FAQ/Walkthrough by DarthMarth
Golden Sun: The Lost Age on SuperCheats.com
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Golden Sun: The Lost Age for Game Boy Advance
FAQ/Walkthrough Written by DarthMarth
Version 1.0
Started: Thursday, May 2, 2003 
Released:
Last Updated: 
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1. Table of Contents (press Ctrl+F and type in the code next to the section to 
jump to it. On Mac browsers, use Command+F.)
---
1. Table of Contents (youíre reading it)
2. Introduction -Intrd-
3. FAQ-If you have a question, itís probably in here! -Frakq-
4. Walkthrough ĖWalkr-
a.	Venus Lighthouse and Suhalla Gate -Bginn-
b.	Daila and Kandorean Temple -Daikt-
c.	Shrine of the Sea God and Dehkan Plateau ĖShrdp-
d.	Indra Cavern, Madra, Mikasalla, and Garoh ĖIncmd-
e.	Airís Rock ĖArsrk-
f.	Garoh revisited, Yampi Desert, Alhafra, and Osenia Cavern ĖGaral-
g.	Gondowan Cliffs, Naribwe, Kibombo Mountains, and Kibombo ĖGckib-
h.	Kibombo Statue and Madra Catacombs ĖKbsmc-
i.	Lemurian Ship, Gabomba Catacombs, and Shrine of the Sea God ĖLmssg-
j.	East Tundaria Islet, SE Angara Islet, Yallam, Taopo Swamp, and Apojii 
Islands ĖTsaai-
k.	Aqua Rock ĖAqurk-
l.	Tundaria Tower and Izumo ĖTutiz-
m.	Gaia Rock, Izumo Ruins, N Osenia Islet, West Indra Islet, Sea of Time 
Islet, and Alhafra Revisited ĖGralr-
n.	Champa, Ankohl Ruins, and Champa Revisited ĖChanr-
o.	Sea of Time, Lemuria, and Hesperia Settlement ĖSoths-
p.	Shaman Village Cave, Trial Road, and Contigo ĖSvcco-
q.	Jupiter Lighthouse ĖJuplh-
r.	Contigo Revisited, Atteka Islet, SW Atteka Islet, SW Atteka Cave, Shaman 
Village Cave Revisited, and Gondowan Settlement ĖCorgs-
s.	Magma Rock ĖMagro-
t.	Loho Angara Cavern, and Prox ĖLotpr-
u.	Mars Lighthouse and Ending ĖMrlhe-
v.	Yampi Desert Cave ĖYadec-
w.	Sea of Time Islet Cave ĖSotic-
x.	Treasure Isle -Treis-
y.	Anemos Sanctum ĖAnesa-
5. Boss Guide ĖBossg-
6. Djinn Guide ĖDjigu-
7. Summons FAQ ĖSumfk-
8. Sound Test Listing ĖSotli-
9. Forged Items Guide ĖFoitg-
10. General Item Guide ĖItegu-
11. Class Guide -Clsgu-
12. Psynergy Guide -Psygu-
13. RNG Guide ĖRnggu-
14. Legal Information ĖLegin-
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1. Introduction (Intrd)
Welcome to my first all-purpose FAQ/Walkthrough. It contains just about 
everything you could need to know about Golden Sun: The Lost Age, like a Boss 
Guide, a complete Sound Test Listing, and, of course, the Walkthrough itself.
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1.	FAQ (Frakq)

FAQ: Where do I go next?
A: Check my Walkthrough.

FAQ: How do I unlock the Sound Test?
A: Go to the Battle Arena. Talk to the girl in the lower left corner (who talks 
about you not working out much) while holding the L or R Button. Sheíll ask for 
your song request. Scroll through the songs and press A to play the one you 
want.

FAQ: How do I unlock the Send feature in Golden Sun?
A: Hold R and Left on the GS1 Main Menu, then press B or Start.

FAQ: I saved and quit, and when I restarted Iím stuck in an area! Do I have to 
restart my game!? Help!
A: Use the return to last Sanctum trick, which, obviously, returns you to the 
last Sanctum you visited. To do the trick, hold L, Select, and Start when 
loading a game.

FAQ: Iíve heard you can get to the old Golden Sun land! Is this true?
A: Yes, but you canít enter any towns (Vale is just a decoration on the world 
map and all the other towns and landmarks are gone, except for Venus and Babi 
Lighthouse). You canít go everywhere because the caves are missing, though. You 
can get past the Karagol Sea because the Kalay Port is gone, though. To reach 
the old land, first go to the tiny beach southwest of Loho. Get on your boat 
and get it in between the beach and the tiny strip of land next to some 
mountains. Press A when you are facing the tip of this piece of land and you 
should be off into the old Golden Sun land!

Q: What is the item-dupe glitch Iíve heard of?
A: In the words of rockmanxv3:
"I'm confirming something somebody posted about but didn't quite realize what 
he had stumbled upon. (Sorry, I don't know your name.) 
 
MAKE SURE YOU SAVE BEFORE YOU DO THIS, I'VE DONE IT BUT IN A DIFFERENT WAY, 
ALTHOUGH THIS SHOULD WORK. 
 
While you're taking Trial Road, finish one of the things and get to the chests. 
Open them, then drop anything droppable, doesn't matter at ALL what (DM note: 
do this on the put-item-in-chest screen). Then go step on the quit switch. When 
you get out, you should have all your stuff back. What's more, when you finally 
BEAT Trial Road, you can go to the shop to buy duplicates of whatever you 
dropped! If it works this way, you should be able to dupe whatever you want as 
many times as you want. I haven't personally confirmed this, but the worst 
thing that seems likely as that you won't be able to buy the dupes. 
 
If you want to know how I did it, I made sure I had extra armor (Like really 
cheap stuff.) and put them in the chests. At this point, I dropped everything I 
wanted to dupe, then made it to the top and whooped up. Then I got all the 
items I dropped back PLUS I could still buy the dupes at the shop. The above 
way is better because if it works you should be able to dupe several times. (4 
Golden Boots @.@)"

This glitch was confirmed by yours truly and several others.

Q: I need to use Whirlwind, but Sheba doesnít know it! Please help!
A: Either put all her Djinn on standby or give her only Jupiter Djinn and 
sheíll have it. Also make sure she doesnít have any class-changing items.

Q: I need to use Frost, but Piers doesnít know it! Please help!
A: Either put all his Djinn on standby or give him only Mercury Djinn and heíll 
have it. Also make sure he doesnít have any class-changing items.

Q: On a similar note, how do I get Growth?
A: Give Felix at least 1 Mars Djinni or Jenna at least one Venus Djinni and 
either of them will have it.

Q: How do I get out of Kandorean Temple?
A: At the bottom of Master Poiís room, youíll see two doorways on the left and 
right sides. These are what he uses to go and see his students. Take the left 
door and slide down the chute on the wall to be back outside the original 
entrance.

Q: How do I open the door in Madra Catacombs?
A: Whoa there, partner, you're getting ahead of yourself. You aren't supposed 
to do most of the Catacombs (except Tremor) until you get Reveal in Air's Rock> 
Do that, then come back.

Q: When do I meet with my old party?
A: After Jupiter Lighthouse, 2/3-3/4 of the way through the game.

Q: I forgot to get the Tremor Bit, and now the tunnel in Madra Catacombs 
leading to it is blocked! Please help!
A: Enter the Catacombs from inside the city walls. You'll need Reveal to get 
Tremor this way.

Q: How do I go back through Dehkan Plateau?
A: Climb the first stairs from the exit of Dehkan Plateau. Then go up the 
stairs northwest of those, which you didnít use to get down. Push the pillar at 
the top left into the indent and climb the vine and go up to get back to the 
path you took to get out.

Q: Where are the 3 pieces of the Trident?
A: The Left Prong is in Ankohl Ruins, the Center Prong is in Tundaria Tower, 
and the Right Prong is in the Shrine of the Sea God.

Q: How do I get Force?
A: Transfer it from GS1.

Q: I didnít play Golden Sun, but I want a password!
A: Here are my passwords: 
Gold Password 1

vrp&g XkSLq
gC2LX H&NTV
y&zkv xJZ?Z
wp9nc Af7W3
a$Lt3 GjL+N

WSu%f Gqqj2
=wxzW imU8&
Z28JD 9=mSg
6%nJN Af7DD
u44VU 7KLTb

DmEUd C=U%$
FJHJ? v9UWC
a9XtR aZ5zC
hGnuY Xn#At
Y9aXX qgHEd

FubfS 3jbW?
7S%3b WB7fa
3Gck7 Lgqb6
RmvgV rzkZU
w$r6! =ma$q

F!fBK $jFPJ
BqLUF uQYKE
zV5Q? ?PU%G
NeZEa i5JeR
paPju Encxb

jYu#p 3d+cK

Silver Password 1

PcLDa eP!Eq
7c%4Q BYFD2
sXp+R hd9iX
7LNpn tn2NC
7LTmm TdX!w

q+VYd 9D84h
w

Bronze Password 1

XJDfJ +W4nL
=j9ze =

Level 56 team, Kikuichimonji, Feathered Robe, all Djinn, Orb of Force, all GS1 
events triggered, many GS1 only items, 999,999 Gold.

Gold Password 2

VVLP! gQ3Nv
yg5JV W!KWS
kUFVh KeCS=
dDqJq Yf5AX
a5=iR qFc4F

3hp4E 4f3h9
wtz?k AqLMH
r48gv Gbm5c
dRUBQ h?rZ8
s9KQX xC$im

ZtR$z +G7Gy
wK+L# nNebt
azrZ5 DX$?k
tazp7 x%P3=
dhFGb 3asJn

DAQLi L9U&q
5=3S9 D7Wd8
Jc3iN g7nSM
mctXr gx3vq
m#8!r +c$vq

DhB!H mF$MG
sLBSw QFW!v
VL3%Z Q7B5Y
VcGaZ gLe5Y
mRjar wB5v4

2uj!6 y4$U#

Silver Password 2

u&WR3 Q25p$
QPa9e #hN!!
q!eL% 8zFR=
3=T#T xJRBy
rrAQk 72CP=

Egreh AgKAi
i

Bronze Password 2

mPTqS EX#ED
$k=eq =

Level 31-32 team, all Djinn, Orb of Force, all GS1 events triggered, all GS1-
only items except Cocktail Dress, Battle Gloves, Ninja Hood, and Glittering 
Tiara

Iíve used both passwords for my games, so I know they work.

Q: Whatís the purpose of the Bone?
A: Nothing now, but it might do something in the next Golden Sun...

Q: I transferred my data, but nothing is different in TLA! Whatís going on?
A: Nothing; Isaacís party is the one transferred and doesnít join you until 
after Jupiter Lighthouse.

Q: Is there going to be a Golden Sun 3?
A: In my opinion, yes, for these simple reasons:
1. TLA's ending still didn't answer all the plot questions of the game; Alex 
still has part of the power of Alchemy, and his whereabouts are unknown. (It's 
likely that a third game would have him pursuing Isaac for the power of the 
Mars Star)
2. Unless we're all missing something, the Bone's only imaginable purpose is to 
be part of a sidequest in a third game. (The Laughing Fungus probably doesn't 
count; its purpose is technically to give to the Naribwe shaman)
3. A third Golden Sun game might set new records in sales, and Camelot is 
probably too smart to ignore this.
4. One other thing: people who facetiously use the fact that the third game 
won't Actually be called "Golden Sun 3" or Something similar as an arguing 
point (visitors of the TLA message board know wHo I'm talking about) are both 
annoying and on the wrong track. A numbering system isn't used for the game 
titles; I know this and am not stating that "Golden Sun 3" is coming. People 
simply call it that BECAUSE IT'S THE THIRD GAME IN THE GOLDEN SUN SERIES. Make 
sense? If anyone can give me the real name, I'd be glad to call it by that. 
Anything involving "Book Two" or "Book Three" is also incorrect; this would 
likely be displayed in the game's intro sequence, but unless it is displayed on 
the game box (unlikely) it's not the real name.

Q: I canít find <Insert Djinni name here> on the world map! Where is it?
A: If my descriptions arenít precise enough, check out Puyodeadís useful map. 
(on GameFAQs, if youíre reading my FAQ from somewhere else)

Q: How do I get Lift?
A: Isaac's party has it when you join up with him.

Q: My question isnít answered in here!
A: If you're ABSOLUTELY SURE it isn't answered anywhere in my FAQ (especially 
the FAQ section, which has virtually every question I've been asked) E-mail me 
at dpitch40@yahoo.com or, post your question on the GameFAQs message boards. If 
you e-mail me, please put "Golden Sun" somewhere in the e-mail title.
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2.	Walkthrough (Walkr)

a. The Beginning (Bginn)

Ages ago, or so the stories tell, the power of alchemy ruled over the world of 
Weyard.

Alchemy wrought the base elements of humanity into thriving civilizations, like 
lead into gold.

But in time, manís dreams gave birth to untold strife. Dreams of endless 
riches, of eternal life, of dominion over all that lived... Dreams of conquest 
and war.

These dreams would have torn the world apart if not for a few brave and wise 
men, who sealed away the power of Alchemy deep in Mt. Alephís Sol Sanctum.

Prologue from Book One

The town of Vale guarded the secret for many years, until Isaac and Jenna, 
whose parents died in a storm 3 years before, disturbed the sanctum.

Saturos and Menardi, of the Mars clan, followed them into the sanctum. With 
them traveled Jennaís brother, Felix, thought lost in that same tragic storm.

Saturos and Menardi stole the Elemental Stars, the keys to breaking the seal on 
the power of alchemy, and kidnapped Jenna and the scholar Kraden.

If these four jewels were used to fire the elemental lighthouses, the seal on 
Alchemy would be broken.

Isaac and Garet set out to stops Saturos, rescue their friends, and return the 
Elemental Stars to their home in Sol Sanctum.

They banded together with a young Wind Adept named Ivan and pursued Saturos and 
Menardi to Imil, a winter-locked town near Mercury Lighthouse.

There, they met the guardian of the lighthouse, a Water Adept named Mia. With 
her, they pursued Saturos to the aerie high atop Mercury Lighthouse.

Isaac was too late to stop Saturos from lighting the beacon and escaping. Again 
Isaac chased him, crossing Angara to the shores of the Karagol Sea.

Taking passage on a troubled ship, Isaac crossed the Karagol to Tolbi. He spoke 
with Tolbiís leader, a strange man named Babi.

Babi entered Isaac in Colosso as a test of his powers. Isaacís Psynergy won 
Colosso and earned him Babiís trust. Babi revealed a great secret to Isaac...

Thanks to a mystic draught from the lost land of Lemuria, Babi had lived for 
150 years! He offered to help Isaac, who then headed deep into Gondowan.

In the town of Lalivero, Isaac learned that Saturos and Menardi had kidnapped a 
young girl named Sheba, whom the needed within the lighthouse.

Isaac fought and defeated them atop the lighthouse, but he was too late-the 
beacon had already been lit.

A great cataclysm followed. Sheba fell into the sea. Felix jumped in to save 
her, but both were lost in the roiling waves. Jenna left the lighthouse to find 
them, but to no avail...

Isaac went to Lalivero, where Babi asked him to find Lemuria and the remaining 
lighthouses. He gave Isaac a Lemurian ship to make the journey for the lost 
land.

The chapter of our story begins with Jenna, just before the beacon on Venus 
Lighthouse is lit...

VENUS LIGHTHOUSE

Anyway, as the game begins, we see Felix, Jenna, and Kraden in Venus 
Lighthouse. Felix Moves a statue onto a button, lowering a nearby forcefield, 
then leaves. Jenna and Kraden now start talking (youíll see a lot of this in 
both Golden Sun games). Jenna acts worried about Felix and wonders if she 
should have stopped her brother from leaving. As she and Kraden begin to leave, 
the ever-mysterious Water Adept Alex appears. Alex offends Jenna by acting 
surprised that she is concerned about her brother. Jenna asks Alex why he wants 
the lighthouses to be lit. Apparently, he and Kraden want to light the 
lighthouses for the same reason-to resurrect the glorious lost age of men. 
After this, everyone walks into Jenna (yes, into; youíll see a lot of this in 
Golden Sun games, too) and she crosses where the forcefield was. To prevent you 
from following Felix, it reactivates. If you played Golden Sun, youíll know 
that walking into the field causes you to get hurt, so stay out of it. Go down 
the stairway nearby. Not much to do here. Youíll see a Carry puzzle (solved by 
Isaac and co.). Just go through the next door. There are two paths you can take 
in the next room. Donít bother with the stairs, just go through the doorway. 
Before going through the bottom door here, go through the right hand door. Jump 
across the scattered platforms and up the stairs on the other side. Take the 
Herb in the chest and head back across to the other side of the platform room. 
Go down the bottom doorway here and around the long pillar. Head through the 
door, down the hall, and exit the Lighthouse through the next door.

Notice the birds flying around. :) As you continue down, youíre surrounded by 
guards and ruffians. They sound mad about Sheba being kidnapped and demand her 
back. To fight you, they also send for reinforcements. Alex steps in to fight 
them for you. He sends two of the soldiers flying with a water geyser and 
scares away everyone else, disappearing with them. After a moment, you regain 
control. Head to the left out of the area and keep going west. On the way, 
youíll meet a loose Ruffian. He is feeling braver now that Alex is gone and 
fights you. Dispatch him with Jennaís Fume Psynergy and continue on to Suhalla 
Gate. 

SUHALLA GATE

After climbing some stairs, beat another Ruffian. Climb down the vine up ahead 
and approach the cave to the right. Youíll have to fight 3 more Ruffians first. 
Get them with Jennaís Flare Psynergy, which can target all of them. In the 
cave, you can use the nearby Psynergy Stone to replenish your Psynergy. Youíll 
have to fight a Punch Ant first (beat it with your Fume Psynergy). Now, exit 
the cave. 

IDEJEMA

Youíll see a Lemurian ship wrecked on the shore. Kraden somehow jumps into it 
briefly. Apparently, the "thingie" that makes the ship move is missing. Soon, 
Alex appears, as planned. They all notice that Venus Lighthouse still hasnít 
been lit (Isaac and co. are battling the Fusion Dragon now). Soon, however, it 
is lit, causing the ground to shake. The tremors tear the Suhalla Ridge in 
half, detaching Idejema (where you are) from Gondowan! The whole island seems 
to be floating, as it begins to drift away from the mainland. 

You soon see Jenna and Kraden lying stunned. Kraden offers the first funny 
quote of the game: "Iím hungry." How can he be thinking about food now!? In the 
final scene of the first game, Alex appears again and leads Jenna and Kraden to 
Felix and Sheba! And theyíre even alive! Sheba wakes up and tells everyone what 
happened on top of Venus Lighthouse. Soon, Felix wakes up. Everyone sees a new 
continent (Indra) and thinks theyíre saved, but Idejema misses the continent! 
Even worse, a huge tidal wave spanning the horizon (probably caused by the 
earthquake) wells up not far ahead. It strikes the island, knocking everyone 
down. After you (now Felix) wake up, say youíll check yourself for injuries if 
you want a laugh. Go around the island and wake everyone up, except Alex, who 
has disappeared. You find out that the tidal wave pushed you back to Indra! 
After more talking, exit the peninsula and head south to your first town, 
Daila.

b. Daila to Kandorean Temple (Daikt)

DAILA

There isnít really much to do in Daila at the moment. Stock up on new weapons 
and armor with your money (beat monsters for more money) and talk to the 
villagers to learn about various Indra locations (read their minds for more 
information). And finally, get acquainted with the various parts of a typical 
Golden Sun town. Once youíre ready, exit through the south exit. Youíll soon 
meet up with a Venus Djinn calling itself Echo. It will give you a basic 
tutorial on how to use Djinn and then join your party (and become your "pal")! 
You can go to the Kandorean Temple now, but you may want to train your party up 
a few levels first. Anyway, once you think your party is strong enough (and you 
have the latest weapons and armor), head to the Kandorean Temple (it looks like 
3 towers; you need to go across some rivers to reach the temple, which is south 
of Daila). 

KANDOREAN TEMPLE

Once you get there, you find that the front door is locked! Youíll have to take 
the secret entrance. Go around to the left and up the side of the temple wall. 
Notice the leaves covering a hole on the wall here. Have Sheba cast Whirlwind 
on the leaves to blow them away, revealing a staircase leading to an 
underground cavern. Go through the cavern and climb up the rope. Youíre in a 
well! Once you emerge from the well, youíll be inside the walls. Now, enter the 
central tower. Youíll see some monks in training practicing levitation 
(unsuccessfully), overseen by the head monk, who is on an unreachable platform. 
The only way up seems to be to climb a rope, but the rope lies untied. If you 
want to reach the other room, youíll have to enter the Temple through the door 
ahead.

This temple is apparently a training ground for the monks here. If you want to 
get a new Psynergy, youíll have to pass the test. First take the path leading 
north from the entrance. Save before opening the treasure chest here; itís 
really a Mimic. Use your attacks, Djinni, and Psynergy to defeat it and get a 
Game Ticket. Now, go and take the left path (the right one is a dead end). 
There is really only one way to go here, so make your way to the staircase. You 
will be in an area covered in pillars you must jump across like in Venus 
Lighthouse. If you try to jump from the platform you start on, youíll get 
nowhere. Climb down the ladder and make your way through the pillars. Climb the 
opposite ladder. Go down to the south end of the platform and jump across the 
pillars to the door. You will soon come across a fork in a room with the sound 
of running water echoing through the cavern. The right path is once again a 
dead end, so you should take the left one. Head down the stairs to reach a room 
with the large river you heard in the above room. You canít cross the river 
yet. Head down to the bottom of the room and cross here. Head up through an 
opening on the right side of the river and make your way through the rushing 
water and rocks. Once you can reach the upper right side of the room, get onto 
land and go down and right to the door.

Youíll meet up with your first real puzzle. Two circular platforms are 
periodically raised into the air by water geysers. Unfortunately, neither goes 
high enough to go anywhere. To make the platforms go higher, push the provided 
pillar onto one of the platforms to concentrate the water on the other one. Get 
onto it to be taken up to the level with the pits. First, take the right hand 
platform up. Hop off and open the nearby treasure chest. Youíll find the 
Mysterious Card, the first of 3 items on of your party members can equip to 
permanently change his or her class. You probably donít want to equip it yet, 
though. Now, go back to the geyser room and push the pillar onto the platform 
you just used. Take the other one up, hop off it, and climb the ladder to the 
left. Head beck to the right and walk across the rope (donít worry-Felix, 
Jenna, and Sheba are all licensed tightrope walkers escaped from the circus). 
Get off this rope, but donít get on the second one yet. Go between the rocks 
above you and go to the right. Use Move to push the pillar across the chasm and 
jump across. Push the pillar the rest of the way, in front of the air jet. Now, 
go back and walk across the other rope, safe from being blown off. Donít climb 
down the ladder here-keep going along the walkway. Hop across the ledges here 
and climb down the other ladder. Go through the doorway at the bottom of the 
room. Youíll see a Mercury Djinni near the door, but you canít get it yet, so 
keep going. Climb the ladder and 2 sets of stairs. Go around the large pillar 
here and climb the ladder. The sign here says that to cool the rock, you must 
empty your soul... But you donít need to do that. Just use Move to move the 
rock out of the way. Before you go too far up the hallway, save and equip the 
Mysterious Card to Sheba to give her the Juggle Psynergy. Now, keep going up 
the hallway and youíll meet your first Boss.

BOSS BATTLE: CHESTBEATERS

These big blue apes are not all that hard. They are weak to fire Psynergy. Have 
Jenna use Flare or Flare Wall, Sheba use Juggle, and Felix heal as necessary. 
This battle should only take a few turns; the Chestbeaters have only about 150 
HP. After you defeat them, climb the ladder they were guarding and go down the 
winding hallway. After you go through the next door, youíll be in a torchlit 
room. This happens to be the room Master Poi uses to go between the two 
platforms in the temple lobby! You will meet with Poi, who is amazed to find 
that someone not his own student made it through his challenge. He is now 
compelled to give you a sacred artifact that allows you to tie the ropes you 
have seen throughout the temple. He uses the Psynergy, called Lash, to give you 
access to the Lash Pebble. Equip it to any party member you want. You may want 
to exit, but first go back into the temple. Return to the Mercury Djinni you 
couldnít reach before. Use your new Psynergy on the coiled rope to tie it to 
the post. Climb the rope and engage in battle with the Djinni, Fog. Use your 
strongest Psynergy and heal if necessary; the Djinni is stronger than a 
Chestbeater. After you get the Djinni (you may want to keep it on standby to 
avoid messing up your classes), exit the temple and return to Daila. To get 
out, return to the room where you got Lash and exit through the door in the 
southwest part of the room. Youíll be on a ledge the master used; slide down 
the triangular ramp to get to the exit.

DAILA

Heal your party here and buy better weapons if you wish. After youíre ready, 
exit Daila and head east to the Shrine of the Sea God.

c. Shrine of the Sea God and Dehkan Plateau (Shrdp)

SHRINE OF THE SEA GOD

As you enter this cave, youíll see two young boys (Riki and Tavi) on opposite 
cliffs. Tavi was washed away from his friend by the tidal wave that knocked 
Idejema into Indra. Go up to the rope Riki was unsuccessfully trying to throw 
and use Lash to save Tavi. Riki will come back. Overjoyed, they both talk about 
catching a strange creature. They say that it is too fast for them to catch and 
can fly... They instead go to Daila to eat, though. Shimmy across the rope and 
through the door. Head across the two wood bridges here. Youíll notice that the 
next one looks cracked... And that looks like a Jupiter Djinni there! As you 
try to cross the bridge, it breaks. Climb the ladder to the Djinni, who flies 
away. Chase it and it flies away again. Chase it down a long hallway and down 
some stairs. It seems to have forgotten to fly here; its footprints show you 
which way to go.  Youíll soon see a choice of 3 staircases. Take the left or 
right one and head across the bridge. Youíll see the Djinni escaping under you! 
Go back down and up the bottom stairs. Climb down the ladder and follow the 
Djinni. Youíll chase it to a raised loop. No matter how much you chase it, it 
keeps ahead of you. To cut off its escape, push the lit torch into the gap in 
the path. Once you catch it, standby Echo and Fog and prepare for battle. Have 
Jenna attack with Fume and Felix and Sheba use Summons the first turn. 
Following that, have Felix use Cure to heal and Sheba and Jenna attack the 
Djinni until it is felled. Once you defeat it, Breath will join your party! 
There is nothing else you can do here now, do use Retreat and exit. From the 
cave leading to the Shrine, go back to Daila and head south to a fork. Take the 
east path and follow it until you reach Dehkan Plateau. 

DEHKAN PLATEAU

After climbing some stairs, youíll see some holes and cracks. You canít get 
past them; instead, just fall through. In this cavern, go through the door at 
the bottom and take the useful Full Metal Vest from the chest. Equip this 
powerful armor to whoever you want. Go back through the door and up the stairs 
to reach the other side of the holes. Now, walk right and hop across the pillar 
to get an Elixir. Notice how the pillar cracks the first time you step on it 
and crumbles the second time. Now hop across the other two pillars to the other 
side. Notice the strange pillar here. You canít do anything with it yet, so 
just go south and around the bend in the path. You can hop across the holes 
here, but first fall down the open crack at the top of all the holes. Youíll 
land next to a chest containing a Mint, which raises one party memberís agility 
permanently. Use it on your slowest character (probably Felix). Now slide down 
the slope, climb the vine, and go though the door. Climb the nearby stairs and 
push the pillar down. Hop across it to emerge just below the hole formation. Go 
all the way across it now and take the north exit. 

Youíll now face a small puzzle to get your first Artifact Weapon. Hop across 
the pillar here to reach a fork platform. Take the upper pillar and hop to the 
pillar on the right. Hop back and on the pillar again to make it crumble. Climb 
the vine behind it and open the chest to receive Themisí Axe. Since Felix is 
the only one who can equip it, give it to him; it is a powerful weapon. Now, 
exit the area and reenter. Hop across the first pillar and take the lower path. 
Go up as far as you can and hop across some more pillars to the other side of 
the puzzle. As you take the long, winding path to some more cracks, notice how 
all the strange pillars seem to block shortcuts. Donít worry, youíll be able to 
remove them soon. You can go across the next few cracks, but there is nothing 
beyond. Fall down a crack and take the path until you emerge above ground 
again. Up ahead, youíll see a Mars Djinni! As you chase it, it will fall down a 
hole and crack the only safe path. Follow it by falling down through and 
exiting the room you fall into. Go south here and climb the vine. Before you 
exit the area, push the pillar above the exit into the valley to create a 
shortcut to where you are. Now, go to the next area.

You can go down the vine below, but youíll have to solve some puzzles for a 
Nut. Donít go there yet. Jump across the gaps in the rickety bridge. On the 
other side, the Djinni will use a new Psynergy, Pound, to pound one of the 
shortcut pillars into the ground! Go south and fall through a crack. Climb the 
stairs and return across the bridge, climbing down the vine at the other end. 
Walk across the two tightropes and push the first vine-covered pillar you see 
to the right. Climb it and jump onto the plateau, then Lash a rope. Climb it 
and take the Nut, then go back down and push the other pillar off the ledge. 
Climb down it and follow the canyon path to a tall vine. Climb this one and 
youíll be on the other side of the crack you saw before. Go across it and 
follow the Djinni east to the next area. It will jump across a pillar, 
preventing you from following that way. Climb down the vine instead and push 
the vine-covered pillar to the right. Climb up it and jump to solid ground, 
then onto some more crumbly pillars. Jump to the far one, then back to the near 
one to crumble it. Go around the loop and move the normal pillar as far left as 
it will go. Climb up it and jump on the other pillar to crumble it. Climb up 
the vine behind the crumbled pillar and push the pillar here off the plateau. 
Go back down and Move it as far left as you can. 

Get back up on the plateau and jump across. Go down the stairs the Mars Djinni 
went down. Go through the only door to emerge in an underground room filled 
with cracks and the Djinni. If you try to approach it, it Pounds you down 
through the hole. Instead, go across the cracks to the lower right door. Go up 
some more stairs to be above ground. Fall down the right hand hole to the left 
of the stairs to land right on the Djinni! It runs way, dropping a strange 
cube. No, it isnít floating, itís just above you. Go around the cracked floor 
and pick it up to find that itís the Pound Cube. Exit through the top right 
stairs and go through the door. Youíll find the Djinni here, but donít go to it 
yet. Pound down the pillar behind it to cut off its escape, then battle it. 
After you beat the Mars Djinni Cannon, it joins your party. Climb the vines on 
the right side of the room and go through a door and up some stairs. Youíll be 
on top of a new area. Go down two flights on stairs and up one on the left. 
Push the pillar onto the indentation to open another shortcut. Now, go down 
some more stairs to exit the plateau. On the world map, you can see a ship like 
the one you sailed off on at the end of Golden Sun! It is beached and unable to 
move, so just leave it for now. Keep going west until you reach a cave.

d. Indra Cavern to Garoh (Incmd)

INDRA CAVERN

There is not much to do in this cave, but what you do is important. Go up and 
youíll see a strange tablet on a platform. Use Move to slide the pillar one 
space to the right and Lash the rope to the post. Climb the rope and hop across 
the pillar to the platform. As you examine the tablet, strange runes pop out 
and fly into Felix! You can now Summon your first Combo Summon, Zagan! You need 
1 Mars and 1 Venus Djinni on standby to use it. Keep heading along the road and 
youíll come to a town south of Indra Cavern, Madra. Before you enter it, walk 
around in the large forest west of Madra. Soon, youíll encounter your second 
Venus Djinni in a random battle. When you beat Iron, it will join your party. 
If you Set it to Felix, his class changes to Knight! Now, enter Madra.

MADRA

As you look around Madra, you learn that the people here are still on alert 
from a recent attack by people called the Champa, led by a pirate called 
Briggs. Apparently, they believe the person who came on the boat you saw 
earlier was a Champa, and locked him up. Enter the jail in the southwestern 
part of the city and youíll find that the manís name is Piers. As Piers insists 
he is not a Champa, one of the two men guarding his cell starts taunting him, 
causing Piers to use some Psynergy! This scares the man and his partner away. 
If you read Piersí mind, heíll sense it; he must be an adept! As you exit the 
prison, a rich lady comes up. After some talking, she gives you permission to 
cross Madra Drawbridge and enter Osenia. Before you leave, buy all the latest 
weapons and armor, and sell your obsolete ones. Also, enter the Inn, climb the 
stairs, and exit through the top floor. Jump across the awnings on the shops 
and open the treasure chest to get the Nurseís Cap. Now, go to the outskirts of 
town (outside the gate) and go around to the right. Youíll soon see a ladder 
behind some trees and gravestones. Climb down the ladder to be in an 
underground cavern. 

MADRA CATACOMBS

!!!IMPORTANT NOTE!!!
ATTENTION: MAKE SURE YOU GET THE TREMOR BIT IN THE NEXT PARAGRAPH TO SAVE 
YOURSELF A LOT OF TIME!!!
!!!IMPORTANT NOTE!!!

Take the upper door here. Go around through the tunnel and through the next 
door. Youíll see what looks like the ruins of a house. Go through the "door" 
and climb the vine. Up ahead, Move the pillar into the pit and walk across. 
Climb down the vine at the end of the ledge and enter the doorway. Go through 
some more doors and stairs until you reach a chest, which contains the Tremor 
Bit! Now, Retreat out of the catacombs and exit Madra. Walk northeast until you 
reach Madra Drawbridge. 

MADRA DRAWBRIDGE

Because you met the rich lady, the soldiers allow you to pass. Keep going until 
you reach Osenia Cliffs.

OSENIA CLIFFS

Before you cross through, jump across the wreckage (of a Champa ship; maybe 
Piers really is innocent) to reach a chest containing the powerful Pirateís 
Sword. Now, go back to the shore and climb up the vines, crossing over to 
Osenia. Keep heading down the path until you reach Mikasalla (you can enter the 
Yampi Desert now, but you have business elsewhere in Osenia). 

MIKASALLA

Once you reach Mikasalla, do the usual: stock up on new items, heal your party, 
and find the Lucky Pepper in the Inn. Once youíre ready, exit Mikasalla and 
head north. Then, go east until you reach a dark green patch of grass (there 
should be a cave northeast of the patch, but you canít do anything there yet). 
Search the lower part of the patch (near the triangular forest) here until a 
new Mercury Djinni appears! Defeat Sour to have it join your party. Sour is 
somewhat harder to find than Iron was, but keep looking until you find it. Now, 
go back to Mikasalla and head east. Take the southern path at the fork and 
cross some more rivers to reach the next town, Garoh.

GAROH

Go up the slopes here and notice two things. As you go up, youíre forced to 
push pillars that block the way back (donít worry, youíll be able to get back 
out). Also, it seems to get darker as you go on. One you reach a long path, you 
see a small, strangely wolf-like boy come up near a pond and howl, scaring 
Sheba! Could he be a werewolf? Kraden seems excited to find a real werewolf (or 
lycanthrope as he calls the boy) and wants to continue on to the town. As you 
enter the town, more strange things happen. Everyone outside is wearing long 
cloaks with hoods, saying they donít like the full moon (read their minds to 
find that they CANíT take their hoods off; that sounds like werewolves). Also, 
the shops arenít selling anything useful now. All you can do is rest at the Inn 
and talk to the townspeople to find about a mountain called Airís Rock north of 
Garoh. Last, if you go to the northeast part of the town, a full-grown werewolf 
comes out of a seemingly featureless rock using a new Psynergy! Now, exit Garoh 
and head northeast until you reach a bridge. Cross the bridge and go west until 
you reach a mountain in the middle of the desert.

e. Airís Rock (Arsrk)

AIRíS ROCK

You hear the cool music here? Well, youíd better like it, because youíll be 
hearing it for all of the longest, most tedious dungeon in the game. Youíll be 
spending hours traversing the surrounding area, rocky side, and interior of 
this mountain. Anyway, notice the strange rock up ahead. I call them "whirlwind 
stones", for a reason you can find out now. Cast Whirlwind on the stone from 
below to magnify the whirlwind and shoot it at a nearby sand barrier, blowing 
it away. Go through the clear area and west to another stone. Cast Whirlwind 
from above to dissolve another barrier. You canít reach the open area yet. Go 
north to the top of the ground area. Youíll see a large, pink Whirlwind-shaped 
stone behind some rocks. If you want some experience, coins, and a Lucky Medal, 
battle the Mimic here. Go down and around the U-turn. You can go up the stone 
ladder north of here, but it leads to a dead end. Keep heading east to the 
northeast corner of the area and cast Whirlwind on the stone from the right. 
This clears a sand wall blocking a powerful weapon, but you canít reach it yet. 
Go straight down to the southeast corner of the area and again cast Whirlwind 
to the right. Go north, west, and south, around the rock grouping to where the 
sand wall was. Beyond it is another whirlwind stone. Cast Whirlwind on it from 
the bottom twice to clear away two sand barriers. Return to where the first 
barrier you blew away was and go east. Turn north at the fork and take the 
Cookie from the chest. Now go south and west to the first whirlwind stone. Cast 
Whirlwind from the right and go around to the entrance. Go through the cleared 
wall and down through a corridor to another fork. Go down and take the Smoke 
Bomb from the chest, then go north and cast Whirlwind on the stone from the 
bottom. Go around to the north side of the stone and go through this corridor. 
Follow the path and youíll be at the pink whirlwind stone. Cast Whirlwind on 
the stone to clear away the sand on the stone ladder. Climb up it to reach the 
first cliff area.

Walk over to the left and climb up the ladder. Take the left of two ladders and 
drop down the slope on the top. The whirlwind tiki statue will blow you to 
another ledge. Drop down the next two slopes and let another statue blow you. 
Once you stop, push the pillar to the left over the ledge to create a shortcut. 
Now, go to the right and push another pillar. Walk across the pillar in the pit 
and climb down the ladder up ahead. You can now take the item in the chest you 
opened up earlier, which contains the powerful Storm Brand (equip it to Felix). 
Climb back up the ladder and then take the left of two ladders. Climb down the 
other ladder to a ledge, where youíll be blown by another statue. Climb the 
ladders above you to be right next to a pillar getting hammered by a tiki 
statue. Push it get down and get blown by the statue. Climb up the long ladder 
and then start climbing another one. Carefully time when you climb so you donít 
get blown off the ledge as you make your way to the top. Slide down the 
indentation and push the pillar to the right. Climb down the ladder and walk 
across the statue (when it isnít shooting air) and get the Sleep Bomb. Let the 
statue blow you back up and walk right to the next area.

Climb the ladder here and donít get off at the first fork. Keep climbing and 
get off on the next landing. Move the left of two pillars to the left and climb 
back down to the landing you passed earlier. Slide down the slope to the right 
and let the statue in the ground blow you up higher. Walk over to the left and 
Move the other pillar to the left. Jump to the space you created. Slide down 
the slope and let the statue you land on blow you up high. Climb up the stone 
blocks to the left and get off on the ledge. Climb up the next ladder to a 
misty area with another pink whirlwind statue. You canít reach it from here, 
though, so just Move the pillar into the pit onto the metal plate. Go back down 
to the right of where the statue blew you upward and slide down two 
indentations. Walk to the left and climb to the top of the ladder (get off on a 
ledge below the one you were one before). Climb up the ladder to the west here 
to be on a ledge just below the one with the whirlwind statue.  First, climb 
the ladder and cast Whirlwind on the statue to clear away the mist. Now go back 
and take the alternate route back up here (where you cast Move) and climb the 
ladder above you. At the top, youíll find the powerful Fujin Shield. Return to 
the other side of the once-mist area and climb the ladder there. Youíre now on 
the summit of Airís Rock (finally). Cast Whirlwind on the statue here to open a 
hole on the top of the mountain leading inside! Climb down the ladder and 
enter.

If your party is running low on PP, take the Psynergy Stone here. Go around the 
path here and climb down the ladder. Youíll see a gray tiki statue and a huge 
statue with its mouth closed. You canít do anything here yet, so just go around 
the ledge and to the next door. You will be in the main cavern of Airís Rock, 
with two doors to choose from. Take the left one first and climb down the 
ladder. Push the pillar onto the pad and return to the main cavern. Go through 
the other door you could choose from. Follow the only path until you reach a 
ladder. Climb down it to reach an interesting puzzle. There are 3 normal 
pillars in two "zones" and 4 Poundable pillars. Only 2 of the pillars can be up 
at once. Anyway, here is the solution. Push the pillar on the right onto the 
Poundable pillar (Pound it down first). Donít bother changing the left set of 
Poundable pillars, but push one pillar to the top right of the pushable "zone" 
and the other right below it. Now, climb back up and hop across. Go down and 
across the floating platform to another whirlwind stone. Use it to blow away 
some sand. Return to the pillars and go through the way the sand was blocking 
to... another whirlwind stone! Cast Whirlwind on it from the top to blow away 
another sand barrier. Go through where this barrier was and down the ladder at 
the end of the hallway. Push the pillar here all the way left, onto the pad. 
Climb back up and backtrack to near where you entered the room. Jump over the 
platform and to a new ledge, from which you can reach some stairs.

Youíll see a pushable "zone" here without a pillar; donít worry, youíll get one 
there later. Head up and climb down the ladder, go right, and climb up the next 
ladder. Go right again to the doorway and up. Youíll see an air jet being 
blocked by a pillar. Push the pillar out from the jet to make another jet 
disappear. Go through the area the jet was blocking and then up and around to 
another pillar and air jet. Move the pillar to the right from across the gap 
and go through the area previously guarded by the air jet. Move the pillar back 
to where it was at first from across the disappeared steam jet. Now climb the 
ladder and hop across the pillar. Go down and down the ladder. Push the pillar 
here onto the pad and climb the other ladder. Go down and around and push the 
next pillar onto the pad to relocate another air jet. Go back and jump across 
the other pillar you pushed onto the pad and go down. Slide down the slope, 
climb the ladder to the left, and go through the rocks that were inaccessible 
before. Now, go through the next door.

All you can do here is jump across some platforms (floating and non) and enter 
the next door. Go up and down the ladder to another whirlwind stone. Use it to 
the left to turn a huge spinning device. Climb back up and jump across it, then 
climb down and up the two ladders. Take the north path first and push the 
pillar here onto the pad to make yet another shortcut. Go back and take the 
west path, which curves up and around to another whirlwind stone. Blow the 
spinner back to its original position and go to the platform just before the 
pillar you pushed. Jump across the spinner, walk over the rope, and go to the 
next staircase. You can go around and grab the Elixir here if you wish, but 
then go back and take the long hallway north. Climb down and go across the 
floating platforms. Hop across several more platforms until you reach a ladder 
which you should climb. Hop across the nearby gap and use the whirlwind stone 
to blow the spinner above. Go north and hop across it, then go around the 
northeast side of the room and blow it back to its original position. Climb 
back up and hop across (too... much... hopping...). Donít slide down the slope 
to the left; hop across the pillar and shimmy over the rope. Go through the 
hallway ahead, hopping over some long pits, until you reach a door to the next 
room.

Hop across the gap here in the main cavern and climb all the way to the ground. 
Go down the stairs here to emerge in a rough underground cavern unlike the 
carved out ones above. A huge Psynergy stone, the center of Airís Rockís wind 
power, is in the center of this room. Examine it if your party is running low 
on Psynergy and keep going around the room to the next stairs. Youíll emerge in 
the center of the main cavern. Youíll see 3 paths of floating platforms. Go 
down the rightmost one and through the doorway at the bottom of the cavern. 
Youíll emerge... outside! On the side of Airís Rock! To open up a handy 
shortcut, push the pillar to your left onto the metal pad. Now, go through the 
door and beck into the rock. Hop across either of the other floating platform 
paths and youíll be near a pink whirlwind statue. Use Whirlwind on it to 
activate the huge tiki head and all the small ones in the room! Now, stand on 
the tiki statue just below you to be blown all the way up to the top floor. 
Youíll be on a platform you couldnít reach before. Cast Whirlwind on the pink 
statue just above you to activate the rest of the statues. Move the pillars on 
your left and right onto the pads and hop over to the bottom right to find a 
Vial. Now go down the stairs you took the first time to reemerge in the top of 
the main cavern.

Now that the statues are activated, go to the right into the doorway; itís time 
to get a Combo Tablet. Go southeast to the pillar you pushed earlier. Hop 
across it and go northwest down the stairs. In here, go up, down and up the 
ladders, and north to another blocked air jet. You know how unblock it; do so 
and go down to the other side of some rocks and a ladder you climbed. Push the 
seemingly useless pillar one space to the right and then go up. Hop across the 
padded pillar here, go down and up the two ladders, and up to the tiki statue. 
Let it blow you across the gap and walk down to the whirlwind stone. Fire a 
gust of air straight down. The gust catches the pillar and blows it to a better 
spot. Return to where you entered the room and push the pillar to the right 
into the gap. Hop across it and go up to find... the Flora Combo Tablet! Now, 
go back to the main cavern. Go through the door to the far left again. Now that 
the tiki statues are activated, stand in front of the one nearby to have it 
blow you across the gap. Hop to the right across the pillar you pushed earlier. 
Soon, youíll find a tiki head on a pushing "zone" push it all the way to the 
top and let it blow you to the Clarity Circlet (equip this to Sheba). Slide 
down and return to the statue. Push it 5 squares down and let it blow you 
again. Through the doorway below, push the pillar onto the brown pad and go up 
and left, around to a series of platforms. Jump over to a pillar blocking an 
air jet. Move it left onto the pad. Now go back to the other side of this 
disappeared air jet and go down the stairs.

Go right and shimmy across the ropes and up the ladder. Climb across one more 
rope and down to the stairs. Go around to the left and use the whirlwind stone 
to the south and east to blow a tiki head to a good position and blow away a 
sand wall. Go over to where the sand wall was, climb down the ladder, and go 
south to the other ladder. Let the repositioned statue blow you to a chest 
containing (uh-oh) 666 coins. Slide down from the evil chest and go down to two 
ladders. Climb the right one and, before you take the stairs, keep going up and 
push the pillar down. Return to the stairs and use them. Youíre almost there! 
You will have a choice of two paths here. The main one has a whirlwind-spitting 
statue at the other end, preventing you from getting up. Take the left path 
(and the Vial) and at the north side of the room, Move the statue behind a 
rock. Return to the path you couldnít take before and go up it to the next 
stairway. Go over to the door and enter the main cavern one last time. Climb 
down the ladder and let the statue blow you to the other side. Climb the long 
ladder here and hop across the floating platforms to a strange door.

Enter the door to emerge in a wall-less room with a pink flashing floor. Jump 
across the platforms straight ahead of you. Donít worry about how they 
disappear; youíll be able to get back. As you approach the stone on the 
platform here, it tells Sheba to touch it. Doing so, she learns the Reveal 
Psynergy! Don't you wish someone could have just given it to you like in Golden 
Sun? Anyway, take either the left or right platform path from the large place 
you got Reveal. Use Reveal on either ring of platforms (remember the shape the 
platforms make) to find a hidden platform. The left path leads to a Psy Crystal 
and the right leads to the exit. Once you leave the room, Retreat your way to 
the beginning of Airís Rock and exit, returning to Garoh.

f. Garoh revisited to Osenia Cavern (Garal)

GAROH

Now, return to the northeast corner of the town. Youíll see the werewolf pop 
out of the rock. Use Reveal to find a hidden doorway and repeat his trick. Soon 
after you enter the cavern, the werewolf child appears briefly. Follow him into 
the catacombs. Soon, youíll emerge in a room with a strange rock in its center. 
As your party prepares to search this room to find where the child went, the 
adult werewolf comes out and speaks! The werewolf introduced himself as Maha. 
He deduces that you know Whirlwind and learned Reveal at Airís Rock-how did he 
know? Maha tells you about how werewolves were once slaughtered in 
"purification" and sends you to the inn to rest. You donít get healed though; 
thatís what you get spending the night for free. Exit the inn (itís morning 
now!) and return to Maha to finish your conversation with him. Kraden 
accidentally insults Maha by telling him he thinks itís unusual for werewolves 
to change their shapes. Maha gives you some examples of how other animals 
change their shape and insults Kraden about not giving it enough thought. They 
talk about Adepts and how Felix and Jenna came from the base of Mt. Aleph, 
which is legendary to Garoh. They discuss how the Psynergy Stone in the heart 
of Airís Rock is giving the people of Garoh their powers. After some pacing, 
Maha gives you a Jupiter Djinni (Ether) for your help with his mysteries! 
Before you leave, try using Reveal and going into the rock Maha came out of for 
a laugh. Is that really where he lives!? Before you go, explore the catacombs 
linking Garohís houses to find a new sword and buy some items from the shops. 
Now, leave Garoh and go to Yampi Desert (you probably saw it just after Osenia 
Cliffs).

