------------------------------------------------------------------------------- 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: ------------------------------------------------------------------------------- 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 (you’re reading it) 2. Introduction -Intrd- 3. FAQ-If you have a question, it’s probably in here! -Frakq- 4. Walkthrough –Walkr- a. Venus Lighthouse and Suhalla Gate -Bginn- b. Daila and Kandorean Temple -Daikt- c. Shrine of the Sea God and Dehkan Plateau –Shrdp- d. Indra Cavern, Madra, Mikasalla, and Garoh –Incmd- e. Air’s Rock –Arsrk- f. Garoh revisited, Yampi Desert, Alhafra, and Osenia Cavern –Garal- g. Gondowan Cliffs, Naribwe, Kibombo Mountains, and Kibombo –Gckib- h. Kibombo Statue and Madra Catacombs –Kbsmc- i. Lemurian Ship, Gabomba Catacombs, and Shrine of the Sea God –Lmssg- j. East Tundaria Islet, SE Angara Islet, Yallam, Taopo Swamp, and Apojii Islands –Tsaai- k. Aqua Rock –Aqurk- l. Tundaria Tower and Izumo –Tutiz- m. Gaia Rock, Izumo Ruins, N Osenia Islet, West Indra Islet, Sea of Time Islet, and Alhafra Revisited –Gralr- n. Champa, Ankohl Ruins, and Champa Revisited –Chanr- o. Sea of Time, Lemuria, and Hesperia Settlement –Soths- p. Shaman Village Cave, Trial Road, and Contigo –Svcco- q. Jupiter Lighthouse –Juplh- r. Contigo Revisited, Atteka Islet, SW Atteka Islet, SW Atteka Cave, Shaman Village Cave Revisited, and Gondowan Settlement –Corgs- s. Magma Rock –Magro- t. Loho Angara Cavern, and Prox –Lotpr- u. Mars Lighthouse and Ending –Mrlhe- v. Yampi Desert Cave –Yadec- w. Sea of Time Islet Cave –Sotic- x. Treasure Isle -Treis- y. Anemos Sanctum –Anesa- 5. Boss Guide –Bossg- 6. Djinn Guide –Djigu- 7. Summons FAQ –Sumfk- 8. Sound Test Listing –Sotli- 9. Forged Items Guide –Foitg- 10. General Item Guide –Itegu- 11. Class Guide -Clsgu- 12. Psynergy Guide -Psygu- 13. RNG Guide –Rnggu- 14. Legal Information –Legin- ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ 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. She’ll 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 I’m 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: I’ve heard you can get to the old Golden Sun land! Is this true? A: Yes, but you can’t 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 can’t 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 I’ve 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 doesn’t know it! Please help! A: Either put all her Djinn on standby or give her only Jupiter Djinn and she’ll have it. Also make sure she doesn’t have any class-changing items. Q: I need to use Frost, but Piers doesn’t know it! Please help! A: Either put all his Djinn on standby or give him only Mercury Djinn and he’ll have it. Also make sure he doesn’t 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 Poi’s room, you’ll 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 didn’t 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 didn’t 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 I’ve used both passwords for my games, so I know they work. Q: What’s 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! What’s going on? A: Nothing; Isaac’s party is the one transferred and doesn’t 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 can’t find on the world map! Where is it? A: If my descriptions aren’t precise enough, check out Puyodead’s useful map. (on GameFAQs, if you’re 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 isn’t 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. ------------------------------------------------------------------------------ 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, man’s 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. Aleph’s 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 Jenna’s 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 Tolbi’s leader, a strange man named Babi. Babi entered Isaac in Colosso as a test of his powers. Isaac’s Psynergy won Colosso and earned him Babi’s 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 (you’ll 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; you’ll 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, you’ll 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. You’ll 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. Don’t 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, you’re 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, you’ll meet a loose Ruffian. He is feeling braver now that Alex is gone and fights you. Dispatch him with Jenna’s 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. You’ll have to fight 3 more Ruffians first. Get them with Jenna’s Flare Psynergy, which can target all of them. In the cave, you can use the nearby Psynergy Stone to replenish your Psynergy. You’ll have to fight a Punch Ant first (beat it with your Fume Psynergy). Now, exit the cave. IDEJEMA You’ll 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 hasn’t 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: "I’m 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 they’re 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 they’re 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 you’ll 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 isn’t 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 you’re ready, exit through the south exit. You’ll 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! You’ll 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. You’re in a well! Once you emerge from the well, you’ll be inside the walls. Now, enter the central tower. You’ll 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, you’ll 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, you’ll have to pass the test. First take the path leading north from the entrance. Save before opening the treasure chest here; it’s 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, you’ll 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 can’t 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. You’ll 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. You’ll 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 don’t 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 (don’t worry-Felix, Jenna, and Sheba are all licensed tightrope walkers escaped from the circus). Get off this rope, but don’t 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. Don’t 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. You’ll see a Mercury Djinni near the door, but you can’t 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 don’t 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 you’ll 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, you’ll 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 couldn’t 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. You’ll 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 you’re 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, you’ll 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. You’ll 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. You’ll soon see a choice of 3 staircases. Take the left or right one and head across the bridge. You’ll see the Djinni escaping under you! Go back down and up the bottom stairs. Climb down the ladder and follow the Djinni. You’ll 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, you’ll see some holes and cracks. You can’t 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 can’t 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. You’ll land next to a chest containing a Mint, which raises one party member’s 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. You’ll 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 Themis’ 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. Don’t worry, you’ll 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, you’ll 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 you’ll have to solve some puzzles for a Nut. Don’t 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 you’ll 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 isn’t floating, it’s just above you. Go around the cracked floor and pick it up to find that it’s the Pound Cube. Exit through the top right stairs and go through the door. You’ll find the Djinni here, but don’t 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. You’ll 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 you’ll 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 you’ll come to a town south of Indra Cavern, Madra. Before you enter it, walk around in the large forest west of Madra. Soon, you’ll 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 you’ll find that the man’s 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 