_________ ________ __ _____ ________ __ __ / _______/ / ____ / / / / __ | / ______/ / | / / / / / / / / / / / / | | / /_ / / | / / / / ___ / / / / / / / / | | / / / /| | / / / / /_ | / / / / / / / / / / / __/ / / | |/ / / /____/ / / /___/ / / /_____ / /___/ / / /_____ / / | / / /________/ /_______/ /_______/ /_______/ /_______/ /_/ |__/ _______ __ __ __ __ * * * * / ____ | / / / / / | / / * * * * * * / /__ |_/ / / / / / / | / / * * * * * \___ \ / / / / / /| | / / * * * | \ / / / / / / | |/ / * * * ______/ / / /___/ / / / | / / * * * * * * /_______/ /_______/ /_/ |__/ * * * * * * _____ _ _ ___ |_ _|| | | | |¯| / _ \ | | | |___ ____ | | ___ __|¯ ¯| | |_| | ____ ____ | | | _ | / __ \ | | / _ \ /_ |¯| |¯ | _ | / | / __ \ | | | | | |( ___/ | |__( (_) )__/ / | |__ | | | |( (¯| |( ___/ | | | | | | \ ¯¯| | |\ / \ / \ / | | | | \ ¯ | \ ¯¯| ¯ ¯ ¯ ¯¯¯ ¯¯¯¯ ¯¯¯ ¯¯ ¯¯¯ ¯ ¯ ¯¯| | ¯¯¯ |¯¯ / ¯¯¯¯ ============================================== Game: Golden Sun: the Lost Age Platform: Game Boy Advance Version: 1.75 Last updated: 20 November 2007 Written by: Iron Knuckle Type: FAQ/Walkthrough GameFAQ status: 100 % ============================================== ================= Table of contents ================= Version Updates FAQ Controls Controller Game Selection / Start Menu Pause Menu Field Commands Menu Statistics Ailments Combat System Battle Options Battle Methods Environmental Map Elements Foliage Pillars Sphere Boulders Water Puddles Small Plants Soft Sand Suspicious Marks Main Characters Felix Jenna Sheba Piers Isaac Garet Ivan Mia Other Important People Babi Karst & Agatio King Hydros Kraden Saturos & Menardi Alex Story Walkthrough Beforehand Prologue: The Venus lighthouse from a different point of view 1. The trial temple 2. Team rascal: Riki & Tavi 3. Falling through the plateaus 4. The mysterious prisoner Adept 4.1. Trapping a scorpion in the desert 4.2. The pirates' hideout in Alhafra 5. Revealing lycanthropy of the wind tribe 6. The witch-doctor's consecration 7. Out to the open sea 8. Optional side-quests 8A. Going back to the Gabomba statue 8B. Exploring the Toapa swamp & blacksmith Sunshine 8C. Animal trade quest 9. Collect the Trident parts 9A. Backtrack to the Sea God's shrine (Right Prong) 9B.1. Evaporating water in Aqua rock 9B.2. The frozen tower of Tundaria (Center Prong) 9C.1. Sacrifice to the Serpent in Mt. Mikage 9C.2. Ascend the Ankohl Ruins in sand (Left Prong) 10. Going to Lemuria 10.1. Clear the Alhafran boat 10.2. Forge the trident of the Ankohl 10.3. Route through the Sea of Time 10.4. Defeat Poseidon the indestructible 11. Lemuria at last! 12. Djinn hunting on the western hemisphere 13. The road of trials that lie ahead 14. Jupiter lighthouse - Reunion 15. Cannon ammunition from Magma rock required 16. Reaching Prox via the Northern reaches 17. The Mars lighthouse - The final beacon! Final. Dawn of the Golden Sun Appendix A: Djinn & Classes 1. Djinn Descriptions 2. About the Summon -Original Summons -Additional Stone Tablet Summons 3. Class & Psynergy Effects -Venus Adepts -Mars Adepts -Jupiter Adepts -Mercury Adepts -Book Classes Appendix B: Chart tables 1. Items I - Potions II - Attack Items III - Scenario Objects IV - Raw Materials 2. Weapons I - Long Swords II - Light Blades III - Axes IV - Maces V - Rods VI - Books 3. Body Armor I - Armor II - Clothing III - Robes 4. Arm Protection I - Shields II - Gloves III - Armlets 5. Helmets I - Helms II - Caps III - Circlets 6. Accessories I - Rings II - Under Shirts III - Boots 7. Psynergy Spells I - Field II - Healing & Status III - Attack 8. Weapon Unleash Attacks 9. Monster Compendium I - Regular Enemies II - Bosses III - Mad Plants & Mimics IV - Djinn Appendix C: Four Additional Dungeons 1. Treasure Island 2. Yampi Desert 3. Islet Cave 4. Anemos Inner Sanctum Appendix D: The Battle Arena Monster Battle Linked Battle Appendix E: Golden Sun(1) Linkage Introduction What gets transferred Passwords Appendix F: Extra Bugs Glitches Stuff Credits Copyrights E-mail, Questions and Contributions Unfinished business =========================================================================== Version Updates =========================================================================== Version 0.0 30 December 2005: Started with this Walkthrough, Completed Prologue. Version 0.1 2 January 2006: Completed the game up to Yampi Desert Version 0.2 4 January 2006: Completed Air's Rock and the events in Alhafra, incorporated the items from "the Lost Age" into the tables taken from my GS(1) walkthrough. Version 0.3 12 May 2006: Completed the game up to chapter 7. Version 0.4 15 July 2006: Completed the game up to the point where you have to go to Hesperia. Version 0.6 25 July 2006: Reached the Mars Lighthouse, only few steps away of completing the game. Version 0.7 26 July 2006: Finished all the regular dungeons in the game. I still need to complete the optional dungeons: Anemos Inner Sanctum, Islet Cave and Yampi Desert Cave. Version 0.71 28 July 2006: Checked most parts of the walkthrough for errors. Version 0.8 30 July 2006: Completed all the optional dungeons and got all Items/Summon/Djinn. Now I can start compiling the appendices. Version 0.9 2 August 2006: Filled in most of tables in the appendices. Found out about the statistic increases in the base classes, therefore revised all the tables for this game & GS1. Started with counting chests & hidden items; I currently found 258 of them. Version 0.95 6 August 2006: I finally managed to complete ALL of the tables, although the Psynergy table is a bit messy at this moment. Added a glitch to the stuff section; Sheba speaking about meeting werewolves whereas she never met them! Reused and updated most of the GS1 information so it fits this game. Version 0.97 7 August 2006: Did some additional checks and cleared up some of the lay-out. Added some details about the linked event in Alhafra considering Deadbeard. Version 1.0 8 August 2006: Counted and made totals for the number of items and chests, just like in the walkthrough for GS. Added some additional details here and there, also made some lay-out changes to make it more uniform with the corresponding GS1 Walkthrough. Version 1.1 14 August 2006: Included a THE easiest 2 Round Strategy that allows you to beat Dullahan on Normal and even on Hard Mode and it works like a charm (read it never fails!). Also added a good strategy for beating all three heads of Doom Dragon in 4 Rounds as well. Updated some other parts as well, but that is just minor. Added descriptions for the Slot machine and Dice games in Contigo as well. Version 1.2 27 August 2006: Added some information about the mistranslation of Hsu; Feizhi calls him Ulmuch in this game. Also corrected some of the artifacts in the chart tables. Finally, I managed to find the missing GS1 Djinni's location for the people who get less than 7 Jupiter Djinn from Isaac's team. He's located at the edge of the western hemisphere: SW Atteka Islet. Added a realistic password for those of you who wish to transfer all the important stuff, but not the game spoiling overpowered statistics. Version 1.3 28 September 2006: I updated the password section and altered the Maximum password, because I figured out a way to include the GS2 items. These are oh-so much more powerful than the GS1 weapons. Second I also included a Collector password which included about every single artifact that is not obtainable in GS2 (it even includesw the Ninja Sandals and other Dummied Out item). Version 1.35 23 November 2006: Found four more items in the game; three in the Ankohl Ruins and 1 in Air's Rock. I also fixed some of the left/right directional mistakes, but there are unfortunately more of them. These will be corrected on the next update. Version 1.4 29 December 2006: Added some information about the RNG methods and strategies in this game. They can be found in Appendix F under the Stuff section. Most strategies are similar to the ones in GS1, but the are some twists here and there rendering the "5x Perfect Bonus" strat for the Lucky Dice useless. Apart from that I included the 6th event which is supposed to be linked with GS1. It is the conversation with Dora, when she is ill. Unfortunately, I didn't find anything in GS2 that could link to that event. Version 1.5 27 February 2007: Included the Trial Road duplication glitch for infinite amounts of Tomegathericons and such. :) Removed the Nut from Lemuria's hidden item list as it was just a random item found with "Scoop". Both discoveries are from Jeffrey Ng, so the credits go to him. Furthermore I explained a method for getting infinite Game Tickets by using "Scoop" in the Stuff section. Version 1.6 17 March 2007: Fixed some mistakes thanks to Jeffrey Ng and added a secret method to set/standby all Djinn in one go (just press Select while holding R)! Furthermore he provided a strategy to get the Excalibur with much better chance. Also added some video links to youtube.com showing the battles against Dullahan and Doom Dragon as suggested in the FAQ. Also added some video links to youtube showing the Dullahan and Doom Dragon strategies in their full glory! I even modified the Doom Dragon strategy a bit to make it even possible to slay the dragon in three turns. Version 1.7 18 June 2007: Found some problems such as the issues with the Linkage systems using GBA SPs by Chris Maka, the bug of getting stuck in Lemuria by Matthew Casler and several other things. Apart from that I've included the RNG strategy for the Tisiphone Edge created by Timon Sears. Thank you all for your contributions. Version 1.75 20 November 2007: Fixed some errors in the walkthrough and included the fourth requirement that is required to make the RNG strategies for item drops work. It also includes a new glitch in the Ankohl Ruins. =========================================================================== Frequently Asked Questions =========================================================================== Q: Is it Djinn or Djinni? A: Actually both; you see Djinn is plural for Djinni. 'A single Djinni or several Djinn'. That is the question. Q: How can I use "Growth" Psynergy? A: The answer to this is pretty simple: You need to have an adept in of the right class in other to use Growth. Equip a Mars Djinni to Felix or a Venus Djinni to Jenna and either one will be capable of using "Growth". Q: How can I use Whirlwind Psynergy? Ivan can't use it anymore. A: Remove all of Sheba's Djinn and he can use Whirlwind again, this is caused by the class differences, similar to the previous question. Take note that Felix and Jenna can use "Gale" as a substitute in their Ninja class for "Whirlwind". Q: I can't get over the sand/water streams. The currents are too strong! A: Use the 'B' button to make Felix run. While running diagonally against the current and into the direction you want, you can reach the other side without falling down. Q: Which Djinn/Class combination is the best to use? A: For most of the game where you have only few Djinn you can best stick to the standard and default combination: Venus Adepts (Isaac / Felix): All Venus Djinn Mars Adepts (Garet / Jenna): All Mars Djinn Jupiter Adepts (Ivan / Sheba): All Jupiter Djinn Mercury Adepts (Mia / Piers): All Mercury Djinn This party is strong and you can use many Djinn and Summons without getting any severe downgrades. After you obtain all 9 Djinn of each type you may want to switch to a combination of different Djinn like: Venus Adepts: 5 Mercury + 4 Mars => Paladin Mars Adepts: 5 Venus + 4 Jupiter => Ronin Jupiter Adepts: 4 Mercury + 5 Mars => Warlock Mercury Adepts: 4 Venus + 5 Jupiter => Pure Mage Statistically speaking this is the best balanced and most powerful overall combination, with very powerful mixed Psynergies. However if you use many Djinn the downgrades become really terrible, because these super classes degrade to regular classes. Also take note how the Djinn are distributed among the characters, you can see that the Venus Adept (who is strong to Earth and weak to Wind) only has Mars & Mercury Djinn. The same applies to the others. You may want to check the Appendices for more information about Classes and Djinn assignments. Also beware that the mixed setup makes it in some cases more difficult to get Djinn Kills. See Appendix F under Djinn Kill for more information about this matter. Q: Those stupid monsters won't give me the required item drop I want! A: Look at the bottom of the FAQ under the Stuff section. There I will explain the tactic of abusing the random number generator of this game in such a way that you can get any(!) rare item drop with 100% guarantee. Q: Is there a way to put all your Djinn on standby more easily? It is too tedious to do it one-by-one. A: Well, yes there is actually. Press and hold the "R" button in the Djinn selection screen. Then tap 'select' to set or release all Djinn in one go. No more sore hands! ;) Why this trick wasn't included in the manual eludes me... Q: I missed the Tremor Bit in Madra and I am in Alhafra now. The bridge is broken and I can't return to Madra to get it. What now? A: Yes, the bridge is broken, but it should be possible to retrace your steps to Madra. Go via the Yampi Desert to the Western shore and there should be a location on the map where you can walk back to the previous continent. The hike may be a long one, but you can get back at this point. =========================================================================== Controls =========================================================================== --------------------------------------------------------------------------- Controller --------------------------------------------------------------------------- D-Pad ------------ Walk around on the map with your leading character. Take note that you can walk diagonally in this game too! It is also used to select different options if those are available (you know, the usual). Start ------------ Start the game or in the Field display the Pause Menu Select ------------ Use it in the field to display Field Commands Menu. Or in the Djinn selection screen hold R then press Select to put ALL Djinn on set or standby in one go. A Button ------------ Use it to confirm an attack or command. Also used to talk to people in villages, open chests and pick up items when you examine objects. B Button ------------ Most often the opposite of the A button: Cancel an attack or command. In the field used to run. This can be very handy so use this option well! Later on when your ship gets wings you fly on the world map using this button. Top L Button ------------ Use a direct Psynergy Link attached to the L button in the Psynergy menu. Useful if you need to use a certain Psynergy often like Reveal or Move. On the map you can use this to zoom out a little, so you can see where you headed towards. Inside a battle this can be used to view your statistics and settings for a certain character. Top R Button ------------ Same as L button, but for another Psynergy you can select independently from the L button. On the world map you can use this to bring the entire world map on-screen. Inside a battle this can be used to view your statistics and settings for a certain character. In the Djinn selection screen hold R then press Select to put