YAMPI DESERT

All you can do in the first area is Pound down a pillar in the lower right 
corner to find a chest containing the Guardian Ring. In the next area, youíll 
encounter a weary band of adventurers trying to get to Alhafra. You canít help 
them yet. Go on to the next area. You should see a pillar blocking a path 
through two plateaus here. Pound it down and go through and right. After you 
pass two Poundable pillars next to each other (donít Pound them), youíll see 
another blocking pillar. Pound it down and go northwest from it. Pound a pillar 
at the foot of a cliff to uncover a ladder. Climb it and jump your way to the 
lower right plateau. Here youíll find a new Jupiter Djinni, Blitz. Beat it to 
make it join you. Now go back to the ground level, southeast of the Blitz 
plateau. Slide down the slope and continue to the next area. If your party is 
running low on PP, take the Psynergy Stone here and then Pound the middle of 3 
pillars to uncover a ladder. Climb it and go on to the next area. Here, a shape 
is moving around under the sand. Pound down the only standing pillar to divert 
its fixed course. The shape jumps out of the sand, revealing itself to be a 
giant scorpion, and scuttles on to the next area. Obviously you should follow 
it. Before you do anything else, set Pound to L or R; youíll need timing for 
the next two areas. Use Pound on the lone pillar in this area when the scorpion 
is northeast of the pillar, near the top of the screen (keep in mind the 
scorpion keeps moving when the first is Pounding the pillar down). This should 
make it move on to the next area. If not, exit the area and try again. In the 
next area, Pound the right hand pillar when the scorpion is northwest of it, 
before he turns south. This should make him go up to a sandy pool. Before 
following, Standby your Djinn and prepare for a boss battle.0 When you step on 
it, the scorpion pops out and uses a new Psynergy, Scoop, to make you both drop 
down to an underground cavern.

BOSS BATTLE: KING SCORPION

The KS is the first of a long line of "joke bosses". Although he has over 1000 
HP, the King Scorpionís attacks are ridiculously weak, doing only about 10 
damage per hit. Just Summon your strongest creatures and then attack him with 
Psynergy, healing when necessary. Once you beat him, pick up the stone he 
drops. Itís the Scoop Gem! Try it out on the sandy spot you landed on to 
uncover a geyser that takes you back to the surface. Return to where the 
stranded adventurers are and go south. You should soon see another sandy patch 
that you can Scoop. When you Scoop it, youíll uncover an underground cavern. 
Follow it to emerge east of the travelers, near an oasis. Climb up and down the 
ladder until the travelers notice you and follow your tracks to the hole. Go up 
from here to the next area. Scoop the lower right patch of sand in the middle 
of rock to find 315 coins, then go through the doorway to another cave. This 
cave is filled with sandy rivers flowing around. It should not be too hard to 
get the Hard Nut and Blow Mace (you need to use Pound from a square away from 
the pillar, not right next to it) in here. Once youíre ready, go down the 
ladder and out of the cave. You will now be in an outdoor area filled with sand 
waterfalls. Let the first one carry you to the ground and use reveal on the  3 
by 3 patch of rocks. They form an arrow pointing to a cave you cannot reach 
until the end of the game. Keep going on through the valleys to reach another 
square. Reveal this one to find a chest with a Lucky Medal. Climb up the ladder 
beyond this and make your way past two sand waterfalls. Keep going on the pink 
cliff to a rope. Lash it to the other post and climb up it. Fall down the right 
side of the nearby sand waterfall to land on a rock. Get off the waterfall on 
the right side and take the class-changing Trainerís Whip from the chest. 
Return to the ladder near the Lucky Medal chest, go past the two waterfalls, 
and climb the ladder. Go to the right side of the first waterfall you crossed, 
go over the first fall on it, and get off the right side. Now simply walk to 
the northeast and exit the desert. Alhafra is visible from the exit of the 
desert.

ALHAFRA

As you go north to the statue in this large town, youíll see the band of 
travelers you met in the Desert reaching their destination. They soon walk off 
to see the mayor of Alhafra and talk about the menace of Briggs. As they walk 
off, youíll notice a suspicious character lurking behind some trees. If you 
talk to him, his suspicious behavior and running off make it obvious heís one 
of Briggsí lackeys! Go north and buy the latest gear, then go down the stairs 
to the east and head over to the shipyard.

EASTERN ALHAFRA

As you get on board Alhafraís only ship, itís obvious that the tidal wave 
severely damaged it. Some more of Briggsí lackeys are here, observing the 
damage. You canít do anything here yet, so go down below decks. As you walk 
down a long hallway, standby all your Djinn. Soon, youíll see a sea fighter 
talking with Briggs himself! The sea fighter and Briggs are discussing the 
mayor of Madraís arrival and how Briggs and his crew arenít really pirates, 
just people trying to save their hometown of Champa from starvation. They also 
talk about how they steal from only the non-risky towns that are not on alert 
for their arrival, to ensure their success and prevent people from coming after 
them. After the sea fighter makes a comment about Briggs "having brains coming 
out of his ears", Jenna gives you away by saying that thereís nothing smart 
about that. Sheba and Jenna try to tell Briggs to come with them and tell the 
mayors that Piers is innocent, but you instead get into a fight.

BOSS BATTLE: BRIGGS AND SEA FIGHTERS

Once again, youíll be battling up to 3 enemies. Concentrate all your Summons, 
Psynergy, and attacks on Briggs. If you try felling Sea Fighters, Briggs will 
just whistle for more. Just keep your party well healed and concentrate on 
Briggs. After Briggs is gone, the remaining Sea Fighters will be easy. After 
you defeat Briggs, heíll drop a Vial. Briggs, always the gentleman, asks you to 
turn him in. Jenna says that he first has to say that Piers is innocent, and 
Briggs mainly agrees. Soon, a strange woman comes and asks you to forgive 
Briggs and his men. She says that she is Chaucha, Briggsí wife. Briggs tells 
you to leave his wife out of this (she is no pirate) and Chaucha once again 
says that Briggs is stealing to help Champa. Lately, the sea that the Champa 
had depending on started warming up, causing the fish to disappear. Their soil 
is also barren, preventing crops from growing. Sad... After everyone laments 
the Champaís plight, Kraden tells you that it is very far away, on the other 
side of the eastern sea. Briggs explains that they had to steal from far away 
towns, or else it would be obvious who the pirates were. Then no one would 
forgive Briggs, not even his... grandmother!? How old is she?? Then, the two 
mayors and their entourage appear at the stairs. The mayor of Alhafra is 
shocked that Briggs and his men really are pirates, and the mayor of Madra is 
insulted that the other mayor would not take his word. After some talking and 
reminiscing, everyone introduces themselves. After Briggs talks with the mayor 
about who owns the ship youíre on (apparently Briggs bought is with money he 
stole), Briggs agrees to go to jail. He asks Chaucha to take care of Eoleo (he 
has a son, too?) and leaves. Another Madran leaves to go and free Piers. Before 
the mayors leave, the mayor of Alhafra invites Kraden and you to his mansion. 
Before you leave the boat, go down to where Chaucha came from. Move the box out 
of the way and enter the door. Before you leave the boat, go down to where 
Chaucha came from. Move the box out of the way and enter the door. Youíll see 
some bread lying on a box. Have Felix use Tremor to knock it down and take it. 
Now go back above deck. Now that the Sea Fighters are gone, you can fix the 
boat. Here is a list of things you should do to fix it:

Move the rock just below the horizontal log one space down, then push it the 
rest of the way into the water.

Push the log in after the rock.

Walk down the mast and push the rock here into the water.

Move the large box on the sail down into the water.

Walk to the upper right tip of the mast pole and walk up the rope. On the bow 
of the ship, Lash the rope and shimmy up. Climb down the two vines and Pound 
the pillar into the water.

Use Move to move the box in the lower right corner of the area to the left, 
from below.

Go over to the left and get onto the log you pushed. Climb the rope and go all 
the way around back to the upper side of the box you Moved. Move it the rest of 
the way into the water.

Now, return to Alhafra. Give the kid at the foot of the stairs leading to the 
harbor the bread you found on the ship and heíll have his dad give you 
permission to enter the caves under the mayorís mansion. The mansion is north 
of the town; the cave is west of that. Once you enter the cave, go down the 
stairs and go roughly south from there. You only need Pound and Lash to get the 
123 coins, Ixion Mail, and Lucky Medal. Before you leave Alhafra, visit the 
mayor. Now, return to Mikasalla (there is a shortcut leading to near Airís Rock 
if you go south from where you left the Yampi Desert for Alhafra).

MIKASALLA

Go to the lower left corner of the town, to the sheep and chicken. Read the 
chickenís mind to find that you need to dig here. Use Scoop on the upper left 
part of the sandy patch (keep trying until you find the spot) to uncover a 
ladder. Follow the cave and go north from its exit to find a Mars Djinni, 
Spark. You donít even have to battle it! Now, return to the cave you saw 
northeast of the patch of grass you found Sour in.

OSENIA CAVERN

You can use Scoop on the X here and follow the cave to get a new Summon, 
Megaera! Now, go back across Osenia Cliffs. On the southwestern side of Indra, 
youíll find the Gondowan Cliffs. 

g. Gondowan Cliffs to Kibombo (Gckib)

GONDOWAN CLIFFS

You canít fully explore this area until you get your 4th party member. As you 
enter, youíll see a dog sniffing around on the ground. Use Scoop on the sandy 
spot near him and youíll unearth a geyser. Stand over it and when it lifts you 
up, jump off onto the cliff. Slide down the chute and hop over the gap. Go left 
and up. Pass by the post here; youíre on the wrong end to use Lash. Climb the 
two vines and head left to find three chutes. Slide down the middle one and 
keep going around the cliffs to find a large brown stump. Move it left into the 
water. Go back on this cliff and slide down the chute, then climb down the vine 
to some platforms on the water. Now that you Moved the stump down, you should 
be able to jump to another vine. Climb it and go up to another vine. Once 
youíve climbed it, go down around to a short gap you can jump. Climb down the 
nearby vine after jumping. Go up and climb the series of four vines (donít walk 
the tightrope just yet). Go around the northeast part of the cliffs. Youíll see 
a puddle, but you canít do anything with it yet. Keep going down to find a Mars 
Djinni, Kindle. Defeat it in battle to have it join you. Go up and right to yet 
another vine. Go southeast and climb down two more vines, go south to find the 
Laughing Fungus. Now, return to the tightrope, cross it, and go southwest to 
the other side of Gondowan Cliffs. Exit it and head north on the world map. 
Youíll see a town up ahead, but donít enter it yet. Cross the bridge to the 
southwest. Go due south, crossing another bridge, to the southern tip of 
Gondowan. Walk around in the southeast forest here until a Mercury Djinni, 
Chill, appears. As usual, defeat it to make it join you. Now, return to 
Naribwe.

NARIBWE

There is not much to do in this tribal town. There are a few treasures like a 
Thorn Crown that can easily be reached with Psynergy. You should also visit the 
basic facilities of any town, like the shops. And before you leave, enter the 
building in the northeast corner of the town. For 20 coins and your Laughing 
Fungus, the witch doctor will read your fortune. After heís done with his 
little dance, exit Naribwe and keep going north. It shouldnít be hard to get to 
Kibombo Mountains.

KIBOMBO MOUNTAINS

Apparently, a ritual is going on in Kibombo up ahead, and the mountains are 
heavily guarded to prevent people from coming and intruding on the ceremony. 
Once you reach some stairs with two torches, avoid the guards by going to the 
right. Push the box here to as far right and up in its indentation as it will 
go, and then Move the other box to the left. Climb the vine and hop across. 
Climb up the next vine and go northwest, across the gate. Head southeast and 
push the pillar down, then climb the next vine. Go up the stairway to... A box! 
There is a guard on the other side of it, so stay behind it and push it to the 
right until you can climb the vine. Go right until you reach a chute on the 
cliff side. Slide down it and go up to a treasure chest containing the Disk 
Axe! Equip it to Felix, but save the Storm Brand; it will come in handy once 
your fourth party member joins you in the next town. Now, do back to the chute 
and use the pillar here to prevent the guard from catching you climbing the 
vine. Go back to beyond the chute and use Lash to get across the canyon. Go 
north to the other area.

You can hop right across some tree trunks to get past the guard up here, but to 
get the Power Bread, move the box on the ledge he patrols near so that it lands 
on him. You can now safely pick up the Power Bread. Continue on the path and 
climb the viney trunk. Hop across the two next trunks and push the pillar so 
that it traps the watchdog to the south of it. Climb back down and enter the 
cave north of the two tree trunks. Take the Smoke Bomb from one of the boxes 
and exit. To prevent the dog from alerting a guard now, use Tremor on the box 
to knock a bone to the ground. Now that the dog is distracted, go down to the 
area he was trapped in and open the chest to get a Tear Stone, your first 
forgeable material. Go back northeast and enter another cave. Go around the 
loop to the exit. Climb the vines and make your way along the ledges past the 
last guard. Climb down the vines and stairs and exit the mountains. Continue 
north across the small piece of land until you reach Kibombo.

KIBOMBO

Because of a ceremony concerning someone named Akafubu, all the buildings are 
blocked off with torches. You learn that Akafubu led a team of Kibombo warriors 
to steal Piersí Black Orb from Madra to replace the "faulty" jewel he used 
before. Akafubu is trying to make the Great Gabomba (the Kibombo deity) notice 
his jewel and take it in his tongue (weird...). Go back to the entrance of town 
and go left through some statues. Lash the rope to the post and climb it. Hop 
across the pillars and head north. Hop across more pillars and a rooftop to 
reach the other side of the village. Continue north to the area where Akafubu 
is performing his ceremony. Youíll meet up with Piers! Your party talks with 
him about how Piers is trying to get back his Orb, which allows him to operate 
his ship. You also see Akafubu performing the ceremony. He uses the Lift 
Psynergy to move the Orb up to the Gabomba, which opens its eyes! However, it 
soon stops noticing and closes them. Piers thinks that the reason the Gabomba 
is not awakening is because something is wrong inside it. He canít find a way 
to reach the statue, though. Use Move on the pillar up ahead. Piers is amazed 
that you are Adepts and reveals that he is an Adept also. Even more amazingly, 
Piers is a Lemurian! He and Kraden have a long talk about Babi and Lemuria. 
Once they are done, Piers decides to team up with you to get the Black Orb and 
joins your party! Take the Psynergy Stone up above if you are running out of 
PP, then go around the back of the statue and climb down the vine. Use Scoop on 
the crack of ground near the vine and climb down the ladder.

h. Gabomba Statue to Madra Catacombs (Kbsmc)

GABOMBA STATUE

Go through the tunnels to the next ladder; there is only one way you can go. 
Notice the large gears preventing you from going back. You can still slide down 
the chute, though. Strange... As you trek through the Gabomba statue, you 
notice it is more mechanical than magical... Besides the next ladder, the only 
two things of interest here are a Mimic (the chest below the entry ladder) and 
a chest containing the Bone Armlet, a useful piece of armor for Jenna or Sheba. 
After you climb the next ladder, youíll emerge in a room filled with gears. You 
canít pass through the large propeller gears here yet. Go to the upper left 
corner of the room and use Lash as the post on the rotating gear passes closest 
to you. If you did it right, the gears will be stopped, allowing you to pass 
through. On the next floor, make your way around to another ladder (ignore the 
Venus Djinni for now). In this gear-filled room, go down and around, past the 
ladder, and up to a hall leading to the left side of the room. As you reach it, 
youíll notice a mouse jump between several gears and disappear. Remember how 
the mouse jumped from the vertical gear to the horizontal one and continue on 
to the next ladder. Climb down one more ladder and go down the mazelike hallway 
to a flashing gear. You can only reach one of the two Pound posts near it, so 
Pound it in. Return to the room with the mouse and follow its path across the 
gears to the right side of the room. Climb down the ladders here to be on the 
other side of the flashing gear room. Grab the Elixir in a chest, then go down 
and Pound the other pillar to reverse the direction of the gears in the statue.

Return to the gear-filled room, to the two pink vertical gears. While standing 
above the left gear, walk down to ride it and fall down to the floor below. You 
are now in position to get the Venus Djinni Steel (youíll have to fight it 
first). Use Lash and return to the floor above. Go down from this ladder to the 
ladder on the bottom of the room. Climb it to reach a new floor. Now that the 
gears have been reversed, you can walk through the propeller gears and climb 
yet another ladder. The room you emerge in happens to be behind the Gabomba 
statueís mouth; you can see its tongue retracted on some gears! Also, notice 
the groove in the floor leading to a miniature Gabomba statue. Climb the next 
ladder to emerge behind the Gabombaís eyes.

As you reach a floor with strange looking tiles, you hear Akafubu telling his 
priests to focus their energies. He is getting ready to try the ceremony again. 
As he makes the Orb float, energy flows along some circuits on the floor in the 
room youíre standing in. Some of the tiles are not turned right, so the energy 
stops and the Gabomba statue closes its eyes. Kraden reasons that you should 
use Pound and the two switches on top of the room to complete the circuit. If 
the ceremony succeeds, the Orb will be in the statue so you can get it. To 
solve this puzzle, first Pound the pillar on top of the room (you may want to 
set Pound to L or R) to make the brown tiles float. Press either of the two 
buttons on top of the room to rotate all the tiles. When a tile is in the right 
position, Pound it down to stop it from rotating. I canít give you any more 
help, because the puzzle is randomly set up. The puzzle is reminiscent of the 
energy circuit puzzles in Venus Lighthouse, so GS1 experience helps greatly. 
You need to make energy pulses from the red and blue statues in the room reach 
the Gabomba head in the middle. Also, note that Akafubu will try again 
automatically, whether youíre ready or not, but if he tries before you finish, 
donít worry; just continue where you left off after he starts counting down 
again. After you solve the puzzle, the Great Gabomba responds to the orb by 
sticking its tongue out and grabbing the Orb! Akafubu follows the Orb and walks 
into the statue on its tongue. Your party is standing around another miniature 
Gabomba with a hole in its base. You see the Orb come in through the tongue and 
roll into the hole. How will you follow it? Sheba notices there is light on the 
other side of the hole.

After Kraden says there must be a room on the other side, then Akafubu comes in 
and sees you! He demands to know what you are doing here, and Piers says he is 
taking back his Orb. Jenna shows Akafubu the puzzle you solved to help him 
complete the ceremony. After that, Akafubu puts something (maybe the old jewel) 
into the statue that Orb rolled through and opens it. After you regain control, 
follow Akafubu through the doorway. Go through the hallway to the elevator, 
which automatically descends. You soon see Akafubu, who has followed the old 
witch doctor Oeiaís instructions to the final chamber. After he finishes 
talking, take the Orb. The statue holding the Orb makes it float and gives 
Akafubu the feather and robe of a witch doctor. Akafubu runs off, happy to be a 
witch doctor. The statue then turns to you. It tells you that Akafubu ran off 
too soon and forgot some magic that he will need. It decides not to give this 
magic to anyone yet. To get it, youíll have to return later when you can use 
Cyclone. Now, take the Black Orb. The narrative tells you that, despite being 
mute, Felix told the story of the Gabomba to Akafubu, somehow making it last 
all night! After talking with Akafubu and his father Oeia, you can go around 
and enter Kibomboís buildings. Buy the latest weapons and armor, sleep at the 
inn, then leave Kibombo. Backtrack all the way to Madra. As you go, there are 
some things you should do in Kibombo Mountains and Gondowan Cliffs.

KIBOMBO MOUNTAINS

After climbing the first 3 staircases leading to the mountains, go south to a 
puddle. Have Piers use Frost on it like you saw him do in jail to turn in into 
a pillar. Climb another staircase and hop across the pillar. Climb a vine and 
use Growth on the plant (give Felix a Mars Djinni or Jenna a Venus Djinni to 
get it). Climb up this vine and get your new Jupiter Djinni, Waft (youíll have 
to fight it first). Now, continue through Kibombo Mountains and make another 
stop at Gondowan Cliffs (the guards are all gone now that the ceremony is 
over).

GONDOWAN CLIFFS

After you climb to the cliff top and start going west and south to the next 
area, you should pass another puddle. Freeze it, climb the vine up north, and 
hop across. Slide down the chute and head southeast to get some Healing Fungus. 
Now, continue on to Madra.

MADRA

As you talk with the villagers, you learn that a sea monster has been causing 
fish to wash up dead on the shores near Madra by raising the oceanís 
temperature (donít worry, the Inn serves only fresh fish). The sea monster can 
only be defeated with a trident of some kind and seems to reside in the eastern 
sea. Also, you learn a little more about two more boats. First, there has 
finally been some progress in the boat in Alhafra. And more importantly, some 
travelers have passed through here, coming in a ship identical to Piersí. You 
soon learn that the travelers are Isaac and his party looking for Lemuria! 
Anyway, go to a two-story building around the middle of town. Talk to the old 
man and give him your Healing Fungus. In return, they give you their pet Mars 
Djinni, Char! Obviously, you wonít have to battle it. Now, go to the mayorís 
house in the northwest corner. As you approach the steps leading to it, a red-
haired woman laments not being able to find her sister, Menardi. MENARDI!? 
Could she really be the sister of one of the villains in Golden Sun? She also 
seems to be denying Menardiís death. Although she is just as mean as her 
sister, this woman is no threat to you now. You can also get a clue by learning 
that she is an Adept and senses Psynergy.

Now, enter the mayorís house. He apologizes for losing Piersí Black Orb. Piers 
tells them he already went to Gondowan and got it back. As you leave, the mayor 
gives you the Cyclone Chip! After you finish your talk, the strange woman 
overhears your name. Sheba tells her that her sister is dead. She says that 
Felix would never be a match for her sister. She says that although she can get 
to the remaining Lighthouses, you will have to find your own way. She vows that 
you will help her find Isaac and avenge her sister, revealing her name to be 
Karst before she runs off. Everyone worries about Karst now, and Piers notices 
that Karst said "we", not "I". Could Karst have a partner like her sister? 
Sheba suggests warning Isaac about Karst and her partner, but Kraden says you 
would probably end up fighting them. Sheba asks Jenna why she canít do 
something, since she and Isaac are an "item" (obviously, this makes Jenna turn 
bright red and start to stammer, commenting "stupid Sheba"). Kraden ends this 
awkward moment by reminding everyone of your next destination: Jupiter 
Lighthouse. Jenna asks what they will do about Garet and the others. Sheba asks 
her if she means Isaac, embarrassing and enraging Jenna even more. Kraden once 
again breaks them up. He tells them to keep going as Saturos and Menardi would 
have done, then lets you regain control. Now, head back to the Madra Catacombs 
through the entrance behind the city walls (the other one was blocked off by a 
rockslide).

MADRA CATACOMBS

Go down the path to a closed door. Use Reveal to find a switch to the right of 
it and press it to open up the door. Go northwest to find a doorway. All you 
can do in this ruined room now is go through the right hand door and take the 
staircase leading up. Head down the hall and take the down staircase to find a 
Lucky Medal. Now, exit the building. Cast Frost on the puddle to the right and 
go northeast to find a vine-covered pillar. Move it into the indentation. Go 
down to a chest in some ruined walls containing an Apple. Move the pillar to 
the right into its indentation and climb up the viney pillar. Make your way 
around the right side of the catacombs (use the rocks blocking the other 
entrance as a platform) to a rope. Lash it to the other side, climb it, slide 
down the chute, hop across the frost pillar, and enter the door. You can now 
reach a new door in the building. Enter it and use Tremor on the bookshelf 
(from the left across the chasm) to make the chest on the bookshelf fall down. 
Exit the building and go around the left side of the catacombs. Climb down to 
an ultra-useful Mist Potion, then slide down and use the entrance to the 
building you used a little earlier. Go straight from the entrance to a double 
door. In the room beyond, youíll find the chest that dropped, which contains 
the Ruins Key. Exit this room and take the right doorway in the "lobby". Go 
down the nearest stairs here and use the key to open the doors. On the other 
side lies the Combo Tablet for the Moloch Summon!

Now that you have it, Retreat from the catacombs and exit Madra. If you talked 
to the mayor of Vault after the bandits in GS1 escaped and linked up, the 
bandits will appear. They demand to know where he went. When you donít tell 
them, they fight you. Use Psynergy, Djinn, and Summons to beat them and win the 
Golden Boots! Afterwards, return to Piersí ship, near the Dehkan Plateau. Here, 
use Frost on the puddle and hop across the pillar. Search the boxes to get a 
Cookie. Climb the ladder onto the ship. Before you can set sail, you first need 
to go below decks and restore power. Enter the door and the next level.

i.	Lemurian Ship to Shrine of the Sea God (Lmssg)

LEMURIAN SHIP

Go through Piersí quarters to the actual level. Donít bother going down the 
stairs here. On the only real path lies an Aqua Jelly. These enemies are not 
much tougher than normal enemies and shouldnít be too hard, but they inhabit 
the whole ship. When you defeat one, it turns into a freezeable puddle. Donít 
freeze the first one; hop over it. Climb down the ladder, then defeat and 
freeze the next one. Hop across the pillar and grab the Potion, then go down 
the next stairs. Enter the only accessible door to emerge in a room with a 
whole lot of Aqua Jellies. You canít fight them yet, so just continue on. Enter 
the next door now. Youíll see 5 reachable Aqua Jellies. Defeat and freeze the 
bottommost two and move the box in between them. Hop across the pillars and 
exit the room. Move the box to the left down to make a shortcut, then continue 
to the next room. Here, you want to try to defeat and freeze every Aqua Jelly. 
This shouldnít be all that hard. The only tip you should need is to Move the 
box to the lower left corner of the pushable area to create a chain of pillars. 
You may also want to check the boxes in the upper left corner for an Antidote 
(use Reveal to find out which one it is in quickly). Continue on to an old 
room. Youíll spook an Aqua Jelly as you enter. You canít cross the unstable 
blue bridge here yet. Defeat and freeze the scared Jelly to stabilize the 
bridge. Enter the door and go through one more hallway to emerge in the room 
filled with Aqua Jellies. Save your game and Standby 3-4 Djinn of every 
element, then try to fight the Jelly in the middle.

BOSS BATTLE: AQUA HYDRA

This guy is a joke. Your initial Summon attacks should take off at least 1500 
of his 2276 HP. After that, use strong Psynergy and attacks to finish him off. 
The Aqua Hydra attacks only once per turn, so healing shouldnít be a problem. 
After you beat the Aqua Hydra, heíll drop a vial and fill the room with water. 
Donít worry about the treasure chest right now; youíll need the Parch Psynergy 
to get it. Hop across the raised crates to the next door. Go down the hallway 
and the ladder to... a cave? Since when to ships have caves in them? Push the 
hollow pillar on the right onto the teardrop tile and use Douse on it to open 
the door. Go down the long hallway to the shipís power core. Piers comments on 
how the monsters got on board (he is sure he locked the ship-maybe they came in 
liquid form), then sets the Black Orb in the pedestal, starting the ship. Once 
youíre sailing, Piers tells you to take the tier and practice sailing. Jenna 
says some places she wants to go, and Piers agrees. Kraden tells you that Vale 
would be impossible to land on because of the rocky cliffs surrounding it. You 
also canít land at Tolbi, because the people of Gondowan are "looking for you". 
You decide to just explore the Eastern Sea and gain control of the ship. Get 
used to the controls and sail your way to the northwestern side of Indra, to a 
small island with a single house on it. Donít land there, though-land on 
Gondowan just behind it. Head left to be north of the Kibombo Mountains. You 
should be able to find your way back to Kibombo from there.

KIBOMBO

Stay at the Inn and talk to the locals again if you want, then go north to the 
Gabomba Statue, Enter on its tongue.

GABOMBA STATUE

Go through the doorway the Black Orb rolled through. Return to where you got 
the Black Orb originally. The last time you were there, the statue created a 
ladder you couldnít do much down yet. Well, now that you have the Cyclone Chip 
from Madra, you can explore the area under the ladder to get a Djinni and a 
strange book.

GABOMBA CATACOMBS

There are lots of weeds in this cavern, which can be blown away by Cyclone. 
Climb down the ladder and walk as close to the large patch of grass left of the 
ladder you entered by as you can (a rock blocks the way). Use Cyclone and you 
should be whisked down to the floor below and land right next to a Venus 
Djinni. Battle Mud to have it join you, then slide down the chute and climb the 
ladder and stairs to the upper floor. Slide down this chute and go left to the 
upper left corner of the room and another grass patch. Use Cyclone here to be 
carried off again. Go left through the hallways and to the next room. Go around 
the right side of the room, using Cyclone on the grass patch you find to get a 
Mint. Climb down the ladder and Cyclone the grass a ways down to uncover a 
puddle. Freeze it, then climb back up and hop across. Use Reveal in the middle 
of these plants to reveal the next staircase. 

Youíll emerge in a room with a rushing river. Go left to the river and make 
your way straight across it. Go up and left to some plants. Use Cyclone while 
standing on the two you can reach to uncover a puddle on the other side of some 
rocks. Return to the river crossing and make your way up the river to another 
shore on the left side. Go down and freeze the puddle you uncovered. Return to 
where you cast Cyclone and go left to find a ladder. Hop across the ice and 
take the next stairs. Climb down the nearby ladder and head down the hallway. 
You can fight a Mad Plant by using Cyclone on the large grass patch (it isnít 
too hard). Keep going up and climb the ladder to find yet another Gabomba 
statue. The statue tells you that because you have reached this place first, it 
will give its magic to you, not Akafubu. It holds up a black book and gives you 
the conditions for it giving its magic to you. It tells you not to mention that 
you have passed this test to Akafubu, who should have passed it but was not 
ready. Now, take the black book, which turns out to be the Tomegathericon. No, 
thatís not a typo, its name is the Tomegathericon. This book of necromancy is 
your third class changing item. Try it out if you want, then exit Kibombo and 
return to your ship. Sail around Indra to the beach on Idejema where your 
adventure began. Get off your ship and revisit Daila. Enter the temple-like 
Sanctum there. Climb down the ladder in the back and have Piers freeze the two 
leftmost puddles. Hop across them and get the Sea Godís Tear. When youíre 
ready, return to the Shrine of the Sea God.

SHRINE OF THE SEA GOD

When you revisit this cave/tower, return to where you found Breath. Go over to 
the left and have Piers freeze the 3 puddles. Hop across them and head through 
the door. Youíll be outside above the ocean. Hop across the left side of the 
pillar formation to more land. Push the wood pillar down and hop to the path 
leading to the stairs. Youíll be above a wide river. Head up and climb down the 
ladder at the upper left corner of the room. Go down and climb the other 
ladder, hop over the gap and cross the bridge, then step onto the cracked 
bridge. It breaks and floats down to a rocky area. Get off it and go north, 
through some rocks and past a rope. Climb the ladder and get the Rusty Staff 
from the chest. Climb back down and use Lash to get back up to above the river. 
Go up and past where you got the Rusty Staff. You should soon see another 
cracked bridge. Step on this one to have it float you down a long ways. Get 
off, climb the ladder, and go up the stairs. Go right and climb down the 
ladder. Move the pillar here into the indentation to make a shortcut, then 
climb back up and go down the stairs. Hop across the rocks and logs here until 
you reach 6 rocks in the Reveal pattern. Use Reveal while standing on the 
bottom one to make a seventh one appear. Hop across to a statue like the one in 
Daila. Use the Sea Godís Tear on it to have it float you up to another room. 
Climb the ladder here to emerge in a manmade section of the Shrine. Hop the 
gaps and climb the next ladder to be on top of the tower. Climb two more 
ladders and take the Right Prong from the pedestal. This item is useless now; 
youíll need to find the two other pieces. 

Now, Retreat from the Shrine and return to your ship.

j. Yallam to Apojii Islands (Tsaai)

WORLD MAP

Before you head off to Yallam, you should first start a side quest that will 
eventually allow you to get a very powerful Summon. Look for a small snowy 
island southeast of Garoh on your map. Sail to it and enter the small 
settlement.

EAST TUNDARIA ISLET

The only humans living here are an old couple, their son, and a healer (check 
the jars in the house to find a Lucky Medal). I said the only humans because 
there is also a penguin couple. The female, Pengulina has unfortunately been 
separated from her mate, Pengus and hurt her leg. To start off your trading 
sequence, youíll have to reunite them. Hop across the moving icebergs below the 
male penguin to the side the female is on. Climb the ladder and push the 
rolling log down to create a bridge. Because the female has hurt her leg, she 
still doesnít move. Climb back down and go across the log. Use the Psynergy 
Stone if you need to and push the female back to her mate. The happy couple 
gives you a Pretty Stone for your help. Now, set sail for an island north of 
Alhafra (there are two islands north of Alhafra; choose the northern one).

SE ANGARA ISLET

Like all the other islands on this trading sequence, SE Angara Islet is a small 
settlement populated only by a few people and animals. First, check the crates 
on the barge to the right for a Lucky Medal. Now, climb the first two 
staircases (pass by the first crate for now) and push the second crate off the 
cliff. Move it so that it is 2 spaces right of the puddle (which you should 
freeze) and south of the other crate. Now push the other crate on top of it. 
Hop from the 2 crates to the frozen pillar and climb up the vines. Up here, 
youíll see a bird fly to its nest. Mind Read the bird and give it your pretty 
stone to receive a Red Scarf. You canít do anything more in this sequence, so 
get back on your boat. Sail south until you reach Osenia, then down to 2 
beaches split by a river on the southeast side of Osenia. Get off on the beach 
on the left side of the river and go north to Yallam, the next town.

YALLAM

As usual, you should first get used to the new town: visit the shops, heal at 
the Inn, and most importantly, find the blacksmith! He resides in a house on 
the northwest side of town. Give him your Rusty Staff to forge, leave the town, 
and return to him. Heíll have forged it into the Glower Staff, a great weapon 
for Sheba. You should also have him forge your Tear Stone from Kibombo 
Mountains. Once you do that, go to the East Side of town. You see some kids who 
will teach you a popular song made by a legendary fisherman of Yallam, Yepp. 
They may seem nonsensical, but they are actually directions for navigating the 
lair of the sea monster you heard about in Madra, so pay attention. After you 
have a general idea of what to do, you can leave Yallam to the north. Follow 
the shore and turn south when you get to mountains. Cross the river and you 
should soon find Taopo Swamp south of Yallam.

TAOPO SWAMP

Before you start, you should probably know that the Taopo Swamp is an optional 
dungeon. You only get a Djinni and some forgeable items from it, so skip it if 
you wish. Anyway, there is nothing to do at first, just go on to the next area. 
Move the stump on the bridge towards you and jump across. Jump to the north 
ledge and use Whirlwind on the left patch of leaves. Check between the 3 rocks 
in this cave with Scoop to find another Tear Stone. Now go down the stairs 
outside and make your way across the swamp. With each step you take, youíll 
sink farther into the goo. To raise yourself back up, step on a bubble. Make 
your way across the bubbles to the southwest part of the area. Go up the stairs 
and to the previous area to a Cookie. No go east and climb the stairs on the 
wall. Use Whirlwind on the leaves and enter another cave. Head down the hall 
and the stairs. Go down and right to find some air jets like in Airís Rock. Use 
timing to get past them without getting blown down and Move the pillar in front 
of the last one. Now go up and down another staircase. Go down some more stairs 
and even farther down to find another buried Tear Stone. Scoop it up and return 
to the air jet room. Go right and make your way past more air jets. Move a 
pillar in front of the final air jet. The redirected jet will blow a Venus 
Djinni nearby down. Slide down the chute to the right of the one below the 
pillar you pushed. Hop over and battle the Djinni, Flower, to have it join you. 
Now, Retreat from the cave and enter the main Taopo Swamp area.

Use Growth on the plant next to you, climb it, and slide down the two following 
chutes. Use Whirlwind on the leaves here and enter another cave. Go through 
this waterfall area to the next one. Make your way to the right doorway and 
enter. Get past the first air jet to find a bowl-like indentation in front of 
an air jet. As soon as the jet stops, quickly fill the indentation with Douse, 
freeze it with Frost, and hop across before the air jet melts the ice. Slide 
down the chute on the left and climb down the stairs. The rope you will see 
leads to an exit, but instead go down some stairs to the right to emerge in a 
lava filled room. Taopo Swamp must be above a volcano! Simply go down here to 
the next cave. Hop right across the platforms here to an air jet. Hop from the 
top rock when the air jet isnít going. Make your way to the lower left corner 
of the room from here. Use Douse on the glowing rock and Move it into the lava 
to act as a platform. Go back to the air jet and hop to the platform from the 
lowest rock near the jet. Open the chest for a Vial. Go back past the air jet 
and to the right side of the room. Cool and Move the rock here and use it to 
hop to the other side of the lava river and the next area. The top pillar in 
this revisited area has a large rock on it. Use Tremor to shake the rock off 
and redirect the lava flow. Walk across the cooled lava and to another 
staircase. Not much to do in this room. Just Douse the glowing rock and push it 
so you can pass. Use Douse (from a space away) on the rock in this final room 
to find another glowing object. Check the source of the light and Scoop up some 
Star Dust. Now Retreat from the swamp and reenter Yallam.

YALLAM

Before you leave on your boat, forge your Star Dust and 2 Tear Stones. Now, get 
ready to set sail again. Sail to an archipelago northeast of Yallam on the edge 
of the world and enter the tropical huts.

APOJII ISLANDS

As usual, stock up on the latest armor here and talk to the locals to learn 
about the nearby Aqua Rock (the Inn owner's wife tells you that Isaac and co. 
have been here too). Before you leave, use Douse on the round blue stone in the 
middle of town. Youíll see some water-spitting tiki statues in Aqua Rock 
realign. Get back on your boat and set sail. Southwest of Apojii Islands is an 
island with Aqua Rock sitting on the middle of a lake.

k. Aqua Rock (Aqurk)

AQUA ROCK

Because of the event you triggered in Apojii Islands, you can now enter this 
water-covered mountain. Head along the only path and climb the ladder. Go left 
and climb two more ladders. Climb the left ladder and make your way up, using 
timing to get past the water-spitting moai. Move the pillar in front of the 
statueís mouth and climb to the other side of it. Move the pillar to the right 
and in front of the other statue. You can now climb the other ladder that was 
guarded by the statue. Let the waterfall carry you down and get off it on the 
right. Climb down the ladder and use Douse on the parched moai to make it spit 
water. Let the left waterfall carry you down and once again get off on the 
right. Go down the waterfall you created and around the next few paths. Use 
Douse on another of the blue stone here to reverse the direction of the 
waterfall behind it! Climb the ladder to the left and take the right fork. Time 
your climb to get past the statue. At the top of the ladder, go to the left and 
push a pillar onto the metal plate to open a shortcut, then go right and let 
the magical waterfall carry you up. Once up, Move the two blue rocks onto their 
metal plates on the river. You can now reach a chest containing an Oil Drop. 
After you get that, climb the ladder to reach a fork. Climb the left ladder 
first and freeze all 3 puddles youíll see. Climb the other two ladders and hop 
across the top 2 ice pillars. Open the chest to get the powerful Mist Sabre. 
Hop across the other pillar and down the next two ladders. Use Douse on the 
next blue stone to create a whirlpool in the middle of a nearby lake. Climb 
down and jump to the center of the lake, and into the whirlpool.

Youíll emerge through a waterfall in Aqua Rockís interior (donít worry, you can 
still get out). Go to the next room and take the Psynergy Stone if you need it, 
then hop across the water and enter the room to the right. Keep going through 
the next door to a room with a chest, 2 pillars, and 2 air jets. Push and Move 
the pillar so that you can get past the air jets and have the pillars as close 
to each other as possible. Climb the ladder, hop the pillars, get the Vial, and 
continue on. Move the pillar here in front of a moai to dry up the pool in this 
room. Cast Frost on all 3 puddles down here and hop across to yet another room. 
Stay on the lower hallways and hop a small pool. You should reach a door 
leading to some Crystal Powder. Go back to the beginning of the hallway room 
and go around to the left to another door. Go through the next two rooms and 
hop to another water stone. Cast Douse on this one to create a path of 
turbulent water that you can walk on between platforms. Walk across the path 
and enter the door.

At the fork here, take the left path and hop your way to an air jet. Use Move 
to get the pillar to the right in front of a jet. Let the remaining jet push to 
you a platform and go past the air jet, through the next hall, and to a puzzle 
room. Before you fill this room with water, climb down. Youíll see that the 
pillars that would form a path of water are out of alignment. Push the top 
right pillar one space right and down, then climb back up, fill the room with 
the moai, and use the water stone. Walk across the water path. Hop over some 
small pools to reach a hallway leading to a large room. Descend the stairs to 
the Psynergy Stone core of Aqua Rock. You canít reach the magical gem yet, so 
just climb the other stairs. Climb down the ladder, pass under the tightrope, 
and hop down to a door in the bottom left of the room. Youíll emerge in a room 
with a rushing river. Donít climb down the ladder; go left and make your way 
across the river and down the waterfall. Once on the left bank of the river, 
continue down and get onto the river above some rocks just above a ladder. Go 
right and down the waterfall. Youíll be in position to Move a pillar to the 
right. Go back up and wade to the waterfall so that you can get onto the 
pillar. Hop to the next pillar and claim the Tear Stone. Slide down and enter 
the next floor down.

You have arrived at a hub room of Aqua Rock, connecting several other rooms and 
the outside of the Rock (you canít go outside until you have the Psynergy deep 
within the rock). For now, hop over the small pond and take the left exit of 
this room. Climb down the ladder, up the ladder next to the moai, and use Douse 
to fill the room with water. Hop across to the next room. From here, just hop 
left and go down. Youíll arrive in a puzzle room. You can fill this room at any 
time and empty it by leaving and reentering, but there is a problem. The blue 
rock sitting on the bottom of the pool prevents one of 3 adjacent tiles from 
floating up. To get the Water of Life here, push the blue stone over the center 
tile and fill the room. Claim the Water of Life and exit. Reenter, push the 
stone over the left tile, fill the room, and enter the room you were in before 
from a new door. Hop over the platforms and Move the pillar into the 
indentation to open a shortcut. In the room through the top doorway, just push 
the pillar along the groove into the pit, and use it to hop to the stairway. 
Youíre back in an old room again. Walk across the tightrope, climb down the 
ladder, and hop over some platforms to an exit on the bottom of the room. 
Youíll be in a large puzzle room. Before you use Douse on the moai and water 
stone, youíll have to push the pillars in the unfilled pool so they align. This 
shouldnít be too hard, just imagine the path the jet of water will have and 
push the pillars where they need to be. Once youíre ready, fill the room and 
Douse the water stone. Go through the exit and through the stairs up ahead.

Youíll be near the hub room you saw before. Push the pillar right off the ledge 
and hop across it to another door. Hop across the various bridges and platforms 
in this room (fight the Mimic if you want) and exit into the Psynergy Core 
room. You can now access the Psynergy Stone to refuel if you need it. Come back 
here any time youíre running low. Exit through the south to emerge from a 
waterfall near a huge pool. Douse the water stone nearby to create two bridges. 
Hop to the chest directly to your left and pick up some Lucky Pepper. Make your 
way to the raised island directly below the water stone. Climb the ladder and 
open the chest to find the Aquarius Stone. Return to the water stone and walk 
across the right side of the lake to solid ground. Head south down the two 
ladders and take the left door to reemerge in the hub room. Go through the door 
1 to the left of the one you came from. Youíll be below the large lake, next to 
a waterfall. Place the Aquarius Stone in the pedestal to part the waterfall and 
create a path. Go through the water to a door that had previously been 
underwater.

Youíll be near a platform sitting on an endless sea. Go up to a tablet like the 
one in Airís Rock. Examine it and Piers learns the Parch Psynergy! Suddenly, 
the lowered area you went through just before fills with water. Try out your 
new spell on it to dry the water up. Why not just Retreat, you ask? Now that 
you have Parch, there are two other things you can get. Back in the hub room 
south of here, use Parch on the pool without platforms on it to open a shortcut 
to the ground outside Aqua Rock and gain access to a Rusty Sword. From the hub 
room, take the rightmost door, then go through the door just right of where you 
come out. Go down the long hallway to a room with a long river. Cross the 
river, go north a ways, then cross over to the right side of the river, near a 
ladder. Climb it and go to the top of the room, near a moai and Mercury Djinni. 
Use Parch to dry up the moai, allowing you to reach Steam (youíll have to fight 
it). Now, feel free to Retreat your way out of Aqua Rock. Return to Apojii to 
rest if you want, but then get back on your boat. Make a stop back in Yallam to 
forge your Rusty Sword into the powerful Robberís Blade, then keep going south 
to E Tundaria Islet. Go west from here and you should reach an icy beach 
surrounded by rocks. Get off here and follow the LONG path leading to the next 
level: Tundaria Tower. Before entering it, however, go southwest to a different 
colored icy patch. Walk around on it until you find a Jupiter Djinni, Wheeze, 
in a random battle. Once youíve captured it, go back to Tundaria Tower.

l. Tundaria Tower to Izumo (Tutiz)

TUNDARIA TOWER

Enter the actual tower, then use Parch on the two pools of water on either side 
of the entrance. Go down the right staircase to the next room. Go through the 
tunnel and pits here to a staircase, On the next floor up, take the lower door. 
Climb down the ladder and slide across the ice to a Mint. From solid ground, go 
left, down, left, up, right, up, right. Return to the previous room and take 
the north door. Get the coins along the north wall and slide along the ice, 
down a cliff (that must hurt). Follow the hallways to emerge on the left side 
of the Mint room. From normal ground here, go right, up, left, down, right, up, 
left. Climb the ladder, go through the next room, and climb the stairs. You now 
have a choice of 3 more stairs to choose from. Take the lower center one first. 
Slide across the ice at the top and youíll land on a platform in the middle of 
a frozen pond. To get the nearby Mars Djinni Reflux, go left, up, right, up, 
left, down, right, up, right from where you land. Youíll bump the Djinni to 
solid ground when you collide with it. Follow Reflux and battle it to make it 
join you. Slide over to the left exit and down the chute to the 3 stairways. 
This time take the left stairs. Pound in the pillar and go through the hall to 
a small puzzle. Pound in the left pillar and the left pillar ONLY, then get the 
easy Crystal Powder and Hard Nut. Return to the 3 staircases once again and 
take the remaining right one. Go down the hallway to the strip of ice you slid 
along and fell down. Slip across it and take the next stairs up. After one more 
hallway, youíll have a final puzzle.

There are two frozen areas that are walled off. In the one nearest where you 
enter, Move the pillar left, up, and then right. Go to the right frozen area 
and Pound the right hand and middle ice pillars. Move the pillar here down, 
left, and up. Climb up the ladder you didnít use before and Move the right of 
two adjacent pillars into an indentation. Use the other pillar you Moved to 
push the remaining pillar out of the way and climb the stairs. After even more 
hallways, youíll emerge at an ice wall. Notice the symbol the 3 blocks form 
when reflected on the ice wall... Use Reveal to show a doorway in the wall and 
climb the ladder. At the very top of the tower youíll find the Burst Brooch! 
Retreat back to the foot of the tower and take the center path in the first 
room. Try out your new Psynergy on the ice crystal here to obtain the Center 
Prong. Go back and take the left path. Use Burst to blow the ice wall open and 
enter the hallway behind it. This passage leads to two treasure rooms 
containing a Sylph Feather, Lucky Medal, Vial, and powerful Lightning Blade. 
After youíve plundered that treasure, Retreat from the tower and return to your 
ship. Sail far, far north to a long island north of Apojii. Youíll be able to 
see what looks like another Rock and a torn on it. Enter the town.

IZUMO

Izumo has been seeing strange times recently. A nocturnal serpent that used to 
be the guardian of the village was awakened when Mt. Aleph erupted and has been 
demanding female sacrifices ever since. The villagers have become used to this 
new way of life; they even use a lottery to choose the next sacrifice. 
Unfortunately, the beloved maiden Kushinada has been chosen as the next 
sacrifice. In desperation, her lover Susa has gone to the nearby mountain (the 
home of the serpent; called Mt. Mikage by the locals) to try and slay the 
beast. Anyway, after stocking up on items and resting, exit Izumo and go around 
the mountain range to the brown Mt. Mikage. If you want a rare Water of Life, 
walk behind a tree to the right of the inn (directly northeast of the townís 
entrance) and hop across a log behind it. Follow a trail around the left side 
of the village and to the top. Inside a jar at the northmost part of Izumo is a 
Water of Life.

m. Gaia Rock to Alhafra Revisited (Gralr)

GAIA ROCK

As you arrive at the foot of this new mountain, donít enter the large door yet. 
All you can reach through it is the level boss, who cannot be defeated right 
now. Instead, go between the trees and the rock to the left to find a ladder. 
Climb it and push the pillar to the right, so that it falls. Climb the ladder 
it was in front of and then descend to the ground next to it. Move the pillar 
onto the metal plate and go to the right. Descend to the ground and climb the 
first ladder again. Hop across the pillar and climb up the next ladder. The 
next series of ladders are not too hard and I wonít even bother going into 
detail on them. You should not have too much trouble getting the Nut in the 
chest. Once you have the Nut and arrive at the top ledge of the rock, go left a 
ways to a ladder leading down. At the foot of the ladder, youíll notice a 
whirlwind statue blowing a vine back and forth. Climb down another ladder and 
use Whirlwind to imitate the trick on the vine to the left. Swing across the 
vine and Move the pillar one space to the left. Because of a blocking rock, you 
canít Move it all the way. Go back across the vine and climb down farther. Go 
left and climb a ladder/vine setup until you reach the pillar you Moved. Push 
it into the gap, onto the metal plate, and climb up two more ladders. Walk 
further left to the next area. There is really only one path in this area, so I 
wonít bother going in depth.

