter, because once you beat it, Spritz the Mercury Djinni will 
join you.***

Ride back and climb the closest ladder. Hop across the [Frost]ed puddle and 
follow the path to do it again. Go through the entryway and run through this 
simple area. In the new room, navigate your way through the rocks to the 
north. Read the sign that says, "Do not strike the wall! Bloogida, humbaaaa!" 
or something to that effect. Line yourself up with the tree and [Force] it 
over. A boulder will come down and you'll automatically scramble away faster 
than any scrambler has ever scrambled. Drop down and use the top part of the 
broken railway as a ladder to descend into the hole you just made. You dirty 
vandal, you.

The boss of Altin Peak awaits you, but use the same pre-battle Djinn 
preparation as before. Once you're ready, follow the path to the final and 
most difficult boss in Altin Peak.

 ______________________________
|---------Djinn Setup----------|
| -Isaac: Flint\Granite\Quartz |
| -Garet: Forge\Fever\Corona   |
| -Ivan: Gust\Breeze\Zephyr    |
| -Mia: Fizz\Sleet\Mist\Spritz |
*------------------------------*
~~~~~~~~~~~~~~~~~~~~~~~~
Hydros Statue - HP: 1300
-You know the routine - in the first round, use all Set Djinn, and in the 
second round, summon your best. From then on, have Garet use Heat Wave every 
round as the Hydros Statue is to fire as Firestone is to flat. Make Isaac use 
Ragnarok frequently, and have Isaac switch between attacking and healing while
Mia acts as the designated healer. Oh, why am I even bothering? The Hydros 
Statue will fall by the end of the third round, anyway, though it can hit you 
pretty hard with Water Blessing and Ice Horn, both being water elemental 
spells that inflict 70+ damage to three members of the party.

EXP: 496 / Coins: 2400 / Items: Lucky Medal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

A brief discussion within your party will take place and the Hydros Statue 
will disintegrate, revealing a chest behind where it just was. Inside the 
chest is the Lifting Gem, which you should equip immediately. After you attain
that, [Retreat]. Follow the path. Behind the switch is a small boulder you can
[Lift], so do it. Go through the entryway and head to the far left. [Move] the
log here and get the Vial in the chest behind it. Head up the middle route, 
[Lift] the rock out of your way and follow the path to the end of Altin Peak.

---On the world map, enter the nearby Lama Temple.---

------------------------------------------------------------------------------
2u. _                      _____               _     
   | |   __ _ _ __  __ _  |_   _|__ _ __  _ __| |___ 
   | |__/ _` | '  \/ _` |   | |/ -_) '  \| '_ \ / -_) Oh, come on!
   |____\__,_|_|_|_\__,_|   |_|\___|_|_|_| .__/_\___|
                                         |_|         

There's a Psynergy Stone just over the bridge and to the left, if you need it.
Enter the only building here and a scene will take place. Some foo' named 
Master Hama seems to know who you are and hints towards incredible powers Ivan
has yet to harness. I found it amusing when Ivan said, "I'm not a Jupiter 
Adept! What are you talking about?" when it was so, so obvious. You're 
stretching it, ain't'chu, Camelot? *Shakes fist* Oh, boy oh boy...

Feizhi will ruin the moment by busting in and declaring more boosnip about 
that Hsu guy again. Master Hama will teach Ivan the Reveal spell (replace 
[Move] in the shortcut menu with it) and leave with Feizhi to help save Hsu. 
Master Hama and Ivan will meet again, methinks.

When you regain control, leave the building and cross the water to the right. 
[Reveal] the stone to be a chest with a Water of Life in it. Now, exit Lama 
Temple.

---Head east to Alpine Crossing. [Reveal] a nearby doorway and go through the 
path it leads to. A scene with Feizhi, Master Hama and Hsu takes place. Turns 
out Hsu is stuck under one hell of a rock and, of course, only you can get him
out. Maneuver yourself into position and [Lift] the boulder over Hsu. He'll be
pulled to safety by Feizhi and Master Hama, then sent off to Master Feh for 
healing. You'll be zapped back to Lama Temple where you'll converse with 
Master Hama for a few minutes, and Ivan will suddenly become a little bit 
cooler, in my books at least. When you get control of your company back, head 
southwest. You'll soon enter the roaring hearth that is the Lamakan Desert.---

------------------------------------------------------------------------------
2v. _  It's Gettin' Hot  _  In Hurr, So  ___  Take Off All    _   
   | |   __ _ _ __  __ _| |____ _ _ _   |   \ ___ ___ ___ _ _| |_  Ya
   | |__/ _` | '  \/ _` | / / _` | ' \  | |) / -_|_-
non-playable character Iodem along the way. Run east to the little town of 
Suhalla.---

------------------------------------------------------------------------------
2c2. ___      _         _ _      
    / __|_  _| |_  __ _| | |__ _ 
    \__ \ || | ' \/ _` | | / _` | Bring your Matrix shades
    |___/\_,_|_||_\__,_|_|_\__,_|

Welcome to that damn sand-ridden staple of near all cookie-cutter RPGs. 
*Mumbles*

Firstly, go right, past the inn and to the sanctuary. On the outside of it, 
hug the eastern wall and jump across the northern gap. Head straight west from
there for a chest with a Nut in it.

Enter the outermost southeastern building and talk to the Tolbi soldiers. 
Sounds like Alex and company have taken Sheba (hostage situation #481). The 
soldiers let slip to you that some form of water can get you through 
sandstorms in the upcoming desert. You, if you're actually reading this guide,
have no need to pay attention to that. I, on the other hand, had to, so...

---Leave town and chug south to the Suhalla Desert.---

------------------------------------------------------------------------------
2d2. ___      _         _ _        ___                  _   
    / __|_  _| |_  __ _| | |__ _  |   \ ___ ___ ___ _ _| |_ 
    \__ \ || | ' \/ _` | | / _` | | |) / -_|_-
Walk over the logs to the middle horizontal log. Ride it south.

Run around to the bottom vertical log. Jump on to it.
Walk over the logs to the top vertical log. Ride it west.

Run around to the middle vertical log. Jump on.
Step on to the right horizontal log. Ride it north.

Run around to the middle horizontal log. Roll it north.
Step to the top vertical log. Ride it east.

Step on to land. Jump on to the middle vertical log and ride it west.
Walk over the logs to land.

Go to the right horizontal log and ride it south.
Jump over to the top vertical log. Ride it west.

Jump north and you're at the chest!
You get Muramasa, a cursed long sword with an attack of +124 that unleashes 
Demon Fire.

And there you go! ^_^

*+*Thanks much, randomwyvern! I'll take it from here*+*

Go south, then down even more stairs and... holy hell, not a door!
A cave, it seems. liek omgawd g0 in rofl1!

Go up the bridge to the deck of some broken and tattered ship. Don't yet head
towards the other part of the ship! The chest is a Mimic, and there's a boss 
waiting for you.

-PREPARING FOR DEADBEARD-
~
"Flash"

 __________________________
|-------Djinn Setup--------|
| -Isaac: All 7 Venus      |
| -Garet: 6 Mars/1 Jupiter |  <-- Flash
| -Ivan: 6 Jupiter/Flash   |
| -Mia: All 7 Mercury      |
*--------------------------*

Beware, the following fight may possibly be the toughest in the game. 
Deadbeard, as he is named, is no pushover. To defeat him, you can either go 
at him with all your might or use the slower but safer alternative, dubbed 
the "Flash tactic." If you want to know what the Flash tactic is, read the 
next paragraph...

The Djinn setup would be the same as always, save for the fact that the Mars 
Djinni named Flash would be put on Ivan. Why is this? Because Flash would be 
used one round, put on "Set" the next, and used again. Why? Because it 
greatly reduces the amount of damage done by Deadbeard's attacks. Garet is 
much more of an attacker than Ivan, therefore the latter would have Flash 
equipped for the battle and not the former. Mia would use Wish Well every turn
as Isaac and Garet attacking, using Djinn and summoning the big four whenever
possible. Simple, time-consuming, but works every time.
~

"Bash"

 ______________________ 
|-----Djinn Setup------|
| -Isaac: All 7 Venus  |
| -Garet: All 7 Mars   | <-- Bash
| -Ivan: All 7 Jupiter |
| -Mia: All 7 Mercury  |
*----------------------*

Judging from the name, you should get the gist of what the Bash tactic is all
about. Put four Djinn on each character on Standby, summon them right off the 
bat (summons do a mammoth amount of damage to Deadbeard, more so than even 
regular baddies), have Mia use Wish Well every turn and Ivan cast Shine Plasma
and act as the secondary healer if Mia falls behind. A bit more dangerous, 
but quicker.

