Golden Sun: The Lost Age FAQ/Walkthrough By: Super Slash Version: 1.0 Email: ganonpuppet@yahoo.com ---------------------------- =================== VERSION HISTORY =================== v 1.0 - Submitted the guide NOTE: To find what you're looking for, hold Ctrl and press F (Apple for Macs), and type in, for example "IV. Walkthrough", without the quotations. Do this for any section you may be looking for. To ensure you are using the latest version of this guide, make sure you are viewing it from GameFAQs.com. TABLE OF CONTENTS ------------------- I.........Story II.........Controls III.........Game Basics IV.........Walkthrough V.........Side Quests VI.........Item List VII.........Weapons VIII.........Armor IX.........Accessories X.........Djinn XI.........Character Classes XII.........Item Forging XIII.........Psynergy XIV.........Enemy List XV.........Secrets & Glitches XVI.........Frequently Asked Questions XVII.........Email Info XVIII.........Credits XIX.........Copyrights ========= I. Story ========= Since I don't have the story from the instruction booklet (I assume there is one), I will have to explain the story of this game in my own words. This game takes place right before the end of the story for the original Golden Sun. Felix, Kraden, and Jenna are shown in the Venus Lighthouse, in a room with an electrical barrier. This scene takes place before Isaac and co. reach the lighthouse (your old party from the first game). After they get out of the Venus Lighthouse, Felix and the others end up on a strange new continent. They must now complete the quest they started: lighting the beacons of the four lighthouses, with only two remaining. If you want to know the full story, you will find out what it is when you start the game. ------------------------------------------------------------------------------- ============= II. Controls ============= "A" Button: Brings up the menu. Also confirms stuff and talks to people, as well as examines certain objects (such as barrels or jars) "B" Button: Cancels out of menus and such. Hold B while walking to run "L" Button: Uses a customized shortcut for Psynergy. Also gives you a view of your surroundings while on the world map "R" Button: Uses a customized shortcut for Psynergy. Also brings up the map while on the world map "Start" Button: Brings up the Pause screen, where you can save your quest, put the game in Sleep mode, or change the game's settings "Select" Button: Brings up the menu. Also randomly changes the window color and brightness on the Change Settings screen D-Pad: Moves character ------------------------------------------------------------------------------- ================= III. Game Basics ================= NOTE: This section was all copied from my FAQ for the original Golden Sun, with only a few things changed/added. This is because both games play almost exactly the same. In this section, I will list the basics of the game. If you are new to the Golden Sun series or new to RPGs in general, be sure to read this section before playing! ----------------- The Battle System ----------------- Golden Sun plays like most RPGs out there. It is turn-based, and in a battle, you have a list of commands to choose from. You can choose to do your basic attack with your weapon, and you can even choose to use your equipped Djinn. Once you use a Djinni, you can use a summon on the next turn with that character. However, most of the summons require you use more than one Djinni in order to be able to use them. You can tell how many Djinn you have to use by looking at the number next to the summon. You can also use items in battle, and can even run away. Running away isn't always successful, however, and you can't run from a boss battle (why would you be able to?). -------------------- Other Game Mechanics -------------------- Hit Points ---------- This is your health in the game (way more commonly known as "HP"). The more you level up, the more HP you will obtain. Characters get more or less HP with each level you gain, and HP is a very important element in every RPG. If the HP of a character reaches zero, that character falls. You must use an item or certain skills to revive the character, and there's always the sanctuaries you can use in the towns. Psynergy Points --------------- This is more commonly known as "PP". Psynergy Points are basically your magic points in Golden Sun, and they're also a really important element in the game. Like with HP, you gain more PP for each level up, more or less with each party member. It's important to conserve as much PP as possible, simply by not using Psynergy skills that are pretty much worthless, and by exploiting the enemy's weakness. PP is recovered the same way as HP is. Psynergy -------- Probably the most important aspect of Golden Sun. Psynergy is like your magic in this game, only it can be used outside of battle as well. Depending on the type of Djinn you equip, you'll learn other Psynergy spells. They are required to use in order to access certain areas of the game, making them a nessecity. Sometimes you might have to switch around Djinn to certain characters to learn certain spells you'll need. However, you can just switch them back once you get past that area of the game. Psynergy that's used outside of battle can have a shortcut set to it. Put the cursor over the Psynergy you want to create a shortcut on, then hold Select and press L or R. You can then use that button to use the Psynergy immediately. Djinn ----- Another new aspect to RPGs. Djinn are strange little creatures shaped like small balls, only with wings, ears, eyes, and a small mouth. You are forced to get at least one Djinni in this game. Djinn are sometimes difficult to find, and they are scattered at random locations at random spots in the game. Some are even found by battling on the World Map itself, and you have to go to a certain spot just to find it. There are several different types of Djinn, too, and you can either give your party members one type of Djinn, or several types. These also affect your character classes (you can find info on that in the Character Classes section). You can't use them outside of battle like Psynergy, but only in battle. Djinn do certain things in battle, and you have to use a certain amount of them in order to be able to use summons (they MUST be equipped in order for you to use them). After using them, they take a "rest" for a few turns before they are ready for use again. You can see how many turns are left before it becomes available again by looking at the Djinni list in the battle. There is a number to the right of the Djinni you used which determines it. In case you're confused, Djinni is singular and Djinn is plural. Game Events ----------- If you beat GS1 and transferred your data from one of your files over to GS2, certain events during the game will occur if you did certain things in GS1. These are entirely optional (obviously) and do not add much to the game, other than a few interesting scenes. I will list what you must do in GS1 to get these events to happen in GS2 below. - If you talked to the mayor after beating the Bandit and Thieves in Vault, then you'll have to battle them a second time in Madra. Defeating them nets you a pair of Golden Boots - If you came in first place in the Colosso, then you'll have to fight Navampa, Azart, and Satrage in the Shaman Village Cave. For defeating them, they let you have a Golden Shirt. Also, in Mikasalla, there will be a gladiator from the Colosso who will warn Felix that Navampa, Azart, and Satrage are seeking revenge on Isaac - If you saved Hsu by using Lift on the boulder at Alpine Crossing, Feizhi will appear at Champa and give you a Golden Ring. She refers to Hsu as "Ulmuch", which is a translation error. Maybe that's the name in the Japan version, but I really don't know - If you defeated Deadbeard at Crossbone Isle, then two pirates in Alhafra will talk about Isaac defeating him before you go to Champa - If you did the Lunpa Fortress side quest (thus, saving Hammet), you will get an Orihalcon from a messenger from Vault - If you talked to Dora (Isaac's mom) while she was ill, then Isaac will comment on how she looked sick at the end of the game ----------------- Transferring Data ----------------- Once you beat the original Golden Sun, you get the opportunity to save your game to a file. This game has "(Clear data)" next to it once you save, and that file cannot be loaded again. In Golden Sun 1, go to the main menu that appears when you boot up the game, then hold Left on the D-Pad, the R Button, and then press Start. Do _not_ release Left and R until the menu appears again, then release them. The option "Send" will now be available on the right. Choose that option, and you'll get to choose a file that has "(Clear data)" on it. Choose the file you want and you will have two options: "Password" and "Cable". If you don't have two GBAs and a link cable, then you'll have to choose "Password" to transfer your data. I will explain both of them. Password -------- When you choose Password, you then have to choose between the Bronze, Silver, or Gold password selections. Each medal has a longer password than the other. The Gold password is your best bet, but it's really lengthy (260 characters), and the passwords are case-sensitive, so if you mess up, you have to go through each and every page and double-check the password to find the error. Each medal has a password that transfers a limited amount of things. Bronze: - Character levels - Djinn Silver: - Character levels - Djinn - Character stats Gold: - Character levels - Djinn - Character stats - Items - Coins Despite what the game says, however, they transfer more than that. All of the passwords also transfer your quest data and your items that enable certain Psynergy. The quest data is basically stuff that triggers certain events in Golden Sun: The Lost Age. Cable ----- This is by far the easiest method of transferring all of your data. All you must do is link up with two GBAs using a Game Boy Advance Link Cable. This makes your data all transfer over to GS2 instantly. Keep in mind that I'm only going by what I've heard, because I have never used this option; I always use the passwords. ------------------------------------------------------------------------------- ================ IV. Walkthrough ================ When you start a new file, you'll get to name the main character of this game. By default, his name is "Felix", which I will be referring to him as throughout this guide. You will then be asked if you want to transfer data from the original game. By selecting "Yes", you can choose to do it through a password or a link cable. By selecting "No", you simply get to name Isaac, who's name will also be referred to as such throughout the guide. You will have to name him regardless. If you are playing on a linked game, you will be brought up to a screen with Isaac, Garet, Ivan, and Mia. Just press Start twice to begin the game. The game starts with an opening that explains everything that happened in the first Golden Sun game. After this, the intro plays and the game finally begins (err, continues from the previous game). ================= Venus Lighthouse ================= Felix, Kraden, and Jenna are shown in a room of the Venus Lighthouse, with an electrical barrier blocking their path. Felix uses the "Move" Psynergy on a nearby statue, which he moves onto a switch. This disables the barrier in their way. Felix leaves and then Alex appears, and a long scene occurs. After awhile, Alex will suggest leaving before they fire the beacon, then Jenna heads downstairs and you gain control. Take the door on the left and head all the way south. Go through the door there; ignore the stairs, as they lead to nothing of importance. Head south a few more areas to exit the lighthouse. ========================= Outside Venus Lighthouse ========================= Out here, head south and you'll see some men from Lalivero preparing to invade the lighthouse. After a lot of mindless jabber, Kraden will ask Jenna what they should do, and she suggests fighting since there's no other way around it. When Alex suggests they regroup from the road that's away from Lalivero, accept, and he'll give you directions on how to reach Idejima where you'll meet him. After you see Alex use his uber h4x to scare the people of Lalivero, follow the western road and you'll spot another one of those goons from Lalivero. He's waiting for backup, but he's so scared. He's gonna try taking you down! You fight only with Jenna right now, but this fight is so easy you could win with your eyes closed, and with your feet. Simply use her "Fume" spell and you'll defeat the Ruffian with one shot. That was easy, wasn't it? Continue to the Suhalla Gate. ============= Suhalla Gate ============= Head west and up the flight of stairs, and you'll come to another Ruffian. Just like the last one, he thinks he can take you on now that Alex isn't with you. Show him what you're made of and proceed to the next area. If you keep going left, Kraden will stop you, so climb down the two vines and head up to the cave. You'll be stopped by three more Ruffians, but don't worry, two more doesn't make it any harder. Enter the cave after defeating them, then head down the stairs and enter the next room. Follow the path in here and you'll be attacked by another easy enemy: the Punch Ant. One Fume will also take care of it. After Kraden rambles on about how he loves fighting, he suggests continuing to the peninsula. Examine the purple stone on the ground, which is a Psynergy Stone. It restores all of your PP. Follow the path to the exit. ======== Idejima ======== This is the peninsula Alex wanted you to meet him at. When you step outside, Jenna and Kraden will soon notice a ship in the water that Menardi spoke of. She was one of the villians from the first game, for those of you who didn't play it. After a bit of bickering between Jenna and Kraden, Alex appears and they all wonder why the Venus Ligthouse beacon hasn't been lit yet. Right after that, it gets lit, and a tremor causes a rift to tear in the Suhalla Range. Idejima will then slowly float away, and you'll see a scene of it completely out in the open water, away from land. You will see a scene that occured in GS1 all over again. At the end of the scene, Alex shows Jenna and Kraden two people lying on shore: Felix and Sheba. The title screen appears at this point, so press A to continue with the game. The scene continues as Sheba wakes up, and eventually Felix too. If you can't tell, in this game, Felix is mute (he wasn't in the last game). Eventually, Felix and the others spot a new continent that Idejima is approaching, but it's accompanied by a tidal wave caused by the tremor at the lighthouse. It washes everyone on Idejima away. Felix wakes up with Sheba and Kraden unconscious. Check yourself for injuries if you want, although it's not required; it's just for kicks. Talk to Kraden and he'll wake up, and he'll find out that they were all washed onto the continent they spotted earlier. Talk to Jenna and Sheba and they will join your party (Kraden is _not_ a party member, he just joins with you). Head all the way west and Kraden will wonder where Alex went. After some talking about the Great Western Sea and Sheba, you'll regain control. Continue west and you'll be on the world map. ========== World Map ========== Welcome to the world map! It's enormously huge in this game, and about three times as big as it was in the original Golden Sun (the game itself is about twice as long, as well). Anyway, our first destination is Daila, a town to the south. It's the only place you can visit from where you are right