Be ready for a long climb in the next area. This vertical trek is made even 
harder by the tiki heads that pop out at you if you pass over them, forcing you 
to start the climb over. At the ground before the climb, go up the right ladder 
and keep to the right path, climbing up, back left, and to another fork. Take 
the left path and stay as far left and up as you can until the third fork. Once 
again, stay to the left and up as you climb to avoid a painful fall. Climb up 
some more ledges to reach the summit of Gaia Rock. In the next area, stay to 
the top of the bluff youíre on and hop across the pillar. Follow the path and 
take the Apple from the chest. Return to the first bluff and climb down the 
ladder on the south side of it. Go right and climb up a ladder, then Move the 
pillar as far down as it will go. Return to where you entered and hop across 
it. Follow the path and climb some more ladders to reach the highest point of 
the rock. Your prize for this long climb is... an empty pedestal!? Donít 
despair though; just look at the symbol the 6 pillars around the pedestal form. 
I shouldnít even have to tell you how to get the strange Dancing Idol. Now, 
Retreat to the ground. (you donít really want to climb all the way back down, 
do you?)

Enter the Rock and place the Dancing Idol on the pedestal like on top of the 
Rock. This makes the two evil-looking statues on either sides of the boss 
hallway slide away to reveal two doors. Take the right door and stairs first. 
On the next floor, go down and around the long hall to a short staircase. Use 
Cyclone in the middle of the large weed patch to turn some of the weeds into 
lean, green floating machines. Return to the pedestal room and take the left 
door. Youíll emerge on the level of the floating platforms from the stairs. 
Jump your way across the platforms to a previously unreachable ledge. Go 
through more long hallways and take the right path at the fork. Go down the 
stairway youíll arrive at. Cast Cyclone on the grass here to reveal a hole that 
a beam of light shines down. Youíll see the fabled Serpent in its lair, 
drinking something (itís surprisingly tame). Suddenly, the beam on light you 
shone reflects off a mirror onto the Serpent, causing it pain. The only way to 
make the Serpent defeatable is reflect light onto it from all four mirrors. To 
open another hole for light, use the Dancing Idol on the pedestal nearby. Now 
return up the stairs and around the perimeter of the lowered area to more 
stairs.

Use Cyclone on the patch of weeds below the stairs to fight a Mad Plant if you 
want. Now just continue on to the next room. Before you tackle the wall ladder, 
go down the short stairs in this long hall and go through the doorway. Use the 
Dancing Idol on this pedestal to shine a third light on the Serpent. Return to 
the last room and get onto the wall ladder. There are more tiki statues in the 
wall here, in 3 large areas of brick ladders. Stay to the top of all the bricks 
and youíll be able to reach the next room. DONíT slide down the chute in here 
yet. Use Cyclone around the edge of the huge spider web to break it and send 
the pedestal falling down to the floor below. Now slide down and use the 
Dancing Idol to reflect the fourth light on the Serpent. Now Retreat to the 
first room and head down the center hallway. In the room youíll reach, youíll 
encounter a Move puzzle. Set Move to L or R before starting. Now, Move the 
lower rock up two spaces and right one space into the indentation. The Move the 
top rock two spaces right, two spaces down, and one space left. You can now 
proceed into the catacombs leading to the Serpent. Before you begin, have Jenna 
and Felix trade one Mars Djinni with one Venus Djinni to turn them both into 
Brutes with the Growth Psynergy, Set Felixís and Jennaís Growth to L and R and 
enter the maze. In each area here, if you pick one of the 2 wrong exits, youíll 
start over at the beginning. To find out the right way through the misty maze, 
use Growth on the plant growing in the middle of every area. One of its leafs 
will swell and point the way. The only two things of importance in the maze are 
a Mimic and a Rusty Mace. Keep proceeding though the maze with Growth until you 
reach the Serpentís Lair.

As you enter this water-barrel filled room, you see the hero Susa standing near 
the dragon, drinking from its dish, talking about saving Kushinada before the 
next full moon, presumably when the Serpent will eat her. He attacks it, but it 
doesnít even notice his attempts. The Dragonsbane he has been feeding the 
Serpent doesnít seem to be helping either. The Serpent knocks him down with a 
small fireball and keeps drinking. After this short scene is over, save your 
game, standby your Djinn (preferably 5 Jupiter, 6 Mercury, and 4 Venus), and 
Fight the Serpent (it doesnít notice you, so try talking to it to battle it).

BOSS BATTLE: SERPENT

I sure hope you reflected all 4 beams of light onto the Serpent. If not, it 
will recover all its HP at the end of every turn. As usual, use your strongest 
Summons at the start of the battle (have Jenna Summons Moloch so she can still 
heal with Aura spells) to remove over half of the Serpentís HP. You probably 
wonít even have to heal after that, just concentrate on it with your strongest 
Psynergy and Djinni and you should easily beat it.

After you defeat the Serpent, you learn that although it was beaten, it isnít 
close to dying. Susa appears once again and deals the final blow to the 
Serpent. He thanks you for your help and leaves to see Kushinada. Soon, a 
tablet like in the end of Airís and Aqua Rocks rises from the sand next to the 
slain Serpent. Examine it to have Felix learn the Sand Psynergy! Try out your 
new Psynergy to get a powerful blade Susa dropped on his way out. Though he 
doesnít tell you about it until you return to Izumo, you can get it right now. 
Use Sand to get to the right side of the Serpent and examine the right side of 
the pool that appeared when Susa killed the Serpent (its blue blood, maybe?) 
Youíll find the powerful Cloud Brand sword! Now, exit the room then Retreat to 
the outside of the Rock. Youíll notice Susa lying outside the rock. Donít 
worry, heís just tired. As you try to leave, he asks you to take credit for 
slaying the Serpent, even though he killed it. Now, return to Izumo.

IZUMO

Now that the Serpent is gone and Kushinada is rescued, everyone is having a 
dance festival. You can get into the Festival Spirit by entering the house to 
the right of the tool shop. Use Reveal to check the boxes in here and search 
one of them to find a Festival Coat, which increases the luck of the wearer. 
Enter Lady Uzumeís house in the northern part of town. Youíll see a warrior 
explaining how you defeated the Serpent to her. Kushinada is worried since Susa 
never came down from Gaia Rock. Lady Uzume sees you and orders you to leave, 
until the warrior tells her you are the ones who defeated the Serpent. You 
introduce yourselves and explain Psynergy to them. It turns out Lady Uzume, 
Susa, and Kushinada are all Adepts, but they never knew what their power was 
called! Susa suddenly appears, explaining why you needed the Sand Psynergy and 
overjoying Lady Uzume and Kushinada. Kraden explains more about Psynergy and 
Alchemy (and calls Kushinada a "smart young lass"... 0_o). You soon reenter the 
debate about who really killed the Serpent. This doesnít last long, however; 
Kraden says that you will have to be leaving soon for Lemuria, but you take an 
oath that you will return when the Lighthouses are lit. Before you exit the 
house, talk to Lady Uzume and give her the Dancing Idol (you wonít need it any 
more). She gives you the Mars Djinni Coal in exchange! As you leave, Susa 
belatedly tells you about the Cloud Brand, which you should already have. After 
the storyline advancement if over, head up the right riverbank under the bridge 
leading to Lady Uzumeís house. Up ahead, youíll see an island with six pillars 
almost forming the classic Reveal symbol. Move the leftmost pillar into 
position. The man on the bridge leading to the island is amazed that the pillar 
is back in alignment, and he thinks Susa or Kushinada must have moved it when 
he wasnít looking (they must also know Move like Lady Uzume).  Now toy can use 
Reveal and enter the cave under Izumo.

IZUMO RUINS

What you want to do in the first room is freeze both puddles and use them and 
the 2 Pound pillars to hop to the exit. Unfortunately, the only way to reach 
one of the puddles seems to be Pounding a pillar in, but this prevents you from 
hopping across. Instead, use Sand to get under the pillar. After you have 
frozen both pillars, hop across them to the next room. At the fork up ahead, 
first take the right path. Climb down the ladder and Pound in the pillar to the 
northeast. Use Sand to get under the rocks and Move the ahead pillar one space 
to the right when you find it behind some rocks near a ladder. Return to the 
fork and go around the longer path. Hop across the pillar you Moved and climb 
down the ladder. Climb the short ladder at the foot of the long one. Follow the 
tunnel and hop over the two pillars south of the ladder you entered on to a 
chest containing the Phantasmal Mail. Return to the entry ladder and Pound one 
of the pillars you hopped over and turn left down the tunnel. Climb the second 
of two ladders youíll pass and use Parch on the lake up ahead. Climb down the 
revealed ladder and through the small doorway. Up ahead in a room at the end of 
the hall, examine the stone tablet to gain the Ulysses Summon! And also, donít 
bother using Reveal; despite the 6 pillars forming the Reveal symbol, there is 
nothing there.

You can now Retreat back to Izumo and leave for your boat. Sail back to Apojii 
Islands-you can now get a new Djinni with Sand.

APOJII ISLANDS

Go to the beach in the southwest corner of the island town. Use Sand to get 
under some rocks on the right side of the beach, then follow the wet coastline 
along the bottom of Apojii to Gaia Falls. Go to the bottommost shallow part of 
the wet area youíre in and try to walk off the falls. Youíll slide down to a 
small ledge hanging on the endless waterfall. Enter a tunnel hidden in the 
water behind the ledge. Use Whirlwind on the third leaf wall you pass to 
uncover another tunnel. Follow this one to the Jupiter Djinni Haze, which joins 
you without a fight. Wondering how to get out? Return to the main tunnel and 
continue on, passing the leaves. Use Lash on the rope outside and climb it to 
the main island. Now, sail west to a small island north of Alhafra and south of 
SE Angara Islet.

N OSENIA ISLET

The 5-person family living in this cozy settlement with their cow has been 
trying to cross the fog in the Sea of Time northeast of here for 3 generations, 
but have always failed. Their son is determined to do it, though... Check a 
barrel in the left side of the familyís house for a Lucky Medal, and then exit 
the house. Use Sand on the sandy patch south of the family cow to cross the 
barrels and fence. Mind Read the cow and exchange your Red Scarf for some Milk. 
Exit the settlement and head to an islet sandwiched between Indra and Gondowan, 
southeast of Kibombo.

WEST INDRA ISLET

A great bargeman and his family are the only residents of this waterlogged 
islet.  Check one of the barrels near the barge here (whatís with all the 
barges?) and go over to the dog sitting in the shallow water. Use Mind Read to 
exchange your Milk for a Liíl Turtle (ah! A turtle slave trade!) and exit. Now 
head for the island between Izumo and Apojii Islands, east of the Sea of Time. 
Youíll see a tiny island and cave in the middle of some rocks, but get off on 
the main island and enter the settlement.

SEA OF TIME ISLET

The only two people living on this tropical island are 2 old men. Check the 
barrel under some trees left of their house to find yet another Lucky Medal. 
Then go off the right stairway from their porch and down some steps to find a 
turtle. Mind Read him to find he is "Lonesome George". He notices your Liíl 
Turtle and gives you passage to the island surrounded by rocks you saw earlier 
in exchange for it. When you reach the tiny island, enter the cave.

SEA OF TIME ISLET CAVE

From the stairs, go up, down more stairs, and up to a strange circle. You canít 
do anything with it until you get the final Psynergy, but there are other 
things you can do. Roll on the log to the left and get the Turtle Boots from 
the chest. Then hop to the right and enter the other large room. Roll the log 
over to the other side of the pool, hop down, and roll the log on the bottom of 
the room all the way up. Fight the Venus Djinni youíll get off by (Meld) and 
have it join your party. You should have 6 of every Djinni by now! Before you 
Retreat, roll the log back down and go up along the wall to the log you saw 
next to Meld on the right. Roll it to the left and reenter the main room. Roll 
the log here all the way to the left, grab the Rusty Staff, and Retreat. Mind 
Read the turtle and return to the Sea of Time Islet, then get on your boat and 
sail to Yallam.

YALLAM

Forge your Rusty Staff and Rusty Mace, and also do anything else you need to. 
Then, get back onto your boat and sail to a beach just west of Alhafra. Get out 
and walk back east to Alhafra.

ALHAFRA

Heal if you need to, but set out for the port soon.

EASTERN ALHAFRA

Finish the repairs on the ship by getting rid of the large rock on the mast 
with Burst. Now, start to exit the port. As you are getting off the ship, some 
workers notice the rock is gone. They leave to tell the mayor that the ship can 
be repaired and used again. Eoleo and Chaucha come out and see that the rock is 
gone too. They leave to go tell Briggs the news. Now try to leave again. As you 
reach the end of the dock, the mayor comes and sees that the block is gone. 
They talk about how the rock was moved and then notice you. Kraden tells him 
that they did destroy the block. The mayor sends off his workers to begin 
raising the mast and offers to have you rest after destroying the rock. Back at 
the mayorís manor, Jenna and Sheba comment on how suspiciously nice the mayor 
is being (but he hears them). The lights suddenly dim and everyone finishes the 
conversation with various symbols. Later, the mayor sends his advisor to check 
on the progress of the repairs, but a soldier rushes in with bad news. Briggs 
has escaped from prison (Yay! Jennaís battle music!). The mayor demands that 
you help him catch Briggs in exchange for staying at his house. Before you 
catch Briggs, why not take a look at the repaired ship? After you leave, head 
back towards the harbor.

All the men at the dock are knocked out; Briggs has commandeered the ship! 
Briggs yells to the mayor from "his" ship that he is not a thief because he 
paid for the ship (with his stolen money). His wife joins in to say that the 
mayor is the thief because he took their ship. Kraden calls to Briggs, making 
him worry about you returning. Briggsí wife reassures him that theyíre safe out 
to sea when youíre on land. Chaucha reminds Briggs that he wanted to do 
something to you next time you met... what was it?? Briggs suddenly remembers 
and starts taunting you. Chaucha scolds Briggs for coming up with such a bad 
taunt (or something). He decides to continue taunting and tells you to keep 
Alhafra safe from thieves and bandits-and politicians, too! He taunts you some 
more as he sails away into the distance. The mayor starts fuming at his two 
assistants for letting Briggs escape, revealing even more of his self-centered 
personality. The mayor is also mad at you, and decides not to give you the 
reward he never promised. Kraden talks to you and guesses that Briggs is headed 
to his hometown of Champa. Rather than follow Kradenís advice and leave ASAP, 
first revisit Alhafran Cave. Briggs moved some pillars in his escape from the 
cave, allowing you to reach a Psy Crystal, a Potion, and 777 coins (your lucky 
day!). Also, slide down the chute and head farther down to Briggsí cell. Check 
the crates to find some Power Bread. Now leave Alhafra and return to your ship.

Sail all the way across the Eastern Sea to a town northwest of SE Angara Islet, 
almost directly north of your ship.

n. Champa to Champa Revisited (Chanr)

CHAMPA

It seems that Briggs has brought jewels to his hometown that have made his 
thankful neighbors so rich they quit fishing. The thankful people are 
considering making him the first chief of Champa. Do they even know heís a 
pirate? The only other important figure in the town seems to be someone named 
Obaba, who is the only one with the secrets of the Ankohl civilization and a 
master blacksmith. Check the gravestones northeast of the entrance to town with 
Reveal to find a Viking Helm. If you saved Hsu in the first Golden Sun, a 
strangely familiar purple-haired girl runs up to you as you head towards the 
main part of town. She asks if it is really Isaac (does she need glasses or 
what?). She asks where Isaac is and then where she can find him. She introduces 
herself as Fiezhi, a friend of Isaac. She wants to repay him for his bravery in 
saving Ulmuch (I thought is was Hsu... 0_o). Kraden creates a rather awkward 
moment by asking if Fiezhi wants to find Isaac because she likes him. 0_o 
Obviously, this makes her kind of mad. He starts teasing her like a little kid 
and promises to tell Isaac how she feels (I almost feel sorry for Fiezhi). She 
almost seems thankful after being embarrassed and gives you a Golden Ring as a 
good luck charm for him on his mission! After Fiezhi leaves, head to the Inn 
and Shop as usual.

As you head up the stairs near the Inn, youíll see Briggs and two Sea Fighters! 
They are all alarmed that you followed them and run away. Follow them into the 
Champa caves. Make your way up to the top floor of the caves, to a large brick 
pit. Briggs tells you to stop in your tracks. An old woman (Briggsí grandma) 
asks him if you are the warriors he told her about. Briggs tries to tell his 
grandma to do something about you before you take him away, telling her to 
think about Eoleo. When his grandma tells you to go away, say yes for now. Put 
4 Jupiter, 4 Venus, 6 Mercury, and 2 Mars Djinn on standby, save your game, and 
approach Briggsí grandma again. This time, donít leave. She throws something 
into the large pit, causing it to bubble with lava! Suddenly, something roars 
and jumps out of the magma to attack you!

BOSS BATTLE: AVIMANDER

The second of the "joke" bosses, Avimander should not be much harder to defeat 
than a few random enemies. Just Summon Thor, Ulysses, Judgement, and Boreas on 
your first turn, then follow up with strong Psynergies. You should kill him one 
or two turns after the initial Summons without even having to heal. After you 
defeat this pathetic beast, he blows up and Briggsí grandma acts surprised that 
you won. Briggs keeps asking his grandma to do something before you "take him 
away". Sheba tells the old woman not to listen to him call you evil if heís a 
pirate himself. This surprises grandma; obviously Briggs never told her. Kraden 
reassures Briggs that they wonít take him away, but this only makes grandma 
madder. She starts chasing Briggs around the pit and arguing with him. Chaucha 
appears and stands up for Briggs. Briggs was only a pirate until he started 
finding jewels on an unknown island. You all decide to forgive each other and 
Chaucha rushes Briggs out, convinced he has a cold. After the conversation is 
over, talk to Briggsí grandma. Give her both your Trident pieces for her to 
keep. She seems to recognize them... could she be Obaba? Now, leave (try 
reading Eoleoís mind to find a hint on where he got his jewels). You can also 
confirm that Briggsí grandma is Obaba.

As you are leaving the town, you hear Alex talking to you, saying youíve caught 
up with him! Alex asks if you are going to cast him away like "trash" now that 
you have a new water Adept. Jenna and Sheba ask why they should care if he was 
the one who left them behind. Kraden tells Alex they can light the Lighthouses 
without his help. Suddenly, Karst appears and asks if they really can. When you 
ask what is going on, a strange man appears and says Alex is demonstrating his 
foresight. You were apparently right in Madra; Karst did have a partner, he 
just stayed at their ship before. The man introduces himself as Agatio and 
reveals that he already knows your names. He calls you a bunch of "ragamuffins" 
and Alex agrees that you are useless. Still, he thinks he may have been hasty 
when judging you. Karst asks what makes you so useful. Alex explains that you 
are resourceful because you retrieved Piersí Black Orb from the warlike 
Kibombo. Soon, Agatio and Karst get tired of talking and demand to know when 
youíre going to light the two remaining Lighthouses. Alex tells them to remain 
calm and also the purpose of your meeting. He thinks that with Saturos and 
Menardi gone, you wouldnít feel hurried on your quest. He has taken Agatio and 
Karst with him to give you some "incentive". The two leave angrily. Before Alex 
leaves, he tells Kraden that his quest has been for nothing. Babi has run out 
of Lemurian Draught and died. Alex warns you not to return to northern Gondowan 
in case the people of Tolbi think you had something to do with Babiís death. 
After Alex leaves, Kraden talks about how he still must continue his quest for 
Lemuria even if Babi is dead. Kraden starts to explain why he is still looking 
for Lemuria, and neither of the girls understand him. You are the only one 
Kraden has told about his quest, so Jenna and Sheba both demand to know. Kraden 
says heíll tell them when you reach Lemuria. After you regain control, get back 
onto your boat and sail a little to the northeast, around a mountain range near 
Champa to a Tundaria-like Tower.

ANKOHL RUINS

The tower of Ankohl is a very confusing level. Although it isnít long, itís 
very easy to get lost, so follow me closely. Because a tree blocks the main 
door of the courtyard, go in through a hole in the wall. In the actual tower, 
donít bother with either of the side, leaf-covered doors. The treasure chests 
inside them are empty (maybe Briggs plundered them for treasure). Whirlwind the 
middle of 3 leaf covering on the top of the room and pass through. In this 
room, youíll find 7 large statues of faces. Youíll notice the middle of the 
center statue is gone. For this room, Iíll call the statues 1 through 7 from 
left to right. Anyway, use Move to pull out the middles of 1, 2, 6, and 7. Grab 
the 210 coins from 2 and the Crystal Powder from 7, then enter 6. At the end of 
the hall, youíll see a pillar blocking you from using Sand from another part of 
the room to reach a chest. Move the pillar right into the pit, go back to the 
statue room, and enter 1. After passing through the antechamber, use Sand to 
reach the chest containing a Nut. Go back to the statue room and go through the 
door under 1. Go straight down to a corner and turn left. Hop over the pits and 
go left this way until you reach some stairs. From the stairs, go around the 
path to some sand. Use Sand to follow it to a small room containing the 
Thanatos Mace. Even thought it may be weaker than any of your weapons, you can 
still sell it if you want.

Go back to the corner of the sand, surface, and go up to the next room. Keep 
heading up to a statue with one of the pieces of its head sitting on a nearby 
ledge. Push the piece into the statue to make it open its mouth and spit sand 
out. Return to the room below and before the one with the Thanatos Mace and go 
to the part of it near the door to the statue room. Go left and blow away the 
left of two leaf patches to find more stairs. Go up from the top of the stairs 
and climb down the vines. Walk across the sandpit you created and take the 
Power Bread from the chest. Use Sand to get under the low arch and climb the 
vine and stairs on the other side. Go down and into the right doorway from the 
stairs. Go up to a T-fork and go left. Like before, Move the pillar into the 
indentation, then return to the previous room. From the stairs you reached this 
floor on and go left. Go up at the fork and through the door. Use Sand to reach 
a Vial and return to the other room. Go straight down from the door and follow 
the path to 365 coins. Return to the T-fork near where you Moved the pillar and 
take the right path this time. Enter the door here to the sand room. In this 
sand room, you are forced to step on a switch that causes a nearby statue to 
periodically fill the room with more sand. You must stop on the similar switch 
near the statue once the sand rises enough, but before it covers the switch to 
stop the sand and unlock the door. If you are too late, exit and reenter, then 
try again.

After the sand room, go down the hallway to a room with a chute. Slide down it 
and youíll land right next to another statue piece. Push the pillar nearby into 
the pit to open a shortcut, then push the piece into the statue. You still need 
one more piece, though. Go through the door behind where you landed. Donít 
climb the stairs; go right and once again free a sandy shortcut by Moving a 
pillar. Now use Retreat and return to the statue room. Go through the door 
under 7 and make your way to the stairs (ignore the leaves). After jumping a 
pit, use Whirlwind on the left of 3 leaf coverings and enter the room behind it 
to find the Muni Robe. Return to the hall and enter the next room. Climb down 
the vines and go up. Youíll see a sandbar and incomplete statue, but ignore 
them for now. Just hop the gap, climb the vine, and then go up the stairs. Go 
up the hallway and use Sand to use the passage you opened earlier. Go right 
after surfacing and Whirlwind the first leaves you find. Enter the door and get 
the Sylph Feather. Return to the hall and keep going right and down. The next 
room is another sand room, slightly harder this time. Go through it as fast as 
you can and you should be able to make it to the next room. After hopping some 
pits in this hall, Whirlwind the first leaves you find and go through. Push the 
pillar and get the Potion down the vine.

Return to the hallway and go left to the next door. Hop your way down the next 
hallway and enter the door. Go up and push the statue piece into the statue. 
Make your way back through the last several rooms until you climb down some 
stairs to the room with the sandbar and statue you just completed. Ready 
yourself: as soon as you jump over to the path the statue lies on, it chases 
you! To avoid getting run over, run away from it to the sandbar and use Sand to 
have it pass right over you. Once it has passed, surface and go up to where the 
statue was. Use Sand on the thin sand vein and climb the vines on the other 
side of it. Go left and climb 2 more stairs. Go through another hall and Move 
another pillar for another shortcut. Donít feel bored; youíre almost done with 
the level (hopefully you arenít lost). Now head down. Youíll see a statue piece 
seemingly trapped in a block corral. Use Reveal to find that the center block 
is actually a pit, then Move the piece into it. Climb down the stairs above you 
and push the piece into the statue. It will create a sand waterfall. Go back to 
the room before the statue piece corral room and use Sand to reach another 
staircase through the shortcut you opened. Youíll recognize this room; go left 
and down to the sand waterfall room. Climb down to the sandpit at the foot of 
the waterfall and burrow it. You can actually climb up the waterfall with Sand! 
Once at the top, get off on the left and climb more stairs. Go through one more 
hall to another sand waterfall room. Climb this one with Sand and then climb 
the vine at the top left. Youíre on top of the ruins! Climb a few more vines 
and take your prize: the Left Prong. Now Retreat and return to Champa.

CHAMPA

After doing the usual town things, return to Obaba and give her the final 
Trident Prong. She tosses the 3 pieces into the forging pit. At first, nothing 
happens. The pit fills with lava. Out of a geyser, the Trident appears. But 
whatís making it float? To reach it, use Reveal and hop over the invisible 
platforms. Equip it to your fastest character (probably Sheba) and set out on 
your boat once again. Sail off for the misty area ESE (East-Southeast) of 
Champa. Enter the rocky area through the two boulders.

o. Sea of Time to Hesperia Settlement (Soths)

SEA OF TIME

You remember the song you were taught in Yallam? Well, now itís time to put it 
to use. First, here are some techniques you should know:

Transferring from one whirlpool to another: Whirlpools litter the Sea of Time. 
To get from one whirlpool to another, get to the outside edge of the current 
and try to sail with it until you are adjacent to the whirlpool you want to 
transfer to. Then, angle your direction towards the other WP and you should 
transfer.

Getting from a whirlpool to a square area: This is kind of tricky. Once again, 
go with the current on the outside edge of the whirlpool. When you are just 
starting to pass the entrance to the square area or maybe just before, start 
trying to sail into it and you should enter.

Using the volcanoes: The volcanoes are used to briefly turn off the angular 
currents near them. First, sail so that you are around the volcano but as close 
to the angular current as possible. Pause for a moment, then sail around the 
volcano, never stopping, until the current stops. Quickly sail across where it 
was before it comes back and sweeps you away.

Now, here is a basic walkthrough of the Sea of Time. Go straight up across some 
whirlpools to a volcano, Sail around it until the current disappears and sail 
across where it was. Go right across it to another whirlpool and get off it to 
a calm area. After you get in, go up across some more Ďpools to another 
volcano. Use this one and go up to the star symbol. Go left across 3 more 
whirlpools and use the volcano to go back down. Keep going down to a calm area 
and left to another volcano. Turn off the current and go down to the moon 
symbol. Keep going down to another volcano. Go across the current zone to the 
left and to a calm area, then up across 6 whirlpools to the final volcano. 
Deactivate the current above you and sail to the next area. Cross one more 
whirlpool, but save and standby 6 Mercury, 2 Mars, and 4 Venus and Jupiter 
Djinn before going up the short current. After it takes you to near 3 large 
volcanoes, the beast that caused the tidal wave and ocean warming appears in a 
whirlpool: itís time for a Boss battle!

BOSS BATTLE: POSEIDON

If you remember, the only way to damage Poseidon is with the Trident. Hopefully 
you equipped it to your strongest character. Use it as an item on Poseidon to 
breaks the forcefield that protects him from damage. After the Summon rush, 
have Sheba continue to use the Trident to damage Poseidon while Jenna heals, 
Felix uses Ragnarok, and Piers attacks or uses Diamond Dust. Repeat and keep 
well healed until Poseidon is beaten. Be careful of his Watery Grave and 
Counter-Rush moves. If Poseidon uses Counter-Rush, heíll automatically attack 
anyone who damages him this turn. And besides damaging all your party member, 
Watery Grave has a chance to automatically down a character! Keep Waters of 
Life or the Revive Psynergy on at least two characters and donít waste your 
time with revival Djinn. After you defeat Poseidon, he disappears into the 
water and several rocks appear around him. Head north from where he was and 
exit the Sea of Time. Whatís that tower/city up ahead? Itís...

LEMURIA

At last, youíre in the fabled civilization of Lemuria! To reach the actual 
city, sail through the catacombs (ignore the rock like in the Sea of Time) and 
head right to the dock. Weird... 7 other ships identical to your are parked at 
the dock. Sail up to the far right dock and youíll automatically switch to 
controlling Felix on the deck. Before you disembark for the lost city, enter 
the ship again. Head through the door from Piersí cabin and go down the stairs 
to the right. The boxes that made your trek through the ship so much longer 
have been removed, so go through the far door after them. Use Parch on the 
water here from the platform you enter on and climb down the ladder. Open the 
chest to get a Mist Potion. Now leave you ship and get off. Head around the 
ruins to some stairs. Youíll see a statue blocking you from jumping over a gap. 
Use Move to get it out of the way. Someone up ahead recognizes Move as 
Psynergy! The two teal-haired Lemurian guards up ahead must be Adepts! They ask 
who you are and if you defeated Poseidon. After they find out you did, they say 
you are too dangerous to enter Lemuria because of their kingís orders. Kraden 
asks who their king is and they reply itís King Hydros. He has ruled over 
Lemuria for centuries (probably with Lemurian draught) and decreed that Lemuria 
must be kept safe from outsiders. Piers asks if they consider him too dangerous 
also. The guards are obviously surprised that Piers has returned, but donít 
listen to his promise that they wonít cause trouble. Kraden asks if their king 
is really so important, making them mad enough to call him an insolent "pup". 
Kraden is offended and says that heís twice as old as they are. Piers warns him 
that either of the guards is older than your whole party put together. Everyone 
hardly grows older in Lemuria because time passes so slowly there. After Kraden 
apologizes for getting mad, the guards wonder if King Hydros would make an 
exception for them; he has been waiting for new from outside. They tell you to 
wait and leave for the King. Because time passes slowly for Lemurians, you 
could be kept waiting for a very long time, so the guards decide to just let 
you in. 

Lemuria is the most advanced civilization you have reached yet. There are no 
diseases, no wars, and everyone lives for centuries. It may seem like a 
paradise, but everyone is getting tired of living the same life day after day. 
There are only two children in Lemuria because they remain children for so 
little of their life. Lemuria is even duller because there is a law preventing 
people from leaving; Piers is the only one to see the outside world. If you 
want some interesting information, you should eventually go to the Senate house 
on the left side of town. The Senators here donít seem to want Alchemy restored 
to Weyard, fearing that men will abuse it again. They tell you that the King 
thinks that sealing away Alchemy has caused the world, and Lemuria, to decay. 
They disagree, though, and think that sealing away Alchemy saved the world, not 
causing it to decay. One other Senator tells you that Lemurians used to bottle 
Draught that allowed them to live a long time anywhere, and used this freedom 
to travel around the world. After a man named Babi (!) came to Lemuria and 
stole all their Draught, they built a fountain flowing with the Draught and 
settled down in Lemuria. The first thing you should check out in Lemuria is the 
Lucky Springs, which flow with waters that preserve life (you can preserve your 
life like any Inn by facing the springs and pressing A to drink). You can throw 
the Lucky Medals you have been accumulating into the spring. Depending on how 
they bounce off the crabs and turtles in the springs, youíll win useful and 
powerful items. It is a good idea to get items like the Hestia Blade and Ledaís 
Bracelet, but the best prize of all is the level 5 Combo Summon, Eclipse. You 
will automatically win Eclipse the first time you manage to get a Lucky Medal 
to land in the blue center (itís easier than it sounds).

After youíve used your Lucky Medals, head up the stairs behind the springs. 
Kraden will see the Kingís castle and is amazed. He runs up and tells you to 
come see. Although it isnít a good idea to come near the King, go up the steps 
to the castle. As Kraden is admiring the castle, the guards stop him. They soon 
recognize you as the people traveling with Piers (whom they call the "Lost 
One"). Piers asks if the King knows youíre here. The message of your arrival 
has been sent to the King, but he hasnít received it yet. He cannot be 
disturbed in his meeting with Lord Conservato. Piers doesnít seem happy at the 
sound of the name. Piers asks what Kraden has seen of Lemuria, and Kraden says 
that the castle and city are magnificent. Piers says that long ago, Lemuria was 
even more lovely, livelier, and grand then it is now. The King had lived 
through those days and still tells of them. Over the years since then, 
Lemurians have lost vigor, enthusiasm, and creativity. Lemuria is collapsing 
without its spark, only a shadow of the legendary civilization (could it be the 
loss of Alchemy?). Kraden wishes he could see the city as it was, then asks 
what Conservato has to do with this. Piers changes the subject again by saying 
King Hydros thinks the decay of the city has something to do with Alchemy. King 
Hydros and most of the other Lemurians want to stop this decay, but senators 
like Lord Conservato are stubborn and unable to accept change. Kraden reveals 
more of his stupidity by asking what a senate is. The senate determines various 
goings-on in Lemuria and Conservato is their leader. Lately, the senate has 
been resisting any new ideas suggested, preventing them from reaching the King. 
Because the Kingís conversations with Conservato are very long, Piers suggests 
you look around Lemuria until then.

Go around to the left side of the castle and use Scoop around the butterfly to 
find some Star Dust. Go back down and Mind Read the dog to the left to find out 
there is treasure buried around here. Use Scoop on the flowers with a butterfly 
flying around them to get a Bone. It may seem useless, but it will probably do 
something undiscovered. Keep going down to the area just above the Lucky 
Springs and go right. Use Scoop on the flowers near the chicken to get a Rusty 
Sword. Now use Growth on the plant below the chicken and climb down. Go past 
the cow (a cow and a chicken... scary) and use Cyclone on the large patch of 
grass to find a Hard Nut. Now, head to the house northwest of the Spring and 
enter. Wow, whoever lives here seems to be drinking a lot of something. Talk to 
the man to find he is Piersí uncle! The man comments on how "timid young Piers" 
has become a warrior and how his sister, Piersí mother, would be proud. Piers 
asks where his mother is and notices how messy the house has become. Piers asks 
if his mother is sick again. Kraden asks if there is still sickness in Lemuria. 
Piersí mother was born with a weak heart and became ill after the tidal wave 
washed Piers away. Sadly, he came too late to see her again. Piersí uncle tells 
him where to find her grave and he rushes out, leaving your party for a while. 
As you leave to follow Piers, his uncle asks you to let him mourn, than asks if 
they came to learn about Alchemy. Piersí uncle reveals that he was given a 
mission by King Hydros himself; even if the tidal wave had not come, he would 
have left Lemuria. The man is amazed that Piers told you nothing about his 
mission into the outside world before now. While Piers mourns his mother, His 
uncle writes a letter to Lunpa (does he mean Lunpa the Righteous Thief? What is 
he doing in Lemuria?) so that he will admit you to his tower.

Leave the house and go across a bridge to the tower on the right side of town. 
When you try opening the door, Lunpa tells you from the top floor that itís 
broken. Strange... If you played Golden Sun, youíll remember that Lunpaís son, 
Donpa, was an old man. Yet Lunpa only looks the age of his grandson, Dodonpa. 
The time-slowing Lemurian magic must also work on non-Lemurians. Youíll have to 
climb in through the window above the door. This is why you couldnít leave the 
Lash Pebble on Piers. Without it, you are permanently stuck. Use Lash and climb 
to the window, then enter Lunpaís tower. Go down the stairs on either side of 
the ladder and meet Lunpa. He is amazed that you could travel to far in this 
age, all the way to Lemuria. He asks why Piers isnít with you and Sheba 
explains where he is. He asks if since Piers was traveling with you, you are 
also trying to break the seal on Alchemy. This must be why Piersí mission was 
so secret; the King had to send him off without the senators finding out he was 
trying to release Alchemy. Jenna says the only reason they are trying to light 
the Lighthouses is to rescue her parents from being kidnapped by the Fire Clan 
of the north. Lunpa then asks Kraden what he is doing with you. Sheba says that 
Kraden joined them for Lord Babi. Lunpa only knows one Babi, but he says it 
couldnít be him. Lunpa is amazed that Babi is still living in the outside 
world. Kraden tells him that Babi recently died. Lunpa says to himself that he 
no longer knows anyone from the outside world. Jenna asks if he even knows his 
son Donpa from Angara. Lunpa remembers that he settled that village a long time 
ago. Kraden tells him the village is ruled by Dodonpa now, who has been causing 
lots of trouble in Angara. Lunpa is surprised his son would let this happen, 
but Kraden changes the subject and asks if Lunpa knows how old his son is 
(Donpa is at least as old as Kraden).

Before you start your actual discussion, Kraden asks if he can explain his 
personal reasons for going on this quest. Kraden says that he thought it was 
odd that Lord Babi sent him to study Alchemy. Anyway, there were once many 
civilizations around Weyard as advanced as Lemuria. When Alchemy was sealed 
away, most of those civilizations disappeared. Kraden thinks that his theories 
on Alchemy are related to Lemuria, so he waited until now to tell you. Lunpa 
asks that if his theories are right, the world itself will eventually vanish 
without Alchemy. Lunpa says that he, King Hydros, and many others have the same 
theory as Kraden does. He then describes the basic course of civilization. He 
asks you if you have seen any capable of building the Lighthouses and other 
great Sanctums you have seen. He says that this is one sign of the decay caused 
by Alchemyís absence. Lunpa then suggests that you hear the rest from King 
Hydros himself and says that you will go visit him. Lunpa gets angry when 
Kraden says he is meeting with Conservato. He says he will meet with the King 
and press their evidence on Conservato. Unfortunately, he canít get out of his 
stupid broken door. He steps back, charges up Dragonball Z style (Wha-!?) and 
charges the door, breaking it open. He then leaves for the castle. You should 
still know the way, so follow him up to the King.

One of the guards admits you to the King as "Lord Felix" (which is correct if 
you have only Venus Djinn on you and followed my walkthrough). Up ahead, youíll 
see the King with Conservato. You can see Conservatoís stubborn personality 
first-hand as he complains about even having to approach you, even when the 
King says he want to show something to everyone. The King comes to you and 
welcomes you to Lemuria. After you are all introduced, Hydros confirms Kradenís 
theory that the world is decaying without Alchemy. Naturally, Conservato 
opposes this. He says that the ancient civilizations would have decayed with 
Alchemy; this is the way of the outside world. He even says that Lemuria in 
unchanged! Hydros says his best scholars support him and Piers has confirmed 
this on his mission (Conservato interrupts again and says that he violated 
senateís order by using the tidal wave to send Piers away). Kraden asks what 
Hydros sent Piers to confirm, and the King hold out his hand and makes a map 
appear on the floor. The map shows the ancient world, when Lemuria traded with 
many other similar civilizations. For once, Conservato agrees with the king 
that it was a glorious time. The King then shows the map Lunpa brought with him 
when he arrived 150 years ago (! That would make Donpa at least 100 years old 
and Dodonpa an old man! That doesnít seem right...). Kraden notices that the 
continents seem smaller than on the other map. The King accentuates this by 
displaying the maps one after the other (actually, the continents seem the same 
size to me; the world looks smaller). Conservato starts arguing with Hydros yet 
again. The King has Piers confirm that Lunpaís map is much more accurate than 
the ancient one but still shows the world as being larger than it was 150 years 
ago. Kraden compares Weyard to a living animal requiring the 4 Elements for 
nourishment. Ever since Alchemy was sealed away, the world has been slowly 
dying and has started "hibernating". By using less energy, Weyard is lasting 
longer. If Alchemy were released, the world would "wake up" and start to 
flourish again. But because its "spring" is never coming, the world is slowly 
dying. Conservato challenges this theory, but King Hydros asks why Poseidon 
would have returned. The King says that he fears the threat of Alchemy being 
abuse, but also of the world dying without it. Conservato asks if the King 
intends to send Piers away again and warns that he will never be able to return 
if he does (donít worry about Conservato; you can always reenter Lemuria). He 
then leaves, saying he will never take part in this plan. The King says that he 
knows the dangers of Alchemy, but that you have to light the other two beacons. 
Sheba tells him you canít enter the Western Sea, so Lunpa makes a chest appear 
in front of you from back in his thieving days in Angara. The King says that 
Lemurians are unable to use the Psynergy contained in it and that you may be 
able to use it better, having an Earth Adept on your team. The King tells you 
they call the Psynergy Grind and that it can clear out reefs that block your 
way to the Western Sea. The King sends you on your way to light the remaining 
beacons and gives you control again. You can now leave Lemuria and return to 
your ship.

As you leave, Sheba asks Piers how old he really is. Jenna and Kraden join in, 
thinking they havenít shown him respect for his age. Piers say to just treat 
him as you have all along, but Sheba demands to know. Piers tells them to stop 
making demands if they want to respect him, but Sheba, Jenna, and Kraden all 
start laughing. Piers tells you to get them off his back, but you obviously 
donít say anything, making him think youíre also involved in the "conspiracy" 
(funny, no?). After leaving Lemuria, however, reenter. With your new Psynergy, 
you can get a new Djinni. Go to the large rock you saw in the tunnels earlier 
and get rid of it with Grind. Sail down the tunnel and dock near the now-free 
boats.

Walk along the dock wall and enter the door.

ANCIENT LEMURIA

This place almost looks like Lemuria; it even has a flooded spring! 
Surprisingly, it plays no significant role in the game. Go to the southwestern 
corner of the area and use Cyclone on the shrub on the other side of the wall. 
A Mercury Djinni pops out and enter a nearby statue. Use Tremor to evict it. 
Rime will join your party without a fight. Now you can exit Lemuria. Return to 
the Sea of Time through the boulders.

SEA OF TIME

Grind the rock blocking a path to the left. Grind one more rock and let angular 
current carry you out of Lemuria. You may now want to check the ocean for some 
Rusty Weapons; here is a list of the ones in the ocean. Note that they are all 
found by checking on shallow areas in the sea.
Rusty Axe: A little ways southeast of Lemuria.
Rusty Mace: East of Treasure Isle on the edge of the world.
Rusty Staff: Almost directly north of Shaman Village.
Rusty Sword: West of Atteka Inlet (you need your shipís wings).
Rusty Sword: East of Tundaria Tower.

After youíve collected all you can, forge them in Yallam, then sail to Gondowan 
Cliffs.

GONDOWAN CLIFFS

Use Grind on the rock blocking the way and sail through to the Western Sea! 
After getting more Rusty weapons, head to a small settlement on the southwest 
corner of the northern continent in the Western Sea (Hesperia). Get off on a 
beach that isnít spilt by a river and enter the...

HESPERIA SETTLEMENT

Once again, the Hesperia Settlement is populated only by a single family. They 
tell you about the nearby Shaman Village, which seems to be vary wary of 
strangers. Youíll also see a new Djinni here! To reach it, go to the western 
part of the area and climb the vine. Go left and use Growth on the plant, then 
climb it and go around a large rock to an area with a box. Move the box so it 
falls down the left hole in the fence and climb back down. Push it off the 
ledge it landed on, then climb down further and Move it to the right. Now climb 
back up and hop to the box. Climb the rocks to the left and enter the cave to 
find 166 coins. Exit and climb over to the Mars Djinni, Tinder. You donít even 
have to battle it! Now climb back to outside the cave and slide down the chute. 
Exit the Settlement and get back on your boat. Sail along the Hesperia 
coastline to the east until you reach a river in between two beaches; sail up 
it to a large lake. Go to the upper left part of the lake and youíll see two 
rivers to choose from. Sail up the right-hand one and get off at the end near a 
cave, which you should enter.

p. Shaman Village Cave to Contigo (Svcco)

SHAMAN VILLAGE CAVE

This cave is incredibly short and simple the first time through. Youíll come to 
a 3-way fork at the first room; take the left fork and uncover some vines with 
Whirlwind. In the next room, just walk around the outer edge of this room and 
enter the next room (ignore the round rocks and Mercury Djinni here for now). 
In the next room, push the pillar to the right to open a shortcut through the 
cave, then hop over the gap and go on to the exit. Enter the town up ahead on 
the world map.

SHAMAN VILLAGE

Right off the bat, youíll notice that the people of Hesperia are extremely 
xenophobic. They wonít even talk to you! Youíll have to use Mind Read to find 
that their chief, Moapa, has outlawed speaking to any outsiders except their 
longtime friends from Contigo, telling them that they canít be trusted. Enter 
the Inn and go down the lower floor. Go through the lower left door to outside. 
Now go up and hop over the creek. Use Growth on the plant and climb up to the 
Spirit Gloves. Now go to the building next to the chest with the Gloves. As you 
try to enter, Chief Moapa himself (and two guards) comes out in front of you. 
They stress the point that they donít like intruders and tell you to leave.  He 
says that if you have something to say, you should say it fast. Walk up to him 
and when the menu appears, show him the Shamanís Rod. The Chief is amazed (it 
is the SHAMANíS Rod, and it is also called the Rod of HESPERIA) and says it was 
a gift to a past chief, thought lost forever. The Shamanís Rod represented a 
promise to take care of the Hover Jade, and they are charged to give the bearer 
of the Rod the stone. Moapa looks at each of you, puzzled, and says he wonít 
give you the Hover Jade because you arenít Contigo. Kraden asks if there is 
some way they can get the Rod, and one of the guards suggests the "test". This 
test is Trial Road, and only the giver of the Rod to the old chief could walk 
it. He then walks off and asks for you to follow him. After you get your 
control back, follow Moapa and go through the next area. Talk to Moapa here to 
find that you need to make the sand here disappear to get the Hover Jade. Blow 
it away with Whirlwind and the pink statue. The chief is amazed you cleared the 
path and his guards say that Sheba must be the one from Contigo. Moapa almost 
seems in denial as Piers asks for the Hover Jade. He says that the sand was a 
test to see if youíre worthy to take the test to obtain the stone (what a 
mouthful). You still must pass through Trial Road. The guards are amazed that 
Sheba will also be made to do the test. Sheba gets mad and asks if they are 
saying she canít be the chosen hero. Moapa says that the heroes have always 
been men, making Sheba even madder. You eventually taunt Moapa into letting you 
take the test, but he warns you that a great battle awaits you at the top. 
After you regain control, standby your Djinn for the battle ahead beforehand (I 
suggest putting 6 Jupiter, 4 Venus, 2 Mars, and 6 Mercury on standby) and go up 
to a clearing.

Moapa explains the rules to you now. The legends say that the past leaders of 
Contigo and Shaman Village tested each otherís skills here in the road and 
fought on top of the mountain. Moapa then has his two guards demonstrate what 
to do. The rooms ahead are filled with traps and puzzles; you must use your 
Psynergy to pass them. To open each of the four doors to the next room, youíll 
have to put some items in the chests next to them. OMG OMG!!!! Felix actually 
talks!! He says his first word in the game: "Why?" Anyway, the chief answers 
that the doors are locked until the chests are weighed down with the proper 
amount. The first person to each door must put in one item and the second has 
to put in two! To put an item in, open the chest and select use on an equipped 
weapon or armor. If you are feeling overwhelmed and want to start over, there 
is a button you can press to end the Trial and return to the clearing.

Before choosing a path to race on, climb the ladder to the left and go down to 
the Hard Nut. Now, choose your path (I recommend the left one, but it doesnít 
really matter; the 4 rooms youíll face are randomly chosen from the following 
8). The starting timer counts down and the race begins! Run into the first room 
from the starting line. Because there is no definite order of the rooms, I will 
do separate walkthroughs for each room. Once you enter a new room, pause and 
check to see which one it is. Finally, DONíT WASTE YOUR TIME GETTING THE 
CHESTS. You can reenter the road after the race and get them.

Room 1
Defining Features: A huge sand waterfall
Use Sand to get up the waterfall and get off on the right. Use Whirlwind to get 
rid of the leaves and climb the vine to reach the end.

Room 2
Defining Features: 3 rolling logs
Push the bottom log and the second log left, then right into the water. Climb 
the vine to the right and then climb down to in the enclosure made by the logs. 
Push the pillar up and to the right as far as it will go and push the bottom 
log back down. Push the other log right into the water and hop across it. Climb 
the vines to the next area.

Room 3
Defining Features: 5 pillars, 2 of them vine-covered
Ignore the viney pillars; push the center free pillar down and the other 2 
towards the center one. Climb the vine to the right, hop across, and climb 
another to the next area.

Room 4
Defining Features: 2 water geysers
Align the pillar with the two water geysers, climb a vine, and hop across the 
water geysers when they are shooting water, then go to the next area. Or, run 
up to the upper part of the area. The left or right Scoop spot (I canít 
remember which) contains a geyser that blasts you right up to the top.

Room 5
Defining Features: 4 Poundable pillars, only 2 raised at a time
Use Pound on both of the pillars to switch them with their nearby counterparts 
and push the two vine-free pillars onto where the Pounded pillars were. Then 
hop to the next area.

Room 6
Defining Features: 4 pillars in long tracks; 1 vine-covered
Push both lower pillars up to align with the other two and hop across. Push the 
pillar up here to the left and climb the vine.

Room 7
Defining Features: 2 Burst pillars
Use Burst on the right-hand pillar, hop up to the vine, and climb it to the 
next area.

Room 8
Defining Features: 2 torches and 2 ice pillars
Pull the 2 pillars 1 space south each with Move and then push the left torch 
next to the corresponding pillar to melt it. Push the torch away, jump over the 
puddle, and refreeze it. Then go up the vine ahead and hop over the pillars and 
climb the last vine.

After you have cleared 4 randomly selected rooms, you will climb some stairs in 
the last room to the peak of the mountain. Climb the vine and hop over to the 
strange circle. Moapa and his guards appear and, as prophesized, they battle 
you.