~~~~~~~~~~~~~~~~~~~~~~~~~
Deadbeard - HP: 6000-6400
-Use either of the two plans of action described above. They work.

EXP: 8000 / Coins: 9000 / Items: Water of Life
++++++++++++++++++++++++++++++++++++++++++++++
ATTACKS (without Flash)

-Impact: Boosts attack.
-Break: Lowers party attack.
-Freeze Prism: 120-190 [Cold?] damage to three party members.
-Ward: Boost resistance +40.
-Spark Plasma: 120-160 to all party members.
-Regular Physical Attack: 190 to one party member.
++++++++++++++++++++++++++++++++++++++++++++++++++
ATTACKS (with Flash)

-Impact: Boosts attack.
-Break: Lowers party attack.
-Freeze Prism: 20-40 [Cold?] damage to three party members.
-Ward: Boost resistance +40.
-Spark Plasma: 30-40 to all party members.
-Regular Physical Attack: 50 to one party member.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Grab the chest just ahead for the Demon Mail to complete the Crossbone Isle
subquest.

==============================================================================
(~TD)
4.  _____ _  _ ___   ___     _ ___ _  _ _  _ 
   |_   _| || | __| |   \ _ | |_ _| \| | \| |       Putting the Djinn
     | | | __ | _|  | |) | || || || .` | .` |     back together again...
     |_| |_||_|___| |___/ \__/|___|_|\_|_|\_|      ...Alphabetically.

1. Bane - Venus
Location: Crossbone Isle. See the Crossbone Isle Sidequest for more info.
Description: Attack with nature's venom.
Visual: The wielder leaps forward and slashes at the enemy one time. Upon
        striking, there's a flash of red and a fiery cloud.

2. Breeze - Jupiter
Location: Tret Tree.
Description: Boost party resistance +40.
Visual: Breeze appears over the party and drops wind-born energy into them.
        Something that looks like a purple shield covers the party members and
        that's that.

3. Corona - Mars
Location: An island landmass north of Xian.
Description: Boost party defense.
Visual: Same animation as Breeze, only instead of the blue, purplish colors,
        it's all got a reddish hue.

4. Dew - Mercury
Location: Suhalla Gate.
Description: Revive a downed ally.
Visual: Dew appears over the target and feathers of light are dropped from it.
        As the feathers dissipate, a blue beam strikes the party member.

5. Ember - Mars
Location: Just outside the gates of Tolbi.
Description: Restore party Psynergy Points.
Visual: Ember appears over the characters and craps out some red glitter all
        over their 'do. Sick, huh?

6. Fever - Mars
Location: Imil Falls Cave.
Description: Wrap a foe in feverish delusion.
Visual: Same exact animation as Bane.

7. Fizz - Mercury
Location: Mia is pre-equipped with this Djinni when she joins the party.
Description: Restore Hit Points to a single party member.
Visual: Fizz appears above the target and pisses on his or her head. Somehow,
        this heals the party member to a small degree.

8. Flash - Mars
Location: Suhalla Desert.
Description: Block damage to party with a firewall (damage divided by 10[?]).
             Damage divided is an estimate and not a proven figure. In other
             words, I'm not entirely sure.
Visual: Flash appears above the caster, then circulates over the party. Tiny 
        beads of fire spiral into the party members and a red, sheet-like 
        barrier covers each friendly.

