/�\ / / ____ __ / / ____ / _ \ __ /�/ \ (/ / / _ \ ( /�)_) ( |( (____ __________ \ \_ ( /�\/ | | _,._| | \____ \ __, \ ) ___/ \ (/���|/��|����\ | | /�| _ | /) ) _\| /��) ) / / \ \�) |�| /\ ) ( (_) ) (_) |_( (_/ / (_ | ) / / / / /\___) )| |_) , / / ) \___ |\___/___/\___/\___/|/ /_/ / / /______/ |____/|_)(_/ ���\) ��� ��� ��� ��� � / / (/������ ���� � � / / T H E L O S T A G E Spoiler-free FAQ & Walkthrough / / -by- Shotgunnova (P. Summers) / / Email: shotgunnova [a+] gmail.c0m ____________________________________/ /______________________________________ ������������������������������������\ /�����������������������������| INDEX |� \/ ������� I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Story .......................................................... STRY Elemental Relationship ......................................... ELMT Status Effects ................................................. STTS Stat Overview .................................................. STTO Send Option .................................................... SNDO Djinn Usage .................................................... DJNU Summons ........................................................ SMMN Tips N' Tricks ................................................. TPST III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 00) Prologue [To Idejima] ...................................... WK00 01) Daila ...................................................... WK01 02) Kandorean Temple ........................................... WK02 03) Shrine of the Sea God ...................................... WK03 04) Dehkan Plateau ............................................. WK04 05) Indra Cavern ................................ [OPTIONAL] ... WK05 06) Madra ...................................................... WK06 07) Madra Catacombs ............................................ WK07 08) Osenia Cliffs .............................................. WK08 09) Yampi Desert ............................................... WK09 10) Alhafra / Alhafra Cave ..................................... WK10 11) Mikisalla ................................... [OPTIONAL} ... WK11 12) Osenia Cavern ............................... [OPTIONAL] ... WK12 13) Garoh ...................................................... WK13 14) Air's Rock ................................................. WK14 15) Gondowan Cliffs ............................................ WK15 16) Naribwe ..................................... [OPTIONAL] ... WK16 17) Kibombo Mountains .......................................... WK17 18) Kibombo .................................................... WK18 19) Gabomba Statue ............................................. WK19 20) Backtracking with Piers .................................... WK20 21) The Eastern Sea ............................. [OPTIONAL] ... WK21 22) Gobamba Catacombs ........................... [OPTIONAL] ... WK22 23) Taopa Swamp ................................. [OPTIONAL] ... WK23 24) Shrine of the Sea God [II] ................................. WK24 25) Aqua Rock .................................................. WK25 26) Gaia Rock .................................................. WK26 27) Izumo Ruins ................................. [OPTIONAL] ... WK27 28) Islet Trading Sidequest ..................... [OPTIONAL] ... WK28 29) Tundaria Tower ............................................. WK29 30) Alhafra [II] ............................................... WK30 31) Ankohl Ruins ............................................... WK31 32) Champa ..................................................... WK32 33) Sea of Time ................................................ WK33 34) Lemuria .................................................... WK34 35) The Western Sea ............................. [OPTIONAL] ... WK35 36) Shaman Village / Trial Road ................................ WK36 37) Jupiter Lighthouse ......................................... WK37 38) 2-Party Backtracking ........................ [OPTIONAL] ... WK38 39) Magma Rock ................................................. WK39 40) Loho ....................................................... WK40 41) Prox ....................................................... WK41 42) Mars Lighthouse ............................................ WK42 43) Treasure Isle ............................... [OPTIONAL] ... WK43 44) Yampi Desert Cave ........................... [OPTIONAL] ... WK44 45) Islet Cave .................................. [OPTIONAL] ... WK45 46) Anemos Sanctum .............................. [OPTIONAL] ... WK46 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Shop List ...................................................... SHPL Equipment List ................................................. EQPT Djinn List ..................................................... DJNN Psynergy List .................................................. PYNR Class Overview ................................................. CLSS Forging ........................................................ FRGN Minigames ...................................................... MNGM V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ������������������������������������������������������������������������������� I. CONTROLS [CNTR] _______________________________________________________________________________ ������������������������������������������������������������������������������� Naturally, being a GBA game, there is no option to change the controls. For a great tip, harness the psynergy shortcuts as they'll make field use much, much easier. ___________ _______________________________________________________________ | BUTTON | FUNCTION | |�����������|���������������������������������������������������������������| | D-Pad | Controls character movement | | Start | Un/pause game | | Select | Displays field commands | | A-Button | 'Examine/Confirm' button | | B-Button | Run (hold down) / Make dialogue appear faster | | L-Button | Use psynergy shortcut / Zoom-out when on map | | R-Button | Use psynergy shortcut / Display world map (when on map) | |___________|_______________________________________________________________| If you find yourself in an impossible situation, holding L + R + Start before loading a "Continue" save will transport everyone back to the sanctum of the latest-visited town. One example of where this helps is in SW Atteka Islet, where if one gets the Dragon Skin and saves, it's impossible to go the same way back! [NOTE: Warping back may cause loss in items obtained up to then, etc.] _______________________________________________________________________________ ������������������������������������������������������������������������������� II. TH' BASICS [THBS] _______________________________________________________________________________ ������������������������������������������������������������������������������� STORY [STRY] ����������������������������� (In-game intro -- a bit choppy but sufficient Ages ago, or so the stories tell, the power of Alchemy ruled over the world of Weyard. Alchemy wrought the base elements of humanity into thriving civilizations, like lead into gold. But in time, man's dreams gave birth to untold strife. Dreams of endless riches, of eternal life, of dominion over all that lived... Dreams of conquest and war. These dreams would have torn the world apart if not from a few brave and wise men, who sealed away the power of Alchemy deep in Mt. Aleph's Sol Sanctum. -PROLOGUE FROM BOOK ONE- The town of Vale guarded the secret for many years, until Isaac and Jenna, whose parents died in a storm 3 years before, disturbed the sanctum. Saturos and Menardi, of the Mars Clan, followed them into the sanctum. With them traveled Jenna's brother, Felix, thought lost in that same tragic storm. Saturos and Menardi stole the Elemental Stars, the keys to breaking the seal on the power of Alchemy, and kidnapped Jenna and the scholar Kraden. If these four jewels were used to fire the elemental lighthouses, the seal on Alchemy would be broken. Isaac and Garet set out to stop Saturos, rescue their friends, and return the Elemental Stars to their home in Sol Sanctum. They banded together with a young Wind Adept named Ivan and pursued Saturos and Menardi to Imil, a winter-locked town near Mercury Lighthouse. There, they met the guardian of the lighthouse, a Water Adept named Mia. With her, they pursued Saturos to the aerie high atop Mercury Lighthouse. Isaac was too late to stop Saturos from lighting the beacon and escaping. Again Isaac chased him, crossing Angara to the shores of the Karagol Sea. Taking passage on a troubled ship, Isaac crossed the Karagol to Tolbi. He spoke with Tolbi's leader, a strange man named Babi. Babi entered Isaac in Colosso as a test of his powers. Isaac's Psynergy won Colosso and earned him Babi's trust. Babi revealed a great secret to Isaac... Thanks to a mystic draught from the lost land of Lemuria, Babi had lived for 150 years! He offered to help Isaac, who then headed deep into Gondowan. In the town of Lalivero, Isaac learned that Saturos and Menardi had kidnapped a young girl named Sheba, whom they needed within the lighthouse. Isaac fought and defeated them atop the lighthouse, but he was too late -- the beacon had been lit. A great cataclysm followed. Sheba fell into the sea. Felix jumped in to save her, but both were lost in the roiling waves. Jenna left the lighthouse to find them, but to no avail... Isaac went to Lalivero, where Babi asked him to find Lemuria and the remaining lighthouses. He gave Isaac a Lemurian ship to make the journey for the lost land. This chapter of our story begins with Jenna, just before the beacon on Venus Lighthouse is lit... ELEMENTAL RELATIONSHIP [ELMT] ����������������������������� Like 99.9% of RPGs, Golden Sun's abilities & characters are elemental-based, so they have inheret strengths and weaknesses. Fire/Water and Earth/Wind are paired together, each one good against the other while neutral to any not aligned with it. For instance, Fire is super-effective against water-type enemies but does normal damage to Earth/Wind. Djinn and equipment will help mold players' resistances, so always check to see the fine print on their effects (for equipment, the 'Detail' option). STATUS EFFECTS [STTS] ����������������������������� Golden Sun introduces a couple seldom-seen effects here: Curse and Haunt. The former is caused by equipment that, once on, can't be removed unless a village healer is paid to; the latter is caused by Haunt-type enemy spells and also requires a healer's aid. The rest of the statuses are normal fare. Most self-alleviate after 'x' amount of time in-battle or by ending battle, although some (Curse, Downed, Haunt, Poison, Venom) require special action. ________________ __________________________________________________________ | Status | Effect | |����������������|����������������������������������������������������������| | Curse | Caused by equipment; may paralyze character during round | | Deluded | Causes decreased physical accuracy | | Downed | User is defeated (0 HP) and can't participate in battle | | Haunted | Caused by spell; user takes damage at end of each turn | | Paralyzed | Paralyzed and can't take action or evade | | Poison | After taking an action, user's HP decreases a minor bit | | Predict Downed | User is cursed by enemy spell, and dies after 7 turns | | Seal | Can't use psynergy | | Sleep | User cannot take action for a random number of turns | | Venom | After taking an action, user's HP decreases a crapload! | |________________|__________________________________________________________| STAT OVERVIEW [STTO] ����������������������������� Like any good RPG, Golden Sun has some stats to learn. These can be viewed in their non-abbreviated form by checking the Status menu. HP - Health Points. When they reach 0, the user can't participate in battle PP - Psynergy Points. When they reach 0, the user can't use psynergy LV - Person's level. Determines stats and class psynergy. EXP - Experience level. As it goes up, the person gains a level ATK - Attack. Determines strength of weapon strikes and some psynergies. DEF - Defense. The higher it is, the lower enemy physical attacks do. AGL - Agility. As it grows, unit acts quicker and evades phys attacks more LCK - Luck! Influences enemy drops and critical hits, mainly. SEND OPTION [SNDO] ����������������������������� The Send option is a method of carrying data from the first Golden Sun to its sequel, this game. This option is available by default, unlike its predecessor where one had to beat the game first and do a button sequence. Now, there are two options for transferring data: password or link cables. The former is annoying to type in but an option anyone can do, since it doesn't require extra accessories; the latter requires link cables (sold seperately) to instantly transfer data. The password option has three levels (in descending order of usefulness): gold, silver, bronze. Gold saves will transfer more things than Bronze, but will be longer passwords, expectedly. So what transfers over on each tier? - Gold ---> Levels, Djinn, Stats, Items, Coins - Silver -> Levels, Djinn, Stats - Bronze -> Levels, Djinn The essentials will always be carried over, but for people who want "perfect saves" for The Lost Age, they'll want to carry over their inventories. After all, some items in Golden Sun CANNOT be found in the 2nd game! NOTE: Passwords are case sensitive, so if even one letter is screwed up, the entire thing is screwed up! For gold passwords with 6 pages of stuff to write down, this can be very annoying, so be meticulous! DJINN USAGE [DJNU] ����������������������������� Djinn not only determine which class a person is (and by that extension, the current psynergy), but also a character's stat boosts and general power level! They can also be used in-battle to aid the allies. There are three modes to djinn: #1) SET : A set djinn is simply on the person, ready to be used. In this stage, it can either (1) be manually put on standby, if in the djinn menu (2) used in-battle and then automatically put on standby. Set Djinn will give stat boosts as long as they're not in recovery or standby mode. #2) STANDBY : These djinn have been used, or manually put in this mode, and can be readily summoned in battle. Standby djinn do not give stat boosts until they're put back in Set mode! #3) RECOVERY: After being used as a summon in-battle, each djinn has a 1-turn downtime _per each. This means a 4-djinn summon will take four turns 'til all can be used again. The stat boosts, abilities, and classes lost when a djinn is used will be automatically be regained. If you finish battle while a djinn's recovering, simply walking around will suffice as their "turns" -- a little chime plays as each becomes set again. [Djinn in this state don't naturally recover on a KO'd ally until the ally is revived!] So the flow is Set -> Standby -> Recovery -> Set again. Each element has four summons, using 1-4 djinn, and increasing damage. As more djinn are found, the better summons can be used. Manually putting a djinn in standby lets a player pop off a summon at the start of battle! SUMMONS [SMMN] ����������������������������� Summons are special attacks performed by and dependant on the number of standby djinn. All of the default damage-dealers have no special effect but the special ones (learned from tablets) do. Most're easily comprehendible, but two have special effects. Daedalus, after being initially summoned, will attack a second time 1-turn after, doing more damage than its first missile strike. Iris not only damages the enemies but it will heal/revive all allies (8) to full health! Some summons' requirements make them a little unwieldy but it's important to know that they are NOT required to beat any mandatory bosses. Optional ones, however, typically do need a little help to overcome their outrageous HP values. _____________ _____________ _____________________________ _________________ | SUMMON | Er Fr Wi Wa | EFFECT | LOCATION | |�������������|�������������|�����������������������������|�����������������| | Venus | 1 -- -- -- | Earth DMG | --------------- | | Ramses | 2 -- -- -- | Earth DMG | --------------- | | Cybele | 3 -- -- -- | Earth DMG | --------------- | | Haurus | 3 3 -- -- | Earth DMG + %Deadly Poison | --------------- | | Judgment | 4 -- -- -- | Earth DMG | --------------- | | Charon | 8 -- 2 -- | Instantly Kill all Foes | Anemos Inner S. | | Mars | -- 1 -- -- | Fire DMG | --------------- | | Zagan | 1 1 -- -- | Fire DMG + %DEF Down | Indra Cavern | | Megaera | -- 1 1 -- | Fire DMG + Party ATK Up | Osenia Cave | | Kirin | -- 2 -- -- | Fire DMG | --------------- | | Ulysses | -- 2 -- 2 | Fire DMG + %1-Turn Parylz | Izumo Ruins | | Tiamat | -- 3 -- -- | Fire DMG | --------------- | | Meteor | -- 4 -- -- | Fire DMG | --------------- | | Daedalus | 3 4 -- -- | Fire DMG (Again 1 turn aft) | Yampi Desert C. | | Iris | -- 9 -- 4 | Fire DMG + Heal/Rviv Allies | Anemos Inner S. | | Jupiter | -- -- 1 -- | Wind DMG | --------------- | | Atalanta | -- -- 2 -- | Wind DMG | --------------- | | Flora | 1 -- 2 -- | Wind DMG + %Sleep | Air's Rock | | Procne | -- -- 3 -- | Wind DMG | --------------- | | Eclipse | -- -- 3 2 | Wind DMG + %ATK Down | Lemurian Spring | | Thor | -- -- 4 -- | Wind DMG | --------------- | | Catastrophe | -- 3 5 -- | Wind DMG + Lower foes' PP | Islet Cave | | Mercury | -- -- -- 1 | Water DMG | --------------- | | Nereid | -- -- -- 2 | Water DMG | --------------- | | Moloch | -- -- 1 2 | Water DMG + %AGL Down | Madra Catacombs | | Neptune | -- -- -- 3 | Water DMG | --------------- | | Coatlicue | -- -- 3 3 | Heal; Regen HP few trns aft | Atteka Cavern | | Boreas | -- -- -- 4 | Water DMG | --------------- | | Azul | 3 -- -- 4 | Water DMG + %Paralysis | Treasure Isle | |_____________|_____________|_____________________________|_________________| TIPS N' TRICKS [TPST] ����������������������������� Here's the depository for game tips! Like most of my latter-day guides, if a reader has a doozie to put here, drop me a line and I'll put it here (as long as it's up to snuff). � ENEMY DROPS: they're often hard to get. Some of the rare equipment pieces found toward the endgame have such low chances of dropping, a person could pass them by completely! However, there is a way to even the score a bit and that's by defeating enemy with psynergy/djinn that plays off their elemental weakness. If done right, an enemy will blink polychromatically before they disappear from the field -- this is the telltale sign they were killed by their elemental weakness. Now, this doesn't boost the drop rate of items up to 100% but it'll help you find rare items like the Tisiphone Edge a lot easier. � RNG: a.k.a the Random Number Generator. This governs random events in the game, such as monster encounters, drop rates, enemy formations, and so forth. If you know how to use it in your favor, you can save lots of time in getting enemy drops! Check out this FAQ for more information on the subject: www.gamefaqs.com/portable/gbadvance/file/561356/25734 � INVENTORY MANAGEMENT: it's crucial! Everyone can hold fifteen (15) items, so that makes sixty maximum. Consumable items are combined into one group, but equipment won't be. In long dungeons, where a bunch of items are obtained at once, it pays to have an inventory reasonably clear of clutter. One good way to do this is to use all stat-boosting items and dump any junk like herbs, antidotes, elixirs (since psynergy can take care of those). NOTE: If you have an artifact you need to get rid of but aren't near any shops, drop it as a last-ditch effort. It _WILL_ magically appear in shops thereafter for some reason. I only found this out by accident, m'self... � SHORTCUTS! Not battle-wise, but psynergy-wise. Since it's such a large part of field work, use the L- and R-buttons as shorcuts to pick some of the more common psynergies. To make a shortcut, go into the psynergy list and press L/R Shoulder, then pick which spell to match with it. It helps a crapload. � Later in the game, bosses can be rather annoying as they get more than one turn and can use 'Break' to remove positive stat boosts from the allies. But, Break-baiting can be very useful for making the boss waste one of its attack turns with the titular skill. It can really lighten the load when bosses get x3-4 strikes, especially on some of the optional bosses, and the team might be able to benefit from the boosts if their AGL is higher than the targets (alternatively, lower boss' AGL). _________________________ ___________________________________________________/ III. WALKTHROUGH [WLKT] |_ ������������������������������������������������������������������������������� 00) Prologue [To Idejima] [WK00] _______________________________________________________________________________ ������������������������������������������������������������������������������� Before the actual game starts, the events at the end of the first Golden Sun are shown through the eyes of the then-NPCs, Jenna and Kraden -- the latter isn't a fighter, though. After being prevented from going back up Venus Lighthouse, continue the descent and look for an [Herb] chest accessible from the basement. The lighthouse exit is to the south, and there'll be a lot of dialogue once out in the fresh air. Immediately following, the objective is to exit to the west into Suhalla Gate and take the canyon tunnel to Idejima, a small peninsula where Alex' ship is docked. Along the way there will be a few fights with Ruffians, weak enemies who can be OHKO'd with Jenna's Fume psynergy. If she needs to heal, use an Herb. Following more scenes, the game's early team will form: Felix, Jenna, Sheba. Well, y'have to revive 'em back to consciousness first. Default equipment (all Lv5): Felix Jenna Sheba ����� ����� ����� � Short Sword � Wooden Stick � Wooden Stick � Cotton Shirt � One-Piece Dress � Travel Vest � Padded Gloves � Padded Gloves � Leather Armlet � Herb [x2] � Herb [x7] � Circlet � Shaman's Rod � Herb � Mythril Bag First stop is heading south of Idejima's new location. _______________________________________________________________________________ ������������������������������������������������������������������������������� 01) Daila [WK01] _______________________________________________________________________________ ������������������������������������������������������������������������������� To Idejima _____ __ | | 5 | 4|________ The first town in the game is a mandatory |�| _____|_ _|_ \ stop, and recently recovering from a huge | (/ \ |���| ) tidal wave. There's nothing to actually do ( |���| ___ \ |_3_| / here, although we'll return here later on to ) ___ |_ _| | 2 |_)_ / claim the Sea God's Tear, a special item not | | | |_ _| ____/ yet accessible. | |_ _| \ | ) For those uninitiated with RPGs in general or | |���| |���| / Golden Sun games, item-finding in towns is | |_ _| |_ _| /�\__/ basically searching every barrel, vase, oven, | 1| ____/ and pot, in or outside houses. This type of �� ����|_|-Exit searching is no doubt tedious -- later on, there will be a psynergy (Reveal) that tips |����|����������������| the player off to item locations. | 01 | Smoke Bomb | | 02 | 3 Coins | Feel free to upgrade equipment a smidge here, | 03 | 12 Coins | if y'like -- it'll be the only town to visit | 04 | Herb | for awhile. After exiting south of town, the | 05 | Sea God's Tear | game's 1st djinni (Echo), a critter who gives |____|________________| characters elemental power, joins the team. These suckers can change characters' classes and give them additional psynergy (depending on what level the user is), and can even be used in battle, separately or as high-powered summons. Awesome? I would say that. For the next stop, the team will have to visit Kandorean Temple in the south. It's readily visible but Felix' squad will have to loop around from the southwest (i.e. counterclockwise) to reach the joint. _______________________________________________________________________________ ������������������������������������������������������������������������������� 02) Kandorean Temple [WK02] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Punch Ant, Giant Bat, Wild Wolf, Angle Worm _____________ _____ / _______ ) ____ |I | / / / |E / |F |�����|�����| | ( ( )_) ����� ��| | | | | G H | | _ _ _ ) )____ ____ | | | | |_ _|_| _ ________|I|____ |L| |L| / / _ |1 | \ | | | | | |F| ___________ |_ | |-Boss _| | (___| __| |JK\ | | |����� | |______G_|____| | | | | _| |____ ���) | |_| | | |______|__H 2_| | | | | | |____ _| M����| |_____| N |___ _____| | |_| | _| |____ | | 3 | |A|���� ����|�| | | | |_ _ _ � _| _| |______ | | M | | | B | | _ W -+- E | | | | | | |_ | |K | |______| | |____ ____| | |A| _ | | | |�| | | |_|_ _|_ ���� |____ |_| ____| | | |B| S |_|_| _| | |E|_| |_|4| |ENTER| | |__| | | _|_ _____|___ | �|_|� |______| |_______| |J | ������� |����|�����������������| The temple entrance is sealed, so the team has no | 01 | Game Ticket | way in...or do they? Check the left side of the | 02 | Mysterious Card | outer wall to find a vine-covered entrance which | 03 | Lash Pebble | can be cleared via Sheba's Whirlwind psynergy. | 04 | Djinni: Fog | Commit this tactic to memory 'cause it'll be used |____|_________________| and abused throughout the game! From the passage beyond, the team can climb up through the dry well and infiltrate the interior with no other problems. Witness the scene just inside the interior and enter the dungeon through the double doors. The nearest chest contains a [Game Ticket], although Felix' squad will have to pry it from the cold, dead hands of a mimic first. This will be a common situation throughout the game, for reference. When done, take the zig-zagging west path to the exit ("E"). In the B1 area, navigate the flat-topped pillars and climb up the other side of the cliff, which gives access to jump on top of said pillars -- the exit's north. Follow the path to another exit ("F"), which leads to the B2 floor. This cavern contains a fast-moving river. Walk downstream and look for an entry point to run upstream in the south, which can get to the eastern side. When running against the stream, use rocks or dry land to take a breather if y'need it. The dead-end room the cavern opens into has two waterspouts with lids on 'em and one movable trunk. By pushing the trunks on one of the spouts, it makes the remaining one go twice as high, opening into the B1 floor again. Ride the rightmost spout up to a [Mysterious Card] chest, then take the other ("G") up to a ledge. Follow across the tightrope and look for a single trunk on the cliff edge. "Move" it east and jump 'cross to stop the steam vent, which allows access over the other tightrope (if you fall in, take the "I" stairway back up). Use the cliff to get past a rocky impedement, leading into the first B1 screen with the flat-topped pillars, although it's the eastern side this time. Ignore the mercury djinni for now -- we'll be back for it in a second. Take the next two stairs up to F2 -- Felix and company should find a boiling pot. Now, if this were a kung fu movie, someone would grab the outrageously hot metal and push it aside but we have "Move" psynergy to do that for us. Heal up and ________________________ | BOSS: Chestbeater [x3] | |����������|����������|�����������|���������|������������| | HP: 155 | Weak: Fi | EXP: 120 | $$: 84 | DROPS: Nut | |__________|__________|___________|_________|____________| � Claw Attack (single: dmg) � Beat Dance (single: dmg) � Uses Herb (single: heal 50 HP) These three King Kong rejects can definitely pose a problem if the team wasted all their psynergy en route, but if the team's brimming with PP, it's quite simple to just blitzkreig them and put 'em on the defensive. Jenna's likely to have Flare wall by now and that can typically take off one-third of their HP. After the monkey funeral service, climb upstairs and talk with the temple's leader to obtain the [Lash Pebble], which bestows Lash psynergy on whomever it's equipped to. With this, backtrack a little ways and get that mercury djinni (Fog), although it'll put up a fight first. NOTE: If you don't want anyone with weird psynergy, or psynergy that clashes with their elemental type, just put the djinni on standby so it quits affecting anything. Having a bunch of mercury djinn with no mercury adept will be a problem for awhile, actually. Use Retreat to leave afterwards. Shrine of the Sea God is near Daila, to the east to be exact. Since it's very prominent it should be an easy find. _______________________________________________________________________________ ������������������������������������������������������������������������������� 03) Shrine of the Sea God [WK02] _______________________________________________________________________________ ������������������������������������������������������������������������������� _________ ENEMIES: Angle Worm, Ghost |A ______ \ |�|_|��| Can't Access | | | ) ) | ____| _________ _ _ / | | | | |_| | | | |F|______ __|B|_ |�|_ ___ |___| | _/ | | | ____ A| | \ | | |-Jupiter |_ |�) ) | _ _ | | |____|_| ) )���\ \ |__ __| Djinni |__) _/ | G|F | |______ | ( �\_/ / | | (Breath) | _/ ���� ���� ______| | _\ \____/ _|_|_ |_ | |B | |C| |D| |C _ D| |_|-Start �������� | __| �|^|� | E | |E| ����� � This place was available before but couldn't be explored further without the Lash psynergy. Use it on the ledge right in the 1st screen to make the little rugrats leave -- now it's time to get the djinni in here! As was stated, it's very fast and the dungeon here will relate to catching it. Chase it to the only exit available ("B"), and below, enter either the "C" or "D" stairway to witness the djinni running north. Backtrack and take the "E" stairway, which leads to the critter. When it runs onto the square-shaped ledge, push the flame pedestal against the cliff to prevent it from fleeing. Then, just run after, fight, and capture it (Breath). That's all there is to do here, at least until we get Frost psynergy...time to Retreat! --- The next location to visit is Dehkan Plateau. Go south from Daila to the bifurcation, then go east, which eventually wraps southwest to the location. Felix will get a good weapon there so abstain from storebought crap. _______________________________________________________________________________ ������������������������������������������������������������������������������� 04) Dehkan Plateau [WK04] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Angle Worm, Skeleton, Ghost, Mini-Goblin, Rat Soldier _____ ______ _ _______ _ _____ ______|_ G _| _ |______|I|_| M |_______ |J| 6 N| _____ _ | ____ | (_ ) ) | _ __ |_____________ | | |K M | | |C| | |____| | F( E|H| |_| |__|_ _ |J| | _ | |_ | | | _ | A | | 4| | |___| | | | _| 5| | | | | | | | | L| | _|�| |_|L| |_____|B| | | ________| | | | |_| | | | _| ___|_|� |_| |_ _| � |____| | |___|__________| | _____| O | | OP| _ ____| _|_ |__ ____|��� ��� ___ _|C|_| 2|___ |_ ____ |_ | _ _ _ ___ | A_|_ _ |�� | | |3 | Exit | _| _|I| |K| |N |_____ _|_ |B|_| |____| | | | | _ ___ ___ '-|_| | | | | �| 7 | |START|1| | __| ___| | | | |F| E | | |_ |___| | |_____| | ����� � | |__| |___ |__| | | |_ | | G | �����| O | | D| |D | |_____| |___|H| ������� ���������� ���� � |����|�����������������| Up the stairs a bit, there'll be some holes in the | 01 | Full Metal Vest | ground -- another trick that will be used often. | 02 | Elixir | Tiny cracks can be walked on once, heavy cracks | 03 | Mint | will drop Felix through; the latter is the only way | 04 | Themis' Axe | to proceed for the moment. Exit south of the cave | 05 | Nut | to find the [Full Metal Vest] chest, which can be | 06 | Pound Cube | worn by the girls as well and can really help 'em | 07 | Djinni: Cannon | from being picked on by monsters (especially the |____|_________________| HP-deficient Sheba). Through the cave's other entrance, exit east into the 2nd plateau screen. The crumbly pillars introduced here: normal pillars can be jumped on once before they crack, cracked ones