BOSS BATTLE: MOAPA AND KNIGHTS

Since when are Indian warriors called "knights"? Anyway, if you followed my 
standby tips before Trial Road, you can Summon 2 Eclipse, Judgement, and 
Ulysses. Like all other human enemies, Moapa and his guards are equally weak to 
every element. The Summons should take away quite a lot of his HP (remember to 
focus on Moapa). After that, have Jenna heal with her Aura spells and the 
others attack. The Indians should go down soon after the initial Summon rush. 
Be warned, though; Moapa and his knights love attack items like Bramble Seeds 
and Crystal Powder. They can be quite damaging, so always keep your party well-
healed.

After you beat Moapa, he gives you the Hover Jade as promised. Everyone then 
goes back to the village to rest. After you get up, youíll find that every 
building is unlocked and everyone will talk to you! Go to a two floor house on 
the eastern part of town and exit through the second floor door. Go around on 
the path to a pillar behind a rock. Use Move to get it into the pit. Then go to 
the basement of Moapaís house and exit. Use Lash and climb up the rope. Follow 
this path around to the east and hop across the pillar. Go and get the Jupiter 
Djinni, Aroma ahead! Also, check the Shamanís teepee in this area. One of the 
jars inside holds some Lucky Pepper. Check the Shop and also return to Trial 
Road to pick up the items you missed. Now, exit Shaman Village when ready. Go 
back through the cave and get on your boat. Sail back out to the ocean and head 
northeast along the coast to another river in between two sandbars. Sail up it 
a long way to a fork. Because the lower path leads nowhere, take the north one 
and get out on the north side of the river once you pass the small mountain. 
Walk around on the ribbon like strip of landís forest until a Venus Djinni 
appears. Defeat Petra and have it join you, then sail to the continent south of 
Hesperia. Get off on either of the two beaches on the west side of the 
continent (Atteka) and go north or south depending on which beach you got off 
on. When you can take a long, forested path right a little way north of the 
lower beach, do so. Follow this peninsula to its end and walk around in the 
large forest on it until a Mars Djinni, Core, appears, Once again, beat it to 
have it join you and return to your boat. Go to a river in between two sandbars 
on the east side of Atteka and sail into it. Take the left path at each of the 
forks (your left, not the shipís) and you should end up inside a reef visible 
from the ocean. Sail up and enter...

ATTEKA INLET

Some people have brought a giant wing here according to a prophecy. They say 
theyíll attach them to the sacred vessel when Mt. Jupiter is lit (could they 
mean Jupiter Lighthouse?). Maybe the sacred vessel is your ship... youíll have 
to beat the next dungeon to see! Before leaving, go up the ladder left of the 
house in the next area and follow the cliff path around to a Vial near the 
wing. Notice the strange spider-like symbol on the arch leading back to the 
world map. After you leave, go northeast to a town next to a HUGE crater.

CONTIGO

The people of Contigo are all descended from the legendary Anemos civilization, 
and some have even inherited their wind Psynergy power. The Anemos had the 
ability to hover in the air and see into the future, but theyíre dead now. 
However, the two siblings who now possess this power have left Contigo. Youíll 
learn that one of those siblings was taken by a man named Hammet: Ivan! So Ivan 
is Contigo; who is his sibling? Whoever the sibling is he or she seems to be 
more powerful than Ivan. To the right of the village, on the edge of the huge 
crater, you will find the temple of the Anemos, a geoglyph of the sacred 
vessel, and the other wing, still under construction. Besides the prophecy of 
the winged vessel, there is also a prophecy that when the power of the Anemos 
is lost, a group of heroes will come to light the Jupiter Lighthouse beacon. 
Could that mean you? You also find that Contigo and Shaman Village have not 
always been allies. The friendship was formed between the two through constant 
war. And finally, itís finally time to use your Game Tickets at the Contigo 
Slots! There are also two dice games that you can win coins with. Now that you 
know the facts, time to get a Djinni. Go to a large patch of weeds east of the 
entrance to the town. Donít use Cyclone; use Scoop in the only clear area in 
the middle of the weeds to unearth Salt, which joins you without a fight! Once 
you have checked out the shops and used your Game Tickets, (also, go to the 
Anemos Temple and use Reveal to find that the center door is open, then enter 
and follow the halls to reach a Dragon Skin), you can head out of Contigo and 
go northwest to Jupiter Lighthouse.

q. Jupiter Lighthouse (Juplh)

JUPITER LIGHTHOUSE

Hey, itís the same spooky music as in Akafubuís ceremony! I hope you like it, 
because Jupiter Lighthouse is one of the longest and most important levels. 
Enter the Lighthouse door. The large door up ahead is closed tight, and you 
canít open it from this side. Take the path to the left until you reach a fork 
outside. Take the right-hand path and use Cyclone on the weeds at the end of 
the short path to find a Mint. Go back and go the other way to a Cyclone 
portal. Use Cyclone while standing on it to be transported to some catacombs 
under the Lighthouse. At the fork up ahead, go down first and Cyclone the grass 
to fight a Mad Plant for another Mint. Go back up and to the other path. Youíll 
have a choice of two door; take the left to find a room with a Psynergy Stone 
like in the first two rocks, though you probably wonít need it at the beginning 
of the level. Take the other door and climb down the ladder. Use Hover on the 
glowing tail of the glowing bird-like design on the wall and floor and walk on 
the air over to the opposite ledge. Up ahead, use the Cyclone portal to get 
back into the Lighthouse. Go up the path here and push the pillar onto the 
switch to open the door you couldnít pass earlier and another door. Go up into 
the new door to the "lobby" of the Lighthouse.

Youíll notice a long, swirling stream of Psynergy here. Go through the door on 
the left side of the tall room first. Just go up and into the next room here. 
Youíll be confronted with a small log-rolling puzzle. Roll the log next to the 
stairs you came up on up, then the only other moveable one up. Go under the 
first pillar and push the vertical one left, then the one to the right up. Push 
the vertical pillar back to the right so it fills in the gap. Hop across it and 
open the chest to receive the Erinyes Tunic. Now go through the door on the 
bottom of the room. Back in the main room again. Use the nearby Cyclone portal 
and enter the door you arrive at. Go up and Move the pillar near the chain to 
the right off the ledge, then go back down and go through the door past the 
Cyclone portal. Youíll emerge outside. Unlike the other 3 Lighthouses, Jupiter 
LH has an expansive outdoor area. Go southeast to the next door, back inside. 
Climb the next set of stairs and go through the door. Go up the hall (note the 
red door. The Cyclone portal you passed before going outside leads to it). Use 
Reveal on the pillars forming the symbol and hop across to more stairs. You now 
have a small jumping puzzle. Jump down to a chute and slide down. There will be 
3 pillars in grooves. From right to left, move the first one all the way left, 
the second one space left, and the third all the way up. Climb the ladder left 
of the third pillar and jump across the ones you moved and the normal pillars 
to a chest containing the Meditation Rod, a powerful weapon for Sheba. Now hop 
back to outside the block enclosure and take the door on the bottom left corner 
of the room.

Back outside again. Youíll notice that pressing the button here causes a bridge 
up ahead to fall away like a trapdoor. Push the pillar blocking your way across 
the bridge onto it and press the button. No more pillar. Go back in the way you 
came outside and go up, past the Meditation Rod chest to some stairs you didnít 
take before. Slide down the chute and go across the room to a ladder. Climb it 
and go along the ledge to another room. Climb the stairs to the right, then go 
down to the door. Youíre on the Jupiter Lighthouse aerie! "But DarthMarth, I 
thought you said Jupiter Lighthouse was long!" It is, and be quiet! There is a 
huge plug on top of the hole you need to throw the Jupiter Star into, 
preventing you from lighting it yet. Go down the symmetrical stairs on the 
other side of the aerie and back up to some more stairs. Youíll be on the other 
side of a previous room. Slide down the chute and approach the tall pedestal. A 
voice tells you to use the power of Anemos. Climb up to the top of the pedestal 
and use Hover. All the hover symbols in the Lighthouse are now powered up 
(except those with broken circuits)! Hop over to the right across the suspended 
pillars and go back to the room you first entered this one through. Push the 
pillar along the center of the room up onto the Hover spot to make it float. Go 
down and use the lower Hover spot to float to the left and grab the Red Key. 
Slide down the chute, hop over the floating platforms, and return to the 
jumping room. Go down and through the door to the outside and go across the 
trap bridge. Enter the other door and return to the original stairs in the 
jumping room. Go back left across the 6 Reveal pillars on the lower floor and 
go down to the door. Notice the Red Door again; this is where youíre headed. In 
the next room, go down the stairs and through yet another door. Outside, go up 
to the last door on this trek and use the Cyclone portal just inside. Youíll be 
taken up to next to the Red Door. Use the Red Key (what else?) to open it and 
go through the hallway and outside. Youíll be on a long bridge leading to a 
tower next to the main Lighthouse. As you near the towers, a statue spits 
whirlwinds at you whenever you get onto its line of sight, blowing you away 
like in Airís Rock. Use the alcoves made by blocks to get past it and enter the 
tower.

After the first room, go to the left and fight the Mimic. Then go fright and up 
the stairs. Go through the next room to more rolling pillars. Go past the 
right-hand two and up the next stairs. Youíll be in a maze with some cracked 
floor tiles like the cracked ground in Dehkan Plateau. Go to the right and down 
to the next room (never step on a tile more than twice), but then go back to 
the first room. Over to the left from the door, Move a pillar left into a pit. 
Now go around the left edge of the room and get the Mist Potion from the chest 
(exit and reenter, then get the 306 coins if you think theyíre worth it). 
Anyway, after youíre done, return to the door at the bottom of the room and go 
through the next few doors. The next room is practically empty, so go through 
it too. The next room is filled with cracked tiles. Carefully walk over the 
semi-intact tiles to the left Hover pad. Hover to the left solid ground and 
Move the pillar onto the switch to open a door like at the beginning of the 
Lighthouse. Go along a path to the right-hand Hover pad and Hover down across 
the cracked tiles. Go through the door. Donít fall down the cracked tile up 
ahead. Go up the stairs and through the door to be at the top of the tower. 
Push the missing circuit to the Hover link into place to make the archer statue 
fire an arrow at one of the statues holding the plug on the aerie. It raises up 
and lifts part of the plug up. Go back to the room with lots of cracked tiles 
and fall down the cracked tile surrounded by 8 normal tiles. Youíll land in the 
blank room. Fall down the cracked next to you, and the next one, and take the 
Blue Key you land next to. Now Retreat to the beginning of the Lighthouse.

Go back to the "lobby" and go through the left door you first went through. 
Climb down the ladder in the next room and Move the rightmost pillar below to 
the left, onto the Hover pad. Jump across the floating pillars and go up the 
stairs. Youíll be in the first pillar-rolling room; go down, hop over the gap, 
and reenter the main room. Push the circuit piece block off the ledge, then 
slide down and move it into the broken circuit. Use the activated Hover pad to 
hover to the ledge on the left, then use the next one to Hover right into the 
glowing stream of light. In here, you can solve a small puzzle to the left for 
a Potion. After that, go right and through the door. Go up, right and into the 
other door. Donít use the Cyclone portal; open the Blue door and go through the 
doorway behind it. Youíll see another deactivated Hover pad. Slide down the 
chute and push the missing conduit into the circuit to activate the Hover pad 
above. Go through the door behind you and all the way up to another chain and 
pillar. Move the pillar left into the pit to complete a shortcut, then use 
Retreat. Return to the reactivated Hover pad behind the Blue Door. Use it and 
fly in front of the statue. It will blow you to the right-hand tower.

Inside the tower, go through the first room and through the other door directly 
ahead, not the stairs. In this room, there are two conduits and 3 slots for 
them. If both conduits are placed, a Pound pillar pops up, which you can use to 
pop the conduits out. To reach the conduits, youíll need to use Hover on two 
different spots. To get the Jupiter Djinni, Whorl, push the straight conduit 
into the lower right slot and the other one into the lower left slot. Then use 
Hover and float to the Djinni (youíll have to fight it first). Then, pop the 
pillars out and push the straight one into the upper slot and the other into 
the slot the straight one was in before (I hope I didnít confuse you). In the 
next room, you have a VERY tedious puzzle. The Hover conduit also serves as a 
means of readjusting the pillars here, but only one at a time. You can solve a 
puzzle for Water of Life, but it isnít worth the time. Just push the pillars so 
the look like this:
P = Pillar on Hover pad
O = Hover Pad
| or - = Hover line

|
O-POP-PO
|  |  ||
| P-OO-|
| |  | |
P-Pó-O-O

After this, push the Hover conduit back into the slot and hop across to the 
next room. Push the pillar onto a switch to make a shortcut and go up the 
stairs. Just go through the next room; there is nothing to do in it. In the 
next room, follow this path to make it to the final room:
All the way to the left wall from the entrance
Down 2 spaces
Right 3 spaces
Down 1 space
Right 2 spaces
Down 3 spaces, past the whirlwind statue (donít get blown away)
Left 2 spaces, across a cracked tile
Down 1 space
Left 2 more spaces
Down 3 spaces, let this statue blow you across
Up 1 space
Right 2 spaces
Down, left and to the next stairs
That was boring, wasnít it? The final puzzle room is filled with Hover pads and 
is rather tricky. Use Hover on the one you are standing on and Hover to the 
left. You wonít fall because of the Hover pads below you. To get past the first 
whirlwind statue on the left, just run past it on the leftmost row of Hover 
pads. The next one is harder. On the row of pads 2 spaces down from the 
lightning rods, run northwest onto the cracked tiles. If you are over these, 
the statue will miss you. Get back onto the Hover pads as soon as you pass the 
lightning rods. Open the chest here to receive the powerful Phaetonís Blade. 
Now return to the center pad and go to the right. Get past the first statue on 
the right just like the first on the left. The final one if trickier. When you 
reach the row of lightning rods, go right onto the cracked tiles and run up. If 
you get back onto the hover pads a split second too early, youíre blown away by 
the statue. Too late, and you run out of Hover time. I have found that the 
precise moment to turn to the northwest, back onto the Hover padded ground, in 
right as the whirlwind from the statue is crossing onto the rightmost Hover 
tile. With practice, you should be able to get this maneuver every time like 
me. Once you get past the final statue, Hover to the stairs and climb them. Go 
down the last hallway to the top of the right tower. Activate the statue here 
just like you did the other one to raise the plug on the aerie high enough for 
you to through the Jupiter Star in. Now Retreat to the beginning and make your 
way back to the door where you first went outside, near the Cyclone portal 
leading to the opened Red Door. Before you go through the next door, give all 
your Water of Life to Piers and put 6 Mercury, 4 Venus, 6 Jupiter, and 2 Mars 
Djinn on standby.

As you exit the Lighthouse, you hear your old Golden Sun party! Mia has 
apparently falling fallen somewhere up ahead and Garet is trying to save her! 
You hear something falling with a crash. Ivan and Isaac call out to them (yes, 
Isaac. He apparently transferred his mute virus to Felix during their Venus 
Lighthouse encounter, and is now quite a chatterbox). Your party starts talking 
about whether youíre on the same side and if you should help them. You run up 
and see Garet dangling from a ledge, Mia trying to save him. It looks like 
Isaac or Ivan unwittingly triggered the trapdoor you saw earlier and sent Mia 
and Garet falling down to a precarious platform. Mia tries to pull Garet up and 
isnít strong enough. As Isaac tells himself he has to save Garet fast, Agatio 
appears and says he wonít be. Obviously heís accompanied by Karst. Isaac tells 
them to go away if they arenít going to help, but they tell him about Karstís 
grudge against Isaac. For the first time, Karst reveals where the Fire Clan is 
located: the town of Prox, far to the north. Agatio says that Prox is in dire 
trouble because of the seal on Alchemy; this must be why the pair wants the 
Lighthouses lit. After they tell of their plans for after Prox is restored, 
Ivan asks if they think his party would let them after that. Isaac asks if you 
were trying to help them, and they reply they donít know why you want the 
Lighthouses lit, but they donít care whether you or them light the Lighthouse. 
Isaac and Ivan tell them to get out of the way so they can stop you and add a 
small threat. Agatio and Karst ask if they would leave their friends "hanging". 
They must have triggered the trapdoor. As they start winding up to a fight, 
Ivan says he hopes they donít mind a fair, two-on-two fight. Karst tells him 
that Alex is with them, expecting him to take his cue and appear. But, he 
doesnít. Agatio gets mad and reveals that he wanted to get rid of Alex all 
along (he does seem like a "weak link" to me, with his "sneering smile"). They 
then get into a fight, which looks pretty funny (it has all the battle sound 
effects, but they donít enter the battle screen).

Your party starts talking about the fight and Garetís position. You all decide 
to help Isaac, so after you get control, so go through the door behind you and 
go back to the ledge they are fighting on. As you approach the door to the 
ledge, Alex appears (literally) and asks if you are going to light the beacon. 
He then asks if youíre sure thatís ALL youíre going to do. He saw you watch 
Isaacís party fight Agatio and Karst. He knows that you will regret it if you 
leave them behind; you canít leave people who have served their purpose behind 
like he can. He encourages you to go and help them, then fully heals your 
party! Maybe Alex isnít so bad after all... As you go outside, you see Ivan 
being downed. The battle screen appears and Agatio finishes Isaac off with the 
cool-looking Rising Dragon. As the two talk about their victory, Isaac stirs. 
They are amazed he is still alive and prepare to finish him. Kraden warns Isaac 
of the danger and follows you to the battle. As Kraden asks what they are 
doing, Karst tells you to be grateful for their "favor". They get mad that you 
havenít lit the beacon yet and tell you to hurry up. Sheba says they will, but 
wonít leave Isaac and co. behind. Karst gets mad at your betrayal and once 
again prepares to finish Isaac off. Jenna defends Isaac and says Agatio and 
Karst will have to fight your party first. Karst, realizing how tired they are 
from fighting Isaac and Ivan, decides to do as you say and leave. Agatio tells 
her to stay and asks why she isnít mad about her sisterís death. They decide to 
leave, but only if you light the beacon immediately and take Isaacís Mars Star. 
Kraden, amazed, asks how they knew about the Mars Star. Isaac says he trusts 
you and gives you the Mars Star. Agatio and Karst then leave and head for the 
aerie. As you leave to follow them, Piers comes with you, not trusting the 
pair. Now return to the aerie. As you arrive, Agatio and Karst get mad that 
youíre late and order you to light the beacon. After you do so, Piers tells 
them to let you go. Agatio and Karst refuse and say they canít trust you after 
you betrayed them. Now that Jupiter Lighthouse is lit, they have no use for 
you. Karst explains this by telling you Mars Lighthouse is close to their 
hometown, Prox! Before you can comprehend this, she steals your Mars Star! 
Piers asks what will happen to Felixís parents after all the beacons are lit. 
Agatio confirms heíll keep his promise and release them, even if youíre not 
there to take them home to Vale. They then fight you. Itís time to die, Felix!

BOSS BATTLE: AGATIO AND KARST

Because only Piers joined you on your ascent, youíll have to start the battle 
two-on-two. Begin by having Felix Summon Judgement and Piers using Diamond 
Dust. Because Felix should have Revive and Piers will have Water of Life, they 
can revive each other if needed. Now, onto the enemyís description. Karst, the 
weaker of the two, has two unique attacks. Her Death Scythe does a good amount 
of damage to one character and has a chance of felling them instantly. She also 
has Djinnfest, which creates a song that puts one Djinni from each of your 
characters on recovery mode. Agatio, the physically stronger of them, has some 
extremely deadly attacks. His Stun Muscle does several hundred points of damage 
to one character and may stun them. His Rising Dragon attack, which you saw him 
finish Isaac off with, does even more damage with no special effects. His 
Rolling Flame Psynergy does several hundred points of damage to several of your 
characters; itís very deadly. And lastly, Agatio has one of the strongest 
attacks in the game, Meteor Blow, which deals massive damage to all of your 
party and may even be enough to fell a party member in one hit. It is similar 
to a Summon in that it does more damage to characters with higher HP. Because 
Karst has less HP than Agatio and the Death Scythe attack, you should 
concentrate your strongest Psynergy and attacks on her. After two turns, Jenna 
appears and asks whatís taking so long. Piers explains whatís happened and 
Jenna joins the fray! Use her two Mars Djinni to Summon Ulysses and take 
advantage of her Aura spells for healing. After another two turns, Sheba joins 
up. You can now Summon Eclipse on the dastardly duo twice! This battle is 
really only difficult because you start out with half your party, despite 
Agatioís devastating attacks. After Sheba joins you, you should have no problem 
winning. Also, note that this is the only Boss Battle in the game you donít 
have to win; the storyline progresses regardless of the outcome. Winning is 
still recommended, however; you get the rare, forgeable Dark Matter when you 
win.

After you defeat them, Agatio tells you to finish them off. Karst asks you what 
would happens to your parents if they, Saturos, and Menardi didnít return to 
Prox. Jenna doesnít believe they are implying their parents would be killed, so 
Agatio once again tells you to finish them off. After you reply, Alex appears. 
He warns you that Karstís threat may be true and to not kill them. He then 
proceeds to revive the two! He shows you that they are still weak and tells 
them to leave. Sheba asks how he will get past Kraden and Isaacís party, who 
are coming up. He says theyíll take the... elevator? If you played Golden Sun, 
youíll remember the two elevators on each side of every Lighthouse aerie. As 
Kraden appears, they get on the elevator and descend. Garet, who came with 
Kraden and the others, is mad that they got away. How typical... Ivan says that 
you should head back to Contigo and rest and Kraden agrees. Isaac leaves on the 
other elevator and you take the one Agatio and Karst used, which just came back 
up. After you get back down, climb down the ladder below and exit the 
Lighthouse. Return to Contigo now to reunite with Isaac.

r. Contigo Revisited to Gondowan Settlement (Corgs)

CONTIGO

You can now learn that the giant crater next to Contigo is where the Anemos 
civilization stood before it lifted off into the sky and became Weyardís moon! 
Wait, didnít you hear that Sheba fell from the sky when she was young? Could 
Sheba be an Anemos? Because Jupiter Lighthouse was lit, the prophecy of the 
Anemos was fulfilled and most of the citizens have left to take the remaining 
wing to your boat!

!!!IMPORTANT NOTE!!!
NOTE: IF YOU WANT ALL 72 DJINN AND THE ULTIMATE SUMMON, MAKE SURE THAT THE GS1 
PARTY YOUíRE TRANSFERRING BY LINK CABLE OR YOUR PASSWORD HAS ALL 28 ORIGINAL 
DJINN AND THE ORB OF FORCE BEFORE CONTINUING!!!!! IF NOT, YOU CAN USE MY OWN 
PASSWORD IN THE FAQ SECTION!!!!!
!!!IMPORTANT NOTE!!!

Now, go to the house to the northmost part of the town, the one that was empty 
before. Isaac and his party greet you (oh, and get used to the music thatís 
playing; itís the new World Map theme). You debate on whether Isaacís party 
should trust yours and agree that you are allies. Ivan also makes a comment 
about Isaac worrying all the time about Jenna since she was kidnapped at Sol 
Sanctum. Hmm... Could they... You then talk about why you and your party 
avoided Isaac. Ivan asks why you helped Saturos and Menardi. Naturally, you say 
nothing. You start talking about the night Sol Sanctum was invaded by Saturos 
and Menardi and the storm that followed. Jenna says that she was relived to 
find that Felix survived the boulder 3 years ago. Kraden adds that everyone 
survived the boulder. Does this mean Isaacís father Kyle is alive? After this, 
Kraden explains why you want the Lighthouses lit: to save Weyard. You are faced 
with the conundrum of whether you should light the beacons and risk the Worldís 
destruction immediately or let it die for certain more slowly. What a choice... 
Isaac says he would have helped you before if he had known, but Kraden tells 
him that would have violated the teaching of Vale. Suddenly, the most unlikely 
person imaginable enters: Master Hamma! What is she doing so far away from Xian 
Temple!? She tells you that she is a descendent of the Anemos and Ivanís 
sister! She tells you not to worry about that now and says that the elements 
are unbalanced with only 3 beacons lit. Weyard is slowly freezing because the 
Mars beacon has not been lit yet. Jenna tells her Agatio is going to light it, 
but Hamma doubts he will be able to. She senses a powerful force that doesnít 
want to see the beacon relit. You will have to combine your powers if you want 
to succeed. Hamma says that she also has a gift for you, in Atteka Inlet. After 
a little more talking, both your parties join up! Before you leave Atteka, use 
Force (you did give Isaac the Force Gem in your password, right?) on the stump 
just southwest of the house you joined up in. A Mars Djinni, Shine, pops out. 
You donít even have to fight it! Now, leave for Atteka Inlet.

ATTEKA INLET

In the southwestern part of the area you enter Atteka Inlet in, use your new 
Lift Psynergy to lift the boulder and then use Cyclone on the weed to unearth 
the strongest attack Djinni in the game, Geode! Like Shine, you donít have to 
fight it. Go to the area with your boat for a surprise: the wings have been 
attached to your boat! As you go to the gangplank, Hamma greets you and shows 
youíre your ship. Using the Hover Psynergy, your boat can now fly! If you 
rescued Hammet in Golden Sun, a messenger from Vault will bring a chest 
containing rare Orihalcon as you leave. Try out your new wings to fly over the 
small rocks blocking your way out. As you fly, everyone but Sheba is happy 
about the wings. Sheba finally reveals why she is on her quest. She thought 
that if she went to Jupiter Lighthouse, she would learn who she was. Sadly, she 
didnít find any answers with Felixís party. After talking some more, Kraden 
says he is like Sheba in that he can barely remember the poor family he was 
born into. When he was 4, Babi adopted Kraden and took him to study as a 
scholar. He never got to know the comforts of a true family. How sad... Anyway, 
use your new wings to get a Rusty weapon from inside a reef west of the Inlet.  
Now sail to an islet southwest of Atteka: the SW Atteka Islet (what else?)

SW ATTEKA ISLET

This tiny settlement teeters precariously over Gaia Falls. To get a Dragon 
Skin, climb down the vines below the tent and push the pillar into the water. 
Climb back up and push the box off the left part of the island into a small 
waterfall. It should fall over but be stopped by the pillar. You can now hop to 
the Dragon Skin. Also, Lift a boulder and hop over to a Jupiter Djinni if you 
didnít have all of them in your transferred party. Now you can return to your 
boat. Then return to Yallam (you can fly over a land shortcut near Mikasalla).

YALLAM

First, forge anything you might have and visit the shops to sell excess items. 
Then go to the upright log outside the blacksmithís house. If you have the 
Force Orb, use Force on the log to knock it over and hop across it to a weed 
patch. Use Cyclone to reveal a ladder. Climb down it and go through the cave, 
then take the powerful Masamune sword at the end. Now, leave Yallam and return 
to the Western Sea. On the southern tip of Atteka youíll see a seemingly 
unreachable cave. Well, not anymore. Go to a beach northeast of the cave on the 
east side of Atteka. Itís the left side of a river delta. Fly your ship down 
through the trees to the cave and enter.

SW ATTEKA CAVE

To get the Summon Tablet in here, go to the right side of the cavern and use 
Parch on the water from as close as you can get. Then climb a ladder up to a 
high ledge and to, then climb up from the empty pool to the Summon Tablet, 
Coalticue! Leave the cave and return to Shaman Village Cave in Hesperia.

SHAMAN VILLAGE CAVE

As you enter the cave, 3 gladiators enter looking for Isaac. He apparently beat 
them in the Colosso Tournament before (you did win Colosso in GS1, right?) and 
they want revenge. They think his use of Psynergy was cheating. They then fight 
you again. They are not to hard; just use Psynergy, Summons, and Djinn on them. 
Also keep in mind that Azart seems to be the weakest of the 3. After you beat 
them, forgive them for accusing Isaac and they give you the useful Golden 
Shirt! Now go through the center door at the fork. In the next room, Lift the 
1st, 3rd, and 4th boulders from the left. Use Frost under the puddle behind the 
first and then Whirlwind the leaves on the ladder on the top of the room. Climb 
the ladder and hop over the ice pillar. Hop to the ledge right of the one the 
ice pillar was next to, the one with the Mercury Djinni on it. It will hop over 
to the next platform. Follow it; because of the pillars you lifted, it will be 
trapped. Battle Eddy and make it join your party, then continue on to Shaman 
Village. After youíve gotten reacquainted with everyone, reenter Trial Road.

TRIAL ROAD

Go all the way to the top of Trial Mountain to where you got Hover. Use it on 
the Hover pad left of the left-hand exit from the Road. Hover to the left and 
enter the cave.

TRIAL CAVE

Use Lift on the boulder near the entrance and go down the long stairs to the 
exit. There is a Mad Plant in the weeds left of the exit to the cave. Then, go 
to the bottom right pool. There is a Jupiter Djinni that flies around the pool 
and always stays opposite of you. Use Reveal (notice the symbol) and hop across 
the hidden platform. The Jupiter Djinni gets stunned in confusion. Go up to 
Gasp and battle it to get it to join you. After that, go back through Trial 
Road and Shaman Village Cave. Get back on your boat and sail southeast to 
Gondowan. Southwest of Kibombo is a small river between two sandbars. Sail up 
it to a very wide, long river. Keep going up until a rock blocks the way 
further. Get out on the left side and go north across the bridge. Up ahead, 
youíll see a red mountain. This is Magma Rock, but donít go there yet. Go along 
a path to the west and up to Gondowan Settlement.

GONDOWAN SETTLEMENT

Gondowan Settlement looks similar to Kibombo in terms of dťcor, but it is much 
smaller. Only 3 people live here in one family, and they are all afraid of 
Magma Rock. Youíll be traveling there despite their warnings, but first climb 
some stairs behind their house and go down to some gravestones of their 
ancestors. Use Reveal and take the Lucky Medal hidden on one. Then go to the 
southwest part of the Settlement and use Cyclone on the weed on the left side 
of the fence. Down the revealed ladder you will find some Star Dust. Now leave 
the Settlement and return to Magma Rock.

s. Magma Rock (Magro)

MAGMA ROCK

Use Lift to get the large boulder on the ground out of the way. Donít bother 
Bursting the pillars up ahead or entering the rock yet, but look at the statues 
shooting fireballs at each other. Climb up the ladder around the door and climb 
up the ladder to the right. Use Burst from behind the tiki head and it will 
shoot a fireball at a pillar, which blows up. Go back and climb up the ladder 
the pillar was blocking. Push the other pillar out of the way and climb up. 
Slide down the ledge to the left and use Burst of the statue here. It doesnít 
spit fire; instead, it starts flashing Climb up the nearby ladder and jump on 
top of it before it blows its top and youíll be lifted up to another ledge. 
Make your way from here around two more ladders. Push another pillar and climb 
to the next area. You can climb down the ladder to the right of this area to 
get an Oil Drop. Then use Growth on the plant next to the ladder you came up on 
first, then climb up the one to the right. Use Growth on the two other plants 
and Burst on the statue. Climb up the right-hand plant you grew and go left to 
a ledge. Slide down it and use Burst on this tiki statue, then slide down 
another chute and climb up the first vine you grew. Use Burst on this statue 
and get on it. Prepare for liftoff! Jump off when it rockets you up and push 
the nearby pillar left onto the plate. Go over to the left and youíll have a 
choice of 4 chutes to slide down. Slide down the second and take the coins from 
the chest. Slide down more and use the statue to the right to get back up. Take 
the third chute now and Lash the rope. Climb it and use Burst on the tiki head. 
Quickly slide down the left chute below the tiki and hop the gap to the right. 
Climb up the ladder and jump onto the tiki head before is explodes. Climb up 
the ladder after you go up and over to another pillar. Push it and climb over 
it (donít go up to the next area yet). Go to the next area with the right-hand 
ladder.

One of the two ladder paths is blocked by a Burst pillar. Hop over the gap 
above the other ladder and climb another ladder under a tightrope. Use Move to 
move a pillar across a rock away from you and return across the gap. Climb two 
short ladders and hop across the two Burst pillars and normal pillar to the 
left so that you collapse the second Burst pillar. Use Burst on the tiki and go 
across the tightrope. Slide down and climb to where the pillar you blew up was. 
Push one more pillar and go right, up a ladder. You can climb up a ladder 
ahead, but instead go down a ladder. Go down another one, then get the 
Salamander Tail and push the pillar. Go back up and climb the ladder you saw 
earlier. Use timing to get past the fighting tiki heads without getting knocked 
off by a fireball. Once you reach the top, walk right to another ladder. On the 
higher ledge, pass the first ladder and use the tiki at the bottom of the 
second. It strikes the large fire stone and makes it explode, blowing a hole in 
the side of Magma Rock. Return to the first ladder down and enter the rock.

Go through the first room in here and the next one too. Go around the large 
wall and back into the previous room. Hop over the gap and use the small tiki 
statue to hit the large one with Burst, which fills the room with lava. If you 
missed at least one Mars Djinni in Golden Sun, you can find one in the bottom 
of this large room, near what looks like a floodgate. Anyway, return to the 
last room and use the moving platform to reach the next hall. Just go through 
the empty hallway and enter the door below this one. Take the Lucky Medal from 
the chest and go back. Go down to the bottom of the room and use the button 
near the floodgate to open it and drain the room. Return to where you entered 
the room and climb down the ladder into the lava bed. Push a large pillar into 
the indentation so it aligns with 6 circular pillars and makes a convenient 
shortcut. Then enter the tall doorway near the small tiki statue. In the lava 
bed in the next room, enter the stairs with the blue diamond above them to 
reach the next lava area.

Before filling the room, climb down to the floor of this series of rooms and go 
through a large door under a tightrope. You now have a choice of two tall doors 
to go through. Go through the top one first and push the square pillar down 
into the pit. Go back to the last room and take the bottom door. Go to the left 
side of this long room and climb the ladder to a Mars Djinni! Defeat and 
capture Fury, then go back and fill the lava room. Exit the room into the door 
southwest of the large tiki head. Use the moving platform to reach a Mist 
Potion, then jump across the pillar you just pushed and go down to the next 
room. Go right and use the moving platform here to exit through the rightmost 
door. Use Burst on the pillar ahead and also on the one after that. Now go back 
to the room above and drain it with the floodgate. Return to the room below 
through the wide door under the tightrope and climb up a ladder where a cracked 
pillar was. Climb down a ladder to the right and go down the stairs with a blue 
diamond over them.

Climb down the ladder and go through the room below, then back through the 
first room and up to the lava pool room. Hop over a gap and fill the room as 
usual. Use the moving platforms to get to the other side of the large room and 
go through the southwest door. Ignore the chains in here for now; just go down 
to the bottom room. Now use the floodgate to drain the lava and return to the 
previous room. Swing across the chains like the vine in Gaia Rock and descend 
the ladder. Then go to the upper room through a tall doorway. Climb a ladder to 
the right and take another Salamander Tail, then go up again to the drained 
lava room. Push the 3 square pillars youíll see so that they align in their 
indentations. Now go to the tall doorway you first hopped past to fill the lava 
room. Enter it and take the forgeable Golem Core from the chest. G to the lower 
door in the large lava room you didnít enter through, entering the lowest level 
of the room you first entered this floor on. Push the pillar next to the door 
into the indentation and climb up. Go back up and refill the rooms. You can now 
use the 3 pillars you aligned before to get into the other side of the chain 
room. Go through to the next room and use the two moving platforms to cross 
over. In this revisited room, you are in a position to push a pillar left into 
the lava. Drain the lava and return to this room. Climb down the now reachable 
ladder and down one more flight of stairs.

Youíll be in the room right inside the entrance of Magma Rock you passed 
earlier. Push the blocking pillar off the ledge to the left and climb down. 
Fight the Mimic inside the treasure chest to win an Apple and enter the door on 
the left. You canít get past the pillar here yet. As you hop onto the series of 
scattered platforms, flaming rocks shoot out from the center of the lava. Pay 
special note to the glowing, not flaming rock the camera centers on. Anyway, 
hop to the top center door and enter. Go up to a large chamber with a strangely 
familiar door on it. Enter the door. Youíll see some platforms floating on an 
endless sea of lava. Hop to the far platform. Like in Airís Rock, the platforms 
disappear behind you. Examine the tablet at the end of the platforms. Jenna 
will touch the tablet and learn the Blaze Psynergy! Try it out on the stone 
platform on the way back to the previous room (donít Retreat yet). Use Blaze 
facing the unlit torch from behind the lit one to shoot a stream of flame and 
make the pillar blocking you sink down! Hmm... Where else have you seen a 
pillar like this? Return to the room filled with scattered platforms and use 
Blaze on a flaming rock near the entrance you first used to light the nearest 
torch. Then use the lit torch to light the other one and pass through the 
exposed door. Go along the path in this room and hop over to the glowing rock 
after you reenter a different part of the platform room. Examine it and somehow 
reach inside the glowing rock. Youíll receive the Magma Ball! Now Retreat from 
Magma Rock and get back on your ship. Sail around to a town on the western 
coast of Angara, roughly north of Magma Rock and southeast of Hesperia.

t. Loho to Prox (Lotpr)

LOHO

Loho is a recently established mining camp filled with dwarves. It is built 
over ruins of an ancient civilization, and the dwarves are trying to reach the 
quarry the stone for the buildings was mined from. Unfortunately, a solid wall 
blocks the way. They have a cannon, but no ammunition. Solve this problem by 
using your Magma Ball on the cannon. The cannon fires and blows the wall to 
bits. In gratitude for your opening up more digging space, the dwarves carry 
the cannon off to your ship. Enter the space behind the wall. Use Scoop to dig 
up a partially buried Golem Core and another one under a Liftable rock. Also, 
dig around in the ruins for 2 Game Tickets. Climb the ladder in the back of 
this space and go over to the roof of the Sanctum. The Jupiter Djinni there, 
Lull, will join you without a fight. Also, before you leave, visit the all-
purpose shop and dig up some rare Mythril Silver behind a wall in the southwest 
corner of the town. It is between two small rocks and the eastern part of the 
wall. Once youíre done in this town, exit to the world map. The dwarves tell 
you they attached the cannon to your ship with no problems. They return to town 
to excavate the new area. Get back on and return to Yallam to forge the new 
items (if you want to go all the way back, which isnít recommended-youíll soon 
get a new Psynergy to get there in the blink of an eye), then go to a beach 
north of Loho. Keep going north to a cave (you can actually see Vale and Sol 
Sanctum across the mountains near the cave!).

ANGARA CAVERN

At the bottom of the stairs, the Combo Tablet Haures can be yours if you solve 
a small Carry puzzle. First push the block on the ground one space to the 
right, then climb the ladder and push the upper block to the ledge. Use Carry 
to get it down, then go back down and Move it left so it aligns with the other 
block. Carry the lower block on top of the other one and jump across the 
stacked blocks to the Summon Tablet. Now exit the cave and sail to a snowy 
island northwest of the cave.

KALT ISLAND

Only an old couple lives here. They used to trade with Agatio and Karstís 
hometown of Prox to the far north, but because the Mars Beacon has not been 
lit, the sea has frozen over. Youíll need your Magma Ball to get through to the 
north. Could this mean youíre going to Prox? Anyway, if you have the Catch 
Beads, you can use them to grab an Apple on a tree outside (how does it grow in 
the cold?) by sliding out onto the frozen pond and down. To reach the Mercury 
Djinni you saw earlier, slide right from where you got the Apple, up, left, up, 
right, up, left, up, right, up, left (kind of boring, no?), down, and left. 
Climb the ladder, use Lash on the rope, and go over and get Gel without a 
fight. Now leave Kalt Island and sail north to an opening in the sea of rocks 
surrounding the...

NORTHERN REACHES

Weave through the maze of rocks here to reach some icebergs. As you go up 
through them, Jenna notices a huge wall of ice blocking the way. Kraden and 
Sheba agree that you should use your new cannon to blast the wall down. Get 
between the two small icebergs in front of the wall and fire! After the wall is 
gone, sail north to a blizzard-swept landscape so far north is doesnít even 
seem to be on the map. Get out of your boat and enter...

PROX

Wow... I can sure see why Agatio and Karst say Prox is in danger. If it doesnít 
get eroded away, it will be frozen solid! Because the northernmost part of 
Weyard is all land, a bottomless rift replaces Gaia Falls at the end of the 
world. Amazingly, the people here welcome you BACK; Felix must have traveled 
here with Saturos and Menardi! The Proxians here agree with King Hydros in that 
Mars Lighthouse must be lit, or else Prox and all of Weyard will be destroyed! 
Prox was forgotten by everyone as it slowly died after its nearby beacon was 
extinguished long ago. Prox sent elders to the center of the beacon-dimming 
operation, Vale, but they wouldnít listen and drove the messengers out. Agatio 
and Karst have already gone to Mars Lighthouse, but havenít returned. The 
village elders and leaders have become worried about them and are waiting for 
them on the northern edge of town. You probably remembered the deal that your 
parents would be freed when you returned to Prox. No deal! They somehow 
vanished without a trace from the house they were kept it. Could they have gone 
to the Lighthouse, too? After checking out the Inn and Store, go to the 
southern part of the town near where you entered and use Lift to get rid of the 
boulder. Walk along the pond to some buried Dark Matter. Use Scoop to dig it 
out like you did the other forgeable items in Loho. Then get onto the snowy 
pond near the top of this area of Prox and walk along on it to the next one. 
Slide over to the Venus Djinni and it will slide into a far wall and get 
covered in snow. Slide up and use Scoop to dig it out. Even if you did push it 
into a snow bank, Mold still joins you without a fight. Also, check for a 
random Mercury Djinni from Golden Sun in the house your parents were in if you 
missed at least one in the first game.

After youíre ready, go to the northernmost part of town to where the village 
elders are waiting for Agatio and Karst. Puelle, the village leader, is getting 
impatient for Agatio and Karstís return. They start debating on whom will go to 
the Lighthouse to search for the two. The village elder says that none of them 
will be going; itís too dangerous. Walk up to the village elder (in between a 
rock and a Proxian soldier) and youíll introduce yourselves. They are slightly 
surprised to see Isaac, who killed Saturos and Menardi at Venus Lighthouse. 
Isaac explains why he had to fight them and what they had done in Vale. Your 
party eventually decides to go to Mars Lighthouse to search for Agatio and 
Karst and light the beacon. They tell you to get the Mars Star from Agatio and 
Karst, and then send you off. Back on the world map, go north around a mountain 
to the final Lighthouse, just below Gaia Rift.

u. Mars Lighthouse and Ending (Mrlhe)

MARS LIGHTHOUSE

First, climb a ladder right of the entrance to the Lighthouse and grab an Apple 
below one of the elevator shafts, then enter the door below. In the Lighthouse 
lobby, climb the right-hand stairs and fight the Mimic behind the Pound pillar 
for a Cookie. Then enter the door right of the stairs at the top of the room. 
Ignore the large ice block and exit the other door. From this door, exit the 
lobby from the leftmost door. Go around through this hallway to the stairs. Up 
ahead, use Pound to get through the pipe and enter the next room. You canít get 
the Mars Djinni in here for a while, but you can Grind the block of ice (this 
is the top of the ice slab you saw on the lower floor). This makes a huge crack 
in it below. Return to that room and finish the ice off with Burst, then go 
through the door. Youíll see a large, ornate circle in here, but you canít do 
anything with it yet. Go off to the left hallway and climb the short stairs. 
Enter the door at their top. This room gets kind of frustrating, so save often 
to avoid having to start all over. Basically, you must use Move to get the 
dragon-shaped statue to the other side of the room. The dragoon statue blocks 
any jets of flame from the dragon heads that are on the top wall. 
Unfortunately, when Moving it farther to the right, you must briefly relinquish 
your cover. Only Move the statue when the dragon head itís in front of is far 
away, quickly get behind it again, and save often so you donít have to start 
over if you mess up. Once you get it into the indentation in front of the 
stationary dragon head to the right, go down the next staircase.

In here, first go left onto the frozen pool. From the ground, go left, up, 
right, down, left. Then go down into the door and through the hall. Use Blaze 
to light the unlit torch and fire the dragon head. This cracks a large block of 
ice. Return to the ice pool room and use the door you didnít already. Go down 
the stairs below and use Burst to break apart the cracked ice. Donít enter it, 
take the unused doorway back up the short stairs. Once again, use Blaze to fire 
a dragon head and go through the exposed door. Youíll be in an ornate hallway. 
Go through the middle of the 3 doors and take the precious Orihalcon from the 
chest. Then take the right door to a long hallway. Every few seconds, a 
dragonís head at the top of the hall shoots a massive fireball down the central 
corridor. Go up the paths on both sides of this central corridor and Pound down 
all the pillars in the small "nooks" on either side. Then use these nooks to 
avoid the fireballs as you make your way to the door. At the end of a long 
hall, youíll arrive at a large ice pool. Use Move on the dragon statue directly 
left of the door to move it left across a small piece of ice. Then, get onto 
the ice rink and go: down, left, down, left, up, right, up, left, down, left, 
and down to a Mercury Djinni. Defeat Balm and have it join you, then go back up 
and go up the stairs. Youíll arrive above another circle. Time to get a new 
Psynergy: slide down the chute and take the Teleport Lapis from the chest! Try 
it out on the Teleport circle to teleport to the one you saw earlier. Return 
through the hall to the left and down the stairs. On this floor, return to the 
door you defrosted but skipped. It seems empty, but look at the blocks. Use 
Reveal, then Teleport to get to a ledge above the Orihalcon chest (hopefully 
empty).

Enter the staircase to reach a very tricky room. Before you attempt the 
gauntlet here, go down the short stairs and walk all the way to the left, 
checking out the Pound course in the corridor and the looming dragon head at 
the end. Take the powerful Valkyrie Mail from the chest above the dragonís 
head. Return to where you entered the room. You now have two options after you 
slide down the chute. Youíll trigger a glowing dragon head to start moving 
along a track as you land. This head is heading straight for the large dragon 
head you saw on the other side of the room. When it gets there, it will shoot a 
huge fireball down the corridor! Your first option is to race the head down. 
This is entirely possible; just run all the way and set Pound to L or R. If you 
donít want to risk getting hit by the fireball, wait on the button you landed 
on for a while until the flame passes safely by. This not only gives you twice 
the time to reach the far door, it also clears out all the obstacles from the 
path. Once you exit this room, donít use the Teleport circle yet. Go up through 
the hall ahead to find out what would have happened if you had used it. You 
would have appeared right in front of a loaded dragon head! Use Move to get a 
statue in front of the torch controlling the dragon head to disable it. Return 
to the Teleport circle and use it now. Climb the ladder and go through another 
hall. When you reach the next room, youíll probably see the chest and think 
"oh, another Nut. Oh well." Well, DONíT IGNORE THE CHEST! It contains the most 
powerful weapon in the game, the Sol Blade! It can only be equipped to Isaac of 
Felix, but it has a huge attack bonus and the best unleash in the game, which 
can easily deal over 1000 damage to many enemies! To reach it, youíll have to 
do a new pillar hopping puzzle. Some of the platforms have ice on them. You 
must avoid jumping so that you slide down to the floor below. It still isnít 
too hard to reach the insanely powerful Sol Blade, though. After you get it, 
slide down to the floor below, reclimb the stairs, and hop across to the next 
room.

Follow the series of hallways, stairs, and doors until you reach a larger room. 
At the end of a walkway above a frozen pool, youíll see two dragons encased in 
a huge slab of ice. Standby all the Djinn youíll need for Summons; thereís a 
Boss Battle coming up. When youíre ready, use Blaze to light the unlit torch, 
then Burst the cracked ice slab. The dragons thaw and attack you!

BOSS BATTLE: FLAME DRAGONS

These bosses are not all that hard if you set enough Djinni to standby. 
Remember to Summon Haures and Eclipse often and concentrate on one dragon. 
After youíve Summoned all you can, finish off the dragon you weakened most with 
Psynergy and the Sol Blade. Then repeat for the other one. Remember to leave 
enough Set Djinni on at least one party member so they can have the Wish series 
of Psynergy. Youíll notice something strange in the fight. The Flame Dragons 
have many of the same attacks as Agatio and Karst, like Rolling Flame, Meteor 
Blow, Djinnfest, and Stun Muscle. Rising Dragon is supplemented with Flame 
Breath, but their movesets are very similar-could there be a connection?

After you defeat the Dragons and get a Psy Crystal, they transform into, you 
guessed it... Agatio and Karst! They obviously donít know what happened when 
they were transformed into the Flame Dragons. They start to remember their 
mission. They wandered around lost because the Lighthouse was frozen, unable to 
find the aerie. Now that youíve beaten them, they are too drained to finish 
their mission! They even feel cold, which the Fire Clan is supposed to be 
immune to. They start to think theyíre going to die up here in the Lighthouse. 
Agatio suddenly remembers something else. An eye told them they donít have the 
will to go further... was this "eye" an illusion? Do you even remember ever 
seeing an eye on your journeys? You should if you played Golden Sun. Could the 
eye have turned them into dragons? They start to remember their fight against 
you. Agatio suddenly notices you standing next to him. Because they are too 
weak to even stand, Agatio and Karst beg you to finish their quest and give you 
the Mars Star. Go up to the dragon head behind the other two that helped 
defrost the dragons and give it the Mars Star (itís in Felixís Mythril Bag). 
This doesnít light the Lighthouse, but it definitely warms it up. The 
Lighthouse glows red and once again fills with lava. Now Retreat and enter the 
lobby again.