now, so just follow the path leading to the village. ====== Daila ====== Before we go on, equip the Shaman's Rod on Jenna (preferably). This is a key item that was obtained in the original game. To give it to Jenna, go to the Item screen and go to Felix's inventory. Go to the Shaman's Rod and select it, then choose "Give" and move the cursor over to Jenna. Give it to her and choose to equip it on her. Viola! Now that that's done, feel free to explore the village a bit and speak with the townsfolk. They're all still in shock over the massive tidal wave, which explains why there is salt water everywhere. You will also learn about the Kandorean Temple if you speak with enough villagers. At the northern end of the village is a sanctuary, but there's not much of a point in going there right now (much later in the game, we'll go there). At the southwestern part of the village is the Inn. Examine the barrel at the entrance of the Inn to get a Sleep Bomb. Go around the outside of the building to some barrels. Examine those until you find a Smoke Bomb. At the northeastern end of the village is a house on a raised cliff, which you need to climb up some steps to reach. In the mayor's house, examine one of the jars until you find 12 Coins. Exit and go behind the house by going left, then head up the steps and examine the jar to find an Herb. Go past the mayor's house and head down the steps, then go around the big house there and go inside. Inside one of the jars, you can find 3 Coins. That's it for the items in here (there's a couple more, but we can't get them yet). Go to the Equipment Shop located at the southern end of the village. Buy some new armor for your characters and buy Felix a Wooden Shield as well. At the Weapon Shop, buy Felix a Long Sword. If you don't have enough cash, just sell the Sleep Bomb and Smoke Bomb you just found; they're not really worth keeping. Once you're done shopping, take the southern exit out of the village. ========== World Map ========== Immediately after exiting the village, you'll encounter your first Djinni. If you played the original Golden Sun game, you'll know how these things work. Since I'm too lazy to explain, say "No" to the last thing the Djinni asks and he'll explain. Otherwise, just refer to the Game Basics section. The first Venus Djinni, Echo, will join Felix. Set the Djinni on him. I suggest having Venus Djinn on Felix, Mars Djinn on Jenna, Jupiter Djinn on Sheba, and Mercury Djinn for your fourth party member you'll get later on (you'll have to keep the Mercury ones on someone else until you get him). Now then, take the southern path and follow the dirt path all the way to a bridge. Head south from that bridge to find another one; cross it, because it's a shortcut. Follow the path up to the Kandorean Temple. ================= Kandorean Temple ================= You will notice that the entrance is blocked off. If you talk to the two gate guards, you'll learn that you cannot enter the temple because there is a meditation session going on, with someone named Master Poi. Head around the left side of the temple's walls and you'll come to a wall of ivy. Kraden says it looks suspicious, and it is. Have Sheba use Whirlwind on it while standing in front of it to blow it away, then enter the cave that was revealed. Follow the watery path and you'll come to a well at the end. You can climb it up. Do so and you'll be back outside. You can see some of Master Poi's students meditating in front of the entrance. Without delay, enter the temple (they must not be very good at meditating if they can't even sense your presence). In here you will see Poi, who is training his students to levitate in the air. They ultimately end up failing, then one of them begs Poi to let him enter the trials. He proceeds through the cave, so follow him into it. Inside, head north and open the chest to find...a Mimic! Mimics are basically fake chests that attack you when you examine them, and each one has more HP than the other. This particular one has 207 HP, a decent amount this early in the game. Use your best spells and you'll take this thing down in no time. It gives you 64 EXP and 46 Coins, along with a Game Ticket. Once it's defeated, take the western path and manuver your way past the stones. After a really long path, take the stairs down to the next room. Climb down the ladder here and head south, walking through the maze of pillars. Head left and you'll see one of Poi's students lying on the ground (this must be the guy that took the trials when we entered the temple). Talk to him if you wish, then go right and manuver your way through those pillars. You will eventually come to a ladder at the northwestern corner of the room. Climb it up and follow the path south, past the red rock. At the end of the path, jump onto the pillars on the right and hop your way across them to the northern end of the room. Proceed to the next area. In here, you'll have two paths to take. The eastern one leads to a dead end, so take the western one and head into the next area. Here, climb down the ladder and you'll see a waterfall. The water flows really fast, and it'll slide you down if you stand on it. Head south until you find an opening in the rocks where you can cross the waterfall. Run across it and use the rocks to prevent you from going all the way down. Make your way east and then run up the path of water (you can run up, it's just a little slow). When you see the path branch off to the right, take that path and keep going until you reach the next area. You will see two water vents in this room, along with a log. Push the log onto the western vent when it is closed, then go over to the right one and stand on it. The water will raise you all the way up, so stay there and you'll be taken to the upper floor. Jump to the chest and open it to get a Mysterious Card. Whenever you equip this card, that character's class will change to Pierrot. Jump back on the vent when it comes up and let it take you back down. Now, push the log onto the right vent this time, then stand on the left one. Let it take you up to the upper floor, then jump to the ground and go up the ladder at the end of the path. Follow the path to a tightrope, then walk across it. Ignore the second tightrope and go up, then right (ignore the ladder). Use Move on the log and push it right once, then jump across and go across the second tightrope. Don't go down the ladder. Go right and head around the path, then jump your way across and go down the ladder at the end. Enter the next room. In here, go forward and you'll see a Mercury Djinni. We can't get it yet, so for now, just keep following the path through a couple of more areas. You'll eventually come to a sign and a pot of boiling water. The sign says to extinguish your desire to cool the fire, and to empty your mind and you'll feel no pain. Yeah. Whatever. Use Move on the pot and push it aside, then head up and you'll encounter three giant gorillas. ------------------------------------------------------------------------------- Chestbeater (x3) HP: 155 (each) PP: 0 Weakness: Fire Strengths: Wind Attack: 44 Defense: 11 Agility: 20 Luck: 24 Experience Points: 120 Coins: 84 Items Obtained: Nut Boss Strategy: This fight isn't all that hard. The three gorillas can dish out a lot of damage if you don't keep your party healed, though. Just attack with Felix (or use Spire) and Sheba. Since they're strong against Wind-based attacks, don't bother using Whirlwind. It's just a waste of PP. If she has it, have Jenna use Flare Wall to hit all three of them at once. Otherwise, have her use Fume on one at a time until they're down. Keep your team healed by having Felix use Cure or by using an Herb, and as long as you are healed, you'll have little trouble with this fight. ------------------------------------------------------------------------------- Climb up the ladder that is revealed after the battle, then follow the path to the next room. In here, Poi will mistake you for one of his students, but quickly notice that you're a new guy. He'll find out that you came here through the cave, and as a reward, he says he'll give you a power known as "Lash". He will demonstrate the technique on a rope nearby to connect it to another peg on the ledge above. Poi calls it "spiritual power", but apparently that and Psynergy are one and the same. When Poi climbs up the rope, you do the same, then examine the pebble on the pedestal. You'll get the Lash Pebble. Lash can be used on ropes like the one Poi just used it on. Equip the Lash Pebble on someone to learn Lash, then backtrack the way you came until you get to the room where the Mercury Djinni is. Use Lash on the rope near it, then climb it up to reach it. It won't join you without a fight. This Mercury Djinni has 165 HP. It's weak against Fire, so make good use of Jenna's spells. Just do whatever with Felix and Sheba. If it runs away, reenter the area and it'll come back. Once you defeat it, you'll get the Mercury Djinni named Fog. I suggest leaving it unset on one of your characters for now, until you get the fourth party member (which won't happen for awhile). Use Retreat to get back to the entrance, then exit the temple. Outside, go south and the gate will open, so continue out onto the world map. ========== World Map ========== Now that we have Lash, go back to Daila and take the eastern path this time. You took the southern path to reach the Kandorean Temple, remember? Anyway, follow the eastern path to a cave, the Shrine of the Sea God. ====================== Shrine of the Sea God ====================== Go forward and you'll see two children. One is by a rope and another one is on the platform across from the rope. Their names are Riki and Tavi (Riki is the one by the rope, Tavi is the stuck one). Eventually Riki will leave to go get help, and you'll regain control. Climb up the nearby ladder and use Lash on the rope to create a path. Tavi will think that Riki did it and will then climb down, but soon finds out that you're not Riki. Riki will enter the room again and they'll start jabbering, talking about a critter that flies away when they try to catch it. A Djinni! When the two brats leave, climb up the rope and go through the door ahead. In the next room, head left across a couple of walkways, then head south and cross the walkway there. You'll see a Jupiter Djinni, but before you can reach it, the walkway collapses. Approach the ladder and it will retreat. Climb up the ladder and follow it, then it'll retreat again. Keep following it and head down the stairs. In the next room you'll see some footprints; it's from the Djinni, no doubt. Follow the footprints to some water. Walk across the water and you'll come to three stairways. Take the southern one up to the next room, then climb down the ladder and go forward. You'll see the Djinni on a ledge above you, and he'll head left down a staircase. Go back to the previous room and take the left staircase this time. Follow the path and the Djinni will run to the north on the floor below you. Head down the staircase to the east and climb down the ladder again. Go forward and you'll find the Djinni, but it will retreat onto a stone wall nearby. Before chasing after it, push the torch in the middle of the wall up twice. Chase after the Djinni again and it will run, but will be forced to stop at the flame. Now you've got it cornered! Like the last one, though, you'll have to fight to get it to join you. This one has 184 HP and isn't too difficult. Once you defeat it, you'll get Breath. Use Retreat and leave this place for now. ========== World Map ========== Head west and go back to Daila. ====== Daila ====== Here, you'll notice that most of the water is dried up. Go northeast and head to the mayor's house, and you'll find Alex. He says that he spoke with the mayor, and that there's a boat at Madra, to the south. After a little bit of talking, you will regain control, so leave the village. ========== World Map ========== From the exit of Daila, head south and turn east at the fork in the road. Follow that path across a couple of bridges, and soon you'll come to a mountain-like area, which is where you need to go. =============== Dehkan Plateau =============== Head up the stairs in this place and you'll come to two holes and some cracks in the ground. Walk on any of the cracks twice to fall through. Once you fall through, head right and take the southern exit (you should be able to tell that there's a part of the wall that's really a door). Climb down the vine here and open the chest to get a Full Metal Vest, then head back into the cave and go up the stairs ahead. From there, head east to the next area. There are stone pillars in this area, and if you jump on them once, they crack. Jumping on them twice causes them to break. Jump across the one to the far north and open the chest to get an Elixir. You'll have to jump to the pillar again. Once you fall down, climb up the vine and hop across the other two pillars (the only ones you haven't crossed). The big pillar to the north is blocking your path, so head south and follow that path to some cracks and holes. Walk along the cracks and make your way to the northernmost one. Step on it once to fall into a cave, on a ledge right next to a chest. Open it to get a Mint, which permenately boosts a party member's Agility. Slide off of the ledge and climb up the vine, then follow the path which leads back outside. Push the log into the hole to create a path for you to jump across. Do so and go back north to the cracks again. Manuver your way through the cracks and this time, jump over the hole in the middle, then head all the way north and to the next area. You'll notice some more stone pillars in this area. Hop across the only one that is possible to hop to from your position, then hop to the platform there. Hop to the next platform, then to the last stone pillar. Jump on it twice and it will crumble to the ground, opening a path to a vine. Climb up the vine and open the chest to get Themis' Axe. Equip this on Felix and make your way back to the previous area, then come back here. The stone pillars will have reappeared. Jump across the first one, and this time, jump across the ones to the south. From there, jump your way to the northwestern part of the area, then follow the path to a new screen. Here, fall down any of the cracks and you'll fall into a cave, where you should head south to another room. Head up the stairs in that area and you'll be back outside. Go forward and you will find a Mars Djinni, who will flee and fall through a crack, opening more of another crack in the process. Fall down the crack in front of you, then exit the cave you fall into. Follow the path and climb up the vine, then go forward and the Djinni will retreat. Before following him, push the log ahead into the hole below. In the next area, you'll see the Djinni on the bridge. Approach it and it will run away again. Head south and climb down the vine, then follow the path to a couple of tightropes. Walk across both of them and push the pillar with a vine on it all the way to the right. Climb it up using the vine, then jump to the platform and use Lash on the rope. Climb up the rope you created to reach a chest, which contains a Nut. Head back down and push the vine pillar to the left off of the platform. Climb down the vine and head all the way south, then climb up the vine there. You'll see the Djinni again, who will use the Pound Psynergy to pound a stone pillar into the ground. It will then retreat. Follow it to the next area, and it will hop across two stone pillars, then fall through a hole. Climb down the vine and push the vine pillar over to the right, then climb it up