ALL Djinn on set or standby in one go. --------------------------------------------------------------------------- Game Selection / Start Menu --------------------------------------------------------------------------- This dynamic menu appears when you start up the Golden Sun Game Pack. After you press 'start' at the Title Screen (or right away when it is the first time you start the game). There are several options here that may change depending on what you can do, at that moment. There are 3 save files in total. Here are is a brief summary of all the options: New Game (Light flash from a jar) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This does simply what it says. You start a new game, beginning at the prologue. You do need to insert a name for your leading hero. Felix is the default name and that is the reference name I will stick to as well. This option only appears if you have at least one empty file. If you also have a "Clear Data" file saved, then you can even choose a difficulty setting (Easy, Normal or Hard). See the beginning of the walkthrough for more information about this. Copy (Two papers; one is purple) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Indeed it copies a game save from one slot to another, however if you have 2 empty slots you cannot determine to which slot it gets saved though. This appears only if you have 1 or more empty file. Erase (A paper with a piece of gum on it) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This erases the selected game from the memory permanently. So be careful when using this option. It only appears if you have at least one saved game. Continue (Some stairs) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With this you can continue on where you left off the last time you saved. It appears of course only if you have any saved games. If you have a damaged save file than you may start from the last sanctum that you visited. But beware that it might be possible that some items are lost, that may cause you to get stuck. Use this option if there is no other way to retrieve the data. Battle (Two people facing each other) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This brings you to the battle arena, which is actually a mini-game that can be played for fun against a random enemy or you can also compete against a friend in a Linked Battle (Check out the Battle Arena Section below for more information). Your characters (Djinn, Items, Psynergy, Statistics and Configuration) are read from one of the game files before you enter the arena. Any alternations are NOT remembered, this means that if you use an item in the Battle Arena and you continue on the regular game with the same file the item will still be there. This option appears just like continue, erase and copy when at least one Game Save is present, but only after you obtain your first Djinni. Update (Bright yellow flash) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The last option that can be displayed in GS:tLA's Start Menu is the Update option. With this you can transfer data from the original GS to GS: the Lost Age. Check out Appendix F for more information about this Linkage system and how to make the best use of this option. It will not appear if all game saves are only "Empty" or "Post Reunion" data. --------------------------------------------------------------------------- Pause Menu --------------------------------------------------------------------------- While playing the game you can press Start on the field screen in order to bring a small menu up. Here you can do three things, save the game on one of the game slots, put the game in sleep mode so you consume less battery power (if you don't want to switch it off yet) and finally can change the appearance of the window if you like too. Next to the screen color the configuration also allows you to increase the speed of the text messages and mute the characters voices if you find them too irritating. Personally I like the default blue or one of the lighter greenish tones. In this game you can also adjust the speech rate so the game put it on 'Fast' right away to save you some time! --------------------------------------------------------------------------- Field Commands Menu --------------------------------------------------------------------------- During regular game play you can enter this menu, when you are in the field. Sometimes the Field Commands Menu appears instantaneously if you examine a peculiar object. This usually hints you that you need to use a specific object from the Inventory. There are several options you can choose between. Psynergy (figure with a whirl of energy) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Select this to get the menu for Psynergy in which you see and use the Psynergy for each character. Some of the Psynergies can do healing while others like Move and Lift can be used in the field. Just select them and press 'A' to use them right away. You can also assign a shortcut to 2 Psynergies as well. Stand on the desired Psynergy and press either L or R button to highlight that Psynergy, and press 'A' to confirm that you want to assign that Field Psynergy to the desired button. This way you can use it a lot easier than having to open the entire menu time after time. Djinn (Venus Djinni) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Djinn Options may seem a bit complicated at first, but it is not that bad. If you have some trouble however understanding the information about the Djinn you can always press 'Select' in this menu to see additional Help data on this subject. Also when you meet your first Djinni he will also do some explaining on how to use Djinn properly. Therefore I will keep my explanation here rather short. A Djinni can be in either one of the following 3 statuses: Set (white text), Stand-by (red) and Recovery (yellow). Normally a Djinni is on Set which means you can use him in battle; this can be changed into Stand-by by pressing either Top L or Top R button. The color of the Djinni's name will turn into a red color to mark it on "Set". If a Djinni is set he can be unleashed in a Summon (or it can be set again using the Set command) this does more damage than a regular attack. After this happens all Djinn used in the Summon will be assigned to the Recovery status. In Recovery a Djinni can't do anything other than waiting to recover to the 'Stand-by' status. This happens when you walk around in the field or when you go through the next round in combat, 1 Djinn per turn can be recovered this way until all Djinn are back in Stand-by again. When a Djinni is in Stand-by or Set mode, they can be assigned to other party members as well. Just select the Djinn with 'A' to highlight it and move it to the desired party member. Of course you can't assign all Djinn to one member so they can only have even amount of Djinn in which case you can only Trade it. In the other case one character may have 1 Djinn more than the other so you can also Give a Djinni next to trading it. Item (An opened Chest) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This opens the inventory screen where you can see all the items in your possession. A thing I didn't like about the inventory setup is that it is chopped up in 4 parts of 15 items; one for each hero instead of one big jumble. Later on when Isaac joins you get some more leisure as your inventory increase to 8 * 15. This means that in some cases you will have multiple copies of items roaming over the place. It can be quite annoying sometimes when you want to equip armor to someone whose inventory is already full, meaning that you have to swap items usually more than once. Luckily most common items can be stacked meaning that 1 character can carry up to 30 of the same kind in one space. As displayed you can use the L+A buttons to arrange all items by the default order, the other visible option is the R button which shows you the current equipment for that character. When you just entered this menu, you can select the inventory of the hero you need by pressing right and left. If you found the required item press A so you can select that item with the cursor. After doing so some info about that object appears at the bottom of the screen and you can see six options of which some may be grayed out. Option What it does -------- ------------------------------------------------------------- Use Allows you to use that item Give Give the item to another character Equip This only works on weapons and armors of course Remove Unequip the weapon/armor if it was equipped initially Details See additional detailed information of that item Drop Throw the item away permanently. Use this to make room in the Inventory if you really need to, else I'd recommend to sell as much stuff as possible. Status (Three papers) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - In here you can rearrange your party format if you like. Just press L and R to move the individual characters from left to right moving them next to the other characters. If you press 'A' when you select a hero his/her data will appear in the screen below it. There are three different Status Screens on display, starting with the Detailed Statistics Screen. Here you can see the Class, Ailment Status, all statistics and the current Djinni for that person (The statistics are described in the next section). Press 'A' again to see the next screen with a list of all available Psynergies for that person. Here you can see all the Psynergy spells that person can use. For each spell there are five things to see here (from left to right): Icon, Name, Psynergy Point Cost, Type and its Range. For the types we have: Color Type (Kind) -------- ------------------- Yellow Venus = Earth Red Mars = Fire Blue Mercury = Water Purple Jupiter = Wind -------- ------------------- The following possible icons for the range are displayed: Image No. of Targets Additional information -------- ------------------- ----------------------------- | One Target - .|. Up to Three Targets Center Target has most effect .|||. Up to Five Targets Center Target has most effect .|||||. Up to Seven Targets Center Target has most effect ||||||| All targets All Targets have equal effect -------------------------------------------------------------- The last page displayed the current items in the inventory of you character. Take note that you can also see the Elemental properties of some of the weapons. For example the Gaia Blade has a Yellow dot next to it if you display it here. This means that it is a Venus elemental weapon, hence it causes more damage to enemies weak to this element!!! --------------------------------------------------------------------------- Statistics --------------------------------------------------------------------------- Like most RPGs the characters in Golden Sun have statistics that increase by leveling up and equipping weapons and armors. Here's a brief summary of kind of statistics used in GS. LV - Level - - - - - - This is overall strength of a character measured on a scale from 1 to 99. Each time you gain enough Experience by battling enemies you go up one level and all your statistics are increased a bit. Sometimes you will also receive a message about a new Psynergy that is learned. Exp - Experience - - - - - - - - - As mentioned about in the description for level, experience is used for becoming stronger. The first weak enemies you encounter will only drop 5 Exp, but later on these numbers will increase quite a lot (e.g. Wonderbird). Take note that the amount of experience you get from an enemy can be enhanced by killing an enemy with a Djinn Unleash of the element of the type to which that enemy is weak. For example a Sky Dragon is weak against Wind. If you unleash a Jupiter Djinni against it, it will do more damage and if it kills the Sky Dragon it will give 133% Experience & Gold (the chance for item drop quadruples too). HP - Health Points - - - - - - - - - - This number represents how much damage a character can take. If this meter reaches 0 that person gets downed. If all party members are downed you lose the game and have to start over at either the last sanctum or the last save point (you are however allowed to save the data up to that moment though). So always try to keep these numbers as high as possible using healing spells and/or items. This number can also be increased by eating a Power Bread. PP - Psynergy Points - - - - - - - - - - - Using Psynergy requires energy, and so we have the Psynergy Points which show how much Psynergy a character can use. Each time you use such a spell this meter gets drained a bit. Take note that Psynergy is slowly regained by walking around in the field. Similar to HP, PP can be increased if your character eats a Cookie. ATK - Attack - - - - - - - This number simply displays how strong your character is physically. The higher this number the more damage direct weapon attacks will cause. It can be increased permanently by devouring an Apple and temporarily in battle by using Psynergy spells like "Impact", "Angel Spear" and others. DEF - Defense - - - - - - - The amount of defense determines how much damage you take from direct enemy attacks. Of course the higher this number the stronger you are against enemy attacks and the less damage you receive. It can be increased permanently by using a Hard Nut on your character. In battle you can use Psynergies like "Protect" and "Guardian". Note that an attack in this battle system will always do at least 1 point damage. AGL - Agility - - - - - - - Agility appears to have only one function in battle; it determines who will strike first in a turn. The higher this number is the earlier you can attack, Ivan (Wind Elemental) is very fast and is usually always the first character that may launch initial attack. By eating Mint a character can gain a few points permanently and by using Djinn like Zephyr in battle you can temporarily raise Agility as well. LCK - Luck - - - - - - The final statistic used in this game is Luck. It's a bit hard to tell what luck does exactly, but according to the manual the higher this number the stronger you will become against special attacks and the smaller the chance is that you will be affected by an Ailment. Luck is the only statistic that cannot be increased by Psynergies, Leveling up or Djinn Unleashes. The only thing you can do is using Lucky Pepper on a character to increase it by 2 points or setting some of the Djinn may also increase it by 1 or 2 points. Also some of the stronger and rare armors seem to affect luck as well. Elemental Power / Resistance - - - - - - - - - - - - - - - Finally there is the elemental power and resistance that each character has. The initial setup for each character is by default: Property | Felix | Jenna | Sheba | Piers | Isaac | Garet | Ivan | Mia ------------------------------------------- Strong | Earth | Fire | Wind | Water Weak | Wind | Water | Earth | Fire As you can see the main characters are all strong against one element (the element of their own type) and weak to the opposite element. By setting the proper Djinn to the four characters this may change into a different setting. For example: if we give Sheba a few Venus Djinn she will become strong