Climb up the left stairs and use Blaze to fire the dragon head at the ice on 
the right side of the room. Use Burst to blow it up, then go through the door 
and make your way to the Mars Djinni you saw earlier, Fugue. Defeat it, then 
return to the lobby and go up the stairs in the center of the room. On this 
floor, hop over the platforms on the lava and go up more stairs. The large 
dragon head in this room will tell you telepathically that to scale the heavens 
and reach the aerie, you must light the 4 symbols. It doesnít mean the 4 
symbols in this room, though. It does open 4 new paths. Walk in front of each 
symbol to reveal a path you can take to one of the 4 towers on the top of Mars 
Lighthouse. Iíll start with the fish symbol.

Go through the hallway to outside the Lighthouse. Get across the freezing 
bridge and enter the tower. Go through another hall to an ice pond. To reach 
the top door, go left, down, right, up, left, up. Go down the stairs to a 
puzzle room. In here, there are 2 puddles and 3 pushable sections of pipe. Push 
the middle section up first, and then Freeze both puddles. Roll the top pillar 
to the right and the middle pillar back down, and then roll the bottom pillar 
up. This will light a torch in the previous room. Return to that room and slide 
down to a pit on the bottom of the room. Climb back up to the normal level and 
go to the ladder (the directions are like before only the second to last step 
is right, not left). Use Blaze to ignite the steam the small dragon head is 
shooting, which activates the big one and clears a path. From the right side of 
the room, go left, down, right, down, and left. Enter the next hall and exit 
through the bottom door to emerge at the top of the tower. Use Blaze on the 
blue torch facing the top wall of the enclosure to make a burning fish symbol 
appear. Now use Retreat and return to the symbol room. The blue torch around 
the dragon head will be lit.

Now enter the bird symbol. Go through the hallways until you reach a choice of 
two Cyclone portals. Take the left one and youíll be at another choice. Take 
the left one again and use Move of the dragon statue to the right to move it in 
front of a fire-breathing dragon head. Slide down the slope and climb the 
ladder to the right. Go through the two Cyclone portals to be at the first room 
and take the left one again. This time take the right portal at the second fork 
and walk up. Climb down the ladder and go to the right to 6 blocks in the 
Reveal symbol. Use Reveal, then Cyclone. Go through the next Cyclone portal and 
to the northwest. Use Move to get the Hover conduit into place when the nearby 
dragon head is up near the ceiling. Then let it push you over the ledge. Return 
to the ladder and use Hover to get over the other moving dragon head, to 
another Cyclone portal. Prepare yourself as you use it; youíll appear right in 
front of a loaded dragon head! Quickly dash off to the left and take the Psy 
Crystal, then run down the corridor as soon as it spits fire again. Use Reveal 
at the 6 platforms and hop out of the path of the fireballs. Go down and 
through another door to the top. Light the bird symbol like you did the fish 
symbol and then return to the symbol room. Take the dragon door this time.

After the usual hallway and bridge, donít enter the tower yet. On the right 
side of the ledge around it, take Alastorís Hood from the chest. Then enter the 
tower. Use Burst on the two cracked walls in this chamber and enter the left 
one. Hop to a button in the upper left corner of the room and press it to make 
a dragon head light a torch. Then hop from the right doorway and use Blaze to 
make the dragon head in the center of the room crack the center wall in the 
room before. Burst this one open and hop to the next doorway. Go around a bend 
in a pipeline here and push a pipe upward into place. Go down through the way 
the pipe was blocking and youíll have a choice of two stairs leading under pipe 
to choose from. Take the bottom one first (notice the dragon head blocking the 
path) and use Move to get the dragon statue left, closer to the dragon head. 
Take the other stairs and Move the statue in front of the head. Go up the way 
it was blocking and through a longer tunnel on top of the room. Push the pipe 
you pushed up earlier back down and return to before the last stairs, to the 
other fire-spitting head. Go through the way it was preventing you from taking 
and through the bottom doorway to the dragon symbol room. Light it like you did 
the others and return to the symbol room. Now take the final door: the human.

Once you reach the inside of this tower, youíll have a choice of 3 statues to 
move aside. One contains a door; the other two have fire-spitting dragon heads. 
Move aside the right-hand statue and go through. You now have 4 statues to 
choose from. A doorway has already been revealed. Move aside the far left 
statue and enter. Take the stairs up to the main room. Youíll have to solve a 
Carry puzzle. Donít push the block on the ledge into either of the slots; fill 
those with the blocks on the ground and push the higher one across to block a 
dragon head. Walk over a tightrope and push a statue right onto the ground to 
open a shortcut past the Carry puzzle. Save before attempting the next part. 
Because glass is made of sand, you can somehow use Sand on the two glass 
squares to the left. Use Sand to get past the two dragon heads and exit the 
room through the bottom. Finally, light the human symbol and return to the 
symbol room. The dragon head will make a Teleport circle appear. Save, adjust 
your party, and put your Djinn on standby according to my Doom Dragon FAQ. 
Thatís right: youíre almost to the final boss! Before you engage the Doom 
Dragon, however, you are strongly recommended to go on the 4 sidequests in the 
following chapters to make your final battle much easier. Anyway, once youíve 
done those and returned with all the powerful Summon attacks, prepare yourself 
to Teleport on the new circle.

!!!IMPORTANT NOTE!!!
ATTENTION: DO NOTNOTNOT SAVE YOUR GAME ON THE FILE YOU'VE BEEN USING FROM THIS 
POINT ON IF YOU WANT TO KEEP PLAYING AFTER BEATING THE GAME!!!
!!!IMPORTANT NOTE!!!

As you approach the aerie, a voice calling you "betrayers" welcomes you. You 
canít see the speaker through the strong winds, but you decide to throw the 
Mars Star in before itís too late. The voice asks if you still want to light 
the beacon and seems to recognize Isaac and Garet. It tells you to search your 
heart, and Garet, somehow acting smart, realizes itís the Wise One from the 
beginning of Golden Sun! Whatís he doing here, and why does he still think the 
Lighthouses shouldnít be lit? He must have been the one who turned Agatio and 
Karst into dragons! You start talking about the Wise Oneís power and how he 
held back the eruption at Mt. Aleph. The Wise One asks why you have come to 
light Mars Lighthouse after he gave you the task of preventing just that. Jenna 
tells it that Prox will be destroyed if they donít, but the Wise One says you 
should leave them to the fate they deserve after trying to light the 
Lighthouses. You try to convince it of the danger the world is in without 
Alchemy. The Wise One seems to hold many of the same views Conservato did and 
has the same stubbornness. The Wise One says that the end of the world by 
mankindís hand will come sooner than you think if you light the beacon. The 
Wise One tells you that your "friend" Alex is climbing Mt. Aleph right now. 
Jenna asks what Alex is doing there (but now how he got there when you canít) 
and the Wise One replies that he knows more about what will happen when Alchemy 
is released then you do. The power of the Lighthouses will all gather at Sol 
Sanctum and merge into the Golden Sun (you were wondering how the series got 
its name, werenít you?). The Golden Sun is the pure power of Alchemy finally 
made real and is what forms the Stone of Sages. The Wise One says that this has 
been Alexís objective for all these years: to act weaker than he is and 
manipulate people into lighting all the Beacons, and then receive the power of 
Alchemy at Sol Sanctum!

Even if you are risking giving Alex infinite power, Isaac decides that you must 
still light the beacon to save Prox. The Wise One says he canít interfere with 
your actions. Jenna says that he canít stop you from lighting the beacon if 
this is true. As you try to light it, the Wise One blocks you! He says that he 
cannot hold you off from lighting the beacon. But what if a miracle were to 
suddenly occur, one that stopped you from lighting Mars Lighthouse? Obviously 
the Wise One is up to something; he says you can only light the beacon if you 
can defeat a miracle. Suddenly, miraculously true to his word, a 3-headed 
dragon swoops down from the sky and lands in front of you! Garet comments that 
he and Isaac already beat a two-headed dragon on Venus Lighthouse; how much 
harder could this one be? As you move to fight the beast, Kraden, remembering 
who the Fusion Dragon really was, realizes who this dragon really is and cries 
out to you not to fight it. Too late, though. Youíre already in battle with 
the...

FINAL BOSS: DOOM DRAGON

Difficulty: 5/10
Location: Mars Lighthouse Aerie
HP: 16000
PP: 150+
ATK: 470
DEF: 155
Agility: 200
Exp: N/A
Coins: N/A
Weakness: Jupiter

The Doom Dragon is the final boss of GS2. He has 3 heads. Every time you take 
away 1/3 of his HP, a head will disappear. The Doom Dragon may seem 
intimidating, but you should be able to beat him easily using my strategy from 
GameFAQs.

DarthMarth's Doom Dragon Strategy

First, the DD's attacks of note (he attacks 4 times a turn):
=Djinn Blast/Djinn Storm=
These can both seriously mess up your strategy. Djinn Blast puts all the Djinn 
of a character on recovery, and Djinn Storm puts ALL your current party's Djinn 
on recovery. Luckily, he only replaces Blast with Storm when he is down to one 
head. (see below) The best thing to do is try to cope with Djinn Blast when it 
happens (he doesn't use it often). Once he is down to one head, kamikaze him 
with Summons before he uses Djinn Storm.
=Cruel Ruin=
This is the new version of Outer Space. Once again, it does lots O' damage to 
your party. It looks cooler, though. :)
=Haunt=
You may want to make sure you have a way of removing evil spirits caused by 
this.
=Curse=
Make sure at least two of your characters can revive.
=Guard Aura=
This is Doom Dragon's version of Flash. It pretty much just makes you waste a 
turn.

All right, here is my way of beating the Doom Dragon easily. Here is my team 
setup:
---Main Team---
Isaac: 4 Mars, 5 Jupiter, all set, has Sol Blade, Hyper Boots, Mythril Helm, 
Riot Gloves and Valkyrie Mail
Ivan: 4 Venus, 5 Mercury, including Shade, all set, has Psychic Circlet and 
Iris Robe
Mia: 2 Mercury, 7 Mars, including Flash and Tonic, all set, has some Waters of 
Life
Garet: 5 Venus, 4 Jupiter, including Granite, all set
---Backup Team---
Sheba: 9 Jupiter, all but one on standby
Felix: 9 Venus
Jenna: 7 Mars, 2 Mercury, both Mercury and 5 Mars on standby
Piers: 9 Mercury, all but one on standby

Here goes: with Isaac, start attacking (he should unleash Megiddo every time) 
from the start. You may also want to consider Death Leap/Plunge because of the 
DDís Jupiter weakness. Never stop using Death Leap/Plunge or attacks with him, 
ever. Constantly alternate Flash and Granite with Mia and Garet, switching to 
Ivan's Shade if either of them has to do something else. Because of his PP 
restoring items, Ivan can cast even Pure Wish every turn. Use Revive or Water 
of Life if a character is downed (like by Spirit of Death). If an evil spirit 
grips a character, use Tonic. If Ivan doesn't need to heal during a turn, have 
him use a Plasma series attack. Keep doing this, trying to regulate yours and 
the DD's pattern as much as possible (just try to cope if it uses Djinn 
draining attacks, or restart if you wish), until it kills your first party. It 
should have one head (BTW, it loses heads as you do damage to it) and sustained 
lots of further damage by now. If not, you're screwed. Anyway, once your backup 
GS2 party is staring the weakened, one-headed DD in the face, have them let 
their summons rip it apart. Especially use Jupiter Summons like Eclipse and 
Catastrophe. This barrage should kill the Doom Dragon. I hope this strategy 
helps!

As you fight it, Iíll let you do some guesswork on whom the Doom Dragon really 
is. Here are some hints: first, what 3 characters do you think could have 
merged to form this monstrosity? Could the color of the Doom Dragonís heads be 
the answer? Maybe its two yellow heads and one red head mean itís made out of 2 
Venus Adepts and 1 Mars Adept. And also, what 3 characters would be free to 
come up here and fuse? In other words, which 3 Adepts could have gone to the 
Mars Lighthouse without you noticing them before?
MAJOR SPOILERS
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After you beat the Doom Dragon, it splits apart into 3 unfamiliar people. Or 
are they? Everyone asks Kraden why he asked you not to fight the dragon. He 
says you didnít just kill the dragon, you also killed the 3 people it was 
formed from. Because it couldnít stop you from lighting the beacon, the Wise 
One instead played a cruel trick on you. Jenna tells Sheba to help her see who 
the 3 people were as you try to sort this out. Kraden tells her not to look; it 
will only bring her pain. As Jenna sees the face of one of them, she backs 
away, too horrified to speak. The 3 people that formed the Doom Dragon were 
actually Jenna and Felixís parents, and Isaacís father! The Wise One must have 
taken them from Prox and formed them into the Doom Dragon. Mia and Piers try to 
heal them, but it doesnít work. Kraden tries to comfort Jenna by saying that 
being turned into a dragon requires a huge amount of energy, as you saw with 
Agatio and Karst. Even if the Doom Dragon had won, it still would have died. 
Garet, Sheba, and Piers start getting mad at the Wise One and yell out to him. 
Isaac tells them to be quiet and says he knew who he was fighting as soon as 
the battle started. You decide that you still have a mission, as painful as it 
may be. Control switches back to you (alone as Felix). Talk to your party and 
dying parents if you want, but then light the Beacon when youíre ready.

After you light the beacon, some children begin talking to you telepathically! 
They tell Mia that theyíre at the base of Mercury Lighthouse. They say that in 
a dream, "he" told them to spread the warning to everyone at Mercury Lighthouse 
to stay clear of it, and Mt. Aleph. Garet demands to know who "he" is, scaring 
the little children. Mia asks them and they describe the Wise One to her! 
Everyone wonders why the Wise One would try to save people from the Lighthouses 
and the power of Alchemy if heís so evil. Master Hamma starts talking to you 
and says that although the Wise One looks evil, he is really caring. Everyone 
asks whatís so caring about making you kill your own parents. Hamma asks if the 
Wise One is really so evil if he was warning people away from the Lighthouses 
to save them. She warns you to get off Mars Lighthouse fast, and then is gone. 
Just as you are deciding if youíll take your parents along, the beacon changes 
to an evil black and yellow-the Golden Sun is forming! As you talk about what 
is happening and your escape, Garet suddenly thinks heís being grabbed by 
someone. This is never explained in The Lost Age, but it soon ends. As you try 
to escape with your parents, a bright flight flares up as the scene ends.

PROX

You are in the town hall here. The Prox elder and leader are congratulating you 
on lighting the Lighthouse and saving Weyard. But did your parents make it out? 
Anyway, the Proxians describe the sight of the beacon being lit and the Golden 
Sun appearing over Vale. You start to say your goodbyes, but you then find out 
that the Proxians brought your parents back from the brink of death! Somehow, 
the fire Psynergy from Mars Lighthouse recharged them (you found that Earth and 
Fire have a symbiotic relationship when this same thing happened on Venus 
Lighthouse) and rekindled their life. Jenna comes in and says that everyone 
else is ready to go and that you should hurry up. After saying goodbye again, 
you regain control. Once youíre ready, go to the entrance area of Prox. Your 
parents are waiting for you! You discuss the fate of Vale and your trip back 
home, and then your parents, Mia, Sheba, and Piers leave. Garet asks Kraden if 
he thinks Vale will be all right when they arrive. Kraden says he doesnít know, 
but Garetís parents will definitely be safe because of the Wise Oneís warning. 
Before Isaac, Kraden, and you leave, Kraden guesses why the Wise One made you 
fight your parents. He must have been testing you to see if you would sacrifice 
your parents to save the world and thus be worthy of Alchemy. You probably 
passed that test! As the credits roll, you see Alex climbing Mt. Aleph, just 
like the Wise One said. He is hurrying to reach the summit before the Golden 
Sun rises. You also see the Lighthouses sending their beams to Sol Sanctum. 
After the credits finish, you see Alex standing on Mt. Aleph with his arms 
outstretched. A huge beam shines on him. When it ends, he is excited by his new 
power and tests it by creating a storm over Vale. But, nothing happens. He 
tries again, but still nothing. The Wise One flies up to him and asks if he 
wants limitless power. Alex says he already has it and shows the Wise One his 
new strength by pushing it backwards when it says his power is not as limitless 
as he thinks. The Wise One demonstrates the limits of Alexís power by slamming 
him on the peak of Mt. Aleph and stunning you. When Alex demands to know why he 
isnít invincible, the Wise One tells him he put some of the Golden Sunís power 
in the Mars Star, which transferred it to Isaac. An earthquake starts. Alex, 
unable to get up, falls into the earth as Mt. Aleph is swallowed.

The screen changes to black on black as your party and family approaches Vale. 
Isaac and you decide to go ahead to see if anything has happened. In his most 
amazing feat since Trial Road, Felix manages to speak a near-complete sentence! 
In more famous words, "I'm sorry, Jenna, but... Vale... Mt. Aleph... They're 
gone!" Isaac, Kyle (his dad) and Garet mourn the loss of their families. Felix 
amazingly talks more, telling them to go to nearby Vault to rest and think. 
Garet says that would be easy for someone who isnít all alone in the world to 
think. Now Sheba utters one of the strangest quotes in the game: "Aw... Poor 
baby..." This leads Mia to think Sheba and Garet... You can guess whet she is 
thinking even if she doesnít say it. As Garet is getting mad at everyone 
laughing, someone tells him to cheer up. A little kid also laughs and says he 
got to see his brother crying-itís Garetís family! Isaacís mother also made it 
out of Vale! After a few touching images of everyone greeting each other, the 
game ends and you can save your clear data (MAKE SURE TO DO IT ON A DIFFERENT 
SLOT IF YOU WANT TO PLAY AGAIN!). Great game, no?

v. Yampi Desert Cave (Yadec)

YAMPI DESERT

So, you are being smart and doing the sidequests first, huh? The first 
recommended one is in Yampi Desert Cave. You might think youíve already 
explored the desert from top to bottom, but trust be, there is still a large 
cave left to see. Go to the final area with the Sand waterfalls and to the 
leftmost waterfall. Use Sand to get up it, past some rocks. Once youíre on a 
previously unreachable ledge, surface and enter the cave up ahead. Take the 
Water of Life from the chest and then Teleport on the circle to enter the cave. 
To reach the door in the upper left corner of this cave, use Sand to get under 
some rocks and go left to a Burst pillar. Blow it up and go to the next room. 
Ignore the stairs; keep going on and push some pillars aside so you can g up. 
Push another pillar up and use Sand to get it to a door. If you go northwest to 
a dead end, you can Scoop up more Mythril Silver from the floor. Then go around 
another hallway to some stairs. Climb down the ahead ladder and use Sand to get 
past the rocks. Seal your path by Moving a pillar on top of it; it will be 
useful later. In the next room, take the Dark Matter from the chest and go 
through another door. Youíll enter the most mind-bending pillar puzzle in the 
game. To make explaining this easier, Iíll number the pillars. From the left, 
the first vertical pillar is 1, the second is 2, the first horizontal 3, and 
the second 4. Start by pushing 4 down. Push 3 up and then 4 back up also. Then 
push 2 to the left. Use Sand to get above 4 and push it back down. Do the same 
for 3. Use Sand again to get behind 1 and push it right, then go through the 
path 1 was blocking.

Climb the ladder and go through the top door first. Hop over the Pound pillar, 
climb down the ladder, and Move the pillar into the sandy indentation. Now 
return to the pillar room and take the other door. Get the Orihalcon from the 
chest and use Burst on the pillar. Hop across and take the stairs. Youíll be 
back in the first room you Teleported into. Go under the rocks and to the 
second room you visited. Take the stairs above the left door and youíll be at a 
ladder above the pillar you Moved. Climb down and Pound the pillar you hopped 
across. Youíll also notice a lump popping around the sand. Set Scoop to L or R 
and wait facing one of the tiles it appears on. When it pops up in front of 
you, quickly use Scoop to unearth Crystal, a powerful healing Venus Djinni. 
Battle Crystal and acquire it, then go on north to the next room. Move and push 
the pillar in this old room into the indent and go back a few rooms to the 
second room you went to. Take the door at the northeastern end of this room to 
the hall you dug up the Mythril Silver in. Go one more room ahead to where you 
covered a sand track. Hop over the now-placed pillar and go through the door. 
Hop over another pillar to the final room. Put enough Djinni on standby to 
Summon any combination of Eclipse and Haures, save your game, and go up to a 
boss.

BOSS BATTLE: VALUKAR

Difficulty: 6/10
Location: Yampi Desert Cave
HP: 12960
PP: 0
ATK: 550
DEF: 175
Agility: 206
Exp: 8702
Coins: 4980
Weakness: Mercury

The brutish beast Valukar is the fire Guardian of the Combo Tablet Daedalus. He 
would be a pretty average Boss fight normally, but there are a few twists that 
make him tougher. For one thing, he has an attack that will likely stun it 
target and do damage. Make sure you have a way of curing stun on at least two 
characters before battling Valukar. His most unique ability, however, is his 
ability to use your own Djinn against you! Thatís right, if you leave Djinn on 
standby after your turn, heíll most likely use them to Summon on one of his two 
attacks. He also has an attack called Djinn Stun that puts the first Djinn of 
each of your party members on standby. Make sure to take advantage of this by 
Summoning the spirits yourself if he doesnít (get ready for fun if he uses 
Djinn Stun twice in a row). Other than that, just use the standard strategy for 
most Bosses and you should win. When you defeat Valukar, youíll receive the 
level 7 Daedalus Summon!

w. Sea of Time Islet Cave (Sotic)

SEA OF TIME ISLET CAVE

For your next sidequest, return to the large pool room in the cave. Use 
Teleport on the circle you saw before when you got Meld and enter the door 
above. Following is a LONG hallway, consisting of 5 gradually darkening long 
rooms. There are only 3 things of interest. In the second hallway, use Tremor 
on the blue statue to find a Mercury Djinni, Serac. (Stand so that you're 
facing left and appear to be level with the statue) Be prepared to fight it. 
Second, the tough Cruel Dragons drop a very powerful blade, the Tisiphone Edge. 
See my RNG section to find the best way of getting some. Finally, the Wonder 
Bird enemies in the halls, like their Phoenix and Fire Bird counterparts, give 
a LOT of experience when beaten. If you kill one with a Mercury Djinni (time to 
try out Serac), it will give over 11,000 exp. points! On top of that, it gets 
better if you run into two. If you kill one at a time, the other will ideally 
use its Regen Dance to revive its partner. Keep killing off one at a time to 
hopefully get lots of experience! Be careful, though. Wonder Birds sometimes 
run and attack 3 times a turn with powerful Mars Psynergy like Supernova, 
Searing Beam, and Pyroclasm. Once you reach the end of the fifth hall, set 
enough Djinn on both parties on standby to Summon as many creatures as you can 
(try out your Daedalus Summon). Once you enter the last room, youíll see the 
next Boss.

BOSS BATTLE: THE SENTINEL

Difficulty: 5/10
Location: Sea of Time Islet Cave
HP: 8736
PP: 780
ATK 608
DEF: 216
Agility: 171
Exp: 10538
Coins: 6144
Weakness: Venus

Like the previous two Tablet-guarding Bosses, the Sentinel has something unique 
that makes it very tough to beat. This time, itís Psynergy immunity. Uh-huh, 
the Sentinel is immune to ALL Psynergy. Youíll have to use Summons (as usual, 
use your strongest ones at first), Djinn, and regular attacks to beat it. He 
also recovers 200 HP a turn. Ouch... If you have the Sol Blade from Mars 
Lighthouse, make sure one of your battling characters has it. Meggido and its 
Venus element work well against the Sentinel. After you have let loose all your 
Summons, just attack normally (or use Djinn to prepare to Summon). Make sure 
you keep your party well healed; the Sentinel attacks 3 times a turn with a 
variety of powerful Psynergies. You may want to use the Flash-Granite-Healing 
Combo described in the Star Magician strategy. Iíve also received this Sentinel 
strategy from Raider-1.

Sentinel strategy- by Raider-1

a. For those of you who have read my SM strategy & think it's too dangerous...
Maybe it is. Maybe I just got lucky. Maybe blah blah blah blah...... Well, this 
is a lot "safer."

b. preparations

GS1 party IN FRONT, Isaac has Sol Blade, 7 Venus Djinn, GRANITE IS NOT ON HIM, 
and possibly 1 Jupiter Djinn (all on standby). This is because Ivan has 
Granite, and you may have to trade Djinn to get it on him. Granite is on 
STANDBY. Flash and lots of other Mars Djinn on Garet, all set. A bunch on 
Mercury Djinn on Mia, SHADE  IS ONE OF THEM. As for your GS2 party, 8 of 
Felix's Venus Djinn on standby. All other Djinn set.

c. Round 1
1st turn- Isaac summons Judgement
Garet unleashes Flash
Ivan attacks
Mia attacks

2nd turn-
Isaac summons Judgement
Garet sets Flash
Ivan attacks
Mia unleashes Shade

Let's hope Sentinel didn't cast break, so the second Judgement does 2000 
damage!

d. Round 2

1st turn- SWITCH ISAAC WITH FELIX
Felix summons Judgement
Garet unleashes Flash
Ivan attacks
Mia sets Shade

2nd turn-
Felix summons Judgement (again, let's hope Sentinel didn't cast Break)
Garet sets Flash
Ivan unleashes Granite (It should have recovered by now)
Mia casts Wish Well (even though you were using Guardian Djinn, you should need 
it.)

e. Round 3- Switch Mia with Isaac
Isaac unleashes an attack Djinni like Flint or Geode (if one hasn't recovered 
yet, have him attack & hopefully unleash Megiddo)
Garet unleashes Flash
Ivan sets Granite
Felix unleashes a Venus Djinn


It keeps going until Sentinel dies. Every time you have 4 Venus Djinn on 
standby, summon Judgement. Sometimes, you will want to switch Mia with Felix so 
she can heal. Hopefully he doesn't last too long. He shouldn't, though.

Oh yeah, although Catastrophe isn't the most powerful summon, it's the coolest
looking! ;-)

-Raider-1

Once you win, you get the cool-looking and powerful Catastrophe Summon.

x. Treasure Isle (Treis)

To reach Treasure Isle, sail to the island in the middle of some rocks on the 
northern part of the Eastern Sea.

TREASURE ISLE

Obviously, Treasure Isle is filled with many rare items. It is also the place 
Briggs found the jewels for Champa. When you enter, youíll see 3 doors, two of 
which have pillars pushed aside from them, on the left. The first two doors are 
empty; only enter the left one to get a Lucky Medal and 161 coins. Then go to 
the top of the first room. From the pillar pushed aside from the door, it looks 
like Briggs came here too. In the next room, the easily reachable chests are 
obviously empty. As you step on a button after the first two treasure 
platforms, youíll trigger the trap that stopped Briggs. Several large rocks 
rise from the water around you. You can make them recede with Grind, but some 
double as platforms. Grind the rock to the right and hop to the next chamber. 
In here, hop around to an enclosure with another trap button and a pillar. 
Press the button and push the pillar to the right of the button against the 
rock wall of the enclosure. Grind the rock that rose and go back to the outside 
of the enclosure. Use Move to get the pillar back on the button. Now you can 
climb a ladder to the left and hop across the rock. Through the next door, 
press the button and Grind down the right-hand rock. Jump up and left to a 
pillar on a 3-tile platform. Move it away from you and push it into the indent. 
Go back and climb a ladder, then walk a tightrope and jump over the two 
remaining rocks to get the Jesterís Armlet. Go back to the pillar platform and 
go up to the top of the room and the door. At the choice of paths, go down and 
then left. Along a wall you will find a Mimic to fight. After you kill it, go 
south and through the door to an old room. You can Move another pillar into an 
indent and reach the 6 treasure chests to the left by hopping over the rock you 
didnít Grind. These hold 911 coins (the phone number of the date?), a Cookie, a 
Psynergy Star, a Sylph Feather, Rusty Axe, and Star Dust. G to the hall you 
entered from and take the stairs near the Mimic.

Use Lift on the boulder ahead and go to the left to find the powerful Iris 
Robe. Go down and around another tunnel. Lift a boulder and go to a Lift puzzle 
room like in Shaman Village Cave. To get the treasure chest and Jupiter Djinni, 
lift the center and left bottom boulders. Go up the center path, climb the 
ladder, jump to the left, and walk down the tightrope to the trapped Djinni, 
Gale (you need to battle it). Then go across the tightrope to the right over to 
a chest containing the Fire Brand, a good sword for Garet. Leave the room and 
reenter, then Lift the bottom left, top left, and top right boulders. You can 
now reach the exit ladder. In the next room, youíll come to a fork. If you 
missed at least one Venus Djinni from Golden Sun, take the left path to find a 
random one. Then, take the right path. Youíre having a Boss Battle in the next 
room, but donít standby any Djinn. Keep them all Set and Save, then enter the 
final room. Hop over to the...

BOSS BATTLE: STAR MAGICIAN (and Thunder, Anger, Guardian, and Refresh Spheres)

Difficulty: 8/10
Location: Treasure Isle
HP: 7486 (Star Magician), 360 (Guardian and Refresh Spheres), 460 (Anger 
Sphere), 520 (Thunder Sphere)
PP: 560 (Star Magician), 43 (Spheres)
ATK: 460 (Star Magician), 317 (Thunder, Guardian, and Refresh Spheres), 357 
(Anger Sphere)
DEF: 139 (Star Magician), 127 (Thunder Sphere), 125 (Anger Sphere), 124 
(Refresh and Guardian Spheres)
Agility: 268 (Star Magician), 292 (Thunder Sphere), 136 (Refresh and Guardian 
Spheres), 173 (Anger Spheres)
Exp: 7866 (Star Magician), 439 (Thunder Sphere), 448 (Refresh and Guardian 
Sphere), 387 (Anger Sphere)
Coins: 5566 (Star Magician), 289 (Thunder Sphere), 278 (Refresh and Guardian 
Spheres), 30 (Anger Sphere)
Weakness: Mars (Star Magician and Refresh Sphere), Jupiter (Thunder Sphere), 
Venus (Guardian Sphere), Mercury (Anger Sphere)

The Star Magician is the Mercury counterpart of a series of 4 difficult bosses 
guarding powerful Combo Summon Tablets. Although the Magician, attacking twice 
a turn with powerful Mercury and Jupiter Psynergy like Spark Plasma or Freeze 
Prism, is not so hard, he summons Spheres (I refuse to calls them balls) to aid 
him. Besides attacking, each Sphere has a special ability:

Guardian: The green Spheres can project a shield around the SM to drastically 
reduce the damage done to him for a turn.
Refresh: The blue Spheres can use a healing Psynergy called Earnest Ply on the 
SM, which heals him for at least 1000 HP.
Anger: These red Spheres detonate themselves on your party with explosive 
force, killing themselves but doing lots of damage to your party.
Thunder: The purple Spheres attack with level 2 Jupiter Psynergy like Shine 
Plasma, Flash Bolt, and Storm Ray.

For once, donít even standby your Djinn before this battle. Have one party 
member keep your party healed while the others attack all the non-Thunder 
Spheres. You may also want to have two of them alternate barrier Djinn (like 
Flash and Granite), a third heal (preferably with the Iris or Mysterious Robe 
and Psychic Circlet so they can cast Pure Wish every turn), and the fourth 
attack. Though this is slower, it is virtually impossible to lose this way. 
Anyway, once you have gotten the SM to have 4 Thunder Spheres out (Anger 
Spheres will also do, but they may use Angry Bomb and be replaced with Refresh 
or Guardian Spheres), start attacking him. Donít hurt the Spheres, though. 
Although you will take a lot of damage from various Psynergies this way, the 
battle will still be much easier than it would be otherwise. Just keep your 
party healed and attack the SM (not his Spheres) until he goes down. A single 
turn of ferocious Psynergies should then take the Thunder Spheres down.

I also have an alternate kamikaze strategy from Raider-1:

Star Magician Strategy- by Raider-1

a. preparations

I recommend having the Sol Blade AND at least having beaten Valukar so that you 
know you are not too weak to do this.

GS2 party should be in front, (Felix DOES have the Sol Blade?) all Djinn set.
GS1 party in back, I recommend giving the Burning Sword to Isaac. Djinn to 
summon all your best (Eclipse, Daedalus, etc.) are on STANDBY. YOU HEAR ME, 
STANDBY!

b. Round 1

Felix, only Felix attacks the Guardian Sphere. The others (except Jenna; She 
casts Cool Aura every turn) attack the Refresh Sphere. Have only Felix attack 
pesky Guardian Spheres. If he unleashes Megiddo, which he should, then he will 
kill any sphere in one hit. Try to not let any Refresh Spheres heal Star 
Magician, or this plan might not work.

c. Round 2

By the time your GS2 party is dead, the Star Magician should only have 3000-
4000 hp left. Have your GS1 party DESTROY Star Magician w/ Haures & Eclipse. 
:-)

If he is still alive, you're in trouble. If you die, start over but I only had 
to do it once!

When you finally beat SM, youíll receive the level 7 Azul Summon!

y. Anemos Sanctum (Anesa)

Youíve already been to Anemos Sanctum to get a Dragon Skin, but you havenít 
been into the Inner Sanctum to get the two strongest Summon attack in the game. 
Also, note that you canít get anywhere without all 72 Djinn in your possession. 
To reach the Sanctum of the moon, Teleport from the circle in the middle of 
nearby Contigo.

ANEMOS INNER SANCTUM

In this mystical room, step on all 4 of the large circles containing elemental 
Symbols. You will release the power of your Djinn. If you have all 72, the door 
on top of the room will open. Go through it. Hop over the platforms and take 
the free Summon Tablet up ahead for Charon, the second strongest Summon in the 
game! Continue on through the next room. In this hall, go to the left and up to 
a door. Hop across the left pit in the next room and through a door to an 
interesting puzzle room. The statue with a figure painted on it will mirror 
your movements. You have to guide it across the room to a switch without it 
falling down a pit. This first room is easy and shouldnít take very long after 
you get used to controlling the mirrored statue. If it falls, exit and reenter 
the room. Once you open the door, go right and down. Push a pillar near the 
door to an indent to open a shortcut past the statue room and go through the 
doorway. You canít do anything up the stairs yet, so just enter an elevator 
room. Step on all the black tiles to turn them white and activate the elevator. 
Step on it and ascend to the next floor. Push a pillar to the left here to open 
an unneeded shortcut and go to some stairs. Go down another flight of stairs 
and down even more stairs ahead. Take the treasure in this chamber (Dark 
Matter) and go back up. You canít do the sand path yet. Go through another 
doorway to a slightly harder elevator room. This isnít as easy as the first 
one, obviously; itís as hard as any game of Othello because of the cracked 
tiles. From the entrance door, go left to the upper left corner, all the way 
down, all the way right, up, left, up, right, up, right, down, right, up, and 
to the elevator. Save before attempting this just in case. If you didn't get it 
before, you may want to fall to get the Dark Matter.

Go down the stairs above the elevator and open the sand shortcut to the left, 
then enter the right door. Lift the pillar here and go down to a hallway. Go 
the long way around here to another mirror statue room. In here, get the statue 
to be over the block above it and then walk down one space. The statue should 
try to follow but be unable because of the block. You can now get it onto the 
switch. Back in the room with the boulder. Jump over to between the second and 
third of 3 pillars. Move the third pillar into one of the two indents and go 
back through the statue room and hallway. Lift the boulder again and go 
straight up to a small chamber. Hop over a gap and reemerge in the top right 
corner of the boulder room. Hop down between the first and second pillars and 
push the second into the unused indent. Go back through the small chamber and 
Lift the boulder one last time. Go down the path below the boulder and Move the 
first pillar right. Push it farther right and hop up to the pillar to the right 
of the boulder. Move and push it onto the switch to the left and enter the door 
you opened.

Take more stairs down and go through another hallway to the toughest statue 
room yet. Here are the directions for this tough puzzle:
Up 2
Right 2
Up 2
Right 1
Up 2
Left 1
Down 2
Right 1
Up 2
Left 1
Up 2
Left 3
This should open the door. Go through the door directly ahead of you and take 
the Orihalcon in the chest ahead. Go back and through the other door. Youíll be 
at a 3 by 3 square of cracked tiles. Carefully make your way from the bottom to 
the left, leaving a path to go from top to right. Go around the hallways to 
just above the right path from the square and Move a pillar blocking a Sand 
track to the right. Now go back to the top path and use it to get to the right. 
Use the Sand track and push the pillar the rest of the way out. Go up and left, 
push one more pillar into an indent for one last shortcut, and go up to the 
final room. In this room, push the 6 blocks to form the spider-like symbol you 
saw on the arch in Atteka Inlet. When you do, the spiderís abdomen lights up 
and turns into a Hover pad. Youíre about to fight the toughest Boss in the game 
(at least without a good strategy), so save and do the preparations in Boris 
Badenovís Dullahan strategy (just below here in the Boss guide) before using 
Hover on the pad. The whole 6 blocks float together to an indentation that 
seems to be waiting for them... You land in front of a headless, caped figure, 
also known as...

BOSS BATTLE: DULLAHAN

Difficulty: 4/10
Location: Anemos Inner Sanctum
HP: 16000
PP: 200+
ATK: 676
DEF: 269
Agility: 241
Exp: 15600
Coins: 6775
Weakness: Jupiter

You didnít think youíd get the ultimate Summon that easily, did you? Dullahan 
is, statistically, one of the toughest Bosses in RPG history. Here are his 
moves of note (so you know, he attacks 3 times per turn and recovers 200 HP and 
30 PP every turn):
=Formina Sage=
This attack does a massive amount of damage to a single party member and will 
likely kill him/her in one hit.
=True Collide=
This attack does about 250 damage to up to 3 party members and heals the damage 
dealt from Dullahan.
=Charon=
Yes, Dullahan seems to have a copy of the very same Summon you acquired earlier 
in the dungeon, with an increased chance of instant kills.
=Djinn Storm=
Like Doom Dragon, Dullahan has the deadly Djinn-wrecking attack.

Scared yet? Well, donít be. With this great strategy from Boris Badenov, youíre 
virtually guaranteed to beat no-goodnik Dullahan.

-By Boris Badenov-

I came up with a super awesome happy fun time Dullahan strategy

If you have beaten Jupiter Lighthouse and gotten the other 3 elemental super 
summons as well as Charon at the start of THIS dungeon, you will be fine to 
beat Dullahan with little problems using this technique

It should work for a party of the following horrible levels:

40ish for Felix, Jenna, Sheba and Pierce

36ish for Isaac, Garet, Ivan and Mia

You'll need 'em both for this but you'll be able to win with even such paltry 
levels as this. If you got Teleport and the other 3 elemental summons you outta 
be around here anyway.

Here's the super awesome happy fun time Dullahan strategy:

Start with Felix, Jenna, Sheba and Pierce

Djinn are as so:

9 Venus Djinn on Felix, ONE is set, the other 8 on standby. Make sure Granite 
is NOT one of the 9 on him, you'll need Granite for your backup team
9 Mars Djinn on Jenna, one of them is Flash. Flash is SET, the other 8 Mars are 
on standby
9 Jupiter Djinn are on Sheba, all 9 are on standby
9 more Jupiter Djinn are on Pierce, Kite and Haze are two of them. Those two, 
KITE and HAZE are SET to PIERCE, the other 7 Jupiter Djinn on him are on 
standby

Don't worry about how many Djinn you have free, if you do exactly as I say the 
numbers will work perfectly ;)

The battle will work like this

Round 1:

Felix Casts Charon
Jenna Uses Flash
Sheba casts Catastrophe
Pierce uses Kite on Felix

Flash makes it so nothing hurts you at all, even though a few attacks should 
have knocked your underleveled ass out of the water, you're safe for this turn 
;)

The set Djinn on Felix gives him a little more defense (he's the one you really 
don't want killed) and also helps Charon do a bit more damage

You'll see what Kite was for in a second

Sheba's catastrophe was just straight out damage, you

Felix's wind power was raised a bit due to Charon. Now it's all on Felix. Next 
round goes like so:

Felix summons Catastrophe
Felix summons Catastrophe (you used kite on him, he goes twice, member?)
Sheba does who cares
Jenna does whatever
Pierce uses HAZE on FELIX

Haze on Felix to ensure he casts those two catastrophes. It doesn't matter what 
Sheba and Jenna do, dollars to donuts they and pierce will die with flash no 
longer in effect. Only haze will save Felix. So Felix casts those two 
catastrophes and that's pretty much the round. His already raised wind Power 
raises much higher from his first catastrophe, making the second one a real 
doosy! Dullahan should be quite about dead by now

Do whatever with Felix this round, cast Jupiter if you like so that last Djinn 
doesn't go to waste. It don't matter if Felix dies before he can cast it 
though, he's done his part.

Now onto round 2, the backup gang. They do have horrid levels don't they? Not 
to worry, you'll do fine ;)

Djinn are as follows:

8 Venus and 1 random mercury Djinn on Isaac, one random Venus Djinn is SET, the 
other 7 and the mercury are on standby
9 Mars Djinn are on Garet, one SET to him, the rest on standby.
8 Mercury Djinn and 1 Venus on Ivan. The Venus on Ivan is GRANITE, that's 
important, and one of the Mercuries on him is SHADE, also important. You did 
listen when I told you not to use Granite on Felix, right? GRANITE AND SHADE 
ARE SET TO IVAN, the other 7 mercury are on standby.
9 Mercury Djinn on Mia. AAAALL Set. She's gonna be a strong 'un :)

The 1 Djinn set to Isaac and Garet are to increase their attack power, as are 
the 8 set to Mia

Round 1 goes like so:

Isaac summons Judgement
Garet summons Meteor
Ivan casts GRANITE thatís important. not shade, GRANITE, we need to free him up 
for next turn
Mia summons Boreas

Granite keeps your party alive, they wouldn't be otherwise at that level 
methinks o_O. Isaac Garet and Mia gain heavy elemental strength from these 
summons. So next round should do even more damage...

Round 2:

Isaac summons Judgement
Garet summons Meteor
Ivan casts SHADE
Mia summons Boreas

Dullahan shouldn't survive this. You win, you lazy underleveled wretch :P

There's only 2 things that can screw this up: Dullahan doing that auto-death 
thing to Felix in the very first round to kill him, or Djinn storm. If he ever 
does Djinn storm during these 4 attack rounds, you won't win. But since you 
only have to attack for 4 rounds, you won't need to try too many times to get a 
battle where he doesn't use it ;) Even if Dullahan uses that instant kill thing 
on one of your second group members, you'll probably be able to kill him with 
only 3 doing their 4-cast summons. And if not, you can always just retry until 
he DOESN'T auto-death them. Heck, you only gotta last 4 rounds...

After you beat Dullahan, you can get the most powerful Combo Summon in the 
game, Iris!
------------------------------------------------------------------------------
5. The Boss Guide (Bossg)
---
CHESTBEATERS (X3)

Difficulty: 2/10
Location: Kandorean Temple
HP: 155 each
PP: 0
ATK: 44
DEF: 11
Agility: 20
Exp: 40
Coins: 20
Weakness: Mars

This trio of big blue apes will be your first Boss Battle. They are not all 
that hard and barely put up more of a fight than a large group of normal 
enemies. The have only 150 Health each and are weak to fire. Jennaís area-
effect fire attacks like Flare work very well against them. To increase your 
number of attackers, give Sheba the Mysterious Card you picked up give her the 
fire-based Juggle Psynergy. While the two girls attack the Chestbeaters, have 
Felix heal with Cure and attack if necessary.
---
KING SCORPION

Difficulty: 2/10
Location: Yampi Desert
HP: 1064
PP: 0
ATK: 101
DEF: 32
Agility: 39
Exp: 440
Coins: 228
Weakness: Mars

If anything, this guy is even easier than the Chestbeaters. True, he is quite 
tough with over 1000 Health, but his pathetic attacks only did about 10 damage 
each! Since you should have quite a collection of Djinn by now, enter battle 
with them on standby so that you can unleash your most powerful Summons on him 
as the battle starts. Especially try to use fire Summons and Psynergies; like 
the Chestbeaters, KS is weak to fire. Because his attacks are so weak, it is 
harder to lose against King Scorpion than to win.
---
BRIGGS (and Sea Fighters)

Difficulty: 4/10
Location: Alhafra Port
HP: 984 (Briggs), 197 (Sea Fighter
PP: 0
ATK: 129 (Briggs), 119 (Sea Fighter)
DEF: 29 (Briggs), 28 (Sea Fighter)
Agility: 76 (Briggs), 61 (Sea Fighter)
Exp: 333 (Briggs), 89 (Sea Fighter)
Coins: 891 (Briggs), 130 (Sea Fighter)
Weakness: Everything

Your first remotely challenging Boss fight. Although Briggs the pirate and his 
crew are weak to every element, Briggs can summon more Sea Fighters when to 
down some of them. He is also much tougher than his underlings are. Because 
destroying his minions initially is futile, concentrate your strongest attacks 
on Briggs. Remember to pull off your strongest Summons at the start of the 
battle (concentrating them on Briggs). Since youíre fighting 3 opponents 
instead of one, remember to keeps your party well healed. After Briggs goes 
down, the battle becomes an easy process as you mop up his Sea Fighters.
---
AQUA HYDRA

Difficulty: 3/10
Location: Piersí Ship
HP: 2276
PP: 70
ATK: 173
DEF: 38
Agility: 63
Exp: 963
Coins: 1612
Weakness: Mars

This will be a pretty normal, straightforward battle. As usual, concentrate on 
using your strongest Summons as the battle starts (especially Mars element 
ones). If you want, keep your Mars Djinn Set so that Jenna can heal with Aura 
spells. The Aqua Hydra is not likely to down any of your characters, so donít 
worry too much about healing. Just keep attacking the beast relentlessly and 
healing until it goes down.
---
SERPENT

Difficulty: 5/10
Location: Gaia Rock
HP: 3536
PP: 160
ATK: 249
DEF: 76
Agility: 135
Exp: 1995
Coins: 2898
Weakness: Jupiter

The Serpent is your toughest Boss yet, but still not too hard. However, note 
that unless you have reflected all 4 beams of light on it, the Serpent CANNOT 
BE DEFEATED. Using his powers of darkness, the Serpent will fully heal itself 
every turn. Anyway, lead with Summons as usual, especially Jupiter ones. Also, 
note that the Serpent attacks twice every turn. Keep Jenna healing with Aura 
spells the whole battle, and make sure to have some Water of Life.
---
AVIMANDER

Difficulty: 1/10
Location: Champa
HP: 3792
PP: 87
ATK: 281
DEF: 89
Agility: 94
Exp: 2176
Coins: 1330
Weakness: Mercury

Come on, Camelot, you have to be able to do better than this! Your fight with 
the Avimander should be no longer or harder than a normal battle. As usual, 
have everyone lead with strong Summons. Have Piers Standby two extra Mercury 
Djinn and Jenna Standby two Mars Djinn so she can Summon Ulysses and still 
heal. The next turn, just attack the Avimander with your strongest Psynergy and 
he should go down.
---
POSEIDON

Difficulty: 6/10
Location: Sea of Time
HP: 4905
PP: 162
ATK: 302
DEF: 100
Agility: 185
Exp: 2930
Coins: 3762
Weakness: Mars

Unlike your previous boss fights, Poseidon actually wonít be easy! First, you 
canít even inflict damage to him through his forcefield. The only way to break 
it is to strike with the Trident Briggsí Grandma forged for you (you DO have 
it, right?). Give the Trident to your fastest character so that all the others 
can attack with Summons once Poseidonís forcefield goes down. You should keep 
using the Trident the entire battle; it is a reliable source of damage to the 
king of the sea. Also, have another character concentrate of healing; Poseidon 
attacks several times each turn with powerful Mercury Psynergy. As long as you 
break his shield and keep your party strong, you should be able to beat him. 
And if you donít, try again.
---
MOAPA (and Knights)

Difficulty: 7/10
Location: Trial Road
HP: 3042 (Moapa), 1954 (Knights)
PP: 0
ATK: 354 (Moapa), 321 (Knights)
DEF: 219 (Moapa), 151 (Knights)
Agility: 181 (Moapa), 143 (Knights)
Exp: 1670 (Moapa), 835 (Knights)
Coins: 2460 (Moapa), 205 (Knights)
Weakness: Everything

Your battle with Chief Moapa and his Knights (since when do Indian chiefs call 
their warriors knights?) will be your second Boss battle against humans. Like 
Briggs and his crew, this battle will face you against a main boss and two of 
his underlings. Unlike with Briggs, Moapa doesnít have the ability to summon 
more Knights (thankfully). The only thing making the battle hard, besides the 
toughness of Moapa, is his partyís love of attack items (namely Bramble Seeds 
and Crystal Powder). If all 3 of his party members use items on you, it could 
seriously damage or even fell some of your party members. Remember to lead with 
powerful Summons, leaving Jenna free to heal. Have all your other party member 
concentrate on Moapa; after he goes down, his Knights are easy.
---
AGATIO & KARST

Difficulty: 8/10
Location: Jupiter Lighthouse Aerie
HP: 4248 (Agatio), 3186 (Karst)
PP: 280 (Agatio), 320 (Karst)
ATK: 377 (Agatio), 354 (Karst)
DEF: 114 (Agatio), 107 (Karst)
Agility: 178 (Agatio), 235 (Karst)
Exp: 3000 (Agatio), 2813 (Karst)
Coins: 3740 (Agatio), 5280 (Karst)
Weakness: Mercury

Your next Boss Battle will put you up against two very tough enemies. The main 
thing making this battle hard, however, it the fact that you only start out 
with Felix and Piers. Every few turns, Jenna, then Sheba, will join the battle. 
Fortunately, this is also the only battle you donít have to win. You can 
continue the game even if you are defeated. You will have to be very careful 
during the turns when this battle is two-on-two. With no healer, play very 
conservatively (hopefully Felix or Piers has a healing item). As usual, begins 
with powerful Summons (Ulysses for Jenna so she can heal). When Summoning and 
attacking concentrate all your attacks on Karst; she is weaker and will go down 
first. The battle steadily gets easier as the turns wear on and more party 
members join the fray. It will also be much easier after Karst is gone. An 
attack you really have to worry about, however, is Meteor Blow, possibly the 
strongest Psynergy in the game. It can deal about 400-500 damage to each of 
your party members on average!
---
FLAME DRAGONS (1 and 2)

Difficulty: 4/10
Location: Mars Lighthouse
HP: 5348 (1), 5724 (2)
PP: 320 (1), 250 (2)
ATK: 389 (1), 400 (2)
DEF: 134 (1), 137 (2)
Agility: 215 (1), 158 (2)
Exp: 2502
Coins: 1872 (1), 1521 (2)
Weakness: Mercury

Though the 2 Flame Dragons are really Agatio and Karst transformed, none of you 
know it at the moment. They are not quite as hard as real bosses and should not 
take too long to defeat. As usual, Summon at the start of the battle; focus on 
Mercury Summons. If you went to Treasure Isle and got Azul, great; use it to 
inflict massive damage on the 2 Dragons. Be careful about them inflicting 
massive damage on you with Meteor Blow, though. Remember to focus on healing 
and attacking one of the dragons at a time.
---
DOOM DRAGON

Difficulty: 5/10
Location: Mars Lighthouse Aerie
HP: 16000
PP: 150+
ATK: 470
DEF: 155
Agility: 200
Exp: N/A
Coins: N/A
Weakness: Jupiter

The Doom Dragon is the final boss of GS2. He has 3 heads. Every time you take 
away 1/3 of his HP, a head will disappear. The Doom Dragon may seem 
intimidating, but you should be able to beat him easily using my strategy from 
GameFAQs.