will disintegrate when stepped on. Either way, bound to the [Elixir] chest, then use the remaining pillars to continue onward. The heavy pillar blocking the path beyond can only be crushed with Pound psynergy, which we don't have yet. At the next patch of cracked ground, the northernmost heavily-cracked tile can drop Felix into a cave with a [Mint], which increases AGL. Exit north of the "patch field" when done, finding another bunch of pillars to step on. Jump left once, northwest once, then east once onto the lone pillar. Jump back onto it to break it and gain the [Themis' Axe] artifact for Felix, the only one who can equip it. Artifact weapons have "unleashes," special attacks that randomly play when the "Attack" option is picked. They do more damage than usual and may have auxiliary effects, like dropping defense or poisoning the target. Either way, re-enter the screen, take the NW pillar-hopping route, and curve back east to the exit. The next part of the plateau will involve a complex of caves and holes. Fall any of the ones nearby, navigate the cave below, and come upon a mars djinni who flees the team. Follow him through another lower cave and he'll flee east, which Felix should do also (after pushing the stump to make a cut-across). At the rope bridge, take the lower path across some tightropes to some stumps. These ones have ivy that can't be Whirlwind-ed away, and they're basically movable ladders. Using this tidbit, Lash up to the [Nut] chest, and push the other stump off a cliff -- this leads to a SW path. When the djinni is approached again (from either direction) it flees east again, so pursue. The djinni escapes to a cave again and its route can't be taken. Instead, push the nearby ladder-stump east, climb up, and hop around on the two pillars nearby till one breaks. Go north at ground level to find a second ladder-stump, push it west and jump on the remaining pillar to crumble it. Push the regular stump as far west as it'll go, which should give access to the next stairway ("J"). Continue until finding the djinni's room again -- sadly, it can't be reached from this side due to the cracked floor tiles. Instead of approaching it, take the SW exit in the room and eventually reach the part of the plateau the djinni jumped through. Take the rightmost of the two cracked tiles and topple right on the djinni's head, knocking the [Pound Cube] loose from its person. Take the stairway ("N") nearby and follow to the djinni's final location. In order to prevent it from escaping again, go around it and use Pound on the heavy pillar near its cliff; this way it can't escape when approache. It (Cannon) has to be fought but that's about all the excitement there is at the dungeon. Take the room's other stairway up a bit and it'll be possible to leave via the SW part of the plateau and find the world map once again. INDRA CAVERN [OPTIONAL] [WK05] ������������������������������� Move the stump one space left and use Lash to find a cliff tablet. Inspect it to learn the Zagan summon, requiring 1 Venus/Mars djinni. This attack can lower an enemy's DEF, making it pretty useful in the early going. WORLD MAP [MANDATORY] ��������������������� To find the next town (Madra), proceed past Indra Cavern and try to go south a bit, finding a bridge that leads east. The town's in a forest and not that hard to find. Optionally, a wild venus djinni (Iron) appears around that area and should be obtained soon, before or after finding an inn. _______________________________________________________________________________ ������������������������������������������������������������������������������� 06) Madra [WK06] _______________________________________________________________________________ ������������������������������������������������������������������������������� ____ _|����|����| To Madra Madra's generally a sleepy little town | 4 |2|_ _|_ _| Catacombs but it's had its share of troubles lately |__ | | \_______ \ and isn't in a friendly mood. Compound _______| |_ ______| | | \ that anger with all the looting we'll be | ___ | |_1_| |_| |�| doing! There's nothing too awesome here | | | _|���| |���| __ |� | except the [Nurse's Cap], on an isolated | |_ _| | |_ _| |_3_| | |__/� | cliff. To obtain it, go to the inn's 2F |_______| ___ ___ | ___/����| balcony, then cross the vendor awnings. | |_ _| |_ _| | ____/��� It's female-only, and in battle, can be |_____________| | used as an item to restore HP. The only |_| other (optional) thing of note here is |����|�������������| ENTER the caged mars djinni in one of the folks' | 01 | Sleep Bomb | houses, which we can get later by trading a | 02 | Nurse's Cap | mushroom from the Gondowan Cliffs. That's much | 03 | Smoke Bomb | later, though. | 04 | 15 Coins | |____|_____________| If you visit the mayor's house, there'll be a weird black orb on the mantlepiece, but those dang womensfolk stop the team from stealing it. It'll be ours...someday. The jail also has an interesting bit of conversations if the team mind-reads the prisoner. The mandatory part of this scene is that the interim mayorette'll give the team permission to advance northward over the drawbridge (without it, Felix' squad will be rebuffed). _______________________________________________________________________________ ������������������������������������������������������������������������������� 07) Madra Catacombs [WK07] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Rat, Troll, Drone Bee, Mini-Goblin |�����| | 1 |__________ ___________ The town catacombs can be explored at _|_ _ | _____ | _______ | this juncture, although this is another |356| | | | | | | | | _ | _| _ one of those places that requires Frost |_ | __| |_____ _| |*| | |__|*| psynergy to reveal all its secrets. The | | |_| __ | | | | ____| place has two entrances: (1) the hole in | | ___ |2|___| | | | town, near the inn (2) a sheltered hole | |_____|4 _| _|_| | |_|_| | north of the town graveyard. The latter |_________| |_ _ | | is the correct one to take (the other'll �������� |_| |___| lead to nowhere in particular). |����|���������������| | * | Entrance | Once inside via the graveyard hole, follow it north | 01 | Tremor Bit | and west into a large chamber. A mansion's ruins are | 02 | Apple* | on the lefthand side but it can only be accessed in | 03 | Lucky Medal* | full from the south (again, Frost- & Reveal-required). | 04 | Mist Potion** | | 05 | Ruin Key** | For now, locate the cliff stump and Move into the | 06 | Moloch Tablet | pit, which should give access to the mansion ruins' |____|_______________| east side. Simply cross the abyss, go downstairs, | * - Needs Reveal | and pluck the [Tremor Bit] from its chest. Tremor | ** - Needs Frost | psynergy is typically used to drop items from places �������������������� unreachable or knocking things, such as djinni, out of their hiding places. Again, the Tremor Bit is MANDATORY so don't leave town without it. The next stop en route west is Osenia Cliffs, located a little ways past the guarded drawbridge. If Felix' team is barred entrance, return to Madra and witness the jail scene with Piers. OSENIA CLIFFS [WK08] ���������������������� This tiny one-screen stopgap area is past the bridge north of Madra. Climb down to the Champa ship's wreckage and jump to a Lash point, which lets the team climb down to the beach and get a [Pirate's Sword]. Since it's a light blade and only slightly outranks the Themis' Axe, think about giving the new item to Jenna, rather than just selling the axe next time a town's reached. Exit west after all the commotion. On the world map, the nearest bridge is broken, so head south to locate a swelterin' desert. ############################################################################ NOTE: If you want, you can go south from the Yampi Desert's west entrance and reach the towns of Mikisalla and Garoh right now. They have better equip options than what'll be in the "real" next town (Alhafra) but the djinni there can't be obtained. The one NW of there near Osenia Cave (Sour) can be though, if y'want to go that far out of the way. ############################################################################ _______________________________________________________________________________ ������������������������������������������������������������������������������� 09) Yampi Desert [WK09] _______________________________________________________________________________ ������������������������������������������������������������������������������� FOES: Kobold, Dino, Emu, Momonga, Gnome, Spider ____/�����|_|�|-To Alhafra _ | _ \ |�|___ | N _____ |*| /��| \ | | | | _9 |_| |������\_/ /�| �|������� | | | _____| |_| _ | |�| /| |10| |�| | | W ----+---- E | _ __| | | | | |__/ �� | |_____| | | | |8| | |___| |_____/������� |_ ___| | ____| ______| | | | S / ) |___|_|-To ( 7 / |�����| Air's Rock | |\_/________ | A | _____ ENTER ) __ | | _____ | | | | | ( (_/ _| |_| | 2 �| |�����|� �| | A 5 | _/���|___ _____| |_ | |_ ___, | | | |_____| |__, | ) | |___| |___| |__ |_ _|_____| ) ) /| |���|_| |C | _ __ |_ _| |_ _ | _/_| |_ |B| |� | |_| | 3| | \_| 4 | |C| | |_/ _ 1| | ��� ����| 6 _______| ___| | |____/____| ������\__/�\__|�| | _/ |B | |___| ����� |����|����������������| | * | To Y. D. Cave | East of the entrance, Pound the stake and claim the | 01 | Guardian Ring | [Guardian Ring], which gives +20 HP and +4 ATK. This | 02 | Antidote | is one of the few useful rings in the game, so don't | 03 | Djinni: Blitz | leave it behind. In the 2nd screen, also uneventful, | 04 | Psynergy Stone | are the travellers from Madra who've reach a sandy | 05 | Scoop Gem | impasse in getting to Alhafra. For now, leave these | 06 | Herb+ | sadsacks behind and keep going east. | 07 | 315 Coins+ | | 08 | Hard Nut | Screen #3 has a jupiter djinni (Blitz) to obtain, | 09 | Blow Mace | and to get him, it'll require scaling the cliffs and | 10 | Trainer's Whip | using the poundable stakes as stepping stones. Felix |____|________________| will have to pick which pound certain ones to get | + - Requires Scoop | though, though! In order to proceed without cutting ��������������������� off the route to the djinni, pound the one nearest the screen entrance, go up and east a bit to the rightmost -- pound that too. From there, pound the next stake that masks an obvious rock ladder and make way to the djinni. Save beforehand 'cause it has a penchant for running, like most wild ones. There's an [Antidote] chest in the NW part of the screen, too, if y'didn't get it before. Exit east by finding a drop-down groove. Screen #4 has a helpful Psynergy Stone, but nothing else -- continue north using the stake-masked ladder. Screen #5 has a weird scorpion monster that pinballs underground, depending on where pounded stakes are. Pound the stake here to make it leave to Screen #6, where the same technique applies. If the timing isn't right, the stakes just make it loop back and forth, so re-enter if that happens. The looping situation can take place in Screen #7 as well, but is easily remedied: ignore the NW stake and wait for the scorpion to burrow westwardly past the SE stake, then pound it, which should make the baddy reach the northern burrow. Save before approaching becuase there'll be a big, bad, brutal, boombastic boss battle! _____________________ | BOSS: King Scorpion | |����������|����������|�����������|���������|������������������������| | HP: 1064 | Weak: Fi | EXP: 440 | $$: 228 | DROPS: Vial, Scoop Gem | |__________|__________|___________|_________|________________________| � Twin Shear (single: phys damage) � Desert Gasp (multi: phys? damage) � Sand Breath (multi: phys? damage) � Poison Tail (single: phys damage + %Poison) � Paralytail (single: phys damage + %Paralysis) This boss loves to defend and only gets one attack per turn, so it's not that hard to deal with if each ally has some Herbs. Use Iron to boost the party's DEF, have Jenna spam Fume, and when possible, summon Zagan to hopefully lower the boss' DEF. Again, given how much the boss defends, party upkeep should be relatively easy -- just don't let anyone be KO'd or the hole may be too hard to dig out of! With the scorpion pulling up daisies, collect its [Scoop Gem] which bestows the titular psynergy. Use Scoop on the weird pile in the center of the cavern to find a waterspout that returns the team back to the previous set of areas. At this point, it's time to return to desert's 2nd screen -- the one with the Madran travellers -- and find the weird SW pile that can be Scooped to reveal a hidden passage ("B" on map). Follow the straightforward paths until the travellers also find that secret passage (stupid mayor's son gets all the credit!), then continue northward. Look for a conspicuous sandpile that can be Scooped for [315 Coins], then head into the cave. The sandflow here will carry Felix along, but it's not too hard to collect the [Hard Nut] and [Blow Mace], the latter being a great artifact for Sheba...unless you already bought her something in Mikisalla, in which case, give it to Felix. East leads out of the cave! In this final area, there'll be a bunch of sandfalls. Take the lowroad east until finding a rock ladder, then cross the sandfalls that threaten to push Felix off the middle level. Upon finding the Lash coil, use that psynergy to climb to the top of a sandfall -- fall down its eastern side to get access to the [Trainer's Whip] chest, which changes someone's class and gives some cool monster-themed abilities. To exit, return to the ladder from the lowroad and cross the two sandfalls at mid-level like before; this time, take the 2nd rock ladder upwards, going east. Upon reaching the screen boundary, there are two options: north to Alhafra, south to Air's Rock. The latter trip is one-way at this point so DO NOT go there yet, unless you want to walk all the way back to the desert's west entrance via Garoh & Mikisalla. To Alhafra, which is just north of the desert's northeast exit. _______________________________________________________________________________ ������������������������������������������������������������������������������� 10) Alhafra / Alhafra Cave [WK10] _______________________________________________________________________________ ������������������������������������������������������������������������������� _ _ |A|__________ |A|_|���|_ ______ ALHAFRAN / _ _________ \ |_ |_8_|4| MAIN TOWN __/ ___ | CAVE ( ( |___ \ ) ) | |___ | _| | \_ | | |_ \ \ / / |_____ | | | | | | |_ ) _)_)/ / | |___________ __ | |\ )___| | ) | | < / ___| | 7|_| |_\_______| _____/ / __| |�|� |B15| |���| |���| ___________| | ____/ |12 _| | |_3_| |_ _| 1 |_| | |9 10| |13(___| |___ |___| ____ | |_ 11| |14 ) | |���| | | | 2 | |______| |B|� | |_ _| | |_|_ _| � |_____ � � | |����|���������������| Enter-|_|���������� | 01 | Elixir | | 02 | Apple | After the Madrans make for the mayor's pad, take some | 03 | Sleep Bomb | time to loot the town of items. Note that all items | 04 | 32 Coins | can't be obtained right now! The shops here are not | 05 | Smoke Bomb | super-awesome but you'll want to buff up everyone's | 06 | Large Bread | DEF for the upcoming boss battle. Everyone should get | 07 | Lucky Medal | some Leather Boots for sure (easy +6 DEF) and anything | 08 | 7 Coins | else, supposing y'didn't outfit in Mikisalla. | 09 | Ixion Mail | | 10 | 123 Coins | Now, the Briggs character everyone's talking about is | 11 | Lucky Medal | in the harbor ship's lower area, and constitutes the | 12 | 777 Coins* | boss of this town. If you're not prepared, it'll be a | 13 | Potion* | huge frustration since the odds are stacked against | 14 | Psy Crystal* | Felix' team. Here's a few tips to consider: | 15 | Power Bread* | |____|_______________| � Grind outside of Alhafra a bit to reach Lv13, where | * - Frost-required | Felix learns the powerful single-target "Ragnarok" �������������������� psynergy; the girls should get a bit more HP & AGL, which they'll definitely need. � The monsters outside of town can drop some useful things, such as Nuts, or battle-use items, like Weasel Claws and Oil Drops. Since one may run out of PP, these can be very helpful; or, if you want to conserve PP, the same ideal applies. � A designated healer will work well for the boss battle, and Sheba usually ends up being the best person given her high PP growth. By giving her one earth djinni, she can get access to Cure/Cure Well and that'll be a lot more useful than using Herbs. When ready to fight Briggs, visit the ship's belowdecks area and eavesdrop on the goofballs. _________________________________ | BOSS: Briggs + Sea Fighter x1-4 | |����������|����������|�����������|����������|�������������| | HP: 984 | EXP: 689 | Weak: All | $$: 1411 | DROPS: Vial | |__________|__________|___________|__________|_____________| � Use 'Herb' [heals ~50 HP] � Use 'Nut' [heals ~200 HP] � Use 'Oil Drop' [Oil Drop effect] � Echo Cut [single: physical damage] � Signal Whistle [summons one 'Sea Fighter' to battle] As the player quickly finds, Briggs himself isn't the problem, it's all the annoying Sea Fighter cohorts he summons to battle (apx. 200HP). They heal the boss, can use Oil Drops/Smoke Bombs, and share the Echo Cut skill -- it makes the enemy side very formidable indeed! However, Briggs can only have two allies in battle at a time, and Signal Whistle will eventually quit working after 3 uses, so the best way to proceed is to tagteam each cohort (with Ragnarok and Beam/Fume) until they die. If you made Sheba the designated healer here, her high AGL should prove very useful for crucial HP upkeep, especially after Briggs uses his (one and only) Oil Drop. This battle can be hard if y'come in without a strategy, but thankfully, it's possible to win without using any djinn whatsoever! However, all human enemies are weak to all elements, so summons/djinni unleashes have an extra oomph here...just be wise in how y'use 'em. With Briggs' team incarcerated, most of the town's items can be obtained. To gain access to the Alhafran Cave, which is the guarded entrance near the mayor's mansion, give the Large Bread to the hungry boy in the washed-out part of town (he's by the stairs). Since his dad guards the cave, he'll let the team sneak in for helping his boy. The Ixion Mail is the real catch here, and only Felix can equip it for now! Also, you can take part in clearing the ship's broken mast of its debris, but it can't be done partially due to a large rock pinning the thing down (we'll return later). As Kraden said before, maybe seeking out Piers is a good idea. _______________________________________________________________________________ ������������������������������������������������������������������������������� 11) Mikisalla [OPTIONAL] [WK11] _______________________________________________________________________________ ������������������������������������������������������������������������������� _ _ From Alhafra, Mikisalla can be accessed in two |3|4| ways: _| | |____ |B | |_ #1) Go back to Yampi Desert and exit south over |����|_|����|_ | the one-way sandfall, which puts the team by |_ _| |_ 1_| _| Air's Rock. Once the town of Garoh is located, | ENTER| _ go west to find the place. [Quickest way!!!!!] | |����|�� |� )B) | |_ _| |���| / / #2) Go back to Yampi Desert and backtrack through |_ |_5_| | /__ to its west entrance. On the world map, go |A|���| | _) ___| southwest and loop counterclockwise to find |2|_ _| | |A / town snuggled by some mountains. |_____________| �� Now, this town is pretty unimpressive but it does |����|���������������| boast a decent armory and it's the only accessible | 01 | Lucky Pepper | one for awhile. However, the real reason to come | 02 | Nut | here is the mars djinni (Spark) hidden north of the | 03 | Djinni: Spark | town. To locate it, use Scoop on the southwest hut's | 04 | 82 Coins | sheep pen to find a hidden ladder. Navigate it north, | 05 | Herb | exit through a cave, and just walk to the djinni! |____|_______________| This one joins without any fuss, and thankfully, its function is to revive allies -- no more wasting the precious Waters of Life! Now there's nothing else to do in town but feel free to check out the knight in the in for a weird harbinger of things to come. OSENIA CAVERN [OPTIONAL] [WK12] ��������������������������������� Northeast of Mikisalla is a cavern surrounded by mountains a forest. Once inside, locate the hidden ladder with Scoop ('x' truly marks the spot!) and learn the Megaera summon (1 Mars, 1 Jupiter). Not only will it do damage to the targets but it also increases the allies' ATK. The area around the cavern also has a wild mercury djinni (Sour) that can be encountered. _______________________________________________________________________________ ������������������������������������������������������������������������������� 13) Garoh [OPTIONAL] [WK13] _______________________________________________________________________________ ������������������������������������������������������������������������������� _____ ||���|| _____|�����| |���| |����|���������������| ||_3_||_| |_ _| _ _|����| E_| | 01 | Elixir | _|_ 2_|A|_ _|___ | |D|_|A|_ _| | | 02 | Nut | | | | ___ ___ E | |_ ___ __| | 03 | Sleep Bomb | |D|___| | B | C| |���| | |B C / | 04 | Smoke Bomb | � | |_ _|_ _| |_1_| __| |����� | 05 | Hypnos' Sword | |____ 4| |F | |____|_______________| |F | |�������� ���� �| | |_ The mysterious town of Garoh is located in an easternly | |_ | direction from Mikisalla, and was seen if you took the |5|_| |__ eastern path to the village. This werewolf colony can't �|____ | be fully accessed until Reveal psynergy is learned, and | ____| its equipment shops can't be accessed either, so there |____ | isn't much to do here. However, the town can still be | ____| looted sufficiently (except the Hypnos' Sword). |____ | Enter|_| When you're done browsing the town, it's time to visit the first mega-dungeon in the game: Air's Rock. It's the big pink structure in the middle of the desert, north of town. _______________________________________________________________________________ ������������������������������������������������������������������������������� 14) Air's Rock [WK14] _______________________________________________________________________________ ������������������������������������������������������������������������������� NOTE: Some places can only be accessed with lateral whirlwinds, and these can't be accurately described on the map. Hashes (#) denote entrances to the next (vertical) tier of the exterior. |�����|_ |����|��������������| ENEMIES | |7| | * | Wind Stone | ������� |_ _| | | ! | Fall/Ride Up | � Emu | _| _| | 01 | Lucky Medal | � Dino | |_ *| | 02 | Cookie | � Harpy |_ | | | 03 | Smoke Bomb | � Kobold | | |___________ | 04 | Storm Brand | � Ghoul N ( (_________ _| | 05 | Vial* | | \____ | |!| | 06 | Sleep Bomb | | | |_ _|!|___ | 07 | Fujin Shield | W ----+---- E | _|_____ | |____|______________| | | |_____ | | | | | _ | |!| To put it bluntly: Air's Rock is massive. S |_ | |!| |!| It's exterior is split into three main parts: __________| |_|!|_|!| a base, a midsection, and the peak ascent. |_ __________|_____| The guide will divvy each part up for an | __| easier time, 'cause lord knows this is quite |__ | a trial compared to the sissy stuff so far. | __|_ ___ Interior |_ | 6 | PART 1: BASE Exit \_ | |� �| | ������������ _| |_|#|_ _|#|_____ If you didn't stop in Garoh, you may not know the _ _| ___| _| | |___ | secret to proceeding: using Whirlwind on those | |_ |5|_| |___ ___| | weird rocks. Doing so will shoot tornado in a | |_| |_________| |___| | line from Felix' position, clearing away soil |_ _|___ _____ _| and other crap blocking passages. However, to |____ ____| _| |_ | proceed, the team will have to navigate the maze |#|____|#| |#| to get the right positioning. |����\___ | | _| | | |�\_____/�| |___|4| |_ After clearing the first path, go north until | | 1| |___| | a mimic chest is found -- it has a [Lucky Medal]. | |��| |��| | |�| | | _| From here, navigate to the northeast wind rock | | | | |___|_| |_| | and clear the way to the Storm Brand chest, when | |�� | |2 | ___ | we get all these events done. The next mandatory | |__| | �| | | | | stone is in the southwest, which opens the path | |__| ���� | |___| | to the stone just west of there. Shoot a twister |______| |��| |__ _ | north twice in order to open the path to the |* *|�� _| ( (_| | rare PP-boosting [Cookie]. Take the path south | |�|��| |��|*|_| |* | of there to arrive at the level's 1st wind rock, | 3| | | |_____|��� which can open the western path now. From here, ��� |_| it should be a cinch to get the [Smoke Bomb] and START go north along the left screen boundary. Upon encountering the gigantic pink tornado-shaped rock, just use Whirlwind like normal to clear the detritus from the ladder series. PART 2: MIDSECTION ������������������ Veer west and climb up the west side until there's a drop-down groove that places Felix in front of a statue's whirlwind-shooting path. As you'll see, this method of travel will carry him from ledge to ledge, often bypassing the normal routes. In this case, drop down further to a 2nd statue's trajectory, and land near the movable trunk blocking the ladder ascension. By the eastern edge, there's a climb-down spot into the 1st screen again, where the great [Storm Brand] awaits...if you cleared the path previously. Climb back up when it's safely pocketed. Start climbing the eastern ladder series, take the statue's wind westward, hitting a stump. Climb down to another statue nearby, which should take the team further westward, to a position where Felix can push said stump off its cliff. Now the upper statue can knock everyone to the isolated ledge nearby and exit this screen. PART 3: PEAK ASCENT ������������������� Climb the leftside ladder while tactically dodging whirlwind projectiles and, once you get to the top, feel free to drop down the groove and claim the [Sleep Bomb] chest. The upwards-pointing statue will get Felix back to the top ledge -- exit east. In the next screen, climb the ladder series till some logs come in sight. The left can be moved without incident, but to get to the other, Felix will have to find the mid-tier's drop-down groove and ride the lower-right statue upwards. It's a lot easier than that explanation makes it out to be! With both logs moved, drop-down to the isolated statue and ride it to the top level, exiting west. The west route is actually two paths side-by-side, neither of which merges with each other. Felix should be on the upper of the two, which leads to the east of the two cliff ladders. Upon reaching the final wind stone, "Move" the log out of the way and return all the way down to the statue series again. Climb the lefthand ladder all the way up until it goes parallel with the previous ascending path, leading up to the newly-accessible wind stone. Activate it to clear the foggy air which, if you didn't check, makes the area loop indefinitely. Without the obstacle, Felix can get to the top! Activate the final windstone to blow open a secret entrance. However, to get the useful [Fujin Shield] chest in plain sight, Felix will have to do a quick backtracking section to the other parallel path (the one that went east alongside the penultimate windstone) and then return again. So tiring! ____________________________________________________________________________ | AIR'S ROCK INTERIOR | ���������������������������������������������������������������������������� ENEMIES: Mummy, Emu, Ghoul, Creeper Start _ _____ _/ ___ _____ |A|_ _ | _ | | | 4| _ | | _|| |____| | | |1( | |�| | | | | |__|F _ | | | \ | | | | | | ( ( ( 3 ) ) ( (�\ \ | | |_|_| | \ \ |� \ / / \ \_) ) _ ________| |___ _| \ ����� / \___/ |*| | ____ _ |___| | ��������� | |_ | ____|G| _ _(��\ _____ _____|�|� | | | |___| | ___) ) _ | _ | | __ ' _| | |_ | |_| _| |__|A|___| |_| |_| | \ | |* | |____| |________________|_ |___\ (� ��� |B| | | \ ���| _____________ | | |_| |�\ �� | | _ _____ | |___|___| ����� | |_/�/ | | _________ |_ / |*| | ___ | | |�����������������| ___| | |___| | | | |�����|_|�����| | _______| | | | _| | |___ # ___| | | * |����� _| |G| | | _|#####|_ | | |�����|_ _| |�|�|_ | |_____|___ # _| * | | | |_____ _| | � | | >|�|>|���| | | | | |���| |� �����������| | ���| |__________| _(� ����� | | | __| |_ |� | | |_/�������|___| |C |H| |���������������� _| |_________| | ����|___| |B | ��������������� |����\ |����|�����������������| |_|�\ \ _ _ | * | Wind Stone | ____ # ) ) |D|_|E|___ | # | Flip Platform | |���|_| __| ##### |*| | |_____ | | 01 | Psynergy Stone | | |___ __ \ # � | | _ | | | 02 | Elixir | | | | | \ \|�| | |_| |_| | | 03 | Vial | _| |_ | | ) ) |__ |_________| | 04 | Clarity Circlet | |___ | | |_ (__ _ \ | 05 | 666 Coins | | 2 | |_|_ | | |_) ) | 06 | Vial | | _| C| | | _| __/__ Learn "Reveal" | 07 | Psy Crystal | |_____|� | |_| * | | \ | 08 | Tablet: Flora | | ����� | |__ |�����| |____|_________________| �����������| | | 7 | _ ��| | |_ _| ___ ___ ___|H|_ ___ |�����| |_ _ | | | _| J| | _ _| | |J|�| | |D|_|E|_| |���| _| | | |� | * | | | | � | | | | |___| | | 6| | | ��� �) | | | |___| |_| | | |� | | ___|��� /��| | |_| | _____| | | | |___| |_ |_ | |��) | | | | |*| | | | | | I| _|_ 5/___) ) | |_|F|_| | _|-From ��������� |_ | |� I / |_________| | "J" |_____|���� | _| |_|- To Air's Rock (Exterior) ############################################################################# Arguably the largest and most frustrating dungeon in the game, Air's Rock's interior can be a doozie for new players. I'll namecheck the ASCII map I made so I highly suggest using it to avoid needless annoyances. ############################################################################# INTERIOR, PART 1: STATUE ACTIVATION ����������������������������������� The dungeon's upper entrance is right by a [Psynergy Stone], which should be used ASAP (it respawns each time the dungeon is entered, in case you wanted to grind or something). Navigate the weak maze to a large chamber with chests and inactive wind statues. Nothing can be done here for now, so take the exit ("A") downwards into a gigantic shaft. Most of the map tiers have a section that goes along the inner rim here, although this isn't displayed on the map -- for obvious reasons. Either way, the lefthand path isn't accessible now so hang a right. Navigate east until coming to a puzzle with movable stumps and poundable rock pillars. If you try stepping on any of the latter types, they simply drop Felix. So do the following: (1) pound the right of the two pillars (2) move the rightmost stump onto the freshly-pounded tile (3) on the lefthand side, push the SW stump 2 tiles east and 1 north, respectively. This should let Felix jump to the windstone, which can blow a hole north of there, giving access to another windstone. Use this blow away the detritus on the ledge path, then follow it to its end. Push the stump here all the way west, which creates a stepping stone to the exit ("B") by returning toward the screen entrance. The path is generally straightforward through this next tier, until Felix comes upon a stump blocking a steam vent. "Move" it one space west and veer in the northeasterly direction, coming to another stump-n'-vent puzzle. Move this stump one space east, then "Move" it one space west to put it back in its original position where it functioned as a stepping stone. From here, it should be a cinch to get to the screen's west side -- unblock the vent there to make the hole near the entrance quit emitting steam, giving passage to the center shaft and, from there, the western "wing" of this tier. This is the first time "flip platforms" are encountered: when hit with a windstone blast, they change direction and thus the walkable path. Perform this on the platform here, loop clockwise to a 2nd stone to reset the path, and the exit ("C") should now be accessible. Make sure to push the stump off its ledge to permanently connect bridge the two sides. Snatch the [Elixir] and continue north to the large abyss with floating tiles and another flip platform. Follow the (only) path to the southern windstone, use it on the f-platform, cross, then use