and jump across. Jump to the two stone pillars, and jump back to the first one when you're on the second one to make it crumble to the ground. Take the path that was revealed and you'll come around to another vine pillar. Use Move on it to move it left twice, then climb onto the pillar and jump to the stone one to make it crumble. Climb up the vine nearby, and then push the pillar here off of the platform. Climb back down the vine and go around to the pillar, then move it once using the Move spell. Go back on the platform and jump across the pillar to reach the next platform. Head down the stairs which lead to a cave. Follow the path here, then turn right and head into the next room. The Djinni is in this room, surrounded by a lot of cracks. Head up to the northwesternmost one, but do _not_ step on the darkened one in the corner. Instead, walk across the lighted one and step onto the second crack, then go south and step on the next crack. From there, turn right and run across that crack, then head south to another room. Head up the stairs there and you'll be back outside. Follow the path to two almost-broken cracks. Step on the rightmosbt one and you'll fall back into the cave and land right on the Djinni. It'll drop a cube, then retreat to the next room. Pick up the cube and you'll get the Pound Cube. This gives the Pound spell to whoever equips it, so equip it on somebody and use the northeasternmost crack to get to the stairs the Djinni went down. Follow it to the next room, then follow that path to another room. The Djinni is right next to two pillars in this room, and the left one is one that cannot be crumbled. Climb down the vine and walk up to it, then use Pound to pound it into the ground. Climb back up the vine and attack the Djinni; we've finally ended this wild goose chase! This one has 203 HP. It's not really any more difficult than the others you've faced so far. After you defeat it, the Mars Djinni, Cannon is yours! Climb down the vine and head right, then climb up that vine too. Go through the next few rooms and you'll be back outside. Follow the path down and head down the stairs, then go all the way left and push the pillar left. This creates a shortcut back to the previous areas. Head back down the stairs and head south, then follow the path out of this place. ========== World Map ========== Simply head south and you'll see a boat on the shore. Approach it. ================= East Indra Shore ================= Here, Kraden will notice a ship which he says belonged to Menardi. It must've drifted here since Saturos and Menardi are dead, and apparently it won't run without a certain orb. Since we can't do anything with this boat just yet, exit this place, then follow the path west to a cave which you should enter. ============= Indra Cavern ============= In this cavern, go forward and you'll see a rope and a log. Use Move on the log and move it right once, then use Lash on the rope and climb it up. Jump across the log and examine the stone tablet. The tablet will disappear and a bunch of weird letters will appear on the screen, then you'll get the Zagan summon! To summon it, you need 1 Venus and 1 Mars Djinni on Standby. That's all we came here for, so exit the cave. ========== World Map ========== You'll have to take a bit of a long walk to reach Madra. Head west and follow that path. After you cross a few bridges, you'll soon come to a town, which is Madra. Before entering it, head back west and cross the bridge there, then go all the way west to the water and trees. Keep walking around that area and you will eventually fight a Venus Djinni in a random encounter. It has 223 HP. For defeating it, Iron will join you. Go back and enter Madra now. ====== Madra ====== When you enter the town, go forward and the two people guarding the entrance will examine Felix and Kraden. Apparently, some pirates from Champa have been coming here to try and free their leader, Briggs. They will let you pass, so go through the gate to the true part of town, then enter the Inn and go upstairs. There, examine the jar to the left to get a Sleep Bomb. Before exiting the Inn, head south two rooms and you'll be on the balcony. Walk on the tents to the left, then jump across and open the chest to get a Nurse's Cap. Go back into the Inn and exit it, then enter the small house just south of here. Examine the barrel at the end of the room and you'll find a Smoke Bomb. Go to the northwestern part of the village and enter the house on the raised cliff. This is the mayor's house. Examine the wooden box to find 15 Coins, then exit. There is a Weapon Shop, an Armor Shop, and an Item Shop outside at the tents, but there are no weapons worth buying. Buy a Leather Armlet for Jenna (and anyone else if they need one, but only Jenna needed one for me) and a pair of Leather Boots for all three of your party members. Now, go to the exit of the village, but from the middle of the staircase that goes to the exit, turn right and follow that path to a graveyard. Head north from there and take the ladder down to the Madra Catacombs. ================ Madra Catacombs ================ Not much we can do here right at this moment. Head south to that room, then go through the western door. Follow the path and climb down the ladder, then follow the path to another room. In this room, head west and climb up the vine on the stone structure, then use Move on the wooden pillar ahead. Head west across the pillar, then climb down the vine and go through the hole in the wall. Here, jump across the gap and go forward, then go down the stairs and through the door. Open the chest in here to get the Tremor Bit. For now, use Retreat and exit this place. ====== Madra ====== By equipping the Tremor Bit on a character, that character will learn the Tremor spell, which we will be needing eventually. Head all the way to the northern side of the village, past the tents, and enter the cavern on the left. Inside, examine the jar next to the guy laying in bed to find an Elixir. If you use Mind Read on the sick guy, then he'll say something about eyes shining in the darkness. This is sort of a clue on what we must do. Other people around the town tell you that the boat we saw on shore earlier is one from Champa, and you'll also learn that there is some prisoner in this village. Head over to the left side of the village and enter the rundown building, which is actually a jail. Inside, you'll see two people interrogating a man named Piers. He looks a lot like Alex (at least to me), but it's not him, despite his rather calm and collective attitude. He will use the Frost spell on a puddle that one of the interrogators is standing on, which sends him plummeting to the ground. After both of the interrogators leave, go up to Piers' cell and read his mind. He will sense someone using Psynergy, then notice you. After you read his mind, leave the jail area. Back outside, you'll see some dialogue concerning Piers, and eventually the lady will notice you. She grants you permission to enter Osenia, so once you regain control, exit the village. ========== World Map ========== Go right and to the Madra Drawbridge (it looks like a normal bridge; approach it to enter a new area). The two people here will let you pass since you got permission from that lady, so continue off to a new area. From there, simply head right and to the Osenia Cliffs. ============== Osenia Cliffs ============== Here, go north (ignore the vines for a moment) and you'll find the wreckage of a ship. Climb the tightrope to get on a piece of the wreckage, then jump to the northern piece and then to the eastern piece. Use Lash on the rope, then climb it to find a chest to the south. It contains a Pirate's Sword. Since the weapon isn't that much better than the one you have now for Felix, I recommend giving it to Jenna. Go back and cross the tightrope again and then make your way back to the entrance of this place. Climb the vine on the right and jump across to the rock on the right. Follow the path leading out of here. ========== World Map ========== Continuing on the world map, follow the path and you'll come to a broken bridge. Ignore that and keep going, and eventually you'll see an open desert. Head there. ============= Yampi Desert ============= When you enter this desert, head southeast and follow the long path to a wooden peg. Pound it into the ground using Pound, then open the chest to obtain a Guardian Ring (I recommend giving it to Sheba; she has low HP). Once you get it, head north and to the next screen. There, follow the path and talk to the people standing there. They're trying to find a way through the desert so that they can get to Alhafra. Just follow the path that leads to the next area after you talk to them. Pound the wooden peg here and go forward. Ignore the peg guarding the chest. Go around to the right and at the end of the path, use Pound on the peg there. Follow the path going left to reach the chest, which contains an Antidote. After getting it, go right and use Pound on the peg by the wall. This reveals a stone wall you can climb up. Climb it up and go left, then follow the path as you jump across the wooden pegs. You will eventually come to a dead end. Head south from there and jump across those two pegs (I hope you didn't use Pound on them!), then follow the path and you'll find a Jupiter Djinni. Don't worry, there's no wild goose chase with this one; you'll just fight it. It has 267 HP. Once you win the fight, you will get Blitz. Now, head south and slide off of the platform, then go left and head back around to where you went earlier (the path that takes you to the two raised pegs in front of each other, which you just jumped across). At the end of the path (keep going right), slide off of the platform and continue on to the next area. You will see a Psynergy Stone dead ahead upon entering this area; use it, then use Pound on the rightmost pillar by the wall. Climb up the wall and enter the next area. Here, you will see something scuttling along in the sand. There are several wooden pegs here, too. Set Pound as a shortcut; you'll need it (put the cursor over it, then hold Select and press L or R. You can then press that button to use the Psynergy quickly). Go up to the wooden peg and use Pound when the moving object starts approaching it. If it didn't work, keep trying until you trap it and it moves onto the next area (it turns out it's a scorpion, as you can see when it retreats). Follow it, and you'll have to do the same thing here except the log placement is different. This one is pretty easy; I don't have any really useful tips for you. When it retreats, follow it to another area. This is the hardest part. I suggest using Pound on the right pillar when he moves around towards the left; that's how I did it. If you fail, reeneter the area and try again. Once you trap him, walk up to the sand pit and he'll use Scoop to drop you into a cave. Prepare for a boss battle. ------------------------------------------------------------------------------- King Scorpion HP: 1064 PP: 0 Weakness: Fire Strengths: Wind Attack: 101 Defense: 32 Agility: 39 Luck: 40 Experience Points: 440 Coins: 228 Items Obtained: Vial Boss Strategy: This thing has a crapload of HP. Not to worry, though; it's not all that hard. Start by unleashing all of your Djinn with all of your characters (except maybe the Mercury one, as there's no good reason to), then have Felix summon Zagan (Ramses works well too). The scorpion has some minorly powerful attacks, but nothing to be afraid of, really. If need be, have Felix heal your party. Once you use your summons, do whatever until the Djinn are set again, then unleash them and repeat the process until you win. ------------------------------------------------------------------------------- After the scorpion goes down, you get the Scoop Gem the monster was carrying. Equip the gem on anybody, then use Scoop in the middle of the sand to uncover a water jet. Stand in the middle when the water jet isn't shooting out, then it will shoot you out of the cave and back to the previous area. Now, use Retreat to get back to the entrance of the desert, then go to the second area. Go right and then follow the path to the southwestern corner, where you'll find a patch of sand in the middle of a four-rock formation. Use Scoop to uncover a ladder, then climb it down to a cave. Follow the path to another ladder which you should climb, then exit the cave. Climb up the walls here and keep going. The people that are trapped here notice that you made it up on this cliff. They're so clueless. Ha! ...Or maybe not. One of them finds the ladder you uncovered, then they all take that route. Continue to the next area. Here, you'll see several patches of sand that you can scoop up. Go to the one in the southeastern corner and scoop it up to find a whopping 315 Coins! Head north and enter the cave there. In here, sand is flowing across a path, and you have to cross it. Head north and let it take you up, then move up when you see an opening in the rocks at the top. Run across the sand flow and go south, then let the sand flow take you back to the left. Run up to the chest containing a Hard Nut, which permenately boosts a party member's Defense. Make your way back over the sand flow again, and then you'll come to a second one. Run up the flow and it'll start flowing toward the right. Let it carry you right, then move up in between the three rocks. Face the wooden peg and use Pound on it, then have the flow carry you over to the right a bit more. Move up to the chest and open it to get a Blow Mace. Give this to Sheba. Have the sand flow take you over to the right side of the room, then climb down the ladder and head out of the cave. Back outside, head north and to the next area. There are a few sandfalls here. Run across the first one and let the second one take you down, then follow the path. You'll come across nine rocks along the way. If you come here with Reveal and use it in front of them, one of the set of nine rocks will form an arrow pointing towards the northwestern part of the area. That is of no importance at the moment, though. If you later use Reveal in front of the second set of nine rocks, you'll find a Lucky Jewel. Anyway, keep going past the rocks and climb up the stone wall you find. Run across the two sandfalls and climb up the stone wall, then head around and run to the far right side of the second sandfall. Let it bring you down, then follow the path and you'll finally be out of this place. ========== World Map ========== On the world map, go north and enter Alhafra. ======== Alhafra ======== Go forward in this village and you'll see that the people from the Yampi Desert made it out alive. They talk about going to see the mayor and such, and after a bunch of talking, one of the villagers show them the way to the mayor's place. Head left and you'll find some weirdo by a well. He says something about Briggs and takes off running. Head all the way to the right and enter the Inn, then head upstairs and go left. Alex is here. He says that he'll rest here for awhile since he's weary. When he's done, examine the jar of water south of Alex to find an Apple (why did someone throw an apple in a jar of water?). This permenately increases the Attack of a single party member. Exit the Inn and head west, then go north and enter the upper part of the double house (two houses connected together). Inside, examine the barrel for an Elixir. Now, head directly west and to the entrance of a cave. Examine the pot there to get a Sleep Bomb (enter the cave if you wish, though there's no need to). Head up the stairs near the cave's entrance which goes up to the mayor's mansion. You