9. Flint - Venus
Location: Waiting for you on the World Map just outside of Vale.
Description: Hard physical attack, +Earth damage.
Visual: Caster leaps forward, blade raised into the air. Just before s/he
        comes down upon the enemy, s/he is suspended for a split second and
        Flint flashes at the tip of the blade before the caster cuts into the
        baddie.

10. Forge - Mars
Location: Goma Cave.
Description: Boost party attack.
Visual: Forge appears above the caster, then circulates over the party. Small
        beads of fire coalesce into the party members and then a red sword
        flashes over them.

11. Granite - Venus
Location: Kolima.
Description: Creates a mighty earthen barrier (damage divided by 2[?]).
             Damage divided is an estimate as much as Flash damage reduction
             is, but I think it's pretty accurate. Only, the 2 might be a 5,
             instead, but I'm not thinking so.
Visual: Same animation as Flash, only instead of the redness, there's a golden
        makeover.

12. Ground - Venus
Location: Outside of Tolbi, follow the coast and keep it on Isaac's right 
          side. Continue on until you get to this Djinni.
Description: Use gravity to hold a foe.
Visual: Ground appears over the caster's upraised arms, then disappears as it
        sends forth four black spheres with what appears to be electrical
        energy pulsing inside, radiating a generic core. These spheres collide
        into the enemy all at once.

13. Gust - Jupiter
Location: Bilibin.
Description: Attack with mighty wind gusts with a chance for 2x damage.
Visual: The Djinni appears above the caster, then slings out to the enemy two
        times and slams into it.

14. Hail - Mercury
Location: Encountered in an area reached by going northwest over two bridges
          beyond Tolbi.
Description: Does Water-based damage and lowers target defense.
Visual: An entire level of water rises suddenly from the earth, projecting
        itself in a spire at the enemy's location and knocking it back in a
        blue splash.

15. Kite - Jupiter
Location: Vale, later on in the game (not the beginning). See the Kite 
          Sidequest for more information.
Description: Attack twice next round. Bonus!
Visual: Kite appears over the caster and then quickly disappears. That's it.
        No, really. That's it. Stop reading. Why are you reading this? There's
        nothing more to be seen. Stop! ... 'Aight man, for real, quit it. Must
        I go get the iodine and toothpicks? Yeah. Didn't think so.

16. Luff - Jupiter
Location: Babi Lighthouse.
Description: Seal a foe's Psynergy, meaning the target can't use Psynergy for
             two or three rounds. I don't think this works on the main bosses,
             like those you'll find in the Upper Venus Lighthouse or in the
             bowels of Crossbone Island.
Visual: Luff appears over the caster and then flies around the enemy. A shape,
        more specifically a triangle, rotates and closes in on the target. As
        it gets closer, the triangle stops and three circular symbols appear
        on the three straight sides of the triangle, at the middle of each
        line.

17. Mist - Mercury
Location: Xian.
Description: Lull a foe into a deep sleep. Webster's defines this as: useless.
Visual: The caster charges forward and slaps the enemy with his or her weapon,
        a flash of blue emanating from the strike.

18. Quartz - Venus
Location: Mogall Forest.
Description: Revive a downed ally with half of his or her max HP.
Visual: Same animation as Dew, only switch the blueness with yellow. Whee.

19. Sap - Venus
Location: Vault, later on in the game (not the beginning). See the Sap 
          Sidequest for more information.
Description: Attack a foe and steal HP.
Visual: Same as Flint's animation, except for the strike effect being a splash
        of earthly energy. Once the enemy is knocked back, yellow healing
        particles transport from the bad guy to the caster.

20. Scorch - Mars
Location: Kalay Tunnel.
Description: Stun a foe with a blast attack.
Visual: Pretty much the same thing as Forge and Bane, only Scorch's cloud is
        more of an explosion and not a little poofer.

21. Sleet - Mercury
Location: Mercury Lighthouse.
Description: Drench a foe to drop its attack.
Visual: Sleet appears over the caster and spews blue vomit at the target. Yay!

22. Smog - Jupiter
Location: Lamakan Desert.
Description: Veil a foe's vision in smoke. Bleargh.
Visual: The caster runs to the enemy and slaps it with his or her weapon. A
        splash, for some reason, is the result of this impact.

23. Spritz - Mercury
Location: Altin Peak.
Description: Restore party HP with a soothing mist.
Visual: Same as Fizz, only it pisses on everyone.

24. Squall - Jupiter
Location: Atmiller Cave.
Description: Paralyze a foe with a storm.
Visual: The caster strides toward the enemy and strikes it while a bolt of
        electrical energy darts from the sky and into the target.

25. Tonic - Mercury
Location: Lunpa, specifically Lunpa Fortress. See Extraction Sidequest for
          more information.
Description: Heal all party ailments, aside from "Knocked Out," or "Downed."
Visual: Tonic appears over the party, flies in circles a couple times and then
        the characters sparkle with a bluish light for a second or two.

26. Torch - Mars
Location: Lalivero.
Description: Lowers target defense and does low Fire damage.
Visual: A cool pyro-wave pulsates across the screen for a couple seconds and
        then goes away. It's neat while it lasts, anyways.

27. Vine - Venus
Location: At the exit of Lamakan Desert, head northwest to a bridge and then
          over to a tiny forested area. Sooner or later, you'll fight this 
          Djinni.
Description: Tangle foes to drop agility.
Visual: The Djinni appears between the party members and the enemies, then
        disappears. A half second later, vines rise from the ground beneath
        the baddie's feet and squirm around a bit before going away.

28. Zephyr - Jupiter
Location: Fuchin Temple.
Description: Boost party agility with a swift wind.
Visual: Zephyr appears over the caster and bombards them with a gentle breeze.