a 2nd windstone to connect it to the west ledge -- and thus, the tier's center shaft. Take the ladder down to the stairway ("D") where a large psynergy stone will refill the party's PP free of charge and repeatedly, if necessary. Exit ("E") up to the lowest tier's center and activate the large windstone, which powers up the nearest upwards-facing statue ("F"), which connects to the interior's highest, first-encountered room. Activate the windstone here to power up all of the dungeon's remaining statues. INTERIOR, PART 2: GETTING REVEAL �������������������������������� Okay, everything is activated and we're on the top floor. Meander to the NE statue and take it to the [Vial] chest, then get rid of that stump to connect the paths fully on this tier. Take the stairway ("A") again to reach the center shaft. This time, the lefthand path is the real way to go (we couldn't go there before) but backtracking down a tier will give a helpful bounty too! It's completely optional though. ############################################################################ OPTIONAL: Summon Tablet (Flora) After taking the "B" stairway, Felix should be in the eastern tier with all the stump-n'-vent puzzles. Return to the north-central area that contains the windstone we couldn't reach before (via statue blast). South of this area is a movable stump that seems to have no use; move it one tile east, so it's in windstone's trajectory. When activated, the blast will carry the stump to the south side of the room (by the "B" entrance), and can be pushed east to bridge a path to the summon tablet. Three cheers for ingenuity! Backtrack to the top tier's shaft rim by the lower "A" stairway afterwards. ############################################################################ The left wing of the shaft's top tier is accessible, as previously said, thanks to a functional statue (move the lower stump first). The ensuing chamber has a change-up: it's the whirlwind statue that's movable this time! Move the path 6-7 tiles north and let it carry Felix to the [Clarity Circlet] artifact, then push the statue south a little ways to reach the exit. The exit ("G") is blocked by a steam valve but navigating the SW stepping-stone puzzle -- although that's being liberal with the term -- can stop the steam with one swift "Move" dosage. "G" connects to a previously-accessible room (the one with the 2nd flip platform), and the straightforward tightrope series leads to the "H" path. Here, find the windstone and shoot it east and south, unblocking a path and carrying a whirlwind statue to a new home, respectively. Now when Felix continues, he can easily get the [666 Coins] chest on an isolated ledge. If you ever plan on coming back here, push the stump west to connect the two ledges, then exit ("I"). Here, continue on the left path to find another [Vial], then move the statue out of the way to make the right parallel path accessible ("J"). Felix will now be on the center shaft's lower-left rim. Whirlwind across to the opposite side, and climb up a bit until the mysterious room is enterable. Inspect the statue and Sheba will learn Reveal, which shows hidden paths, pillars/stumps/etc., and also where treasure is hidden in towns. For now, be on the lookout for things in circular formations, because Reveal often belies paths through or treasures within. In fact, to leave Sheba will have to employ this tactic! Get the [Psy Crystal] before exiting the room. And that's all there is to do here! Retreat back to the interior entrance, go outside, and Retreat again to arrive at the base. Schwing! This one's in the bag. GAROH [OPTIONAL] ������������������ With Reveal learned, go back to the werewolf town. Our new psynergy can get inside the seemingly unenterable cave entrance in the northeast of town, and navigating the interior will have some story scenes with Master Maha. Return there after them and he'll give a free jupiter djinni (Ether), which makes sense since there wasn't any in Air's Rock. Also, using the cave system underneath town, one spot requires Reveal to get across an abyss. This leads up to the [Hypnos' Sword] chest seen en route to town. [If you don't know where this spot is, refer to the ASCII map earlier in the walkthrough.] _______________________________________________________________________________ ������������������������������������������������������������������������������� 15) Gondowan Cliffs [WK15] _______________________________________________________________________________ ������������������������������������������������������������������������������� If you visited Madra, you know that Kibombo warriors robbed the town of the precious black orb they were safeguarding. It's time to tail Piers, who seems to have gone after them. The Gondowan Cliffs are west of Madra, and since the enemies are weaklings by now, a little trial-and-error searching won't hurt you. =p ________ _________ ____| ____ |___ | | ENEMIES: Wild Gorilla, _____| _________| _ | ���|__A | Wolfkin Cub, Wyvern | ___ _| ___ |_ | |___ |_____| Chick, Flash Ant | |_ | |_| | |_ 1| | | _____ _| | | |_ | |_ |� ___| |_| _ |___ |___ | |___|_ |_| | |_______ | |___ | |EXIT | | |4|2| ___ |3| | _ | ����� | |_|�| |_ _|_ �| | | | |_ |����|�����������������| | |*| | |A| | | | | _|-Start | 01 | Sleep Bomb | | |_ _| |_____| | |_| | 02 | Djinni: Kindle | |___________| |_________| | 03 | Laughing Fungus | | 04 | Healing Fungus* | If you came here earlier in the game, there was |____|_________________| no way to go except to the cave ("A") where the | * - Requires Frost | Kibombo warriors were camping. They're gone now ���������������������� and it's possible to trek through -- the clue is to use Scoop where the dog is sniffing, which reveals a waterspout. Use this to get on the cliffs and start moving west. When you get to three drop-down points by a mars djinni, take the middle and move to a spot where a fat stump can be pushed into the strait. Backtrack a smidge and drop down to the stepping stones, and with the stump completing the series, get to the other side. Once on land, continue a little ways in until accessing the 2nd-tier cliff that leads back to the oft-useless [Sleep Bomb]. When Felix finally nears the tightrope bridge, climb up higher and go east, which leads to the mars djinni (Kindle) -- he puts up a fight of course! Use Sleep to prevent him from fleeing; or, save beforehand to prevent crappy outcomes. Comtinuing back west can get the [Laughing Fungus] item, although this CANNOT be traded to the Madra grampa for the djinni. When we come back here after acquiring Frost psynergy, that's when the real fun starts. Return to the tightrope nad find the exit across there. WORLD MAP [OPTIONAL] �������������������� After exiting the cliffs, the stopgap town of Naribwe is to the north. En route, there is a bridge to the west that leads to a dead-end plain near the coast. A mercury djinni (Chill) can be encountered here and is fond of -- you guessed it! -- fleeing battle. Sleep/Paralysis statuses work well in countering this lowball tactic. _______________________________________________________________________________ ������������������������������������������������������������������������������� 16) Naribwe [OPTIONAL] [WK16] _______________________________________________________________________________ ������������������������������������������������������������������������������� |����| |�|���| |����|��������������| Small and unimportant, this town | 2 | | |_ _| | 01 | Thorn Crown | has generic crap besides the | |��| |___ | | 02 | Unicorn Ring | useful [Thorn Crown] by the Lash | 4_| ____| | 03 | Elixir | coil. To get the [Unicorn Ring], | ( | | 04 | 18 Coins | use Reveal on the NW totem circle. |����| |����|_ | 05 | Sleep Bomb | Stock up on equipment here because |_ _| |_ 5_|1| | 05 | Sleep Bomb | the next town's shops will not be |3 | |____|______________| open until after some events. ������| |������ _______________________________________________________________________________ ������������������������������������������������������������������������������� 17) Kibombo Mountains [WK17] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Wild Gorilla, Pixie, Dirge, Assassin ____________________ _____|_ __ _ | North of Namibwe is the mountain pass ___| _ _ __ �|4|���|�����| | that connects to the isolated village |_ |_ |_|5| |_ ___|�| | | of Kibombo. However, warriors patrol |_ _ _| | |�|_ | | this route and, if they see Felix, he |___|____ | | |3 _|���|___| gets shoved back to the southern entry | |_ |_|2|_ _ | point. Stealth must be employed to get |_ | � | | past undetected! \ |���������| | | |����|���������������| ) ��| ___| | | In the first screen, move the two | � | Guard / Dog | �| |__| |1| | crates near the stairway so they can | 01 | Disk Axe | | |_ _ �| | be used as stepping stones to a vine | 02 | Power Bread | | � | | | wall in the east. Cross to the west | 03 | Tear Stone | |_ �|�|��__| | by using the wooden arch, and start | 04 | Smoke Bomb | | _|� |_| going up the left side. There will be | 05 | Djinni: Waft* | |_ _| |_ | an actively patrolling warrior here -- |____|_______________| | |__ � ___| when his back's turned, dash to the | * - Frost Required | |_ ______| crate and start pushing it in order to �������������������� | START| climb the next vine undetected. With ��|_|� that goofball oblivious, getting the awesome [Disk Ask] should be a cinch. Use Lash to get over the screen's third and final sentry, and head south a bit to secure a way back (for return trips, etc.) North is the real way to go, though. The fourth encountered sentry can be bypassed by jumping over the flat-top trees, but to get the [Power Bread] chest, the sentry must be disposed of -- this is done by dropping the cliff box on him when he momentaril stops. To get the other chest nearby, climb onto the cliff again and, when the mutt is north of the bottleneck, push the stump off to prevent him from going south; then, just saunter to the [Tear Stone] like it's no one's business! The cave nearby has a [Smoke Bomb], but the dog will alert the final guard in this area if it sees Felix. Solution? "Tremor" the outdoor box to knock the Bone off, stalling the pooch while Felix sneaks east. Finally, go through the tunnel and use the upper cliff to trek west, with the exit in that general area. The djinni of this place can't be gotten until Frost is obtained, so we'll be back in a short while...mwahaha. Kibombo is right north of the mountains. _______________________________________________________________________________ ������������������������������������������������������������������������������� 18) Kibombo [WK18] _______________________________________________________________________________ ������������������������������������������������������������������������������� ________________ | ____________ | |����|����������������| | | | | | 01 | Lucky Pepper | _| | _______ | | | 02 | Psynergy Stone | |2| | | | | | | 03 | Lucky Medal* | | _|__|__ __|___| |____|________________| | _|GREAT GOBOMBA | | * - After G. Statue | | | | ��������������������� | |______ _______|�| Since it's evening, there's very little to do here -- |________ ___ ___ | even the stores and inn are closed. Collect whatever | 3 | |_ _|___| | meager items are here and locate the Lash coil in the |_ _| |_ _| | SW of town, which should allow Felix to get up on the |___ | | cliffs. Take them northeast to where the crowd is and |_ _| ___ |����| | cross west, using the hut roofs as makeshift stepping | 1|_ _| |_ _| | stones; then, exit north. After the offering events, | | approach Piers and move the stump nearby -- he joins ��������|_|������� the team at this point, although if the squad tries to leave town, he remains behind as well. Piers comes with two mercury djinni of his own (Spring, Shade) and a little equipment: Battle Mace, Chain Mail, Iron Shield, Bronze Helm, Herb, Antidote, and an Elixir. Not too shabby, although he can equip everything Felix can so giving him an artifact weapon pays off. Follow around to the east side of the Gobamba Statue and use Scoop where the ground 'x' is, revealing a hidden passage! _______________________________________________________________________________ ������������������������������������������������������������������������������� 19) Gabomba Statue [WK19] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Doomsayer, Bone Fighter, Death Head, Spirit, Salamander, Red Demon Red Demons may drops Staffs of Anubis (unleash: Sarcophagus), a decent staff for one of the girls. They're weak to fire, for reference. ___ ________ _______ ____ _______ ___ ___ _____| _| ___ C|_____ _____| D |__ C|_____ ___ _| |D | |H | | _ | | |___| | _ | | | |����� | | | | F| _| |_ � K |�| | | |G| | | | ___| I| | | F G | | |������| | H I | | |�| | |_ | |�|_____| |___| | |_ _|B|___|3|� _| |_____| |_| | |4K| |_____| | � | | | |_ | _|____________|_| | |_____| �� | ����� | |_ | | |___|*| |*|_____| | ������ | |E| | |_____ | | _______| _ |_____| |_| |_| ______ _|L|_ _ _______ _____ _____ |J __ | |J| |K| | K | |_5 _| _ |ENTER| _________________ | |__| | | ___ | | | | | |A|_| ���| | _ |2 | |__ | | | |___| | | | | | |_ |���| | | | A| | | |_ �| | __| |E|_ |___ _| |_______| | | | | | | | | | |_| |1| | |B | | |________| |_| |L| |_____|___| |_____|_| ����� | � ��������� |����|���������������| La-la-la-la-la-la gabomba! C'mon, we all thought that | * | Pound Pillar | at some time or another. Through the first underground | 01 | Hard Nut | path, climb up ("A") into a small maze holding a | 02 | Bone Armlet | [Hard Nut] and [Bone Armlet] (the former being guarded | 03 | Elixir | by a mimic), then exit up to the next floor via the | 04 | Djinni: Steel | "B" stairway. | 05 | Black Crystal | |____|_______________| Here, the statue's mechanical innards are laid bare, with cogs and sprockets obscuring the path, preventing Felix from advancing to the exit ("C") until he uses Lash for a forced stop. One floor up, ignore the isolated venus djinni and take the ladder ("D") upwards to another cog area. Here, there are two paths to take and a stairway ("E") we can ignore for now. Go down the left one and a mouse gives an exhibition on cog-hopping, a method of getting to new places by: (1) stepping on a red floor cog (2) riding it to its peak (3) jumping onto a laterally-moving cog (4) exiting by finding another red cog. This method is used to get to the rightmost path. Now, it doesn't matter which path is taken first, as they all lead down two floors and end up at a poundable pillar. Once both are taken, a new cog is set into place, reversing all of the statue's parts' directions. With the machinery working backwards, return to the floor with the "E" stairway, but don't go up just yet. Locate the left of the two pink cogs on the right side of the room and ride it downwards ("K"), landing right by the venus djinni (Steel) we left. It puts up a fight, of course. Backtrack to the "E" stairway when finished and ascend. Before, the red propeller pieces prevented our entry; now their reversed motion pulls us through the gap. Go up two floors to reach the pinnacle of the statue: Gobamba's cranium! Of course, instead of a brain, there's just some weird floor circuits, one of which is broken. After a scene, pound the pillar here to make the brown floor tiles levitate. Using the arrow tiles by the pound pillar, the brown conduit tiles will change position; when they're in the right place, pound them into place. The objective is to make a path for the red & blue orb to reach the center statue, and luckily, there is only one (easy) path to do it in. Successfully completing the pound puzzle will cue some events with Akufubu, who goes into a secret room. Follow him, inspect the statue for more scenes, and at long last, the [Black Crystal] is obtained and Piers joins permanently! The town shops are also open although we can get better stuff soon enough. _______________________________________________________________________________ ������������������������������������������������������������������������������� 20) Backtracking with Piers [WK20] _______________________________________________________________________________ ������������������������������������������������������������������������������� Now that we have Piers, his Frost psynergy opens up some new doors. There's a few places we've already passed through that can use this skill. KIBOMBO MOUNTAINS [OPTIONAL] ���������������������������� Get: Jupiter Djinni (Waft) Enter the mountains from the west (Kibombo side) and you'll probably see the djinni on a high-up plateau. Use Frost on a nearby puddle, go up one tier to hop across, and use Growth to get near it. It has to be fought, so make sure to stun/sleep it to ensure victory! GONDOWAN CLIFFS [OPTIONAL] �������������������������� Get: Healing Fungus [See walkthrough for map.] This item is obtained by climbing to the top tier of the cliffs, locating a puddle to Frost, and hoping across to a groove, which leads down to the chest. This item can be traded for a fire djinni in Madra! Note that this is the only fungus that works -- the dumber Laughing Fungus is the useless one. MADRA CATACOMBS [OPTIONAL] �������������������������� Get: Moloch summon, Ruin Key, Apple, Lucky Medal, Mist Potion In addition to the items obtainable before, there's a bunch of others and a summon. The graveyard entrance is sealed up now so go through the town entry point, going down to the ruined town. Use Reveal to show a veiled door button, giving access to the rest of the place that the team couldn't prior. The [Apple] chest is easily accessible to start with. Move the vine pillar into its slot, and go east, jumping across the cliff to a point where one can use Lash. [NOTE: it's hard to see the cliff-jumping part so you may've walked past it!]. Using Lash, jump over the Frost puddle and into the 2F story of the old mansion. Use Tremor in the only room here to knock a treasure chest down below, then exit to the west cliff rim and take the [Mist Potion]. Drop down to ground level and enter the house from the south. Go north once to get the [Ruin Key], which can be used in the B1 level (accessible one room east) to find the Moloch tablet, which needs 2 Mercury & 1 Jupiter djinn to be used. Finally, go upstairs and north to 2F, and follow that passage to a [Lucky Medal] chest. Bingo bango, we're done here! MADRA [MANDATORY] ����������������� Get: Cyclone Chip Visit the mayor for a scene, then try to leave to obtain the [Cyclone Chip]! Before going, if you have a Healing Mushroom, give it to the grandpa in one of the houses and he'll trade it for a fire djinni (Char)! This is important because this is the 4th fire djinni accessible, and giving them all to Jenna will let her learn Healing Aura (heals entire party)! MADRA [MANDATORY?] ������������������ Get: Golden Boots This is an event that can only be obtained by having transfered Golden Sun 1 data, where Isaac's team talked to the Vault mayor and learned some thieves escaped. After doing Madra's mandatory part, said thieves will attack Felix' squad on the world map. If you've around Lv18+, these guys' challenge is comparable to a McDonalds placemat maze. The golden item can be found on the world map after the wusses leave forever. EAST INDRA SHORE [MANDATORY] ���������������������������� Get : Cookie, Elixir, Potion, Antidote, Oil Drop Foes: Aqua Jelly This is where Piers' ship is located, near Dehkan Plateau's east entrance, remember? Frost the puddle, collect the crate [Cookie], and jump to the ship. [NOTE: If you didn't visit Madra's mayor yet, that must be done first!] Once onboard -- by accessing the southern ladder -- it'll be time to visit the power station belowdecks, so head on in. An [Elixir] crate is nearby. There are a few monsters here that, when killed, turn into water puddles. These can be Frosted, and this tactic is used to get the [Potion] crate on a storage ledge. Go east of here and start killing as many of the monsters as you see, then frosting their puddles. Since they appear on the field and don't move, the pillar-moving aspect is pathetically easy. Past the largest room, there'll be another where a jelly is scared and hides under a walkway. Kill and frost it to hold up the walkway, then proceed to the room with a bunch of crates. Save here and inspect the only jelly nearby to start a boss battle! __________________ | BOSS: Aqua Hydra | |����������|����������|������������|����������|�������������| | HP: 2276 | EXP: 963 | Weak: Fire | $$: 1612 | DROPS: Vial | |__________|__________|____________|__________|_____________| � Drench [multi: water-elem damage] � Raging Floor [all: water-elem damage] � Slaver [multi: lowers DEF] � Triple Chomp [single: high phys damage] If Jenna has four fire djinni, she should know Healing Aura which can cure everyone's health -- and that's helpful, considering some of the powerful water-based multihit attacks the boss has. Unfortunately, the rest of the battle is rather prosaic and should pose little trouble. Later on, when bosses start getting more than one attack per turn, you'll start wishing for these good old days! It's possible to get by without summoning any djinni, but you may have to throw Jenna a Psy Crystal (or use Ether) if the battle draws out too long. Following battle, continue along and reach the lowest room. Douse the pillar and move it onto the slot, opening up the path to the Black Crystal's slot. For reference, that green chest in the boss' room is a [Mist Potion] but can only be obtained when the ship is docked: soon, it will be Lemuria, while later it'll be Atteka Inlet. ALHAFRA [OPTIONAL] ������������������ Get : Psy Crystal If you looted the place before, there'll be some new items to claim. "Reveal" a [Psy Crystal] hidden in the town graveyard. _______________________________________________________________________________ ������������������������������������������������������������������������������� 21) The Eastern Sea [OPTIONAL] [WK21] _______________________________________________________________________________ ������������������������������������������������������������������������������� PREVIOUS TOWNS ###������������������������������\ �������������� ## ######### \ 01: Daila ## # __ # \ 02: Madra ## ## (17) # 26 ) 03: Mikisalla \ # # # / 04: Garoh '-._ ######## ,' 05: Alhafra ____________/ (� # = Unpassable 06: Namibwe ,' \11 ,' _,'���) �\ Reefs 07: Kibombo ( 10 _,' ��� 15 16_,' \ \_, _ \__,' ) ,'�� (9) ##### / ( ### 13### __ ,-' /�����\ # 12 # (14) \ / 7 ,' _ ### ### 24 ) / / ____ (8) _,'�/ / ,-' 1 ) 27 /� 18/ / 6 /25/ (_ (19 / / / / ) ___ \/ NEW LOCATIONS ) / / / __,'.__/ 5 \___,-'._ \ ������������� ( (_,' ( ,-' '-._ ) 08: N Osenia Islet \___/|\_ 2 ,'��\ 20 ) / 09: SE Angara Islet | '-.___/� '. 21 ,' / 10: Champa | ) / ( 11: Ankohl Ruins Gondowan Cliffs ( 3 / ) 12: Sea of Time (To Western Sea) �'._ 4 ,' / 13: Lemuria �'._________,' / 14: Sea of Time Islet __ ########## / 15: Izumo /23\ ########## / 16: Gaia Rock / ����������������������|## __ / 17: Treasure Isle / __/�\_____/�\_________ (22) / 18: Apojii Islands (___/ \ | ## / 19: Aqua Rock � ������������ 20: Yallam Now that a boat's obtained, there's a whole bunch of 21: Taopa Swamp tiny optional things to do -- it's this fact that 22: E Tundaria Islet distinguishes itself from the previous section. 23: Tundaria Tower Any minor event or non-essential thing currently able 24: Islet Cave to be visited will be put in this section. Fleshed-out 25: W Indra Islet dungeons will get their own section after this, though, 26: Hagbone Mace* so that's where you'll find 'em. 27: Captain's Axe* BURIED TREASURE ��������������� Items #26 & #27 are items found at the bottom of shallows, and are rusted items that give paltry attack...until the team visits Yallam. There, they can pay the blacksmith to refurbish 'em, changing the pieces of crap into useful artifact weapons! YALLAM |����| |����| |����|����|�| |����|����������������| ������ | 2 |_|_ 4_| _|_ _|_ 1_| |_|������| | 01 | Elixir | |_________ |_| 6 | | 02 | Masamune | _________|_ 3 �| | |______| | 03 | Antidote | | | |����| |����| |5| | 04 | Oil Drop | |_ _|_ _|_ _| |_ _| |_ _| |� | 05 | Nut | |_____________|___________| | | 06 | 16 Coins | |_|-ENTER |____|________________| This sleepy backwoods town is renowned for its blacksmith Sunshine, who can forge raw materials into awesome equipment (all artifacts). The rest of the town isn't that impressive, but there are two things of note: (1) if/when the Orb of Force is acquired, the Masamune can be obtained by knocking down the log by Sunshine's, then Cycloning the field to reveal an entrance (2) the children playing in the right-hand park enact a boatsman's story, which is actually the method to navigating the Sea of Time to access Lemuria! The Masamune is an awesome weapon but the Orb of Force may or may not be obtained -- it depends on if Isaac's team got it in the first Golden Sun, and if an appropriate password was used to transfer it to this game. APOJII ISLANDS �������������� _____ |����|��������������| |���| | | | 01 | Mint | |����|_ _| |�|���| |� �|C| | 02 | Herb | _|_ _| |______| |_4_| |A|�|B|� | 03 | 182 Coins | |______ ________ ___| � � | 04 | 32 Coins | | | | _| | | | /�������| | 05 | Bramble Seed | |_ _| |_| |_ _| |_ _|_/5/����|_| | 06 | Djinni: | |3 ____ 2 1 ���|_|6| |____|______________| |______ �������������������| |B|� ������������������|A|___| � What's there to do in the Apojii Islands, you ask? The answer: little to nothing! There are two main things, besides the crappy items around town: (1) the teardrop statue, once Douse-d, will activate the entrance to Aqua Rock (2) the jupiter djinni near the cliffs can be obtained via Sand psynergy, which is obtained at Gaia Rock. We'll come back for it -- just a head's-up. Despite the podunk nature of the village, it's got some useful artifact weapons (Dragon Axe for the win!) if you've got the moolah to shell out. IZUMO ����� _ _____|7|____|�| |����|���������������| |����|���������������| | ____| | 01 | Festival Coat | | 05 | Lucky Medal | | |���|���| | 02 | Antidote | | 06 | Elixir | | |_ _|_ _| |�����| | 03 | Antidote | | 07 | Water of Life | | |_ 5 6|_| | | | 04 | Smoke Bomb | | * | Cave Entrance | |_ |_______ ��� | |____|_______________| |____|_______________| | | | |���| ���| |___| |_ _| In the vicinity of the mandatory dungeon Gaia Rock, |� | this sleepy little town is going through a crisis...so |�|����| |����| | inflict more pain on the community by robbing them! The _| |_ _| |_ 4_| | [Festival Coat] and [Water of Life] are the best things, |_ | but to get the latter, y'need to find the hidden creek | |����| |����| | path behind the inn. Shopwise, there's some excellent | |_ _| |_ 1_|2| weapons (Shamshir, Ninja Blade) to get, but nothing else. | 3| Some items can only be obtained with Cyclone, to wit. ��������������� CHAMPA ������ _ ____ _ _ | |A|_ 6_| |B|_ |���|_|B|_|���| |���| | |______ ___|_ |_ |_ | _ | | | |_____ | |������| 7 D | | |A| |_ |_ |C| _|� | | ___ | _| |_|���|���|���| |_ | _| | |_ D _| | | |___| | | |_ |_ _|_4_|_ _| | _|_|___| |_| |C|_______| | ___ | |_________| � |���|___ |����|5| |_ _|3| |_ _|� Briggs' home town is on the southeast cost of the |_____ |______| Angara, the continent explored in the first Golden ____| |__ Sun. This port town is rather uneventful at the ___| | | 1|_ moment, but has a bunch of items to find, the best | |_ _|2|__ | of which is the [Viking Helm], Reveal-hidden in the | ____ ____| graveyard. The shop has a Demonic Staff as well, but |___| |_| it's cursed so I'd recommend against buying it -- the START Blessed Robe is fine though. Other things of note: |����|�������������| � If the player used a password to carry over GS1 | 01 | Viking Helm | events, and there Isaac helped save Hsu, Feizhi | 02 | Golden Ring | will appear here and give Felix' a [Golden Ring], | 03 | Smoke Bomb | which she wants passed onto the real recipient. | 04 | Elixir | NOTE: Hsu and Ulmuch are the same person, but there | 05 | 12 Coins | is a weird translation issue here... | 06 | Smoke Bomb | | 07 | Lucky Medal | � Obaba, the grandmother-cum-blacksmith, won't see |____|_____________| anyone until her grandson Briggs returns to Champa. This relates to an event later... _______________________________________________________________________________ ������������������������������������������������������������������������������� 22) Gobamba Catacombs [OPTIONAL] [WK22] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Doomsayer, Bone Fighter, Death Head, Spirit, Salamander, Red Demon, Mad Plant _ _ | |4|�|�| |����|����������������| |_ _| | _________ | 01 | Djinni: Mud | |�����| | | _| _ | _ __ _|_ | 02 | Mint | _ __|_| | | |3| |__|F| _|_|F|_ __ | _ | 03 | Game Ticket | |E| ) ) | |__ | | ___|_ _ |_|_|E| | 04 | Tomegathericon | | | ___/2/ |______|_| | | _ | _| ___| |____|________________| |____ _/ _ |___| |_______| _____| | |D|___ |_ ___| |___ | ____ ,-In Not surprisingly, the entrance to the | |___ |A1_| | |C |D|_|�| catacombs is inside the Gobamba Statue, |___ |__|_| _| | �|A| | via the ladder opened in the chamber where | C| _| | | B | | the Black Crystal was received. |�� B| _| |________| |________| In the first area, there's a bunch of plants that can be blown away by Cyclone psynergy, and the "Cyclone Pit" is introduced -- basically use the titular ability here to be sucked down a level or, later, sucked up a level. The "A" pit entrance is covered by overgrowth and is in the NE area, only reachable by Cycloning as close to it as possible. This should suck the team down to the next-lowest level, right by the venus djinni (Mud) who must be tamed physically. He likes to run so use Sleep, Paralysis, summon-rushing, etc. The real path to go is the "C" path, using the top floor's NW hidden pit. Follow this path to a new screen north of all the cyclone pits and uncover a [Mint] hidden in the cliff weeds. There's a Frost puddle hidden by weeds in the lower portion of the room, and that opens way to the "E" stairway, which requires Reveal to show. Westward, work upriver and bank left to find another Frost puddle obscured by weeds -- this connects the path to the "F" stairway. In the final area, Cyclone around to find a [Game Ticket] held by a Mad Plant. The statue at the far end of the room bestows the [Tomegathericon], which changes a character's class to Dark Mage, bestowing all kinds of evil voodoo psynergy! _______________________________________________________________________________ ������������������������������������������������������������������������������� 23) Taopa Swamp [OPTIONAL] [WK23] _______________________________________________________________________________ ������������������������������������������������������������������������������� To locate this dungeon, exit north of Yallam and trek "counterclockwise" to find the place in a dead end. _ _ _|B| |1| | _| _ _ _ _ | |���|___| |___ _ |D|________|E| |D|_ |G| |___ _ | _ | _|A|__| ________ | | |G| | |_ _| | |_|A| | |C| ___ ) \ F | |___| | 6| _______ __| _| _ | | | |___| |_/ ������ ��� |START \__/ | ___| _ _ _ _ _ ___ __ ENEMIES: Death Cap, Mad ������\____/�|_| |__/ | |C| | | | |5 F/E/ Vermin, Cave Troll, Dire _____|_ __ | | | |4 ��� / Wolf, Faery, Ghost Mage, |2 ________| ���|3| |_/���� Undead �����|� | � ���� _ _____ _ _ _ _ _ ____ |����|����������������| |H| _ |___ |H|_|I| |I| |K|_ _ _|K|/ | | 01 | Tear Stone | |___| |___ | | _ | | |_| | | | | |_ | /�| | | 02 | Cookie | _|B| | | _|_ |_| _|_ |_ | | | | / | | | 03 | Bramble Seed | ___| _| | | |J| | _| | _______| | | ( ( ) ) | 04 | Lucky Medal | |J _ |___| | |_____| | |_ _______| | )_)_( (_ | 05 | Djinni: Flower | |_| |_______| |_ | _ | | |8| | | | 06 | Tear Stone | _|___| | | | | |_____| | 07 | Vial | | _____|_| _| | 08 | Star Dust | |7| | |____|________________| � ��������� Move into the second screen where a murky dock can be accessed, as soon as the stump is pushed off its perch. On the north side, use Whirlwind to access a small cave containing a [Tear Stone], which must be scooped out first. Now, getting through the swampwater will be