can't enter right now, so when you find the mansion, head east and go around it, then examine the uppermost box to find 32 Coins. That's all of the hidden items we can get for right now, so head south and down all of the stairs, then head all the way to the eastern part of the village and enter the next area. ================ Eastern Alhafra ================ Here, head all the way north and examine the northwestern pot at the end of the pier. You'll find a Smoke Bomb. Head up onto the boat which has a broken mast, and you'll hear some people debating on how they're going to get the mast back up. There are many things holding it down, the biggest problem being a big rock in the water, which is so big that they can't move it at all. When they're done talking, head inside the ship by going north and through that door, then head down to the basement. Inside, you'll hear a conversation taking place with Briggs and a pirate. Eventually, Jenna gets mad and opens her mouth, then they notice you, and you enter battle against them. ------------------------------------------------------------------------------- Briggs / Sea Fighter HP (Briggs): 984 PP (Briggs): 0 Weakness (Briggs): All Strengths (Briggs): - Attack (Briggs): 129 Defense (Briggs): 29 Agility (Briggs): 76 Luck (Briggs): 42 HP (Sea Fighter): 197 PP (Sea Fighter): 0 Weakness (Sea Fighter): All Strengths (Sea Fighter): - Attack (Sea Fighter): 119 Defense (Sea Fighter): 28 Agility (Sea Fighter): 61 Luck (Sea Fighter): 26 Experience Points (Briggs): 333 Experience Points (Sea Fighter): 89 Coins (Briggs): 891 Coins (Sea Fighter): 130 Items Obtained (Briggs): Vial Items Obtained (Sea Fighter): - Boss Strategy: Be careful in this battle, because it can get a bit rough. Make sure you start off by using all of your Djinn with each party member so you can bring out the summons. Briggs can call out an extra Sea Fighter at any given time, even if there's already one out on the field. Briggs is the dangerous one, really; his Sea Fighters aren't all that much of a problem. He might also use a Nut to heal himself up by 200 HP, and his Sea Fighters might also use Herbs and the like. They also have Smoke Bombs which work on your party members almost every time. Be extra careful and have Felix heal when needed. Use your best summons and spells and hope you bring him down, along with any Sea Fighters. ------------------------------------------------------------------------------- Once the battle ends, a really long scene will take place. Chaucha, Briggs' wife will enter the room, then soon after, the mayors of Madra and Alhafra enter. After a really long scene, it is decided that Briggs will free Piers and that Briggs will also be locked up for his crimes. Once the scene finally ends, head all the way south and use Move on the crate to move it to the right. Go through the door that's revealed, and inside, you'll see a slice of bread sitting on top of a box. Use Tremor to knock it down (tap Left and Right on the D-Pad quickly and repeatedly for the spell to work effectively). Pick it up and you will get the Large Bread. Head back outside the ship, then Kraden and Jenna will recommend that we try and fix the mast. We can get rid of some of the objects right now, but we can't get rid of the big rock until way later in the game. Let's do what we can for now, however. Start by walking onto the mast, then walk down and push the small block thing to the south all the way down, and it will fall into the water. Next, use Move on the crate sitting on the sail and move it into the water. Head back north and head back up the mast again, then get off of it and use Move on the block that's blocking the log. Use Move on it over and over until you move it down so that it falls into the water. Next, go up to the western edge of the log while you're on the boat (not the mast) and roll it down, and it will fall into the water. Jump across to the right and head south, then climb down the rope and onto the log that's now in the water. Use the platforms to jump across to the ground. Head north and ignore the crate, then at the end of the path, jump across the platforms and use Pound to pound the stone pillar into the water. This detaches the ropes tied to it. Head back south and stand by the three sandy rocks, then use Move on the crate and move it left once. Now, jump across the platforms to the left again and climb up the mast, then jump to the boat and make your way to the tightrope on the mast. Climb it up and then jump across to the left and onto the boat. Go north and use Lash on the rope there, then climb it up and climb down the two vines. Jump across the platforms again and head south, then use Move on the crate and move it left once. From there, just push it left and into the water. Use it to reach the other platforms in the water, then you'll come to the big rock. Jenna will say that there's nothing we can do about it right now, so we will have to head back. Make your way back to the boat and tell Kraden that you're done here for now. Go back to the village. ======== Alhafra ======== Go in between the two ruined buildings now that the water is gone, and examine the pot to get a Lucky Medal. If you go to the ruined building to the left, you will see a short scene where a lady found five coins that she plans to use for food. Anyway, follow the path and you'll see a crying boy by the stairs. Talk to him, and he'll say that he's starving. Give him the Large Bread (select the item and select "Use"), and he'll ask you if you like adventures. Say you do and he'll grant you permission to enter the Alhafran Caves through the back entrance, and tells you to go see his dad. Before we do that, however, let's pay the mayor a visit like he asked us to after defeating Briggs. Go to the mayor's mansion (all the way at the northwestern corner of the village), and once inside, enter the room to the southeast. Inside, examine one of the crates to get 7 Coins. Exit that room and go through the middle door. Speak with the mayor and he'll say something about trading with other towns. We can't do anything about that right now, though. Once he's finished talking, exit the mansion and head due south. Enter the cave to the left when you head down the stairs. Inside, you will see Briggs in his cell, along with Chaucha and Eoleo, their son. Eoleo can use Psynergy, as you can see from this scene. Once the scene ends, read Briggs' mind if you wish, then exit and head up the stairs going to the mayor's house. Head left after the first set of stairs and talk to the man there. He will let you pass since you helped his son, but asks you not to take any of the mayor's treasures inside. But we can't accept that, now can we? ============== Alhafran Cave ============== Take the stairs in this cave down to the next room. There, simply follow the path down and to another room. In the next room, go left and use Pound to smash the stone pillar into the ground. Head down the ladder you come to and use Lash on the rope. Climb it up and open the three chests to get 123 Coins, an Ixion Mail, and a Lucky Medal. We can't get anything else here for right now, so just exit the cave. ======== Alhafra ======== We're finally done with this place for the time being, so make your way out of the village. ========== World Map ========== Since you have nowhere else to go at this point, head south and back into the Yampi Desert, and head due south this time. Ride the sandfall down, enter the cave, go through the cave, and you'll be back on the world map. From there, simply follow the path and you will come to a bridge, which leads to a huge desert. Ignore it and continue following the path, then you'll come to a town. This is Garoh. ====== Garoh ====== This place has some nice music. Climb up the flight of stairs here and jump across the gap, then push the log you come to down. Slide off of the platform and keep climbing up the stairs. Jump across again and push the next log down, then slide off of the platform and continue to the next area. Here, go forward and you'll hear a howl. You will find out that it is really a werewolf, and Sheba will notice it, then it runs away. Kraden seems overly excited that there are werewolves in this rundown village, and after a bit of bickering, you regain control. Head into the next area. There are many normal villagers here, who cover themselves up in coats. When there is a full moon, they'll turn into werewolves if they look at it. We can't buy anything at the Weapon and Armor Shops, so we might as well leave the village for now. On your way out, push the logs out of your way. ========== World Map ========== Get ready for one of the longest dungeons (if you can call it a dungeon) in any RPG, and quite possibly the longest area in the game. Head north of Garoh and cross the bridge you ignored earlier. In the center of the desert is a big mountain; go there. ====================== Air's Rock (Exterior) ====================== Relax and get comfortable, because we'll be here for quite awhile. Go north and read the sign, which says something about Wind Stones. They are the key to getting past this part of the level, and there is one in front of you; it looks like a rock sticking up. Stand by the southern side of it and use Whirlwind with Sheba (you might as well make it a shortcut; you'll need it often). This will cause some wind to tear through a wall of sand which blocks the way. Head down that path, then go left and go as far north as you can go. Then, open the chest to the right and you'll fight a Mimic. This one has 431 HP. For defeating it, you get a Lucky Medal. Once it's defeated, head south of the chest and follow the path to a fork. Head right and go south, then follow the path and head right, then north. Stand on the right side of the Wind Stone, then cast Whirlwind to blow away a wall of sand that blocks a chest. From where you are, you can't get the chest, so head all the way south until the path ends. Stand on the right side of the Wind Stone and use Whirlwind again. This gets rid of another wall of sand. Go back around to the other side of the rocks and take the path that Whirlwind just cleared for you. You will come to another Wind Stone. Use Whirlwind on it from the south (that's the only way you can face it from this direction anyway) to blow away more sand. Go back east and head north, past the rocks. Head left and then take the southern path, then follow the path back to where the Mimic was. Go left and take that path down again, then go right and follow the path. You'll eventually end up by the Wind Stone you just used. From there, go left and you'll be back at the very first Wind Stone, from the right side this time. Use Whirlwind on it and you'll clear away another path. Backtrack until you get to the point where the road forks again. Take the western path and use Whirlwind on the Wind Stone, from the northern side of it. This clears yet another path. Go around to the right, then head south and then west, then you'll reach a chest containing a Smoke Bomb. Use Whirlwind on the Wind Stone while facing it from the south and you'll clear away another path. Go back around to the right, then up, then left, and take that new path. At the end of the path, go right and you'll find a giant cyclone. Use Whirlwind on it, and a big tornado will appear which blows away the sand covering the wall. Go right and climb the wall until you reach the next area. In the next area, you will see mini-cyclones being shot over to the right. Head left and you'll see a Tiki, which is what is shooting the mini-cyclones. Climb up the wall after it shoots out a cyclone, then go left and climb that wall. Now, slide off of the platform and let the Tiki's cyclone blow you over to the right. Slide off of that platform and then the next one, then go left and let another cyclone take you over to the right. Push the wooden pillar off of the platform, then go right and push that pillar off as well. Follow that path and ignore the climbable walls. When you see a climbable wall that goes down, climb it down and you'll be at the previous area. Go left here, and if you blew away the wall of sand earlier, open the chest to get the Storm Brand. Give this to Felix; it's a much better weapon than what he has right now. Go back up the stone wall, and when you're back in the previous area, climb up the wall to the right. Be careful of the Tiki. Climb up the next wall and let a cyclone take you away to the left. You'll bump into a wooden pillar and drop down. Head right and climb down that wall, then get blown away by a cyclone again. In front of you is a climbable wall; climb that one up, followed by another one, then push the wooden pillar down. Stand there and let a cyclone blow you away, then climb up the wall in front of you and enter the next area. Here, you'll see a Tiki lying down by a chest, which shoots cyclones upwards. Climb up the wall next to you, and watch out for the cyclones; there's a lot of Tiki statues on the way up. When you make it up, go all the way right and slide down the platform, then push the wooden pillar aside and climb down the left wall. Walk over the Tiki statue before it shoots a cyclone, then open the chest to get a Sleep Bomb. Stand on the statue and let it blow you up, then you'll be back on the upper ledge. Head all the way right and to the next area. Climb up the wall here until you see a path going up and a path going to two pillars. Take the right path. Use Move on the left pillar and move it to the left once. Now, get back on the wall and climb back down a bit, then head all the way right and get on the platform there. Go right and slide down the platform to two Tiki statues. You can only stand on one, so head right and stand on it. You will get blown upwards. Go all the way left and use Move on the pillar there. Move it left once, then hop across and slide down the platform. You will land either on a Tiki or directly into a cyclone it shoots out. Either way, you'll end up on the top platform. Once that happens, go left and climb the wall over to the other side, then enter the next area. Here, simply climb up the wall and you'll be in a new area, where there is haze. Climb up the ladder there and use Move on the pillar to the left. Pull it towards you and then go back two areas. Back in this area, climb the wall back over and head all the way to the right. Slide off of this platform and the next one, then head all the way left and climb up the wall. Keep climbing until you reach the next area, then climb up the wall there to reach the hazy area again. Climb your way up and you'll see a purple cyclone, like the one you saw earlier. Use Whirlwind on it to activate it, which will cause a giant tornado to blow away all of the haze. This was necessary, you see, because if you didn't do this, you'd be climbing up this mountain endlessly with no progress. Go back two areas, then climb the wall down, past the wooden pillars. Then, climb to the right and get on the platform above the one with the pillars. Go right and slide off of the platform, then head right and stand on the Tiki. When it shoots you up, head left and jump across, slide off of the platform, and let yourself get launched up. Climb the wall back to the next screen once again, then climb up the wall on that screen, leading back to the area with the giant cyclone we just used. Climb your way up this screen to another area, in which you will find a chest. It contains the Fujin Shield. Give this to Felix, as well. Climb back down three areas and you'll be back at the area with all of the Tiki statues. Go all the way right, slide off of the two platforms, head left, climb up and enter the next area. Climb up here too, and