==============================================================================
(~P)
5. ___                                
  | _ \____  _ _ _  ___ _ _ __ _ _  _    "Roses are red,
  |  _(_-< || | ' \/ -_) '_/ _` | || |       Violets are blue,
  |_| /__/\_, |_||_\___|_| \__, |\_, |             I love Specter..."
          |__/             |___/ |__/

Here, I'll list out all the Psynergy skills in the game, what they do, and how
many Psynergy points it'll set you back. I'll also tell you how many opponents
or party members are effected by the spell. The listing is alphabetical.

Note that the last part of the list (#) is the number of enemies or members of
the party that are effected.

The X/O column is simple terminology - spells labeled X effect the enemy while
spells labeled O effect the party. The term "X-O" is used only twice to
describe the draining effect of the Drain and Psy Drain abilities.

This list may or may not be complete. I'm really not sure; I'd really like to
know how the hell I missed one, :|. If something is incorrect and/or you know
what's missing from the list, let me know and you will be given full credit 
for your addition to my guide.

                               ~~~~~~~~~~~~~~~
                               _______________
                              /INNATE PSYNERGY\
                              *****************
 ____________________.___.__.__._________________________________________.___
(Name                |X/O|  |PP|  Effect                                 | # )
 ----------------------------------------------------------------------------
Avoid                |N/A|  |5 |  Encounter fewer monsters               |N/A
High Impact          | O |  |12|  Boost party's attack                   |All
Mind Read            |N/A|  |1 |  What do you think?                     |N/A
Move                 |N/A|  |2 |  Move an object on the ground           |N/A
Retreat              |N/A|  |6 |  Return to the dungeon's entrance       |N/A
Reveal               |N/A|  |1 |  Perceive hidden truths                 |N/A
                                _____________
                               /EARTH\-/VENUS\
                               ***************
 ____________________.___.__.__._________________________________________.___
(Name                |X/O|  |PP|  Effect                                 | # )
 ----------------------------------------------------------------------------
Annihilation         | X |  |18|  Attempt to annihilate a foe            | 1
Avalanche            | X |  |30|  Attack with a blast of rock            | 5
Briar                | X |  |11|  Attack with sharpened briars           | 3
Clay Spire           | X |  |13|  Attack with earthen spire              | 3
Condemn              | X |  |8 |  Disable your enemy with evil power     | 1
Cure                 | O |  |3 |  Restore 70 HP                          | 1
Cure Well            | O |  |7 |  Restore 150 HP                         | 1
Curse                | X |  |6 |  Draw the spirit of death to a foe      | 1
Demon Night          | X |  |12|  Unleash a myriad of monsters           | 3
Earthquake           | X |  |7 |  Attack with a mighty tremor            | 5
Gaia                 | X |  |7 |  Attack with the earth’s might        | 3
Grand Gaia           | X |  |32|  Attack with the earth's might          | 5
Growth               | X |  |4 |  Attack with wild plants                | 1
Haunt                | X |  |5 |  Haunt a foe with an evil spirit        | 1
Helm Splitter        | X |  |8 |  Paralyze a foe with a mighty blow      | 1
Mad Growth           | X |  |10|  Attack with ferocious plants           | 3
Mother Gaia          | X |  |17|  Attack with the earth’s might        | 5
Nettle               | X |  |23|  Attack with stinging nettles           | 5
Potent Cure          | O |  |10|  Restore 300 HP                         | 1
Punji                | X |  |7 |  Attack with a bamboo weapon            | 3
Pungi Strike         | X |  |24|  Attack with a bamboo weapon            | 5
Punji Trap           | X |  |13|  Attack with a bamboo weapon            | 3
Quake                | X |  |4 |  Attack with a powerful quake           | 3
Quake Sphere         | X |  |15|  Attack with a massive quake            | 7
Quick Strike         | X |  |12|  Blind an enemy with a rapid strike     | 1
Ragnarok             | X |  |7 |  Strike with a massive sword            | 1
Rockfall             | X |  |5 |  Attack with a blast of rock            | 3
Rockslide            | X |  |15|  Attack with a blast of rock            | 5
Spire                | X |  |5 |  Attack with earthen spire              | 1
Stone Spire          | X |  |22|  Attack with earthen spire              | 5
Thorn                | X |  |6 |  Attack with stabbing thorns            | 3

                                ~~~~~~~~~~~~~~
                                ______________
                               /WIND\-/JUPITER\
                               ****************
 ____________________.___.__.__._________________________________________.___
(Name                |X/O|  |PP|  Effect                                 | # )
 ----------------------------------------------------------------------------
Angel Spear          | O |  |12|  Boost attack with a heavenly blade     |All
Astral Blast         | X |  |5 |  Attack with a celestial force          | 1
Bind                 | X |  |4 |  Block a foe's Psynergy                 | 1
Blue Bolt            | X |  |14|  Attack with a lightning bolt           | 3
Bolt                 | X |  |4 |  Attack with a lightning bolt           | 1
Death Plunge         | X |  |14|  Plunge your weapon into a foe          | 1
Demon Spear          | O |  |7 |  Boost attack with a demonic blade      | 1
Destruct Ray         | X |  |21|  Attack with a magnetic storm           | 3
Drain                |X-O|  |3 |  Transfer enemy's HP to yourself        | 1
Dull                 | X |  |6 |  Drop enemy attack                      | 1
Enfeeble             | X |  |6 |  Drop enemy party's resistance          | 3
Flash Bolt           | X |  |7 |  Attack with a lightning bolt           | 3
Gale                 | X |  |3 |  Attack with the wind's might           | 3
Impact               | O |  |7 |  Boost ally's attack                    | 1
High Impact          | O |  |12|  Boost party's attack                   |All
Hurricane            | X |  |25|  Attack with the wind's might           | 7
Magic Shell          | O |  |3 |  Boost Elemental Resistance             | 1
Magic Shield         | O |  |5 |  Boost Elemental Resistance             |All
Mist                 | X |  |4 |  Wrap a foe in a cloud of delusion      | 3
Plasma               | X |  |8 |  Attack with a barrage of bolts         | 3
Psy Drain            |X-O|  |0 |  Transfer enemy's PP to yourself        | 1
Ray                  | X |  |6 |  Attack with a magnetic storm           | 3
Resist               | O |  |5 |  Boost party resistance                 |All
Shine Plasma         | X |  |18|  Attack with a barrage of bolts         | 5
Shuriken             | X |  |8 |  Attack with a huge throwing knife      | 3
Slash                | X |  |4 |  Attack with a blade of focused air     | 1
Sleep                | X |  |5 |  Lull multiple enemies to sleep         | 3
Sonic Slash          | X |  |20|  Attack with a blade of focused air     | 5
Spark Plasma         | X |  |37|  Attack with a barrage of bolts         | 7
Storm Ray            | X |  |10|  Attack with a magnetic storm           | 3
Tempest              | X |  |27|  Attack with a fearsome windstorm       | 5
Thunderbolt          | X |  |19|  Attack with a storm's fury             | 5
Thunderclap          | X |  |9 |  Attack with a storm's fury             | 3
Thunderstorm         | X |  |39|  Attack with a storm's fury             | 7
Tornado              | X |  |14|  Attack with a mighty tornado           | 5
Typhoon              | X |  |12|  Attack with the wind's might           | 5
Ward                 | O |  |3 |  Boost an ally's Resistance             | 1
Weaken               | X |  |4 |  Drop enemy Resistance                  | 1
Whirlwind            | X |  |5 |  Attack with a swirling tornado         | 3
Wind Slash           | X |  |9 |  Attack with a blade of focused air     | 3