against Earth, but not necessarily weak against wind. It depends on the values of the other elements too! Check the Status Screen to see these values. For all Elemental Powers and Resistances the maximum limit is the value of 200. The type with the highest value for Resistance is the type against which the ally is strong against, the lowest value is the type against which the character is weak. Some equipment (especially later on) can dramatically change these values. So it would be wise to look at the elemental properties of the armors too, instead of only looking at which armor has the highest Defense value. The same default rule applies to the Power values, e.g. Piers can do more damage with water elemental attacks (be it Psynergy, Djinn Unleash or Summon) and less with fire elemental attacks. Once again these numbers can be changed as well by setting the right Djinn / equipping items to your characters. --------------------------------------------------------------------------- Ailments --------------------------------------------------------------------------- Here I'll describe the main ailments that are used in this game. An ailments is a special status that can be caused by an enemy attack like poison or things like that. Most of the ailments are quite annoying, so try to prevent them as much as possible. - - - - Poison - - - - The Poison status is often induced by enemy attacks, which cause your character to take about 5 to 10% of Maximum HP damage each following round until he/she is downed or purged. The damage is luckily only little so you may last several rounds without too much injury. Poison also remains active after you leave a battle, if you walk around in the field with a poisoned character it will take damage too. So do be careful with this in the long term. In battle a character will have little green skull floating next to him/her denoting this status. Here are some cures: Antidote - This item will remove poison for one character Cure Poison - The Mercury Psynergy will work on one ally costing 2 PP Unicorn Ring - Using this item removes Poison Tonic/Salt - These Djinn can cure nearly anything for the entire party Sanctum - In a sanctum you can also cure poison for some gold Die & Revive - Not my favorite method, but it does work - - - - Venom - - - - Similar to Poison, but this Ailment does a lot more damage, usually like 20% of the Maximum HP. It doesn't occur that often, but it is lethal nonetheless. If you get hit by this you will receive a message that you've been struck with Deadly Poison and it is denoted by little red skull floating over the infected person. Like I said Venom is nearly the same as Poison so the same healing tactics apply: Antidote - This item will remove poison for one character Cure Poison - The Mercury Psynergy will work on one ally costing 2 PP Unicorn Ring - Using this item in battle removes Poison Tonic/Salt - These Djinn can cure nearly anything for the entire party Sanctum - In a sanctum you can also cure poison for some gold Die & Revive - Not my favorite method, but it does work - - - - - Delusion - - - - - A character that is deluded has a higher chance of missing its opponent, although I haven't seen a real significant increase in miss rates it may be annoying sometimes. Elixir - This item will cure Delusion for one character Fairy Ring - Use this ring in battle works like an elixir Restore - Again a Mercury Psynergy will work for 2 PP Luck - Sometimes a character can regain its sight by itself Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - Not necessary since this status isn't that bad all the same Battle End - After you finish a battle this status will vanish - - - - Sleep - - - - Some attacked can make a character fall in a vast sleep so they won't be able to fight. Its effect is similar to sting since it has the same property. Sleep is denoted by some "zZz" marks over the character's head. Elixir - This item will cure Sleep for one character Fairy Ring - Use this ring in battle works like an elixir Restore - A versatile Psynergy will do the job for 2 PP Luck - Sometimes a character awakens from slumber just like that Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - Not necessary since this status isn't that bad all the same Battle End - After you finish a battle this status will vanish - - - - Sting - - - - Odd, why they have two different statuses for one and the same effect... At least the effect is identical to Sleep. Regaining from this status is exactly the same to the previous status as well. If an ally is hit by this you can see some yellow angular lines next to that person. Elixir - This item will cure Sleep for one character Fairy Ring - Use this ring in battle works like an elixir Restore - A versatile Psynergy will do the job for 2 PP Luck - Sometimes a character awakens from slumber just like that Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - Not necessary since this status isn't that bad all the same Battle End - After you finish a battle this status will vanish - - - - Haunt - - - - This is a bit similar to poison, since it can cause somewhat damage. The big difference is that it doesn't do damage every single round, it only happens randomly. Also this ailment can't be cured with conventional ways and above all this ailment doesn't go away after the battle ends. Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - It does get rid of the ghost... Sanctum - In a sanctum you can also cure haunted people for some gold - - - - Downed - - - - Of all the status ailments this is naturally the worst since it causes a character to fall down and disabling him or her permanently. This happens when either the spirit gets drained (instant kill) or if his/her HP reaches 0. In most RPGs death isn't considered as an ailment, but in GS the game clearly refers to it as Downed hence I included it here in this list. You cannot heal a character in order to undo this status, but you may revive a character using the following: Quartz, Dew, Spark & Tinder - These 4 Djinn can revive (doesn't always work) Revive - The Venus "Revive" Psynergy can cure this status Water of Life - Revives and fills all HP Sanctum - The spiritual can revive in exchange for some gold - - - - - - - Sylphon Seal - - - - - - - This ailment is also known as the more common 'Silence' Ailment, which causes magic spells to be blocked. This means that your character can no longer use Psynergy attacks. It is denoted by a rotating Purple Seal next to the affected character. Unlike the other ailments this one can affect bosses as well. Luck - A character may regain Psynergy abilities automatically Tonic/Salt - These Djinn can cure nearly anything for the entire party Die & Revive - Not necessary since this status isn't that bad all the same Battle End - Once the battle is over the seal is gone - - - - - - - - - - - - - 'Predict Downed' / Curse - - - - - - - - - - - - - I don't know anymore how this status is called in battle, but it appears when you get hit by an attack with a candle burning over your character. If it connects you will see 3 big flames and 1 small flame. Each turn a flame is extinguished (big flame is 2 turns), and if all flames are gone the Grim Reaper appears to deliver the fatal blow, causing Instant Death. Elixir - According to the game description this should work Restore - This will Dispel Grim Reaper Die & Revive - That would be silly in this case Battle End - Quickly end the battle and the bad omen is lifted - - - - Cursed - - - - The last status I will note here is the Cursed status. This status only appears later on in the game when you find and equip your first cursed weapon / armor. Cursed weapons are usually quite strong, yet they have the annoying ability to paralyze the character in rounds 2, 5 and 7 (and more) of a battle when he/she is using it. Also once you equip a cursed weapon you can't take it off anymore, which means that you are stuck to it. This status is attached to the item and even though a Sanctum can remove the cursed item from your equipped slot it doesn't dissolve the curse on the item itself. Therefore the cursed item will always remain cursed. There is of course one way to prevent the paralysis; by equipping a Cleric's Ring you can use the weapon / armor without the effect of getting paralyzed randomly. However this still doesn't remove the curse from the item. So the only way to unequip an item that causes this is by going to the Sanctum. Sanctum - Removes the item from your equipped slot, but not from the item itself (it remains cursed). Cleric's Ring - Cancels the paralysis effect out, but does not remove the cursed item for a character. --------------------------------------------------------------------------- Combat System --------------------------------------------------------------------------- The battle system of both Golden Sun games is a 'Turn based' battle system, in which a good strategy is essential, rather than good timing at pressing buttons. Battles in GS:tLA are almost always random encounter, with the exception of certain events and bosses. All Dungeons/Tower/Caves and the World Map have an infinite supply of enemies in store for you, the random encounter rate is in my opinion a bit high at some parts of the game. This is annoying especially if you're trying to solve a big puzzle. There may be many battles, but it is not that bad as Tales of Phantasia however which happens to be master of random battles by far to my knowledge (that game is still nice though). Anyway, when you walk around in the field you may have a chance to encounter a random battle against 1 to 5 enemies at most. You'll hear an enemy growl and the screen flashes to let you know a battle is about to commence. Your characters get warped to the battle arena where they are standing next to each other opposite of the enemies. At the start of each turn there will be 3 options you can choose between: Battle Options --------------------------------------------------------------------------- Fight (Figure with a sword) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you choose this you can select which attacks you want to use on your enemy. See below for more information about these battle tactics. Switch (Two figures with two exchanging arrows) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After Isaac and his friends join your party you have 8 characters at your disposal. In combat you can only use four at a time, so you are allowed to exchange 1 member from the back up party to the attacking party each turn. Using this you can interchange characters, if you really need to. Take note that all four members of the back up party automatically appear if the first party is completely downed. Flee (Running figure) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You can always try to run away in a regular battle and most of the time this will be successful. Sometimes however there will be no escape and you will have to endure the attacks of your enemies without having a chance to strike back. So I recommend not to overuse this option, and I think you won't need to if keep your party maintained you can take on most regular enemies without too much effort on reasonable levels. Status (Three papers) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Before you start combat you may wish to check your statistics and such. You can do this by selecting this option. I myself hardly ever use it, though. Battle Methods --------------------------------------------------------------------------- Take note that you can always go back to the Battle Options by canceling (pressing 'B') in this menu. You can also use this to go back some steps if you reconsider the attack you had assigned to a character. Attack (figure swinging with a sword) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use this option for a direct physical attack on 1 enemy with the weapon your character is currently holding. If the targeted enemy gets killed before he can land a blow the computer automatically executes the Defend command for that character. Psynergy (figure with a whirl of energy) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use battle Psynergy on one or more targets. You will get an additional list of the possible Psynergies that character can use. After selecting the Psynergy you can (in most cases) choose the target on which the spell must be applied to. If this is also a multi target spell the Psynergy will have most effect on the center target; the enemy with the biggest Cursor arrow over its head. The power of the Psynergy is mainly determined by the amount of Elemental Power that you have for that element. You can see the elemental power of each character in the statistics screen; these powers can reach a value up to 200, which is the maximum limit. Also take note that the Psynergy will do less damage if the corresponding Elemental Resistance of the target is higher. Unleash Djinn (Venus Djinni) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Using this you can unleash the special ability of a Djinni in combat. Most of these attacks are quite strong and useful, do be careful that after you unleash a Djinni your characters power decreases a bit since the Djinn will go to Set mode. Finally the statistics may drop even more when your class degrades to a lower type, because the Djinni is no longer on Stand-by. On the other hand 'Setting' more Djinn allows you to use stronger Summon attacks at the start of the battle. Summon (Tall black creature in a cube) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The summon attacks are truly the most devastating attacks you party members can use. The Summon of a single Djinni on itself is not that strong, but you can use Summons of up to 13 Djinn (Iris) simultaneously. These Summons are the very strong and if unleashed by a character of the same element they are even powerful. For example: When a Venus Adept summons a Venus elemental Summon he/she can do more damage than the other three elemental type members could do. Item (Opened Chest) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You can use items like Herbs and Elixirs in battle to heal and cure your party members, but also you can use some of the weapons and armors. Since some of these have an ability so you can use them as an item, be warned that Weapons/Armors/Rings you use in battle may break if you use them too often (Sometimes they already break the first time I use them). If this happens the object will become useless and you will have to fix it at one of the Weapon / Armor Stores around the continents. Defend (Shield) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This option can be used if you don't want a specific character to attack. In Defend mode a character will raise its defense and thus will take less damage. Enemies sometimes do this too and oddly it seems that for your enemy the defend works the entire turn, meaning that they have high defense even before they actually get a chance to defend. --------------------------------------------------------------------------- Environmental Elements --------------------------------------------------------------------------- Around the world you will come across various puzzles that need