impossible unless the player realizes that the bubbles stop Felix from drowning! Moving via the bubble clusters is the only way to proceed; try to cut across and Felix appears back at the dock stairway. Using this tactic, get the [Cookie] in the swamp's first area and then go almost straight east from there to reach the opposite stair. Taking the path by the whirlwind-able tunnel entrance leads to one isolated section of the dungeon; using Growth on the vine and taking the path leading from there goes to its own as well. The walkthrough will divvy 'em up like that. WHIRLWIND-TUNNEL ACCESS ����������������������� Take the stair ("A") down to the B1 level which has some steam vents that alternate their puffs. If Felix is hit, he ends up in the B2 level that connects to the "C" stairway, although he may want to go there anyway 'cause a [Bramble Seed] hidden by weeds. Okay, y'got me: that incentive sucks. Cross the vents' path by biding one's time, and moving the stump in front of the final one. An unreachable venus djinni should be in plain sight on a cliff's edge. Go around to the other series of vents and bypass them, then move the log in front of one -- this doubles the power of another vent, pushing the djinni into the B2 area. To reach the djinni (Flower) and fight it, fall down the groove immediately east of the log-stuffed vent. It may run so use that ever-handy Sleep psynergy to stop that. Cyclone the ground underneath that ledge to find a [Lucky Medal] in the hands of a Mad Plant! Go up the "E" stair and down the "D" afterwards, which leads to a scoopable [Tear Stone]! GROWTH-TUNNEL ACCESS �������������������� Follow the "B" stairway down to the B1 level, going clockwise to a seemingly dead-end ladder-n'-vent puzzle. The trick here is the depression in the ground. When the steamvent ends, quickly use Douse to make a puddle and Frost to freeze it; then, scramble up and over before it melts -- the "H" stairway is nearby. [NOTE: If you somehow get pushed off by the ice-melting vent, Felix ends up in a normally inaccessible area below that gives a clue to how to beat that puzzle]. The "H" stair leads to a room with a Lash coil, but ignore it for the "I" stair. The subterranean cave is filled with lava and a steaming rock blocks the way; use Douse and push it into the floe to make a stepping stone. Proceed SW out of the screen to find more lava & stepping stones. Go past the vents and veer SW again, doing the old Douse trick to cool the stone. This connecs the path to the isolated [Vial] chest -- hooray! Do this stupid Douse trick a third time in the NE to return back to the 1st lava room. Locate the boulder on top of a pillar and use Tremor, which changes the lava floe's direction, opening up the "K" path that was blocked by the pond. In the lowest level, proceed to the final room with a lava rock. Douse it to cut its bright light, which shows a glowing spot in the NW corner. Scoop here to find the rare [Star Dust] raw material! And that's all there is to do in this dungeon...whee. NOTE: Sunshine can forge a Comet Mace -- among other things -- from the Star Dust, and it's an awesome weapon to get at this point in time. _______________________________________________________________________________ ������������������������������������������������������������������������������� 24) Shrine of the Sea God [II] [WK24] _______________________________________________________________________________ ������������������������������������������������������������������������������� _________ |A ______ \ |�|_|��| Remember: to get the final prize, you need to take the | | | ) ) | ____| Sea God's Tear from the Daila sanctum (Frost-required)! | | | | |_| | _________ ___ _ _ |___| | _/ | |G|_ | _| J|F|______ __|B|_ |_ |�) ) | | | | | | |I | | ____ A| | \ |__) _/ | |___|_| | �|_ |____|_| ) )���\ \ | _/ | |F | | |______ | ( �\_/ / |_ | ���� ���� |_|______| | _\ \____/ |_| |B | |C| |D| _______ ____ �������� | __| |����|����������������| | __ H| ___| _|__ _ _ | E | | 01 | Djinni: Breath | |__ |__| | _____ | |������| |�|3|K| ����� | 02 | Rusty Staff | | |_ ___ _| | |___|2| | | K | | | | | | 03 | Right Prong | | | 1| |H| | | | | G | | | |____|________________| |__ __| |_ |_|���|___| |______| |_____| | | | |_ _ _|_|_ |_ |__|I| When we last visited the shrine, we couldn't get |C _ D| |______| too far in because Frost was required to proceed, �|^|� but now it's time to go all the way. In case you |E| didn't bother before, there is a jupiter djinni (Breath) that � can be gotten here, by chasing it to the "1" location on the map, moving a torch along the raised gap, and forcing it into a corner. It has to be fought so save first, use paralysis/sleep, etc. This type of stuff should be old hat by now. The new part of the dungeon is found in the same room the djinni can be obtained in. Frost the puddles here to gain access to the exit ("H"), which leads to an easily-traversable pillar-hopping puzzle, seguing ("I") into a subterranean river. The trick to crossing is actually walking on the wooden bridges that break, which forms paths downriver. This strategy is also the way to collect the [Rusty Staff], which Sunshine can polish into a Glower Staff later on. The "I" pathway leads back into the dungeon's second room's isolated NW side, which can be reconnected to the other half. The final step ("J") leads down to a small pool housing a statue -- use Reveal to approach. Use the Sea God's Tear when inspecting it to obtain access to the [Right Prong], high atop the tower. [NOTE: If you don't have the Sea God's Tear, Felix will subtly connect the dots.] Luckily, this is the easiest of the three pieces to get -- the others are cooped up in some long ol' dungeons which we'll be visiting very, very soon. _______________________________________________________________________________ ������������������������������������������������������������������������������� 25) Aqua Rock [WK25] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Man o' War, Roc, Faery, Virago ______ ___________ | * | |4 | | | |����|�������������| ENEMIES ______ |__ |_|�| | | _| | * | Water Rock | ������� | __ | ___| | | _|_| | | 01 | Nut | � Man o' War | | |_|_| | |___|_|_____ | | 02 | Elixir | � Roc | | !|___| | | |3 | | 03 | Oil Drop | � Faery | |____| _____| _| | � | | 04 | Mist Sabre | � Virago |__ | | |_ | �| | | ! | To Interior | | | | | | | |_|�|_| |____|_____________| _| | | 1| ___| | |_ | ���|_______| ___| To enter Aqua Rock, first visit Apojii Islands' _| | |_| | _____ | village a little ways north of there and use Douse |_ _ |_ | |2 | | _ on the teardrop statue. This clears the five moai | ___|_ |_| �| | |_|*| statues out of the way so one can starting scaling |_ _| _ |___|_ ___| the exterior. |_ | !| |_| |___ | |���������| _| _ | Left of the entrance is the place where the team | |�| |START| |_| | | | can start climbing. Moai fountainheads will either | � |�|_|�|_____| |_| drop continuous water streams (can't pass) or have ����� alternating flows, which can be bypassed with a timed sprint. A little ways up, there's a cliff with two ladders, both going to the same landing above. The objective is to get the trunk there to block the right statue's continuous stream, which allows the left of the ladders to be climbed in full. Climb into the next screen to find an intraversable pond area; ignore everything except the waterfall here, which should be ridden down into the previous screen, landing near the [Nut] chest. Splash down that same waterfall to find a rocky partition stopping anyone from going further down that way! Start climbing southwest to find a dried-up moai. Using Douse on this sucker will kickstart its waterflow again, opening a path to the exterior's SE side. Douse the tear-shaped water rock at the cliff base to reverse one of the waterfalls' flow, then climb up the ladder-n'-fountain puzzle. There's an [Elixir] here in a dead-end, and a shortcut can be made by moving the pillar in range, but the exit lies in riding the backwards waterfall upwards! Yay! At the top of the waterfall, push the two frozen rocks into their depressions to make a way east, plus a way to the [Oil Drop] chest. A little further up, go west and locate the three Frost puddles. Now, when Felix' team goes to the northeast plateau, there will be a way to get west, to the [Mist Sabre] and screen exit, the latter of which leads back to the exterior-top pond. Douse the final water rock to create a vortex in the pond; jump into it to reach... ____________________________________________________________________________ | AQUA ROCK INTERIOR | ���������������������������������������������������������������������������� FOES: Lizard Fighter, Sea Dragon, Roc, Man o' War, Faery, Virago, Ghost Mage _ ___ |C| |B )_ _____ ___ _________ | | �) |A| | | | |_|2 | _ | | (____| _____ | |�| |_| | |A|������� | |E|___|_|___ | _ |_| |� * _|___| | ���| | |_____ > _ |____ _ | |_|_| _|_____| | |�����| | ___|�|_|____ | |F| |_ | |�| _,Enter _| |___|� _| | |_ | | _| | | | |_| | _| |___ | _____| |___ _ | |_____| | |___| | |___ | |1 _ |_| | | _ | | |_ | | * | | |_|�| |_|___ |_____| |_| | ___| | |_____|_| |_ _ _| |_| |_____| | |___ | | |_| |_______| |�\ ( ) ) | _ | |___ * _____|� \___/ / | _ _| |_|���|3|___|_|�\_ _/ | |4|_ _____ |_____ |___| | | |_ |D| |PARCH| |�������|_ |_______| |_______| | H | _ _ |G| |�| 6| |_____| |C|B|_�|_ �|���| |����|����������������| _ | _|G| |___| |__ | * | Water Stone | _|E|_ |_| _| _| __| | 01 | Psynergy Stone | | |____|*|_ _|_ | | 02 | Vial | | _| |7 _ |__|F|_| | | 03 | Crystal Powder | _____| | | |��__|_|__ | ___|_ | 04 | Tear Stone | | ___ �| __ |8| __ | |9| | | 05 | Water of Life | | | _| |�| | |_____| | �| | | | 06 | Potion | _| | | _ �|_| |H| | | ___| | 07 | Lucky Pepper | |5| |_| | | | | | | |___ | | 08 | Aquarius Stone | | | _|_ _ | | |�| | _| | | 09 | Djinni: Steam | |_______| | | |D|_| | | |_| | | 10 | Rusty Sword | |___| |_|___ |_| | |___| | |____|________________| |_______ ___|_______| | 10 | | | |���|___| |___| | |_|-To Aqua Rock Exterior (Lower Entrance) Enter the first pond area to find a [Psynergy Stone] waiting by the shore. The only option is to exit NE, as the other stepping stones lead nowhere for now. Continue along to another pond area, this one having a [Vial] chest. To get it, move the leftmost stump all the way to the east and the rightmost one all the way west. South of there, push the stump in front of the moai statue to drain the pool, then Frost some pools to continue southward. To get the crappy [Crystal Powder] chest, in the next screen's maze, take the SW route and find the item in the 1st pond room. However, the real way to proceed is taking the maze's NW area to the pond's east side. Douse the statue here to make a glittery path across the stepping stones, opening the NW exit. Beyond, get to the stump and push it (with Move) east once, blocking a steamvent and opening the next path. Finally, reach the room with the movable pillars and align them so, when the waterstone is Doused, the glittery path connects to the exit successfully. [NOTE: You need to Douse the dry statue first before the path works.] The next tier's path is straightforward, meandering a bit but ultimately leading under a tightrope and across some pool stepping stones. At the fast- -moving river, cross to the left side and move a stump east, so when Felix tries to go back east, he can land on it and get the [Tear Stone] chest. Down the stair ("D"), there stepping stones lead in three directions: west, east, and back north. Go west, young (wo)man! After doing the dumb Douse-the-statue puzzle and continuing north again, locate the dry pool with a movable stone and a Frost puddle. In order to get the treasure -- a [Water of Life] -- Frost the puddle and move the ice block one tile west, then fill up the pool; to reach the exit, push the ice block two spaces west and fill up the pool. Either way, Felix will re-enter the previous room, able to push the stump eastward and reach the "E" stair one screen up, by moving the stump to its designated slot. Back in the tightrope room, Felix can move eastward and, across some stepping stones, reach a room with a hole lotta movable pillars. ________________ | PATH DIAGRAM | Now, the player will notice that some pillars can't be |����������������| moved, so this should be a pretty easy trick to figure | ,-> | out. Either way, from the teardrop statue, the glittery | --> ,->-' | beam should go: S > E > S > W > N > E > N > E. The north | '-> -' | and southeastern fixed statues aren't used in this chain, |________________| for reference. It's an easy walk to the exit ("F"). Back down on the interior's lowest floor, shove the stump off its ledge (to reconnect the two pathways) and hop to the ledge that leads north. The chest that has a [Potion] along the way is actually a mimic, but oh well! Follow the path ("G" on map, although it's not a stairway; it couldn't be drawn properly!) to reach the infinite psynergy stone room which segues into the large cavern south of there. If you didn't access this place yet, good -- not a lot to do since the paths weren't connected. Dousing the waterstone here'll connect both sides of the room, so getting that dang [Lucky Pepper] can be done now. Additionally, the [Aquarius Stone] key item on the center platform can be accessed as well. Once said stone is obtained, exit the room via the SW door. Remember how I said the stepping stone path branched in three directions? This time, go in the north one (skipped previously) to re-enter the central chamber from its base. Inspect the vacant column and set the Aquarius Stone there, which will part the waters and give access to the secret room beyond. Inspect the tablet at the end and Piers will learn the Parch psynergy, which drains small pools of water of their contents. This has to be used to get out, actually. Aqua Rock is now complete, but there's two remaining things to get. Backtrack to the three-path stepping stone room and go to the south ledge. Use Parch here to obtain a [Rusty Sword], which can be turned into a Robber's Blade. The 2nd thing to do is obtaining a mercury djinni! Re-enter the chamber that held the Aquarius Stone and take the SE exit, which wraps counterclockwise to a moai statue's "river". Go up the river's right side and Parch the top of the statue, stopping the river and letting the djinni be approached. Since it tries to flee, employ any of the usual tricks to catching it (Steam). [Instead of warping out, go back to the Rusty Sword's location and just go south, which leads back to the exterior's lower entrance.] _______________________________________________________________________________ ������������������������������������������������������������������������������� 26) Gaia Rock [WK26] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Fire Worm, Wight, Golem, Clay Gargoyle, Gnome Mage, Dread Hound, Wood Walker, Mad Vermin If you've already been to Izumo -- see section WK21's map -- then you'll know that Gaia Rock is right on the other side of the island. There's no special events to access it, so hit the dusty trail and infiltrate! |�����|_ _____ |BOSS7| | |�������|�������|���| 2 _| |�|_____ | |�|_ �| | �|_|1| |�| | _|�|_|�|_ | ___| ___| | | _| |_ �| | | _| |_ _ _| ���| | _| | |___|_ \_ _|�| | | _| _|�|_| |_| | _|�|_|�|_| |_ | _|___| \_____|� �| |_ _ _| �|_|_ _ _| | | | ������� _| |_|_|_| |�| |_| |_|_|�|_| |_ | |����|���������������| |_ 5 _|_|_ 6 � _| | |_ | 01 | Apple | _| |_| |_|_|�|_|�|_| | , | | 02 | Dancing Idol | |_ _ _| ___ | _| | 03 | Nut | |_| | |____ | D| _| | | 04 | Potion | GAIA ROCK |____ | |_ �|________ | . | | 05 | Game Ticket | INTERIOR _______| _| | | * * *E | |_ | | 06 | Rusty Mace | | ___ | | | ������ | _| |_ | 07 | Cloud Brand | _______| | |___| ���| ��\� | ___| |____|_______________| | C | |_____ _ |���\ \ |#| ___________ __________ _____ | |�����| | _ |B| | |___/ | |_|___ ___ | ____ _| _| |___|� ___|___| |_ | |___ | | |_ _| |_ _| |3| | | ���|A| __| _|_____ | ___| | | | |___ ||_ | | | � |C __| ___ | | |_____| | | |___| | _| |���| | | | _| | |_________| |_______||___ ��� | |����|���������������| |_|____| _|�| _____ _|#|��� | * | Beam of Light | | |B _| GAIA ROCK'S |_ |___ �| | # | Screen Change | | | | EXTERIOR | _| _____| |____|_______________| |___| | |_______ | _ |____ A ____| _|D|_____ _ | | | 4 | * | |E| |_| �| |___ |_| | START |___________| Luckily for the player, Gaia Rock is the easiest and most straightforward of the elemental rock dungeons, so this shouldn't be much of an annoyance. EXTERIOR �������� Upon arriving, ignore the interior entrance and do the lame pillar-n'-cliff puzzle above, which has one moving the pillar off the cliff, going around to the other side to move it, then going back. Yawn! The next-highest screen has one item, a [Nut], accessible by climbing all the ladders and vines on the right side. Again, easy-peasy stuff. The NW part of this section is the real way to go, and you'll know you're on the right track when y'see a whirlwind statue hitting vines. This will make the vine move a bit, and is replicable by using Whirlwind psynergy when on a ledge -- this tactic will be employed a bit, actually, here and in future dungeons. Do this feat on the vine right down the face to reach a movable stump; once it's clear, go down to the base and work up to push it onto its holder, which clears the path to the next screen. Luckily, it's very straightforward and just requires Whirlwind a few times. Screen #3 is basically a long cliff face going upwards. The climb is semi- -perilous as certain sections of the ladder will knock Felix off when a moai pops outwards (one-time-only each). Avoid ladder "clusters" to reach the top without much nonsense, and go from the northwest corner into the middle portion. Move through the rock maze to the stump and continue across to find an [Apple] chest. Return back a ways and move that stump south, then go across again to find the mountaintop altar. Use Reveal to...err, reveal the [Dancing Idol]. Retreat to the base and go inside now. INTERIOR �������� NOTE: Each light beam you shine down on the boss will weaken its ability to regenerate health, which is important for the upcoming fight. It's nearly impossible without any help, while a lot easier if all (4) are focused. Place the Dancing Idol on the altar here to move back two hideous statues masking doors -- go right first. At the end of the route will be a weird patch of weeds which, when Cycloned, will create some moving platforms that can be accessed from the ledge. How to get to that ledge? Take the left of the two statues (from before), go across the leafy platforms, and continue north to find two more hellish statues. Blow away the leafy "+" mark to hit the boss with the first beam, then put the idol on the altar to hit it with the 2nd. Take the ledge NW to the "D" path. Nearby, the Mad Plant in the weed patch carries a [Potion]. Go south to a room with a lateral-placed ladder series, but ignore it for a second. The lower door leads to the altar just passed, and activating it hits the boss with the 3rd light beam. Now, cross the wall ladder eastward and find the dead-end room where an altar's caught in a cobweb. Cyclone it to plummet it to the room below, then follow after and activate said altar, hitting the boss with the final (4th) light beam. Now to advance to the serpent! Retreat to the entrance and take the middle path, which eventually leads to a two-stump moving puzzle in cramped quarters. Move the nearest stump two tiles north and one east, then move the other along until it can be put in the other alcove. There'll be a maze nearby where a single plant lies in the middle of a crossroads, and using Growth makes it point in one of four directions -- the direction to take. This tactic has to be done fourteen times, lamely, and there's a [Game Ticket] and [Rusty Mace] along the way, the latter of which can be polished into a [Demon Mace] in Yallam. After the long walk, the boss room should be located. _______________ | BOSS: Serpent | |����������|�����������|������������|����������|�������������| | HP: 3536 | EXP: 1995 | Weak: Wind | $$: 2898 | DROPS: ---- | |__________|___________|____________|__________|_____________| � Cure Well [self: heals HP] � Briar [multi: earth damage] � Recover # HP [self: heals HP] � Black Ice [multi: earth? damage] � Quake Sphere [multi: earth damage] � Mighty Press [single: physical damage] � Toxic Breath [multi: earth? damage + %Poison] Assuming you turned on all the light beams to weaken the boss, it'll only be able to heal a 30HP/turn and, additionally, it only gets 2 attacks of 3! At this point, simply using Healing Aura once in awhile will be enough to get by, with the only things capable of screwing up the plan being (1) two Mighty Presses in a row (2) Toxic Breath poisoning multiple people (3) Jenna running out of HP. Flower and Ether can help with #2 and #3, respectively, and keeping HP above 200 toward the end of the fight helps with #1. Tactic- -wise, spamming Ragnarok and Diamond Dust works well, while Sheba buffs the party out (High Impact & Resist) and gets off a wind summon, if y'think she can handle it. Again, djinni summons aren't needed but can expedite the battle if you wanna bumrush the snake. Afterwards, Felix can learn Sand psynergy by inspecting the tablet there. Use this to get behind the serpent's desiccated corpse and inspect the east part of the puddle to obtain the [Cloud Brand]. The hint to getting this is actually given by Susa back in Izumo, but this'll save a long boring trip through the maze. Either way, that's all there is to do here! NOTE: Back in Izumo, give the Dancing Idol to Lady Uzume to get a free mars djinni (Coal)! IZUMO RUINS [OPTIONAL] [WK27] ������������������������������ Enemies: Any monster found in Gaia Rock + Gressil (drops Otafoku Mask) With the new Sand psynergy, locate the weird column structure northeast of town and move the leftmost once. Use Reveal to find a newly-opened trapdoor that leads down into the ruins! Frost the nearest puddle and tunnel under the Poundable sticks to get the other. At the fork beyond, steer right, pound a stick, tunnel under, and move the tree trunk in place; then, go left at the fork and exit. Downstairs, go north and curve around to the [Phantasmal Mail], then return and pound the stepping-stone stick to go leftward to a pond. Use Piers' Parch psynergy (gained at Aqua Rock) to drain the pond, which leads to the Ulysses summon tablet (2 Mercury, 2 Mars). _______________________________________________________________________________ ������������������������������������������������������������������������������� 28) Islet Trading Sidequest [OPTIONAL] [WK28] _______________________________________________________________________________ ������������������������������������������������������������������������������� This sidequest involves all the little inlets & islets in the eastern ocean, which themselves have little to do there, unless you're going in the right order! Now that the team has Sand and Parch psynergy, the main part of the quest can be completed. [01] - E. Tundaria Islet - Items: Lucky Medal Mind Read the penguin to learn its mate has hurt her leg across the water and can't swim back. Jump across the mini-icebergs and get up on the log ledge -- when it's pushed off, move Pengulina across it and the male penguin gives Felix a [Pretty Stone] in return. [02] - SE Angara Islet - Items: Lucky Medal Push the uppermost box off the cliff, then two spaces east of the Frost puddle. This way, the 2nd box can be pushed onto it, and once the puddle is frozen, the team can scale the vine. Mind Read the bird and exchange the Pretty Stone for the [Red Cloth]! [03] - N Osenia Islet - Items: Lucky Medal Use Sand outside to tunnel under the pots into the cow's pen, then Mind Read it to learn it wants the bird's hankerchief. Agree to part with it, and gain the [Milk] in return! [04] - West Indra Islet - Items: Lucky Medal Locate the dog in the shallows and Mind Read to learn it's thirsty, so use Parch psynergy to turn it into dust! ...Just kidding. Give it the newly-acquired Milk to earn a [Li'l Turtle]! [05] - Sea of Time Islet - Items: Lucky Medal In the southeast corner of the islet is a turtle, who reveals his severe loneliness when mind-read. If you have the Li'l Turtle from the previous owner, hand him over and the turtle will show you Felix his secret spot in return. The secret spot is actually the reef-enclosed Islet Cave, inaccessible by normal means. The place is rather simple to proceed through, so getting the [Turtle Boots] and [Rusty Staff] will be easy as pie. There's also an earth djinni here, although it's got high AGL and a penchant for fleeing ASAP, so it can be a hassle to catch. It (Meld) will be tamed after an arduous battle! _______________________________________________________________________________ ������������������������������������������������������������������������������� 29) Tundaria Tower [WK29] _______________________________________________________________________________ ������������������������������������������������������������������������������� Tundaria Tower is on that southern strip of tundra, all the way in the west; that's a long walk from the eastern beach! If you still can't find the spot, check the map in section [WK21]. NOTE: Before entering the tower, go SW into a dead-end mountain pass and see if y'can capture the wild jupiter djinni (Wheeze). FOES: Magicore, Dinox, Squirrelfang, Living Armor, Needle Egg, Stone Soldier, Harridan, Minotaurus _________ _______ _____| _____ | _____|1 | |����|�����������������| _| ___ |_ _| |_ | ����� |_ | * | Reveal Wall | | | 8 9 |_|10 11| _ | �|�������| |A| | 01 | 365 Coins | | * |�����|7|�����| |A| |_ | _ |� ___| _ | 02 | Mint | |_ _|� _ �| |� �|_| | | |_|B|_| | ___|B|___ | 03 | Crystal Powder | | |_ | |_ _|�| | _| | ' 2| | |C| _ |D| | 04 | Hard Nut | |_____| | | |_____| |_,_______| | |E| | | 05 | Djinni: Reflux | START |� |� | 06 | Burst Brooch | _ _ _ | |_____|_ | 07 | Center Prong | |4|3| | |_ F 5 | | 08 | Sylph Feather | ___|_ _| _____ _______ |_______| | 09 | Lucky Medal | | _______| | _ | | ___ | _ _ _ | 10 | Vial | | |_|E|D | |_ | |_| |_ | | |I|___ |I|6|_ | 11 | Lightning Sword | |_ C| |_| | _| | _ | | | | _| * |_ | |_ | |____|_________________| |G|�| | | | |G| | |_|_|_| |H| |J|_ _|H| |___ | | � � | |___|_________|_| |_________| |J | | ���|F|��� �|___| � Once inside, Parch the two pools on the ground floor to open up the paths they cover. The lefthand one leads nowhere in particular now, so take the remaining to the exit ("A") to F2. Visit the south iced-over room and slide to the [Mint] chest, then backtrack one room and go north to the [365 Coins] chest. Continue west here, which eventually leads back to the iced-over room's west side -- slide a bit here to get access to the "B" stairway. Here, there are three stairways (C,D,E) to take. Go up "C" first, which'll lead to a [Hard Nut] and [Crystal Powder] chest. Backtrack and bit and go up "E", which, after sliding down the "F" hole, lands one floor down near a fire djinni (Reflux). To reach the sucker, slide: WNENWSENE. Heal up 'cause it has a lot of high-tier fire psynergy at its disposal. Exit the room and go up the "D" stairway this time, which gives access to the "G" stairway one room above. Eventually Felix will stumble upon a room with an isolated ledge entrance, three stumps, and two frozen ponds. In the right pond, pound the two pillars farthest away from the center ledge, and move the stump there S,W,N -- now move one of the ledge pillars east. In the left pond, move the stump W,N,E and push the other pillar out of the door's way, giving access to the next floor ("H"). Continue until coming to an icy wall with a secret Reveal door; climb all the way up to the top of the tower! The [Burst Brooch] will bestow the titular psynergy; use it to destroy the stopped-up door nearby and Retreat to the entrance. Back on F1, head straight into the middle room and Burst open the icicle to get the [Center Prong]. That completes the required portion of this dungeon, but going through the left door (that was formerly obscured by water) leads to another ice wall with a crack -- use Burst here. Now the team can collect all the rest of the treasures (#8-11), the best of which are the [Sylph Feather] and [Lightning Sword]. NOTE: The Sylph Feather can be forged into Aerial Gloves which highly boost a character's AGL -- this is useful for slowpokes like Jenna/Piers. ALHAFRA [WK30] ������������������� In order to do the upcoming Champa events, Briggs must escape from his cell in Alhafra; and before that, the ship must be cleared of its clutter. If you Pound-ed the stake and cleared the debris off the mast earlier, there should only be one thing left: the boulder weighing the mast down. Use Burst on it and try to leave, which cues some events. Check the harbor afterwards and the escapees manage to get out. Before going to Champa, go back to the Alhafran Cave and get the three last treasures in the mayor's stockpile: [Psy Crystal], [777 Coins], [Potion]! Backtracking to Briggs' cell can earn a [Power Bread] as well. _______________________________________________________________________________ ������������������������������������������������������������������������������� 31) Ankohl Ruins [WK31] _______________________________________________________________________________ ������������������������������������������������������������������������������� To find the ruins, disembark at the beach a little east from Champa's. _|�����| _____ _ _____________ _ ___ |_ |E| | | ___| |5|_______ _ |_|G| G| |_ | _| | |K|6| | |___|F| | | | | |� ENEMIES | |_|I|_| |L| |_______ | ___ | | | | | | ������� | | _____ � _______ | | |___| |_| | |_____|H| � Living Armor | |H | M| | | | | |___ |_____| � � Harridan |_ |�|���| |_ | | | | 4 | _____ _____ � Wood Walker |_ | N| D| | | | ����� |O | |O | � Minotaurus |___|�|_|���| |��� _ | | | 8 | � Squirrelfang _ _ _|7 | | | _ _|F| |_ _| _ |_____| � Dinox |I|___|L| |J|���| | | | | | | |__|N| | _____| | ��� | _| | |���| | | __| | | M | ��������� | _| | | | | | | |����|����������������| |_ | | |3 _ _| | |___| | 01 | Muni Robe | |_____| | |_|2|B| | ___ | 02 | Thanatos Mace | ___ | ___|___| |K | | 03 | Power Bread | |_ |_______ | | ___ | |�| | | 04 | 365 Coins | 11-| |_______ | | | A | _| | |_ | 05 | Vial | | |10_|E|_| |_ ��� ����� |D| | | | | 06 | Sylph Feather | _ | | | | | | |9| _ |_ | | | | 07 | Potion | _|B|_| ___ ___ |____ |1|__|_ | | | 08 | Left Prong | _|_ ___ | | | |____ | _| __ | | | | 09 | Crystal Powder | |A| |___| |�|_ _|�| C | | |J| |__| | | | | 10 | 135 Coins | |_________| |_| | �� | | | C | | | | 11 | Nut | START ������ | �������� | |____|________________| ������������ Enter the ruins (ignore overgrown doors -- they don't hold anything) and locate the chamber with the huge stone faces. The middle one has its center piece removed, clueing the player into removing the completed statues' similar portions. Do this to all and find the [Crystal Powder] and [135 Coins] chests, and finaggle around to the [Nut] chest. After all that, take the SW path to the "A" stairway. Follow along, use Sand when needed, and claim the [Thanatos Mace] before continuing north. At its end, push the statue's fragment into place, making it spew sand. Backtrack down one floor and enter the "B" stair, leading back up to the same area as before, just on the east side. Claim the [Power Bread] and burrow under the sand, heading north to the "F' stairway. The corridor beyond twists to a [365 Coins] and a [Vial], the latter which requires a little more work. Toward the NE section of the tier, find the room with a button that continuously raises the sand. Quickly move to the 2nd button to open the exit ("G"), which goes to the next ("H"). Here, move the left part of the statue into place and move the stump out of the way before going inside. Head all the way east and push the stump out of the way, which opens up the path from the "D" stairway. Retreat to the 1F chamber with all the face statues and exit SE, which