                                   ~~~~~~~~~~~
                                   ___________
                                  /FIRE\-/MARS\
                                  *************
 ____________________.___.__.__._________________________________________.___
(Name                |X/O|  |PP|  Effect                                 | # )
 ----------------------------------------------------------------------------
Blast                | X |  |7 |  Attack with a massive explosion        | 3
Carpet Bomb          | X |  |29|  Attack with a bomb blast               | 7
Cluster Bomb         | X |  |11|  Attack with a bomb blast               | 5
Debilitate           | X |  |6 |  Drop enemy party's defense             | 3
Dragon Cloud         | X |  |6 |  Strike with a Dragon Cloud             | 1
Eruption             | X |  |14|  Attack with volcanic might             | 3
Fiery Blast          | X |  |19|  Attack with an explosive blast         | 5
Fire                 | X |  |6 |  Attack with a scorching fireball       | 3
Fire Bomb            | X |  |5 |  Attack with a bomb blast               | 3
Fireball             | X |  |12|  Attack with a scorching fireball       | 5
Flare                | X |  |4 |  Attack with flaring flames             | 3
Flare Storm          | X |  |12|  Attack with incinerating flames        | 3
Flare Wall           | X |  |7 |  Attack with searing flames             | 3
Guard                | O |  |3 |  Boost ally's defense                   | 1
Guardian             | O |  |3 |  Boost Defense with a divine might      | 1
Heat Wave            | X |  |6 |  Attack with fiery bolts                | 1
Impair               | X |  |4 |  Drop enemy's defense                   | 1
Inferno              | X |  |23|  Attack with a scorching fireball       | 5
Lava Shower          | X |  |4 |  Attack with a volcano's might          | 1
Mad Blast            | X |  |9 |  Attack with an explosive blast         | 3
Magma Storm          | X |  |27|  Attack with a volcano's might          | 5
Molten Bath          | X |  |12|  Attack with a volcano's might          | 3
Nova                 | X |  |13|  Attack with a massive explosion        | 5
Planet Diver         | X |  |7 |  Leap skyward and lunge into a foe      | 1
Protect              | O |  |5 |  Boost party defense                    |All
Protector            | O |  |5 |  Boost party defense with a divine might|All
Pyroclasm            | X |  |29|  Attack with volcanic might             | 3
Supernova            | X |  |31|  Attack with a massive explosion        | 7
Volcano              | X |  |6 |  Attack with volcanic might             | 1

                               ~~~~~~~~~~~~~~~
                               _______________
                              /WATER\-/MERCURY\
                              *****************
 ____________________.___.__.__._________________________________________.___
(Name                |X/O|  |PP|  Effect                                 | # )
 ----------------------------------------------------------------------------
Break                | X |  |5 |  Eliminate enemy's bonuses              |All
Cure Poison          | O |  |2 |  Cleanse the body of poison             | 1
Cutting Edge         | X |  |5 |  Inflict damage with a shock wave       | 1
Deluge               | X |  |20|  Attack with a deadly flood             | 5
Douse                | X |  |5 |  Attack with a torrent of water         | 3
Drench               | X |  |10|  Attack with a torrent of water         | 3
Freeze Prism         | X |  |31|  Attack with ice crystals               | 5
Frost                | X |  |5 |  Attack with frigid blasts              | 3
Froth                | X |  |5 |  Attack with frothing bubbles           | 3
Froth Sphere         | X |  |12|  Attack with frenzied bubbles           | 5
Froth Spiral         | X |  |31|  Attacl with a bubble vortex            | 7
Glacier              | X |  |15|  Attack with frigid blasts              | 3
Hail Prism           | X |  |16|  Attack with ice crystals               | 5
Ice                  | X |  |5 |  Attack with spikes of ice              | 1
Ice Horn             | X |  |11|  Attack with spikes of ice              | 3
Ice Missile          | X |  |23|  Attack with spikes of ice              | 3
Ply                  | O |  |4 |  Restore 100 HP with faith's power      | 1
Ply Well             | O |  |8 |  Restore 200 HP with faith's power      | 1
Prism                | X |  |7 |  Attack with ice crystals               | 3
Pure Ply             | O |  |12|  Restore 1000 HP with faith's power     | 1
Pure Wish            | O |  |20|  Restoire 300 HP to the entire party    |All
Restore              | O |  |3 |  Remove sleep, stun and delusion        | 1
Tundra               | X |  |8 |  Attack with frigid blasts              | 3
Wish                 | O |  |9 |  Restore 80 HP to the entire party      |All
Wish Well            | O |  |13|  Restore 160 HP to the entire party     |All