you'll be back at the purple cyclone area. You're getting tired of this, aren't you? Climb up the left part of the wall and go north, then climb that wall up to the next area. Go forward and use Whirlwind on the giant cyclone. This opens the entrance to a cave, the interior of the rock. ====================== Air's Rock (Interior) ====================== We're roughly about half way done. Told ya this place was long. Pick up the Psynergy Stone in front of you to restore the party's PP, then head south and keep following the southern path. After a long walk, you'll reach a stone wall you can climb down. Do so and keep following the path until you reach another climbable wall. Climb it up and enter the next room. Here, head left and go through the door there, then follow the path and climb down the wall. At the end of the path, push the wooden pillar as far to the left as it can go, then go back to the previous room. This time, head all the way to the right and enter that door. In this room, go right and head through the northern path, then climb down the wall. This is a little puzzle, full of wooden and stone pillars. Start by pushing the southwesternmost pillar under the other pillar in that block (by "block", I mean around the white line; in this case, the one on the left). Go back south and climb up the wall, then head all the way north and jump to the pillar. Cross over using the pillars and you'll end up on the easternmost platform. Head south and climb down the wall here, then jump across to a Wind Stone. Face it and use Whirlwind on it to blow away a wall of sand. Hop back across and cross over the pillars again, and when you're on the westernmost platform again, head south and climb down. Go north and through the path you just opened, then climb up to another Wind Stone. Face the northern side of it and use Whirlwind. This will plow through another wall of sand. Climb down and head back south, then climb up to the platform again. Follow the path south and go through the newly opened path, then climb down the wall when you reach it. Push the wooden pillar here to the left as much as it can go, then climb back up and go around the path. Keep going around the path until you get back to the entrance of this room. Go south from there and hop across the wooden pillar to the next platform. Then, head north and descend the stairs. In the next room, follow the path going north and you'll find a stream of water being shot out. Climb down the wall and ignore it, then head east and climb up that wall. Follow the path to a wooden pillar which is blocking a stream of water. Push it aside in either direction to let the water shoot out freely. This stops the hole in the wall on the left from shooting out water. Take that path and go north, then follow the path and climb down the wall. Head left and stand in the middle, facing the wooden pillar. Use Move and move it to the right, then go north and stand a little bit to the right of the hole. Face the pillar and use Move on it again, then move it back to the left. If you did it right, the water in front of you will not push you down. Climb up the wall and hop across the pillar, then follow the path and climb down the wall. Push the pillar all the way down, then climb up the wall ahead and follow the path (don't hop across the wooden pillar just yet). Push the pillar blocking the water to the right, then go back to the pillar you just pushed and hop across it. Slide down the platform at the end of the path, then go left and climb up the wall. Make your way to the next area. Here, go left and hop across the platforms, then you'll come to a door which you should go through. Follow the path in here and climb down the wall, then face the eastern part of the Wind Stone and cast Whirlwind. This will cause a platform to point horizontally. Climb back up and jump to said platform, then jump across to the left. Climb down the wall and climb up the wall to the left, then follow the path left. Climb down the wall when you can and face the northern part of the Wind Stone. Cast Whirlwind and you'll shift around the bridge platform again. Now, climb back up and go all the way around, taking the northern path this time around. Walk across the tightrope and push the wooden pillar down, then walk across the tightrope again and jump onto the bridge platform. Walk across it and jump across to the south, then walk across the tightrope and follow the path to the next room. In here, you have two paths to choose from. Take the southern one to a chest which contains an Elixir. Go back to the entrance of the room and take the northern path, then climb down the wall at the end and head right. Hop across the floating platforms here, then hop to the south and then to the right. Climb up the wall here, then follow the path and hop across to a tightrope. Before walking across it, climb down the platform and face the southern part of the Wind Stone. Use Whirlwind to move a bridge platform and make it turn vertically. Climb onto the platform and walk across the tightrope, then hop across to the bridge and cross it, hopping over to the north. Walk across the tightrope here and climb down the wall, then face the right side of the Wind Stone and cast Whirlwind. This makes the bridge platform turn horizontally, so climb up the wall and jump across to the bridge again. Walk across it and hop over to the left, then follow the path. Don't slide down the platform; instead, go past that part of the platform and hop over to the wooden pillar. Get on the tightrope and walk across it, then follow the path and hop across to the next platform. Keep following the path and hopping across the platforms, then enter the next area. Here, jump across to the platform on the right and climb down the wall to the very bottom platform. Then, take the stairs down to another room. This room has purple walls with a huge crystal in the center. That's actually a Psynergy Stone that you can use over and over. Follow the path to the middle of the room, then jump to the north and examine the stone to restore everyone's PP. Jump back across and continue right, then north. Ascend the stairs to the next area. Here, go south and hop across the left floating platforms. You will come to another set of floating platforms, along with a big purple cyclone in the middle. Use Whirlwind on it and the large Tiki will get activated, causing the small Tiki behind you to activate as well. Stand on the small Tiki and it'll shoot you up to another room (the floating platforms you saw on the left lead to a dead end, so don't worry about them). At the very top room, go north and use Whirlwind on the purple cyclone. This activates another large and small Tiki head. Jump over to the left, then use Move to move the wooden pillar one square to the left. Jump over to the pillar and move it left once more, then hop across to the south. Go around to the right and stand in front of the Tiki. It will blow you away to a chest. Open it to get a Vial, then use Move on the wooden pillar to the north. Move it right once, then jump across and push it to the right, then use Move to move it down. Jump across to the right and go around the room clockwise, then climb up and take the stairs down to another room. Head right and go through that door. In this room, go right and take the southern path, then jump across the wooden pillar and follow the path to the next room. In here, follow the path and make your way to the lone pillar that's in a white line which we haven't done anything with yet. Push it to the right once, then backtrack and go north of the two holes in the wall. Take the eastern path and follow the path to some water being shot out of the wall. You solved a little puzzle here earlier; you may need to do it again. If so, move the pillar to the right using Move, then go up to the hole that's not shooting water, step to the right a bit, face the pillar, and use Move to move it to the left again. Climb up the wall and jump across, then follow the path and use the Tiki to get blown over to the left. Face the northern side of the Wind Stone and use Whirlwind. This will blow the wooden pillar you pushed earlier over to the southern part of the room. Make your way back around and head back to the entrance of the room. Push the pillar into the gap and then use it to jump across, then examine the stone tablet to get the Flora summon! This one takes 2 Jupiter and 1 Venus Djinni on Standby to use. Now, use Retreat to get back to the entrance of the interior, then make your way through the main room and you'll be back at the room with two paths. Head left and enter that room. Head north and let the Tiki blow you away. Then, hop across to the wooden pillar and follow the path, then you'll see a Tiki statue. Push it up as far as it can go, then go around to the narrow walkway in the center and have the Tiki blow you over to a chest. Open it to get a Clarity Circlet. Slide off of the platform and follow the path, then climb up and jump across to the right. Go back up to the Tiki statue and push it down four times, then have it blow you across to the left again. Follow the path until you come to a wooden pillar, which you should push off of this platform. Go northwest and take that path to some platforms. Hop your way across them until you get on the northeasternmost one. Then, use Move to push aside the log blocking a stream of water. This will cause the water on the right side to stop shooting out. Make your way back around to where you pushed the wooden pillar off of the platform, then take the southern path and enter the next room. Here, climb down the platform and follow the path to a tightrope. Walk across it, and then walk across another one. Climb up onto another platform and walk across the tightrope there as well. Descend the stairs at the end of the path. In here, go left and around to a Wind Stone. Face the left side of it and cast Whirlwind to blow away a wall of sand. Face the northern side of it now and cast Whirldwind again. This blows away a Tiki statue and makes it land on another platform. Go around the room and climb down the platform, then follow the path and climb up the platform with the Tiki on it. Have it blow you over to a platform with a chest, which contains 666 Coins (o_O). Slide off of the platform and keep following the southern path, then climb up the platform on the right and descend the stairs to the next room. Head all the way left in this room, and follow the path. Jump across and open the chest to get a Vial. Head north of here, then use Move and push the Tiki statue to the right. Head back around to the entrance of the room and go north, then enter the next room. Here, simply follow the path into another area, where you should climb down the wall and head south. Let the Tiki blow you all the way over to the right side, then go north and climb up the walls until you reach the top. Hop to the floating platforms here and hop across until you reach the last one. Examine the object on the wall to reveal a doorway, which you'll enter automatically. You are now in an outside area and are above some purple clouds. Hop across the platforms to the north (which disappear each time you hop off of one) and you will reach an altar, with a stone tablet on it. Examine the tablet and it will say something about the wind. Sheba asks if she should touch it, then she does so and gets the Reveal spell. Hop across the floating platforms to the west, and you will come to some red floating platforms forming a circle. Use Reveal while standing on the first red platform, and you'll see another one in the middle. Use it to hop across to the right, then hop across to the south and you'll reach a chest. It contains a Psy Crystal. Get it and go back to the stone tablet, then hop across the eastern platforms this time. Use Reveal at the red platforms, then hop across and hop your way back to the entrance of the room. Go through the door and use Retreat, head up the stairs, then use Retreat once more. It's time to leave this place. Take a deep breath, my friend; we are finally done. ========== World Map ========== Now that we got that over with and have Reveal, we need to return to Garoh. Head right and cross the bridge, then go due south and follow the path to reach the town. ====== Garoh ====== Make your way up the steps and through this area, just like last time. It's so easy to make your way through here, I shouldn't even need to tell you how to do it. Anyway, when you make it to the next area, head north to enter the village. Head northeast and up the steps, then you'll see a big rock house and see someone use Reveal. A big werewolf will come out and then run away when he sees you. Use Reveal and enter the hideout. Inside, go forward and you'll hear a howl. The same werewolf kid we saw last time will appear again, then it will run away. Kraden suggests we follow it. Head north and jump across to the left, then go through the northern door. In the next area, follow the path and jump across, then you'll come to a path going north. Take that path and Kraden will notice that we've reached a dead end. Soon after, the werewolf kid and the big werewolf will come out of the hideout in the middle using Reveal. You'll learn that the big one's name is Maha. After a bit of a lengthy conversation, Felix and the others will rest at an Inn (you rest there automatically). When you wake up the next morning, exit the Inn. Since it's not nighttime, the villagers aren't hiding under cloaks anymore. What's more, the Weapon and Armor Shops are now open for business! Enter the hut with the sword on it to find both shops. There aren't any good weapons for you to buy for any of your characters. Buy the Adept's Clothes for Jenna and Sheba, and the Wooden Cap for Felix. That's all you should need. Exit the shop and go to the northeastern part of the village, then head back into the hideout that you have to use Reveal at to enter. Go back to where Maha lives and he will appear again, at the same location. Another conversation will take place about werewolves and Adepts. When the conversation ends, Maha will reward you with the Jupiter Djinni, Ether. Once you regain control, make your way back outside, then head to the northwestern part of the village and head down the stairs there. In here, head left and go south, and you'll see a circle of platforms. Jump to one and use Reveal to make another one appear, then head up the stairs until you end up outside. From there, go south one screen. In this area, jump on the tightrope and then jump south to get off of it, then open the chest to get the Hypnos' Sword, a great weapon for Jenna (the Storm Brand is still better, so don't give it to Felix). Walk across the tightrope and slide off of the platform, then head south and to the next area. Make your way out of the village. ========== World Map ========== Follow the road due south of Garoh, and you'll come to a bridge. Cross it and continue following the road, then cross the next bridge you come to. From there, keep following the path and turn left when the path splits. You will see a village, so enter it. ========== Mikasalla ========== We'll start off by getting some hidden items in this village, like usual. Head to the southeastern end of the village, and check the barrel by the two people in front of the house to get an Elixir. Enter the house right in front of you and check the pot for an Herb. Next, go north and enter the Inn, then head to the end of the room and examine the barrel to find a Lucky Pepper. This boosts the Luck of a party member permenately. If you are playing a linked game and won at the Colosso in GS1, there will be a gladiator from the Colosso here. Talk