Piers’ mind, he’ll 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 Nurse’s Cap. Now, go to the outskirts of town (outside the gate) and go around to the right. You’ll 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. You’ll 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 Pirate’s 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 you’re 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 can’t 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, you’re forced to push pillars that block the way back (don’t worry, you’ll 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 don’t like the full moon (read their minds to find that they CAN’T take their hoods off; that sounds like werewolves). Also, the shops aren’t selling anything useful now. All you can do is rest at the Inn and talk to the townspeople to find about a mountain called Air’s 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. Air’s Rock (Arsrk) AIR’S ROCK You hear the cool music here? Well, you’d better like it, because you’ll be hearing it for all of the longest, most tedious dungeon in the game. You’ll 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 can’t reach the open area yet. Go north to the top of the ground area. You’ll 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 can’t 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 you’ll 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 you’ll 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 don’t 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 isn’t 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 don’t 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 can’t 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, you’ll find the powerful Fujin Shield. Return to the other side of the once-mist area and climb the ladder there. You’re now on the summit of Air’s 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. You’ll see a gray tiki statue and a huge statue with its mouth closed. You can’t do anything here yet, so just go around the ledge and to the next door. You will be in the main cavern of Air’s 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). Don’t 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. You’ll see a pushable "zone" here without a pillar; don’t worry, you’ll 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. You’ll 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...). Don’t 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 Air’s Rock’s 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. You’ll emerge in the center of the main cavern. You’ll see 3 paths of floating platforms. Go down the rightmost one and through the doorway at the bottom of the cavern. You’ll emerge... outside! On the side of Air’s 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 you’ll 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. You’ll be on a platform you couldn’t 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; it’s 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, you’ll 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. You’re 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 couldn’t 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. Don’t worry about how they disappear; you’ll 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 Air’s Rock and exit, returning to Garoh. f. Garoh revisited to Osenia Cavern (Garal) GAROH Now, return to the northeast corner of the town. You’ll 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, you’ll 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 Air’s 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 don’t get healed though; that’s what you get spending the night for free. Exit the inn (it’s morning now!) and return to Maha to finish your conversation with him. Kraden accidentally insults Maha by telling him he thinks it’s 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 Air’s 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 Garoh’s 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, you’ll encounter a weary band of adventurers trying to get to Alhafra. You can’t 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 (don’t Pound them), you’ll 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 you’ll 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; you’ll 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 Scorpion’s 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. It’s 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, you’ll 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 you’re 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 Trainer’s 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, you’ll 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, you’ll notice a suspicious character lurking behind some trees. If you talk to him, his suspicious behavior and running off make it obvious he’s one of Briggs’ 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 Alhafra’s only ship, it’s obvious that the tidal wave severely damaged it. Some more of Briggs’ lackeys are here, observing the damage. You can’t do anything here yet, so go down below decks. As you walk down a long hallway, standby all your Djinn. Soon, you’ll see a sea fighter talking with Briggs himself! The sea fighter and Briggs are discussing the mayor of Madra’s arrival and how Briggs and his crew aren’t 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 there’s 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, you’ll 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, he’ll 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, Briggs’ 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 Champa’s 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 you’re 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. You’ll 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 he’ll have his dad give you permission to enter the caves under the mayor’s 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 Air’s 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 chicken’s 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 don’t 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, you’ll find the Gondowan Cliffs. g. Gondowan Cliffs to Kibombo (Gckib) GONDOWAN CLIFFS You can’t fully explore this area until you get your 4th party member. As you enter, you’ll see a dog sniffing around on the ground. Use Scoop on the sandy spot near him and you’ll 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; you’re 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 you’ve 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 (don’t walk the tightrope just yet). Go around the northeast part of the cliffs. You’ll see a puddle, but you can’t 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. You’ll see a town up ahead, but don’t 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 he’s done with his little dance, exit Naribwe and keep going north. It shouldn’t 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 Piers’ 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. You’ll 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 can’t 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, you’ll emerge in a room filled with gears. You can’t 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, you’ll 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 (you’ll 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 statue’s 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 Gabomba’s 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 you’re 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 can’t 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 you’re ready or not, but if he tries before you finish, don’t 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 Oeia’s 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, you’ll 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 Kibombo’s 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 (you’ll 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 ocean’s temperature (don’t 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 Piers’. 