                          ~~~~~~~~~~~~~~~~~~~~~~~~~
                          _________________________
                         /PSYNERGY GRANTED BY ITEMS\
                         ***************************
 ____________________.___.__.__._________________________________________.___
(Name (Item)         |X/O|  |PP|  Effect                                 | # )
 ----------------------------------------------------------------------------
Catch (Catch Beads)  |N/A|  |1 | Grab light objects from afar            |N/A
Carry (Carry Stone)  |N/A|  |2 | Lift and move light objects             |N/A
Cloak (Cloak Ball)   |N/A|  |1 | Hide away in shadows                    |N/A
Douse (Douse Drop)   | X |  |5 | Attack with a surge of water            | 3
Force (Orb of Force) |N/A|  |2 | Strike a distant object                 |N/A
Frost (Frost Jewel)  | X |  |5 | Attack with frigid blasts               | 3
Halt (Halt Gem)      |N/A|  |2 | Stop a moving object                    |N/A
Lift (Lifting Gem)   |N/A|  |2 | Lift an object vertically               |N/A

~ Catch: Used primarily to grab Nuts in various trees in Golden Sun. Nuts will
         heal a character for 200 HP.

~ Carry: Used to move blocks and place them on something else, or drop them
         off a ridge.

~ Cloak: Absolutely necessary to complete the Crossbone Isle and Extraction
         side quests. Cloak allows Isaac to slip into the shadows, becoming 
         one with them so as as to not be seen. As long as Isaac stays in the
         range of the darkness, he will be invisible.

~ Douse: It's not just an attack to be used in battle. Sometimes, Douse has to
         be used to place water in certain areas or extinguish tornadoes in
         deserts.

~ Force: Knocks over stuff, but not most stuff. Only stuff the game requires
         you kinda stuff.

~ Frost: Just like Douse, Frost can be used outside of battle. The benefit of
         this is that Frost will freeze puddles of water which, as the game
         would have it, is always an utter necessity to surpassing challenges
         set up by the environment.

~ Halt: Fun little thing that allows you to stop moving objects dead in their
        tracks. You use it, like, three times.

~ Lift: If there's a boulder in the way, use Lift to give Isaac and company a
        passage. That's about it.

==============================================================================
(~BT)
6. ___          _      _____         _      _           
  | _ ) __ _ __(_)__  |_   _| _ __ _(_)_ _ (_)_ _  __ _     The stuff
  | _ \/ _` (_-< / _|   | || '_/ _` | | ' \| | ' \/ _` |  that gets you
  |___/\__,_/__/_\__|   |_||_| \__,_|_|_||_|_|_||_\__, |     started.
                                                  |___/ 

This section is all about the small stuff. You don't have to sweat it, but you
should at least know (if you don't already) the controls and how to operate
smoothly in and out of the battling. I will begin with controls for and then
make the transition into a more elaborate analysis on the Golden Sun fighting
system. There just may be a few things you don't know about.

------------------------------------------------------------------------------
6a. ___         _           _    
   / __|___ _ _| |_ _ _ ___| |___
  | (__/ _ \ ' \  _| '_/ _ \ (_-<               Correspondence.
   \___\___/_||_\__|_| \___/_/__/
                               
 _________
/WORLD MAP\
***********
~ D-Pad: Move around.
~ B: Pressing it does nothing, but holding it down and using the D-Pad makes
     you run.
~ A: Opens party menu.
~ Start: Opens game menu, where you can Save, put the GBA in Sleep mode, or
         change some settings.
~ Select: Opens party menu.
~ R: Opens world map. A tiny dot and the words "Present location" show you
     where you are. Places you haven't been to yet will not be marked.
~ L: Hold it down to zoom out on Isaac. This is key in some situations where
     you have a choice between two different paths.
 ______________
/TOWNS/DUNGEONS\
****************
~ D-Pad: Move around.
~ B: Hold to run \/ Advance current conversation.
~ A: Opens party menu \/ When in close proximity, talk to people and advance
                         the conversation.
                      \/ Performs environment related action, such as using
                         the Psynergy Stone in Vale.
~ Start: Opens game menu.
~ Select: Opens party menu.
~ R: Use preset Psynergy set to R \/ Advance current conversation.
~ L: use preset Psynergy set to L \/ Advance current conversation.
 ____
/MENU\
******
~ D-Pad: Choose between options.
~ B: Cancel \/ Go back one submenu.
~ A: Confirms selection.
     Status submenu - View specific details about the selected party member.
~ Start: Cancel \/ Go back one submenu.
~ Select: Serves absolutely no purpose whatsoever.
          Status submenu - Brings up a list of collected Djinn.
~ R: Nothing.
     Psynergy submenu - Set a Psynergy to a preset command (R).
     Djinn submenu - Toggle the Standby/Set mode of the selected Djinni.
     Item submenu - View equipment \/ After selecting a character, R changes
                                      to view the items of the next character 
                                      in line.
     Status submenu - Rearrange the order of the party.
~ L: Nothing.
     Psynergy submenu - Set a Psynergy to a preset command (L).
     Djinn submenu - View character status.
     Item submenu - Nothing \/ Hold + A = automatically arrange items.
     Status submenu - Rearrange the order of the party.
 ______
/BATTLE\
********
~ D-Pad: Choose between options \/ Toggle between which enemies to strike.
~ B: Cancel \/ Go back one submenu.
~ A: Confirms selection.
~ Start: Nothing.
~ Select: Nothing.
~ R: Nothing.
     Djinn submenu - Check what Psynergy is lost/gained upon using selected
                     Djinni.
~ L: Bring up character status screen from the primary list of battle options,
     but from the other menu screens it doesn't do anything.