to him and he'll ask if you know Isaac. Tell him you do, and he'll say Navampa, Azart, and Satrage are still looking for him to this day, in order to avenge their loss. Uh oh. Exit the Inn and climb up the first ladder to the right of the Inn (not the second one). Jump across to the right and follow the path to the next area. Here, you'll see a Mars Djinni that you cannot reach from this spot. Don't worry, we'll get to that. Open the chest ahead to get 82 Coins, then go back to the previous area and jump back across. Climb down the ladder and go to the southwestern corner of the village, where you'll find a sheep and a chicken. Examine the barrel here to get a Nut. If you Mind Read the chicken, you'll get a vague hint about something being hidden here. Use Scoop and dig on all spots of the sand until you uncover a ladder, then go down it. There, just head north and follow the path until you end up outside, at the back side of the village. Go north and to the next area, where you'll find the Mars Djinni, Spark. It will join you without a fight. Go back through the cave to get back in the main part of the village, then enter the building with three red dots on the front. This is the Equipment Shop. You might want to buy an Armlet for Jenna and Sheba and a Bronze Helmet for Felix, but you don't really need anything else. When your shopping errands are done, exit the village. ========== World Map ========== Head north from this village and turn to the right, to an enclosed area surrounded by mountains. Fight around the river here until you encounter a Mercury Djinni. It has 291 HP, and isn't that hard. Defeat it and Sour will join you. Now, head north of here and enter the cave there. ============== Osenia Cavern ============== Go around the rocks in this cave and go to the X on the ground. Use Scoop on it to uncover a ladder. Enter it and then go left and climb up the ladder, and you'll end up on the other side of the rocks. Examine the stone tablet here to get the Megaera summon. It requires 1 Mars and 1 Jupiter Djinni on Standby to use. Exit this cave. ========== World Map ========== Go south and then follow the western path back to Mikasalla. From there, go left and follow the really long path. When you come to a bridge, ignore it and head east. Follow that path past the Yampi Desert, and eventually you'll reach the Osenia Cliffs. There, simply climb the vine and jump across to the left, then climb down the vine and exit. Head south to the Madra Drawbridge, cross it, then go past Madra and head all the way left. Cross the bridges and keep following the path that goes left, and eventually you will reach an area called the Gondowan Cliffs. ================ Gondowan Cliffs ================ When you enter this area, notice the dog sniffing the ground. Use Scoop in the same spot he's sniffing at and some water will shoot up. Stand on the crack when the water isn't there and let the water shoot you up, then jump to the left. Now, slide off of this platform and jump over to the left, then follow the path and climb up the vine. Go north and climb up the next two vines, then you'll see a Mars Djinni. We can't reach it yet, so slide down the middle crevice on the platform. Head left and follow the path to a stump across from you. Use Move to push it into the water, then go back south and slide off of the platform. Climb down the vine and you'll have to hop across some stones. Hop west three times, north twice, west once, north once, west twice, south twice, west once, north three times, east four times, north three times, and west twice to reach a vine. Climb it up, then climb up the next vine ahead. Go south a bit and jump across to the left side, then climb the vine to the north and follow the path to a chest. Open it to get a Sleep Bomb, then go back to the vine and climb it down. Climb down the next vine and then follow the path, climbing up the next two vines. Ignore the tightrope and climb up the third vine, then follow the path and climb the vine. Go right, ignore the next vine, and head south as far as you can go until you find the Mars Djinni. It'll fight before joining you, so I suggest saving your game before fighting it (you don't want to do all of that again, do you?). This one has 403 HP. It's a little bit harder than the others, but nothing you can't handle. When you defeat it, Kindle joins you. We could get the Laughing Fungus, a red mushroom, but it's completely useless, so let's just ignore it. Head all the way back north, then west. Climb down the vine and go west, then climb down that vine too. Walk across the tightrope to the other side, then you'll have to climb down a couple of more vines. Do so and follow the path that leads back onto the World Map. ========== World Map ========== Out here, simply follow the road all the way north and eventually you'll reach a town. Head a bit south of it and you'll find a bridge. Cross it, then head all the way south and cross that bridge to reach a forest. Keep going south and at the end of the path, fight some enemies in the forest and eventually a Mercury Djinni will appear. It has 414 HP. For defeating it, Chill joins you. Now, head back north and then east, then enter the town to the north. ======== Naribwe ======== This is a strange town. It looks kinda prehistoric and stuff. Head west from the entrance and examine the jar by the Equipment Shop for an Elixir. Speaking of which, you might want to enter said shop and buy a Battle Rapier for Jenna. Anyway, head east from the Equipment Shop and you'll see the Inn. To the right of it is a rope you can use Lash on. Do so and climb up the rope, then climb down the log you're standing on. Open the chest to get a Thorn Crown. Climb back down the rope and enter the Inn. Examine the blue jar by the bed to get a Sleep Bomb (I see what they did there). Go to the double house located at the northwestern corner of the village, and enter it. Inside, examine the jar on the left for 18 Coins. Enter the other end of the house and then exit it. Go left out here and use Whirlwind on the ivy to blow it away, revealing a ladder. Climb it up and use Reveal to locate a chest in the center. Open it to get the Unicorn Ring. If you go to the northeastern part of the village and enter the house there, you can get your fortune read for 20 coins by giving the Witch Doctor one of your items (he'll give them back). Give him the Shaman's Rod and listen to what he has to say; it's rather interesting. Regardless, whenever you're ready, head north and exit the village. Follow the road all the way north to the Kibombo Mountains. ================== Kibombo Mountains ================== Head up the stairs here and you'll overhear two Kibombo warriors. They'll say that no one is allowed in Kibombo while Akafubu's ceremony is going on, among other things. Eventually one of the warriors will leave, leaving the other one to keep a close watch on things. If you get caught by a Kibombo warrior, you will have to try to sneak past them again from the start, so we've gotta be stealthy. Push the box ahead all the way over to the right, then all the way up. Next, use Move on the box to the right of that one and move it left once. Climb up the vine and hop across the boxes to the next platform, then follow the path and walk across the wooden gate. You will come to a wooden pillar. Push it into the gap, then take that path and climb up the vine. Head up the stairs, taking note of the Kibombo warrior patrolling the area ahead. When the guard is patrolling to the right, go behind the box. Push it to the right twice when he's not looking, then wait until he's not looking again (just to be safe) and climb up the vine. Head right and ignore the other vine, then slide down the crevice near where the box is. Use Move on the box to move it down once, then push it down as far as it can go. If you want to be mean and trap him, go ahead and do so by pushing the box all the way to the left. With both boxes in front of him, he'll be patrolling aimlessly in front of two boxes. Hah! From there, you can take the Disk Axe from the chest to the north. It's a good weapon for Felix. Don't go down the nearby stairs or the guard there will catch you. Climb up the vine to the left and head up to a rope. Use Lash on it to connect it, then climb it down and head south. Climb down the vine and follow the path to a wooden pillar with an overgrowth. Push it off to create a shortcut, then go back north and climb back up the platform. Continue to the next screen. In this area, go north and move the box here to the southwestern corner. Wait until the Kibombo warrior is right under the box (not really under it, but right next to it), then push it off. If you did it right, he will be captured inside the box! Climb down the vine and open the chest to the left to get some Power Bread. This permenately increases the HP of a single party member. Go left and be careful of the dog to the north. Climb up the vine surrounding the stump, then go forward and jump across to the right. Move the wooden pillar to the northeastern corner, and time it so that when you push the pillar off, it captures the dog on the upper side of the pillar. Once you capture it, use the pillar to jump across to the right, then climb down the vine and open the chest for a Tear Stone. Exit the area through the way you entered it from and do the first step over again (trap the Kibombo guard). This time, capture the dog so that it is captured on the southern side of the pillar. Once you do that, jump back across to the left and climb down. Go north and to a crate with a bone on it. Ignore it for a moment and enter the cavern next to it. Inside, examine the wooden box on the right to find a Smoke Bomb. Exit the cavern and move to the right, so that you are facing the wooden box. Then, use Tremor to make the box shake, causing the bone and the box to fall off. This will make the dog go over to the bone and gnaw on it, so head right and use Whirlwind on the wall of ivy. Enter the cavern that's revealed and follow the path leading out of it. Climb up the two vines and follow the really straightforward path until you get out of here. We can't get the Jupiter Djinni there just yet. ========== World Map ========== Cross the bridge and follow the path north. The sky will darken as you approach the town of Kibombo. ======== Kibombo ======== As you can see, every building is blocked off by candles (why do they have candles lit so close to the roof?). Head west from where you enter and examine the jar there to find a Lucky Pepper. If you go north, you'll be at the consecration where everybody is blocking the way to the Gabomba Statue. All the way at the southwestern corner of the village (west of the red pillars at the entrance) is a rope. Use Lash to connect it, then climb it up and jump to the red pillars. Jump your way across them until you reach the eastern side, then follow the path up and ignore the vine. Head all the way north, then jump to the red pillars. Jump to the southwesternmost one, then jump west to a roof. Walk across both roofs and jump over to the left, then head north and to the next area. You will see that the ceremony is beginning now. Once the scene is over, go forward and you'll see Piers! He forgets who you are for a moment, but soon he remembers. After a small conversation, Akafubu will try to offer the Black Orb as a sacrifice to the Great Gabomba. It refuses the offer, however, and now it looks like Piers is in a pickle since he wants that orb back. When you regain control, head north and climb up the vine if you want to use a Psynergy Stone. Then, climb back down and use Move to pull the wooden pillar into the gap. Piers will then see that you can use Psynergy and they'll get into a big conversation. It turns out Piers is from Lemuria. After a long discussion about Babi and Lemuria, he joins your party. Give him one of the Mercury Djinni you have and set it to him; he can't have all of them yet. Head along the path you created using the log, then climb down the vine at the end and use Scoop on the X to uncover a ladder. Climb it down to enter the statue. =============== Gabomba Statue =============== Follow the path in this underground area and eventually you'll come to a ladder. Climb it up and the rotating pinions will push you forward. Continue to the next room. In here, go north and go right, then take the first southern path you see. Open the chest to find a Mimic, which has 536 HP. Once you kill it, you'll get a Hard Nut. Go back north and head east, then head south and follow the path there which leads to a chest. It contains a Bone Armlet. Go back around and take the last path which leads to a ladder. Climb it down to reach the next room. In here, you'll see some rotating pinions and gears. Go left and follow that path up, then you'll find a rope. The pole the rope connects to is on the blue gear in front of the rope. Wait until the pole is close to the rope, then use Lash to connect it and stop the gears and pinions. Backtrack and head north past the pinions that have now stopped. Go right and climb the ladder up to the next room. In this room, head south and ignore the Venus Djinni you see for now. Jump across to the left and keep following the path, going past all of the gears. Eventually, you'll come to a ladder which you should climb up. This room has a lot of gears, as you can see upon entering. Make your way south past all of the gears, then you'll come to a ladder. Ignore that and keep going, then eventually you'll see a rat. It will demonstrate a technique as it climbs onto gears and jumps from them, something you'll also have to do. Follow the path past the gears and jump across, then head north and jump across again. Take the ladder down to the next room, then head south and down that ladder as well. Follow the path going south and eventually to the right, then you'll reach a stone pillar. Use Pound on it. Now we have to get the one on the other side. Go back to the room where the mouse was, then head west and jump across. Head south and jump across to the right, then follow the path up and then go in between the blue and the red cogs. Jump onto the red cog from there, then onto the blue one. Jump your way across the gears and when you make it across, follow the path to a ladder and enter the next area. Climb down the ladder in this room, then go left and follow that path to a chest. It contains an Elixir. Once you have it, go back around and take the eastern path this time. Keep following the path and you will reach a second pillar. Use Pound on it, and with both pillars pounded, the gears will rotate in the opposite direction. Go back two rooms and head around the gears until you find two pink ones. Jump on the left one and it'll drop you down one floor. There is a green gear and a blue gear that the Venus Djinni is next to. Go to the green one and walk past it to reach the Djinni. It will fight you. It has 446 HP, which is a bit high for a Djinni. Once you defeat it, you'll get Steel. Now, walk past the two gears again and use Lash on the rope there. Climb it and climb down the ladder, then make your way to the ladder at the northern end of the room and climb it up. Back here, head due south and you'll come to another ladder which you ignored earlier. Climb it up, and in the next room, have the pinions push you forward. Climb up the ladder in here to reach another floor. Here, you'll see a small Gabomba statue at the northern end of the room. Go all the way right and take the ladder up to yet another floor. Here, you will see a scene where Akafubu tries to offer the Black Orb again, but to no avail. When he offers the Black Orb, inside of the statue is