to be solved, these puzzles usually consist of making use of the objects that are nearby in your surroundings. Here is a small list of the some of these elements that you may encounter during the extensive travels. Foliage - - - - These little green bushes look lighter than the average normal looking ones that are in the background. If you use "Whirlwind" or "Gale" on them they may reveal hidden passages or objects. Pillars / Columns - - - - - - - - - There are several types of pillars in this game and all of them can be pushed around. Some however serve for other purposes too. -Tall & Thin pillars These are roughly twice the length of Felix and can be used for creating passages on the upper level of a map (climb a ladder first) and you can walk over the tops of these columns. -Small & Fat pillars Only a few of these pop up in your adventure. Usually you have to push these into the water so only the top will stick out creating a little bridge Felix can use to reach the other side of the water. -Fallen Pillars / Logs The kind pillars you'll find on the ground are the ones you can push around (if no objects are blocking them). Most of the time you have to push them in a certain order to create the desired path through a maze. Sphere Boulder - - - - - - - - This kind of obstruction appears very late in the game. The only way to get past them is by using "Lift" Psynergy which you can obtain after Isaac joins you. Water Puddles / Ice Pillars - - - - - - - - - - - - - - Water puddles can be frozen using "Frost" in order to create a tall ice pillar. These columns can then be melted into water puddles again by placing a heat source next to them like a torch. Small Plants - - - - - - - In some places you will come across little plants that are standing up against a wall similar to GS1. These plants can be transformed into long climbing vines if you apply "Growth" on them. Reminder again: in order to get "Growth" give Felix a Mars Djinn or Garet a Venus Djinn. Apart from that some new type of plant appears in Gaia Rock, if you use "Growth" on these they will become guidance arrows. Soft Sand - - - - - If you are on soft (desert) sand like in the Yampi Desert Felix can cast "Sand" in order to submerge underground. This way he can travel past rocks and other obstacles. Above all you won't encounter any enemies, while residing beneath the surface. Another thing is that Desert / Soft Sand is usually a good location to use "Scoop" on in order to find hidden items. In fact if you "Scoop" long enough you always find weak random items like: Smoke Bomb, Sleep Bomb, Elixir, 'random number below 10' Coins or a Game Ticket! Suspicious Marks - - - - - - - - - If you come across some stones that form a circle, a peculiar lone rock or other odd (out of place) looking configurations try to use the "Reveal" formula Ivan obtains just before traversing through the Lamakan Desert. Also "Reveal" can also be used to make hidden objects (in pots, crates) appear as twinkling little stars! This helps you searching every bit a lot faster. Sometimes marks on the group mean that you need to use "Scoop". =========================================================================== Main Characters =========================================================================== Felix - Venus Adept (18 years) --------------------------------------------------------------------------- We don't get to know too much about Felix other than that he was taken away by the river after the accident during the storm with the boulder that also took his parents leaving his sister Jenna behind as a lonely orphan. Saturos & Menardi however rescued him for some reason and he makes his reentrance in Vale again. He has different ideas about the issue of Alchemy than Isaac. Unlike him he wants to see the lighthouses lit again. Near the end of the game his motives become clear. Pros: Overall character; not particularly excelling or weak in any region Cons: - Initial Equipment ----------------------- Weapon Short Sword Armor Cotton Shirt Shield Padded Gloves Helmet - Items 1. Mythril Bag - Holds Jupiter Star (Cannot be removed) 2. Shaman's Rod 3. Herb (2x) Djinn - ----------------------- Jenna - Mars Adept (17 years) --------------------------------------------------------------------------- She lost her parents and her brother Felix after the accident that you saw in the Prologue of GS1. Jenna decided to come along with Isaac and Garet to Sol Sanctum, but after she does so she is captured by Saturos and Menardi. In GS:tLA the game starts with her as the leading character just before the Venus Lighthouse is lit. Traveling together with Kraden and Alex she have to travel back to Idejima to the boat which is docked over there. Pros: Powerful healing abilities combined with attack Psynergies Cons: As with the other girls she is a somewhat weaker than average, but better than Sheba or Mia. Initial Equipment ----------------------- Weapon Wooden Stick Armor One-piece Dress Shield Padded Gloves Helmet - Items 1. Herb (3x) Djinn - ----------------------- Sheba - Jupiter Adept (14 years) --------------------------------------------------------------------------- Even more mysterious than Felix is Sheba, this young girl appears near the end of the game. She is called "Child of the Gods" by the people of Lalivero, because according to them she fell from the sky as a gift from God. Lord Babi held her hostage for a long time so he could enforce the people of Lalivero to build him his own lighthouse for his own needs. Because didn't have any parents Faran from Lalivero raised her as his own child, therefore she sees him as a father figure. Pros: She is very fast like the other Jupiter Adept Cons: Physical strength is her weakness Initial Equipment ----------------------- Weapon Wooden Stick Armor Travel Vest Shield Leather Armlet Helmet Circlet Items 1. Herb Djinn - ----------------------- Piers - Mercury Adept (Age unknown) --------------------------------------------------------------------------- The final member of the second team is the Lemurian Piers. You meet him for the first time in Madra where he is held prisoner for a crime he did not commit. Later on after you proved his innocence he leaves for Kibombo trying to find the Black Orb the Kibombo warriors stole from him. He needs the item to enter his ship and find a way back to his home town. After you help him getting his precious item back he joins your party and helps you in lightning the beacons of Jupiter and Mars. Pros: Physically the strongest member of the GS:tLA team Cons: He is a bit slower than the rest, but not as bad as Garet Initial Equipment ----------------------- Weapon Battle Mace Armor Chain Mail Shield Iron Shield Helmet Bronze Helm Items 1. Herb 2. Antidote 3. Elixir Djinn 1. Mercury - Shade 2. Mercury - Spring ----------------------- Isaac - Venus Adept (17 years) --------------------------------------------------------------------------- Isaac is born and raised in Vale with his mother Dora and his father Kyle. The people of Vale have always been the protectors of the Elemental stars that are hidden deep within Sol Sanctum to the north of Vale. After the dreadful incident with the boulder on the rainy day Isaac lost his father just as Jenna lost her parents and brother. A few years later Isaac goes with Garet, Jenna and Kraden to Sol Sanctum to find out its secrets. Inside they meet the two people who are their enemies: Saturos & Menardi. They take Jenna and Kraden away, leaving him and Garet behind in the crumbling ruins. After this event they set foot outside of Vale on their quest to stop the two fiends. The young Venus Adept appears again in the Jupiter Lighthouse, and not long after that he will team up with you as the other three members of his party. Pros: Overall character; not particularly excelling or weak in any region Cons: - Garet - Mars Adept (17 years) --------------------------------------------------------------------------- Born in Vale as well is Isaac's childhood friend. Garet is the grandson of the mayor of Vale. He travels with Isaac right from the start of the game and he usually makes rather dumb comments during the conversations though, but is a good fighter although he is rather slow. Pros: Physically the strongest member of the team Cons: He the slowest party member Ivan - Jupiter Adept (15 years) --------------------------------------------------------------------------- This young boy was an orphan found by Master Hammet the merchant of Kalay. Ivan's most useful ability is to read other peoples' minds, which can be handy during some parts of the game. Master Hammet gave the mystical Shaman's Rod (also called the Rod of Hesperia) to Ivan and he seems to have lost it somewhere in Vault a village to the south of Vale. At the end of GS1 Felix claims the rod from him. That's why Felix has the Shaman's Rod in his inventory at the beginning of the game. Pros: Very fast chap Cons: His physical attacks are weak Mia - Mercury Adept (17 years) --------------------------------------------------------------------------- The fourth adept of Isaac's team is Miss Mia from icy village called Imil to the far north. She is protector of the Mercury Lighthouse just like Alex who happens to be a Mercury Adept as well. Mia's greatest asset is her healing abilities. She is capable of healing the entire party with her Wish Psynergy. Other than that her attack is not that bad, although her Mercury classes lack some strong attack Psynergies like "Prism". Pros: Great Healing abilities Cons: She is somewhat slow (but not as much as Garet) =========================================================================== Other important people =========================================================================== Alex --------------------------------------------------------------------------- This guy appears in the beginning of the game where he wards of some Laliverian guards so Jenna and Kraden can escape. Later on he turns up in several towns. In Champa you find out that he is together with a new duo from the Mars clan: Agatio & Karst. He is not an ally to anybody, and just wants all the lighthouses to be lit for his own reasons. Alex is like Mia from the Mercury Clan and has an oath to protect the Mercury Lighthouse, but he broke that oath for his own good. Babi - (Near 150 years - deceased recently) --------------------------------------------------------------------------- The ancient mayor of Tolbi has strange vitality for someone of his unnatural old age. In turned out that he used a drought from Lemuria to keep him going around, however over time this drought is nearly completely depleted leaving him old and frail again. In Golden Sun 1 he sent out Isaac, Garet, Ivan and Mia to search for Lemuria using his ship. Karst & Agatio --------------------------------------------------------------------------- Karst is a young woman from the same clan as Saturos and Menardi and she is a relative of Menardi. Isaac killed Menardi in GS1 on top of the Venus Lighthouse, and because of that Karst out on the loose searching for vengeance. Agatio is her companion and they travel together in order to find Felix, because they know that he has the Mars Star; an item that is required to ignite the Mars Lighthouse. King Hydros - Ruler of Lemuria --------------------------------------------------------------------------- After reaching Lemuria you get to go on audience with the king. This (what seems to be) a middle aged man has much knowledge. King Hydros will tell you about his finding of Weyard decreasing in size as the world withers and this is all because alchemy isn't released on the world to nourish it. After hearing this Felix & companions are even more determined to light the remaining two lighthouses. After this you will get the Grind Stone from his possession. Kraden - (Too old) --------------------------------------------------------------------------- The old man is a scholar who lives on the far west side of Vale. He has studied alchemy for quite some time and has vast knowledge about it, although the long conversations with him seem to be annoying sometimes. Kraden helps Felix and the others with silly comments. I usually don't pay too much attention to him. Saturos & Menardi --------------------------------------------------------------------------- They are two adepts from the Mars clan who live in the far northern reaches of Weyard in a town named Prox. They were killed in Golden Sun by Isaac's group. Now that they are gone Karst and Agatio have appeared on the scene to avenge their death. =========================================================================== Story (Taken from the Instruction Booklet) =========================================================================== Alchemy - The power to manipulate the building blocks of reality - has been sealed away for generations. This ancient science has been hidden deep within Sol Sanctum and protected by the small village of Vale, which lies at the foot of Mount Aleph, home to Sol Sanctum. Now, however, that seal has been broken, and the Elemental Stars, the jewels that channel the power of alchemy, have been stolen. Stories tell that the master of alchemy knows no limits to his power and can attain everything his heart desires. Using the four jewels, someone is trying to light the elemental lighthouses and release of the power of alchemy upon the world of Weyard. The lighthouses of earth and water have already been lit. Now, a great adventure across the open seas in search of the remaining two lighthouses begins! =========================================================================== Walkthrough =========================================================================== --------------------------------------------------------------------------- Beforehand --------------------------------------------------------------------------- --Registry-- At the registry it is possible to give all main characters from the game a new name. Normally you can only rename Felix and also for Isaac, but if you like you can change the other names by pressing the following button combination as given below. I will keep to the default names myself to make the walkthrough clear and easier to read. Rename - Jenna, Sheba and Piers ------------------------------- When you get to rename Felix at the beginning of a New Game press 'Select' 3 times. You will hear a chime. Complete his name and you get to rename the other three members. Rename - Isaac, Garet, Ivan and Mia ----------------------------------- When you are renaming the characters from GS:tLA press the following button combination: Up, Down, Up, Down, Left, Right, Left, Right, Up, Right, Down, Left, Up Now press 'Select' and there will be chime as well. Take note that this only works, when you are playing a non-linked game. Import Golden Sun 1 Data ------------------------ After renaming everybody of tLA's party to your heart's content you get the chance of uploading the information of the Clear Data file in GS. After you finish Golden Sun you can transport the data of Isaac and companions over to this game. Check out Appendix E for more information about this topic. If you don't import Gold or Silver data you get to rename