DarthMarth's Doom Dragon Strategy

First, the DD's attacks of note (he attacks 4 times a turn):
=Djinn Blast/Djinn Storm=
These can both seriously mess up your strategy. Djinn Blast puts all the Djinn 
of a character on recovery, and Djinn Storm puts ALL your current party's Djinn 
on recovery. Luckily, he only replaces Blast with Storm when he is down to one 
head. (see below) The best thing to do is try to cope with Djinn Blast when it 
happens (he doesn't use it often). Once he is down to one head, kamikaze him 
with Summons before he uses Djinn Storm.
=Cruel Ruin=
This is the new version of Outer Space. Once again, it does lots O' damage to 
your party. It looks cooler, though. :)
=Haunt=
You may want to make sure you have a way of removing evil spirits caused by 
this.
=Curse=
Make sure at least two of your characters can revive.
=Guard Aura=
This is Doom Dragon's version of Flash. It pretty much just makes you waste a 
turn.

All right, here is my way of beating the Doom Dragon easily. Here is my team 
setup:
---Main Team---
Isaac: 4 Mars, 5 Jupiter, all set, has Sol Blade, Hyper Boots, Mythril Helm, 
Riot Gloves and Valkyrie Mail
Ivan: 4 Venus, 5 Mercury, including Shade, all set, has Psychic Circlet and 
Iris Robe
Mia: 2 Mercury, 7 Mars, including Flash and Tonic, all set, has some Waters of 
Life
Garet: 5 Venus, 4 Jupiter, including Granite, all set
---Backup Team---
Sheba: 9 Jupiter, all but one on standby
Felix: 9 Venus
Jenna: 7 Mars, 2 Mercury, both Mercury and 5 Mars on standby
Piers: 9 Mercury, all but one on standby

Here goes: with Isaac, start attacking (he should unleash Megiddo every time) 
from the start. You may also want to consider Death Leap/Plunge because of the 
DDís Jupiter weakness. Never stop using Death Leap/Plunge or attacks with him, 
ever. Constantly alternate Flash and Granite with Mia and Garet, switching to 
Ivan's Shade if either of them has to do something else. Because of his PP 
restoring items, Ivan can cast even Pure Wish every turn. Use Revive or Water 
of Life if a character is downed (like by Spirit of Death). If an evil spirit 
grips a character, use Tonic. If Ivan doesn't need to heal during a turn, have 
him use a Plasma series attack. Keep doing this, trying to regulate yours and 
the DD's pattern as much as possible (just try to cope if it uses Djinn 
draining attacks, or restart if you wish), until it kills your first party. It 
should have one head (BTW, it loses heads as you do damage to it) and sustained 
lots of further damage by now. If not, you're screwed. Anyway, once your backup 
GS2 party is staring the weakened, one-headed DD in the face, have them let 
their summons rip it apart. Especially use Jupiter Summons like Eclipse and 
Catastrophe. This barrage should kill the Doom Dragon. I hope this strategy 
helps!
---
STAR MAGICIAN (and Thunder, Anger, Guardian, and Refresh Spheres)

Difficulty: 8/10
Location: Treasure Isle
HP: 7486 (Star Magician), 360 (Guardian and Refresh Spheres), 460 (Anger 
Sphere), 520 (Thunder Sphere)
PP: 560 (Star Magician), 43 (Spheres)
ATK: 460 (Star Magician), 317 (Thunder, Guardian, and Refresh Spheres), 357 
(Anger Sphere)
DEF: 139 (Star Magician), 127 (Thunder Sphere), 125 (Anger Sphere), 124 
(Refresh and Guardian Spheres)
Agility: 268 (Star Magician), 292 (Thunder Sphere), 136 (Refresh and Guardian 
Spheres), 173 (Anger Spheres)
Exp: 7866 (Star Magician), 439 (Thunder Sphere), 448 (Refresh and Guardian 
Sphere), 387 (Anger Sphere)
Coins: 5566 (Star Magician), 289 (Thunder Sphere), 278 (Refresh and Guardian 
Spheres), 30 (Anger Sphere)
Weakness: Mars (Star Magician and Refresh Sphere), Jupiter (Thunder Sphere), 
Venus (Guardian Sphere), Mercury (Anger Sphere)

The Star Magician is the Mercury counterpart of a series of 4 difficult bosses 
guarding powerful Combo Summon Tablets. Although the Magician, attacking twice 
a turn with powerful Mercury and Jupiter Psynergy like Spark Plasma or Freeze 
Prism, is not so hard, he summons Spheres (I refuse to calls them balls) to aid 
him. Besides attacking, each Sphere has a special ability:

Guardian: The green Spheres can project a shield around the SM to drastically 
reduce the damage done to him for a turn.
Refresh: The blue Spheres can use a healing Psynergy called Earnest Ply on the 
SM, which heals him for at least 1000 HP.
Anger: These red Spheres detonate themselves on your party with explosive 
force, killing themselves but doing lots of damage to your party.
Thunder: The purple Spheres attack with level 2 Jupiter Psynergy like Shine 
Plasma, Flash Bolt, and Storm Ray.

For once, donít even standby your Djinn before this battle. Have one party 
member keep your party healed while the others attack all the non-Thunder 
Spheres. You may also want to have two of them alternate barrier Djinn (like 
Flash and Granite), a third heal (preferably with the Iris or Mysterious Robe 
and Psychic Circlet so they can cast Pure Wish every turn), and the fourth 
attack. Though this is slower, it is virtually impossible to lose this way. 
Anyway, once you have gotten the SM to have 4 Thunder Spheres out (Anger 
Spheres will also do, but they may use Angry Bomb and be replaced with Refresh 
or Guardian Spheres), start attacking him. Donít hurt the Spheres, though. 
Although you will take a lot of damage from various Psynergies this way, the 
battle will still be much easier than it would be otherwise. Just keep your 
party healed and attack the SM (not his Spheres) until he goes down. A single 
turn of ferocious Psynergies should then take the Thunder Spheres down.

I also have an alternate kamikaze strategy from Raider-1:

Star Magician Strategy- by Raider-1

a. preparations

I recommend having the Sol Blade AND at least having beaten Valukar so that you 
know you are not too weak to do this.

GS2 party should be in front, (Felix DOES have the Sol Blade?) all Djinn set.
GS1 party in back, I recommend giving the Burning Sword to Isaac. Djinn to 
summon all your best (Eclipse, Daedalus, etc.) are on STANDBY. YOU HEAR ME, 
STANDBY!

b. Round 1

Felix, only Felix attacks the Guardian Sphere. The others (except Jenna; She 
casts Cool Aura every turn) attack the Refresh Sphere. Have only Felix attack 
pesky Guardian Spheres. If he unleashes Megiddo, which he should, then he will 
kill any sphere in one hit. Try to not let any Refresh Spheres heal Star 
Magician, or this plan might not work.

c. Round 2

By the time your GS2 party is dead, the Star Magician should only have 3000-
4000 hp left. Have your GS1 party DESTROY Star Magician w/ Haures & Eclipse. 
:-)

If he is still alive, you're in trouble. If you die, start over but I only had 
to do it once!
---
VALUKAR

Difficulty: 6/10
Location: Yampi Desert Cave
HP: 12960
PP: 0
ATK: 550
DEF: 175
Agility: 206
Exp: 8702
Coins: 4980
Weakness: Mercury

The brutish beast Valukar is the fire Guardian of the Combo Tablet Daedalus. He 
would be a pretty average Boss fight normally, but there are a few twists that 
make him tougher. For one thing, he has an attack that will likely stun it 
target and do damage. Make sure you have a way of curing stun on at least two 
characters before battling Valukar. His most unique ability, however, is his 
ability to use your own Djinn against you! Thatís right, if you leave Djinn on 
standby after your turn, heíll most likely use them to Summon on one of his two 
attacks. He also has an attack called Djinn Stun that puts the first Djinn of 
each of your party members on standby. Make sure to take advantage of this by 
Summoning the spirits yourself if he doesnít (get ready for fun if he uses 
Djinn Stun twice in a row). Other than that, just use the standard strategy for 
most Bosses and you should win.
---
SENTINEL

Difficulty: 5/10
Location: Sea of Time Islet Cave
HP: 8736
PP: 780
ATK 608
DEF: 216
Agility: 171
Exp: 10538
Coins: 6144
Weakness: Venus

Like the previous two Tablet-guarding Bosses, the Sentinel has something unique 
that makes it very tough to beat. This time, itís Psynergy immunity. Uh-huh, 
the Sentinel is immune to ALL Psynergy. Youíll have to use Summons (as usual, 
use your strongest ones at first), Djinn, and regular attacks to beat it. He 
also recovers 200 HP a turn. Ouch... If you have the Sol Blade from Mars 
Lighthouse, make sure one of your battling characters has it. Meggido and its 
Venus element work well against the Sentinel. After you have let loose all your 
Summons, just attack normally (or use Djinn to prepare to Summon). Make sure 
you keep your party well healed; the Sentinel attacks 3 times a turn with a 
variety of powerful Psynergies. You may want to use the Flash-Granite-Healing 
Combo described in the Star Magician strategy. Iíve also received this Sentinel 
strategy from Raider-1.

Sentinel strategy- by Raider-1

a. For those of you who have read my SM strategy & think it's too dangerous...
Maybe it is. Maybe I just got lucky. Maybe blah blah blah blah...... Well, this 
is a lot "safer."

b. preparations

GS1 party IN FRONT, Isaac has Sol Blade, 7 Venus Djinn, GRANITE IS NOT ON HIM, 
and possibly 1 Jupiter Djinn (all on standby). This is because Ivan has 
Granite, and you may have to trade Djinn to get it on him. Granite is on 
STANDBY. Flash and lots of other Mars Djinn on Garet, all set. A bunch on 
Mercury Djinn on Mia, SHADE  IS ONE OF THEM. As for your GS2 party, 8 of 
Felix's Venus Djinn on standby. All other Djinn set.

c. Round 1
1st turn- Isaac summons Judgement
Garet unleashes Flash
Ivan attacks
Mia attacks

2nd turn-
Isaac summons Judgement
Garet sets Flash
Ivan attacks
Mia unleashes Shade

Let's hope Sentinel didn't cast break, so the second Judgement does 2000 
damage!

d. Round 2

1st turn- SWITCH ISAAC WITH FELIX
Felix summons Judgement
Garet unleashes Flash
Ivan attacks
Mia sets Shade

2nd turn-
Felix summons Judgement (again, let's hope Sentinel didn't cast Break)
Garet sets Flash
Ivan unleashes Granite (It should have recovered by now)
Mia casts Wish Well (even though you were using Guardian Djinn, you should need 
it.)

e. Round 3- Switch Mia with Isaac
Isaac unleashes an attack Djinni like Flint or Geode (if one hasn't recovered 
yet, have him attack & hopefully unleash Megiddo)
Garet unleashes Flash
Ivan sets Granite
Felix unleashes a Venus Djinn


It keeps going until Sentinel dies. Every time you have 4 Venus Djinn on 
standby, summon Judgement. Sometimes, you will want to switch Mia with Felix so 
she can heal. Hopefully he doesn't last too long. He shouldn't, though.

Oh yeah, although Catastrophe isn't the most powerful summon, it's the coolest
looking! ;-)

-Raider-1
---
DULLAHAN

Difficulty: 4/10
Location: Anemos Inner Sanctum
HP: 16000
PP: 200+
ATK: 676
DEF: 269
Agility: 241
Exp: 15600
Coins: 6775
Weakness: Jupiter

You didnít think youíd get the ultimate Summon that easily, did you? Dullahan 
is, statistically, one of the toughest Bosses in RPG history. Here are his 
moves of note (so you know, he attacks 3 times per turn and recovers 200 HP and 
30 PP every turn):
=Formina Sage=
This attack does a massive amount of damage to a single party member and will 
likely kill him/her in one hit.
=True Collide=
This attack does about 250 damage to up to 3 party members and heals the damage 
dealt from Dullahan.
=Charon=
Yes, Dullahan seems to have a copy of the very same Summon you acquired earlier 
in the dungeon, with an increased chance of instant kills.
=Djinn Storm=
Like Doom Dragon, Dullahan has the deadly Djinn-wrecking attack.

Scared yet? Well, donít be. With this great strategy from Boris Badenov, youíre 
virtually guaranteed to beat no-goodnik Dullahan.

-By Boris Badenov-

I came up with a super awesome happy fun time Dullahan strategy

If you have beaten Jupiter Lighthouse and gotten the other 3 elemental super 
summons as well as Charon at the start of THIS dungeon, you will be fine to 
beat Dullahan with little problems using this technique

It should work for a party of the following horrible levels:

40ish for Felix, Jenna, Sheba and Pierce

36ish for Isaac, Garet, Ivan and Mia

You'll need 'em both for this but you'll be able to win with even such paltry 
levels as this. If you got Teleport and the other 3 elemental summons you outta 
be around here anyway.

Here's the super awesome happy fun time Dullahan strategy:

Start with Felix, Jenna, Sheba and Pierce

Djinn are as so:

9 Venus Djinn on Felix, ONE is set, the other 8 on standby. Make sure Granite 
is NOT one of the 9 on him, you'll need Granite for your backup team
9 Mars Djinn on Jenna, one of them is Flash. Flash is SET, the other 8 Mars are 
on standby
9 Jupiter Djinn are on Sheba, all 9 are on standby
9 more Jupiter Djinn are on Pierce, Kite and Haze are two of them. Those two, 
KITE and HAZE are SET to PIERCE, the other 7 Jupiter Djinn on him are on 
standby

Don't worry about how many Djinn you have free, if you do exactly as I say the 
numbers will work perfectly ;)

The battle will work like this

Round 1:

Felix Casts Charon
Jenna Uses Flash
Sheba casts Catastrophe
Pierce uses Kite on Felix

Flash makes it so nothing hurts you at all, even though a few attacks should 
have knocked your underleveled ass out of the water, you're safe for this turn 
;)

The set Djinn on Felix gives him a little more defense (he's the one you really 
don't want killed) and also helps Charon do a bit more damage

You'll see what Kite was for in a second

Sheba's catastrophe was just straight out damage, you

Felix's wind power was raised a bit due to Charon. Now it's all on Felix. Next 
round goes like so:

Felix summons Catastrophe
Felix summons Catastrophe (you used kite on him, he goes twice, member?)
Sheba does who cares
Jenna does whatever
Pierce uses HAZE on FELIX

Haze on Felix to ensure he casts those two catastrophes. It doesn't matter what 
sheba and Jenna do, dollars to donuts they and pierce will die with flash no 
longer in effect. Only haze will save Felix. So Felix casts those two 
catastrophes and that's pretty much the round. His already raised wind Power 
raises much higher from his first catastrophe, making the second one a real 
doosy! Dullahan should be quite about dead by now

Do whatever with Felix this round, cast Jupiter if you like so that last Djinn 
doesn't go to waste. It don't matter if Felix dies before he can cast it 
though, he's done his part.

Now onto round 2, the backup gang. They do have horrid levels don't they? Not 
to worry, you'll do fine ;)

Djinn are as follows:

8 Venus and 1 random mercury Djinn on Isaac, one random Venus Djinn is SET, the 
other 7 and the mercury are on standby
9 Mars Djinn are on Garet, one SET to him, the rest on standby.
8 Mercury Djinn and 1 Venus on Ivan. The Venus on Ivan is GRANITE, that's 
important, and one of the Mercuries on him is SHADE, also important. You did 
listen when I told you not to use Granite on Felix, right? GRANITE AND SHADE 
ARE SET TO IVAN, the other 7 mercury are on standby.
9 Mercury Djinn on Mia. AAAALL Set. She's gonna be a strong 'un :)

The 1 djinn set to Isaac and Garet are to increase their attack power, as are 
the 8 set to Mia

Round 1 goes like so:

Isaac summons Judgement
Garet summons Meteor
Ivan casts GRANITE thatís important. not shade, GRANITE, we need to free him up 
for next turn
Mia summons Boreas

Granite keeps your party alive, they wouldn't be otherwise at that level 
methinks o_O. Isaac Garet and Mia gain heavy elemental strength from these 
summons. So next round should do even more damage...

Round 2:

Isaac summons Judgement
Garet summons Meteor
Ivan casts SHADE
Mia summons Boreas

Dullahan shouldn't survive this. You win, you lazy underleveled wretch :P

There's only 2 things that can screw this up: Dullahan doing that auto-death 
thing to Felix in the very first round to kill him, or djinn storm. If he ever 
does Djinn storm during these 4 attack rounds, you won't win. But since you 
only have to attack for 4 rounds, you won't need to try too many times to get a 
battle where he doesn't use it ;) Even if Dullahan uses that instant kill thing 
on one of your second group members, you'll probably be able to kill him with 
only 3 doing their 4-cast summons. And if not, you can always just retry until 
he DOESN'T auto-death them. Heck, you only gotta last 4 rounds...
------------------------------------------------------------------------------
6. Djinn Guide (Djigu)

FAQ: What are the 3 stages of Djinn?
A: When Djinn are set, they can be unleashed in battle or changed to standby 
out of battle. Also, they will contribute to changing your characterís class 
when set. On standby, Djinn do not change classes but can be used to Summon 
various spirits. Once used to Summon, Djinn switch to recovery mode. After a 
while, they automatically switch back to Set mode.

New to my latest update, the guide now contains the Djinn from GS1 to help you 
get them all!

-THE GS1 VENUS DJINN-

FLINT

Description: Strike a blow that can cleave stone.
Bonuses: 8 HP, 4 PP, 3 ATK
Location: Right outside of Vale; it's impossible to miss.
Battle?: No
Rating: 5/5 Flint has no added effect, but does great damage, making it very 
useful for attack.

GRANITE

Description: Create a mighty earthen barrier.
Bonuses: 9 HP, 2 DEF, 2 AGL, 1 LCK
Location: Kolima (enter back of house next to Djinni and go through cave)
Battle?: No
Rating: 4/5 Granite creates a shield that halves the damage your party takes 
for a turn, making it very good. It's even better when combined with Flash.

QUARTZ

Description: Revive a downed ally.
Bonuses: 10 HP, 3 PP, 3 AGL
Location: Mogall Forest (after short log puzzle)
Battle?: Yes
Rating: 1/5 Quartz may sound powerful, but its effect will often fail. Stick 
with more reliable Water of Life or Revive.

VINE
 
Description: Tangle a foe to drop its agility.
Bonuses: 12 HP, 4 PP, 3 DEF, 1 LCK
Location: Island just west of exit from Lamakan Desert
Battle?: Yes (random)
Rating: 2/5 Since your party is agile enough most of the time, Vine is fairly 
useless.

SAP

Description: Attack a foe and steal its HP.
Bonuses: 10 HP, 3 ATK, 1 LCK
Location: Vault (ring bell, then find Vault Cave with Reveal near dog and go 
through it)
Battle?: Yes
Rating: 4/5 Sap is fairly powerful, and its effect is great if you're hurt. 
Otherwise, stick with Flint.

GROUND

Description: Use gravity to hold a foe.
Bonuses: 9 HP, 3 PP, 3 AGL
Location: Kalay Docks (after sailing across sea, enter from the north)
Battle?: No
Rating: 4/5 Ground's effect doesn't sound too good, but it almost always works 
(even on bosses) and makes them lose one or two turns guaranteed. Note that on 
enemies that move many times per turn, it may not hold them the whole turn.

BANE

Description: Attack with nature's venom.
Bonuses: 12 HP, 4 ATK
Location: Crossbone Isle (6th level)
Battle?: Yes
Rating: 4/5 Bane's attack isn't too strong, but the poison can do massive 
damage if it works.

-THE GS2 VENUS DJINN

ECHO

Description: Attack with a double strike.
Bonuses: 9 HP, 3 PP, 3 ATK
Location: Right outside of Daila; itís impossible to miss.
Battle?: No
Rating: 5/5 Echo is a very useful Djinn. It does great damage, and while it has 
no added effect, it can often fell enemies instantly, especially if Felix 
unleashes it.

IRON

Description: Bolster the partyís defense.
Bonuses: 9 HP, 2 DEF, 2 Agility, 1 Luck
Location: Found in a random battle in the forest southwest of Madra.
Battle?: Yes (random)
Rating: 2/5 I never really liked stat-raising Djinn; only use this one if 
you're getting hurt by physical attacks. Most battles are over before it's 
worthwhile.

STEEL

Description: Siphon a foeís HP with a kiss.
Bonuses: 9 HP, 4 ATK, 2 DEF, 1 Luck
Location: Gabomba Statue. Go over the left pink gear rotating next to a cliff 
on the third floor (walk down onto it). Youíll land right next to Steel.
Battle?: Yes
Rating: 4/5 Like Sap, this Djinni is fairly powerful, yet slightly situational. 
Unless you're hurt, stick with Echo or Geode.

MUD

Description: Slow a foe with sticky mud.
Bonuses: 10 HP, 4 PP, 3 Agility
Location: Gabomba Catacombs (Cyclone required). Climb down the ladder next to 
where you got Piersí Black Orb. Use Cyclone on the patch of weeds just left of 
where you climbed down to be transported near Mud.
Battle?: Yes
Rating: 1/5 Talk about useless. You should already be faster than most enemies, 
so lowering agility does nothing.

FLOWER

Description: Refresh allies and restore HP.
Bonuses: 12 HP, 4 PP
Location: Taopo Swamp Cave. Plug up the hole just to the right of Flower with a 
pillar to make a wind gust blow Flower down to the basement. Walk in front of 
the wind gust right of the one you plugged up and hop over to Flower.
Battle?: Yes
Rating: 4/5 This Djinni is great for healing. Use it instead of Psynergy 
whenever possible. 

MELD

Description: Launch a powerful team strike.
Bonuses: 9 HP, 4 Agility, 1 Luck
Location: Sea of Time Islet. Solve a basic log-rolling puzzle, Teleport not 
required.
Battle?: Yes
Rating: 3/5 For an attack involving two characters, Meld is surprisingly weak.

PETRA

Description: Turn a foe to stone.
Bonuses: 12 HP, 5 PP
Location: On Hesperia, sail up the left river whose mouth is between 2 
sandbars. Once you get to a fork, take the right path and got out just above a 
small mountain northeast of Shaman Village. Walk around in the forest here 
until Petra appears.
Battle?: Yes (random)
Rating: 3/5 Petra is good for stalling a strong enemy, but its real virtue is 
how fun it is to use.

SALT

Description: Restore alliesí stats to normal.
Bonuses: 9 HP, 5 PP, 1 Luck
Location: In Contigo, look for a weed patch east of the entrance. Donít use 
Cyclone on it; use Scoop on the only clear spot to unearth Salt.
Battle?: No
Rating: 2/5 Most enemies don't mess with your stats too much; this Djinn is 
worthless except in boss battles.

GEODE

Description: Strike with a clod of Earth.
Bonuses: 12 HP, 6 ATK, 1 Luck
Location: Once Isaac and co. join your party, go to Atteka Inlet. Use Lift on a 
boulder to the left, then cast Cyclone where the boulder was to find Geode.
Battle?: No
Rating: 5/5 This Djinni is the strongest attack Djinni in the game. And it 
looks freakin' awesome.

MOLD

Description: Strike a foe.
Bonuses: 8 HP, 4 ATK, 2 Agility, 1 Luck
Location: When you slide into Mold on the icy pond in Prox, it will slide off 
and hit a cliff. Slide after it and Scoop it out of the snow.
Battle?: No
Rating: 5/5 This hilarious Djinni's undescriptive name doesn't reveal its power 
at all. If you're up against 1 enemy, it attacks itself with the power of Mold. 
("Dullahan, stop hitting yourself!") If you're fighting multiple enemies, the 
target attacks another enemy. The attack does excellent damage.

CRYSTAL

Description: Restore HP to all allies.
Bonuses: 10 HP, 5 PP, 2 DEF
Location: Yampi Desert Cave, Scoop required. In a room just north of the one 
with the large pillar rolling puzzle (not the one with a chest containing Dark 
Matter), a lump is coming out of the Sand at various points. Use Scoop when it 
appears in front of you to unearth Crystal.
Battle?: Yes
Rating: 5/5 Crystal is a stronger version of Flower; as usual, try to save PP 
by using it.

RANDOM GOLDEN SUN VENUS DJINNI

Description: ??? If you missed at least one Venus Djinn in Golden Sun, you can 
find a random Venus Djinn here.
Bonuses: ???
Location: Treasure Isle, on the other side of the rock barrier leading to Star 
Magicianís lair.

-THE GS1 MARS DJINN-

FORGE

Description: Boost party's attack with flame's fury.
Bonuses: 10 HP, 2 ATK, 2 AGL, 2 LCK
Location: Goma Cave
Battle?: Yes
Rating: 3/5 Boosting attack is nice, but battles usually end too soon for it to 
be useful.

FEVER

Description: Wrap a foe in feverish delusion.
Bonuses: 8 HP, 3 ATK, 2AGL
Location: Imil (slide on ice to cave in back after dropping snowman)
Battle?: No
Rating: 3/5 With its average effect, Fever is only good until you get the next 
attack Djinni.

CORONA

Description: Boost party defense with a heat aura.
Bonuses: 12 HP, 3 PP, 3 DEF, 1 LCK
Location: On island just south of Kolima on world map
Battle?: Yes (random)
Rating: 2/5 If you want to raise stats, Forge is probably better.

SCORCH

Description: Stun a foe with a blast attack
Bonuses: 8 HP, 3 ATK
Location: Kalay Sewers (push statue in front of waterfall)
Battle?: No
Rating: 5/5 Scorch does excellent damage, and its effect is one of the best.

EMBER

Description: Restore party PP with passion's flames.
Bonuses: 9 HP, 4 PP, 2 DEF, 2 AGL
Location: Tolbi (go right from city gate and use Growth on plant, then climb 
and use Frost to be able to reach it)
Battle?: No
Rating: 5/5 The ability to get back PP is very, very useful indeed, even if 
it's only 7 percent of the maximum. Unfortunately, unless you change things 
around, you'll have trouble unleashing it near the beginning of the turn. (It's 
easy if you make Isaac a Ninja)

FLASH

Description: Block damage to party with a firewall.
Bonuses: 14 HP, 3 PP, 2 DEF
Location: Suhalla Desert (in last area, cross the gap just above the Storm 
Lizard with Reveal and climb down to reach Flash)
Fight?: Yes
Rating: 5/5 Flash blocks 90 percent of the damage done to your party for a 
turn, making it all but invincible.

TORCH
 
Description: Penetrate defense with a melting blast.
Bonuses: 9 HP, 3 ATK, 1 LCK
Location: Lalivero (jump to wall from shop and walk around to rooftop with 
Torch)
Fight?: No
Rating: 5/5 Torch's base damage is low, but its ability to penetrate defense 
more than make up or this.

-THE GS2 MARS DJINN-

CANNON

Description: Strike with the power of Mars.
Bonuses: 9 HP, 3 DEF, 4 Agility
Location: Dehkan Plateau, Pound required. When the Mars Djinni is at a ledge 
with 2 different pillars behind it, Pound the one nearer to it to cut off its 
escape.
Battle?: Yes
Rating: 4/5 Cannon is a cool-looking, solid attack Djinni, but there are better 
choices.

SPARK

Description: Revive an ally with cheers of support.
Bonuses: 11 HP, 6 PP
Location: Use Scoop near the sheep in Mikasalla and follow the tunnel you 
uncover to Spark.
Battle?: No
Rating: 2/5 As with all revival Djinn, this one may not always work. Stick with 
the Revive Psynergy or Water of Life.

KINDLE

Description: Increases all alliesí attack.
Bonuses: 8 HP, 5 ATK, 1 Luck
Location: Gondowan Cliffs. Climb up some vines to the highest part of the 
cliffs to find it.
Battle?: Yes
Rating: 3/5 Kindle works just like Forge. It's only worth it in boss battles, 
like most status Djinn.

CHAR

Description: Paralyze foes with a strong blow.
Bonuses: 9 HP, 2 ATK, 2 Agility, 1 Luck
Location: In Madra, give an old couple in a large house south of the shops the 
Healing Fungus you found on Gondowan Cliffs.
Battle?: No
Rating: 5/5 Char does good damage with a strong effect; a powerful Djinni 
indeed.

REFLUX

Description: Counter an enemyís attack.
Bonuses: 9 HP, 3 DEF, 2 Luck
Location: Tundaria Tower. Fall off the stretch of ice on the 4th floor to the 
ice rink on the third. You can now push Reflux off the ice to solid ground and 
reach it.
Battle?: Yes
Rating: 3/5 Reflux is an interesting Djinni, but it's better to use an actual 
attack.

COAL

Description: Rally your allies to boost Agility.
Bonuses: 11 HP, 3 PP, 3 Agility
Location: Izumo; give Lady Uzume the Dancing Idol.
Battle?: No
Rating: 2/5 Since you're already faster than most enemies, you really shouldn't 
need extra agility.

TINDER

Description: Revive a downed ally.
Bonuses: 12 HP, 5 PP
Location: Hesperia Settlement; Growth required.
Battle?: No
Rating: 1/5 A second useless revival Djinni for Jenna? You have to be kidding.

CORE

Description: Strike through an enemyís defense.
Bonuses: 12 HP, 5 PP
Location: On Atteka, get off your boat at the northwesternmost beach. Head 
southeast as far as you can, to a "peninsula" in the river with a large forest. 
Walk around in this forest and Char should soon appear.
Battle?: Yes (random)
Rating: 4/5 Core is a powerful and cool-looking attack, doing extra damage with 
its ability to pierce defense.

SHINE

Description: Dazzle foes and strike decisively.
Bonuses: 9 HP, 5 PP, 1 Luck
Location: Use Force on the log right above the Inn in Contigo after Isaac joins 
your party.
Battle?: No
Rating: 5/5 Shine does great damage, and its effect is decent. (It may blind 
all enemies)

FURY

Description: Call wandering souls to attack.
Bonuses: 12 HP, 4 PP
Location: Magma Rock. In one of the lava rooms with the lava drained.
Battle? Yes
Rating: 5/5 Fury does the best damage of any Mars Djinni, though its effect is 
only mediocre.

FUGUE

Description: Fatigue foes to drop PP.
Bonuses: 11 HP, 4 PP, 2 DEF
Location: After warming up Mars Lighthouse, go to the entry room. Use Blaze to 
activate the dragon head on the left side of the room. Use Burst to finish off 
the cracked ice on the right side of the room and continue through. Fugue is a 
short distance ahead.
Battle?: Yes
Rating: 1/5 Wait, enemies have PP? It's useless to drop a stat enemies barely 
ever use and have plenty of.

RANDOM MARS DJINNI FROM GOLDEN SUN

Description: ??? If you missed at least one Mars Djinn in Golden Sun, you can 
find a random Mars Djinn here.
Bonuses: ???
Location: Near a floodgate in the first lava room of Magma Rock.
Battle?: No

-THE GS1 JUPITER DJINN-

GUST

Description: Attack with mighty wind gusts.
Bonuses: 9 HP, 2 ATK, 2 AGL
Location: Bilibin Cave (climb stairs to right of weapon shop in Bilibin, go 
around wooden barrier, and enter cave with Whirlwind, then Move the statue 
aside)
Battle?: No
Rating: 4/5 Gust is normally fairly weak, but it may do double damage and be 
one of the strongest attack Djinn.

BREEZE

Description: Boost elemental resistance of party.
Bonuses: 12 HP, 5 PP, 2 DEF, 1 LCK
Location: Tret Tree (on top right branch)
Battle?: Yes
Rating: 2/5 The only good part about Breeze is its stat bonuses.

ZEPHYR

Description: Boost party agility with a swift wind.
Bonuses: 11 HP, 3 PP, 2 AGL, 1 LCK
Location: Fuchin Temple Cave (in room to right of entry room)
Battle?: Yes
Rating: 1/5 As usual, your party is plenty fast. Don't bother unleashing this 
one.

SMOG

Description: Veil a foe's vision in smoke.
Bonuses: 9 HP, 3 ATK
Location: Lamakan Desert (in a circle just northeast of the center of the huge 
sand area; must be found with Reveal)
Battle?: No
Rating: 4/5 Smog has decent power, with a decent ability. It's debatable 
whether Gust is better.

KITE

Description: Attack twice next round.
Bonuses: 8 HP, 4 PP, 3 AGL
Location: Vale Cave (get Halt Gem, then Halt Djinni when it flees behind some 
rocks)
Battle?: No
Rating: 5/5 Kite allows the target ally to take 2 turns instead of 1; the 
possibilities are endless.

SQUALL

Description: Paralyze a foe with a storm.
Bonuses: 10 HP, 5 ATK
Location: Altmiller Cave (in lit room, after short pillar puzzle)
Battle?: Yes
Rating: 5/5 Squall is the strongest Jupiter attack Djinni, and its effect is 
excellent.

LUFF

Description: Seal a foe's Psynergy.
Bonuses: 11 HP, 5 PP, 2 DEF, 1 LCK
Location: Babi Lighthouse (move pillars outside to get into a cave below and 
Move the pillars to let you jump across to another ladder; climb it and use 
Growth on the vine to reach the top part of the lighthouse and slide down the 
chute inside to land next to Luff)
Battle?: Yes
Rating: 1/5 Wait, enemies use Psynergy? I never would have guessed!

-THE GS2 JUPITER DJINN-

BREATH

Description: Restore HP quickly.
Bonuses: 9 HP, 3 DEF, 4 Agility
Location: Shrine of the Sea God.  When you get to the loop and start chasing 
him around, fill the gap in the loop with the torch to prevent Breath from 
escaping.
Battle?: Yes
Rating: 4/5 Breath is useful for quick healing early on, when you want to save 
Felix's PP.

ETHER

Description: Focus will to restore PP (to one character).
Bonuses: 8 HP, 4 ATK, 3 Agility, 2 Luck
Location: Given as a gift by Master Maha after you finish talking with him in 
Garoh.
Battle?: No
Rating: 4/5 Ether can refill a lot of PP, and Sheba can usually unleash it 
first to ensure it's used.

BLITZ

Description: Numb a foe with a lightning strike.
Bonuses: 9 HP, 2 DEF, 2 Agility, 1 Luck
Location: Area in Yampi Desert. Be careful which pillars you pound! First, go 
and Pound the one to the rightmost part of the area. Then, go north, then west, 
Pound the first pillar you see, and climb up the ladder behind it. You can now 
hop to Blitz.
Battle?: Yes
Rating: Though its damage isn't the best, Blitz has an awesome effect that can 
disable an enemy for several turns, more than long enough to defeat them.

WAFT

Description: Calm a foe with soothing scents.
Bonuses: 11 HP, 4 ATK
Location: Kibombo Mountains, just before the Kibombo exit, Frost and Growth 
required.
Battle?: Yes
Rating: 4/5 It doesn't seem like it should even do damage, but Waft has a 
useful effect like Blitz. (Sleep, as its name doesn't imply)

WHEEZE

Description: Poison a foe as you strike.
Bonuses: 9 HP, 3 PP, 5 Agility
Location: In a random battle. On the fork just before Tundaria Tower, take the 
lower path instead. Walk around on the patch of light blue ice until Wheeze 
appears.
Battle?: Yes (random)
Rating: 4/5 Wheeze is the Jupiter version of Bane; the deadly poison can finish 
an enemy off if the powerful attack doesn't.

HAZE

Description: Hide away to avoid damage.
Bonuses: 10 HP, 2 DEF, 3 Agility, 2 Luck
Location: Apojii Islands on Gaia Falls, Sand required
Battle?: No
Rating: 4/5 Haze's interesting effect can be used to protect hurt characters as 
they're healed, and it a part of many strategies.

AROMA

Description: Restore everyoneís PP.
Bonuses: 9 HP, 5 PP, 1 Luck
Location: Shaman Village; Lash from the door on the bottom of Chief Moapaís 
house and follow the ledge to Aroma.
Battle?: No
Rating: 5/5 Aroma is stronger than Ember from GS1, making it perfect for 
staying healthy if you're using much Psynergy.

WHORL

Description: Take a deep breath and strike!
Bonuses: 8 HP, 4 PP, 3 ATK
Location: Jupiter Lighthouse; solve a Hover puzzle.
Battle?: Yes
Rating: 5/5 Whorl is a powerful attack Djinni, and its effect may fell enemies 
instantly.

GASP

Description: Call the Grim Reaper on your foes.
Bonuses: 12 HP, 5 PP
Location: Use Hover near where you fought Chief Moapa and enter the cave. In 
the clearing on the other side, use Reveal on the southeastern pond and hop 
across to stun Gasp.
Battle?: Yes
Rating: 2/5 Even if Gasp manages to start the countdown to demise, it's faster 
to fell the target normally instead.

LULL

Description: Negotiate a temporary cease-fire.
Bonuses: 11 HP, 6 PP
Location: Once youíve fired the cannon in Loho, you can reach Lull on the 
rooftops of the city.
Battle?: No
Rating: 3/5 Lull ends the turn immediately, an ability that can be powerful, 
but unless you use agility-changing items or switch Djinn around, Sheba will 
end up skipping your party's turn as well as your enemies'.

GALE

Description: Blast enemies with a wind strike.
Bonuses: 12 HP, 4 PP
Location: Treasure Isle, solve a lift puzzle.
Battle?: Yes
Rating: 4/5 Gale is one of the strongest attack Djinn and may blow enemies out 
of the battle.

RANDOM JUPITER DJINNI FROM GOLDEN SUN

Description: ??? If you missed at least one Jupiter Djinn in Golden Sun, you 
can find a random Jupiter Djinn here.
Bonuses: ???
Location: SW Atteka Islet (Lift Required).
Battle?: No

-THE GS1 MERCURY DJINN-

FIZZ

Description: Restore HP with calming water.
Bonuses: 9 HP, 4 PP, 3 DEF
Location: With Mia when she joins your party.
Battle?: No
Rating: 4/5 As always, the ability to heal without using items or PP is useful. 
Fizz is the only Djinni of its kind in GS1.

SLEET

Description: Drench a foe to drop its attack.
Bonuses: 12 HP, 3 ATK, 1 LCK
Location: Mercury Lighthouse (behind third waterfall from left in room with 6 
waterfalls)
Battle?: Yes
Rating: 3/5 Sleet is the first attacking Mercury Djinni, but its effect limits 
its usefulness once you get the better Mist.

MIST

Description: Lull a foe into a deep sleep.
Bonuses: 11 HP, 4 ATK
Location: Xian (talk to girl with water when she walks in front of the right-
hand door, then use Frost on the water she drops)
Battle?: No
Rating: 5/5 Mist does pretty good damage, and its effect can fully incapacitate 
a foe.

SPRITZ

Description: Restore party's HP with soothing mist.
Bonuses: 8 HP, 4 PP, 3 AGL
Location: Altin Peak (near the entrance of a room in the lowest level; reroute 
the tracks and ride a mine car to it)
Battle?: Yes
Rating: 5/5 Spritz heals all your party members for a decent amount of HP, 
similar to Wish but for free. Use it whenever possible.

HAIL

Description: Freeze a foe to drop its defense.
Bonuses: 9 HP, 4 ATK, 1 LCK
Location: On world map (take the bridge west of Tolbi, go north and take 
another bridge, then walk around on the land south of this bridge)
Battle?: Yes (random)
Rating: 3/5 Hail's effect is one of the worst; you probably won't notice it.

TONIC

Description: Heal all party ailments.
Bonuses: 8 HP, 3 PP, 2 DEF, 2 LCK
Location: Lunpa Fortress (in room behind Donpa's room; reachable after beating 
Toadonpa)
Battle?: No
Rating: 4/5 Although Tonic can usually be replaced by Psynergy, it's invaluable 
when a party member is haunted.

DEW

Description: Revive a downed ally.
Bonuses: 13 HP, 4 PP, 4 AGL
Location: Suhalla Gate (in third area, take the third chute from the left)
Battle?: Yes
Rating: 1/5 Dew's effect is easily duplicated with more reliable Psynergy.

-THE GS2 MERCURY DJINN-

FOG

Description: Blind an enemy with fog.
Bonuses: 9 HP, 2 DEF, 2 Agility, 1 Luck
Location: Kandorean Temple; Lash required.
Battle?: Yes
Rating: 4/5 Fog's effect, as always, is fairly useful.

SOUR

Description: Reduce a foeís resistance.
Bonuses: 8 HP, 4 PP, 3 ATK
Location: On the lower-middle part of the dark green patch of grass northeast 
of Mikasalla, just above the triangular forest.
Battle?: Yes (random)
Rating: 5/5 Sour's effect is terrible, but it does good damage at higher 
levels, making it one f the best attack Djinn.

CHILL

Description: Strike to reduce a foeís Defense.
Bonuses: 10 HP, 3 PP, 2 DEF
Location: In a random battle in the forest on the southern tip of Gondowan.
Battle?: Yes (random)
Rating: 3/5 Chill's effect is only half-good, and the pause after the attack is 
annoyingly long.

SPRING

Description: Restore HP with healing herbs.
Bonuses: 11 HP, 5 PP
Location: With Piers when he joins your party.
Battle?: No
Rating: 4/5 Like Fizz or Breath, Spring is great for healing HP without using 
PP.

SHADE

Description: Create a watery shield.
Bonuses: 9 HP, 3 DEF, 2 Luck
Location: With Piers when he joins your party.
Battle?: No
Rating: 5/5 Shade's defensive power decreases damage for one turn by slightly 
more than Granite, but less than Flash. You're almost invincible if you can 
alternate defensive Djinn and heal.

STEAM

Description: Increase all alliesí elemental strength. (actually, it increases 
everyoneís Resistance)
Bonuses: 10 HP, 5 ATK
Location: In the long river room in Aqua Rock just right of the large room with 
the Aquarius Stone after learning Parch. Use it on the statue creating the 
river, then walk up the dried riverbed and get Steam.
Battle?: Yes
Rating: 1/5 Unless you're taking massive damage from Psynergy and the like, 
stay away. Far away.

RIME

Description: Seal a foeís Psynergy.
Bonuses: 10 HP, 2 DEF, 3 Agility, 2 Luck
Location: Ancient Lemuria, use Cyclone while standing in the southwestern 
corner of the area to uncover Rime.
Battle?: No
Rating: 1/5 Very few enemies even use Psynergy, limiting Rime's usefulness.

EDDY

Description: Speed up Djinn recover time.
Bonuses: 9 HP, 3 Agility, 2 Luck
Location: Shaman Village Cave; solve a Lift puzzle with Isaacís party.
Battle?: Yes
Rating: 3/5 Eddy makes 1 Djinn for each active party member recover instantly, 
great if you're using lots of Summons.

GEL

Description: Weaken a foeís Attack.
Bonuses: 9 HP, 5 ATK, 2 Agility
Location: Kalt Island; Lash required.
Battle?: No
Rating: 5/5 Gel ties Sour for the best Mercury attack Djinni, with a slightly 
better effect.

BALM

Description: Revive all downed allies.
Bonuses: 13 HP, 4 PP
Location: In Mars Lighthouse, on an ice puzzle, just after a long fire-avoiding 
hallway.
Battle?: Yes
Rating: 3/5 Despite the power of its effect, Balm is still not guaranteed to 
work.

SERAC

Description: Strike a chilling finishing blow.
Bonuses: 12 HP, 3 ATK
Location: On the second LONG hallway in Sea of Time Islet; use Tremor on the 
statue. (stand so you appear to be about level with it, facing left)
Battle?: Yes
Rating: 4/5 Serac is fairly powerful, and its effect can destroy an enemy 
instantly.

RANDOM MERCURY DJINNI FROM GOLDEN SUN

Description: ??? If you missed at least one Mercury Djinn in Golden Sun, you 
can find a random Mercury Djinn here.
Bonuses: ???
Location: In a house overlooking the ice pond in Prox with Mold.
Battle?: No
------------------------------------------------------------------------------
7. Summons FAQ (Sumfk)

FAQ: What are Summons?
A.	Summons, as stated above, are the most powerful and visually impressive 
attacks in the world of Golden Sun. Not only do they do large amounts of 
damage to all enemies, the Combo Summons have special effects that may occur 
after the Summon is completed.
FAQ: How is Summon damage calculated?
A. First, you have the Summon base damage. Then, 3% of the targetís maximum HP 
times the number of Djinn used in the Summon is divided by 100 to get the 
damage of the Summon.
FAQ: My Summons seem to do more damage to tough Boss enemies than normal ones! 
What is happening?
A.	A small percentage of the targetís HP is added to the Summon damage. So, a 
Summon attack would do more damage to Poseidon than a Bat.
FAQ: My characterís Elemental power rose after a Summon! Is this normal?
A.	Yes.
FAQ: I canít use a Combo Summon, even though I have the right Djinn on standby! 
Whatís going on?
A. To use Combo Summons, you first need to find the corresponding Combo 
Tablets. A short description of how to find each Tablet is found in the Summon 
description.
------------------------------------------------------------------------------. 
The Single-Element Summons

---VENUS: THE ELEMENTAL POWER OF EARTH---
Djinn Required on Standby: 1 Venus
Raises Elemental Power By: 10
Appearance: A ghostly Venus Djinn appears above the fight. It flies around the 
enemy party, causing yellow geysers to shoot from the ground under the enemies.
Description: Venus is the basic Earth element Summon. Not too visually 
impressive (but still cool), it seldom does much more than 50 or 60 damage. 
Like all Summons (except one), it hits all enemies and is useful in very early 
Boss fights.

---RAMSES: GUARDIAN OF AN IMMPORTAL PHARAOH---
Djinn Required on Standby: 2 Venus 
Raises Elemental Power By: 30
Appearance: The scene switches to a desert and a strange pyramid like creature 
appears in front of the enemy party. It swings its fist and slams the ground, 
causing rocks to fall onto all enemies.
Description: Ramses is the second earth Summon. It is roughly twice as powerful 
as Venus is.

---CYBELE: THE GREAT MOTHER OF THE EARTH---
Djinn Required on Standby: 3 Venus 
Raises Elemental Power By: 60
Appearance: A large frog like creature with trees for eyebrows drops in front 
of the enemy. It spits out several seeds that sprout into huge vines, lifting 
the enemy high into the air, then disappearing, dropping it back down.
Description: Once again, Cybele doubles the power of its predecessor. Nothing 
much special.

---JUDGEMENT: THE MIGHT OF THE APOCALYPSE---
Djinn Required on Standby: 4 Venus 
Raises Elemental Power By: 90
Appearance: The scene changes to a blue sky. A heavily armored angel with a 
horned helm, a sword in one hand, and a lionís-head cannon in the other swoops 
down. It charges its cannon with crackling blue energy, then fires straight 
down. The energy is seen exploding on the ground, then creating a massive blue 
shockwave. Several more scenes of the shockwave rampaging across the 
countryside before it hits all enemies with extreme force.
Description: Wow. Twice as powerful as Cybele and a whole lot cooler looking, 
Judgement is the ultimate Earth Summon.

---MARS: THE ELEMENTAL POWER OF FIRE---
Djinn Required on Standby: 1 Mars 
Raises Elemental Power By: 10
Appearance: A ghostly Mars Djinn appears and flies straight at the enemy party. 
On impact, it creates a fiery explosion, with sparks flying upwards.
Description: Mars is the basic fire Summon. Same power as Venus, different 
element.