shown, and it appears that the power conduits are broken, which is why he won't accept it. After the scene is over, we have to solve a puzzle. It's really simple, though. Use Pound on the pillar at the northern side of the room, which causes the tiles to be raised up. Use Pound on the upper-left tile from the right, then step on the curved tile to the right of the Pound pillar. This rotates the tiles around. Simply Pound the rest of them in, then wait until Akafubu tries to offer the orb again. If you did it right, the red and blue lights will power up the statue, allowing the ceremony to be a success. The statue will eat the Black Orb, then Akafubu will enter the statue via the tongue. Back at the room with the small statue, Piers wonders where the orb is. It suddenly enters the room and rolls through a small hole in the staute. Just as Piers has lost all hope, Akafubu enters and Jenna shows him how they helped him complete his ceremony. As a reward, he places a red orb into the small statue to reveal another room, and will allow you to take the Black Orb. Head into the next room once it's opened, then head up the hallway and ride the elevator down. In the next room, go forward and you'll see Akafubu and another small Gabomba statue. After Akafubu talks, examine the statue and it will come to life. It will say that Akafubu is the new witch doctor, then he leaves the room in excitement. The statue was going to give him some kind of magic item, but he ran off too fast so he decides against it. After some talking, the statue opens a new path for Felix and the others. Felix takes the Black Orb, which is actually called the Black Crystal, then he and Kraden leave to deliver the message to Akafubu that the Gabomba statue told them to deliver to him. You will be back in Kibombo. ======== Kibombo ======== You will see a scene where Felix and Kraden are delivering the Gabomba statue's message to Akafubu and his father. When the scene ends, head down the ladder and exit the house. You can now enter the houses. First, enter the house at the northwestern end of the village. There, enter the back room and examine the jar to get a Lucky Medal. Next, go to the Inn and go to the back room, then climb up the ladder. Examine the barrel to the left to find a Nut. Exit the Inn and go to the Equipment Shop to the west. Go to "Artifacts" instead of "Buy" on the Weapon Shop, then buy a Frost Wand for Sheba. Now, exit the village. ========== World Map ========== Out on the world map, head west and follow the road south to a bridge. Cross it and enter the Kibombo Mountains. ================== Kibombo Mountains ================== Here, go south and hop across the rock in the water, then head up two flights of stairs and go south to a puddle. Use Frost with Piers to freeze it and turn it into a pillar of ice. Go up another flight of stairs and the head south, jumping across the pillar to a sprout. Give Felix a Mars Djinni or Jenna a Venus Djinni to make that character learn the Growth spell. Use it on the sprout to turn it into a vine, then give Felix/Jenna their Djinni back. Climb up the vine and you'll see a Jupiter Djinni, who will not join you without a fight. It has 440 HP. Once you defeat it, Waft joins you. Now, climb down the vine you created and climb up the vine to the right, then follow the path to the next area. Here, slide off of the platform. There are no more Kibombo warriors here, so you won't get caught. Make your way south, climbing down the mountain until you reach the exit. ========== World Map ========== Go south and past Naribwe. However, if you want, you can go back there and get your fortune told (use any item). You'll be told to gather three pieces of something to defeat a mortal enemy, which we'll have to do in the future. Anyway, go past Naribwe and at the end of the path, turn right and head into the Gondowan Cliffs. ================ Gondowan Cliffs ================ Follow the path here and climb up the vines, then walk across the tightrope. Climb up the vine here and head right, then climb up that vine and keep going right, then down. You will come to a puddle. Use Frost on it to create a pillar of ice, then head north and climb the vine there. Follow the path down and jump across the pillar of ice to the next platform. Slide off of that platform and follow the small path (don't slide off of the platform yet). You will come to a green mushroom, so examine it to get a Healing Fungus. Go back north and slide off of the platform, then head south and slide off of that platform. Climb up the vine to the right and use Lash on the rope. Climb it up and climb down the vine, then slide off of the platform. Jump across the platform and continue following the path. When you see the dog, continue east and you will exit this place. ========== World Map ========== Head east and across the bridge, then head south and across another bridge. Follow the path east and then turn north, crossing that bridge. Keep going and you'll reach Madra. ====== Madra ====== First, go to the Inn and head west of it, then turn south and enter the house with two floors. Inside, talk to the old man, then your menu will pop up. Go to Items, then go to the Healing Fungus and select Use. The old man will ask Felix if he went all the way up the mountains just to get this for him, then Felix nods even though we've never seen the man before. Eventually he and his wife go upstairs to get a reward for you, then they bring down a Mars Djinni! You will then get Char. Exit the building and head north, then head towards the stairs on the left. Some red-headed girl will say something about her sister, Menardi! Head up the stairs and enter the house. Inside, go left, and the party will tell the mayor and the others that they got the Black Orb back. Piers now trusts Felix and his group, and says that they actually are good people. After all of the farewells from the people of Madra, exit the building. Back outside, the mayor will come out and say that he promised a reward awhile ago, and that it's time to give you that reward. He will give you the Cyclone Chip, which gives a character the Cyclone spell. You'll be needing it. Once the mayor leaves, the girl that spoke of Menardi earlier will have heard Felix's name, then she'll ask what happened to her sister. Once Karst find out that she is dead, she vows revenge against Isaac. Eventually, she leaves, then Sheba makes Jenna embarassed by calling her and Isaac an item. Once you regain control, head all the way east and climb down the ladders to enter the Madra Catacombs. ================ Madra Catacombs ================ We've been here before, but now we can do more since we have Reveal. Head south and enter the next room, then follow the path west and enter that room. Here, follow the path and climb down the ladder, then read the tablet on the wall. It says "Look upon me with eyes of truth... Then the door will open...". This is a small clue. Use Reveal and a switch will appear on the wall where the tablet should be. Flick the switch to open the door, then go through it and head all the way north, then west. Go through the door to the next room. In here, go right and enter that door. Head to the northern end of the room and take the stairs up to another room. Go through the hallway here and to another room, where you'll find a chest containing a Lucky Jewel. Once you get that, go back three rooms and you'll be back at the main hall. From there, just head south and exit this room. Back here, go south and then east, then head north to the ruined walls where a puddle is. Use Frost to turn it into a pillar of ice, then head north and follow the path to a chest, in front of some walls. Open it to get an Apple. Go right and use Move on the wooden pillar to move it into the hole. Head north of the chest and you'll come to a wooden pillar with an overgrowth on it. Use Move to move it to the right, then climb it up and jump across. Go north and then turn right. Walk on the walls and jump across, then at the end of the path, jump to the right and onto the wall of dirt. Jump over to the right and then follow the path south and then west. Jump across the wooden pillar to a wall, then jump over to a rope. Use Lash on it, then climb it over to another wall and slide down. Don't slide down the next wall. Go left and up to the icy pillar, then jump to it and head north. Jump to the left and go through the door, and in the next room, go through the door ahead. In here, you'll see a chest sitting on top of a bookshelf. Go north and face the bookshelf, then use Tremor to make the chest fall off. It will fall down the gap in front of you. Go back two rooms and you will be back in the main room. Follow the path south and then east, then climb down the vine to reach a chest. Open it for a Mist Potion. Climb back up, then go right and slide off of the wall. Follow the path northwest and enter the door there. Back in here, go through the door to the north. In here, open the chest to the left which is the same one that dropped down earlier. It contains the Ruin Key. Exit the room and go through the door on the right. There, head down the stairs nearby. In this room, examine the big red door and use the Ruin Key to open it. Some torches will light up. Go north and examine the stone tablet, then you'll get the Moloch summon. It requires 2 Mercury and 1 Jupiter Djinni on Standby to use it. Use Retreat and exit this place. ====== Madra ====== We don't need to do anything else in this village, so just exit it. ========== World Map ========== If you talked to the mayor of Vault in the first Golden Sun and are playing a linked game with that file, then three bandits will appear from out of the village right now. They want to know where Isaac is, but Kraden tells him that he doesn't know. They decide to battle you instead. ------------------------------------------------------------------------------- Bandit / Thief (x2) HP (Bandit): 346 PP (Bandit): 0 Weakness (Bandit): All Strengths (Bandit): - Attack (Bandit): 200 Defense (Bandit): 42 Agility (Bandit): 98 Luck (Bandit): 34 HP (Thief): 212 PP (Thief): 0 Weakness (Thief): All Strengths (Thief): - Attack (Thief): 196 Defense (Thief): 38 Agility (Thief): 87 Luck (Thief): 26 Experience Points (Bandit): 136 Experience Points (Thief): 115 Coins (Bandit): 183 Coins (Thief): 169 Items Obtained: - Boss Strategy: This fight is a joke. Seriously, you shouldn't have any trouble at all with these guys. Just have all four of your party members use their best multi-target Psynergy, and you will more than likely defeat them all in one turn. If not, just do it again and you'll win for sure. ------------------------------------------------------------------------------- After the battle, the thieves beg for you to let them join you, but Kraden refuses. They then leave a shiny boot behind and run away in fear. Press A in front of the boots to get the Golden Boots. Equip this on someone, as they're quite useful. Now, head northwest and cross the bridge, then head north and cross that bridge as well. Go northeast and follow that path, ignoring the cave you come to. Head over to the ship in the water, which we went to earlier in the game. ================= East Indra Shore ================= Here, head to the southwestern corner and freeze the puddle using Frost. Now, climb up the vine to the north and jump across the icy pillar, then examine the wooden box to get a Cookie. This permenately increases the PP of a single party member. Jump back across and climb down the vine, then head south and walk along the shallow water. Climb up the ladder at the end and you'll be on the boat. Head left to a door, then Piers will use the Black Crystal to open up the door. He says that we must head belowdecks in order to get this thing going, so enter the ship. ============== Lemurian Ship ============== Head west and follow the path to a door, which you should go through. In the next room, you will see a jellyfish-like monster. They're all over the ship. Examine it and you'll fight it, so just use normal attacks to defeat it. Once it's defeated, it will turn into a puddle, so jump over it and head down the ladder. Defeat the Aqua Jelly there and freeze the puddle it turns into, then climb back up and jump across the icy pillar. Open the chest to get a Potion, then jump back across and follow the eastern path down the stairs. Go through the door here, and in the next room, you'll see a lot of Aqua Jellies. They are on the floor below you, so you can't get to them yet. Go through the door on the right to enter a hallway with another door, which you should go through. In here, climb down the ladder and fight all of the Aqua Jellies on ground level. Once they're all defeated, freeze the southwestern and southeastern puddles. Push the box into the southeastern part of the square it's in, so that it's lined up with the two icy pillars. Then, climb back up the ladder and jump across the icy pillars and the box, going through the door at the end. Here, use Move to move the box to the left once, then push it into the gap and go through the door on the far right. In this room, climb down the first ladder and defeat the Aqua Jelly, then freeze the puddle and climb back up the ladder. Jump across to the right side, then climb down that ladder and go north. Defeat the Aqua Jelly there, then freeze the puddle and defeat the next one to the north. Freeze the puddle and then go south, then look to the left and use Move on the wooden box there. Push it to the left once, then go back to the entrance of the room and head down the northermost ladder this time. Defeat the Aqua Jelly and freeze the puddle, then climb back up and jump across to the next platform. Climb down the ladder and defeat the Aqua Jelly, then freeze the puddle and move the wooden box down once. Climb back up the ladder and hop across the icy pillar, the box, and to the platform. Head right and do the same, then follow the path and climb down the ladder. Defeat the last Aqua Jelly in this room, then freeze the puddle, climb back up the ladder, go right, then jump across all the way over to the left. Go through the door to a small hallway, where you should go left and through that door. In here, an Aqua Jelly will see you, then get startled and retreat under a metal bridge. Climb down the ladder and fight it, then freeze the puddle to hold the bridge up. Climb back up the ladder and go through the door to the left. In the hallway, go left and through another door. In the next room, head down the steps and go south, then hop onto the boxes to the left. Examine the Aqua Jelly to the north, and all of the Aqua Jellies in the room will merge into one. ------------------------------------------------------------------------------- Aqua Hydra HP: 2276 PP: 70 Weakness: Fire Strengths: Water Attack: 173 Defense: 38 Agility: 63 Luck: 44 Experience Points: 963 Coins: 1612 Items Obtained: Vial Boss Strategy: This fight can be pretty hard. Start by having all four of your party members use their Djinn on him. If need be, you can attempt to put him to sleep by having Sheba use the Sleep spell. Granted, it doesn't work most of the time, but it can. Once you use all of your Djinn, bring out the summons (preferably fire-type since that's what he's weak against). Don't bother using water-type spells or summons; they won't hurt much. Keep your party healed at all times, and watch out for his attack that poisons you. Once you use up all of your summons, either use your Djinn again and try again, or just use Psynergy. ------------------------------------------------------------------------------- Water will be filled up in the middle of the room after the battle is