Isaac as well. After this moment you also get a peak at what the GS1 party characters have in their inventory after you insert the password. This is done so you can verify whether everything is still in its place. Choose your difficulty setting ------------------------------ If you have a completed game in the shape of a "Clear Data" file on the cartridge you can get the option of choosing a difficulty setting. There are three difficulties you may choose from: Easy: You get the levels you had in the previous game, making the battles even easier to complete in this game! No items are transferred; this is not Chrono Trigger sorry... Normal: Same as a normal game (nothing special happens). Hard: Start a normal game, but the enemies have increased statistics: 150% Max HP, 125% ATK & 125% DEF. --------------------------------------------------------------------------- Prologue: The Venus lighthouse from a different point of view --------------------------------------------------------------------------- --Venus Lighthouse-- Chests: 1 (total hidden items / chests: 1) Herb Monsters: Ruffian We start at the Venus Lighthouse; this was the second and last lighthouse that was to be lit in the original Golden Sun. This game however starts just before it was lit. The difference now is that we start with a party of Felix, Jenna and Kraden. The last one is a Non Playable Character (NPC). As Felix departs from the group the other two go down and meet up with Alex; a mysterious adept from the Mercury clan. After doing some chitchat (get used to it, because we have to do this many times) it is decided that the three of them should leave the lighthouse and wait for Felix at Idejima. You gain control over Jenna from this moment on. Most curiously Jenna starts at level 5 by default instead of level 1 and she has a default set of equipment (so Jenna's information is not transferred in a linked game). There are no random battles around here leaving you free to roam anywhere you like without having to deal with pesky cretins all the time. From the start go left, down, and then take the upper right passage and Jenna will find herself in a stepping stone puzzle. People who have played GS can easily get to the exit here, but for the others it is important to remember that you can only jump over 1-tile gaps, so take the left route and you'll find a chest in the room after this. This was the chest containing the "Carry Stone" and it was already opened by Isaac's team, but for some reason it has an additional Herb is inside if you check it out. Strange... It wasn't there in Golden Sun. Retrace your steps to the big room and this time take the south exit. Once you get outside you will be hindered by some soldiers. Alex pops up again and wipes them out with a single blow. After this the road is cleared to the Suhalla Gate and Alex leaves the scene so he can make sure no other soldiers will meddle with Jenna and Kraden. Head west for our very first fight, it is an easy one though. With only two strikes (about 30 damage) the Ruffian leaves the scene (of course if you are replaying this game in Hard mode it will be a bit more difficult). --Suhalla Gate-- Monsters: Ruffian Continue on and you'll have to fight another Ruffian, which is identical to the last one. Go left, climb down the two vines and try to enter the crevice. Three Ruffians appear this time round. So we better start using some Psynergy to take them out quickly. You should still be able to win without having to heal, if not use an Herb to heal about 50 HP. --Gateway Cave-- Monsters: Punch Ant There is only one direction here so stick to it. After some walking you will come across a purple jewel. This is a Psynergy stone that can heal all you Psynergy Points, but before you can collect it a Punch Ant appears. BTW for those of you new to Golden Sun, you can recover your Psynergy slowly by walking around in the field. After some crappy comments of Kraden, Jenna can reach the peninsula without any difficulty. --Idejima-- Alex reappears and the Venus Lighthouse beacon is lit (once again), resulting in a mighty tremble. This causes Idejima to tear apart from the continent of Gondowan. After this we get to see the same dialogue as in the epilogue of the last game (although the island looks different somehow), Felix and Sheba join the others and the five of them crash into the continent of Indra near the village of Daila riding along the tidal wave and crashing into the continent of Indra. --------------------------------------------------------------------------- 1. The Trial Temple --------------------------------------------------------------------------- --Idejima-- As you regain consciousness you get control over Felix the main character of this game. You can check for injuries if you like to see some silly animations. Check for the others (yes, you have to take even Kraden with you) and oddly enough Alex disappeared somehow. Walk around on the world map and Felix will find a small town to the south of where we started. Take note that you can equip the "Shaman's Rod" in your inventory to one of the girls, its ATK (attack power) is better then the wooden stick. --Daila-- Inn: 6 Coins Hidden Items: 7 (8) Smoke Bomb - Inside lower left barrel outside inn Sleep Bomb - Inside barrel near entrance inside the inn 3 Coins - Inside jar within the house on the right in Daila 12 Coins - Inside jar left side of Mayor's home (elevated building) Herb - Inside jar behind Mayor's home Psy Crystal~ - Use "Scoop" on NE tile of the rightmost water puddle Sea God's Tear* - Use "Frost" on the pillars in the Sanctuary * = Reachable after chapter 6 ~ = Reachable after chapter 4A This small village is still recovering from the big splash, which is why there are salty puddles all over the place. I bought a new sword for Felix here and also some better armor for all three characters, since you should have some money by now. Talk with the villagers if you like. If you do so some of the residents give you information about the Kandorean Temple of Master Poi. Note that behind the guy in the sanctuary there is a blue drop shaped rock. We cannot yet reach it, but we will get back here some point later on. Leave town via the southern exit and go to the temple that all those people mention. --Daila (South) - World Map-- Djinn: Venus - Echo Felix will encounter the first Djinn in this game right around here. He will join you no matter what you say, refuse him a few times for some nice comments. ;) You can choose for a brief introduction (which is very similar to the one in GS). From here you can go into two directions: east to the Tower of the Sea God, or southwest to the Kandorean Temple. Heading east only gives you a small cut scene and nothing more, since Felix doesn't have the right Psynergy to continue on around there. --Kandorean Temple-- Hidden Items: 1 (9) Lash Pebble Chests: 1 (10) Mysterious Card Djinn: Mercury - Fog Monsters: Mimic, Amaze, Angler Worm, Giant Bat, Punch Ant, Wild Wolf Boss: Chestbeater (3x) The entrance of the temple is locked tightly, because of the meditation session that started just ago. Felix must find another path into the temple. Go to the upper left corner and use "Whirlwind" Psynergy on the bush to enter the cave. Walk around the shallow water and climb the rope on the far right. The central door in the courtyard is your entrance to the temple itself. Inside Master Poi is putting three of his students to the test. Only the third one's ability to levitate is good enough to undergo the final test. We might as well follow this guy as there is not much else to do. Go up in the cavern to find the very first Mimic chest of this game. The critter has quite some HP so don't hesitate in using strong Psynergies like Jenna's "Fume", beating it earns you a Game Ticket. ------- Mimic 1 ------- HP: 207 ATK: 47 AGL: 23 Weak: Fire PP: 12 DEF: 12 LCK: 15 Strong: Water Special: Debilitate, Psy Drain, Sleep, Slash Exp: 64 Coins: 46 Item: Game ticket Navigate through the tight corridor on the left towards the next room. Walk to the lower left corner here to find the bloke who does not seem to be strong enough to undergo the test after all, I pity the fool. Head up from here walking between the long pillars, because there is a passage although it is partially hidden behind the pillars. Climb the ladder and jump over the gaps using the tops of the columns to reach the passageway. Go left here and you'll reach a treacherous current. Use the 'B' Button to run diagonally up to the right (this way you will reach the other side without sliding down). Keep on going up through the maze of rocks and you will reach a room with a moveable pillar and two air vents. If you want the Mysterious Card then push the pillar on the left platform, the weight of the pillar will keep the other platform in its position allowing you to reach a higher level. Stand on the right platform to ascend and reach out for the chest with that item. You can equip this item to any character and it will turn him/her into the Pierrot Class. Stand on the platform again, when it reappears to go down one level again. Push the pillar on the lower platform and walk on the left one. Go over the tightrope and walk behind the pole so you will reach a moveable pillar. Push it to the right using the "Move" Psynergy, jump over the gap and keep on pushing it further until it blocks the shaft. You can safely go over the second rope. DON'T go down the ladder, but instead follow the path on the right side, jump over some gaps and enter the next area. There is a Mercury Djinni here, but we can't reach it just yet. Go up the stairs twice and use "Move" on the pot with boiling water in order to chuck it aside. Walk up to find the last challenge meant for Poi's Student. --------------------------------------------------------------------------- Boss: Chestbeater (3x) ---------------------- HP: 155 ATK: 44 AGL: 20 Weak: Fire PP: 0 DEF: 11 LCK: 24 Strong: Wind Special: Beat Dance, use 'Herb', Claw Attack Exp.: 40 each Coins: 28 each Item: Nut These three monkeys are not that hard to beat, just concentrate your attacks on one of them (and use your strongest Psynergies) to take them out one by one. The Claw attack may cause some damage, but other than that there doesn't seem to be any trouble at all. --------------------------------------------------------------------------- A ladder will appear leading you towards the exit. Poi will think that his student completed the test, but is amazed to see that an outsider managed to do it without any training. You will receive the Psynergy "Lash" from the 'spring chicken' for your troubles in the shape of the Lash Pebble. Equip this rock on one of your characters in order to use the Psynergy. My suggestion would be Sheba, since she has the most Psynergy Points at her disposal. Since we can get the Mercury Djinni with this Psynergy go back where we came from. Stand next to the pole with rope tied to it and use "Lash" to tie the end to the other pole automatically. Climb the rope and get ready for a battle (not all Djinn can be collected without a fight). -------------- Mercury Djinni -------------- HP: 165 ATK: 32 AGL: 22 Weak: Fire PP: 14 DEF: 6 LCK: 6 Strong: Water Special: Douse, Frost, Escape Exp: 28 Coins: 85 Item: - The special attacks of this Djinni are pretty strong compared to the level your characters are on right now, so heal Sheba if her HP bar drops is less than a half (she has weak defense). After beating it Fog will join you. Because we don't have a Mercury Adept yet, think carefully to whom you are going to set it (if you set it at all). My pick would be Sheba so she gains some additional HP, also using the Mysterious Card she turns into a Pierrot, giving her extra power and two attack Psynergies. For now this is the best we can do for her. Use "Retreat" for a quick exit away from the dungeon. The meditation session has ended and thus you can leave through the front door. --------------------------------------------------------------------------- 2. Team rascal: Riki & Tavi --------------------------------------------------------------------------- --Shrine of the Sea God (first visit)-- Hidden Items: 1 (11) Right Prong* - See Chapter 8A. Chests: 1 (12) Rusty Staff* (forges into Glower Staff) Djinn: Jupiter - Breath Monsters: Angle Worm, Ghost, Punch Ant, Wild Wolf * = reachable after Piers joins you Next stop is the Shrine of the Sea God located to the east of Daila. We can only get a Jupiter Djinni there for the time being. However we do need to save the two boys here, or else we can't move on to enable some upcoming events. If have already been here before you know that there is a place where we can use our newly acquired "Lash" Psynergy. In case you haven't been here yet, just watch the small cut scene featuring two rascal boys. After securing the rope Tavi thinks Riki threw the rope and he climbs down. Then both of them meet with your group and talk about catching a small flying critter, but because they are hungry they leave. Go through the left passageway and walk around until you find that flying beast; yep, a Jupiter Djinni. After you fall down the Djinni flies off, go after it right away! You can follow the footsteps in the next room, or just go to the south right away. There are three passageways around here. Take the most southern one and the Djinni will appear again. Go back up again and go through either one of the other two stairways, the Jupiter Djinni will appear again and move upwards. Follow it again and the Djinn will move to an elevated section. Place the torch against the northern wall so the Djinni will get trapped if it tries to flee again. Attack it and you'll have to fight it. -------------- Jupiter Djinni -------------- HP: 184 ATK: 37 AGL: 27 Weak: Earth PP: 16 DEF: 8 LCK: 6 Strong: Wind Special: Bolt, Ray, Slash, Whirlwind, Escape Exp: 43 Coins: 89 Item: - Not much special to note about this Djinni, he seems to be easier to beat than that Mercury Djinni. After a short battle Breath joins you group, giving a total of 3 Djinn. We can't do anything with those water puddles, hence we have to leave this place and come back sometime later. --Daila-- After freeing Tavi most of the salty water has dried up, leaving only some small water puddles around the scene. Try to enter the mayor's home and Alex will show up again. He speaks about buying a boat in the city of Madra to the south. Just after that he leaves you again. In order to get to Madra we have to go through the Dehkan Plateaus, this location can be found by going southeast from Daila, then go over the small bridge and head to the left. --------------------------------------------------------------------------- 3. Falling through the Plateaus --------------------------------------------------------------------------- --Dehkan Plateau-- Hidden Items: 1 (13) Pound Cube - Mars Djinni Cannon has it Chests: 5 (18) Full Metal Vest, Elixir, Mint, Themis Axe, Nut Djinn: Mars - Cannon Monsters: Angle Worm, Ghost, Mini-Goblin, Rat Soldier, Skeleton You don't have much choice in the beginning, so walk around until you fall down one of those cracked gaps. You can see by the darker tone of the crack whether you can walk over it (once) or not. Anyway, after