------------------------------------------------------------------------------
6b. ___ _      _   _   _           
   | __(_)__ _| |_| |_(_)_ _  __ _     CRAAAAAAAWLIIIIIIING
   | _|| / _` | ' \  _| | ' \/ _` |          IIIIIIIIN
   |_| |_\__, |_||_\__|_|_||_\__, |               MYYYYYYYY
         |___/               |___/                     SKIIIIIIIIIIIIIN!

Fighting in Golden Sun is done through a very straightforward, turn-based
battle engine. This section will tell you all the things I know involving the
act of beating up the evil thingies in this game.

 ______________
/RANDOM BATTLES\
****************
In some RPGs, you can see the enemy before you fight them. But, as in most, it
is not that way in Golden Sun. All battles take place on the world map or in a
dungeon, with very few exceptions (that are story-based). Using an item called
a Sacred Feather will drastically reduce the chance of a fight. As in, you
most likely won't get into a battle under its influence. Note that all boss
battles are not ones easily foreseen by the player. Therefore, as you would in
every role playing game, save your progress often.
 ______________________________
/PHYSICAL ATTACKS\/VS\/PSYNERGY\
******************    **********
~ Physical Attacks: The basis of all combat. Most battles that you take part
                    in will have you bashing something up against the head
 + Requires no PP   with a sword, axe, or mace of some kind. Since there are
 + Can always be    no ranged physical attacks in Golden Sun, such as the use
   used             of a bow & arrow, you don't have to worry about which row
 - Doesn't close    a party member is in. Physical strength is dependant on
   enough damage    two independant variables - STR (character) and ATK
   later in the     (weapon). However, certain Djinni can raise either/or of
   game             the two, thus giving a character's base physical attack
 - Some enemies     a sharper edge. Some weapons have innate special attacks,
   take virtually   which I will elaborate more on later.
   no damage       
                    A big problem with physical attacks is that later on in
                    the game, enemies tend to shrug off anything you smack'em
                    with. No physical attack will strike multiple enemies and
                    when the game kicks into high gear, you will have to rely
                    more on Psynergy to eliminate the competition. However,
                    underestimating the effect of simply chipping away at an
                    opponent can be highly detrimental to your party.

~ Psynergy: Psynergy is just another term for magical spells. Earth, water,
            fire and wind (which somehow encompasses electricity) make up the
 + More     four basic elemental attacks. For a list of all these, visit the
   potent   Psynergy section located at reference point (~P).
 + Kills
   quicker  Who has what Psynergy depends on a few different factors. One is
 + Best     character class, which is the result of character level and what
   healing  Djinn s/he has equipped. Not specific Djinn, but by element. Say
   route    Isaac has three Venus Djinn and two Mercury Djinn equipped. His
 - May be   character class is X. Drop one Djinn, put in a seperate elemental
   useless  Djinn and you've got character class Y. It's quite simple, really;
   on the   but the trick is finding out what character class is best for your
   offense  style of play. Judging from my guide, you can tell which I prefer.
 - Can be
   "shut    Psynergy changes when you use a Djinni in combat. Take note of
    off"    what Psynergy you will not be able to use by pressing the R button
            in the Djinn screen while fighting.

            Psynergy, unlike physical attacks, can pinpoint what an enemy is
            more susceptible to and what it's strong against, which ultimately
            gives you the edge in battle. The only thing you have to watch out
            for is the Bind spell, which will make one character [at a time]
            unable to use their Psynergy. If this occurs, you have to wait it
            out (I think it's three turns) until you can cast again.

==============================================================================
(~CQ)
7. ___ ___  __  __ __  __  ___  _  _ 
  / __/ _ \|  \/  |  \/  |/ _ \| \| | Any questions that you ask will be added
 | (_| (_) | |\/| | |\/| | (_) | .` | to this section. Doesn't matter if you
  \___\___/|_|  |_|_|  |_|\___/|_|\_| ask by E-mail or messenger or whatever.
  ___  _   _ ___ ___ _____ ___ ___  _  _ ___ 
 / _ \| | | | __/ __|_   _|_ _/ _ \| \| / __| It does matter, however, if they
| (_) | |_| | _|\__ \ | |  | | (_) | .` \__ \ are related to Golden Sun.
 \__\_\\___/|___|___/ |_| |___\___/|_|\_|___/ Ask away. I'll try to respond.

Q: What does the A button do?
A: This is a perfect example of a question I will not answer. -_-

Q: I've heard about this thingy... What is the Kikuichimonji?
A: The Kikuichimonji is Ivan's best physical attack weapon. It can be only be
   found by killing the Fenrir's in the Upper Venus Lighthouse, as they are
   the only enemies in the game that can drop it. The Kikuichimonji cannot be
   bought from a vendor.

Q: Just pwned a group of Fenrir's, where's my Kikuichimonji?
A: Stupid n00b. They don't drop the item every time you fight them. It will
   likely take a few tries, sometimes more. I am not certain of the drop rate
   but it's not that deep. Try again.

Q: How many Djinn are there in Golden Sun?
A: There are a total of 28 Djinn. They are listed in the Djinn Spots section,
   but greater detail on attaining them can be found reading the walkthrough.

Q: How do I get to Crossbone Island?
A: There's a gigantic calico tornado on a branching path in the Suhalla Desert
   that will take you to Crossbone Island.

Q: Alright, so I got to Crossbone Island. How do I get those statues to stop?
A: You have to use [Cloak] and slip by in the shadows, so that the statues
   won't be able to see you, thus they won't be able to keep you from passing.

Q: Cloak? o.o
A: Gah! Yes, Cloak. To attain it, you must get the Cloak Ball and equip it on
   a character to activate the Psynergy. To do that, you gotta save Babi in
   Atmiller Cave and then visit him after Colosso in his room. Search for the
   following reference code for more information: (RSC2)

Q: I'm cursed! How the hell do I get rid of that?
A: Visit a Sanctuary and pay for the curse to be removed.