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 won’t have to battle it. Now, go to the mayor’s 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 Menardi’s 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 mayor’s house. He apologizes for losing Piers’ 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 can’t 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, you’ll 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 don’t tell them, they fight you. Use Psynergy, Djinn, and Summons to beat them and win the Golden Boots! Afterwards, return to Piers’ 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 Piers’ quarters to the actual level. Don’t 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 shouldn’t be too hard, but they inhabit the whole ship. When you defeat one, it turns into a freezeable puddle. Don’t 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 can’t fight them yet, so just continue on. Enter the next door now. You’ll 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 shouldn’t 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. You’ll spook an Aqua Jelly as you enter. You can’t 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 shouldn’t be a problem. After you beat the Aqua Hydra, he’ll drop a vial and fill the room with water. Don’t worry about the treasure chest right now; you’ll 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 ship’s 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 you’re 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 can’t 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. Don’t 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 couldn’t 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. You’ll 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 isn’t 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, that’s 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 God’s Tear. When you’re 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. You’ll 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. You’ll 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 God’s 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; you’ll 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, you’ll 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 doesn’t 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, you’ll see a bird fly to its nest. Mind Read the bird and give it your pretty stone to receive a Red Scarf. You can’t 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. He’ll 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, you’ll 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 Air’s 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 isn’t 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. You’ll 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 statue’s 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 you’ll 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. You’ll emerge through a waterfall in Aqua Rock’s interior (don’t 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. You’ll 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 can’t 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. You’ll emerge in a room with a rushing river. Don’t 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. You’ll 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 can’t 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. You’ll 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. You’re 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. You’ll be in a large puzzle room. Before you use Douse on the moai and water stone, you’ll have to push the pillars in the unfilled pool so they align. This shouldn’t be too hard, just imagine the path the jet of water will have and push the pillars where they need to be. Once you’re ready, fill the room and Douse the water stone. Go through the exit and through the stairs up ahead. You’ll 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 you’re 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. You’ll 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. You’ll be near a platform sitting on an endless sea. Go up to a tablet like the one in Air’s 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 (you’ll 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 Robber’s 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 you’ve 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 you’ll 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. You’ll 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, you’ll 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 didn’t 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, you’ll 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 you’ll 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 you’ve plundered that treasure, Retreat from the tower and return to your ship. Sail far, far north to a long island north of Apojii. You’ll 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 town’s 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, don’t 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 won’t 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, you’ll 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 can’t 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 won’t 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 you’re 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!? Don’t despair though; just look at the symbol the 6 pillars around the pedestal form. I shouldn’t even have to tell you how to get the strange Dancing Idol. Now, Retreat to the ground. (you don’t 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. You’ll 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 you’ll arrive at. Cast Cyclone on the grass here to reveal a hole that a beam of light shines down. You’ll see the fabled Serpent in its lair, drinking something (it’s 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 you’ll be able to reach the next room. DON’T 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 you’ll reach, you’ll 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 Felix’s and Jenna’s Growth to L and R and enter the maze. In each area here, if you pick one of the 2 wrong exits, you’ll 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 Serpent’s 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 doesn’t even notice his attempts. The Dragonsbane he has been feeding the Serpent doesn’t 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 doesn’t 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 Serpent’s HP. You probably won’t 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 isn’t 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 Air’s 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 doesn’t 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?) You’ll find the powerful Cloud Brand sword! Now, exit the room then Retreat to the outside of the Rock. You’ll notice Susa lying outside the rock. Don’t worry, he’s 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 Uzume’s house in the northern part of town. You’ll 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 doesn’t 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 won’t 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 Uzume’s house. Up ahead, you’ll 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 wasn’t 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 you’ll 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, don’t 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 you’re in and try to walk off the falls. You’ll 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 family’s 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 (what’s with all the barges?) and go over to the dog sitting in the shallow water. Use Mind Read to exchange your Milk for a Li’l Turtle (ah! A turtle slave trade!) and exit. Now head for the island between Izumo and Apojii Islands, east of the Sea of Time. You’ll 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 Li’l 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 can’t 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 you’ll 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 mayor’s 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! Jenna’s 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. Briggs’ wife reassures him that they’re safe out to sea when you’re 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 Kraden’s 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 Briggs’ 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 he’s 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, you’ll 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 (Briggs’ 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 Briggs’ grandma again. This time, don’t 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 Briggs’ 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 he’s a pirate himself. This surprises grandma; obviously Briggs never told her. Kraden reassures Briggs that they won’t 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 Briggs’ grandma. Give her both your Trident pieces for her to keep. She seems to recognize them... could she be Obaba? Now,