falling down take the lower passage and collect the Full Metal Vest from the chest, the very first new armor (i.e. not available in GS). Go back again and once you're inside the cave take the other exit on the right side. Further on you will see three grey pillars here, be careful because Felix can only stand on them once just as with the cracked floor tiles. First take the upper path in order to collect an Elixir. Climb back up, take the lower path and go south for the northern path is block by a cone shaped structure. Carefully walk over the little cracks avoiding the bigger cracks (BTW. you can't fall down a gap, but you can jump over it). Fall down the most northern dark crack to access a chest containing Mint. Once you are back outside again move the pillar in its place and jump over the gap. Walk over the lower left crack so you can reach the center again, instead of falling down jump over the gap (not crack) so you reach the right. Keep on going up to find another area filled with columns. Hop over to the first 'island', take the upper left pillar, jump over another island and jump twice on the lone pillar to the right. Here is a path to another chest with the Themis Axe inside. This is quite a good weapon for Felix and it has 'Stone Justice' as an Unleash. Since the first pillar crumbled we have to go back one screen and return to reset the field and make the pillars appear instantly complete again. This second time round just jump over to the left side, from there on the path to the next screen is easily found. Again we have to fall down one of the gaps around here; it doesn't matter which one. After getting back outside you'll see a Mars Djinni who tries to flee away from you, fall down the first gap(you don't have any choice), go outside, climb the vine and meet up with our Mars Djinni who leaves again. Before venturing on, put the pillar in between the gap for this will be handy later on. On the next screen the Djinni runs away over the bridge again, before going after him climb down the vine below, go over the tight ropes and move the lower pillar as far as possible to the right. Climb it using the overgrowth and use "Lash" to get a Nut. Let the upper pillar fall down, follow the path, climb the vines on the far right and watch how the Djinni uses "Pound" in order to escape from you. Follow him to the next screen where he crumbles 2 pillars in order to get away from you once more. Climb down the vine and move the pillar to the right, climb it, go to the other two grey pillars and step on the rightmost one. When you walk back you fall down. Walk around to the rightmost pillar and use "Move" to get it to the left. Climb on it as well and make the other grey pillar fall apart. Head north into the cavern, walk over the upper left crack (the small one), walk on the crack to the Djinni's right (not the one in front of him), then go down and right so you can reach the passage to the next room. Follow the path and head outside fall down the RIGHT darkened crack and you bump into the Djinni who loses its precious cube shaped artifact. Step over to the Pound Cube and equip it (don't go strait up, or else you fall down!). Take the passage on the right and you'll encounter the little cretin for the final showdown. It is time to stop his evil escapades, but before going near him climb down the vine and use "Pound" to smash the cone into the ground. Finally the Mars Djinni is stuck, however it doesn't seem to be that afraid since he starts a battle against you! ----------- Mars Djinni ----------- HP: 203 ATK: 43 AGL: 32 Weak: Water PP: 18 DEF: 10 LCK: 7 Strong: Fire Special: Blast, Flare, Escape Exp: 58 Coins: 93 Item: - This Djinni tends to run away very often so if possible try to stun him or put him asleep. Other than that it should be relatively easy especially with the Mercury Djinni's Unleash. After the battle Cannon finally joins your team. Continue on and ascend several levels until you reach the exit of the Dehkan Plateau. --East Indra Shore-- Hidden Items: 1 (19) Cookie* - Use "Frost" on the water puddle to reach the wooden box * = reachable after Piers joins you There is a ship very close by the exit of the Dehkan plateau on the world map. If you enter this area all party members show up and Kraden thinks it is Saturos' ship, but they don't have the orb to control the ship rendering it is useless to them. There is a peculiar barrel on a ledge here, but we need "Frost" to get it, so we'll have to come back later as well. --Indra Cavern-- Stone Tablet: Zagan To the west of the ship the is a small cavern, use "Move" and "Lash" to get the stone tablet lying out in the open. This will give you a new summon: Zagan by putting both one Venus & one Mars Djinn on standby! Zagan appears to be aligned with the Mars elemental and can lower enemies' DEF as well. --Madra East - World Map-- Djinn: Venus - Iron To the east of Madra you can go over a small bridge and you will come across a Venus Djinni at the bottom part near the water. Defeat it to make Iron join you, if the Djinni escapes just walk around and it will appear again. ------------ Venus Djinni ------------ HP: 223 ATK: 49 AGL: 37 Weak: Wind PP: 20 DEF: 12 LCK: 7 Strong: Earth Special: Growth, Quake, Escape Exp: 73 Coins: 96 Item: - --------------------------------------------------------------------------- 4. The Mysterious Prisoner Adept --------------------------------------------------------------------------- --Madra-- Inn: 12 Coins Hidden Items: 5 (24) Smoke Bomb - barrel in the house to the left of town's entrance Sleep Bomb - left jar upstairs in the inn Elixir - jar in left cavern home 15 coins - wooden box in the town elder's home Cyclone Chip - Get it from the young Mayor want-to-be (after Chapter 6) Chests: 1 (25) Nurse's Cap Djinn: Mars - Char The upper right corner has a ladder leading into the ground, if you try to go down a man pops up telling you that you have to come back later if you wish to enter. Upon entering town via the main gate two people inspect you in order to make sure that you are not one of Champa's men. Some pirates raided Madra and came for a guy named Briggs, that's why the security in this region is raised. After participating in this event you can climb down that ladder into the catacombs of Madra to collect the Tremor Bit. There is more than one entrance to the catacombs, but you can only reach the Bit by going down the rightmost one behind the graveyard to the east (see below). You can walk around various places around here. First of all go to the balcony of the inn and walk over the roofs of the market tents to the left, jump over and collect the Nurse Cap. Also note the old man inside the biggest home on the left. He is interested in mushrooms from the Gondowan Cliffs. Later on when you pass by there you can collect the Laughing and Healing Fungus. The Laughing Fungus is useless, but if you give him the Healing Fungus he will trade it for Char the Mars Djinn. --Madra Catacombs-- Chests: 5 (30) Tremor Bit, Lucky Medal*, Apple~, Mist Potion~, Ruin Key~ Stone Tablet: Moloch~ Monsters: Drone Bee, Mini-Goblin, Rat, Rat Soldier, Troll * = reachable after learning "Reveal" ~ = reachable after learning "Reveal" & "Frost" Go through two screens following the upper path, down the ladder and take the up-left passageway to reach a deserted subterranean village. Use "Move" on the pillar on the elevated section on the northern part, continue on to the left and enter the entrance in the wall. Inside descend to the bottom floor and head up one room to find a chest with the Tremor Bit. That's all we can do around here. After obtaining "Frost" and "Reveal" Psynergies go down the entrance inside the town walls of Madra. Back in the Catacombs, go down and left into the big room again. Use "Reveal" on the closed doorway to display a push button. Press it to open the door to the deserted town. Walk around town, use "Frost" on the water puddle on your way and you'll reach a chest with an Apple. From here "Move" the 2 pillars to the east and north. Climb the northern pillar and run around the upper level to reach the eastern pillar. Jump over to the west, use "Lash" on the rope and enter the first floor of the broken building. Inside cast "Tremor" on the bookshelf to make a chest drop down. If you go inside the left entrance in the back of the main room, then walk around the main level counter clockwise to reach red chest with a Lucky Medal inside. Head outside again, follow the path and climb down to get a Mist Potion, then slide down the lower level of the town catacombs. Enter the building via the main entrance, go up one room and collect the Ruin Key from the chest that fell down. Go down the stair in the right room and use the key to open up the big, locked & red door. The flames will ignite and the tablet on display is now yours. After examining it Felix can summon Moloch for the price of 2 Mercury & 1 Jupiter Djinn. --Madra-- Felix is back at the entrance of town, so if you didn't go down (which you should do anyway) you can continue on reading here. Talking to the people around here tells you that the boat on shore is actually a Champa Boat. Mind reading the ill person in the left cavern home gives you a vague hint of what is coming next. Inside the town elder's home you can see a very interesting gem on the mantel, unfortunately we can't get it. Outside again to the left is the town's jail. The people around here speak of the imprisoned guy who came ashore with his ship. They claim he's from Champa's camp, but you can never be certain without verifying this. So Felix goes to meet the man in question. Inside some people are interrogating the prisoner who is called Piers. Piers claims that he is innocent and even uses Psynergy to ward of one of the interrogators. "Mind read" him tells you that he seems to be able to sense you Psynergy as well. Exiting the prison at this point starts a small conversation and the woman grants you permission to travel to Osenia to the east. --Osenia Cliffs-- Chests: 1 (31) Pirate's Sword After obtaining permission from 'milady' cross over the Madra Drawbridge and you'll reach some cliffs around here, talk to the people for some information (this is not mandatory). One of the guys reasons that Piers is not a Champa and therefore should be released. Jump over the garbage that is left after the Champa Ship broke apart, use "Lash" to reach the Pirate's Sword inside a lone chest. Head over to the exit on the right side. We can do two independent quests at this moment, but we do have to complete both of them. One quest is to prove Piers' innocence and another has to be completed so Sheba will learn "Reveal" Psynergy. The first quest (starting at 4A) has somewhat easier enemies than the second (chapter 5) so I'll put that one on top. You can go either way, so make the choice for your own. --------------------------------------------------------------------------- 4A. Trapping a scorpion in the desert --------------------------------------------------------------------------- --Yampi Desert (Exterior)-- Hidden Items: 2 (33) Scoop Gem, 315 Coins Chests: 5 (38) Guardian Ring, Antidote, Lucky Medal, Hard Nut, Trainer's Whip Djinn: Jupiter - Blitz Monsters: Dino, Emu, Kobold, Momongo, Spider Boss: King Scorpion On the first screen you can find a chest in the right bottom corner, just smash the cone shaped wooden log to get the Guardian ring. On the next screen there is a bunch of people trying to find their way through the desert, talk to them for some information. At the bottom of this field there is a peculiar shaped sand puddle. There is nothing we can do with it right now, but later on we will be able to use a Psynergy on it. In the next area stomp the pillar blocking your path to the north and do NOT "Pound" the one strait beneath the chest for we require the path over the top. Instead go around and use the Psynergy on the other pillar. Then walk over to collect an Antidote here. "Pound" the pillar hiding a climbable wall section and go up, walk and jump around, until you reach the Jupiter Djinni: Blitz. Indeed, also this Djinni fights you before joining in. Just Unleash Echo and the rest should be easy as pie. -------------- Jupiter Djinni -------------- HP: 267 ATK: 65 AGL: 50 Weak: Earth PP: 24 DEF: 17 LCK: 8 Strong: Wind Special: Bolt, Ray, Slash, Whirlwind, Escape Exp: 109 Coins: 126 Item: - Exit the screen on the right side and collect the Psynergy Stone if you wish to restore any PP (There is a boss battle coming up next). Go up one screen and you see that something is moving beneath the surface. Use "Pound" on the wooden column to make a scorpion appear and leave for the next screen. Repeat the process and you'll reach a third screen. The final sequence requires some planning in order to trap the scorpion. The easiest way to get it right is to use "Pound" on the right pillar just after he passes it while he's moving horizontally. Immediately use "Pound" and the creature is trapped. Prepare yourself for this battle, because it is not that easy if you haven't been to Air's Rock yet. If you get close it, he will use "Scoop" on you. The both of you fall down and the battle against the King Scorpion begins. --------------------------------------------------------------------------- Boss: King Scorpion ------------------- HP: 1064 ATK: 101 AGL: 39 Weak: Fire PP: 0 DEF: 32 LCK: 40 Strong: Wind Special: Defends, Desert Gasp, Paralytail, Poison Tail, Sand Breath, Twin Shear Exp.: 440 Coins: 228 Item: Vial Immediately unleash Blitz, for this Djinni may stun your opponent. My strategy would be unleashing Djinn and using the Summon: Ramses or Zagan to hit the king hard. This boss tends to defend a lot, so it may be hard to get a good hit on him. Then again, if he defends he cannot hurt you either. --------------------------------------------------------------------------- After taking him down you receive the Scoop Gem, equip it to someone and use "Scoop" on the sand puddle in the middle of the screen between the four rocks to get a trip to the World Map again. Backtrack to the sand puddle that I mentioned earlier and use "Scoop" on it. Use the newly revealed ladder and follow the path, until you reach the group of people from the other side. A small conversation takes place and you can now exit via the northern passage. Only the sand puddle on the right holds treasure; 315 Coins to be exact, after getting it continue on inside the northern cave. BTW: Using the Scoop Gem in various places might give you some random weak items, but sometimes a Game Ticket may appear! --Yampi Desert (Interior)-- Chests: 1 (39) Blow Mace Monsters: Dino, Emu, Gnome, Kobold, Momongo, Spider Walk around the sand slides (use 'B' for easier navigation by running). The chest in the middle has a Hard Nut as a prize. Go with the flow and try to get on the main land near the middle, run up against the wall here and you'll make it across the sand slide. Continue upwards by running diagonally from side to side against the current. Stand on the ledge to the left of the chest then use "Pound" on the pillar blocking the road towards it, after doing so you can collect & equip the Blow Mace. Follow the slide, run to the right edge to exit the cave