leads to the "C" stairway -- collect the [Muni Robe] along the way -- and find the "D" near a long corridor. This time, Sand under the previously-moved stump and continue east, getting a [Sylph Feather] behind an overgrown door, and enter the sand-n'-button puzzle room. The same concept as before applies, but y'gotta be quicker! Along the way, get the [Potion] chest seen previously and go down the "J" path, which loops back toward the "D" path's lower entrance. Complete the statue to make it...get evil eyes? Hmm. Retreat, take the "C" path back up toward the newly-completed face, and see what's happened to it: now when Felix approaches, it bumrushes and tries to push him back. To bypass this boobytrap, run to the sandy stripe and burrow (with Sand, of course) before it can push back; then, enter the door it blocked to reach the exit ("K"). Follow the paths to their end, where a statue's right half is fenced in. "Reveal" a hole in the middle and push it there, then head down and complete the last unfinished statue to make a sandflow. Retreat for the final time, go up the "E" path, and reach the newly-completed sandflow. Go to its base, use Sand to start climbing it, and get to the "N" path. From here, it's a simple climb to the [Left Prong], which should be the final piece collected if y'followed this walkthrough. That's all there is to do here now! _______________________________________________________________________________ ������������������������������������������������������������������������������� 32) Champa [WK32] _______________________________________________________________________________ ������������������������������������������������������������������������������� _ ____ _ _ | |A|_ 6_| |B|_ |���|_|B|_|���| |���| BOSS | |______ ___|_ |_ |_ | _ | | | |___/_ | |������| 7 D | | |A| |_ |_ |C| _|� | | ___ | _| |_|���|���|���| |_ | _| | |_ D _| | | |___| | | |_ |_ _|_4_|_ _| | _|_|___| |_| |C|_______| | ___ | |_________| � |���|___ |����|5| |_ _|3| |_ _|� |����|�������������| |����|�������������| |_____ |______| | 01 | Viking Helm | | 05 | 12 Coins | ____| |__ | 02 | Golden Ring | | 06 | Smoke Bomb | ___| | | 1|_ | 03 | Smoke Bomb | | 07 | Lucky Medal | | |_ _|2|__ | | 04 | Elixir | |____|_____________| | ____ ____| |____|_____________| |___| |_| START With Briggs having escaped back to Champa -- if he didn't you need to do the [WK30] portion of the guide -- meet with him at the cave entrance and follow him up to the top, where his granny's forge is. There'll be a boss fight here of all places, although there'll be the option of leaving first (the boss is mandatory however). _________________ | BOSS: Avimander | |����������|�����������|������������|����������|���������������| | HP: 3792 | EXP: 2176 | Weak: Watr | $$: 1330 | DROPS: Potion | |__________|___________|____________|__________|_______________| � Guard [self: raise DEF] � Impair [single: lower DEF] � Star Mine [all: non-elem damage] � Fiery Blast [multi: fire-elem damage] � Fire Breath [multi: fire-elem damage] � Heat Stun [single: damage + %Paralysis] Generally, using Odyssey/Diamond Berg for the men, Healing Aura for Jenna, and buffing/attacking for Sheba works well. Boosting the team's RES pays off a lot, particularly for the high-damage Star Mine -- getting hit with two of those in a row can be very fatal! As long as everyone can be healed in one go, this battle isn't that hard...just recover from Heat Stun quickly, particularly if Jenna's the victim. After a long talk about how Briggs is a ninny, talk with the grandmother. If you've collected all three prongs (from Shrine of the Sea God, Ankohl Ruins, and Tundaria Tower), she will forge them into the mythical [Trident], a mandatory item for passing the Sea of Time. This is an equippable item and gives +20 Water RES, so it's good for, say, Jenna. Also, this item can be used to damage in battle without ever being used up -- schwing! Now, the Sea of Time is the part of the Eastern Ocean that is all misty and appears clouded on the world map. To reach Lemuria, it must first be navigated -- locate the south entrance landmarked by two weird rocks. _______________________________________________________________________________ ������������������������������������������������������������������������������� 33) Sea of Time [WK33] _______________________________________________________________________________ ������������������������������������������������������������������������������� To Lemuria | The Sea of Time is the stopgap "dungeon" that |�| prevents easy access to the long-lost city of |� �| Lemuria. Fierce whirlpools and dangerous currents | |-Boss: Poseidon abound, it's impossible to get through without | | knowing the trick. In fact, if y'visited the park |����| |� # - Current in Yallam, the songs the kids act out actually | ____| detail the correct path to take. |6| |�����|����| | # | 3 | Either way, the point is to circle around the tiny | # _| | volcano cones (glitter comes out of them if it's | ###################### being done right) until they temporarily calm the | # | | | # 2 | rapids -- this is the window to get past them! | # ___|4 # | | #___| ####### | The map at left details the correct path to take, | # #�����#�� | with the numbers denoting volcanos and the hash | ## 5 ## 1 # | marks (#) denoting the currents. In order to get |__# | # ## | past the whirlpools, the player must use good ol' #��� ���#��|_|� #��� centrifugal force, using the spin of the whirlpool # # START # to throw them in the right direction. Once the correct path is known, advancing isn't that hard -- in fact, the last stretch is ridiculously easy. Now, for the boss here, make sure to equip the Trident on someone (having it in the inventory ain't good enough) ________________ | BOSS: Poseidon | |����������|�����������|������������|����������|��������������������|��������| | HP: 4905 | EXP: 2930 | Weak: Fire | $$: 3762 | DROPS: Psy Crystal | ATK x2 | |__________|___________|____________|__________|____________________|________| � Ply Well [self: heals HP] � Deluge [multi: water-elem damage] � Water Grave [all: water-elem damage] � Ice Missile [multi: water-elem damage] � Typhoon Blow [single: water-elem damage] � Ocean Fist [single: water-elem damage + %HP-to-1] � Counter Rush [self: physically counters each character's if they attack] To be honest, this fight is a bit overhyped: as long as you can heal all allies and raise RES a bit, the fight is very tolerable. There is two things that normally screw up a solid gameplan: (1) Poseidon is invincible until the Trident is used on him, and of course, it must be equipped first for that to happen! (2) if Poseidon leads off with Ocean Fist and gets its auxiliary effect to work, and follows it up with a kill shot, that can really be annoying, especially if it's on Jenna! The second one can be recovered from if y'work fast, though. Like the previous boss, spamming Odyssey and Diamond Berg works best, while Jenna heals (every turn) and Sheba attacks/stat-buffs. RES-boosting is very useful here, although some prefer to expedite the fight by summon-rushing at the start -- it can be useful but risky, depending on one's AGL. With Poseidon deep-sixed, head north to find Lemuria. After docking, "Move" a statue out of the way to see some scenes -- after, it'll be time to walk freely! _______________________________________________________________________________ ������������������������������������������������������������������������������� 34) Lemuria [WK34] _______________________________________________________________________________ ������������������������������������������������������������������������������� [2,3] To Palace ___| |___ |4 | OPTIONAL THINGS TO DO IN TOWN |����|�������������| |�����| | | | ����������������������������� | 01 | Hard Nut | | |_|_ _|_| � Use the Fountain! Throw in | 02 | Lucky Medal | |_ _|5 | ___ Lucky Medals to obtain cool | 03 | Grindstone | |_ _|���| |���| | |_ artifacts, such as the | 04 | Star Dust | _| |_|_ _| |_ _|_|_ _| | Hestia Blade and Crown of | 05 | Bone | |_____ ___ 6 _| Glory. | 06 | Rusty Sword | | ||_ |_| _| | | | 07 | Lucky Medal | | |__| |_| |_____| | � Use "Scoop" on flower gardens |____|_____________| |_______ 7| ___ | butterflies flutter around, _ _ |_ _| | | | often finding items hidden _|A|__ |A|_ _| |_| | |� 1| inside. The [Rusty Sword] by |____ | |_ |_ _|_| |___| Lunpa's house can be shined ____| | |_______| into a Corsair's Edge later. | SHIP | ������ Now, as for the mandatory stuff, visit the castle's front and then Piers' uncle's house in the town square. Piers will leave the party temporarily; the uncle suggests visiting Lunpa, the legendary thief, who lives in the town's east tower. Try to enter the lower door and Lunpa will open the 2F window -- use Lash to climb up (or, if Piers has the Lash Pebble, Lunpa berates everyone and lowers a rope). Either way, talk with the famous thief and the way to the castle opens after a long dialogue. There'll be another scene with King Hydros and Conservato, but after, it's time to collect the [Grindstone] that bestows Grind psynergy. [NOTE: Although there was talk of banishment, it's possible to freely come and go here.] The Grindstone can sink those massive brown boulders that fill straits and such, such as the ones at Gondowan Cliffs! That is the entrance to the Western Sea. ANCIENT LEMURIA [OPTIONAL] ������������������������������ In the docking area of Lemuria, instead of taking the eastern one that leads to town, go the northwest one (past a Grindable stone). Enter the flooded section of Lemuria with all the weeds. Cyclone the westernmost (past a fence) to uncover a water djinni who hides in the statue nearby. Tremor it to knock it free and claim it (Rime) as your own, no fights required! _______________________________________________________________________________ ������������������������������������������������������������������������������� 35) The Western Sea [OPTIONAL] [WK34] _______________________________________________________________________________ ������������������������������������������������������������������������������� 14 13 ###################/ /## |����|�����������������������������������| / 16 __ ## | 01 | Gondowan Cliffs (W. Sea Entrance) | / (12) # | 02 | SW Atteka Islet | / )����������) ) | 03 | Atteka Inlet | / )� 7 8 _' ,( | 04 | Contigo | / ( _,' ,' \ | 05 | Jupiter Lighthouse | / 6\_____,' '9 / | 06 | Hesperia Settlement | ( ,' ,' | 07 | Shaman Village Cave | | __,-.___ ,' ,' | 08 | Shaman Village | | ( 5 \ ( ___,' | 09 | Loho | | ) ) ) '._,'. | 10 | Magma Rock | | ( | |11 / | 11 | Gondowan Settlement | | \ 4 ( ( 10 ( | 12 | Kalt Island | ( \_ ) ) \ | 13 | Prox | \ (3) /\ \ ) | 14 | Mars Lighthouse | \ \ \__/ ) ( | 15 | Rusty Sword (Pirate's Sabre) | __) 17 \____/ | )1( | 16 | Rusty Staff (Goblin's Rod) | '. / | | 17 | Rusty Sword (Soul Brand) | '. \__/ '. |____|___________________________________| \ '. \ '.__________ CONTINENTS ,'� #### ���������� ( 2 _/ _ 15 #### Northern: Hesperia \ /## / \ #### Central : Atteka �� ## ( ������������������ Eastern : Gondowan ##############\___,-.______________ The second portion of this optional section involves scouring the western ocean, which also has some small things to do. SW ATTEKA INLET ��������������� Items: Dragon Skin Push the lower stump into the water, then the upper box off the cliff -- the [Dragon Skin] chest is now accessible. We can return here later for a random jupiter djinni, but may not need to -- more on this later. HESPERIA SETTLEMENT ������������������� Items: 166 Coins Djinn: Tinder (Fire) To get the djinni, use Growth on the left vine and climb to the cliff's top. Push the crate down the leftmost gap, then push it "right" off the cliff. At the cliff bottom, move it right once and climb to the djinni, who joins without any fuss. KALT ISLAND ����������� Items: Apple Djinn: Gel (Water) A mercury djinni sits in plain sight on a cliff, but is only accessible by doing the braindead ice-sliding puzzle (sorta like the Imil one in Golden Sun) to a Lash spool. This one also joins without any hullabaloo. There's an Apple in the tree here but can't be obtained without Catch psynergy... WORLD MAP [HESPERIA] �������������������� Djinn: Petra (Earth) The Hesperia continent is the large northwest one, obviously containing the Hesperia Settlement. At the northeast beach, go southwest down the left river (ignore bridge) and disembark to the left when a mountain is reached. This djinni appears right near the disembark point. WORLD MAP [ATTEKA] ������������������ Djinn: Core (Fire) To find this rogue fire djinni, go to the Atteka continent's northwest beach and go southeast along the riverside, until reaching a dead-end forest surrounded by the river (or, dock at the west beach and run northeast to reach the same place). Our fiery friend randomly appears here, although it may be awhile if yer unlucky... [Coincidentally, this forest is almost shaped like a djinni!] GONDOWAN SETTLEMENT ������������������� Items: Lucky Medal A tombstone here has Lucky Medal, and if you Cyclone the bushes, there's a secret entrance to a Star Dust chest. Nothin' else, though. Note the place's proximity to Magma Rock, which we'll be visiting in the not-so-distant future. ATTEKA INLET ������������ Items: Vial To get the Vial, enter the tiny settlement and walk over the gateposts, which returns to the 1st screen via cliffside. In a little while, we can return here and get the djinni (Geode) hiding under a bush blocked by the Lift-required boulder. CONTIGO ������� |����|_ |����|��������������| ___|_ _|2|___ _ __ | 01 | Corn | |_ _____|_ _|4| _|_ | 02 | Bramble Seed | | ___ ___ |-To Anemos | 03 | Djinni: Salt | |����||_ _| |_ _| ___|� Sanctum | 04 | Power Bread | _|_ _| 1 |_ _| |____|______________| |___ ___ ___ | |_ _| |_ _| |_ _|��������| Northeast of Atteka Inlet is the landlocked |__________________ 3 | city of Contigo, renowned for its parlor games |_ENTER | (all of which were in the 1st Golden Sun) and | |��� its connection to the long-lost peoples of Anemos. For now, there's not that much to do item-wise, although by scooping the blank spot in the weed patch (near the entrance), the team can dig up an earth djinni. Later, another djinni can be obtained here, too. [For info on the parlor games' prizes and rules, see the appropriate section.] You can also go to Anemos Sanctum and get Dragon Skin, but said sanctum can't be fully explored until later on. _______________________________________________________________________________ ������������������������������������������������������������������������������� 36) Shaman Village [WK36] _______________________________________________________________________________ ������������������������������������������������������������������������������� To reach Shaman Village -- which is totally enclosed by mountains -- the team must find Shaman Village Cave on the Hesperia continent. However, the maze of rivers and bridges can make going upstream rather difficult, if y'don't know where to go, that is... The correct one to take is on the south coast, but not the one that leads into the inland bay; the one east of there. Luckily, the cave itself is very easy to explore and getting into town will be a cinch from there. _____________ |To Trial Road| ������|������ _____|�| |����|���������������| _| | |__|����| | 01 | Spirit Gloves | |1|_| |_| ___|�| |___________ | 02 | Elixir | | |_______ | | | 03 | Djinni: Aroma | | | | |�| |�|���|�|���| | |____|_______________| | |�����|_| |_| | |___| |���|3| | |_ 2 | _ | _____|_ _|� The town itself is rather easy to explore, |_____|ENTER| |_____________| although none of the denizens will speak to �| |� the team -- Mind-read 'em to figure out why. Of course, none of the shops are open at this time, but there's a silly scene at the inn that allows for rest. There's a djinni in the east but it can't be obtained until the upcoming events are over. Speaking of which, to start said events, approach the chief's NW house and he'll burst out. The team will get nowhere until they show the Shaman's Rod to the chief, who then invites them to Trial Road in the north where they can prove their worth! In the area that prefaces TR, Whirlwind the purple rock to get the real events started. TRIAL ROAD ���������� Moapa will explain how Trial Road works before the team can attempt to do it themselves, but I'll explain too: the ally team will race the chief's team to the top of the cliff where a fight will take place. However, en route, there will be four puzzle rooms to complete. What's the incentive to solve them quickly? That's the thing! To get past each puzzle room, each team must place one (1) heavy item into the chest near the exit (step on pad, inspect opened chest). Whichever team puts their item in the chest first gets to the next puzzle, while the team that lags has to put TWO (2) items in to continue. The faster one is, the less the allies suffer. A "heavy item" is any type of body equipment sans those class-changing items like the Tomegathericon or Trainer's Whip -- none of that lightweight stuff (Herbs, Vials, etc.) will work! Since the fastest team will have to put four items in minimum, try putting in some of the girls' equipment (or spare equipment if it's just laying around) since they end up using psynergy anyway. ALL ITEMS ARE RECOVERED AFTER THESE EVENTS, NOT LOST FOREVER! After Moapa's explanation, Felix can pick which route he wants to take. The left of the two paths is the easiest, and once y'know what to do, finishing it ahead of Moapa is a breeze. The right path is the hardest and, unless you know exactly what to do, losing is almost assured. _______________________________ | TRICK: Trial Road Duplication | |���������������������������������������������������������������������������| | The nature of Trial Road lends itself a little trick, where any artifact | | dropped within the trial (from the time it starts to Moapa's defeat) is | | returned to Felix' inventory after he leaves/quits; additionally, this'll | | make a copy in the Artifacts section of a shop. For example, say y'wanted | | to dupe a Hestia Blade. Start the race, drop it, and leave -- the blade's | | back in the inventory but a copy is in the shop, too! Of course, this is | | not apparent in Shaman Village until after the shops open, and the copies | | still have to be bought... | |___________________________________________________________________________| Some puzzles have more than one way to be solved, in which case, I'll pick the easiest method. NOTE: Taking items often wastes precious time (the right path especially) and there's little incentive to get 'em. They can all be obtained after these events anyway!! _____ | END | LEFT PATH (EASY) | |�| | ���������������� |�|_| | | |_|�| � Use Sand psynergy to get up the sandfall; Whirlwind ladder | | |_ _| � Push log N,W then climb vines to push log S. Move pillar |� �| | 10| out of the way, then push log E to climb out | | | |_| | � Push middle pillar south, west pillar east, and east pillar |_ _| |_ _| west to complete the stepping-stone chain to the exit |_ | | _| � Scoop NW floor crack to make fountain spout up to exit! |�|_| | | |_|�| |_ | |_ _| RIGHT PATH (HARD) |4 |�| |9| | ����������������� |_| | |7| |8| � There are four poundable pillars and two movable ones. |_ _| |_ �| Pound the two pillars to reverse their positions, then |_ | | _|� move the square pillars onto 'em, completing the chain. |�|_| | | |_|�| | | |_ _| � Push the two southern pillars so they're parallel with |� |�| | |_ | the overgrown one, then hop across to the exit. | |3| | | _| |_ _| |_ 6| � Climb up the right cliff and hop back and forth onto the _|_ | | _|� rock pillar until it breaks, then continue north to leave. | |_| | | |_|�| |_ _| |_ _| � Pull the two pillars so they're parallel with the icy | | | | pillars, then move the left torch one tile east (so it | | | | | | melts west icy pillar) and one tile west. Hop over the |2| |_| |_ _| west icy pillar, now a puddle, and Frost it, then continue �| |__ __| | to the right cliff which leads to the exit. |__ | __| _________________________ | | | | BOSS: Moapa / Knight x2 | |��START) |����������|�����������|�����������|����������|������������| | | | | HP: 3042 | EXP: 3340 | Weak: All | $$: 2870 | DROPS: --- | | |_ _| |__________|___________|___________|__________|____________| |1| | | � � Bosca Hit [single: phys damage] |����|����������| � Strong Hit [single: phys damage] | 01 | Hard Nut | � Uses Nut/Bramble Seed/Elixir/Crystal Powder/Water of Life | 02 | Potion | | 03 | Vial | This boss fight isn't super-hard, although Moapa and his | 04 | Vial | cohorts will appear tougher if the allies lost most of | 05 | Vial | the puzzle "battles". On the flipside, winning most of | 06 | Vial | the puzzle "battles" will weaken Moapa's team and they'll | 07 | Nut | be easier to defeat. The Knights have about 2000 HP each | 08 | Vial | so it'll be prudent to tagteam them one at a time. Keep | 09 | Potion | spamming Odyssey/Diamond Berg, Jenna using Healing Aura, |____|__________| and Sheba buffing/attacking. With one foe gone, it's cake! It's also worth noting that the foes are humans and thus more susceptible to elemental damage than monsters, not to mention they can be put to sleep easier, too. Try casting that if they're bearin' down on ya. [It's possible to summon-rush and kill Moapa before his lackeys, although it may not be the most welcome outcome. =p] Once Moapa's forced to taste defeat, he gives up the [Hover Jade] item in exchange for that deadweight Shaman's Rod. The team then automatically goes back to the village, so make sure to get that cliff djinni! Don't know how? Enter the 2-story house that couldn't be accessed before and leave via its 2F cliff balcony, which can go east and push the stump westward. Return to Moapa's house and Lash to the cliff, which can then get the east djinni (Aroma) without any rigamarole. Later on, we can get another djinni on Trial Road, but for now, it's time to finally access the game's first lighthouse! _______________________________________________________________________________ ������������������������������������������������������������������������������� 37) Jupiter Lighthouse [WK37] _______________________________________________________________________________ ������������������������������������������������������������������������������� Jupiter Lighthouse is on the north end of the Atteka continent, and to access it, one must go north of Contigo which itself is northeast of Atteka Inlet. To reach Atteka Inlet, go to the continent's southern side and navigate the river system, eventually reaching the reef-enclosed harbor which serves as a docking point. Badabing, badaboom! NOTE: Wyverns can drop awesome Aeolian Cassock robes, which powers up wind RES and PWR -- great for Sheba! _ ___,-Aerie |H|_______ _____| |_____ | _ _ | | _ | | _ | _ _ ENEMIES: Devil Scorpion, Blue _| 5 | | | |J|___|___|I| | |H| |G|_____ Dragon, Foul Mummy, Wyvern, |J|_______| | | | | | | | | |_|_____ | Mace Tail, Ghost Army | |_| |_|I| | |___| |___| | _ | | | _ _____| | |4 |_| | | _ _ 13 _ |_______| | ��� | | |X| _|X|_ \_|Z|_ _ _ _ _ _ ( (�������) ) |� �| | | | | | | | |*|Z| _|P|_ _|N|_ _|N|_ \ \_____/ / |___ | | _| | | |_ | | | | | | | | | _ | \ 14 / |W | | Y | | Y | |___| | QR | | 7R8 | | |9| |_ ������� ����� ����� ����� |_ _| |_ _| |_ R _|M| _ _ _ _ _____ | O| | O| |_______| ___|G|___ |V| | | |V | ��� ��� _ ___| _ _ |___ |11 |_ |��� | _ ____|M| | | | | |_| | | |_ _|U| |� | _|P|_ |6 __|___| |E| |_|_|T|5| | |____|_ ___| | |_|_|-12 _| | �| |_/ _____|�| F| | � |_____ \_| | | W U| |*| Q | |____/ ��� ����� \____| ����� | |___| | _______ _ _ _ | | |������| |������| |10_ | |C|___|K|K| ������� _| |��| |_| |��| |_ | | S |T| | _| | _| | |_ _| | | � ��� � | |___| | | _ |E| | |___________| | | _____ | |_|L| | | _|C| | | D| |L | |_ | _ |___ | S|_ | | | |___ ( (� ��� ���) | |2|_| | |_ _ | ___| | 3| \ \ |�| / /�� |_ _| | | | | |���|�| |___ |___ |� \ \_|F| _/ / | | | | ___| | |_| _ | |D | \____| |__/ _| |___|___| | ( A |___ | | | ��� | | | __| \___/ |_| |B| |����|�����������������| _| |�| | | | START � | * | Archer Statue | |A | |1| |B| | 01 | Mint | ��� � � | 02 | Psynergy Stone | Knock knock? Who's there? Annoying lighthouse! Yes, | 03 | Erinyes Tunic | the first lighthouse in the game is a doozie, and | 04 | Meditation Rod | comes with the complete aggravation package: lots | 05 | Red Key | of stairways up/down, backtracking, and complexity! | 06 | Psy Crystal | It's split into three parts -- the main tower at | 07 | 306 Coins | the center and two mini-towers branching off it | 08 | Mist Potion | towards the top. The guide will be sectioned off | 09 | Blue Key | into parts accordingly. | 10 | Potion | | 11 | Djinni: Whorl | PART 1: ASCENT | 12 | Water of Life | �������������� | 13 | Phaeton's Blade | This section'll cover the events leading up to the | 14 | Mars Star | first side-tower. After entering the ground floor, |____|_________________| take the west path outside again and Cyclone into the basement ("A"). A dead end near here contains a Mad Plant who drops a [Mint], and north, there's another dead-end room with a [Psynergy Stone]; however, the remaining east route is the correct path. Find the purple pad and use Hover on it, which allows passage to the cliff -- this tactic will be used a lot so commit it to memory. Cyclone on up ("B") to arrive on the lighthouse's ground floor, where a pillar-n'-switch puzzle can make the front entrance open permanently. North of there is a large shaft (although this isn't apparent right away) with a large light beam and several deactivated hoverpads. Luckily there's no choice in how to proceed! Go upwards ("C") to find a weak log-rolling puzzle, which gives access to the [Erinyes Tunic] and the exit ("D"), which cyclones the team up a floor. There are some chains here which can be caught by using the Whirlwind technique patented at Gaia Rock, but for now, ignore everything and take the "F" stairway. Continue to the "Reveal circle" that gives access to the exit ("G") -- the right half of the room can't be accessed just yet. "G" leads to a room with a bunch of stepping-stone pillars, and obtaining the [Meditation Rod] is a matter of moving a couple pillars around. Exit via the SW entrance and push the movable block east a bit, then step on the button to plummet it downward. Back inside, ascend the "H" stair. At this point, start ignoring everything in subsequent rooms and continue upwards, until reaching the lighthouse aerie (peak); here, start doing down the west-side stairs, until coming to a room previously passed by. Slide down to the ladder and a voice should say "show the power of Anemos" -- use Hover atop the ladder to power up all of the lighthouse's working hoverpads. Cross to the east side and go north, back to another room we skipped. Push the block north to its rightful slot, then use Hover on the southern pad, which allows Felix to cross to the [Red Key]! This is needed to enter the western tower. Back down at the lowest "G" entrance, cross east (again using Reveal) to claim the [Psy Crystal]! Continue down further to reach the lowest "E" entrance, which is a Cyclone ride up to a red door requiring -- what else -- the Red Key. PART 2: WEST TOWER ������������������ Now the western tower is guarded by a whirlwind mechanism that, whenever an object enters its trajectory, it's swept away by a projectile. To get past, bait it into shooting a twister, use one of the blocks as cover, and slowly work west, until being able to slip past. The tower's ground floor has a mimic chest that has a [Psy Crystal]; after, go upwards ("M"). Here, there's a Blue Key isolated and protected by pillars, and it can't be obtained yet. Go up one floor ("N") to find two chests containing [306 Coins] and a [Mist Potion]. To get the latter, exit the room via the south side and re-enter, pushing the pillar west and finishing with a counterclockwise trek. Continue up two floors from here to find a ton of fragile or almost-fragile tiles. Get to the left hoverpad and float to the pillar; when positioned, it will open the exit (which itself is reached by hovering off the other pad). Keep going up to the tower's top and complete the hover puzzle to make the archer statue shoot eastward, lifting up half of the aerie's coverplate. On the way back down, re-enter the broken tile room and fall down the isolated tile ("Q"), which eventually leads all the way to the [Blue Key] previously skipped. Naturally, this is required to enter the eastern tower. PART 3: CENTRAL TOWER [II] �������������������������� Activating the hoverpads let more of the central tower be accessed and this will relate to getting to the east tower. Return to the ground floor (it's easier to just Retreat) and locate the room north of the central shaft with the floating blocks. Move the errant one into place and go up ("K"), which actually ends up back in the central shaft. Push the block off the ledge and into its slot, opening a new hoverpad -- this can be used to get to the pad just west of there, which gives access to the "L" cyclone pad. Up the next floor, return to the room with the Whirlwindable chains and push the east pillar off the ledge, completing the chain for later use. Exit SE to the exterior and push the, uh, conductor rod into its hole, powering up a hover pillar further up (and mandatory to get to the other tower). Backtrack to the "L" pad on the ground floor and use the HOVERPAD to jump into the large light pillar ("S"), which is the "secret" path to getting up to the east tower -- it certainly threw me for a loop! At the peak, complete the floating-block chain to obtain a [Potion], then continue to find the ominous blue door which, like before, uses the color- -correspondent key we picked up before. [NOTE: The cyclone pad here doesn't lead back up so don't take it!]