---KIRIN: A MYSTICAL BEAST CLOAKED IN FLAME---
Djinn Required on Standby: 2 Mars 
Raises Elemental Power By: 30
Appearance: A portal opens in a forest and an orange horned beast with a rider 
shoots out, bouncing along at a very fast speed. It zooms past the enemies, 
dragging a huge wall of flame behind it.
Description: Kirin is the basic level 2 Fire Summon.

---TIAMAT: THE QUEEN OF ALL DRAGONS---
Djinn Required on Standby: 3 Mars 
Raises Elemental Power By: 60
Appearance: Balls of fire rain from the sky. A huge dragon drops down from 
above and incinerates the target with yellow-hot fire breath.
Description: Once again, Tiamat is the fire version of Cybele.

---METEOR: A METEORITE FROM DEEP SPACE---
Djinn Required on Standby: 4 Mars 
Raises Elemental Power By: 90
Appearance: The scene changes to a view of the far upper atmosphere. From the 
top, a huge flaming rock, surrounded my smaller meteorites, is falling towards 
earth. Back on the ground, the meteor is shown crashing on top of the enemy in 
a fiery explosion.
Description: Meteor was the strongest fire summon in Golden Sun and will be 
your strongest until you get Daedalus.

---MERCURY: THE ELEMENTAL POWER OF WATER---
Djinn Required on Standby: 1 Mercury 
Raises Elemental Power By: 10
Appearance: A ghostly Mercury Djinn appears and flies up and down, shooting 
powerful jets of water at the enemies.
Description: Mercury is the basic water summon.

---NEREID: PRINCESS OF THE SEA SPIRITS---
Djinn Required on Standby: 2 Mercury 
Raises Elemental Power By: 30
Appearance: A Japanese girl with a fan riding a turtle swims into view. She 
creates a massive water geyser under the enemies for several seconds, then 
disappears.
Description: The basic level 2 Mercury Summon.

---NEPTUNE: AN INCARNATION OF THE SEA KING---
Djinn Required on Standby: 3 Mercury 
Raises Elemental Power By: 60
Appearance: A huge whale swims out of a body of water and crashes back in, 
making a huge splash. The whale charges up blue energy on it nose and fires a 
beamlike water cannon. The enemies are then seen getting pummeled by jets of 
water streaking down from above.
Description: The lord of the ocean makes his debut in the level 3 Mercury 
Summon.

---BOREAS: THE GOD OF THE NORTH WIND---
Djinn Required on Standby: 4 Mercury 
Raises Elemental Power By: 90
Appearance: A huge object is frozen under a slab of ice. The ice breaks off in 
layers, revealing... a giant ice-grinding robot! A chunk of ice falls into the 
machineís top and the crank on its back turns, spitting out shards of ice. The 
ice sprays all over the enemy party, then a large bolt shatters it.
Description: Strangely enough, Boreas resembles a giant snow cone machine... 
What was Camelot thinking? Nevertheless, Boreas is the second strongest Mercury 
Summon, so respect it.

---JUPITER: THE ELEMENTAL POWER OF WIND---
Djinn Required on Standby: 1 Jupiter 
Raises Elemental Power By: 10
Appearance: A ghostly Jupiter Djinn appears. It flies around, shooting purple 
shockwaves at all enemies.
Description: Another basic Summon, this time Wind-aligned.

---ATALANTA: THE HEAVENLY HUNTRESS---
Djinn Required on Standby: 2 Jupiter 
Raises Elemental Power By: 30
Appearance: A young maiden, somehow flying, swoops down into view. She circles 
around while creating green arrows and rapidly firing them down. These arrows 
barrage the enemy and remain in the ground before disappearing.
Description: How is she flying? 0_o Anyway, another level 2 Summon.

---PROCNE: A GODDESS IN BIRD FORM---
Djinn Required on Standby: 3 Jupiter 
Raises Elemental Power By: 60
Appearance: A tall whirlwind lifts the enemy party into the air. While they are 
suspended, a graceful hawklike creature fires several short beams at the 
helpless foes before dropping them back down.
Description: Another level 3 Summon, but who is Procne? Iíve never heard of 
her.

---THOR: THE MIGHTY GOD OF THUNDER---
Djinn Required on Standby: 4 Jupiter 
Raises Elemental Power By: 90
Appearance: A symbol traces itself out in a stormy sky. After the symbol is 
complete, it compresses into a beam fired at the ground. On impact, the beam 
turns into a bearded figure wearing a horned helm and holding a sledgehammer 
crackling with electricity. He zaps all enemies hard with his weapon, then 
disappears.
Description: Ho-hum. The Norse god has been turned into the most powerful 
Jupiter Summon (at least until Eclipse).

---
The Combo Summons

---ZAGAN: EARTHíS MIGHT ENFLAMED---
Djinn Required on Standby: 1 Mars, 1 Venus
Raises Elemental Power By: 10 Venus, 10 Mars
Appearance: The view is moving at high speed across a plain. A humanoid beast 
figure holding a large axe emerges from the right, flying fast towards the 
enemy party. When he reaches them, he swings his axe, creating a large 
explosion and shockwave.
Special Effect: May lower enemyís defense
Element: Venus
Location: Indra Cavern; Lash and Move required
Description: You very first Combo Summon is a level 2. It is almost twice as 
strong as the basic level 1 Summons and has the added effect of lowering the 
enemyís defense.

---FLORA: THE WIND RIDER, GODDESS OF FLOWERS---
Djinn Required on Standby: 2 Jupiter, 1 Venus
Raises Elemental Power By: 10 Venus, 30 Jupiter
Appearance: In the sky, some flower petals float past the view. An elflike girl 
floats onto the screen. She charges some energy onto her hand, then creates a 
portal that shoots out more petals. The petals shoot past the enemies at high 
speed, damaging them.
Special Effect: May put enemies to sleep
Element: Jupiter
Location: Airís Rock, after activating the Whirlwind Statues
Description: Flora is 2/3 as powerful as a level 3 Summon and has a chance of 
putting its targets to sleep.

---MEGAERA: THE GODDESS OF VENGEANCE---
Djinn Required on Standby: 1 Mars, 1 Jupiter
Raises Elemental Power By: 10 Mars, 10 Jupiter
Appearance: Two swords impale the ground on either side of the targets. A fiery 
whirlwind filled with explosions ensues between them. In one last burst, a 
fairy briefly flies away from the chaos holding two more of the swords.
Special Effect: May raise party attack
Element: Mars
Location: Osenia Cavern (northeast of Sour); Scoop required
Description: Megaera can be a very helpful Summon because of its ability to 
raise your partyís attack.

---MOLOCH: THE SACRED ICE MONSTER---
Djinn Required on Standby: 2 Mercury, 1 Jupiter
Raises Elemental Power By: 30 Mercury, 10 Jupiter
Appearance: A heavy snowfall combines into a huge, ugly walrus-like creature. 
The creature breathes out white ice breath onto all enemies before 
disappearing.
Special Effect: Lowers enemy agility
Element: Mercury
Location: Madra Catacombs; Frost required
Description: He may be ugly, but Moloch packs a powerful punch. He is nearly as 
powerful as a level 3 Summon, over 3 times stronger than a level 1.

---ULYSSES: A LEGENDARY WANDERING MAGE---
Djinn Required on Standby: 2 Mars, 2 Mercury 
Raises Elemental Power By: 30 Mars, 30 Mercury
Appearance: A small card drops down next to the enemies on a black background. 
It suddenly turns into a ghostly mage who summons more cards. Each card 
suddenly turns into a large set of snapping jaws.
Special Effect: Prevents target from moving for next action
Element: Mars
Location: Izumo Catacombs; Sand required
Description: Ulysses is your most powerful Summon yet, 4/3 as powerful as a 
level 3 Summon. I thought Ulysses was supposed to be a man, though. 0_o

---ECLIPSE: A DRAGON WHOSE WINGS SPAN THE SKIES---
Djinn Required on Standby: 3 Jupiter, 2 Mercury
Raises Elemental Power By: 60 Jupiter, 30 Mercury
Appearance: A huge tan dragon is seen flying in the Earthís upper atmosphere. 
It charges several then beams of blue light in its mouth, then fires one 
gigantic beam down. The beam is seen hitting the enemies and causing a huge 
shockwave originating from the same place as Judgement.
Special Effect: Lowers enemy attack
Element: Jupiter
Location: Lemuria (win Lucky Spring game)
Description: At level 5, Eclipse is more powerful and cool-looking than any 
basic Summon.

---HAURES: A BEAST THAT SUNDERS DARKNESS---
Djinn Required on Standby: 3 Venus, 2 Mars
Raises Elemental Power By: 60 Venus, 30 Mars
Appearance: Inside a dark cavern, a black pool of goo appears. A blue hand 
reaches out of the goo, making it glow red. As the beast connected to the hand 
is about to emerge, an ancient symbol appears, which is quickly shattered by 
the beast. If flies quickly through the cave Zagan-style and zooms past the 
enemy party, slashing them across twice and then making a huge beam.
Special Effect: May inflict Venom
Element: Venus
Location: Angara Cavern (Carry required)
Description: Although Haures is not as powerful as Eclipse, its ability can be 
far more devastating.

---COATLICUE: A GODDESS BEARING THE WATER OF LIFE---
Djinn Required on Standby: 3 Mercury, 3 Jupiter
Raises Elemental Power By: 60 Mercury, 60 Jupiter
Appearance: Underwater, several shimmering blue rings appear after one another. 
A mystic circle then appears, creating a woman with long brown hair and a 
rather strange outfit. She charges up several more circles above her, then 
shoots a jet of bubbling water straight up.
Special Effect: Causes every party member to regenerate 60% of his or her max 
HP every turn
Element: Mercury
Location: SW Atteka Cave; Parch required
Description: Coalticue is the only non-damaging Summon in the game. Instead, 
she greatly heals you whole party and causes them to regenerate a large amount 
of health every turn after that.

---AZUL: AN AWAKENED DRAGON FROM THE DEEP---
Djinn Required on Standby: 3 Venus, 4 Mercury
Raises Elemental Power By: 96 Mercury, 60 Earth
Appearance: A long, snakelike dragon dives from the top of the screen, 
shattering the background and revealing an underwater scene. It then comes from 
the right, charging a huge glowing ball of blue energy. It fires the ball, 
encasing the enemy party within it. It comes up from below and pushes the ball 
to the surface, then detonates it, causing hundreds of bubbles to fly 
everywhere.
Special Effect: May stun enemies
Element: Mercury
Location: Treasure Isle (defeat Star Magician)
Description: Azul is the first of 4 heavily guarded Summons. This Summon is the 
most powerful Mercury one in the game, almost 3 times as strong as Neptune is.

---DAEDALUS: MASTER CRAFTSMAN OF ANCIENT TIMES---
Djinn Required on Standby: 3 Venus, 4 Mars
Raises Elemental Power By: 100 Mars, 60 Venus
Appearance: A huge, lumbering robot emerges from the treetops. Two panels on 
its shoulders open and it fires a barrage of missiles. Then, a chest panel 
opens and it fires one huge missile.
Special Effect: Hits target with a missile at the end of next turn
Element: Mars
Location: Yampi Desert Cave (defeat Valukar)
Description: Daedalus may seem weak at first, but wait until the end of the 
next turn. Then, the huge missile the robot fired will hit, doing even more 
damage.

---CATASTROPHE: THE EMBODIMENT OF DESTRUCTION---
Djinn Required on Standby: 3 Mars, 5 Jupiter
Raises Elemental Power By: 96 Jupiter, 60 Mars
Appearance: The scene switches to a stormy sky, with thunder and lightning 
crackling in the background. From above, a figure emerges. It has evil, batlike 
wings, a shield inscribed with an evil grin and a huge collection of pikes and 
axes in one hand, and a HUGE sword, at least twice its size, in the other. The 
figure is covered completely in dark, jagged armor and wears a red-horned helm. 
It brings its two arms together and charges its sword with electricity. At the 
tip of the huge weapon, a 4-sided pyramid made of mystic symbols and with a 
purple glowing sphere inside forms. It releases the pyramid, which crashes to 
the ground and unfolds, releasing the sphere. It detonates in an electrifying 
explosion that stretches for miles. The shockwave is then seen quickly 
expanding Judgement-style, laced with electricity and purple dragon clouds. As 
with Judgement, the shockwave crashes into the enemy party, doing even more 
massive damage.
Special Effect: May lower enemy PP
Element: Jupiter
Location: Islet Cave (defeat Sentinel)
Description: Quite possibly the coolest-looking Summon in the game, Catastrophe 
is also quite powerful, with over 150% the power of Thor.

---CHARON: THE FERRYMAN ON THE RIVER STYX---
Djinn Required on Standby: 8 Venus, 2 Jupiter
Raises Elemental Power By: 96 Venus, 30 Jupiter
Appearance: Over a red-tinged landscape, a light purple whirlwind appears. A 
runic circle appears on the ground, creating a dark purple shockwave in the 
middle of it. The shockwave soon turns into a small, cloaked figure, with 
ragged wings and long, thin fingers of bone. The figure creates another circle 
and charges another shockwave on it. It fires the rapidly expanding sphere 
directly at you. The sphere is then seen rampaging across the land (once again, 
Judgement style), and swallows the enemy targets on contact. It then collapses 
into a massive purple and black explosion.
Special Effect: May instantly fell targets
Element: Venus
Location: Anemos Sanctum (Teleport and all 72 Djinn required)
Description: Charon is the first of two Summons found in Anemos Sanctum. Doing 
over twice the damage of Judgement and with a chance to kill any enemy it 
touches, Charon is the second strongest Summon in the game.

---IRIS: GODDESS OF RAINBOWS, GUIDER OF SOULS---
Djinn Required on Standby: 9 Mars, 4 Mercury
Raises Elemental Power By: 100 Mars, 100 Mercury
Appearance: A small ball of light floats onto the screen. Several other short 
beams of light flow into it, illuminating the dark screen. After the ball is 
fully formed, it transforms into a young girl with a long pink and purple 
dress, arms outstretched. She creates several more large beams of light around 
her, the flies upward, taking the beams and all enemies with her. The view than 
changes to deep space, near the Sun. Two streams of white light are seen, but 
soon stop. The beams of light Iris took with her are seen flying straight 
towards the Sun. They create red shockwaves as they approach it and then a 
series of massive explosions and prominences on contact.
Special Effect: Fully heals and revives all 8 party members
Element: Mars
Location: Anemos Sanctum (defeat Dullahan)
Description: Iris is the most powerful Summon in the game. Doing over 3 times 
as much damage as Meteor, Iris can kill virtually anything in one hit. What 
makes her so great, though, is that when the Summon concludes, all 8 members of 
your party are fully healed and Revived.
------------------------------------------------------------------------------
8. Sound Test List (Sotli)

0.  The Lucky Slots
1.  Golden Sun Main Theme
1.	 The Main Menu
2.	Lighthouse Theme
3.	Hi-Lo Dice
4.	Bustling City Theme
5.	Champa/Kandorean Temple
6.	Daila Drums
7.	Tropical Paradise
8.	Izumo Festivals
9.	Izumo under the Serpent
10.	Ending Song
11.	The Kandorean Temple
12.	Kibombo Ceremony
13.	Akafubuís Ceremony
14.	Peaceful Lemuria
15.	Quiet City Theme
16.	Kalt Island
17.	Garoh
18.	Yallam
19.	Yeppís Song 1
20.	Yeppís Song 2
21.	Airís Rock
22.	Aqua Rock
23.	Islet Cave
24.	GS: TLA Caves
25.	Gaia Rock
26.	Inside the Great Gabomba
27.	Jupiter Lighthouse
28.	Magma Rock
29.	Mars Lighthouse
30.	Tundaria Tower
31.	Taopo Swamp
32.	Ankohl Ruins
33.	Karst and Agatioís Theme
34.	Briggs!
35.	Karstís Appearance
36.	Shaman Village
37.	Leaving Atteka
38.	Trouble Brewing...
39.	The Title Screen
40.	Sailing
41.	World Map 1
42.	World Map 2
43.	The Credits
44.	Suspense
45.	Trial Road/Colosso Battles
46.	Jennaís Battle Theme
47.	Felixís Battle Theme
48.	Human Boss Battle
49.	Boss Battle
50.	Battle at Sea
51.	Battle with Agatio and Karst
52.	The Flame Dragons!
53.	Doom Dragon Battle
54.	Victory!
55.	Game Over
56.	Ivanís Theme
57.	Villain Theme
58.	Prox in Trouble...
59.	Lighting the Beacons
60.	The Doom Dragon Slain
61.	Poseidonís Realm
62.	The Golden Sun Rises
63.	Entering your Password
64.	Lighting the Mars Beacon
65.	Garet's Family Returns
66.	Happy End...?
67.	The Golden Sun Sets...
68.	Vale and Vault
69.	Golden Sun City Theme
70.	Sad Town Theme
71.	Royal Castles
72.	Flooded Altin
73.	Lama Temple
74.	Kalay Celebrations
75.	Colosso 1
76.	Colosso 2
77.	Tolbi during Colosso
78.	The Sanctums
79.	Contigo/Kolima Forest
80.	Secrets of Alchemy
81.	Lunpaís Hideout
82.	GS Cave Theme
83.	Deserts
84.	Imil/Suhalla
85.	Babiís Lighthouse, Dehkan Plateau, Treasure Isle, Crossbone Isle
86.	Tunnel Ruins
87.	Babiís Theme
88.	Tolbi-Bound Ship
89.	Golden Sun World Map
90.	Venus Lighthouse
91.	Isaacís Battle Theme
92.	Battle with Star Magician/Saturos
93.	Valukar Battle
94.	Sentinel/Deadbeard Battle
95.	Fusion Dragon/Dullahan Battle
------------------------------------------------------------------------------
9. Forged Items Guide (Foitg)

*Orihalcon*

Big Bang Gloves-15%
Cosmos Shield-15%
Excalibur-5%
Millenium Helm-20%
Nebula Wand-15%
Stellar Axe-10%
Xylion Armor-20%

*Dark Matter*

Darksword-10%
Demon Circlet-15%
Fear Helm-20%
Stealth Armor-30%
Terra Shield-25%

*Golem Core*

Chronos Mail-30%
Gaiaís Axe-15%
Huge Sword-15%
Titan Gloves-25%
Tungsten Mace-15%

*Dragon Skin*

Dragon Boots-15%
Dragon Helm-25%
Dragon Mail-20%
Dragon Robe-15%
Dragon Shield-25%

*Salamander Tail*

Apolloís Axe-15%
Ardagh Robe-25%
Burning Sowrd-15%
Flame Shield-25%
Salamander Rod-20%

*Mythril Silver*

Levatine-10%
Mythril Armlet-20%
Mythril Blade-20%
Mythril Clothes-20%
Mythril Helm-15%
Psychic Circlet-15%

*Stardust*

Astral Circlet-20%
Comet Mace-20%
Luna Shield-20%
Planet Armor-20%
Stardust Ring-20%

*Sylph Feather*

Aerial Gloves-25%
Fairy Vest-25%
Floating Hat-25%
Slyph Rapier-25%

*Tear Stone*

Clear Bracelet-30%
Cloud Wand-25%
Pure Circlet-25%
Spirit Ring-20%
------------------------------------------------------------------------------
10. Item Guide (Itegu)

>Weapons<

AXES
Equippable by Isaac, Garet, Felix, and Piers

-Battle Axe-
Axe
Attack +24
Bought from shops
Buy for: 280
Sell for: 210

-Broad Axe-
Axe
Attack +50
Bought from shops
Buy for: 1400
Sell for: 1050

-Great Axe-
Axe
Attack +80
Bought From shops
Buy for: 5200
Sell for: 3900

-Apolloís Axe-
Artifact Axe; unleashes Flare Burst (Mars, heals 100% of damage as HP)
Attack +142
Forged from Salamander Tail
Buy for: 11900
Sell for: 8925

-Burning Axe-
Artifact Axe; unleashes Broil (Mars)
Attack +84
Transferred from first Golden Sun (won in Tolbi Springs)
Buy for: 7500
Sell for: 5625

-Captainís Axe-
Artifact Axe; can be used to boost defense
Attack +95
Found in the water as a Rusted Axe southeast of the Sea of Time
Buy for: 6800
Sell for: 5100

-Demon Axe-
Cursed Artifact Axe; unleashes Poison Cloud (Mars, may poison target)
Attack +132
Transferred from first Golden Sun (Crossbone Isle; 6th floor)
Buy for: 16000
Sell for: 12000

-Disk Axe-
Artifact Axe; unleashes Power Drive (Mars)
Attack +76
Found on Kibombo Mountains
Buy for: 4700
Sell for: 3525

-Dragon Axe-
Artifact Axe; unleashes Heat Mirage (Mars, may inflict Delusion)
Attack +100
Sold in Apojii Islands
Buy for: 10300
Sell for: 7725

-Gaiaís Axe-
Artifact Axe; unleashes Mother Earth (Venus, may inflict Sleep
Attack +163
Forged from Golem Core
Buy for: 16400
Sell for: 12300

-Giant Axe-
Artifact Axe; unleashes Meltdown (Mars, may lower targetís defense)
Attack +114
Transferred from Golden Sun (dropped by Earth Golems in Suhalla Gate or lower 
Venus Lighthouse)
Buy for: 14000
Sell for: 10500

-Mighty Axe-
Artifact Axe; unleashes Heat Shatter (Mars, may lower targetís resistance)
Attack +142
Won in Lemuria Springs
Buy for: 11900
Sell for: 8925

-Rusty Axes-
Axe; needs to be reforged
Attack +10 or +14
Found in Treasure Isle or spot east of Sea of Time Islet
Buy for: 340 or 550
Sell for: 225 or 412

-Stellar Axe-
Artifact Axe; unleashes Supernova (Jupiter, may inflict Stun)
Attack +171
Forged from Orihalcon
Buy for: 19700
Sell for: 14775

-Tartarus Axe-
Artifact Axe; unleashes Vein Tap (Venus, heal 100% damage as HP)
Attack +127
Dropped by Minotaurus in Ankohl Ruins (weakness Jupiter)
Buy for: 10800
Sell for: 8100

-Themisí Axe-
Artifact Axe; unleashes Stone Justice (Venus, may lower targetís agility)
Attack +30
Found on Dehkan 
Buy for: 1900
Sell for: 1425

-Viking Axe-
Artifact Axe; unleashes Stun Bolt (Jupiter, may inflict Stun)
Attack +137
Forged from Rusty Axe on Treasure Isle
Buy for: 11000
Sell for: 8250

-Vulcan Axe-
Artifact Axe; unleashes Barrage (Mars, may inflict Stun)
Attack +76
Transferred from Golden Sun (found in Lamakan Desert)
Buy for: 4600
Sell for: 3450

LIGHT BLADES
Equippable by Felix, Jenna, Piers, Isaac, Ivan, and Garet

-Short Sword-
Light Blade
Attack +8
Bought in Shops
Buy for: 120
Sell for: 90

-Hunterís Sword-
Light Blade
Attack + 28
Bought in Shops
Buy for: 520
Sell for: 390

-Battle Rapier-
Light Blade
Attack +58
Bought in Shops
Buy for: 2900
Sell for: 2175

-Master Rapier-
Light Blade
Attack +86
Bought in Shops
Buy for: 6800
Sell for: 5100

-Assassin Blade-
Artifact Light Blade; unleashes Mortal Danger (Venus, may down target)
Attack +90
Transferred from Golden Sun (won in Tolbi Springs)
Buy for: 7800
Sell for: 5850

-Banditís Sword-
Artifact Light Blade; unleashes Rapid Smash (Jupiter, may do double damage)
Attack +12
Transferred from Golden Sun (won from Bandits in Vault)
Buy for: 700
Sell for: 525

-Burning Sword-
Artifact Light Blade; unleashes Blaze Rush (Mars, may lower targetís defense)
Attack +157
Forged from Salamander Tail
Buy for: 14600
Sell for: 10950

-Corsairís Edge-
Artifact Light Blade; unleashes Lunar Slash (Jupiter, may lower targetís 
resistance)
Attack +90
Forged from Rusty Sword in Lemuria
Buy for: 6300
Sell for: 4725

-Elven Rapier-
Artifact Light Blade; unleashes Vorpal Slash (Jupiter)
Attack +44
Transferred from Golden Sun (found in Bilibin Cave; use Growth to enter from 
outside)
Buy for: 2200
Sell for: 1650

-Hypnosí Sword-
Artifact Light Blade; unleashes Moon Air (Jupiter, may inflict Sleep)
Attack +49
Found in Garoh (during the morning)
Buy For: 2900
Sell For: 2175

-Kikuichimonji-
Artifact Light Blade; unleashes Asura (Jupiter, may pierce 50% of targetís 
defense)
Attack +128
Transferred from Golden Sun (dropped by Fenrir in upper Venus Lighthouse)
Buy For: 13400
Sell For: 10050

-Masamune-
Artifact Light Blade; unleashes Rising Dragon (Mercury; sometimes does double 
damage)
Attack +161
Found in Yallam (Force required)
Buy For: 16400
Sell For: 12300

-Mist Sabre-
Artifact Light Blade; unleashes Searing Fog (Mercury, may inflict delusion)
Attack +110
Found in Aqua Rock
Buy For: 8600
Sell For: 6450

-Mystery Blade-
Artifact Light Blade; unleashes Life Nourish (Venus, heals 100% of damage as 
HP)
Attack +84
Transferred from Golden Sun
Buy For: 6400
Sell For: 4800

-Ninja Blade-
Artifact Light Blade; unleashes Cyclone Smash (Jupiter, may lower targetís 
resistance)
Attack +94
Sold in Izumo
Buy For: 8800
Sell For: 6600

-Phaetonís Blade-
Artifact Light Blade; unleashes Light Surge (Jupiter, may inflict Delusion)
Attack +151
Found in Jupiter Lighthouse
Buy For: 13600
Sell For: 10200

-Pirateís Sabre-
Artifact Light Blade; unleashes Scorpionfish (Mars, inflict Venom)
Attack +136
Forged from Rusty Sword East of Tundaria Tower
Buy For: 10600
Sell For: 7950

-Pirateís Sword-
Artifact Light Blade; unleashes Dreamtide (Mercury; inflict Sleep)
Attack +34
Found in Osenia Cliffs
Buy For: 2000
Sell For: 1500

-Rusty Sword-
Light Blade; needs to be reforged
Attack +9 or +13
Found in Lemuria or East of Tundaria Tower
Buy For: 320 or 520
Sell For: 240 or 390

-Swift Sword-
Artifact Light Blade; unleashes Sonic Smash (Jupiter, may do triple damage)
Attack +104, Jupiter Power +10
Sold in Contigo
Buy For: 9400
Sell For: 7050

-Sylph Rapier-
Artifact Light Blade; unleashes Mad Zephyr (Jupiter, sometimes does double 
damage)
Attack +124
Forged from Sylph Feather
Buy For: 10100
Sell For: 7575

-Tisiphone Edge-
Artifact Light Blade; unleashes Vengeance (Venus, may do double or triple 
damage)
Attack +178
Dropped by Cruel Dragons
Buy For: 23000
Sell For: 17250

LONG SWORDS
Equippable by Isaac, Garet, Felix, and Piers

-Long Sword-
Long Sword
Attack +14
Bought in Shops
Buy For: 200
Sell For: 150

-Broad Sword-
Long Sword
Attack +40
Bought in Shops
Buy For: 1000
Sell For: 750

-Claymore-
Long Sword
Attack +70
Bought in Shops
Buy For: 4000
Sell For: 3000

-Great Sword-
Long Sword
Attack +90
Bought in Shops
Buy For: 7000
Sell For: 5250

-Arctic Blade-
Artifact Long Sword; unleashes Blizzard (Mercury, may lower targetís attack)
Attack +55
Transferred from Golden Sun (found in Fuchin Cave)
Buy For: 2600
Sell For: 1950

-Cloud Brand-
Artifact Long Sword; unleashes Raidenís Wrath (Jupiter, pierces all of targetís 
defense)
Attack +130
Found in Gaia Rock (next to the slain Serpent, Sand Required)
Buy For: 11800
Sell For: 8850

-Darksword-
Cursed Artifact Long Sword; unleashes Acheronís Grief (Venus, may inflict 
Venom)
Attack +210
Forged from Dark Matter
Buy For: 24200
Sell For: 18150

-Excalibur-
Artifact Long Sword; unleashes Legend (Jupiter, may do triple damage)
Attack +180
Forged from Orihalcon
Buy For: 39200
Sell For: 21900

-Fire Brand-
Artifact Long Sword; unleashes Purgatory (Mars, may inflict Sleep)
Attack +176
Found in Treasure Isle, Lift required
Buy For: 23400
Sell For: 17550

-Gaia Blade-
Artifact Long Sword; unleashes Titan Blade (Venus)
Attack +135, Venus Power and Resistance +20
Transferred from Golden Sun (found in sand river room in upper Venus 
Lighthouse)
Buy For: 17000
Sell For: 12750

-Hestia Blade-
Artifact Long Sword; unleashes Crucible Fire (Mars, may lower targetís agility)
Attack +145
Won in Lemuria Springs
Buy For: 12900
Sell For: 9675

-Huge Sword-
Artifact Long Sword; unleashes Heavy Divide (Venus, may lower targetís defense)
Attack +155
Forged from Salamander Tail
Buy For: 14000
Sell For: 10500

-Levatine-
Artifact Long Sword; unleashes Radiant Fire (Mars, may pierce 50% of targetís 
defense)
Attack +173
Forged from Mythril Silver
Buy For: 19700
Sell For: 14775

-Lightning Sword-
Artifact Long Sword; unleashes Flash Edge (Jupiter, may inflict Delusion)
Attack +135
Found in Tundaria Tower
Buy For: 11400
Sell For: 8550

-Muramasa-
Cursed Artifact Long Sword; unleashes Demon Fire (Mars, may Haunt target)
Attack +126
Transferred from Golden Sun (found on ninth floor of Crossbone Isle)
Buy For: 13600
Sell For: 10200

-Mythril Blade-
Artifact Long Sword; unleashes Lethe Albion (Mercury, may inflict Psynergy 
Seal)
Attack +160
Forged from Mythril Silver
Buy For: 14600
Sell For: 10950

-Robberís Blade-
Artifact Long Sword; unleashes Shred (Mars, may lower targetís defense)
Attack +101
Forged from Rusty Sword in Aqua Rock
Buy For: 7600
Sell For: 5700

-Rune Blade-
Artifact Long Sword, unleashes Void Beam (Jupiter, may inflict Psynergy Seal)
Attack +162
Dropped by Lesser Demons in Magma Rock (weakness Jupiter)
Buy For: 15000
Sell For: 11250

-Rusty Sword-
Long Sword, needs to be reforged
Attack +10 or +14
Found in sea west of Atteka or in Aqua Rock
Buy For: 370 or 580
Sell For: 277 or 435

-Shamshir-
Artifact Long Sword; unleashes Acid Bath (Mars, may lower targetís attack)
Attack +99
Sold in Izumo
Buy For: 10000
Sell For: 7500

-Silver Blade-
Artifact Long Sword; unleashes Aqua Sock (Mercury)
Attack +108
Sold in Shaman Village
Buy For: 12000
Sell For: 9000

-Sol Blade-
Artifact Long Sword; unleashes Megiddo (Venus, does 300% damage), only 
equippable by Isaac and Felix
Attack +200
Found in Mars Lighthouse
Buy For: 31200
Sell For: 23400

-Soul Brand-
Artifact Long Sword; unleashes Soul Shatter (Mars, heals 10% of damage as PP)
Attack +141
Forged from Rusty Sword west of Atteka
Buy For: 11600
Sell For: 8700

-Storm Brand-
Artifact Long Blade; unleashes Hurricane (Mercury, may lower targetís attack)
Attack +60
Found in on summit of Airís Rock
Buy For: 3900
Sell For: 2925

MACES
Equippable by Felix, Sheba, Piers, Isaac, Garet, and Mia

-Mace-
Mace
Attack +6
Bought in Shops
Buy For: 80
Sell For: 60

-Heavy Mace-
Mace
Attack +26
Bought in Shops
Buy For: 500
Sell For: 375

-Battle Mace-
Mace
Attack +56
Bought in Shops
Buy For: 2600
Sell For: 1950

-War Mace-
Mace
Attack +84
Bought in Shops
Buy For: 6200
Sell For: 4650

-Blessed Mace-
Artifact Mace; use to restore 200 HP
Attack +126, HP Regeneration +2
Dropped by Turtle Dragons in Western Sea (weakness Mars)
Buy For: 14500
Sell For: 10875

-Blow Mace-
Artifact Made; unleashes Boost Hack (Mars)
Attack +45
Found in Yampi Desert
Buy For: 2800
Sell For: 2100

-Comet Mace-
Artifact Mace; unleashes Ice Crush (Mercury, may lower targetís defense)
Attack +105
Forged from Stardust
Buy For: 8000
Sell For: 6000

-Demon Mace-
Artifact Mace; unleashes Evil Eye (Venus, may inflict Delusion)
Attack +115
Forged from Rusty Mace in Gaia Rock
Buy For: 9200
Sell For: 6900

-Grievous Mace-
Artifact Mace; unleashes Terra Strike (Venus)
Attack +88
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 7000
Sell For: 5250

-Hagbone Mace-
Artifact Mace; unleashes Wyrd Curse (Venus, may inflict Haunt)
Attack +108
Forged from Rusty Mace East of Treasure Isle
Buy For: 8400
Sell For: 6300

-Righteous Mace-
Artifact Mace; unleashes Blinding Smog (Jupiter, may inflict Delusion)
Attack +112, HP Regeneration +3
Sold in Contigo
Buy For: 8400
Sell For: 6300

-Rising Mace-
Artifact Mace; unleashes High Vitals (heal 100% of damage as HP)
Attack +152
Dropped by Blue Dragons in Jupiter Lighthouse (weakness Mars)
Buy For: 13900
Sell For: 10425

-Rusty Mace-
Mace; needs to be reforged
Attack +11 or +12
Found in Gaia Rock or East of Treasure Isle
Buy For: 425 or 460
Sell For: 315 or 345

-Thanatos Mace-
Artifact Mace; unleashes Heartbreak (Venus, may Down target)
Attack +125
Found in Ankohl Ruins (Sand required)
Buy For: 10400
Sell For: 7800

-Tungsten Mace-
Artifact Mace; unleashes Hammersphere (Venus, may pierce 50% of targetís 
defense)
Attack +159
Forged from Golem Core
Buy For: 14700
Sell For: 11025

-Wicked Mace-
Cursed Artifact Mace; unleashes Poison Death (Venus, inflict Venom)
Attack +130
Transferred from Golden Sun (found on seventh floor of Crossbone Isle)
Buy For: 13800
Sell For: 10350

STAFFS
Equippable by Ivan, Sheba, Mia, and Jenna

-Wooden Stick-
Staff
Attack +4
Bought in Shops
Buy For: 40
Sell For: 30

-Shamanís Rod-
Staff
Attack +10
Start with it
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Angelic Ankh-
Artifact Staff; unleashes Life Leech (Mercury; heal 100% of damage as HP)
Attack +83
Sold in Apojii Islands
Buy For: 6400
Sell For: 4800

-Atroposí Rod-
Artifact Staff; unleashes Life Shear (Mars, may Down target)
Attack +169
Dropped by Fire Dragons in Yampi Desert Cave (weakness Mercury)
Buy For: 18900
Sell For: 14175

-Blessed Ankh-
Artifact Staff; unleashes Psyphon Seal (Jupiter, inflict Psynergy Seal)
Attack +46
Sold in Mikasalla
Buy For: 1600
Sell For: 1200

-Clothoís Distaff-
Artifact Staff; use to restore 1000 HP
Attack +168
Dropped by Minos Warrior in Mars Lighthouse (weakness Jupiter)
Buy For: 17200
Sell For: 12900

-Cloud Wand-
Artifact Staff; unleashes Stun Cloud (Mercury, may inflict Stun)
Attack +98
Forged from Tear Stone
Buy For: 7000
Sell For: 5250

-Crystal Rod-
Artifact Staff; unleashes Drown (Mercury, may Down target)
Attack +106
Sold in Contigo
Buy For: 13400
Sell For: 10050

-Demonic Staff-
Cursed Artifact Staff; unleashes Bad Omen (Venus, may Haunt target)
Attack +92
Sold in Champa
Buy For: 10000
Sell For: 7500

-Dracomace-
Artifact Staff; unleashes Aging Gas (Jupiter, heal 100% damage as HP)
Attack +128
Forged from Rusty Staff in Sea of Time Islet Cave
Buy For: 10700
Sell For: 8025

-Firemanís Pole-
Artifact Staff; can be used to raise Elemental resistance
Attack +130
Won in Lemuria Springs
Buy For: 8200
Sell For:6150

-Frost Wand-
Artifact Staff; unleashes Frost Bite (Mercury, may inflict Stun)
Attack +76
Sold in Kibombo
Buy For: 5400
Sell For: 4050

-Glower Staff-
Artifact Staff; unleashes Flash Force (Jupiter, may inflict Psynergy Seal)
Attack +126
Forged from Rusty Staff in Shrine of the Sea God
Buy For: 10100
Sell For: 7575

-Goblinís Rod-
Artifact Staff; unleashes Sargasso (Mercury, may Down target)
Attack +134
Forged from Rusty Staff north of Hesperia
Buy For: 9800
Sell For: 7350

-Lachesisí Rule-
Artifact Staff; unleashes Apocalypse (Jupiter, may inflict Countdown)
Attack +177
Dropped by Mad Demons in Anemos Sanctum (weakness Jupiter)
Buy For: 21700
Sell For: 16275

-Magic Rod-
Artifact Staff; unleashes Murk (Jupiter, may inflict Sleep)
Attack +16
Sold in Madra
Buy For: 380
Sell For: 285

-Meditation Rod-
Artifact Staff; unleashes Nirvana (Jupiter, may heal 10% of damage as PP)
Attack +150
Found in Jupiter Lighthouse
Buy For: 13400
Sell For: 10050

-Nebula Wand-
Artifact Staff; unleashes Reverse Star (Mercury, may heal 10% of damage as PP)
Attack +165
Forged from Orihalcon
Buy For: 15200
Sell For: 11400

-Psynergy Rod-
Artifact Staff; unleashes Psy Leech (Mercury, may heal 10% of damage as PP)
Attack +64
Sold in Naribwe
Buy For: 3800
Sell For: 2850

-Rusty Staff-
Staff; needs to be reforged
Attack +11, +12, or +13
Found north of Hesperia, in Sea of Time Islet, or Shrine of the Sea God
Buy For: 480, 500, or 530
Sell For: 360, 375, 397

-Salamander Rod-
Artifact Staff; unleashes Fire Dance (Mars, may lower targetís attack)
Attack +156
Forged from Salamander Tail
Buy For: 14300
Sell For: 10725

-Staff of Anubis-
Artifact Staff; unleashes Sarcophagus (Venus, may inflict Haunt)
Attack +83
Dropped by Red Demon in Gabomba Statue (weakness Jupiter)
Buy For: 5500
Sell For: 4125

-Witchís Wand-
Artifact Staff; unleashes Stun Voltage (Jupiter, may inflict Stun)
Attack +32
Sold in Garoh
Buy For: 860
Sell For: 645

-Zodiac Wand-
Artifact Staff; unleashes Shining Star (Jupiter, may inflict Delusion)
Attack +102
Transferred from Golden Sun (dropped by Grand Golems in upper Venus Lighthouse)
Buy For: 11400
Sell For: 8550

ARMOR
Equippable by Felix, Piers, Isaac, and Garet

-Leather Armor-
Armor
Defense +12
Bought in Shops
Buy For: 240
Sell For: 180

-Chain Mail-
Armor
Defense +25
Bought in Shops
Buy For: 2000
Sell For: 1500

-Armored Shell-
Armor
Defense +30
Bought in Shops
Buy For: 3600
Sell For: 2700

-Plate Mail-
Armor
Defense +33
Bought in Shops
Buy For: 4400
Sell For: 3300

-Steel Armor-
Armor
Defense +36
Bought in Shops
Buy For: 4900
Sell For: 3675

-Asuraís Armor-
Artifact Armor; boosts attack and restores HP
Defense +42, Attack +5, HP Regeneration +8
Transferred from Golden Sun (in Tunnel Ruins, on right-hand path)
Buy For: 15000
Sell For: 11250

-Chronos Mail-
Artifact Armor; raises max HP
Defense +47, HP +20
Forged from Golem Core
Buy For: 13100
Sell For: 9825

-Demon Mail-
Cursed Artifact Armor; lowers Wind resistance
Defense +50, Jupiter Resistance -10
Transferred from Golden Sun (found on cursed ship in Crossbone Isle, after 
defeating Deadbeard)
Buy For: 17000
Sell For: 12750

-Dragon Mail-
Artifact Armor; resists water and fire
Defense +44, Mercury and Mars Resistance +15
Forged from Dragon Skin
Buy For: 9700
Sell For: 7275

-Erebus Armor-
Artifact Armor; restores HP
Defense +43, HP Regeneration +6
Won in Lemuria Springs
Buy For: 9000
Sell For: 6750

-Ixion Mail-
Artifact Armor; resists wind and water
Defense +26, Mercury and Jupiter Resistance +20
Found in Alhafra Cave
Buy For: 1300
Sell For: 975

-Phantasmal Mail-
Artifact Armor; use to delude enemy
Defense +38, Luck +7
Found in Izumo Catacombs
Buy For: 5800
Sell For: 4350

-Planet Armor-
Artifact Armor; Raises wind power
Defense +36, Jupiter Power +10
Forged from Stardust
Buy For: 4800
Sell For: 3600

-Psynergy Armor-
Artifact Armor; boosts max PP
Defense +21, PP +20
Sold in Mikasalla
Buy For: 1000
Sell For: 750

-Spiked Armor-
Artifact Armor; boosts attack and critical hits
Defense +34, Attack +10, Critical Hits +6%
Transferred from Golden Sun (dropped by Chimera Magi in Babi Lighthouse, Tunnel 
Ruins, and upper Venus Lighthouse)
Buy For: 14000
Sell For: 10500

-Spirit Armor-
Artifact Armor; resists all elements
Defense +32, Venus, Mars, Mercury, and Jupiter Resistance +15
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 4000
Sell For: 3000

-Stealth Armor-
Cursed Artifact Armor; weak against earth
Defense +48, Venus Resistance -10
Forged from Dark Matter
Buy For: 14000
Sell For: 10500

-Valkyrie Mail-
Artifact Armor; raises critical hits
Defense +53, critical hits +20%
Found in Mars Lighthouse
Buy For: 25500
Sell For: 19125

-Xylion Armor-
Artifact Armor; raises attack
Defense +50, Attack +12
Forged from Orihalcon
Buy For: 22500
Sell For: 16875

BOOTS
Equippable by everyone

-Leather Boots-
Boots
Defense +6
Bought in Shops
Buy For: 270
Sell For: 202

-Dragon Boots-
Artifact Boots; raises earth, fire, and water resistance
Defense +13, Venus, Mars, and Mercury Resistance +10
Forged from Dragon Skin
Buy For: 4200
Sell For: 3150

-Fur Boots-
Artifact Boots; raises water resistance
Defense +2, Mercury Resistance +15
Won in the Contigo Slots
Buy For: 1200
Sell For: 900

-Golden Boots-
Artifact Boots; raises agility
Defense +15, agility +30
Given by Bandits outside Madra after meeting Karst (must have triggered GS1 
event)
Buy For: 4400
Sell For: 3300

-Hyper Boots-
Artifact Boots; raises critical hits
Defense +4, critical hits +12%
Won in Contigo Slots
Buy For: 2400
Sell For: 1800

-Quick Boots-
Artifact Boots; raises agility
Defense +3, agility +20
Won in Contigo Slots
Buy For: 2100
Sell For: 1575

-Safety Boots-
Artifact Boots; lowers agility
Defense +12, agility Ė30%
Sold in Garoh
Buy For: 700
Sell For: 525

-Turtle Boots-
Artifact Boots; halves agility
Defense +3, agility Ė50%
Found in Treasure Isle
Buy For: 600
Sell For: 450

BRACELETS
Equippable by Jenna, Sheba, Ivan, and Mia

-Leather Armlet-
Bracelet
Defense +7
Bought in shops
Buy For: 180
Sell For: 135

-Armlet-
Bracelet
Defense +17
Bought in Shops
Buy For: 900
Sell For: 675

-Heavy Armlet-
Bracelet
Defense +25
Bought in shops
Buy For: 2000
Sell For: 1500

-Silver Armlet-
Bracelet
Defense +30
Bought in shops
Buy For: 4000
Sell For: 3000

-Bone Armlet-
Artifact Bracelet; can be used to haunt a foe
Defense +30
Found in beginning of Gabomba Statue
Buy For: 3000
Sell For: 2250

-Clear Bracelet-
Artifact Bracelet; raises water power
Defense +32, Mercury Power +25
Forged from Tear Stone
Buy For: 3500
Sell For: 2625

-Guardian Armlet-
Artifact Bracelet; can be used to boost defense
Defense +27
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 2600
Sell For: 1950

-Jesterís Armlet-
Artifact Bracelet, raises max PP
Defense +39, PP +30
Found in Treasure Isle
Buy For: 5100
Sell For: 3835

-Ledaís Bracelet-
Artifact Bracelet; raises wind power
Defense +38, Jupiter Power +30
Won in Lemuria Springs
Buy For: 5800
Sell For: 4350

-Mythril Armlet-
Artifact Bracelet; increases critical hits
Defense +46, critical hits +10%
Forged from Mythril Silver
Buy For: 9700
Sell For: 7275

-Spirit Armlet-
Artifact Bracelet; use to cure ailments
Defense +38, Venus and Mercury Power +10
Transferred from Golden Sun (sold in Lalivero)
Buy For: 9000
Sell For: 6750

-Virtuous Armlet-
Artifact Bracelet; use to restore 100 HP
Defense +35, Mercury Power +10, Mars Power +30
Transferred from Golden Sun (found in Suhalla Desert; go right after entering 
and get past whirlwind)
Buy For: 7000
Sell For: 5250

CIRCLETS
Equippable by Jenna, Sheba, Ivan, and Mia

-Circlet-
Circlet
Defense +6
Bought in shops
Buy For: 120
Sell For: 90

-Silver Circlet-
Circlet
Defense +16
Bought in shops
Buy For: 1300
Sell For: 975

-Guardian Circlet-
Circlet
Defense +25
Bought in shops
Buy For: 3400
Sell For: 2550

-Platinum Circlet-
Circlet
Defense +29
Bought in shops
Buy For: 4200
Sell For: 3150

-Astral Circlet-
Artifact Circlet; raises Max PP
Defense +32, PP +15
Forged from Stardust
Buy For: 4600
Sell For: 3450

-Berserker Band-
Artifact Circlet; raises attack
Defense +46, attack +15
Dropped by Druj in Islet Cave (weakness Mars)
Buy For: 13700
Sell For: 10275

-Brilliant Circlet-
Artifact Circlet; raises Luck
Defense +36, Luck +10
Won in Lemuria Springs
Buy For: 6100
Sell For: 4575

-Clarity Circlet-
Artifact Circlet; raises wind power
Defense +15, Jupiter Power +15
Found in Airís Rock
Buy For: 1500
Sell For: 1125

-Demon Circlet-
Cursed Artifact Circlet; raises critical hit rate
Defense +50, critical hits +15%
Forged from Dark Matter
Buy For: 15800
Sell For: 11850

-Glittering Tiara-
Artifact Circlet; prevents Delusion, can be used to inflict Delusion
Defense +27
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 3600
Sell For: 2700

-Mythril Circlet-
Artifact Circlet; recovers PP
Defense +34, PP Regeneration +3
Transferred from Golden Sun (found in Lunpa Fortress)
Buy For: 7000
Sell For: 5250

-Psychic Circlet-
Artifact Circlet; recovers PP
Defense +39, PP Regeneration +12
Forged from Mythril Silver
Buy For: 8800
Sell For: 6600

-Pure Circlet-
Artifact Circlet; raises water power
Defense +29, Mercury Power +20
Forged from Tear Stone
Buy For: 3700
Sell For: 2775

CLOTHING
Equippable by everyone

-Cotton Shirt-
Clothing
Defense +3
Bought in shops
Buy For: 20
Sell For: 15

-Travel Vest-
Clothing
Defense +7
Bought in shops
Buy For: 50
Sell For: 37 

-Full Metal Vest-
Clothing
Defense +21
Found on Dehkan Plateau
Buy For: 1100
Sell For: 825

-Silver Vest-
Clothing
Defense +28
Bought in shops
Buy For: 3200
Sell For: 2400

-Adeptís Clothes-
Artifact Clothing; boosts Max PP
Defense +18, PP +8
Sold in Naribwe and Kibombo
Buy For: 850
Sell For: 637

-Elven Shirt-
Artifact Clothing; boosts agility
Defense +22, agility +50%
Transferred from Golden Sun (in Mogall Forest; after room with Psynergy Stone, 
go left)
Buy For: 1700
Sell For: 1275

-Erinyes Tunic-
Artifact Clothing, boosts attack and critical hit rate
Defense +45, attack +5, critical hits +10%
Found in Jupiter Lighthouse
Buy For: 10400
Sell For: 7800