again. --Yampi Desert (Exterior)-- Outside again leave for the next field to the right. After this you'll come across a slide that is 3 squares wide. You might as well climb down here, for the upper section is a dead end (at least for a very long while). If you have "Reveal" from Air's Rock you can get a hint from the 9 rocks, but it won't do you any good at this moment. Further on the next set of 9 rocks has a Lucky Medal if you cast "Reveal" on it. Don't worry if you don't have that Psynergy, yet. We'll go back here on a later occasion. Climb the wall here and run diagonally over the sand slides. On the left side of the screen use "Lash" to get the Trainer's Whip from the chest. Go back and climb the second wall in order to get to the top, then go to the right and fall down on the most right square of the right slide. This way you will make it to the exit. You can go either to the north (Alhafra) or the south (Air's Rock and Garoh) around here, but the southern exit is 1-way only. You will have to walk back all the way around if you wish to go to Alhafra (see 4B), so I _strongly_ suggest you go to the north first, then afterwards fall down here to complete the other events (see 5). --------------------------------------------------------------------------- 4B. The pirates' hideout in Alhafra --------------------------------------------------------------------------- --Alhafra-- Inn: 21 Coins Hidden Items: 8 (47) Sleep Bomb - Jar next to entrance Alhafran Cave Elixir - Barrel in the upper half of the double house 32 Coins - Upper crate to the east of the Mayor's mansion 7 Coins - Barrel inside lower right room of the Mayor's mansion Smoke Bomb - Upper left jar up the pier in Eastern Alhafra Large Bread - Use "Tremor" on the box in the backroom of the boat Apple - Jar upper level of the inn Lucky Medal - Jar between two broken houses on the right Chests: 1 (48) Psy Crystal - Use "Reveal" on the six gravestones Boss: Briggs & Sea Fighters You can only get here if you went north after doing 4A, so go through the Yampi Desert first. If you walk around a bit here, the people you met in desert made it as well. Also this village was hit by the Tidal wave as well, meaning that there are no usable boats around here. Although there does appear to be a wrecked boat around (you can see in on the world map). Mind reading the man on the far left tells you something is going on around here. Unfortunately we cannot yet enter the Mayor's mansion, so investigate the other parts of Alhafra. If you go upstairs in the inn you'll meet Alex again. He has nothing special to say however. After he leaves (when you enter Champa) you can meet two sailors here, if you are playing a Linked Game. They speak about Crossbone Isle being swept clear by Isaac and his companions. One of the sailors also tells that Isaac even bested the 'dreaded' undead pirate Deadbeard. And because of this Isaac is bound to be the leader of all pirates, at least according to them. After the conversation they leave walking past Felix without even noticing him (whether Isaac is in the party or not doesn't matter). --Eastern Alhafra-- The boat's mast lying around here is badly damaged, after overhearing the conversation between the workers here you are free to walk around. Go inside the cabin and Felix will also overhear a conversation between Briggs and one of his mates. Then suddenly Jenna starts talking out loud, thus blowing their cover. Kraden wants Briggs to attest that Piers is innocent, but he doesn't want to so they start a fight. --------------------------------------------------------------------------- Boss: Briggs & Sea Fighter -------------------------- Briggs HP: 984 ATK: 129 AGL: 76 Weak: All PP: 0 DEF: 29 LCK: 42 Strong: - Special: Echo Cut, Signal Whistle, uses 'Herb' / 'Nut' / 'Oil Drop' Exp.: 333 Coins: 891 Item: Vial Sea Fighter HP: 197 ATK: 119 AGL: 61 Weak: All PP: 0 DEF: 28 LCK: 26 Strong: - Special: Echo Cut, uses 'Smoke Bomb' / 'Herb' Exp.: 89 Coins: 130 Item: - As always when fighting humans, they are weak to all elements so the elemental type doesn't matter at all. Take note that Briggs can call for allies with Signal Whistle. Both enemies tend to use a lot of items like herbs and Briggs also has a nut healing him for about 200 points, so it may take some time to finish this battle. --------------------------------------------------------------------------- After the battle Briggs says he will cooperate with your terms and thus freeing Piers, then his wife named Chaucha appears and some more people as well. After a very long conversation it is decided that Briggs and his mates go to prison, but Chaucha and her child Eoleo may stay on the ship. You can try to clear the debris on the ship's mast, but you cannot yet remove the big rock that blocks the main mast. You'll need something more explosive here (See Chapter 7D for more information about this side quest). After doing all the things we can possible do leave the ship. We'll have to come back later. Talking to the mayor give you the opportunity to participate in another event, but for as long as the boat is stuck it won't start. BTW: You can give the Large Bread found on the ship to the crying little boy on the lower east side of Alhafra, in return his father will let you pass into the Alhafran Caves via the rear entrance. Anyway after the battle on the ship go the Alhafran jail. Here another scene takes place between Briggs and his family. Eoleo the youngest member of the family seems to be able to use Psynergy as well. After they leave "Mind Read" Briggs to confirm these thoughts if you will. --Alhafran Cave (rear entrance)-- Hidden Items: 1 (49) Power Bread* - Check jar in Brigg's Cell Chests: 6 (55) 123 Coins, Ixion Mail, Lucky Medal, 777 Coins*, Potion*, Psy Crystal* Monsters: Ghoul, Harpy, Ooze * = Reachable after Briggs' escape If you gave the Large Bread to the boy, you can enter the caves from the rear entrance (next to the Mayor's home). Inside there are some valuable treasures. From the entrance go down the stairs and go down the left path. In the next room use "Pound" and "Lash" to reach 3 treasure chests containing: 123 Coins, Ixion Mail and a Lucky Medal. Until Briggs escapes the other paths in this cave are a dead end, so leave if he is still in jail. After he does later on, the pillar will be removed allowing you to access some additional chests. Use "Frost" on the water puddle to reach three chests containing 777 Coins, a potion and a Psy Crystal. You can also get a Power Bread from the jar in his cell room. --Madra-- Now that Piers' innocence is proven, we might as well go back and check on him (or go to Air's Rock to get Reveal, if you haven't gotten that yet). Piers has left and the villagers now speak of the Kibombo tribe that attacked Madra. It is also the case that the Black Orb was stolen, a crucial item if you want to control a certain type of ship. You can enter the Madra Catacombs again, but you won't get much further than before. The Psynergy called "Frost" is required to complete this dungeon. If you have "Reveal" go towards the west on the world map, until you get to the Gondowan Cliffs (see Chapter 6). --------------------------------------------------------------------------- 5. Revealing Lycanthropy of Wind Tribe --------------------------------------------------------------------------- We can start at two places for this quest and we'll have to visit 5 places around here in order to do everything. So here is a brief summary: Start from: 1. By moving south from Osenia Cliffs 2. Take the lower exit in the Yampi Desert as mentioned earlier Go to: 1. Mikasalla (far south of the Osenia Cliffs) 2. Osenia Cave (north-east of Mikasalla) 3. World Map between Osenia Cave and Mikasalla (for a Mercury Djinni) 4. Air's Rock (south of the Yampi Desert) 5. Garoh (south east of Mikasalla & far south of Yampi Desert) So I ordered the items in the order of the first starting point, but you can do it from the other side as well. --Mikasalla-- Inn: 24 Coins Hidden Items: 4 (59) Nut - Wooden box near the lower left corner near a sheep Elixir - Barrel in the lower right corner Herb - Jar in the lower right home Lucky Pepper - Barrel inside the inn next to the oven Chests: 1 (60) 82 Coins - Climb the first level of the tower, jump over to the right and head up to the northern part of Mikasalla Djinn: Mars - Spark (requires "Scoop") Buy some new armor here, because the enemies are getting stronger. Some of the people mention the tribe of the Garoh to the east. If you went through the desert already use "Scoop" in the center of the lower left corner (close to the chicken and the sheep) to dig out a ladder leading down. Enter it and eventually you'll reach a Mars Djinni in the backyard of the inn. It's quite a surprise to see that Spark joins you without a fight at all. If you are playing a Linked game (and you won the Colosso Event) Galahad the 3rd ranked gladiator from the Colosso event in Tolbi appears inside the inn. He asks if you know Isaac the knight, but it doesn't matter which answer you give. Galahad will tell Felix that the three fighters: Satrage, Navampa and Azart who were defeated by Isaac are out seeking revenge on them. --Osenia Cave West - World Map-- Djinn: Mercury - Sour There is a Mercury Djinni wandering around in the field between Mikasalla and Osenia Cave. Just walk around and Felix will meet him in battle. If your party is victorious in this battle you will get Mercury Djinni: Sour for free. It may be difficult to spot him, but he is located very close to the river bed -------------- Mercury Djinni -------------- HP: 291 ATK: 75 AGL: 57 Weak: Fire PP: 26 DEF: 19 LCK: 9 Strong: Water Special: Cool, Douse, Frost, Froth, Ice, Escape Exp: 130 Coins: 152 Item: - --Osenia Cave-- Stone Tablet: Megaera This cave can be found a little bit to the east of Mikasalla, it is located to the far north of it (use 'L' on the world map to get a better overview). Inside the cave use "Scoop" to open a passageway to the other side, walk up to the Stone Tablet and learn a new summon. Using 1 Mars and 1 Jupiter Djinn to call up the power that be: Megaera. Megaera if a fire elemental and also raises the ATK of all your allies after she is summoned. --Garoh-- Inn: 24 Coins Hidden Items: 4 (64) Smoke Bomb - Barrel next to the inn Elixir - Jar inside the inn between two beds Nut - Barrel upper left corner on the elevated section Sleep Bomb - Blue jar inside the home in the upper left corner Chests: 1 (65) Hypnos' Sword - After learning "Reveal" come back and use it on the six platforms in the cave on the left side of town. Djinn: Jupiter - Ether Upon entering the town from the world map you have to climb some stairs in order to reach the actual homes of the people of Garoh. By the time you reach the top the day has turned into night. Further on you will hear some howls and the person belonging to those. A lycanthrope Werewolf will move along the path and back into the village. Some of the people of Garoh explain that they are the protectors of Air's Rock. They also claim that no such thing as werewolves exist. To continue our trip walk up the stairs in near the sanctuary and an old looking werewolf pops up from a crevice. He quickly disappears again, that is all we can do here for now as well, quite boring indeed. Oh well, our final destination for now is Air's Rock, which is close by from here. Just go to the north and walk into the purple rock in the center in the big desert area. --Air's Rock (Exterior)-- Chests: 6 (71) Cookie, Fujin Shield, Sleep Bomb, Smoke Bomb, Storm Brand, Vial* Monsters: Mimic, Creeper, Dino, Emu, Ghoul, Harpy, Kobold * = reachable after you get Piers Take note that these type of dungeons are quite long, especially to GS1 standards so make some time free. Also you can get Piers to join you before you tackle this dungeon, but that does require more effort. From the start walk up to the Wind Stone and cast "Whirlwind" on it. This will amplify its power and removes the sand barrier blocking the passageway up ahead, then go left and take the lower left branch. Here you can use "Whirlwind" again to open southern path to a chest (it is not yet reachable). Go back to the branch and walk by the upper left way, until you reach a different chest. This is a mimic! ------- Mimic 2 ------- HP: 431 ATK: 126 AGL: 77 Weak: Fire PP: 36 DEF: 33 LCK: 16 Strong: Wind Special: Debilitate, Psy Drain, Sleep, Tundra Exp: 272 Coins: 241 Item: Lucky Medal Fight it and after the battle you will receive a Lucky Medal for your troubles. Continue on and you'll reach another fork in the road. Follow the right route, at the next junction go right and use "Whirlwind" on the Wind Stone at top end of the screen. Run down all the way until you find another Wind Stone, cast "Whirlwind" on it, walk back a bit and navigate past the small pebbles around the left, then "Whirlwind" the Wind Stone TWICE to demolish both blockades. Walk back all the way to that chest and you can claim your Cookie (just follow the left wall). Follow the path to the south from here, at the bottom head towards the left, use "Whirlwind" on the rock while standing on its right side. Stroll back to the entrance, follow the left path and use the Psynergy again at the end. Felix can also claim a Smoke Bomb from the chest below here. Use the newly created path to reach a huge twister shaped purple rock; of course use "Whirlwind" on it. This will remove all the mud from the wall allowing you to climb it. On the next screen climb up two times using the leftmost route, then fall down and let yourself be guided by the small whirlwinds. Do this a second time and you will reach a brown pillar on the right side of the screen. Push it into position, walk on to the right, make another pillar fall, go over the closed gap and climb to down on the far right to the previous area to collect Storm Brand. Climb back up and ascend another two levels on the right, until you reach a dead end with a statue exhaling little whirlwinds to the left. Use one of these and climb down the cliff from the right edge, use another whirlwind trip to the left, climb up two more times, push the pillar down and use the whirlride to the left again. If you have Piers in your party you can use "Frost" on the pillar to the left, if you slide down. Then go to the start of this screen, climb up the wall and go to the right. You should be able to collect a Vial from the chest here. In the following area carefully climb past all the statues and do not get hit by the twisters or else you will have to start over again. Once you are at the top you can fall down the cliff here (don't worry), move another pillar to the right (creates a shortcut if you wish to go back sometime), collect a Sleep Bomb, stand on the statues mouth to get a free ride to the top again and go right to the next field. Here we have to climb up two times, move the left pillar one space to the left, climb down 1 level, run to the far right, fall down, use the whirl ride up, move the right pillar to the left fall, jump over the gap, fall down again and take the left whirlwind ride to the top. Exit to the left and ascend to another screen. Here it is quite foggy and the only thing you can at this moment is moving the