. At the exterior beyond, Hover on the pad we powered-up with the conductor rod tile and be blown to the east tower! PART 4: EAST TOWER ������������������ The ground floor room of the tower has an isolated jupiter djinni to get! Hover onto the east ledge and push the conduit tile into its appropriate slot, which should power up a 2nd hoverpad. Use this to push that ledge's block off and put it wherever -- it doesn't matter. When both blocks are in a hole, the ledgetop "pound" pillar springs up, and hitting it will dislodge the two movable blocks. Arrange them in order to get the djinni (Whorl, who must be fought) and redo the puzzle to get to the NW stair ("V"). Up here, there'll be a hover-n'-block puzzle which is used to get to two different ledges, one containing a [Water of Life] chest and the other going upwards. To even rearrange the blocks Felix must pound the pillar to remove the hoverblock, and push it between the ledge gap to make a stepping stone to the ladder. [The NE block here is default and must be left there to get anywhere!] The solutions are easy but just to be on the safe side...DIAGRAMS! EXIT: img.photobucket.com/albums/v242/Shotgunnova/Jupiter-Exitsolu.png ITEM: img.photobucket.com/albums/v242/Shotgunnova/Jupiter-Itemsolu.png The floor exit ("W") is near a pillar-n'-switch puzzle that, when completed, connects this area to the ground floor, skipping the stupid block-moving one we just did. Two floors up, the team will find more breakable tiles coupled with whirlwind statues. There are two ways to reach the puzzle exit: (1) get past the east statue (2) let the west statue carry the team east, which will also bypass the east statue's gamut. Finally, reach the penultimate floor to find a bazillion hoverpads with some cracked tiles interspersed. There are also whirlwind statues here attempting to blow Felix to the wall, dropping him through crack tiles to the floor below! To bypass the statues, oftentimes Felix will have to bait the statue into shooting its projectile, dodge, and quickly bypass, often around the "conductor rod" tiles or whatever obstacle is nearby. Sometimes he'll have to float over cracked tiles on the strength of his Hover psynergy. The left path of this floor is easier and contains the [Phaeton's Blade] weapon, while the right and harder of the two paths leads to the exit ("Z"). At the tower peak, trigger the remaining archer statue to make the lighthouse aerie's coverplate completely rise. Backtrack out of the tower and Lash to the main structure, or Retreat out -- it doesn't matter too much. PART 5: FINAL ASCENT �������������������� Now it's time to climb up to the aerie again, which is the initial path the team walked -- if you don't remember it, read the first section of this dungeon again. On the way up, there'll be a scene where Isaac's parth (on the tier above) is in trouble because of the exterior's breakaway floor. Continue after the scene to the stepping-stone puzzle where the Medidation Rod was obtained, and meet up with the groups. After more talk, Felix gets the cool [Mars Star] and is asked to visit the aerie with it. The party at this time will be Felix and Piers, while the girls stay behind temporarily. Of course, once the aerie is obtained and the lighthouse lit (agree at the prompt), an unpleasant surprise is in order, and I'm not talking about the duo stealing the Mars Star... _____________________ | BOSS: Karst, Agatio | |��������������|�����������|������������|����������|��������������������| | HP: 3186 (K) | EXP: 5813 | Weak: Watr | $$: 9020 | DROPS: Dark Matter | | HP: 4248 (A) |___________|____________|__________|____________________| |______________| � K: Healing Aura [foes: heals HP] � A: Debilitate [multi: lowers DEF] � A: Eruption [multi: fire-elem damage] � K: Supernova [multi: fire-elem damage] � A: Meteor Blow [all: fire-elem damage] � K: Fiery Blast [multi: fire-elem damage] � A: Rolling Flame [multi: fire-elem damage] � A: Rising Dragon [single: fire-elem damage] � K: Break [all: removes positive stat boosts] � K: Heat Kiss [single: phys damage + %Delusion] � A: Stun Muscle [single: phys damage + %Paralysis] � K: Death Scythe [single: phys damage + %Instant Death] � A: Cage [single: damage + target loses their action that turn] � K: Djinnfest [all: one djinn is randomly put in 'Recover' mode] The first battle with these two starts off as a 2-on-2 fight, but after a couple turns, Jenna arrives, and a few after that, Sheba. The best course of action is tagteaming one of the bosses and Karst gets that honor since she can heal and use Djinnfest, which drains power from one of each characters' djinni. When Karst is defeated, Agatio will usually step up his attacks, spamming his heavy-hitting Meteor Blow attack, sometimes many turns in a row. With four people and someone constantly curing each turn, surviving isn't that hard; it can often be the first couple of turns that require the most strategy. Using damage-shield djinn and defending can help until Jenna gets her butt in gear, although y'may have to dip into the Mist Potion reserve... As a tip, using the Moloch summon to reduce the bosses' AGL can really help in the going before Karst is defeated, letting the team be faster even as Djinnfest lowers everyone's classes, and by extension, their stat boosts. Remember that if you need to buy time, using Rime to seal Agatio's psynergy can really help! With the enemies having escaped with the Mars Star, Isaac's party asks Felix and the gang to meet them in Contigo. Do so (in the hilltop house) and after some discourse, they join the party. Which items they carry depends on if the player used a special password for carry-over items, but either way, they carry some djinn and some required items (Carry Stone, Lifting Gem, Catch Beads ATTEKA INLET ������������ The Lemurian ship will have wings that are powered by the team's pooled psynergy. Pressing B-button will levitate the ship to go over some landforms (rivers, plains, white reefs) but drains the team's PP in doing so, so eventually one'll have to stop and recover. There are no monster battles when levitating, though! Additionally, if the player used a password which saved Hammet during Golden Sun 1, a mini event here will give a [Orihalcon] chest to the party! _______________________________________________________________________________ ������������������������������������������������������������������������������� 38) 2-Party Backtracking [OPTIONAL] [WK38] _______________________________________________________________________________ ������������������������������������������������������������������������������� Now that the two parties have merged, the psynergy from the first Golden Sun can be used to get some otherwise inaccessible things. However, the Carry Stone, Catch Beads, Lifting Gem, Frost Jewel, and Douse Drop are always obtained, even if you didn't use a special item password. ATTEKA INLET ������������ Items: Orihalcon Djinn: Geode (Earth) In the makeshift camp, use Cyclone on the bush near the Lift boulder to free a hiding djinn. This one joins without any rigamarole, thankfully! KALT ISLAND ����������� Items: Apple Djinn: Gel (Water) With Catch now obtained, the Apple along the frozen river can be taken. Gel, too, can be snatched (w/o fighting) if it's still here. SW ATTEKA ISLET ��������������� Djinn: Jupiter (random from GS1) Using the Lift psynergy, the team can claim a jupiter djinni from the first Golden Sun, provided the team didn't collect them all (in which case there won't be anything here). WORLD MAP [SW OF HESPERIA] �������������������������� Item: Rusty Sword Southwest of the Hesperia continent is an atoll, which is basically a small shallows rimmed by unpassable rocks. Using the new flying power, get inside and look at the bottom to claim the rusted weapon, which can be transformed into a Soul Brand in Yallam. SHAMAN VILLAGE CAVE ������������������� Items: Golden Shirt Djinn: Eddy (Water) If Isaac won Colosso in the first Golden Sun and a password was used (which would transfer that event to this game), then three disgruntled contestants from that contest will attack Isaac here. If you've been talking to NPCs throughout the game, they'll have dropped hints about the search! Defeating these three goofballs -- none of which have over 1000 HP or any good techs -- will earn the Golden Shirt! Additionally, the mercury djinni we had to skip before (Eddy) can be gotten, too. Use Lift on the leftmost boulder a little deeper in, Frost the puddle, and Whirlwind the ladder -- this gives a clear shot at the little bugger! However, he'll run away, so lift the third-from-left boulder as well to stop his fleeing. TRIAL ROAD [SHAMAN VILLAGE] ��������������������������� Items: Elixir, Lucky Pepper. Djinn: Gasp (Wind) Now that we have Hover _and_ Lift, return to the peak of Trial Road via the left path. Use Hover to get to the isolated entrance, and follow the stairs to dead-end canyon area. An [Elixir] can be obtained by Reveal-ing a hidden pool stepping stone, but the real reason to do this area is getting the weird jupiter djinn (Gasp) who mirrors the team's movements, always staying out of catching distance. Using the same reveal tactic on the pools, bump into one another to knock it down, then violently subjugate the beast! Also, a hidden Mad Plant here can drop Lucky Pepper...nummy. ATTEKA CAVERN ������������� Summon: Coatlicue Parch the pool and climb down to the tablet -- not too shabby. This summon requires 3 Mercury & 3 Jupiters to be used. ANGARA CAVERN ������������� Summon: Haures Down on the lowest level, there's a boring Carry-required puzzle. Move the block into the center of the gap, Carry the cliff one off, then stack them to make a stepping stone to the tablet. Haures requires: 3 Venus, 2 Mars. YALLAM ������ Item: Masamune If the Orb of Force was carried over from the first Golden Sun, knock down the log near Sunshine's house, then Cyclone the field to find a secret path down to the chest. The unleash (Rising Dragon) isn't the same one Agatio was using previously, note: this one can double or triple its attack depending on how many dragons are unleashed from the blade! TREASURE ISLAND ��������������� Items: see particular section This place is now fully accessible if you want to go through. The main need to go here is for leveling and/or getting rare material drops for forging equipment at Sunshine's place. [NOTE: You need to do the Lift-related stuff to get the good drops.] _______________________________________________________________________________ ������������������������������������������������������������������������������� 39) Magma Rock [WK39] _______________________________________________________________________________ ������������������������������������������������������������������������������� Magma Rock is located in the NW part of the Gondowan continent. If you look at the world map, find the long river that goes diagonally past Kimbombo, and follow it to the southwestern mouth -- that's the entrance. Fly upriver and a little NW of Kimbombo will be the final elemental rock! [NOTE: This dungeon is really on behalf of Loho but you don't need to visit there first or anything.] _______ ____ _________________ | _ | | | | ENEMIES _______| | |*| | | * | Interior Enter. | ������� |_ _|___|_| | 01 | Apple | � Wise Gryphon _| | | | | 02 | Oil Drop | � Raging Rock MAGMA ROCK | | | | | | 03 | 383 Coins | � Lich EXTERIOR | _| _| | 04 | Salamander Tail | � Phoenix | | |_ | | 05 | Lucky Medal | � Little Death | | | | | 06 | Mist Potion | � Lesser Demon _ _________ _| | |_| | | 07 | Djinni: Fury | � Grand Chimera | | _ ___| | | | 08 | Salamander Tail | _| |_|_| | ___| |___|_| | 09 | Golem Core | |_______ _| | | | 10 | Magma Ball | ___|#|#|4|___| | _____ |____|_________________| To "Blaze" | _ _|___ _| | _ | _ ___ / | |_| |_____| |___| | | | | | 9 | _|�|_ |_ | _ _ _ |_|_| | __________| | _| | | | | |_ | |3| | _|_ _|_ | / _| |__ | | |_ |_ _| |___|___|______ __ _| / / \__ | | |_ | |__| | _/ ( | | _| | | |2 | |_ | _| |_ _| | | �| | |������� |�� | | |___|8| | _|_ | | | |_ | |���|� |� _| | | _| |B | | |10) | | | | | | |_ | _ ����| | | | | | | �|� _|_ |___|___|_ |�| | | | _| | | | | _| |___|_|C| |_____ _| | | |����| | | _| |_| | |______ __| _|*|_ | |_|�| | | | _|_ _| | 1 | | | | | |_____| | | |_|C | ��|_| |START| | |_| �����| | | �|_|� | ����� | Lower Entrance ___ _ _ ������������� ____| |A|_ ___ ___ _|A|_______ | __ | | | | | |_ _____ | Like the other rock dungeons, ) |__| | | | | _| | | | this one is also split into an ( _ _|_____ | | | |___ _|�| | | interior & exterior, and the | | | | |___| | | ) |_____ ___| | | latter goes first! |___| | < < | |_ / 6 | | | | | | | | (�����) |_ | ( (_|���| |__|__| | After Lifting the rock by the |___|_ \ / / |_| \ | | | | entrance, approach the cliff ) ) ( ( / _) |___| _| _| |_|_ face and start climbing, going |_|_| | Hi |7|_____| |_| | | B| up to an inactive statue. Using |_____| Entr. |_____________| ����� Burst on a statue will shoot a fireball or make a lava geyser shoot a platform upward, depending on the statue's positioning. Here, make the moai shoot a fireball to blow up the crumbly pillar blocking the nearest ladder. Climb up the new path and drop down the left-side groove, getting a chance to try out the lava fountain version of the moais (this one's timed, so step on top of it to get a free ride up). Swing around back to the tier's highest cliff and continue the ascent. In the new screen, go east and find the ladder down to the [Oil Drop] skipped before, THEN get ready to start the real stuff above. Climb up the eastern ladder series and Burst the moai to destroy a pillar in the west. Use Growth to hit the tier's top cliff, and find the groove that drops Felix near a 2nd moai -- this also destroys a western pillar. At the tier's lowest cliff, use Growth to reach the middle pathway (which should be cleared because of the pillar broken earlier) and its fountain moai, which can lift Felix up to the western movable pillar. The way up from there is blocked for now so there's only one option to go: west! Felix starts near the top of this one and there are 4 grooves to jump down. The 2nd-from-east leads to [383 Coins] but the 2nd-from-west is the real option, leading down to a Lash coil. Burst the fountain moai and drop down the nearest groove, then climb up to get on top of it -- be quick about it! Follow the ladder series to the tier's top portion where two ladders lead up -- use the rightmost. Felix will now be on Magma Rock's northwest exterior corner. Jump west and push the wooden pillar east, then go back around and jump across the crumbly pillars. On the way back, the middle pillar should break giving Burst access to the moai which destroys the obstacle blocking the road east. There'll be a long series where fireballs are swapped back and forth, but before then, climb the ladder down one tier and get the [Salamander Tail] chest (as well as connecting the lower paths to avoid the long way 'round). Okay, back to the fireball-swapping moai. After dodge-climbing past that screen, continue east to find a lone moai that will open the upper entrance to the exterior. [NOTE: If you wan, back toward the start of this screen, a groove leads down one tier and lets Felix get access to the fast way up the cliff, rather than using the long ladder. Totally optional.] MAGMA ROCK INTERIOR ������������������� Follow the path to a large pit with a giant moai statue, which will spit lava into the dry pool when the mini-moai is Bursted. Exit north of this room to find a white lava platform moving, which allows Felix' team to get to the lava pool's west side. Step on the sluicegate to drain the liquid rock, then shove the movable pillar north -- this complets a way across when the lava's in! The room's SW exit leads to a [Lucky Medal], but besides that, there's nothing left to do on this floor. The exit ("A") is in the northern section where the white moving platform is but only where there's no lava to be had. In the new floor, there's also a lava statue, but don't trigger it yet! Jump down into the dry bed and run south two screens, and look for the fire djinni (Fury) on a cliff, only accessible when there's no lava -- it has to be beaten up though. The final preparation is exiting the djinni room, going NW, and moving a pillar south to complete a path. Trigger the lava statue and exit that room to the SW (without draining lava) and get the [Mist Potion] via the moving platform. Since the movable statue was positioned, exit south to the (ex-)djinni room and take that platform eastward, exiting back north. There are some moving platforms here, but if y'want a tip, Felix can Burst crumbly pillars himself without using moai statues. Destroy both here, drain the lava, and backtrack to the 2-platform room -- with no crumbly statues to impede the ladder paths, reaching the tier exit ("B") in the SE. In this tier, follow the path until reaching the lava statue -- trigger it to make the white platforms start moving. Cross to the SW exit and continue in that direction until finding the tier's 2nd sluicegate; drain the lava here. Backtrack to the lava room (lowest walkway) and move the three pillars into their slots, then visit the 1st sluicegate -- in the NE -- and collect the [Golem Core] material. The final thing to do with no lava is move toward the starting area and move the ladder-blocking pillar out of the way. Pump lava into the tier again and go across the new path created by the 3 moved pillars, which should lead to a [Salamander Tail] chest and another south exit. Follow this path until it loops counterclockwise to one of the first rooms, where an isolated pillar can be pushed west off a ledge. FINALLY, drain the lava again and return to the newly-moved pillar area, which should give access to the tier exit ("C"). The final area connects to the lowest entrance to Magma Rock, and if you haven't killed the mimic for an [Apple], do that now before continuing on. In the lava pool room, an explosion event will throw rocks all over. Ignore 'em for now and continue northward, to the final room where Jenna can learn the Blaze psynergy! This allows Jenna to light candles by Blazing fire at them, and this tactic will have to be used to leave! Return back to the lava room and Blaze the first candle using one of the flames, then repeat it on the 2nd candle to lower the pillar. The path beyond leads to the weird rock that, when inspected, coughs up the [Magma Ball]! That concludes this dungeon. Retreat a few times and head back to the ship! LOHO [WK40] ��������������� If you haven't been to Loho, it's the small mining town on the northwest coast of Gondowan. Inspect the town cannon and use the Magma Ball to destroy the wall, which prompts the miners to load the cannon onto the team's ship. Before leaving, Scoop the two [Golem Core]s -- one's underneath the Liftable boulder -- and collect the final jupiter djinni (Lull) on a roof. The Magma Rock's main purpose is letting the team get through the Northern Reaches, the icy strait in the north. Navigate to the large ice wall and blow it to pieces with the Magma Ball-cannon combo. Back on the world map, head north a bit to reach the game's final city, couched in snowy wastelands. _______________________________________________________________________________ ������������������������������������������������������������������������������� 41) Prox [WK41] _______________________________________________________________________________ ������������������������������������������������������������������������������� _ ____ To Map-._ __| | 6 | |����|�����������������| | | |�|4 |_ _| | 01 | Sacred Feather | _| |__| |____|__ | | 02 | Potion | |___ __> >_______| | 03 | Dark Matter | | | |�| | | | 04 | Djinni: Mold | __| |__| |__|_ _| | 05 | Cookie | | _____ | | 06 | Djinni: Mercury | |�����| | 1 | _|�|�� | |____|_________________| |_ _| |_ _|_ | | |��� | | _| |���| Prox is a bit larger than some towns but that's OK, |_|�����| | |_| |_ _| since there are some good things to be found! The _|_ _| _|_ | best ones are the [Dark Matter] and the earth | _____ | | | |���|_ djinni. To get the former, Lift the rock near the | | 2 | |_ _|_ |_ _|3| iced-over bridge and Scoop up the item; to get the | |___|_ _ _______| | latter, head under the north bridge and bump into | 5|ENTER|___________| the djinni, then scoop him out of the snowbank. ����� �|_|� Try to exit north of town for a scene, and then it's go time at the final (mandatory) dungeon! _______________________________________________________________________________ ������������������������������������������������������������������������������� 42) Mars Lighthouse [WK42] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Minos Warrior, Doodle Bug, Devil Frog, Raptor, Fire Bird, Aka Manah NOTE: If you have a cursed weapon equipped on Felix, you'll probably want to take it off before getting the Sol Blade, his best weapon! ___ _ _ _|F4E| _______|D| ____|D| |_|�| _ | _| _ | ____| _ |_|N|_ | |___|_ | _|E|_|�������| _| |__ |_|F|_ | | | | | | | 3 |�|� _| ______ |__________ ___|�| | | | G | |_____|_______| | | | |���|_| N| _______ | _ | ___| | |_ _| | | _|H G|2| | | | |���| | | |���� | _ |_| |A| | | | | |___ _| |___| | | | | | |___|��� 8| | | | |_____| ____|�| |_|_______| |_ _|_ _|_ _| |___ |����� | |_| ____ ____ | |_______________| |B | |B |_|____ ____|1| _ _ ����� ��� Start-|_| � _|A|C| _ _ _ |���|_ | _| | ___|7|___ _|I| _|K| |���������|�|J|_ | |_____| |___ ___| [9] | || | | |�����| |_ � K| |______ | |_|M|_ Wind |___||___| | J |_____|�|______ |___ | |_ _| Challenge Earth _ _| |_____|H|_|I| |L|_ | |_____| | _/ Challenge |L|____ |5| | | | | | ___|_| |�| | | | | | |_|___|___|_ | _| |6| |� |_| �| | | |_______________| |M|_ �| | | Water -| |� �| |- Fire |______| |_____|___| Challenge |___ ___| Challenge | C| [10] |����|����������������| ����� | 01 | Cookie | Ahh, the final lighthouse. Inside, there'll be a | 02 | Orihalcon | bunch of icicles and frozen-over dragon statues. | 03 | Djinni: Balm | Navigate the ground floor to the "B" stairway -- | 04 | Teleport Lapis | after getting the mimic's [Cookie] to reach a | 05 | Valkyrie Mail | tiny pipe passage leading to a djinni room (out of | 06 | Sol Blade | reach) with a large ice shard. "Grind" the shard out | 07 | Mars Star | of place to crack the ice sheet on the ground floor, | 08 | Djinni: Fugue | then backtrack there and "Burst" a hole through. | 09 | Psy Crystal | | 10 | Alastor's Hood | In the adjacent room, ignore all the distractions |____|________________| and go all the way west, up to a room with some mobile fire-breathing statues affixed to the walls. The object here is to get the leftmost serpent statue all the way east; if Felix messes up, he gets knocked off the cliff and must restart! Although this is generally annoying, using "Move" psynergy is preferred to pushing the statue, since, when field psynergy is used, the statues' routes pause. At the other end, the statue covers an inert statue and lets Felix get down the exit ("D"). Navigate the ice-sliding puzzle near the stairway and go south to a draconic statue that, when its fuse is lit with Blaze, cracks the ice sheet covering a nearby door. Go back across the "ice rink" just crossed and go south; one can now destroy the ice sheet! The newly-opened room isn't used right now, but remember it for later! East, Blaze the next dragon statue to clear all the icy detritus blocking the south path. The next room encountered has the supreme [Orihalcon] material and the one after that, another dragon puzzle! This statue shoots a projectil south, preventing the way to the northern exit. Solution: Pound all the pillars from the extreme left/right sides and trek north by hiding in the small alcoves. At the next ice-sliding rink, immediately "Move" the left serpent statue out of its place, then do the following: SWSWNENWSW. At this point, go south to find the mercury djinni (Balm) and north to the exit ("E"). Felix will now be back in the chamber that led to the fire-breathing statues. Slide down to the [Teleport Lapis] item -- which bestows the Teleport psynergy -- and use it immediately on the mystic floor circle to get to a new place. ############################################################################ NOTE: Teleport is the key to finishing the remaining optional dungeons (Yampi Desert Cave, Islet Cave, Anemos Inner Sanctum) but the latter will require all djinni to complete, so don't leave prematurely...at least get the upcoming Sol Blade! ALSO: Teleport can be used on the world map to visit previously-accessed towns (only) so there's a shortcut at long last. ############################################################################ Now that the team has Teleport, go back downstairs (past firebreathers) and go south to the dead-end room previously opened. "Reveal" the teleport circle ("G") that leads to the Orihalcon room's ledge, giving access to the next flight down ("H"). There'll now be a puzzle that involves racing west through some obstacles while trying to beat a triggered firebreathing statue. The stakes? If Felix doesn't get to the end first, a dragon statue blows him back east into a pit and he'll have to do the events all over again. Before going down the groove, get the west [Valkyrie Mail] chest and perhaps set "Pound" to a shortcut. Beyond is another summoning pad ("J") but ignore it for a moment and go down the corridor beyond to where the "J" path takes Felix: right into the path of a waiting dragon-statue trap! To avoid an extra-crispy fall into the abyss, move the snake statue in front of the flame trigger's trajectory, and now when "J" is taken, the team can advance without harm. The ensuing room has a stepping-stone puzzle with a single chest, the awesome [Sol Blade], as its prize. Exit south when it's pocketed and leave via the "M" stairway. Follow the path to where a suspicious block of ice encases two suspicious dragons. Naturally, the only way to proceed is Blazing a nearby statue and freeing the dragons who, of course, attack when a teammate Bursts open the crack. It's like the saying: suspicion killed the cat. No wait... ______________________ | BOSS: Fire Dragon x2 | |����������������|�����������|������������|����������|��������������������| | HP: 5348 (Lil) | EXP: 5004 | Weak: Watr | $$: 3393 | DROPS: Psy Crystal | | HP: 5724 (Big) |___________|____________|__________|____________________| |________________| � L: Healing Aura [foes: heals HP] � B: Debilitate [multi: lowers DEF] � B: Eruption [multi: fire-elem damage] � L: Supernova [multi: fire-elem damage] � B: Meteor Blow [all: fire-elem damage] � L: Fiery Blast [multi: fire-elem damage] � A: Rolling Flame [multi: fire-elem damage] � B: Rising Dragon [single: fire-elem damage] � L: Break [all: removes positive stat boosts] � B/L: Flame Breath [multi: fire-elem damage] � L: Heat Kiss [single: phys damage + %Delusion] � B: Stun Muscle [single: phys damage + %Paralysis] � L: Death Scythe [single: phys damage + %Instant Death] � B: Cage [single: damage + target loses their action that turn] � L: Djinnfest [all: one djinn is randomly put in 'Recover' mode] One dragon copies Agatio's repertoire and the other Karst's... Since you've already figured out the "secret" here -- I hope -- there shouldn't be much of a strategy to use, besides the one at Jupiter Lighthouse, and even then, we've gotten stronger, better equipment, and a full party since then! Like before, defeat the smaller of the two dragons for an easier time. The only improvement from J-Lighthouse is more HP...and if you've already defeated Star Magician at Treasure Isle, this will be a cakewalk. [Remember: when only the big dragon is left, seal its psynergy for an easier time!] With the dragons' surprise revealed (Shock! Awe! Dismay!) snatch the [Mars Star] from the right one and set it in the statue that beckons for it. This will put the "fire" back in the lighthouse, and remove the icy casings from the dragon statues in the dungeon's very first room. Retreat back there and Blaze the left statue, then destroy the ice on the 2nd, which also uncovers the "N" stair's path. This leads up to the final fire djinni (Fugue) who, like the true embodiment of the fightin' spirit...fights the team. After, Retreat to ground level and go up the "A" stairway. With the Mars Star intact, the statue that turned Felix away before (if he went) will now open the way to the four elemental trials. They can be done in any order, it doesn't matter. [I suggest "Retreat"ing back to the trial hub instead of backtracking from each tower.] FIRE : At the base of the trial's tower, make sure to snatch the useful [Alastor's Hood] from the right side. Inside, Burst the two sections of the walls to get access to the lava/stepping stone puzzle. Go the length of the left path and find the button that sets the flame statue in motion; then, go down the right and Blaze the dragon statue to crack the remaining wall. Burst that one to find the next-lowest tier. Now it's time for a pipe-moving puzzle! Do it in this order: (1) move the mandatory first one (2) follow the south path and move the serpent statue west one tile (3) use the northern stair to move said statue one tile west, blocking a firebreathing statue (4) follow the path past the defunct firebreather and go counterclockwise to dislodge the first pipe, which shuts off a 2nd firebreather in the east (5) bypass this 2nd firebreather to reach the exit. Blaze the tower-top tablet to end the trial. WATER: After a bit of walking, it's an ice-sliding puzzle! Slide to the NW stairway and, one floor down, there's another pipe puzzle! To make the fire circuit: (1) Frost the NE puddle and push the north pipe east (2) push the central pipe north (2) Frost the remaining puddle (3) push central pipe back south (4) push southern pipe north. Back upstairs, slide to the NE corner and Blaze the statue's flammable fumes to make the dragon statue clear the icy debris from the rink. It'll now be possible to slide to the west exit and then get to the tower-top Blaze-able pictogram. WIND : Not surprisingly, this tower will have some Cyclonable warp pads. At the entrance, take the left one up; at the fork, take the left one again to enter the main room. Move the serpent statue in front of the firebreathing statue and take the remaining path back to the tower's entrance. This time, when given the choice at the upper fork, use the right cyclone pad to land safely in front of the ex-firebreathing statue. On the north side of the room, find the suspicious floor circle and "Reveal" a hidden cyclone pad, which eventually leads back to the same room, just on the NE ledge. The moving statue here gives a small window to push a block west, and in doing so, the west hoverpad'll work again. Use it to bypass the firebreathing statue's trajectory and get to the final cyclone pad which leads to the next floor up. Immediately head left and get the [Psy Crystal], avoiding a nasty plummet into an abyss thanks to a dragon statue. When the coast is temporarily clear, follow the projectile south, "Reveal" a hidden stepping stone, and exit to the tower-top tablet. EARTH: There'll be some movable statues here, but some cover firebreathing statues waiting to damage the team's HP. "Move" the following ones: right, left. Use the passage behind the final statue to get to the room above. Here, "Carry" the two lower stones into their ledge slots and push the 3rd higher one in front of a firebreathing statue, which gives access to the tightrope. In order to bypass the next 2 statues, use "Sand" to hide in the small isolated tiles. The way to the peak's pictogram will then be easy to find. With all the trials completed, the dragon statue creates a teleport pad going to the aerie. THIS IS THE POINT OF NO RETURN, so if you want to do any of the optional dungeons, now is the right time. ___________________ | BOSS: Doom Dragon | |�������������������|�����������|������������|����������|���������������| | HP: 13200 (Total) | EXP: ---- | Weak: Wind | $$: ---- | ATKS: 4, 3, 2 | |___________________|___________|____________|__________|_______________| | | � Haunt [multi: %Haunt] | DROPS: ------ | � Curse [single: %Curse] |_______________| � spire [multi: earth-elem damage] � Thorn [multi: earth-elem damage] � Briar [multi: earth-elem damage] � Inferno: [all: fire-elem damage] � Cruel Ruin [all: non-elem damage] � Nettle [multi: earthe-elem damage] � Psy Boost [single: recovers 20 PP] � Clay Spire [multi: earth-elem damage] � Quake Sphere [all: earth-elem damage] � Fiery Blast [multi: fire-elem damage] � Flare Storm [multi: fire-elem damage] � Gravel Blow [multi: earth-elem damage] � Serpent Fume [single: fire-elem damage] � Guard Aura [self: reduces damage taken] � Break [all: removes positive stat boosts] � Darksol Gasp [multi: non-elem damage + %Haunt] � Blast Breath [multi: non-elem damage + %DEF Down] � Desert Gasp [multi: earth-elem damage + %DEF Down] � Djinn Blast [single: all djinn put in recovery mode] � Earth Force [single: makes character lose action that turn] It just wouldn't be a boss without a multi-part last fight! The D.D. has three heads and each must be defeated, so that's three bosses back to back (which means summon-rushing is a horrible idea). Defeating a head will then reduce the boss' repertoire and reduce its number of attacks per turn: it starts at 4 and can eventually be whittled down to 2. However, the boss'll typically get tougher as the fight goes on because in the early going, he uses junk psynergy (Briar, Flare Storm, etc.) on a lot of turns; later, he'll use hard-hitting unique attacks like Cruel Ruins and Darksol Gasp. Perhaps the most annoying attack in its arsenal is Djinn Storm, which'll remove all djinn influence for a character and, thusly, the stat boosts. In the middle of a 4-turn attack, this can certainly be deadly! It might not be a bad idea to have that character defend (or use a damage-dampening djinn effect) for a few turns until they start getting their 'oomph' back. If the team healer gets Djinnstorm'd, make sure to have someone throw some Mist Potions around -- it's not like they'll be needed later! As far as party roles go (and I'm using the GS2 original party for this), Felix should try to use the Sol