over. There's also a green chest under the water, but you can't get it yet. Hop across the boxes and make your way to the northwestern corner of the room, then go through the door. In the hallway, go through the door on the left. Here, walk up to the pillar on the right and use Douse on it to fill it up. Push it onto the water symbol and the pillar will sink in place, matching with the other water puddle to the left. The door in this room will then open. Before going through it, set all of the Djinn back on your characters if you used them against the boss. In the next room, follow the hallway to another door which you should enter. You're now completely belowdecks. Piers will insert the Black Crystal into the pedestal, and power will be restored to the ship. I will consider the outside of the ship a part of the World Map. ========== World Map ========== The ship will get moving automatically, and everybody is shown on the deck of the ship already. Piers suggests that we sail around first to get used to sailing a ship, then Jenna suggests we go to Tolbi and Vale. Even if you agree to go, we won't be able to. Kraden explains why. Too bad, huh? =P. Anyway, after some dialogue, you'll gain control. You can now sail around the Eastern Sea in your very own ship! You can't go to the Western Sea yet, however. Also, while sailing, there's a chance you'll get caught by some monsters, and you'll have to fight them (you can run away though). Press R to bring up the map, then sail to the first island northeast of here. Once you reach it, sail up to one of the beaches and press A to disembark. Enter the town area there. =============== N Osenia Islet =============== This is a pretty dead place. There's a small farm, and the town is only populated by a few people. There's only one thing to do here right now. Head north and enter the house there, then go left and examine the barrel to the south to get a Lucky Jewel. Now, exit the town. ========== World Map ========== Walk up to your boat and press A to get on it. Bring up your map with R and look to the left. Use the D-Pad to put your cursor over the dots, which are areas you've already visited. Look for Kibombo and then sail in between the two continents (the one that Madra is on and the one that Kibombo is on). Sail all the way towards the Gondowan Cliffs until you come to a beach on Kibombo's continent, where you should disembark. Head all the way north past Naribwe, then go through the Kibombo Mountains. After that, follow the path to Kibombo. ======== Kibombo ======== There's nothing for us to do in the village; you're actually going to go back into the Gabomba Statue. Head north to the next screen, and walk across the statue's tongue to enter it again. =============== Gabomba Statue =============== Head north to the next screen, then proceed down the hallway and take the elevator down. Go north in that hallway and head down the ladder that the statue opened for us last time we were here. ================== Gabomba Catacombs ================== When you enter here, head south and climb down the ladder. Go north and through the path of rocks, then you'll find some weeds. Equip the Cyclone Chip onto someone and use Cyclone to blow away the grass. You will be teleported through a teleportation circle, and you will be dropped into another room. In here, go right and you'll have to fight the Venus Djinni here, which has 500 HP. Once you defeat it, you'll get Mud. Now you should have 5 Djinn of one type, which means you can give another Mercury Djinni to Piers. You shouldn't have the Djinn mixed up anymore (like Jenna having a Mercury). Anyway, head left and slide off of this platform, then go south and climb up the ladder. Follow the path north and head up the stairs to the next room. Slide off of the platform here, then go all the way west and use Cyclone. You will reveal another teleportation circle, and will be teleported down to the lower room again. Head west and follow the path up, then take the eastern path to another room. Here, go north and use Cyclone on the weeds to reveal a Mint. Pick it up and go north to find a ladder. Climb it down and follow the path south, then use Cyclone to uncover a puddle. Freeze it using Frost, then climb up the ladder to the north and go south. Jump across to the platform on the left, then you'll see six weeds in a circular formation. This is a clue. Use Reveal by those weeds to reveal some stairs. Descend them to reach the next room. In here, go west and cross the stream of water. When you get to the other side, get back on the water and follow the path up (where the pillars are, there are open paths that you can take). Eventually, when you reach the top of the water, make your way onto the land to the west. Follow the path to the bottom of the rocks, then use Cyclone to uncover a puddle. Freeze it and go back to the stream of water. Go down a bit, then make your way onto the western land on the other side of the rocks, where you froze the puddle. Climb up the ladder there and hop across the pillar, then take the stairs down to the next room. Here, go left and climb down the ladder, then head north and use Cyclone at the weeds. This makes a Mad Plant appear, which will attack you. These are basically the same thing as Mimics, and this one has 449 HP. For defeating it, you get a Game Ticket. Head north and climb up the ladder, then the Gabomba statue will say that you've proven your power. He then gives you a Tomegatericon (try saying that five times fast). Pick it up after the scene and use Retreat to get out of here. =============== Gabomba Statue =============== Exit the statue and you'll be back at the village. Exit the village, go through the Kibombo Mountains again, go past Naribwe, and board your ship. ========== World Map ========== Sail away from the continents you are in between, then bring up the map. You want to sail to the southeastern continent. On the far eastern side of said continent, there are two beaches, and one is big while the other is relatively small. Sail over to the small one and you'll see a river going up in between those beaches. Sail up the river, and when you come to a bridge, disembark there and enter the village ahead. ======= Yallam ======= The main purpose of being here right now is for the blacksmith named Sunshine. He lives at the northwestern part of the village, inside the lone building there. He is lying on a bed, and will take your weapons that you give to him and forge it into something more powerful. For more information on that, see the Weapon Forging section. Anyway, from the entrance of the village, head directly north and enter the Inn. Inside, go past the two beds and examine the big wooden box to get an Elixir. Exit the Inn, and from where you exit it, head left and examine the jar by the side of the building for 16 Coins. Make your way to the upper level of the village, going toward Sunshine's house. By the walkway, there are two weeds. Use Cyclone to blow them away, revealing an Antidote which you should pick up. Enter Sunshine's house, and head to the northern end of the room. Examine the barrel there to get an Oil Drop, then head to the southeastern corner of the village (as far to the southeast as you can go). Blow the weeds away there using Cyclone, then you'll find a Nut. Finally, exit the village by taking the northern exit. ========== World Map ========== From the northern exit of Yallam, follow the road west and then turn south when the road turns. Keep going until you come to a bridge, which you should cross. From there, head right and enter the swamp there. ============ Taopo Swamp ============ Here, simply go east and to the next screen. In this area, go right and use Move on the stump, then pull it toward you and it will fall into the swampy water, sinking all the way down. Jump across to the walkway there, then go north and use Whirlwind on the leftmost wall of ivy. This will reveal a cave. Inside, follow the path and you'll come to something buried by the three rocks. Examine it and then use Scoop to pull up a Tear Stone. Once you get it, exit the cave and go right, down the stairs. You will see bubbles in the swampy water. If you don't stay on a bubble, you will gradually sink into the swamp with each step. So, start by standing on the first bubble by the stairs, then move over to the one southeast of this one. Next, go to the one southwest of here (you should barely make it), then the one west of here. Slightly west from here is another one. Go to that one, then head south to another one. On the opposite side of the walkway you're standing by is another bubble. Run to that one, then run to the one southwest of here, but be sure not to hit the two wooden poles sticking out of the swampy water. Don't be fooled by the ground to the left; it may look convincing, but it's unreachable. Instead, run south to some stairs and another bubble. Get on the bubble before you sink, then head up the stairs to the next area. Here, open the chest at the end of the path to get a Cookie, then go back to the previous area. Here, go down the stairs, go to the bubble to the north, then to the one northeast of here, then to the one on the opposite side of this one. Then, head southeast to another bubble. Head east to another one, then northeast to the one by the rocks. Head directly east to the next one, then north to another one, then east to the next one, and finally, southeast to the last one. Head up the stairs and use Whirlwind on the wall of ivy there, then enter the cave. Go north and head down the stairs, then head southwest and head down those stairs. In here, follow the path to some weeds, then use Cyclone on them to uncover a Bramble Seed. Head back upstairs. Now, go right and you'll see holes in the wall that shoot out air, just like in the other part of the cave. The one on the far left will shoot air, then that one will stop and the other two will also shoot air. When the one on the far left stops, time it so that you go all the way right before the one on the left starts again, but right after the other two stop. Use Move on the wooden pillar and move it left into the indention. Go around the Venus Djinni and head all the way over to the bottom-right side, then make your way past the air vents here as well. It's basically the same as the previous ones. Use Move on the wooden pillar at the end and move it into the indention, and with both air holes covered by wooden pillars, the air hole where the Djinni is will shoot out a lot of air, pushing it off of the platform. Head right and slide down the second crevice from the left. You'll land on a small, narrow platform in the lower room. Jump across to the platform where the Venus Djinni is, and as usual, you'll have to battle it to get it. It has 590 HP. After you defeat it, you will get Flower. Slide off of the platform and use Cyclone at the weeds here to uncover a Mad Plant. This one has 518 HP, and you get a Lucky Medal for winning. After it's defeated, head all the way east and then north and head up the stairs. Back in this room, go west and head down the stairs there, then go down the hallway and down some more stairs. Go down this hallway and you'll see another buried Tear Stone. Examine it and use Scoop to dig it up, then go back up two floors. Make your way over to the western side of the room (you'll have to get past the air jets again), then head north and up the stairs. Go south here to exit this section of the cave. Back out here, give Felix a Mars Djinni or Jenna a Venus Djinni to learn Growth. Use it on the sprout to turn it into a vine, then give the Djinni back to Felix/Jenna and climb it up. Head north and slide off of the two platforms, then use Whirlwind at the wall of ivy there. Enter the cave and go north, then down the stairs. In this room, go around the wall by going right, then head through the door there. Go left in here and you'll see an air jet. Go past it when it isn't blowing, then you'll see another air jet along with a circular spot on the floor. The second the air jet stops blowing, quickly use Douse on the circular spot to give it water, then quickly use Frost to freeze it. Before the air jet starts up again, climb up the ladder and jump across the pillar of ice to the northern ledge. Now, go west and slide off of the platform, then go down the stairs at the end of the path. In here, head southeast and take the stairs down to the next room. In this lava-filled chamber, go south and you'll see a burning rock of magma. Use Douse on it to quench the fire, then use Move on it and push it into the lava. Stand on it and jump to the south, then head south and enter the next room. Here, go south and you'll see an air jet. Let it push you down onto the last stepping stone, then jump your way over to the right. You'll find another air jet on the northern wall which will push you down. When it stops, immediately run north and quickly jump to the right before it starts back up. Hop your way onto solid ground, then hop south and across the lava. Hop west a couple of times and you'll reach another molten rock. Use Douse on it and then use Move to push it into the lava. Go back to the right and hop your way back to the second jet. Let it push you down, then hop to the right and hop your way across to the southwestern corner of the room. Hop to the chest and open it to get a Vial, then head back over to the eastern side of the room. Hop to solid ground and hop to the stepping stone on the right, then go north to a molten rock. Cool it down using Douse, move it into the lava, then it will move up a bit. Jump to it and then to the right, then head north to the next area. Here, go north and you'll see a wooden pillar with a big rock on top of it. Use Tremor to knock it into the lava, causing some lava to the north to stop pouring, making that lava pour over to the left, creating another path for you. Go forward, then head west and south to another molten rock. Cool it with Douse, push it into the lava, use it to hop across to the ground to the south, then follow the path where the water is. Take the stairs down to the next room. Here, cool down the rock to darken the room, then push it down once and turn right to find an opening, allowing you to head south and continue to the next room. In here, go around the room and enter another room. Use Douse on the rock here to cool it off, darkening the room, just like the last one. This will make a light appear in the northwestern corner. Go to that light and use Scoop. You will dig up some Star Dust. That's it for this place. If you take a certain route, you will come to a rope which you can use Lash on to get out of here. However, to make it much simpler and faster, just use Retreat with Felix, then exit the cave by going south. Use Retreat again to get to the entrance of the swamp. ========== World Map ========== Well, that was certainly a boring place, wasn't it? Haul your butt all the way back to Yallam, then take the southern exit and enter your boat. Sail through the river you entered from (if you've been following this guide). It's time to do another little side quest, which will prove to be quite rewarding near the end of the game (you end up getting the strongest summon in the game). Head due south of the continent you're at, and sail to the small, snowy island at the southeastern corner of the sea (use the map). Disembark at the beach, then head north and head into that town. ================= E Tundaria Islet ================= Start by going north and entering the only house there. Inside, examine the blue jar to get a Lucky Medal, then exit. Read the penguin's mind over to the left, and you'll find out that his girlfriend is stuck and can't