pillar in the gap with "Move" Psynergy. Go back two screens, fall down two times and use the left route to get back to the purple whirl rock. Use "Whirlwind" on it and finally we can get to the top of Air's Rock, but don't think we are done yet! We actually have to begin. BTW: if you can afford some time go back and use the right route to climb all the walls to get 1 chest with a Fujin Shield. It is worth your troubles since it has +50(!) Wind Resistance, but still I think it is evil of the developers to make you run around all over the place so many times. --Air's Rock (Interior)-- Chests: 6 (77) Elixir, 666 Coins, Clarity Circlet, Psy Crystal, Vial(2x) Stone Tablet: Flora Monsters: Creeper, Dino, Emu, Ghoul, Harpy, Kobold, Mummy Anyway once you reached the top following the left route use "Whirlwind" on the twister rock here to open a new road leading to the interior of Air's Rock. Inside there is only one path. There is nothing useful we can do here so go to the next room. Felix will be standing on a tile marked with two yellow dots for reference. Go through the door on the right, follow the right upper path, use "Pound" on the right grey pillar once and move the brown pillars in such a way that we have the following setup: B G B _ G _ B _ = Empty Space G = Grey Cone Pillar B = Brown Pillar Jump on the upper left brown pillar and go over to the other side, use "Whirlwind" on the rock and it should hit the wall, because we left the left cone pillar untouched. Walk back, go through that new passage, cast "Whirlwind" on the wind Stone back here, move the pillar behind the section we just opened up and walk around using the pillar as a stepping stone to reach a door with three red dots. Move to the upper right corner of this "Three Red Dots" room and "Move" the pillar one space to the right, in order to walk past the non-venting gap. Further to the north use "Move" to push the pillar to the right, walk past the non-venting shaft and you are very close to the pillar again. Stand one space to the right of it, "Move" the pillar away from you, this way Felix can jump over it after ascending to the elevated level. Keep on following the left path and push a pillar one space to the right so another ventilation shaft gets unblocked on the elevated section. Go back to the lowered section in the middle, push a pillar down two squares in order to be able to traverse over it on the higher level. After doing so slide down and climb up again. Felix can safely walk past the shaft here, follow the path and you'll be back in the big room again. Hop over to the passage on the left marked with "Three Blue Dots". In here use "Whirlwind" Psynergy on the stone, while standing on its right side. This will cause a wall segment to rotate so you can walk over it, then follow the left route and use your Psynergy again on the rock so the wall in now aligned vertically. Go back to the junction and pick the other path, before going over that wall part. Here Felix can push a pillar in the gap so we have a shortcut if you ever wish to come back here. You can exit here to a room marked with "Four Blue Dots". Go left here to find a chest with an Elixir as minor treasure. Follow the upper route in this room and eventually you will reach another rock on which you can use Psynergy. Do so and walk over the tightrope to the north, once you're on the other side use "Whirlwind" again to make the wall appear horizontal again. Walk over it towards the left, DON'T fall down the slide here or else you have to do the previous thing all over again. Instead jump over to the brown pillar and continue past some more gaps. Again back in the big chamber again descend to the bottom level using the wall. Inside a crystallized room you may touch the Psynergy rock to replenish PP, but that is not very important at the moment. Finally we can activate all the statues in this place by using your well-known Psynergy on the purple twister rock around here. Use the small face to the south to get a free trip back to one of the first rooms. In here use "Whirlwind" to activate the statues in this room, "Move" the pillar on the left so you can walk around here. You should now easily be able to reach the Vial in the chest on the right. Exit this room via the doorway on the left side. Back in the main room again we can go two directions: 1. Right for a Summon Tablet 2. Left for completing this dungeon. So I split the thing up with a small intermezzo, so you know where to go from here. Summon Tablet ------------- Go right and continue on until you reach the "Three Red Dots" room. Remember the lone brown pillar in the center that didn't seem to have any use the last time we went past it? Well, we are going to use it now. Push it 1 square to the right, then go all the way to the north and use the activated statue to reach the left ledge. Use "Whirlwind" on the rock while looking to the south so the pillar is transported along with it. From here on I think it is rather easy to get the Summon: Flora. It requires 2 Jupiter and 1 Venus Djinn to call her. Next to that her secondary ability is to put enemies asleep. ------------ Take the left route through the door and push a pillar two spots to the right before taking the air ride to the other side. Jump over to the north, push the statue to the most northern tile and use a whirl to get to the chest with a Clarity Circlet. Push the statue down again, use the whirlwinds (you can create another shortcut with the pillar here too), follow the left path, jump around, "Move" the brown pillar to the left to unblock a ventilation shaft. Our hero can exit this room using the stairs just to the right. Still not reached the final room, *sigh*, these dungeons are so much bigger as in the original game. At least it keeps you off the streets. Anyway, just walk over some tightropes and you'll reach the "Four Blue Dots" room. Use "Whirlwind" on the rock here from both west and north sides, so you can collect your 666 Coins... Told you the developers are evil. Before exiting this room, don't forget about the pillar a little further on. In the "Five Blue Dots" room (there are no enemies in this room) follow the western path in order to obtain another Vial. Go to the north here, "Move" the statue to the right, this allows Felix to walk over the right path safely. Back in the main room use the free whirl ride to the right. Climb up the wall here and the rest is easy from here on. After entering the center room, jump over some stepping stones that seem to disappear once you get past them and investigate the stone tablet around here. Sheba pops up and learns "Reveal" from the inscriptions (Hmmm... no boss fight or anything). Best of all there are no Psynergy objects required that clutter up your inventory. From here take the left route and use your newly acquired Psynergy to get a Psy Crystal. Then take the right route and go back to the main room. We can exit this place via either one of the following two paths: the front (the way which we came by) or the back door. This second path is found at the very lower right corner of the bottom floor of the main room. Also you can just use Felix's "Retreat" to get back very quickly. Now what else can we do with "Reveal"? Go back to Garoh, that's what. --Garoh-- Back in Garoh again, use "Reveal" on the big rock to the right of the sanctuary. A crevice opens up and inside the party meets a small werewolf. Kraden, the old man, gets very excited and wants to continue on. Do so by following the upper left route. All the members of the group appear here and finally the werewolves show up using the "Reveal" formula as well. Some explanations are made and Maha tells you to come back later. After sleeping in the inn, all the werewolves have turned back into their human forms again, because it is daytime now. After going back to Maha during daytime he will give you the Jupiter Djinni: Ether. Also using "Reveal" on the six platforms inside the cavern on the left of town opens a path to a chest with the Hypnos' Sword. That's all for this chapter. Go back to the western entrance of the Yampi Desert (in order to complete 4A and 4B), or if Piers is already set free continue at Chapter 6. --------------------------------------------------------------------------- 6. The Witch-doctor's Consecration --------------------------------------------------------------------------- --Gondowan Cliffs-- Hidden Items: 3 (80) Sleep Bomb, Laughing Fungus, Healing Fungus Djinn: Mars - Kindle Monsters: Wild Gorilla, Wolfkin Cub, Wyvern Chick Optionally go from the start to the left, "Whirlwind" the foliage and enter the cave to find some Kibombo Warriors. Something is definitely going here. Back at the entrance again "Mind read" the dog to get a free hint! Use "Scoop" on the yellow sand to make a small geyser appear. Use it to reach the left of the field. There are some mushrooms growing around here, but we can't collect them at this moment so leave them be. Continue on to the left (there is only one path) until you reach three slides from which you can fall down. The Left and Right slides lead you back to the where you started, hence take the Center slide. Jump over the gap, use "Move" on the small pillar to the left and push it into the water. This creates the extra step we need to get past this screen. Walk back, fall down the slide here too, climb down another vine, jump over the rocks and climb up the next vine. The jumping field you come across here may be a bit difficult to navigate through for some people so here's a short list of movements starting from the tile you start on: LLLLU ULuUl LuLlD DLuUU URRdR RUUULL L = Jump Left U = Jump Up R = Jump Right D = Jump Down l,u,r,d = move one tile left, up, right or down After climbing back onto the main land, head up, climb a vine, jump over the gap you just walked underneath, climb a third vine and collect the Smoke bomb from the chest. Go back, climb down the lower left vine and continue on to the north. Here you will pass by a tightrope to the west. Take it if you want to exit now, or go right and eventually you'll reach an aggressive Mars Djinni. Time to do some battle: ----------- Mars Djinni ----------- HP: 403 ATK: 114 AGL: 90 Weak: Water PP: 37 DEF: 29 LCK: 11 Strong: Fire Special: Beam, Blast, Flare Wall, Fume, Mad Blast, Escape Exp: 228 Coins: 273 Item: - Stun / Sleep him so he won't be able to run away or attack you, other than that it should not be too difficult all the same. After he had enough Kindle will most certainly aid you in your quest. If you like Felix can collect the red mushroom called 'Laughing Fungus' over to the right. It is a useless item actually, but for the collectors it may be interesting as well. Anyway, head back to the far west and use the tightrope to get you back to Gondowan; the same continent where we started in the Venus Lighthouse. --Naribwe far south - World map-- Djinn: Chill Near the beach in the southern center part there is a Djinni in the field that will attack you as soon as you get close. Fight it to prove your worthiness of Chill's abilities. -------------- Mercury Djinni -------------- HP: 414 ATK: 124 AGL: 96 Weak: Fire PP: 37 DEF: 31 LCK: 12 Strong: Water Special: Cool, Drench, Ice, Prism, Tundra, Escape Exp: 234 Coins: 282 Item: - --Naribwe-- Inn: 30 Coins Hidden Items: 4 (84) Elixir - Jar on the far left side (near Weapons & Armor Shop) Sleep Bomb - Rightmost blue jar inside the inn 18 Coins - Left jar inside upper left home Unicorn Ring - See description below Chests: 1 (85) Thorn Crown - Use "Lash" on rope on the right of the screen For the Unicorn Ring do the following: Go to the upper left corner using the house there to reach the backyard. Use "Whirlwind" to make the ivy overgrowth disappear, climb the ladder appearing underneath and use "Reveal" on the stone to get a Unicorn Ring. This small desert town is populated by a few native people. One of them tells you that back when Oeia (that an original name!) was the Kibombo Witch-doctor their tribe was much more peaceful, but after Akafubu took over things went different. It sounds like there is definitely something going on to the north. A Witch-doctor in a hut can tell your fortune for 20 coins. Most of the items you can show him give a default answer, but the Shaman's Rod seems to be different from the pack. Head to the north towards the Kibombo Mountain range. --Kibombo Mountains-- Hidden Items: 2 (87) Smoke Bomb - Check right wooden box in cavern on the second screen Bone - Use "Tremor" on the chest it is lying (DON'T pick it up; you can't get rid of it!) Chests: 3 (90) Power Bread, Tear Stone, Disk Axe Djinni: Jupiter - Waft Monsters: Assassin, Dirge, Pixie, Wild Gorilla If you get close to the actual entrance some Kibombo warriors show up. Start working very carefully, because if a Kibombo warrior sees Felix you will have to start all over again. Go right and place the big crates in such a way you can jump over them after climbing up the vine. Once you're past this climb another vine, walk over to the left, push the pillar in the gap (creates a shortcut) and continue on. Walk up behind the crate here, and make sure the Kibombo bloke doesn't see you. Push the crate to the right (your enemy doesn't notice a moving crate..?). Don't climb down on the other side or he will see you. You can get the Disk Axe by falling down the slide a little further on to the right from the chest. Use "Move" to get the crate here to the very left so you can climb the vine without being caught. Once you are back up again use "Lash" on the rope. Go down if you wish to create a shortcut that may come in handy later on, else head up along the tight edge. On the next screen you can collect the Power Bread from the chest, but in order to do so you need to make the crate fall on top of the Kibombo guy the moment he is right beneath the edge. Beware of the dog around here, if he sees you he'll alert the other Warriors! So don't let him see you. Drop the pillar to trap the dog on either side; if you trap him in the upper part you can collect the Tear Stone from the chest. Go back one screen to do this over again so we can move on by trapping him/her on the other side. Inside the cavern there is a Smoke bomb hidden in the wooden crate (I knew it! They are terrorists). Outside the pillar is back up again like magic, so you need to use "Tremor" on the crate to the right to make the bone drop on the floor. This keeps the dog occupied for as long as you stay on that screen. Cast "Whirlwind" on the overgrowth to open up a small cavern, continue along, go outside again, climb up and down some vines and you'll see a Jupiter Djinni around here. As expected, we cannot get to him so we have to leave him be; jump over the river and continue on the left exit. On the world map just head north and everything is getting dark all of a sudden, there must be something going on at Kibombo! --Kibombo-- Inn: 48 Coins* Hidden Items: 3 (93) Lucky Pepper - In jar on the left side of village Nut - Inside barrel 1st floor of the inn* Lucky Medal - In the blue jar inside back room of upper left home* Djinn: Mercury - Spring (Piers' pet) Mercury - Shade (Piers' pet) * = after consecration event is completed The only person standing at the bottom of town