-Faery Vest-
Artifact Clothing; use to restore 200 HP
Defense +38
Forged from Sylph Feather
Buy For: 6900
Sell For: 5175

-Festival Coat-
Artifact Clothing; increases Luck
Defense +28; Luck +10
Found in Izumo
Buy For: 2800
Sell For: 2100

-Floral Dress-
Artifact Clothing; use to put enemy to sleep
Defense +38
Won in Lemuria Springs
Buy For: 6600
Sell For: 4950

-Fur Coat-
Artifact Clothing; resists water
Defense +16, Mercury Resistance +20
Transferred from Golden Sun (in log puzzle room in Kolima Forest; can't be 
bought back if sold)
Buy For: 400
Sell For: 300

-Kimono-
Artifact Clothing; boosts agility and resists fire
Defense +25, agility +10, Mars Resistance +10
Transferred from Golden Sun (on in Tolbi Springs)
Buy For: 2800
Sell For: 2100

-Mythril Clothes-
Artifact Clothing; raises critical hit rate
Defense +49, critical hits +15%
Forged from Mythril Silver
Buy For: 14900
Sell For: 11175

-Ninja Garb-
Artifact Clothing; resists wind, boosts agility
Defense +36, agility +30, Jupiter Resistance +10
Transferred from Golden Sun (found on fifth floor of Crossbone Isle)
Buy For: 6900
Sell For: 5175

-Storm Gear-
Artifact Clothing; resists water, fire, and wind
Defense +42, Jupiter, Mars, and Mercury Resistance +30
Transferred from Golden Sun (found on fourth floor of Crossbone Isle Cave)
Buy For: 9800
Sell For: 7350

-Tritonís Ward-
Artifact Clothing Raises water power and resistance
Defense +47, Mercury Power +30, Mercury Resistance +70
Dropped by Ocean Dragon in Treasure Isle (weakness Mars)
Buy For: 16200
Sell For: 12150

-Water Jacket-
Artifact Clothing; resists water and fire
Defense +30, Mercury Resistance +30, Mars Resistance +20
Transferred from Golden Sun *found in treasure chest in Hammet's palace)
Buy For: 3000
Sell For: 2250

-Wild Coat-
Artifact Clothing; boosts agility
Defense +37, agility +40
Won in Lemuria Springs
Buy For: 4000
Sell For: 3000

CROWNS
Equippable by everyone

-Crown of Glory-
Artifact Crown; increases PP regeneration
Defense +40, PP Regeneration +8
Won in Lemuria Springs
Buy For: 7400
Sell For: 5550

-Jeweled Crown-
Artifact Crown; boosts Luck
Defense +35, Luck +5
Sold in Contigo
Buy For: 4000
Sell For: 3000

-Lucky Cap-
Artifact Crown; boosts critical hit rate, increases PP recovery
Defense +33, critical hits +8%, PP Regeneration +3
Transferred from Golden Sun (found in lower Venus Lighthouse)
Buy For: 5200
Sell For: 3900

-Thorn Crown-
Artifact Crown; raises attack
Defense +28, attack +8
Found in Naribwe (Lash required)
Buy For: 3300
Sell For: 2475

-Thunder Crown-
Cursed Artifact Crown; increases PP recovery
Defense +40, PP Regeneration +4
Transferred from Golden Sun (found in upper Venus Lighthouse)
Buy For: 7500
Sell For: 5625

GLOVES
Equippable by everyone

-Padded Gloves-
Gloves
Defense +2
Bought in shops
Buy For: 10
Sell For: 7

-Leather Gloves-
Gloves
Defense +10
Bought in shops
Buy For: 220
Sell For: 165

-Gauntlets-
Gloves
Defense +23
Bought in shops
Buy For: 1600
Sell For: 1200

-Aerial Gloves-
Artifact Gloves; increases agility and wind power
Defense +37, agility +30, Jupiter Power +20
Forged from Sylph Feather
Buy For: 5400
Sell For: 4050

-Aura Gloves-
Artifact Gloves; use to raise elemental resistance
Defense +36
Transferred from Golden Sun (dropped by Magicores in Suhalla Desert)
Buy For: 6500
Sell For: 4875

-Battle Gloves-
Artifact Gloves; raises attack
Defense +26, attack +8
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 2100
Sell For: 1575

-Big Bang Gloves-
Artifact Gloves; raises fire power
Defense +47, Mars Power +40
Forged from Orihalcon
Buy For: 10200
Sell For: 7650

-Crafted Gloves-
Artifact Gloves; raises attack
Defense +35, attack +5
Won in Lemuria Springs
Buy For: 4600
Sell For: 3450

-Riot Gloves-
Artifact Gloves; raises attack and critical hit rate
Defense +45, attack +15, critical hits +20%
Dropped by Minos Knights in Yampi Desert Cave (weakness Jupiter)
Buy For: 10400
Sell For: 7800

-Spirit Gloves-
Artifact Gloves; raises elemental power
Defense +34, Mars, Venus, Jupiter, Mercury Power +5
Transferred from Golden Sun (found in Kalay sewers, accessible after saving 
Hammet)
Buy For: 5200
Sell For: 3900

-Spirit Gloves-
Artifact Gloves; raises Max PP
Defense +40, PP +20
Found in Shaman Village (Growth required)
Buy For: 7200
Sell For: 5400

-Titan Gloves-
Artifact Gloves; raises Max HP
Defense +43, HP +30
Forged from Golem Core
Buy For: 8100
Sell For: 6075

-Vambrace-
Artifact Gloves, boosts attack
Defense +27, attack +5
Transferred from Golden Sun (found in Vault Cave)
Buy For: 1800
Sell For: 1350

-War Gloves-
Artifact Gloves; raises attack
Defense +32, attack +10
Sold in Izumo
Buy For: 4000
Sell For: 3000

HATS
Equippable by everyone

-Leather Cap-
Hat
Defense +3
Bought in shops
Buy For: 30
Sell For: 22

-Wooden Cap-
Hat
Defense +10
Bought in shops
Buy For: 400
Sell For: 300

-Mail Cap-
Hat
Defense +23
Bought in shops
Buy For: 2000
Sell For: 1500

-Alastorís Hood-
Artifact Hat; use to haunt a foe
Defense +47
Found in Mars Lighthouse (Dragon path)
Buy For: 11800
Sell For: 8850

-Floating Hat-
Artifact Hat; raises Luck, resists wind
Defense +34, Jupiter Resistance +20, Luck +20%
Forged from Sylph Feather
Buy For: 5700
Sell For: 4275

-Lure Cap-
Artifact Hat; increases random battles
Defense +20
Transferred from Golden Sun (given by Babi after winning Colosso)
Buy For: 3000
Sell For: 2250

-Ninja Hood-
Artifact Hat; boosts agility
Defense +28, agility +20
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 2800
Sell For: 2100

-Nurseís Cap-
Artifact Hat; use to heal a party member
Defense +18
Found in Madra
Buy For: 1200
Sell For: 900

-Prophetís Hat-
Artifact Hat; use to inflict Countdown
Defense +30
Dropped by Dread Hounds in Gaia Rock (weakness Mercury)
Buy For: 4600
Sell For: 3450

HELMS
Equippable by Felix, Piers, Isaac, and Garet

-Open Helm-
Helm
Defense +9
Bought in shops
Buy For: 180
Sell For: 135

-Bronze Helm-
Helm
Defense +14
Bought in shops
Buy For: 600
Sell For: 450

-Iron Helm-
Helm
Defense +20
Bought in shops
Buy For: 1600
Sell For: 1200

-Steel Helm-
Helm
Defense +27
Bought in shops
Buy For: 3100
Sell For: 2325

-Silver Helm-
Helm
Defense +30
Bought in shops
Buy For: 3900
Sell For: 2925

-Knightís Helm-
Helm
Defense +33
Bought in shops
Buy For: 4600
Sell For: 3450

-Adeptís Helm-
Artifact Helm; boosts Max PP
Defense +29, PP +20%
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 3700
Sell For: 2775

-Dragon Helm-
Artifact Helm; resists water and fire
Defense +42, Mercury and Mars resistance +20
Forged from Dragon Skin
Buy For: 8900
Sell For: 6675

-Fear Helm-
Cursed Artifact Helm; raises attack
Defense +48, attack +10
Forged from Dark Matter
Buy For: 12800
Sell For: 9600

-Gloria Helm-
Artifact Helm; restores HP
Defense +49, HP Regeneration +10
Dropped by Aka Manah in Mars Lighthouse (weakness Mars)
Buy For: 13800
Sell For: 10350

-Millenium Helm-
Artifact Helm, increases Max HP
Defense +45, HP +20
Forged from Orihalcon
Buy For: 11400
Sell For: 8550

-Minerva Helm-
Artifact Helm; raises Max PP
Defense +43, PP +20
Won in Lemuria Springs
Buy For: 8700
Sell For: 6525

-Mythril Helm-
Artifact Helm; raises critical hit rate
Defense +44, critical hits +12%
Forged from Mythril Silver
Buy For: 11400
Sell For: 8550

-Viking Helm-
Artifact Helm; resists water
Defense + 30, Mercury Resistance +30
Found in Champa (Reveal required)
Buy For: 4000
Sell For: 3000

-Warriorís Helm-
Artifact Helm; raises earth power and critical hit rate
Defense +35, Venus Power +10, critical hits +10%
Transferred from Golden Sun (found in Lalivero; climb to wall from Sheba's 
house and walk around to a vine)
Buy For: 10000
Sell For: 7500

MASKS
Equippable by everyone

-Hiotoko Mask-
Artifact Mask; use to release Fire Breath; only equippable by boys
Defense +33
Dropped by Little Death in Magma Rock (weakness Jupiter)
Buy For: 6600
Sell For: 4950

-Otafuku Mask-
Artifact Mask; use to release Water Breath; only equippable by girls
Defense +31
Dropped by Gressil in Gaia Rock/Izumo Catacombs (weakness Jupiter)
Buy For: 3900
Sell For: 2925

RINGS
Equippable by everyone

-Adeptís Ring-
Artifact Ring; can be used to restore 7 PP
No stat effects
Won in Contigo Slots
Buy For: 3100
Sell For: 2325

-Clericís Ring-
Artifact Ring; prevents immobilization from Curses
No stat effects
Transferred from Golden Sun (found on eighth floor of Crossbone Isle)
Buy For: 6400
Sell For: 4800

-Fairy Ring-
Artifact Ring; can be used like an Elixir
No stat effects
Transferred from Golden Sun (found on third floor of Crossbone Isle)
Buy For: 2900
Sell For: 2175

-Golden Ring-
Artifact Ring; can be used to raise Elemental resistance
No stat effects
Given by Feizhi in Champa (must have rescued Hsu in Golden Sun)
Buy For: 4000
Sell For: 3000

-Guardian Ring-
Artifact Ring; increases defense and Max HP
Defense +4, HP +20
Found in Yampi Desert (Pound required)
Buy For: 1700
Sell For: 1275

-Healing Ring-
Artifact Ring; use to restore 70 HP to a party member
No stat effects
Dropped by Nightmare in Shaman Village Cave (weakness Venus)
Buy For: 800
Sell For: 600

-Sleep Ring-
Artifact Ring; use to put enemies to sleep
No stat effects
Won in Contigo Slots
Buy For: 1400
Sell For: 1050

-Spirit Ring-
Artifact Ring; use to restore 160 HP to party
No stat effects
Forged from Tear Stone
Buy For: 3600
Sell For: 2700

-Stardust Ring-
Artifact Ring; use to seal a foeís Psynergy
No stat effects
Forged from Stardust
Buy For: 2500
Sell For: 1875

-Unicorn Ring-
Artifact Ring; use to cure poison
No stat effects
Found in Naribwe (Reveal required)
Buy For: 1100
Sell For: 825

-War Ring-
Artifact Ring; use to boost attack
No stat effects
Won in Contigo Slots
Buy For: 2600
Sell For: 1950

ROBES
Equippable by Ivan, Mia, Jenna, and Sheba

-One-Piece Dress-
Robe
Defense +4
Bought in shops
Buy For: 25
Sell For: 18

-Travel Robe-
Robe
Defense +10
Bought in shops
Buy For: 200
Sell For: 150

-Silk Robe-
Robe
Defense +20
Bought in shops
Buy For: 1400
Sell For: 1050

-Jerkin-
Robe
Defense +26
Bought in shops
Buy For: 2400
Sell For: 1800

-Aeolian Cassock-
Artifact Robe; raises wind power and resistance
Defense +46, Jupiter Power +15, Jupiter Resistance +50
Dropped by Wyvern in Jupiter Lighthouse
Buy For: 11400
Sell For: 8550

-Ardagh Robe-
Artifact Robe; raises fire power and resistance
Defense +44, Mars Power +20, Mars Resistance +40
Forged from Salamander Tail
Buy For: 9900
Sell For: 7425

-Blessed Robe-
Artifact Robe; increases HP recovery
Defense +36, HP Regeneration +5
Sold in Champa
Buy For: 7000
Sell For: 5250

-China Dress-
Artifact Robe; can be used to drop enemyís attack, only equippable by Mia, 
Sheba, or Jenna
Defense +19
Transferred from Golden Sun (sold in Xian)
Buy For: 1600
Sell For: 1200

-Cocktail Dress-
Artifact Robe; increases Max PP, only equippable by Mia, Sheba, or Jenna
Defense +29, PP +15
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 4000
Sell For: 3000

-Dragon Robe-
Artifact Robe; resists fire and water
Defense +42, Mars and Mercury resistance +18
Forged from Dragon Skin
Buy For: 8900
Sell For: 6675

-Feathered Robe-
Artifact Robe; increases wind power and resistance and agility
Defense +45, Jupiter Power +20, Jupiter Resistance +30, agility +30
Transferred from Golden Sun (dropped by Wild Gryphons in Babi Lighthouse, 
Tunnel Ruins, and upper Venus Lighthouse)
Buy For: 1400
Sell For: 10500

-Iris Robe-
Artifact Robe; increases fire resistance, Luck, and PP Recovery
Defense +47, Luck +15, Mars Resistance +30, PP Regeneration +12
Found in Treasure Isle
Buy For: 16600
Sell For: 12450

-Magical Cassock-
Artifact Robe; increases PP recovery
Defense +39, PP Regeneration +2
Transferred from Golden Sun (sold in Lalivero)
Buy For: 9000
Sell For: 6750

-Muni Robe-
Artifact Robe; increases HP recovery
Defense +39, HP Regeneration +10
Found in Ankohl Ruins
Buy For: 6300
Sell For: 4725

-Mysterious Robe-
Artifact Robe; increases HP and PP Regeneration
Defense +48; HP Regeneration +20, PP Regeneration +10
Sold in Prox
Buy For: 36500
Sell For: 27275

-Oracleís Robe-
Artifact Robe; increases water power and HP recovery
Defense +43, Mercury Resistance +40, HP Regeneration +10
Transferred from Golden Sun (in Tunnel Ruins, on left path)
Buy For: 13500
Sell For: 10125

SHIELDS
Equippable by Felix, Piers, Isaac, and Garet

-Wooden Shield-
Shield
Defense +6
Bought in shops
Buy For: 40
Sell For: 30

-Bronze Shield-
Shield
Defense +14
Bought in shops
Buy For: 500
Sell For: 375

-Iron Shield-
Shield
Defense +20
Bought in shops
Buy For: 1200
Sell For: 900

-Knightís Shield-
Shield
Defense +28
Bought in shops
Buy For: 3000
Sell For: 2250

-Aegis Shield-
Artifact Shield; raises critical hit rate
Defense +41, critical hits +10%
Won in Lemuria Springs
Buy For: 6700
Sell For: 5025

-Cosmos Shield-
Artifact Shield; resists all elements
Defense +49, Venus, Mars, Mercury, and Jupiter Resistance +20
Forged from Orihalcon
Buy For: 12200
Sell For: 9150

-Dragon Shield-
Artifact Shield; resists fire
Defense +26, Mars resistance +30
Transferred from Golden Sun (found in Altin Peak, accessible after defeating 2 
Living Statues)
Buy For: 2400
Sell For: 1800

-Dragon Shield-
Artifact Shield; resists water and fire
Defense +42, Mercury and Mars resistance +15
Forged from Dragon Skin
Buy For: 7400
Sell For: 5550

-Earth Shield-
Artifact Shield; raises earth resistance, use to restore 150 HP
Defense +31, Venus Resistance +20
Transferred from Golden Sun (won in Tolbi Springs)
Buy For: 4100
Sell For: 3075

-Flame Shield-
Artifact Shield; resists fire
Defense +44, Mars Resistance +60
Forged from Salamander Tail
Buy For: 8600
Sell For: 6450

-Fujin Shield-
Artifact Shield; resists wind
Defense +23, Jupiter Resistance +50
Found in Airís Rock Summit
Buy For: 1400
Sell For: 1050

-Luna Shield-
Artifact Shield; resists earth
Defense +33, Venus Resistance +30
Forged from Stardust
Buy For: 3900
Sell For: 2925

-Mirrored Shield-
Artifact Shield; can be used to inflict Delusion
Defense +39
Sold in Contigo
Buy For: 5200
Sell For: 3900

-Terra Shield-
Cursed Artifact Shield; raises attack
Defense +48, attack +5
Forged from Dark Matter
Buy For: 11200
Sell For: 8400

SHIRTS
Equippable by everyone

-Golden Shirt-
Artifact Shirt; increases Max HP
Defense +12, HP +10
Given by Colosso Warriors after defeating them in Shaman Village Cave (Isaac 
must be in your party, must have won Colosso in Golden Sun)
Buy For: 2400
Sell For: 1800

-Mythril Shirt-
Artifact Shirt; increases Max HP
Defense +10, HP +5
Won in Contigo Slots
Buy For: 2900
Sell For: 2175

-Running Shirt-
Artifact Shirt; Increases agility
Defense +1, agility +15
Won in Contigo Slots
Buy For: 400
Sell For: 300

-Silk Shirt-
Artifact Shirt; increases Luck
Defense +6, Luck +1
Won in Contigo Slots
Buy For: 1800
Sell For: 1350

ITEMS

-Antidote-
Use to cure Poison and Venom
Bought in shops
Buy For: 20
Sell For: 15

-Apple-
Permanently boosts attack of one party member
Found in chests
Buy For: 500
Sell For: 375

-Aquarius Stone-
The stone that leads the chosen one
Found in Aqua Rock
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Black Orb-
Powers Piersí ship
Found in Gabomba Statue
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Blue Key-
Key to the blue door in Jupiter Lighthouse
Found in Jupiter Lighthouse
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Bone-
A delicious doggy treat
Found in Lemuria (Scoop required)
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Bramble Seed-
Causes damage with thorns
Dropped by various enemies
Buy For: 50
Sell For: 37

-Carry Stone-
Bestows Carry Psynergy when equipped
Transferred from Golden Sun
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Catch Beads-
Bestows Catch Psynergy when equipped
Transferred from Golden Sun
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Center Prong-
The center piece of a trident
Found in Tundaria Tower (Burst required)
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Cookie-
Boosts Max PP for one party member
Found in chests
Buy For: 500
Sell For: 375

-Corn-
Replenishes 100 HP
Stalls in Contigo and Tolbi
Buy For: 12
Sell For: 9

-Crystal Powder-
Causes damage with ice
Dropped by various enemies, in a barrel in the southeastern part of Loho
Buy For: 60
Sell For: 45

-Cyclone Chip-
Bestows Cyclone Psynergy when equipped
Found in Madra
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Dancing Idol-
A sacred idol of unknown power
Found on Gaia Rock
Buy For: 400
Sell For: 300

-Dark Matter-
Twisted black stuff (forgeable)
Dropped by Wonder Birds in Sea of Time Islet Cave (weakness Mercury)
Buy For: 3000
Sell For: 2250

-Douse Drop-
Bestows Douse Psynergy when equipped
Transferred from Golden Sun
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Dragon Skin-
Scaly dragon hide (forgeable)
Dropped by Winged Lizard in Yampi Desert Cave (weakness Jupiter)
Buy For: 1200
Sell For: 900

-Elixir-
Cures Delusion, Stun, and Sleep
Bought in shops
Buy For: 30
Sell For: 22

-Frost Jewel-
Bestows Frost Psynergy when equipped
Transferred from Golden Sun
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Game Ticket-
Ticket for use in a special game
Given when you make large purchases in shops
Buy For: 50
Sell For: 37

-Golem Core-
An Earth Elementalís heart (forgeable)
Dropped by Bombander in Anemos Sanctum (weakness Mercury)
Buy For: 1500
Sell For: 1125

-Grindstone-
Bestows Grind Psynergy when equipped
Given in Lemuria
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Hard Nut-
Permanently boosts defense of one party member
Found in chests
Buy For: 500
Sell For: 375

-Healing Fungus-
S rare and delicious mushroom
Found on Gondowan Cliffs
Buy For: 300
Sell For: 225

-Herb-
Restores 50 HP
Bought in shops
Buy For: 10
Sell For: 7

-Hover Jade-
Bestows Hover Psynergy when equipped
Found on Trial Road (defeat Moapa and Knights)
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Jupiter Star-
Wind Star; requires Mythril Bag
Have from start
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Large Bread-
Nourishing bread that fights hunger
Found in Alhafra Ship
Buy For: 8
Sell For: 6

-Lash Pebble-
Bestows Lash Psynergy when equipped
Found in Kandorean Temple
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Laughing Fungus-
A rare and suspicious mushroom
Found on Gondowan Cliffs
Buy For: 700
Sell For: 525

-Left Prong-
The left tine of a trident
Found on Ankohl Ruins
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Lifting Gem-
Bestows Lift Psynergy when equipped
Transferred from Golden Sun
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Liíl Turtle-
A turtle whoís far from home
Found on West Indra Islet (Mind Read and Milk required)
Buy For: 500
Sell For: 375

-Lucky Medal-
Medal for use in a special fountain
Found in chests
Buy For: 100
Sell For: 75

-Lucky Pepper-
Permanently boosts Luck of one party member
Found in chests
Buy For: 500
Sell For: 373

-Magma Ball-
A glowing, red ball of volcanic rock
Found in Magma Rock
Buy For: 800
Sell For: 600

-Mars Star-
Fire Star; requires Mythril Bag
Found in Marís Lighthouse (defeat Flame Dragons)
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Milk-
Nutritious, delicious fresh milk
Found on North Osenia Islet (Mind Read and Sand required)
Buy For: 90
Sell For: 67

-Mint-
Permanently boosts agility of one party member
Found in chests
Buy For: 500
Sell For: 375

-Mist Potion-
Restores 300 HP to party
Sold in Prox
Buy For: 9000
Sell For: 6750

-Mysterious Card-
Card; equip to change your class
Found in Kandorean Temple
Buy For: 333
Sell For: 249

-Mythril Bag-
Holds the Jupiter and Mars Stars
Have from start
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Mythril Silver-
Legendary dwarven metal (forgeable)
Dropped by Soul Army in Yampi Desert Cave (weakness Jupiter)
Buy For: 2000
Sell For: 1500

-Nut-
Restores 200 HP
Bought in shops
Buy For: 200
Sell For: 150

-Oil Drop-
Causes damage with flames
Dropped by various enemies
Buy For: 30
Sell For: 22

-Orb of Force-
Bestows Force Psynergy when equipped
Transferred from Golden Sun
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Orihalcon-
An ore of great power (forgeable)
Dropped by Sky Dragons in Anemos Sanctum (weakness Jupiter)
Buy For: 4000
Sell For: 3000

-Potion-
Replenishes all HP
Won in Lemuria Springs
Buy For: 1000
Sell For: 750

-Pound Cube-
Bestows Pound Psynergy when equipped
Found in Dehkan Plateau
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Power Bread-
Permanently boosts Max HP of one party member
Found in chests
Buy For: 500
Sell For: 375

-Pretty Stone-
A shining stone
Found on East Tundaria Islet (Mind Read required)
Buy For: 300
Sell For: 225

-Psy Crystal-
Restores all PP to one party member
Won in Lemuria Springs
Buy For: 1500
Sell For: 1125

-Red Cloth-
A fancy red scarf
Found on Southeast Angara Islet (Mind Read and Pretty Stone required)
Buy For: 120
Sell For: 90

-Right Prong-
The right tine of a trident
Found in Shrine of the Sea God
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Ruin Key-
A key found in the ruins under Madra
Found in Madra Catacombs
Buy For: 230
Sell For: 172

-Sacred Feather-
Reduces monster encounters
Bought in shops
Buy For: 70
Sell For: 52

-Salamander Tail-
A fiery lizardís tail (forgeable)
Dropped by Pyrodra in Treasure Isle (weakness Mars)
Buy For: 1400
Sell For: 1050

-Scoop Gem-
Bestows Scoop Psynergy when equipped
Found in Yampi Desert (defeat Scorpion King)
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Sea Godís Tear-
A jewel from the sea godís eye
Found in Daila (Frost required)
Buy For: 300
Sell For: 225

-Sleep Bomb-
Lull enemies to sleep
Dropped by various enemies
Buy For: 60
Sell For: 45

-Smoke Bomb-
Obstructs enemyís sight
Dropped by various enemies
Buy For: 30
Sell For: 22

-Stardust-
Rare metal from space (forgeable)
Dropped by Sand Scorpion in Yampi Desert Cave (weakness Mars)
Buy For: 400
Sell For: 300

-Sylph Feather-
Wind essence feather (forgeable)
Dropped by Great Seagull in Treasure Isle (weakness Jupiter)
Buy For: 700
Sell For: 525

-Tear Stone-
Water essence crystal (forgeable)
Dropped by Gillman Lord in Treasure Isle (weakness Mars)
Buy For: 300
Sell For: 225

-Teleport Lapis-
Bestows Teleport Psynergy when equipped
Found in Mars Lighthouse
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Tomegathericon-
Book; equip to change your class
Found in Gabomba Catacombs (Cyclone required)
Buy For: 999
Sell For: 749

-Trainerís Whip-
Whip; equip to change your class
Found in Yampi Desert
Buy For: 666
Sell For: 499

-Tremor Bit-
Bestows Tremor Psynergy when equipped
Found in Madra Catacombs
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Trident-
A weapon with a unique purpose
Forged in Champa
Buy For: CANNOT BE BOUGHT OR SOLD
Sell For: CANNOT BE BOUGHT OR SOLD

-Vial-
Restores 500 HP
Bought in shops
Buy For: 500
Sell For: 375

-Water of Life-
Revives downed party members
Won in Lemuria Lucky Springs
Buy For: 3000
Sell For: 2250

-Weaselís Paw-
Causes damage with claws
Dropped by Dino in Yampi Desert (weakness Jupiter)
Buy For: 40
Sell For: 30
------------------------------------------------------------------------------
11. Class Guide (Clsgu)

Here it is: a guide to the stats, requirements, and Psynergy of every class in 
the game. One small note: under the attack type of Psynergy, "Magical" means 
it's normal Psynergy based on the user's elemental power, "Physical" means it's 
based on the user's attack power, "Healing" means it's healing Psynergy whose 
power is added to by the user's elemental power, "Stat" means that it boosts 
stats, and "Condition" means it gives the target a status condition.

<SQUIRE>

 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Class    |   Djinn Required   | HP | PP | ATK | DEF | AGL | LCK |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
              |       Earth        | 
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Squire    |        None        |+10%|-20%|+10% | +0% |+10% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Knight    |        2 V         |+30%|-10%|+20% |+10% |+20% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Gallant   |        4 V         |+50%|+0% |+30% |+20% |+30% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Lord     |        6 V         |+70%|+10%|+40% |+30% |+40% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Slayer    |        8 V         |+90%|+20%|+50% |+40% |+50% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----

Squire is the basic class of Isaac and Felix. It has good physical stats, 
especially HP and Attack, and has lots of Attack Psynergy, along with the 
healing spells of Cure and Revive. Like all the basic classes, though, it can 
only learn Earth Psynergy.

 ----- ---------------- -- ---------------- ------------- -------
|Level|    Psynergy    |PP| Required Class | Attack Type |Targets|
 ----- ---------------- -- ---------------- ------------- -------
|  1  |     Cure       |3 |    Squire      |  V Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  2  |     Quake      |4 |    Squire      |  V Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  4  |   Earthquake   |7 |    Squire      |  V Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
|  6  |     Spire      |5 |    Squire      |  V Magical  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  7  |     Gaia       |7 |    Gallant     |  V Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  10 |    Cure Well   |7 |    Squire      |  V Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  13 |    Ragnarok    |7 |    Squire      |  V Physical |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  13 |    Odyssey     |18|     Lord       |  V Physical |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  14 |   Quake Sphere |15|    Squire      |  V Magical  |   7   |
 ----- ---------------- -- ---------------- ------------- -------
|  19 |     Revive     |15|    Gallant     |  V Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  20 |    Clay Spire  |13|    Squire      |  V Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  24 |   Mother Gaia  |17|    Gallant     |  V Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
|  26 |   Potent Cure  |10|    Squire      |  V Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  42 |  Stone Spire   |22|    Squire      |  V Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  54 |   Grand Gaia   |32|    Gallant     |  V Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
(Odyssey replaces Ragnarok when Lord class is reached)

<GUARD>

 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Class    |   Djinn Required   | HP | PP | ATK | DEF | AGL | LCK |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
              |       Garet        | 
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Guard    |       0 Ma         |+10%|-20%| +0% |+10% |-30% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Soldier   |       2 Ma         |+30%|-10%|+10% |+20% |-20% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Warrior   |       4 Ma         |+50%|+0% |+20% |+30% |-10% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Champion  |       6 Ma         |+70%|+10%|+30% |+40% | +0% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Hero     |       8 Ma         |+90%|+20%|+40% |+50% |+10% | +0% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----

Guard is Garet's basic class. It mainly focuses on attacking Fire Psynergy such 
as Flare, Fire, or the powerful Volcano series. Once Garet reaches the Warrior 
class, he gains Psynergy to alter defense stats. In stats, it focuses on HP and 
defense, with poor PP and agility stats.

 ----- ---------------- -- ---------------- ------------- -------
|Level|    Psynergy    |PP| Required Class | Attack Type |Targets|
 ----- ---------------- -- ---------------- ------------- -------
|  1  |     Flare      |4 |     Guard      | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  3  |     Guard      |3 |    Warrior     |   Ma Stat   |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  4  |     Fire       |6 |     Guard      | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  6  |   Flare Wall   |7 |     Guard      | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  8  |    Volcano     |6 |     Guard      | Ma Magical  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  9  |     Impair     |4 |     Warrior    |   Ma Stat   |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 12  |    Heat Wave   |6 |     Guard      | Ma Physical |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 12  |    Liquifier   |17|    Champion    | Ma Physical |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 14  |    Fireball    |12|     Guard      | Ma Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
| 15  |     Protect    |5 |    Warrior     |   Ma Stat   |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 18  |   Flare Storm  |12|     Guard      | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 22  |    Eruption    |14|     Guard      | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 26  |   Debilitate   |6 |    Warrior     |   Ma Stat   |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 36  |    Inferno     |23|     Guard      | Ma Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
| 48  |   Pyroclasm    |29|     Guard      | Ma Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
(Liquifier replaces Heat Wave when Champion class is reached)

<FLAME USER>

 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Class    |   Djinn Required   | HP | PP | ATK | DEF | AGL | LCK |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
              |       Jenna        | 
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|  Flame User |       0 Ma         |+0% |+20%| +0% | +0% |+20% |-10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Witch    |       2 Ma         |+10%|+30%|+10% |+10% |+30% |-10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|     Hex     |       4 Ma         |+30%|+40%|+20% |+20% |+40% |-10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
| Fire Master |       6 Ma         |+50%|+50%|+30% |+30% |+50% |-10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Justice   |       8 Ma         |+70%|+60%|+40% |+40% |+60% |-10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----

Unlike Garet's classes, Jenna's exclusive class focuses more on PP and agility, 
although she has bad luck. She has no physical Psynergy or the Guard and 
Protect abilities, but she gets the ultra-cool Beam series and Aura, a weaker 
version of Wish. This makes her your primary healer for the first part of the 
game, although she can do massive damage to single enemies with Fume.

 ----- ---------------- -- ---------------- ------------- -------
|Level|    Psynergy    |PP| Required Class | Attack Type |Targets|
 ----- ---------------- -- ---------------- ------------- -------
|  1  |     Flare      |4 |   Flame User   | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  5  |      Fume      |6 |   Flame User   | Ma Magical  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  6  |   Flare Wall   |7 |   Flame User   | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  7  |      Beam      |7 |   Flame User   | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  9  |      Aura      |7 |      Hex       | Ma Healing  |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 10  |     Impair     |4 |   Flame User   |   Ma Stat   |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 16  |  Healing Aura  |11|      Hex       | Ma Healing  |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 18  |   Flare Storm  |12|   Flame User   | Ma Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 21  |   Cycle Beam   |14|   Flame User   | Ma Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
| 23  |   Debilitate   |6 |   Flame User   |   Ma Stat   |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 26  |  Serpent Fume  |14|   Flame User   | Ma Magical  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 33  |   Cool Aura    |16|      Hex       | Ma Healing  |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 41  |  Searing Beam  |36|   Flame User   | Ma Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
| 47  |  Dragon Fume   |35|   Flame User   | Ma Magical  |   1   |
 ----- ---------------- -- ---------------- ------------- -------

<WIND SEER>

 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Class    |   Djinn Required   | HP | PP | ATK | DEF | AGL | LCK |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
              |       Wind         | 
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|  Wind Seer  |        0 J         |-20%|+40%|-20% |-10% |+30% |+10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|  Magician   |        2 J         |-10%|+50%|-10% | +0% |+40% |+10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Mage     |        4 J         |+10%|+60%| +0% |+10% |+50% |+10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|  Magister   |        6 J         |+30%|+70%|+10% |+20% |+60% |+10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|  Sorcerer   |        8 J         |+50%|+80%|+20% |+30% |+70% |+10% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----

Wind Seer is the basic class of Ivan and Sheba. It has downright bad physical 
stats, but massive PP and agility. It has lots of powerful attack Psynergy to 
use this high PP on, as well as some status moves live the ultra-useful Impact 
series.

 ----- ---------------- -- ---------------- ------------- -------
|Level|    Psynergy    |PP| Required Class | Attack Type |Targets|
 ----- ---------------- -- ---------------- ------------- -------
|  1  |    Whirlwind   |5 |   Wind Seer    |  J Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  4  |      Ray       |6 |   Wind Seer    |  J Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  5  |    Impact      |7 |   Magician     |    J Stat   |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  6  |     Ward       |3 |     Mage       |    J Stat   |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  8  |    Plasma      |8 |   Wind Seer    |  J Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 12  |     Sleep      |5 |   Wind Seer    | J Condition |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 14  |   Storm Ray    |10|   Wind Seer    |  J Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 17  |     Bind       |4 |   Wind Seer    | J Condition |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 18  |    Tornado     |14|   Wind Seer    |  J Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
| 21  |  High Impact   |12|    Magician    |    J Stat   |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 22  |    Resist      |5 |      Mage      |    J Stat   |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 26  |  Shine Plasma  |18|    Wind Seer   |  J Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
| 44  |  Destruct Ray  |21|    Wind Seer   |  J Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 50  |  Spark Plasma  |37|    Wind Seer   |  J Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------

<WATER SEER>

 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Class    |   Djinn Required   | HP | PP | ATK | DEF | AGL | LCK |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
              |        Mia         | 
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|  Water Seer |       0 Me         |-10%|+30%|-10% | +0% |-20% |+30% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Scribe    |       2 Me         |+0% |+40%| +0% |+10% |-10% |+30% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Cleric    |       4 Me         |+20%|+50%|+10% |+20% | +0% |+30% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Paragon   |       6 Me         |+40%|+60%|+20% |+30% |+10% |+30% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Angel    |       8 Me         |+40%|+70%|+30% |+40% |+20% |+30% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----

Mia's default class, the Water Seer focuses on healing with huge bonuses to PP 
and Luck. It has the powerful single healing spell Ply, and the Wish series, 
which heals your whole party. The Cure Poison and Restore Psynergies can heal 
status effects. Mia doesn't have much attacking Psynergy, though.

 ----- ---------------- -- ---------------- ------------- -------
|Level|    Psynergy    |PP| Required Class | Attack Type |Targets|
 ----- ---------------- -- ---------------- ------------- -------
|  1  |      Ply       |4 |   Water Seer   | Me Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  2  |     Frost      |5 |   Water Seer   | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  4  |      Ice       |5 |   Water Seer   | Me Magical  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  5  |  Cure Poison   |2 |   Water Seer   | Me Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  8  |      Wish      |9 |     Cleric     | Me Healing  |  All  |
 ----- ---------------- -- ---------------- ------------- -------
|  9  |     Tundra     |8 |   Water Seer   | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 13  |    Restore     |3 |   Water Seer   | Me Healing  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 16  |    Ply Well    |8 |   Water Seer   | Me Healing  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 17  |    Ice Horn    |11|   Water Seer   | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 22  |   Wish Well    |13|     Cleric     | Me Healing  |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 24  |    Glacier     |15|   Water Seer   | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 30  |     Break      |5 |   Water Seer   |   Me Stat   |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 34  |    Pure Ply    |12|   Water Seer   | Me Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 42  |   Ice Missile  |23|   Water Seer   | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 46  |    Pure Wish   |20|     Cleric     | Me Healing  |  All  |
 ----- ---------------- -- ---------------- ------------- -------

<MARINER>

 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Class    |   Djinn Required   | HP | PP | ATK | DEF | AGL | LCK |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
              |       Piers        | 
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Mariner   |        0 Me        |+10%|-10%| +0% | +0% |-10% |+20% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|  Privateer  |        2 Me        |+30%|+0% |+10% |+10% | +0% |+20% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|  Commander  |        4 Me        |+50%|+10%|+20% |+20% |+10% |+20% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Captain   |        6 Me        |+70%|+20%|+30% |+30% |+20% |+20% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|   Admiral   |        8 Me        |+90%|+30%|+40% |+40% |+30% |+20% |
 ------------- -------------------- ---- ---- ----- ----- ----- -----

Piers' basic class befits the owner of a Lemurian ship. Unlike the Water Seer 
class, Piers focuses more on attack Psynergy, although he still has Ply, Cure 
Poison, and Restore. He gets the powerful, attack Psynergy series cool, and the 
physical moves Diamond Dust and Diamond Berg. For stats, he focuses on HP with 
decent ratings in all other stats except PP and agility.

 ----- ---------------- -- ---------------- ------------- -------
|Level|    Psynergy    |PP| Required Class | Attack Type |Targets|
 ----- ---------------- -- ---------------- ------------- -------
|  1  |     Frost      |5 |    Mariner     | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  2  |      Ply       |4 |    Mariner     | Me Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  4  |     Cool       |6 |    Mariner     | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
|  5  |  Cure Poison   |2 |    Mariner     | Me Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
|  6  |     Avoid      |5 |   Privateer    |  Me Field   |  N/A  |
 ----- ---------------- -- ---------------- ------------- -------
|  8  |     Tundra     |8 |    Mariner     | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 12  |  Diamond Dust  |6 |    Mariner     | Me Physical |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 12  |  Diamond Berg  |17|    Captain     | Me Physical |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 13  |    Restore     |3 |    Mariner     | Me Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 17  |    Ply Well    |8 |    Mariner     | Me Healing  |   1   |
 ----- ---------------- -- ---------------- ------------- -------
| 21  |   Supercool    |14|    Mariner     | Me Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
| 24  |    Glacier     |15|    Mariner     | Me Magical  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 30  |     Break      |5 |    Mariner     |   Me Stat   |  All  |
 ----- ---------------- -- ---------------- ------------- -------
| 35  |    Pure Ply    |12|    Mariner     | Me Healing  |   3   |
 ----- ---------------- -- ---------------- ------------- -------
| 48  |    Megacool    |33|    Mariner     | Me Magical  |   5   |
 ----- ---------------- -- ---------------- ------------- -------
(Diamond Berg replaces Diamond Dust when Captain class is reached)

 ------------- -------------------- ---- ---- ----- ----- ----- -----
|    Class    |   Djinn Required   | HP | PP | ATK | DEF | AGL | LCK |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
              |                    | 
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|             |                    |    |    |     |     |     |     |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|             |                    |    |    |     |     |     |     |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|             |                    |    |    |     |     |     |     |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|             |                    |    |    |     |     |     |     |
 ------------- -------------------- ---- ---- ----- ----- ----- -----
|             |                    |    |    |     |     |     |     |
 ------------- -------------------- ---- ---- ----- ----- ----- -----

 ----- ---------------- -- ---------------- ------------- -------
|Level|    Psynergy    |PP| Required Class | Attack Type |Targets|
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
|     |                |  |                |             |       |
 ----- ---------------- -- ---------------- ------------- -------
------------------------------------------------------------------------------
12. Psynergy Guide (Psygu)


------------------------------------------------------------------------------
13. RNG Guide (Rnggu)

Tired of searching for an Atropos Rod? Tearing your hair out looking for 
Lachesisí Rule? Pummeling yourself into a bloody, mangled pulp spitting teeth 
and fragments of gum onto the floor, unable to even moan for help after hours 
of not finding a Tisiphone Edge? Then youíre come to the right place. Before I 
begin talking about RNG Methods, note that I DID NOT INVENT ANY OF THIS. This 
is just Terenceís information in my words. By now, youíre probably wondering 
what RNG stands for. It means Random Number Generator. In Golden Sun: The Lost 
Age, the RNG that determines rare item drops is not truly random; it is 
determined by numerous other factors, which were found by Terence (Hooray 
Terence!). If you do exactly the right things in a battle, you will get an item 
drop every time, provided you fought an enemy that dropped a rare item. RNG 
Methods are sure-fire ways of getting any item drop except Dark Matter every 
time. By now, youíre probably wondering how you do this miraculous process. 
Here are the steps you need to follow before and during the battle:
1.	You must have no cursed party members in your active party, even if they 
have the Clericís Ring.
2.	Now, find out the weakness of the enemy you want the item from (I.E. Cruel 
Dragons, who drop the Tisiphone Edge, are weak to Mars).
3.	Go to the area where your target monster is found (Sea of Time Islet Cave in 
my example).
4.	Make sure that your characters are very agile (they should be at least level 
40 to do an RNG method efficiently, preferably higher).
5.	Put an attack Djinn of the type your target creature is weak to on your 
party member that attacks third (Fury would work well in my example). You 
have to be SURE that that party member will attack third, so try to create 
as much of a gap between their and the 2nd and 4th party memberís agility as 
possible.
6.	Now, save your game and turn the power off and on. Walk around until you get 
into a battle. If the enemy party contains your target creature and another 
comparably strong enemy, youíre set. If not, turn the power off an on and 
try again. Repeat until you get the said enemy party.
7.	Because it will be the first battle since your GBA was turned on, your party 
will gain an extra turn. Now, here is how the battle should go.

Target enemy and other enemy appeared!
Your party attacks first!

Party Member 1 uses area Psynergy targeting both enemies (focused on target 
enemy, preferably a weak one like Punji)!
Party Member 2: Same as before!
Party Member 3 (the one with the Djinn target enemy is weak to): Same as first 
person again!
Party Member 4: Yet another area attack Psynergy focused on the target!
End of turn (your enemies should not get to attack because of your extra turn; 
the RNG will not work if any party member was damaged)
Party Member 1: Uses another area Psynergy focused on target enemy!
Party Member 2: Uses another area Psynergy focused on target enemy!
Party Member 3: Unleashes Djinn target enemy is weak to on target enemy! (in my 
example, my third attacking character would unleash Fury on the Cruel Dragon) 
This should kill the target enemy and make it flash rainbow colors before 
dying. If it doesnít die, power off and on and try again with stronger 
Psynergy. If it doesnít flash, unleash the Djinni with a character with higher 
Luck.
Party Member 4: Kills off other enemy using whatever (it should have survived 
until now. If not, try again)!
You felled enemy party!
You got some Exp. Points!
You got some coins!
You got target item drop!

One last thing, Phoenixes, Fire Birds, and Wonder Birds mess up RNG methods 
because they attack multiple times per turn. Even if they are the "other 
enemy", they still prevent RNGs from working, so make sure you perform your RNG 
method without them. If this method doesnít work, I must have missed something, 
so tell me (you can e-mail me or post on the message board). My e-mail address 
is up at the top or the FAQ. Also, I have a handy table of which enemy drops 
what item and where, and also their weakness, thanks to 
chaoticwarlock@yahoo.com.

ITEM--------------------ENEMY-----------AREA--------------------DIJINN TYPE TO 
USE
Staff of Anubis ------- Red Demon ----- Kibombo Statue -------- Jupiter
Tartarus axe ---------- Minotaurus ---- Ankohl Ruins ---------- Jupiter
Otafuku Mask ---------- Gressil ------- Izumo Ruins (Cave) ---- Jupiter
Aeolian Cassock ------- Wyvern -------- Jupiter Lighthouse ---- Jupiter
Rising Mace ----------- Blue Dragon --- Jupiter lighthouse ---- Mars
Hiotoko Mask ---------- Little Death -- Magma Rock ------------ Jupiter
Clotho's Distaff ------ Minos Warrior - Mars Lighthouse ------- Jupiter
Gloria Helm ----------- Aka Manah ----- Mars Lighthouse ------- Mars
Berserker Band -------- Druj ---------- Sea of Time Cave ------ Mars
Tisiphone Edge -------- Cruel Dragon -- Sea of Time Cave ------ Mars
Atropos Rod ----------- Fire Dragon --- Yampi Desert Cave ----- Mercury
Riot Gloves ----------- Minos Knight ---Yampi Desert Cave ----- Jupiter
Triton's Ward --------- Ocean Dragon -- Treasure Isle --------- Mars
Lachesis Rule --------- Mad Demon ----- Anemos Inner Sanctum -- Jupiter
Rune Blade ------------ Magma Rock ---- Lesser Demon ---------- Jupiter
Blessed Mace ---------- Turtle Dragon - Western Seas ---------- Mars
Aura Gloves ----------- Magicore ------ Sea of Time Cave ------ Mercury
----------------------------------------(before the warp)--------------
Prophet's Hat --------- Dread Hound --- Gaia Rock ------------- Mercury
Giant Axe ------------- Earth Golem --- Treasure Isle --------- Jupiter
Dark Matter ----------- Wonder Bird --- Sea of Time Cave ------ Mercury
Mythril Silver -------- Soul Army ----- Yampi Desert Cave ----- Jupiter
Dragon Skin ----------- Winged Lizard - Yampi Desert Cave ----- Jupiter
Star Dust ------------- Sand Scorpion - Yampi Desert Cave ----- Mars
Salamander Tail ------- Pyrodra ------- Treasure Isle --------- Mars
Sylph Feather --------- Great Seagull - Treasure Isle  -------- Jupiter
Tear Stone ------------ Gillman Lord -- Treasure Isle --------- Mars
Orihalcon ------------- Sky Dragon ---- Anemos Sanctum -------- Jupiter
Golem Core ------------ Bombander ----- Anemos Sanctum -------- Mercury

I have also found an RNG method that should work on Wonder Birds for getting 
Dark Matter, from Raptoid10.
---
Dark Matter
Dropped by Wonder Birds in the Islet Cave.
All spells targeted at Wonder Bird

Attacking order: Felix, Jenna, Piers, Sheba.
Required party is a Wonder Bird and a Chimera Worm.

Round 1
Felix casts Earth Quake.
Jenna casts Beam.
Piers casts Tundra.
Sheba casts Storm Ray.

Round 2
Felix casts Earth Quake. Chimera Worm dies
Jenna casts Beam.
Piers unleashes Serac. Wonder Bird dies.
Sheba doesn't do anything. Defend or something
---
For more RNG info, check out Tuxedo Jackís RNG FAQ at 
http://users3.ev1.net/~jchiles/gs2dropfaq.txt
-------------------------------------------------------------------------------
14. Legal Information (Legin)
Copyright 2003
This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without my permission. Use of this guide on any other web 
site or as a part of any public display is strictly prohibited, and a violation 
of copyright. 

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Although you may find this FAQ elsewhere, it was originally posted on 
www.gameFAQs.com, so check it out!

Credit for the Information in this Guide goes mainly to my Nintendo Power 
Guides, but also to:
montypylon10189 for Doom Dragonís HP amount.
Dark Void for Dullahanís HP.
Boris Badenov for the great Dullahan strat.
Terence for everything to do with RNG methods! Thank you, Terence!
Also, Terence and his great Battle Mechanics FAQ for much of my in-depth 
information.
Aspartateís Item Guide for help with my Item Guide, and his Djinn guide for 
help with my Djinn Guide.
Countless users for help with my Sound Test Listing.
thehomeland for help with the closing dialogue.
emerald000 for the location of Corn.
Griffindor1323 for an alternate strategy in Trial Road Room 4.
Sandune928 for a correction on Sourís location.
#1InuYashafan for a correction on the Demonic Mace.
dli17 for the location of some Corn.
Dr. Sunglasses for a correction in Lemuria.
Raider-1 for alternate Star Magician and Sentinel strategies, and Sound Test 
corrections.
wiseguru57 for some spelling corrections.
KooPA for the location of some "useless" Crystal Powder.
FirstAidKit for help with the Eclipse summon.
Rocket Trekkie Evoli's Artifact Guide for info on some GS1 item locations.
Hunter for information on a chest in Anemos Sanctum.

If you helped with my guide but donít see your name here, let me know!