Q: I'm dead! How the hell do I get rid of THAT?
A: 1) Use an item called Water of Life.
   2) Go to a Sanctuary and get Revived.
   3) Use Quartz the Venus Djinni.
   4) Use Dew the Mercury Djinni.
   5) Use the [Revive] Psynergy.

Q: How come I can't go back through Mogall Forest?
A: I don't know the reason, but the fact remains that you can't. To get back
   to the other side of the forest, you have to use the bridge that was broken
   earlier in the game - the one Hammet could not cross. You may remember it.

Q: The Cleric's Ring is fun. Can I have two?
A: Only if you chop off whatever makes you the gender you are and use a
   cheating device.

Q: I've heard you can play as Sheba, Felix, and some other guy. Is that true?
A: Not if you play legit.

Q: How long does it take to complete this game?
A: The average time it takes to complete Golden Sun, in my experiences, has
   been right around 30 hours. Of course, the file I did the walkthrough with
   says 42 hours, but I wrote the guide as I played the game (for the third
   and likely last time).

Q: What level should I be when I finish Golden Sun?
A: Anywhere around level 32 will do nicely.

Q: I've got a fair collection of Lucky Medals and Game Tickets going. What am
   I suppose to do with'em?
A: They can be used for games in Tolbi, one of which you can actually benefit
   from, and that'd be the Tolbi Springs game in which you toss your Lucky
   Medals. Only way to go.

Q: Are you ever going to stop updating your guide?
A: Eventually.

Q: How do I do the Lunpa sidequest? How do I get there?
A: That would be my "3c. Extraction" part of the guide. I give directions on
   how to get there and what to do when you arrive.

Q: Can you switch Djinni between characters during battle?
A: No.

==============================================================================
(~C)
8.  ___ ___ ___ ___ ___ _____ ___ 
   / __| _ \ __|   \_ _|_   _/ __|
  | (__|   / _|| |) | |  | | \__ \ Hold the following responsible...
   \___|_|_\___|___/___| |_| |___/
 
I made this walkthrough by myself (originally) 'till I needed to have some
errors fixed...

First of all I'd like to thank the United States Army for letting me be a 13F,
Fire Support Specialist/Forward Observer, and for assigning me to a great unit
in the 1st Cavalry Division out of Fort Hood, Texas. I will be deployed with
them for a year to eighteen months starting late this month of October, 2006.

A gaming friend of mine named Rose. She also picked out a load of typos that 
I corrected in Version 1.2. Can't forget that she went and alphabetized my 
jumbled lists of Psynergy for the Psynergy section implemented in Verison 
1.12. Thanks.

Props to randomwyvern, who answered the "Questionable Paragraph" problem that
had been eating away at me for a couple weeks. He also made a big impact on
the guide by correcting some things that were wrong in the Tunnel Ruins
section - that entire part save for the last few lines are of his creation.
He posted them on the Golden Sun message board and I copied and pasted them,
with his permission of course. Again, huge props to randomwyvern for his input
in the guide... Myeh, well, randomwyvern helped the guide out big-time again
in version 1.6. Back-to-back version contributions, and he undoubtedly help
put the nail in the coffin on this guide.

Thanks to Nephetsman, who e-mailed me and told me the truth behind the lights
pertaining to the Southern and Western Routes near the end of the game. His
input is well appreciated.

Thanks to Firegirl, who e-mailed me about the mistake I made pertaining to the
exact location of the Mercury Djinni called Sleet. Keep in mind that I got her
e-mail on October 20th, but my neglection to my inbox kept the guide from
being updated. I apologize to both the one reading this guide and to Firegirl
for the unprecedented busy spurt I had. =p

Thanks to Luke Kim, who e-mailed me about the Wicked Mace on level 7 of
Crossbone Isle. He also saw a typo in the Common Questions section (where I
accidentally said the Kikuichimonji is Isaac's best weapon when in fact, as I
mentioned earlier in the guide, it is indeed Ivan's) and corrected it for me.

ASCII by the ASCII generator located at: http://www.network-science.de/ascii
Huge props to those guys for creating a very nice ASCII engine!

==============================================================================
(~CT)
9.  ___ ___  _  _ _____ _   ___ _____ 
   / __/ _ \| \| |_   _/_\ / __|_   _| I'm assuming you've interacted with
  | (_| (_) | .` | | |/ _ \ (__  | |            a human before...
   \___\___/|_|\_| |_/_/ \_\___| |_|

If you have any questions or comments, E-Mail me at Gravity81688@gmail.com.
____________________________
My GameFAQs Contributor Page\___________________________
http://www.gamefaqs.com/features/recognition/66379.html |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*

==============================================================================
(~LW)
10. _    ___ ___   _   _     __      ___  _   _ _____ _  _  ___ _____ 
   | |  | __/ __| /_\ | |    \ \    / / || | /_\_   _| \| |/ _ \_   _|
   | |__| _| (_ |/ _ \| |__   \ \/\/ /| __ |/ _ \| | | .` | (_) || |   Adhere.
   |____|___\___/_/ \_\____|   \_/\_/ |_||_/_/ \_\_| |_|\_|\___/ |_|

This is a document of Michael Stevens, and is copyright (©) 2003-2010. All 
rights reserved. No content shall be taken, edited, and/or reproduced in any 
way without my written, spoken or typed consent via E-mail, messenger, in 
person and/or otherwise.

You may use my guide for non-profit purposes on your website only if you have
my permission to do so.

If you wish to use part of my guide for your own, please E-mail me and wait
for my response. I will get back to you most likely within 24-48 hours. Be
sure to credit me in your guide as well. That's all I ask.

==============================================================================


__ __|                 __ __| |             _ \                       
   | |   |  __| __ \      |   __ \   _ \   |   | _` |  _` |  _ \      
   | |   | |    |   |     |   | | |  __/   ___/ (   | (   |  __/      
  _|\__,_|_|   _|  _|    _|  _| |_|\___|  _|   \__,_|\__, |\___|_)_)_)
                                                     |___/