Blade's Megiddo effect (700+ damage), and Piers should use Diamond Berg or a good weapon effect, such as Excalibur's Legend or Masamune's Rising Dragon (both of which can double or triple the normal unleash damage). Jenna should be healer throughout with little variation, unless she has a good weapon (Masamune?) that can make a normal attack standout. Sheba should be stat-buffer, like usual. The importance of her role can't be understated: it's helpful inherently but it can do the "Break-baiting" trick, which "baits" the boss into using Break, wasting one of its precious turns. Other than what's listed, the fight can turn standard rather quick. Before I suggested not using summons, but if you end up using the 2nd party (i.e. the main party is KO'd), a fast summon-rush may help. ALSO, if allies get Haunted, use the Salt djinni's effect to remove all that nonsense (Flower's doesn't do the trick). It really can't be said enough how awesome both the Legend/Megiddo unleash is here -- they can easily do 1000+ if ATK-boosted. _________ _______ _______ _ ______ _ \__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( ) ) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| | | | | (___) || (__ | (__ | \ | || | ) || | | | | ___ || __) | __) | (\ \) || | | || | | | | ( ) || ( | ( | | \ || | ) |(_) | | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _ )_( |/ \|(_______/ (_______/|/ )_)(______/ (_) After the dialogue, extra scenes, and credits, there'll be a prompt to save. NOTE: There is no New Game Plus option so if you want to make a cleared save (which can't be loaded again), don't overwrite the one yer already usin'. _______________________________________________________________________________ ������������������������������������������������������������������������������� 43) Treasure Isle [OPTIONAL] [WK43] _______________________________________________________________________________ ������������������������������������������������������������������������������� Although it lacks Jack Hawkins and other ruffians, Treasure Isle can still be a fun, albeit short, booty-oriented romp. It's the northeasternmost island in the Eastern Sea, and has an angular reef surrounding it. ENEMIES: Stone Soldier, Harridan, Cannibal Ghoul, Turtle Dragon, Earth Golem, Sea Hedgehog, Pyrodra, Great Seagull, Puppet Warrior, Gillman Lord _ |A|_______ |_______ |���| |�����| |4|_____| _| | | 14 | | _ ___| _|_____ |_ _| | |_| | | _ _ | __| |__ ___|_ _|_| |_| |_| | | | \ | ___| _ | | | __ ___| | _________ | |���| | |567 _____| |3|___ _____| _| _ _ |_|_ �|� _| |8 9| | � | | |12 | | | | 13|_| _| | 10| ���|___|�����| | |_| |_| |_| |_| _| |��� |�| | _ � _| |___ _____ | |��� | | | | �| | | |_ | |_ ___ ���| | |___| |___| | | _|___| |A| |1 2|���|���| | |_______| | |11 _ | | |_ _|_ _|_ _| | | |�| |_____| | | | � | ���������|� | ����� Start -|_|� Treasure Isle is the dungeon Briggs raided to get his jewels, and now, Felix' squad can loot it for |����|�����������������| the rest of its goodies. Just inside, get the | 01 | 161 Coins | [161 Coins] and [Lucky Medal] chests at the far | 02 | Lucky Medal | left door, and continue to the northern pond. | 03 | Jester's Armlet | | 04 | Power Bread | Stepping on the switch to the north triggers a | 05 | Cookie | stone trap that prevents further advancement...that | 06 | Psy Crystal | is, until Felix uses Grind. Ignore all the chests | 07 | 911 Coins | and simply exit to the east to a pillar/tightrope | 08 | Sylph Feather | puzzle. To do this puzzle, move the pillar 2 tiles | 09 | Rusty Axe | south and one east, then stand in the south and | 10 | Star Dust | push it north onto the switch. This triggers the | 11 | Iris Robe | Grindstone trap, but since we're on the south, it | 12 | Djinni: Gale | doesn't actually "trap" anything. Exit across the | 13 | Fire Brand | tightrope. | 14 | Tablet: Azul | |____|_________________| The next room has three more grindstones that'll spring up when triggered. Sink the rightmost and use the tightrope path to get the [Jester's Armlet], then exit north into a small maze. The NW exit leads further in, but take the southern path to find the 1st grindstone pond. Supposing y'didn't the NW of the large stones, Felix can hop to the treasures (#5-10) without a problem. On the way back to the NW maze exit, make sure to get the [Power Bread] held by a mimic. There'll be a boulder to Lift, and this marks the 2nd leg of the dungeon where the harder monsters rear their ugly mugs. Snatch the [Iris Robe] before going north. There'll now be a cliff puzzle consisting of three passages between cliffs and six liftable rocks. To get the [Fire Brand] and jupiter djinni (Gale), lift the lower-middle rock and hop along to the items -- the djinni puts up a fight. To exit, lift up the SW, NW, and NE rocks, then hop across the abyss to the ladder, going east. The south door connects to a previous path while the north road leads to the boss room (after a tiny maze). _____________________ | BOSS: Star Magician | |����������|�������������|������������|�����������|�������������|���������| | HP: 7486 | EXP: 11150+ | WEAK: Fire | $$: 7454+ | DROPS: ---- | ATKS: 2 | |__________|_____________|____________|___________|_____________|_________| � SM: Megacool [multi: ice-elem damage] � SM: Mine Ball [multi: physical damage] � TB: Storm Ray [multi: wind-elem damage] � SM: Spark Plasma [all: wind-elem damage] � TB: Flash Bolt [multi: wind-elem damage] � RB: Earnest Ply [single: refills all HP?] � TB: Shine Plasma [multi: wind-elem damage] � RB: Restore [single: removes all status effects] � AB: Anger Ball [multi: non-elem kamikaze attack] � RB: Cure Poison [single: removes poison/deadly poison] � SM: Mystic Call [summons a random 'Ball' ally into battle] � GB: Guard Aura [Star Magician: heavily lowers damage taken, 1 turn] In the scheme of things, Star Magician is the 2nd-hardest of the four optional bosses. It's not really himself that's impressive (just look at his repertoire), but he stacks the odds in his favor by having up to four cohorts. Said cohorts are 'Ball' type enemies: Thunder, Anger, Restore, or Guardian. So, basically his team gets up to six attacks per turn, and that should be enough to make the fight draw out a bit. The first order of business is getting rid of the most dangerous cohorts and trying to get four Thunder Balls on Star Magician's side -- this will definitely give him 6 attacks per turn but he can't use Guard Aura, cure himself, or have any kamikaze allies on his team. Try to work fast because the more allies that die, the more turns SM wastes using Mystic Call! [The balls have about 250-550 HP from best to worse, which is Thunder to Anger] As for the allies, when the enemy field is good, avoid attacking cohorts and go right for the boss with powerful single-target attacks (no summons!) while the girls either heal or boost everyone's RES. Damage-reducing djinni can help if y'get in a bind; or, if you're not that powerful to begin with, let Mia replace an attacker and have two healers working the beat. If there is any good news about this battle, it's that the boss can't "Break" the allies' stat boosts, so buff RES immediately and ATK when possible to cook a fire under the magician. [When Magician dies, remember that his cohorts have to be defeated, too!] TWO MORE TIPS ������������� � Keep your healers' PP in mind! � When everyone's RES and ATK are buffed to max, try casting Sleep =) With Star Magician visiting the hospital in the sky, inspect the tablet to learn the Azul summon (4 Mercury, 3 Venus). ############################################################################# The below strategy was submitted by: DragonKnight Zero ############################################################################# Worked out my own strategy to take Star Magician down with a Lv 32 party. The gist of it is to set up a Coatlicue loop along with keeping defense buffs up. More specific details follows. No rare drops are required to use this strat. Needed: Enough Djinn for at least two people to equip 8 of them, up to date defensive gear, Shade, Zepher, Steam or Breeze (Steam preferred), Ether or Aroma. Recommended: Strong weapons speeds things up. Kite, Gale, Breath, and Spritz come recommended. Rime and/or Luff may be handy. Take one adept from each element and set their Djinn as follows. I'll use the names of the GS2 crew for ease of use. Felix: 1-2 Venus, 6 Mercury (Shade or Steam but not both) Sheba: 2 Jupiter, 6 Venus Piers: 2 Mercury (1 is Shade or Steam), 6 Mars Jenna: 1-2 Mars, 6 Jupiter Different class combos may work as long as someone has access to the Protect or Protector spells and you can unleash 3 Mercury and 3 Jupiter Djinn within 2 rounds. Onto the battle itself: Round 1: Felix: Unleash Shade Sheba: Unleash Jupiter Djinn Piers: Unleash Steam Jenna: Unleash Zepher At lower levels, Star Magician is likely to be faster than your team. Zepher fixes that. Steam boosts Resistance, lowering the damage you take from magic and Mine Ball. I decided to use Shade here as this is the round where you won't have the Agility buff. Having Sheba use Gale on a Ball may blow it off the battlefield. Round 2: Felix: Unleash Mercury Djinn (recommend Spritz) Sheba: whatever Piers: whatever Jenna; Unleash Jupiter Djinn Make sure to heal damage from the previous round; this is when the team is most vulnerable to someone going down. You'll go first so speed won't be an issue. What Jupiter Djinn Jenna uses depends on the situation. Ether if someone's missing enough PP, etc... If you want her to summon Coatlicue next round (Wind power boost), use Kite. I'd reset for convenience if someone is unlucky enough to be downed here. (Angry Mine, two Mine Balls, and a Shine Plasma centered on the same target hurts) Round 3: Felix: whatever Sheba: whatever Piers: summons Coatlicue Jenna; casts Protect Mine Ball is physical so Protect reduces its damage. Actually, anyone can summon Coatlicue. If someone's really beat up from the previous round, use Sheba or Felix to help out with healing. Round 4: Jenna: cast High Impact Everyone else does whatever. High Impact is optional but does speed things up as the party's main offense will likely be physical attacks. Heal if needed though Coatlicue should provide sufficient coverage. Round 5: Everyone does whatever. This round is for doing damage as Djinn reset. All Djinn will have reset and Agility will return to normal so repeat the process from round 1. Coatlicue fades after round 2 in the loop, which is conveniently before it's summoned again. As for what targets to go after on free turns: Eliminate Refresh Balls first, than Guardian Balls (though both are equal when you haven't damaged the Star Magician yet). Anger Balls can be dangerous if there's more than one. If there's only one Anger Ball out, I'd rather be attacking the Magician myself if there are no Refresh or Guardian Balls in the way. Keep up the loop and avoid unleashing any attack Djinn on an enemy targetted by multiple characters and Star Magician will go down without any item use even. With defensive buffs in place and constantly up, your party will endure even with 4 Thunder Balls out. It's totally optional but after the Star Magician falls, while taking out the Thunder Balls you can switch in your lower level characters so that they gain the full EXP. _______________________________________________________________________________ ������������������������������������������������������������������������������� 44) Yampi Desert Cave [OPTIONAL] [WK44] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Fire Dragon, Soul Army, Minos Knight, Winged Lizard, Sand Scorpion __ __ |�����| \2\___ \D\ |����|������������������| | 6 | _____ ) _ \/��) ) | 01 | Water of Life | |_ _|_____ _ |C \_| | \ (�| | | 02 | Mythril Silver | _| |_| |D| | ��\__ | �\ � | | 03 | Dark Matter | | |_ | | | | | | |�\___| | ���� | 04 | Orihalcon | | |___| |___| | |_____| |_ _ | 05 | Djinni: Crystal | |_ |3 | | __ ___ |B| | 06 | Tablet: Daedalus | _ | |�|�|�| | |_|__| (__ \__| |____|__________________| |C|_| | ��| |____ \__ | |_ 5|_|_| | _ \A/�\___| To find Yampi Desert cave, teleport to |_____| | |____| _|A|_ � Alhafra and enter the dungeon from its | B| |_ 1| eastern point, the one with all of the | 4 ��| |_|� sandfalls. Go to the westernmost one ������ | and use "Sand" to climb to its peak, Start where a normally inaccessible cave is. Snatch the [Water of Life] by the start and teleport down to the lower level ("A"). In this area, go to the NW portion and "Sand" under an obstacle, then "Burst" the crumbly pillar to proceed north to a rolling-pillar puzzle. Ignore the entrance nearby ("C") and do the puzzle, which culminates in "Sand"ing under a pillar. Adjacent, find the dead end with [Mythril Silver] to scoop,, and trek to the far exit ("D"). Here, "Sand" again and move the pillar onto its spot, blocking the way back. South, get the [Dark Matter] chest and keep going south, like your lift depends on it! Another pillar-moving puzzle to do: (1) push pillar south (2) (2) push north pillar north-er (3) push 1st pillar back north (4) roll west pillar east (5) repeat steps #1 and #2 which can only be done by using "Sand" (6) push remaining west pillar east, clearing the exit. Take the ledge path and move a pillar (opens "C" route), then doubleback and go south, where an [Orihalcon] chest and the "B" stairway is, the latter accessible after Bursting the crumbling pillar. Locate "C" and go down -- notice the weird thing moving around in the sand. Time a Scoop psynergy correctly and unearth the prize: Crystal the earth djinni! Unlike others in recent hours, this one puts up a fight. Finally, go north (Pound stake) and move a pillar onto the sandy marker, which will connect the path. But which path? The one from the "D" stairway of course! Backtrack to the "D" stairway and this time, take the highroad to the boss room. _______________ | BOSS: Valukar | |�����������|�����������|������������|����������|�������������|���������| | HP: 12960 | EXP: 8702 | WEAK: Watr | $$: 4980 | DROPS: ---- | ATKS: 2 | |___________|___________|____________|__________|_____________|_________| � Stun Jip [single: magic damage + %Paralysis] � Djinn Stun [all: puts 1 random djinn from each ally on 'standby'] � Summon [all: uses best learned summon of available standby djinn] This boss is the easiest of the four optional bosses for one reason: the strategy calls for summon-rushing. The boss can drain everyone's djinn and then use the learned summons himself, which is why having them around just ain't a good idea. However, this is really where the two-party system can really help. What I mean is, most people have an ally party they use a lot. In this case, before fighting Valukar, use a normal battle and switch in all the allies you DON'T use, then put all their djinn on standby. Naturally they will probably die within a few turns but if their AGL is good enough, not before they heavily damage the boss with massive summons. At this point, the "main" force will arrive and take over, either with normal attacking strategies or with their own blitzkreig of mighty summons. This strategy can work very very well (although luck helps), especially if someone makes the boss's AGL lower, such as with the Hestia Blade's Crucible Fire effect. Of course, since the boss can't use "Break" psynergy, stat-buffing helps smooth over some of the inevitable damage y'take should the summon strategy be put to use. [Of course, an ATK-buffed Megiddo can do pretty well on its own!] Don't let him summon Megaera or he'll raise his ATK and then someone will have to use Break on HIM! With Valukar in bloody chunklets, inspect the ancient tablet to learn the cool Daedalus summon [4 Mars, 3 Venus]! _______________________________________________________________________________ ������������������������������������������������������������������������������� 45) Islet Cave [WK45] _______________________________________________________________________________ ������������������������������������������������������������������������������� ENEMIES: Magicore, Stone Soldier, Druj, Chimera Worm, Wonder Bird, Cruel Dragon The Islet Cave is an unmarked "dungeon" by the Sea of Time Islet, and can only be accessed by doing an optional trading sidequest detailed in section [WK28]. At this time, whenever Felix enters the islet, he can Mind Read the turtle and be taken to the dungeon. Luckily, the area is so straightforward that it hardly qualifies for a dungeon. The normally accessible part involves a few log-rolling streams, which allow one to get the [Turtle Boots] and a [Rusty Staff], which can be turned into a Dracomace in Yallam. There's also an earth djinni (Meld) easily accessible as well. The 2nd stretch of the cave is accessible when Teleport is obtained in the final lighthouse. Teleport across the pond and start a looooooooooong stretch of interlocked hallways, none of which are particularly interesting. Toward the end there will be a moving statue though, and using Tremor will knock a mercury djinni (Serac) free. It has to be fought, but that's just the way of the world... Eventually the final room can be approached. ________________ | BOSS: Sentinel | |����������|������������|������������|����������|�������������|���������| | HP: 8736 | EXP: 10538 | WEAK: Erth | $$: 6144 | DROPS: ---- | ATKS: 3 | |__________|____________|____________|__________|_____________|_________| � Guard [self: raises DEF] � Blue Bolt [multi: wind-elem damage] � Break [all: removes positive statuses] � Searing Beam [multi: fire-elem damage] � Spark Plasma [multi: wind-elem damage] � Destruct Ray [multi: wind-elem damage] � Armor Crush [single: earth-elem damage + %DEF Down] Sentinel can be annoying for 3 reasons: (1) any psynergy, whether debuff or offensive in nature, won't work on him (2) he regenerates 200 HP and 30 PP per round (3) three attacks per turn! This means that any party who wants to slay him had better be physically-oriented because that mage stuff ain't going to cut it. However, despite these qualities, Sentinel is still only 3rd-hardest of the optional bosses. This is a battle in which "Break-baiting" can really pay off, i.e. making Sentinel waste a precious attack turn in using Break. That is, if you want to fight the uphill battle fairly. In truth, the same strategy listed for Valukar can work for Sentinel as well: switch to the 4 allies not typically used and summon-rush with them, then let them die and have the main party continue the assualt. It may not be an enlightened strategy but it'll work well (especially with multiple Daedalus summons, who get a late hit the turn after their usage). Collect the Catastrophe summon [5 Jupiter, 3 Mars] and leave...or stick around and level-grind on Wonder Birds, who can also drop Dark Matter items occasionally. _______________________________________________________________________________ ������������������������������������������������������������������������������� 46) Anemos Inner Sanctum [OPTIONAL] [WK46] _______________________________________________________________________________ ������������������������������������������������������������������������������� ############################################################################ In preparation for the hardest boss in the game, you'll want to have all djinn, all summons, and everyone with an AGL of 250+ in their base class, to ensure that they get first crack! AGL-boosting equipment is: Quick Boots, Running Shirts, Aerial Gloves, Ninja Hood, Elven Shirt, Wild Coat, Feathered Robe, Golden Boots. Also extremely helpful is equipment that boosts base elemental power, such as: Leda's Bracelet, Big Bang Gloves, Triton's Ward, and Planet Armor. / If you need to level up, train on Wonder Birds in the Islet Cave dungeon, which should really hit the spot for fast level-ups. ############################################################################ _ _| |_ ENEMIES: Bombander, Grave Wight, Sky Dragon, Mad Demon | | | | | _ | Anemos Sanctum is located in Contigo, a little east of |_ | normal town limits. The normally accessible portions | �����| are its three front doors, the middle one which requires |��� ���| | Reveal to get inside. But, this only leads to a single | |� �|_| | [Dragon Skin] chest! The real sanctum entrance is the _ |_ ___| long-forgotten teleport pad in the town square. |J|__|_ _| | __ | _ _ This warps to the inner sanctum, but the doors only |� �|__|�|__ |J|4| open if all (72) djinn have been collected. Walking | | ___ | | | | around the floor symbols, icons will light up & denote |_ _| |I|_| | |___| how many of each kind have been caught or remain. |_______|_____| _____ _ | E D | ___ ___ _______ _|A|_ |�����| _ | D | | _ | ___ | | _ | �| |� |B|_____ �| |_| | |I|___| |___| |_ | | _| ���| ___ |_ | _| | _ | |_ _ ___| |�����|2|�����| | | �|___ | | | |B| |_ _ ___|H|___| ___| |_| |___ |_ _| |_ _| | | | _| | C | | |_ | _|H| | _____ | | | | _ | | |_| |_| | |_| _|_| _|_____| |_____|C| | _| | ___ |___| | _|_| |� | ENTER | |_____ _| ___ _____ � | |_ | |_| | ___| | | |�| _| |�|�|�| |_ | _| | |F | | |_ | | |F| G | | _ | | | | | �|1|� | | |A| | �| | 3 | |G| | _|_____| | |_|_|_|_ |_| |_____| |_____| _| | | |_ | _____| � |_ |_ |_____________| | | |_________| |_| | E| ��� |����|����������������| Once all 72 have been caught -- which, of course, | 01 | Dragon Skin | requires all to have been found in GS1 and carried | 02 | Tablet: Charon | over via password -- it's time to go spelunkin' in | 03 | Dark Matter | the final optional dungeon. Before taking the first | 04 | Orihalcon | stairway ("A"), read the tablet inscription to learn |____|________________| the Charon summon [8 Venus, 2 Jupiter]. Go north out of the maze and take the west room to find a stone that mimics the field movement of Felix. Move it onto the button while avoiding the pits -- simple...for now. Walk the east corridor and locate the "C" elevator, which is powered up by stepping on all the weird floor buttons. Above, push the pillar out of the way (reconnects path to "B" stair) and go west to the exit ("D"), which leads further down ("E"). Here, enter the first room located and get the [Dark Matter] chest in one of the corners. Back upstairs, enter the only accessible room to find it full of crumbly tiles and elevater-power-upper circles. To do this without falling through, head directly to the NW corner, the SW corner, and then connect 5 circles (not NE) before looping back to the starting point. From there, just get the final one and head on up ("G") The path will curve back down ("H") a floor, where Felix can reconnect the path via a stump and then go east to a new and shiny boulder/pillar puzzle. This puzzle involves several rooms but needs a little setup first. Lift the crossroads boulder and exit south, navigating the passageway to 2nd tablet mimic puzzle. To solve this one, position the mimic stone so that its NE of the singular green block, then make it go SW (Felix goes SE) -- it should catch on the block's north side while Felix ends up aligned with the door. Go south all the way and then navigate the mimic block as usual. Now... 1) North, at the 3-pillar portion, move onto either of the open depressions 2) Backtrack to boulder crossroad and go north, looping back to boulder room 3) Hop south and maneuver 2nd pillar onto 2nd depression 4) Return north, loop counterclockwise, re-enter boulder room 5) Lift boulder, go south, move 3rd pillar east 6) Hop north and move 4th pillar west, under boulder and onto the door switch Down the stair ("I"), enter the 3rd and final tablet mimic room. This one's a bit harder but can be trial-and-errored through. Make the stone rub against the isolated green block's south side, then navigate it a bit to said block's north side -- grind it south. If done right, Felix should end up two spaces east from his westmost block. Beyond, use the "J" stair to snatch the final item, an [Orihalcon], then backtrack and go east. The puzzle room here involves a crossroad with nine crumbly tiles, and the key to doing this right is not cutting through the center. Using this method, go west and clockwise around the crossroads, to a point where one can "Move" a pillar off a Sand tile. Now, to get to this part, return to the crossroads and go east (it doesn't matter if y'cut through the center now) and "Sand" through the barrier. This allows Felix to find the north exit, where the final puzzle is pushing six blocks onto an insectoid drawing, matching up the shapes. When completed successfully, jump on top of it and use "Hover" to go north, where the game's hardest boss awaits... ________________ | BOSS: Dullahan | |�����������|������������|������������|����������|�������������|���������| | HP: 16000 | EXP: 15600 | WEAK: Wind | $$: 6775 | DROPS: ---- | ATKS: 3 | |___________|____________|____________|__________|_____________|_________| | | � Bind [single: %Seal] | HP REGEN: 200/turn | � Curse [single: %Curse] | PP REGEN: 100/turn | � Condemn [single: %Instant Death] |____________________| � Formina Sage [single: phys damage] � Summon Charon [all: earth-elem damage] � True Collide [multi: drains HP to self] � Break [all: removes positive stat bonuses] � Element Swap [self: changes elemental weakness] � Djinn Storm [all: puts all djinn into recovery mode] He has the most HP in the game and some of the meanest attacks as well. Formina Sage will essentially KO a person, although if at high levels (like Lv50+) one may survive intact. Djinn Storm will put everyone's djinn in recovery mode and that's really the coup de grace on a team who hasn't expended their summons. Additionally, Dullahan can summon Charon on a whim, which does high earth-elem damage to everyone -- d'oh! The recommended team of mine is: Team 1: Isaac, Garet, Felix, Jenna Team 2: Piers, Mia, Ivan, Sheba Perhaps the easiest strategy is to have everyone in the first party summon Daedalus the first turn. This will do about 2000 HP damage total the first turn but on the 2nd turn, about 4000 HP (because the summon's final missile gets a late hit). However, the final missiles DO NOT ARRIVE if the team's completely KO'd before then, so keep at least one person in the team living to ensure that crucial damage. When the 2nd team finally gets knocked into play, have all of them summon Eclipse, and with a little luck, the boss'll finally succumb that turn. It should be noted that, if you need to buy a turn, make sure that the Lull summon is NOT 'set' as it can render Dullahan useless temporarily. Defeating Dullahan gives access to the Iris tablet [9 Mars, 4 Mercury], the final summon in the game. There are plenty of ways to defeat the boss and most involve summoning, but if y'have a special way, organize it and send it my way, and I'll put it here! _______________________ _____________________________________________________/ IV. APPENDICES [APND] |_ ������������������������������������������������������������������������������� SHOP LIST [SHPL] _______________________________________________________________________________ ������������������������������������������������������������������������������� Shops are pretty standard in this game, except when it comes to artifacts. Certain artifacts (special equipment) will appear when the shop is first visited, and from then on, every shop in the world will carry them. The table navigation should be easy, although for the "USE?" column, the first letters of each of the main four's names is used ["F"elix, "J"enna, etc.] For the other four, their equipment options match up with the person of their corresponding type (Felix/Isaac, Piers/Garet, Jenna/Ivan, Mia/Sheba), not their element. DAILA _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Long Sword | F P | 14 | --- | --- | --- | -------------- | 200 | | Short Sword | F P | 08 | --- | --- | --- | -------------- | 120 | | Mace | F S | 06 | --- | --- | --- | -------------- | 80 | | Wooden Stick | JS | 04 | --- | --- | --- | -------------- | 40 | | Cotton Shirt | FJSP | --- | 03 | --- | --- | -------------- | 20 | | Travel Vest | FJSP | --- | 07 | --- | --- | -------------- | 50 | | One-Piece Dress | JS | --- | 04 | --- | --- | -------------- | 25 | | Wooden Shield | F P | --- | 06 | --- | --- | -------------- | 40 | | Padded Gloves | FJSP | --- | 02 | --- | --- | -------------- | 10 | | Leather Cap | FJSP | --- | 03 | --- | --- | -------------- | 30 | |_________________|______|_____|_____|_____|_____|________________|________| MADRA _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Long Sword | F P | 14 | --- | --- | --- | -------------- | 200 | | Short Sword | F P | 08 | --- | --- | --- | -------------- | 120 | | Battle Axe | F P | 24 | --- | --- | --- | -------------- | 280 | | Mace | F SP | 06 | --- | --- | --- | -------------- | 80 | *| Magic Rod | JS | 16 | --- | --- | --- | Murk | 380 | | Travel Vest | FJSP | --- | 07 | --- | --- | -------------- | 50 | | Wooden Shield | F P | --- | 06 | --- | --- | -------------- | 40 | | Padded Gloves | FJSP | --- | 02 | --- | --- | -------------- | 10 | | Leather Armlet | JS | --- | 07 | --- | --- | -------------- | 180 | | Leather Cap | FJSP | --- | 03 | --- | --- | -------------- | 30 | | Circlet | JS | --- | 06 | --- | --- | -------------- | 120 | | Leather Boots | FJSP | --- | 06 | --- | --- | -------------- | 270 | |_________________|______|_____|_____|_____|_____|________________|________| ALHAFRA _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | | Long Sword | F P | 14 | --- | --- | --- | -------------- | 200 | | Broad Sword | F P | 40 | --- | --- | --- | -------------- | 1000 | | Hunter's Sword | FJ P | 28 | --- | --- | --- | -------------- | 520 | | Battle Axe | F P | 24 | --- | --- | --- | -------------- | 280 | | Heavy Mace | F SP | 26 | --- | --- | --- | -------------- | 500 | | Leather Armor | F P | --- | 12 | --- | --- | -------------- | 240 | | Travel Vest | FJSP | --- | 07 | --- | --- | -------------- | 50 | | Travel Robe | JS | --- | 10 | --- | --- | -------------- | 200 | | Wooden Shield | F P | --- | 06 | --- | --- | -------------- | 40 | | Leather Gloves | FJSP | --- | 10 | --- | --- | -------------- | 220 | | Leather Armlet | JS | --- | 07 | --- | --- | -------------- | 180 | | Open Helm | F P | --- | 09 | --- | --- | -------------- | 180 | | Leather Cap | FJSP | --- | 03 | --- | --- | -------------- | 30 | | Circlet | JS | --- | 06 | --- | --- | -------------- | 120 | | Leather Boots | FJSP | --- | 06 | --- | --- | -------------- | 270 | |_________________|______|_____|_____|_____|_____|________________|________| MIKISALLA _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | | Broad Axe | F P | 50 | --- | --- | --- | -------------- | 1400 | *| Blessed Ankh | JS | 46 | --- | --- | --- | Psyphon Seal | 1600 | | Psynergy Armor | F P | --- | 21 | --- | --- | PP +20 | 1000 | | Armlet | JS | --- | 17 | --- | --- | -------------- | 900 | | Bronze Helm | F P | --- | 14 | --- | --- | -------------- | 600 | |_________________|______|_____|_____|_____|_____|________________|________| GAROH [Weapon/Armor shop doesn't open until Air's Rock events are passed.] _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | | Broad Sword | F P | 40 | --- | --- | --- | -------------- | 1000 | | Hunter's Sword | FJ P | 28 | --- | --- | --- | -------------- | 520 | | Battle Axe | F P | 24 | --- | --- | --- | -------------- | 280 | | Heavy Mace | F SP | 26 | --- | --- | --- | -------------- | 500 | *| Witch's Wand | JS | 32 | --- | --- | --- | Stun Voltage | 850 | | Leather Armor | F P | --- | 12 | --- | --- | -------------- | 240 | | Adept's Clothes | FJSP | --- | 18 | --- | --- | PP +8 | 850 | | Travel Robe | JS | --- | 10 | --- | --- | -------------- | 200 | | Bronze Shield | F P | --- | 14 | --- | --- | -------------- | 500 | | Leather Gloves | FJSP | --- | 10 | --- | --- | -------------- | 220 | | Leather Armlet | JS | --- | 07 | --- | --- | -------------- | 180 | | Open Helm | F P | --- | 09 | --- | --- | -------------- | 180 | | Wooden Cap | FJSP | --- | 10 --- | --- | -------------- | 400 | | Circlet | JS | --- | 06 | --- | --- | -------------- | 120 | *| Safety Boots | FJSP | --- | 12 | --- | --- | AGL x0.7 | 700 | |_________________|______|_____|_____|_____|_____|________________|________| NAMIBWE _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | | Broad Sword | F P | 40 | --- | --- | --- | -------------- | 1000 | | Battle Rapier | FJ P | 58 | --- | --- | --- | -------------- | 2900 | | Broad Axe | F P | 50 | --- | --- | --- | -------------- | 1400 | | Battle Mace | F SP | 56 | --- | --- | --- | -------------- | 2600 | *| Psynergy Rod | JS | 64 | --- | --- | --- | Psynergy Leech | 3800 | | Adept's Clothes | FJSP | --- | 18 | --- | --- | PP +8 | 850 | | Silk Robe | JS | --- | 20 | --- | --- | -------------- | 1400 | | Iron Shield | F P | --- | 20 | --- | --- | -------------- | 1200 | | Armlet | JS | --- | 17 | --- | --- | -------------- | 900 | | Bronze Helm | F P | --- | 14 | --- | --- | -------------- | 600 | | Wooden Cap | FJSP | --- | 10 --- | --- | -------------- | 400 | | Silver Circlet | JS | --- | 16 | --- | --- | -------------- | 1300 | |_________________|______|_____|_____|_____|_____|________________|________| KIBOMBO [Weapon/Armor shops closed until Gobamba Statue events end.] _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | | Claymore | F P | 70 | --- | --- | --- | -------------- | 4000 | | Battle Rapier | FJ P | 58 | --- | --- | --- | -------------- | 2900 | | Broad Axe | F P | 50 | --- | --- | --- | -------------- | 1400 | | Battle Mace | F SP | 56 | --- | --- | --- | -------------- | 2600 | *| Frost Wand | JS | 76 | --- | --- | --- | Frost Bite | 5400 | | Chain Mail | F P | --- | 25 | --- | --- | -------------- | 2000 | | Adept's Clothes | FJSP | --- | 18 | --- | --- | PP +8 | 850 | | Silk Robe | JS | --- | 20 | --- | --- | -------------- | 1400 | | Iron Shield | F P | --- | 20 | --- | --- | -------------- | 1200 | | Gauntlets | FJSP | --- | 23 | --- | --- | -------------- | 1600 | | Armlet | JS | --- | 17 | --- | --- | -------------- | 900 | | Iron Helm | F P | --- | 20 | --- | --- | -------------- | 1600 | | Silver Circlet | JS | --- | 16 | --- | --- | -------------- | 1300 | |_________________|______|_____|_____|_____|_____|________________|________| YALLAM _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | | Claymore | F P | 70 | --- | --- | --- | -------------- | 4000 | | Battle Rapier | FJ P | 58 | --- | --- | --- | -------------- | 2900 | | Broad Axe | F P | 50 | --- | --- | --- | -------------- | 1400 | | Battle Mace | F SP | 56 | --- | --- | --- | -------------- | 2600 | | Jerkin | JS | 26 | --- | --- | --- | -------------- | 2400 | | Heavy Armlet | JS | 25 | --- | --- | --- | -------------- | 2000 | | Mail Cap | FJSP | 23 | --- | --- | --- | -------------- | 2000 | |_________________|______|_____|_____|_____|_____|________________|________| APOJII ISLANDS _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Great Sword | F P | 90 | --- | --- | --- | -------------- | 7000 | | Armored Shell | F P | --- | 30 | --- | --- | -------------- | 3600 | | Knight's Shield | F P | --- | 28 | --- | --- | -------------- | 3000 | | Steel Helm | F P | --- | 27 | --- | --- | -------------- | 3100 | | Guardian Circlet| JS | --- | 25 | --- | --- | -------------- | 3400 | *| Angelic Ankh | JS | 83 | --- | --- | --- | Life Leech | 6400 | *| Water of Life | FJSP | --- | --- | --- | --- | Revive from KO | 3000 | | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | |_________________|______|_____|_____|_____|_____|________________|________| IZUMO _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | War Mace | F SP | 84 | --- | --- | --- | -------------- | 6400 | | Silver Vest | FJSP | --- | 28 | --- | --- | -------------- | 3200 | | Platinum Circlet| JS | --- | 29 | --- | --- | -------------- | 4200 | *| Shamshir | F P | 99 | --- | --- | --- | Acid Bath | 10000 | *| Ninja Blade | F P | 94 | --- | --- | --- | Cyclone Attack | 8800 | *| War Gloves | FJSP | 10 | 32 | --- | --- | -------------- | 4000 | | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | *| Psy Crystal | FJSP | --- | --- | --- | --- | Restore all PP | 1500 | |_________________|______|_____|_____|_____|_____|________________|________| CHAMPA _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Master Rapier | FJ P | 86 | --- | --- | --- | -------------- | 6800 | | Great Axe | F P | 80 | --- | --- | --- | -------------- | 5200 | | Plate Mail | F P | --- | 33 | --- | --- | -------------- | 4400 | | Silver Armlet | JS | --- | 30 | --- | --- | -------------- | 4000 | | Silver Helm | F P | --- | 30 | --- | --- | -------------- | 3900 |_ *| Demonic Staff | JS | 92 | --- | --- | --- | Bad Omen | 10000 |C| *| Blessed Robe | JS | --- | 36 | --- | --- | HP Recovery +5 | 7000 |� | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | *| Potion | FJSP | --- | --- | --- | --- | Restore all HP | 1000 | |_________________|______|_____|_____|_____|_____|________________|________| LOHO _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Vial | FJSP | --- | --- | --- | --- | Heal 500 HP | 500 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | *| Spirit Armlet | JS | --- | 38 | --- | --- | Er/Wa Powr +10 | 9000 | *| Potion | FJSP | --- | --- | --- | --- | Restore all HP | 1000 | *| Psy Crystal | FJSP | --- | --- | --- | --- | Restore all PP | 1500 | *| Mist Potion | FJSP | --- | --- | --- | --- | 300 HP to all | 1000 | |_________________|______|_____|_____|_____|_____|________________|________| CONTIGO _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Vial | FJSP | --- | --- | --- | --- | Heal 500 HP | 500 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | *| Mist Potion | FJSP | --- | --- | --- | --- | 300 HP to all | 9000 | *| Water of Life | FJSP | --- | --- | --- | --- | Revive from KO | 3000 | | Great Sword | F P | 90 | --- | --- | --- | -------------- | 7000 | | Master Rapier | FJ P | 86 | --- | --- | --- | -------------- | 6800 | | Great Axe | F P | 80 | --- | --- | --- | -------------- | 5200 | | War Mace | F SP | 84 | --- | --- | --- | -------------- | 6200 | *| Swift Sword | FJ P | 104 | --- | --- | --- | Sonic Smash | 9400 | *| Righteous Mace | F SP | 112 | --- | --- | --- | Blinding Smog | 8400 | | Steel Armor | F P | --- | 36 | --- | --- | -------------- | 4900 | | Silver Vest | FJSP | --- | 28 | --- | --- | -------------- | 3200 | | Silver Armlet | JS | --- | 30 | --- | --- | -------------- | 4000 | | Knight's Helm | F P | --- | 33 | --- | --- | -------------- | 4600 | | Platinum Circlet| JS | --- | 29 | --- | --- | -------------- | 4200 | *| Mirrored Shield | F P | --- | 39 | --- | --- | Can delude foe | 5200 | *| Jeweled Crown | FJSP | --- | 33 | --- | 05 | -------------- | 4000 | |_________________|______|_____|_____|_____|_____|________________|________| - Swift Sword also gives +10 Wind Power - Righteous Mace also gives 3 HP/turn recovery SHAMAN VILLAGE [Shops are closed until Trial Road events are passed.] _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Vial | FJSP | --- | --- | --- | --- | Heal 500 HP | 500 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | *| Silver Blade | F P | 108 | --- | --- | --- | Aqua Sock | 12000 | *| Crystal Rod | JS | 106 | --- | --- | --- | Drown | 13400 | *| Magical Cassock | JS | --- | 39 | --- | --- | PP Recovery +2 | 9000 | *| Potion | FJSP | --- | --- | --- | --- | Restore all HP | 1000 | *| Psy Crystal | FJSP | --- | --- | --- | --- | Restore all PP | 1500 | |_________________|______|_____|_____|_____|_____|________________|________| PROX _________________ ______ _____ _____ _____ _____ ________________ ________ | ITEM | USE? | ATK | DEF | AGL | LCK | UNLEASH/EFFECT | COST | |�����������������|������|�����|�����|�����|�����|����������������|��������| | Herb | FJSP | --- | --- | --- | --- | Heal 50 HP | 10 | | Nut | FJSP | --- | --- | --- | --- | Heal 200 HP | 200 | | Vial | FJSP | --- | --- | --- | --- | Heal 500 HP | 500 | | Mist Potion | FJSP | --- | --- | --- | --- | 300 HP to all | 9000 | | Antidote | FJSP | --- | --- | --- | --- | Cure Poison | 20 | | Elixir | FJSP | --- | --- | --- | --- | Cure Del/St/Sl | 50 | | Sacred Feather | FJSP | --- | --- | --- | --- | Less encountrs | 70 | *| Mysterious Robe | JS | --- | 48 | --- | --- | -------------- | 38500 | *| Psy Crystal | FJSP | --- | --- | --- | --- | Restore all PP | 1500 | *| Water of Life | FJSP | --- | --- | --- | --- | Revive from KO | 3000 | |_________________|______|_____|_____|_____|_____|________________|________| - Mysterious Robe has 20HP and 10PP/round recovery _______________________________________________________________________________ ������������������������������������������������������������������������������� EQUIPMENT LIST [EQPT] _______________________________________________________________________________ ������������������������������������������������������������������������������� Anyone can equip boots, undershirts, rings, caps, and clothes, but beyond that, everyone has certain things. [NOTE: Isaac's team's selections match up with their GS:TLA counterparts, i.e. Ivan equips whatever Sheba can, Garet whatever Piers can, etc.] Felix: Longswords, Light Blades, Axes, Helms, Gloves, Heavy Armor Jenna: Light Blades, Staff/Rod, Robes, Circlets, Dresses, Armlets Sheba: Maces, Staff/Rod, Robes, Circlets, Dresses, Armlets Piers: Longswords, Light Blades, Axes, Helms, Gloves, Heavy Armor All artifact unleashes will inflict damage, although not all have a secondary effect like deadly poison or DEF Down. Asterisked items (*) denote cursed artifacts, and parenthesized () monsters in the right-hand column denote the source of the dropped weapon. _____________ ____________________________________________________________/ LONG SWORDS |_ ����������������|�����|����������������������������|�������|���������������� Long Sword | 15 | -------------------------- | 200 | --------------- Broad Sword | 40 | -------------------------- | 1000 | --------------- Arctic Blade | 55 | Blizzard (ATK Down) | ----- | GS Transfer Storm Brand | 60 | Hurricane (ATK Down) | ----- | Aqua Rock Claymore | 70 | -------------------------- | ----- | --------------- Great Sword | 90 | -------------------------- | 7000 | --------------- Shamshir | 99 | Acid Bath (DEF Down) | 10000 | --------------- Robber's Blade | 101 | Shred (DEF Down) | ----- | Rusted Item Silver Blade | 108 | Aqua Sock | 12000 | --------------- Muramasa* | 126 | Demonfire (Haunt) | ----- | GS Transfer Cloud Brand | 130 | Raiden's Wrath | ----- | Gaia Rock Lightning Sword | 134 | Flash Edge (Delusion) | ----- | Tundaria Tower Gaia Blade | 135 | Titan Blade | ----- | GS Transfer Soul Brand | 141 | Soul Shatter | ----- | Rusted Item Hestia Blade | 145 | Crucible Fire (AGL Down) | ----- | Lemuria Spring Huge Sword | 155 | Heavy Divide (DEF Down) | ----- | Forged Item Mythril Blade | 160 | Lethe Albion (Seal) | ----- | Forged Item Levatine | 173 | Radiant Fire | ----- | Forged Item Fire Brand | 176 | Purgatory (Sleep) | ----- | Treasure Isle Excalibur | 180 | Legend | ----- | Forged Item Sol Blade | 200 | Megiddo | ----- | Mars Lighthouse Darksword* | 210 | Acheron's Grief (D-Poison) | ----- | Forged Item ________________|_____|____________________________|_______|________________ - Gaia Blade also gives +20 Earth PWR/RES ______________ ___________________________________________________________/ LIGHT BLADES |_ ����������������|�����|����������������������������|�������|���������������� Short Sword | 8 | -------------------------- | 120 | --------------- Bandit's Sword | 12 | Rapid Smash | ----- | GS Transfer Hunter's Sword | 28 | -------------------------- | 720 | --------------- Pirate's Sword | 34 | Dreamtide (Sleep) | ----- | Osenia Cliffs Elven Rapier | 44 | Vorpal Slash | ----- | GS Transfer Hypnos' Sword | 49 | Moon Air (Sleep) | ----- | Garoh Battle Rapier | 58 | -------------------------- | 2900 | --------------- Mystery Blade | 85 | Life Nourish (Heals User) | ----- | GS Transfer Master Rapier | 86 | -------------------------- | 6800 | --------------- Assassin Blade | 90 | Mortal Danger (Instadeath) | ----- | GS Transfer Corsair's Edge | 90 | Lunar Slash (RES Down) | ----- | Lemuria Ninja Blade | 99 | Cyclone Attack (RES Down) | ----- | Izumo Swift Sword | 104 | Sonic Smash | ----- | Contigo Mist Sabre | 110 | Searing Fog (Delusion) | ----- | Aqua Rock Sylph Rapier | 124 | Mad Zephyr | ----- | Forged Item Kikuichimonji | 128 | Asura | ----- | GS Transfer Pirate's Saber | 136 | Scorpionfish (D. Poison) | ----- | Rusted Item Phaeton's Blade | 151 | Light Surge (Delusion) | ----- | Jup. Lighthouse Burning Sword | 157 | Blaze Rush (DEF Down) | ----- | Forged Item Masamune | 161 | Rising Dragon | ----- | Yallam Tisiphone Edge | 178 | Vengeance | ----- | (Cruel Dragon) ________________|_____|____________________________|_______|________________ _____________ ____________________________________________________________/ STAVES/RODS |_ ����������������|�����|����������������������������|�������|���������������� Wooden Stick | 4 | -------------------------- | 40 | --------------- Shaman's Rod | 10 | -------------------------- | ----- | --------------- Magic Rod | 16 | Murk (Sleep) | 380 | Madra Witch's Wand | 32 | Stun Voltage (Paralysis) | 850 | Garoh Blessed Ankh | 46 | Psyphon Seal (Seal) | 1600 | Mikisalla Psynergy Rod | 64 | Psynergy Leech (Steals PP) | 3800 | Namibwe Frost Wand | 76 | Frost Bite (Paralysis) | 5400 | Kibombo Staff of Anubis | 83 | Sarcophagus (Haunt) | ----- | Dropped Item Angelic Ankh | 83 | Life Leech (Steals HP) | 6400 | Apojii Islands Demonic Staff* | 92 | Bad Omen (Haunt) | 10000 | Champa Cloud Wand | 98 | Stun Cloud (Paralysis) | ----- | Forged Item Zodiac Wand | 102 | Shining Star (Delusion) | ----- | Forged Item Crystal Rod | 106 | Drown (Instant Death) | 13400 | Shaman Village Glower Staff | 126 | Flash Force (Seal) | ----- | Rusted Item Dracomace | 128 | Aging Gas (Steals HP) | ----- | Rusted Item Fireman's Pole | 130 | (USE: Up all allies' RES) | ----- | Lemuria Spring Goblin's Rod | 134 | Sargasso (Instant Death) | ----- | Rusted Item Meditation Rod | 150 | Nirvana (PP Drain) | ----- | Jup. Lighthouse Salamander Rod | 156 | Fire Dance (ATK Down) | ----- | Forged Item Nebula Wand | 165 | Reverse Star | ----- | Forged Item Clotho's Distaff| 168 | (USE: Heals 1000 HP) | ----- | (Minos Warrior) Atropos' Rod | 169 | Life Shear (Instant Death) | ----- | (Fire Dragon) Lachesis' Rule | 177 | Apocalypse (Curse) | ----- | (Mad Demon) ________________|_____|____________________________|_______|________________ ______ ___________________________________________________________________/ AXES |_ ����������������|�����|����������������������������|�������|���������������� Battle Axe | 24 | -------------------------- | 280 | --------------- Themis' Axe | 30 | Stone Justice (AGL Down) | ----- | Dehkan Plateau Broad Axe | 50 | -------------------------- | 1400 | --------------- Vulcan Axe | 76 | Barrage (Paralysis) | ----- | GS Transfer Disk Axe | 76 | Power Drive | ----- | Kibombo Mtns. Great Axe | 80 | -------------------------- | 5200 | --------------- Burning Axe | 84 | Broil | ----- | GS Transfer Captain's Axe | 95 | (USE: Increase DEF) | ----- | Rusted Item Dragon Axe | 100 | Heat Mirage (Delusion) | ----- | Apojii Islands Giant Axe | 114 | Meltdown (DEF Down) | ----- | (Earth Golem) Tartarus Axe | 127 | Vein Tap (Drains HP) | ----- | (Minotaurus) Demon Axe* | 132 | Poison Cloud (Poison) | ----- | GS Transfer Viking Axe | 137 | Stun Bolt (Paralysis) | ----- | Rusted Item Mighty Axe | 142 | Heat Shatter (RES Down) | ----- | Lemuria Spring Apollo's Axe | 158 | Flare Burst (Drains HP) | ----- | Forged Item Gaia's Axe | 163 | Mother Earth (Sleep) | ----- | Forged Item Stellar Axe | 171 | Supernova (Paralysis) | ----- | Forged Item ________________|_____|____________________________|_______|________________ _______ __________________________________________________________________/ MACES |_ ����������������|�����|����������������������������|�������|���������������� Mace | 6 | -------------------------- | 80 | --------------- Heavy Mace | 26 | -------------------------- | 500 | --------------- Blow Mace | 45 | Boost Hack | ----- | Yampi Desert Battle Mace | 56 | -------------------------- | 2600 | --------------- War Mace | 84 | -------------------------- | 6200 | --------------- Grievous Mace | 88 | Terra Strike | ----- | GS Transfer Comet Mace | 105 | Ice Crush (DEF Down) | ----- | Forged Item Hagbone Mace | 108 | Wyrd Curse (Haunt) | ----- | Rusted Item Righteous Mace | 112 | Blinding Smog (Delusion) | ----- | Contigo Demon Mace* | 115 | Evil Eye (Delusion) | ----- | Rusted Item Thanatos Mace | 125 | Heartbreak (Instant Death) | ----- | Tundaria Tower Blessed Mace | 126 | (USE: Heal 200 HP) | ----- | (Turtle Dragon) Wicked Mace* | 130 | Poison Death (D. Poison) | ----- | GS Transfer Rising Mace | 152 | High Vitals (Drains HP) | ----- | (Blue Dragon) Tungsten Mace | 157 | Hammersphere | ----- | Forged Item ________________|_____|____________________________|_______|________________ - Righteous Mace also gives 3HP/round - Blessed Mace also gives 2HP/round _______ __________________________________________________________________/ HELMS |_ ����������������|�����|����������������������������|�������|���������������� Open Helm | 9 | -------------------------- | 180 | --------------- Bronze Helm | 14 | -------------------------- | 600 | --------------- Iron Helm | 20 | -------------------------- | 1600 | --------------- Steel Helm | 27 | -------------------------- | 3100 | --------------- Adept's Helm | 29 | Max PP x1.2 | ----- | GS Transfer Silver Helm | 30 | -------------------------- | 3900 | --------------- Viking Helm | 30 | Water RES +30 | ----- | Champa Knight's Helm | 33 | -------------------------- | 4600 | --------------- Warrior's Helm | 35 | Earth PWR +10, Crit% UP | ----- | GS Transfer Dragon Helm | 42 | Fire/Water RES +20 | ----- | Forged Item Minerva Helm | 43 | PP +20 | ----- | Lemurian Spring Mythril Helm | 44 | Crit% UP | ----- | Forged Item Millenium Helm | 45 | HP +20 | ----- | Forged Item Fear Helm* | 48 | ATK +10 | ----- | Forged Item Gloria Helm | 49 | 10HP/round regeneration | ----- | (Aka Manah) ________________|_____|____________________________|_______|________________ _______________ __________________________________________________________/ CAPS/CIRCLETS |_ ����������������|�����|����������������������������|�������|���������������� Leather Cap | 3 | -------------------------- | 30 | --------------- Circlet | 6 | -------------------------- | 120 | --------------- Wooden Cap | 10 | -------------------------- | 400 | --------------- Silver Circlet | 16 | -------------------------- | 1300 | --------------- Nurse's Cap | 18 | (USE: Heal HP) | ----- | Madra Lure Cap | 20 | Encounter% UP | ----- | GS Transfer Clarity Circlet | 21 | Wind PWR +15 | ----- | Air's Rock Guardian Circlet| 25 | -------------------------- | 3400 | Apojii Islands Glittering Tiara| 27 | (Use: Anti-Delusion) | ----- | GS Transfer Thorn Crown | 28 | ATK +8 | ----- | Naribwe Ninja Hood | 28 | AGL +20 | ----- | GS Transfer Pure Circlet | 29 | -------------------------- | ----- | Forged Item Platinum Circlet| 29 | -------------------------- | 4200 | --------------- Prophet's Hat | 30 | (USE: Curse%) | ----- | (Dread Hound) Otafuku Mask | 31 | (USE: Water Breath) | ----- | (Gressil) Astral Circlet | 32 | PP +15 | ----- | Forged Item Lucky Cap | 33 | 2PP/round regen; Crit% UP | ----- | GS Transfer Hiotoko Mask | 33 | (USE: Fire Breath) | ----- | (Little Death) Floating Cap | 34 | Wind RES +20, LCK x1.2 | ----- | Forged Item Mythril Circlet | 34 | 3PP/round regeneration | ----- | Forged Item Jeweled Crown | 35 | LCK +5 | 4000 | Contigo Brilliant Circlet 36 | LCK +10 | ----- | Lemuria Spring Psychic Circlet | 39 | 12PP/round regeneration | ----- | Forged Item Thunder Crown* | 40 | 4PP/round regeneration | ----- | GS Transfer Crown of Glory | 40 | 8PP/round regeneration | ----- | Lemuria Spring Berserker Band | 46 | ATK +15 | ----- | (Druj) Alastor's Hood | 47 | (USE: Haunt%) | ----- | Mars Lighthouse Demon Circlet* | 50 | Crit% UP | ----- | Forged Item ________________|_____|____________________________|_______|________________ _____________ ____________________________________________________________/ HEAVY ARMOR |_ ����������������|�����|����������������������������|�������|���������������� Leather Armor | 12 | -------------------------- | 240 | --------------- Psynergy Armor | 21 | PP +20 | 1000 | --------------- Chain Mail | 25 | -------------------------- | 2000 | --------------- Ixion Mail | 26 | Wind/Water RES +20 | ----- | Alhafran Cave Armored Shell | 30 | -------------------------- | 3600 | --------------- Spirit Armor | 32 | All element RES +20 | ----- | GS Transfer Plate Mail | 33 | -------------------------- | 4400 | --------------- Spiked Armor | 34 | ATK +10, Crit% UP | ----- | GS Transfer Steel Armor | 36 | -------------------------- | 4900 | --------------- Planet Armor | 36 | All element PWR +10 | ----- | Lemuria Spring Phantasmal Mail | 38 | LCK +7 (USE: Delusion%) | ----- | Izumo Ruins Asura's Armor | 42 | ATK +5, 8HP/round regen | ----- | GS Transfer Erebus Armor | 43 | 6HP/round | ----- | Lemuria Spring Dragon Armor | 44 | Fire/Water RES +15 | ----- | Forged Item Dragon Scales | 44 | Fire/Water RES +30 | ----- | GS Transfer Chronos Mail | 47 | HP +20 | ----- | Forged Item Stealth Armor* | 48 | Earth RES -10 | ----- | Forged Item Xylion Armor | 50 | ATK +12 | ----- | Forged Item Demon Mail* | 50 | Wind RES -10 | ----- | GS Transfer Valkyrie Mail | 53 | Crit% UP | ----- | Mars Lighthouse ________________|_____|____________________________|_______|________________ _________________ ________________________________________________________/ CLOTHES/DRESSES |_ ����������������|�����|����������������������������|�������|���������������� Cotton Shirt | 3 | -------------------------- | 20 | --------------- One-Piece Dress | 4 | -------------------------- | 25 | --------------- Travel Vest | 6 | -------------------------- | 50 | --------------- Fur Coat | 16 | Water RES +20 | ----- | GS Transfer Adept's Clothes | 18 | PP +8 | 850 | --------------- China Dress | 19 | (USE: ATK Down) | ----- | GS Transfer Full Metal Vest | 21 | -------------------------- | ----- | Dehkan Plateau Elven Shirt | 22 | AGL x1.5 | ----- | GS Transfer Kimono | 25 | AGL +10, Fire RES +10 | ----- | GS Transfer Silver Vest | 28 | -------------------------- | 3200 | --------------- Cocktail Dress | 29 | PP +15 | ----- | GS Transfer Festival Coat | 28 | LCK +10 | ----- | Izumo Water Jacket | 30 | Watr RES +30, Fire RES +20 | ----- | GS Transfer Ninja Garb | 36 | Wind RES +10, AGL +30 | ----- | GS Transfer Wild Coat | 37 | AGL +40 | ----- | Lemuria Spring Floral Dress | 38 | (USE: Sleep) | 6600 | Lemuria Spring Storm Gear | 42 | Watr/Wind/Fire RES +30 | ----- | GS Transfer Mythril Clothes | 44 | Crit% UP | ----- | Forged Item Erinyes Tunic | 45 | ATK +5, Crit% UP | ----- | Jup. Lighthouse Triton's Ward | 47 | Watr POW +30, Watr RES +70 | ----- | (Ocean Dragon) ________________|_____|____________________________|_______|________________ _______ __________________________________________________________________/ ROBES |_ ����������������|�����|����������������������������|�������|���������������� Travel Robe | 10 | -------------------------- | 200 | --------------- Silk Robe | 20 | -------------------------- | 1400 | --------------- Jerkin | 26 | -------------------------- | 2400 | --------------- Blessed Robe | 36 | 5HP/round regeneration | ----- | GS Transfer Magical Cassock | 39 | 2PP/round regeneration | 9000 | Shaman Village Muni Robe | 39 | 10HP/round regeneration | ----- | Ankohl Ruins Dragon Robe | 42 | Water/Fire RES +18 | ----- | Forged Item Oracle Robe | 43 | Water RES +40, 10HP/round | ----- | GS Transfer Ardagh Robe | 44 | Fire PWR +20, Fire RES +40 | ----- | Forged Item Feathered Robe | 45 | AGL +30, Wind PWR/RES +20 | ----- | (Wise Gryphon) Aeolian Cassock | 46 | Wind PWR +15, Wind RES +50 | ----- | (Wyvern) Iris Robe | 47 | 15 LCK/Fire RES 20; 12PP/r | ----- | Treasure Isle Mysterious Robe | 48 | 20HP/round, 10PP/round | 38500 | Prox ________________|_____|____________________________|_______|________________ ________________ _________________________________________________________/ ARMLETS/GLOVES |_ ����������������|�����|����������������������������|�������|���������������� Padded Gloves | 2 | -------------------------- | 10 | --------------- Leather Armlet | 7 | -------------------------- | 180 | --------------- Leather Gloves | 10 | -------------------------- | 220 | --------------- Armlet | 17 | -------------------------- | 900 | --------------- Gauntlets | 23 | -------------------------- | 1600 | --------------- Heavy Armlet | 25 | -------------------------- | 2000 | --------------- Battle Gloves | 26 | ATK +8 | ----- | GS Transfer Vambrace | 27 | ATK +5 | ----- | GS Transfer Guardian Armlet | 27 | (USE: Boost DEF) | ----- | GS Transfer Silver Armlet | 30 | -------------------------- | 4000 | --------------- Clear Bracelet | 31 | Water PWR +25 | ----- | Forged Item War Gloves | 31 | ATK +10 | ----- | GS Transfer Spirit Gloves | 34 | All element PWR +5 | ----- | GS Transfer Virtuous Armlet | 35 | Fi/Wi PWR +10; Use: +100HP | ----- | GS Transfer Crafted Gloves | 35 | ATK +5 | ----- | Lemuria Spring Aura Gloves | 36 | (USE: Boost RES) | ----- | GS Transfer Aerial Gloves | 37 | AGL +30, Wind PWR +20 | ----- | Forged Item Spirit Armlet | 38 | Er/Wi PWR +10; Use: Elixir | ----- | Loho Leda's Bracelet | 38 | Wind PWR +30 | ----- | Lemuria Spring Jester's Armlet | 39 | Max PP +30 | ----- | Treasure Isle Spirit Gloves | 40 | PP +20 | ----- | Shaman Village Titan Gloves | 43 | HP +30 | ----- | Forged Item Riot Gloves | 45 | ATK +15, Crit% UP | ----- | (Minos Knight) Mythril Armlet | 46 | Crit% UP | ----- | Forged Item Big Bang Gloves | 47 | Fire PWR +40 | ----- | Forged Item ________________|_____|____________________________|_______|________________ ________ _________________________________________________________________/ SHIRTS |_ ����������������|�����|����������������������������|�������|���������������� Running Shirt | 1 | AGL +15 | ----- | Contigo (Slots) Silk Shirt | 6 | LCK +1 | ----- | Contigo (Slots) Mythril Shirt | 10 | HP +5 | ----- | Contigo (Slots) Golden Shirt | 12 | HP +10 | ----- | Special Event ________________|_____|____________________________|_______|________________ _______ __________________________________________________________________/ BOOTS |_ ����������������|�����|����������������������������|�������|���������������� Fur Boots | 2 | Water RES +15 | ----- | Contigo (Slots) Turtle Boots | 3 | AGL x0.5 | ----- | Islet Cave Quick Boots | 3 | AGL +20 | ----- | Contigo (Slots) Hyper Boots | 4 | Crit% UP | ----- | Contigo (Slots) Leather Boots | 6 | -------------------------- | 270 | --------------- Safety Boots | 12 | AGL x0.7 | 700 | Garoh Dragon Boots | 13 | Earth/Fire/Water RES +10 | ----- | Forged Item Golden Boots | 15 | AGL +30 | ----- | Special Event ________________|_____|____________________________|_______|________________ _______ __________________________________________________________________/ RINGS |_ ����������������|�����|����������������������������|�������|���������������� Adept Ring | --- | USE: 7PP Recovery | ----- | Contigo (Wheel) Cleric's Ring | --- | Negate curse penalties | ----- | GS Transfer Fairy Ring | --- | USE: Elixir | ----- | GS Transfer Golden Ring | --- | USE: Raise elemental RES | ----- | Special Event Guardian Ring | 4 | HP +20 | ----- | Yampi Desert Healing Ring | --- | USE: 70HP Recovery | ----- | (Nightmare) Sleep Ring | --- | USE: Sleep% | ----- | Contigo (Wheel) Spirit Ring | --- | USE: 160HP Recovery (all) | ----- | Forged Item Stardust Ring | --- | USE: Seal% | ----- | Forged Item Unicorn Ring | --- | USE: Cure Poison | ----- | (Sea Dragon) War Ring | --- | USE: Raise ATK | ----- | Contigo (Wheel) ________________|_____|____________________________|_______|________________ ____________ _____________________________________________________________/ MISCELLANY |_ ����������������|�����|����������������������������|�������|���������������� Mysterious Card | --- | Class Change: Pierrot | ----- | Kandorean Temp. Trainer's Whip | --- | Class Change: Tamer | ----- | Yampi Desert Tomegathericon | --- | Class Change: Dark Mage | ----- | Goba. Catacombs ________________|_____|____________________________|_______|________________ _______________________________________________________________________________ ������������������������������������������������������������������������������� DJINN LIST [DJNN] _______________________________________________________________________________ ������������������������������������������������������������������������������� They're listed in the order they can first be obtained, although since there is a little leeway on the order of some dungeons, it can vary slightly. Note that even backtracking to optional dungeons [etc.] is included in this list. GS:TLA has 44 natural always-there djinn, while the original 28 djinn from the first Golden Sun can be transferred for a grand total of 72. However, it is possible to get one Mercury/Jupiter djinni from the first GS but only if the GS1 transfer file was missing any of those types. [See walkthrough for locations.] ____ _________ ____ ________________________________ _______________________ | ## | NAME | EL | LOCATION | EFFECT | |����|���������|����|��������������������������������|�����������������������| | 01 | Echo | Er | World map (outside of Daila) | Damage | | 02 | Fog | Wi | Kandorean Temple | Damage + %Delusion | | 03 | Breath | Wa | Shrine of the Sea God | Heals HP (single) | | 04 | Cannon | Fi | Dehkan Plateau | Damage | | 05 | Iron | Er | World map (area near Madra) | Raise DEF (all) | | 06 | Sour | Wa | World map (Osenia Cave area) | Damage + %RES Down | | 07 | Blitz | Wi | Yampi Desert | Damage + %Paralysis | | 08 | Spark | Fi | Mikasalla (requires Scoop) | Revives ally | | 09 | Ether | Wi | Garoh (event after Air's Rock) | Heals PP (single) | | 10 | Kindle | Fi | Gondowan Cliffs | Raise ATK (all) | | 11 | Chill | Wa | World map (SW of Namibwe) | Damage + %DEF Down | | 12 | Spring | Wa | Equipped to Piers | Heals HP (single) | | 13 | Shade | Wa | Equipped to Piers | Halve damage (1 turn) | | 14 | Steel | Er | Gabomba Statue | Damage + %HP Drain | | 15 | Waft | Wi | Kibombo Mountains | Damage + %Sleep | | 16 | Char | Fi | Madra (trade Healing Fungus) | Damage + %Paralysis | | 17 | Mud | Er | Gabomba Catacombs | Lower DEF (all) | | 18 | Flower | Er | Taopo Swamp | Heal HP/Status (All) | | 19 | Coal | Fr | Izumo (trade Dancing Idol) | Raise AGL (all) | | 20 | Steam | Wa | Aqua Rock | Raise RES (all) | | 21 | Meld | Er | Sea of Time Islet (Islet Cave) | Damage | | 22 | Wheeze | Wi | World Map (SW of Tundaria Twr) | Damage + %D. Poison | | 23 | Reflux | Fi | Tundaria Tower | Phys-counter all atks | | 24 | Haze | Wi | Apojii Islands | Avoid damage (1 turn) | | 25 | Rime | Wa | Ancient Lemuria | %Seal (100%) | | 26 | Tinder | Fi | Hesperia Settlement | Revives ally | | 27 | Gel | Wa | Kalt Island | Damage + %ATK Down | | 28 | Core | Fi | World map (NW Atteka) | Damage (Ignores DEF?) | | 29 | Petra | Er | World map (NE Hisperia; river) | Target skips 1 turn | | 30 | Salt | Er | Contigo (Scoop bush blankspot) | Cure statuses (all) | | 31 | Aroma | Wi | Shaman Village (post-Trial R.) | Heals PP (all) | | 32 | Whorl | Wi | Jupiter Lighthouse | Damage + %Death | | 33 | Shine | Fi | Contigo (Force @ trunk by inn) | Damage | | 34 | Geode | Er | Atteka Inlet (Lift required) | Damage | | 35 | Eddy | Wa | Shaman Village Cave | Djinn recover aftr 1t | | 36 | Gasp | Wi | Trial Road | Damage + %Haunt | | 37 | Gale | Wi | Treasure Isle | Damage | | 38 | Fury | Fi | Magma Rock | Damage + %Haunt | | 39 | Lull | Wi | Loho (after using Magma Rock) | %Seal (100%) | | 40 | Mold | Er | Prox (Scoop from snowbank) | Damage | | 41 | Balm | Wa | Mars Lighthouse | Revive allies (all) | | 42 | Fugue | Fi | Mars Lighthouse | Lower PP (all) | | 43 | Crystal | Er | Yampi Desert Cave | Heals HP (all) | | 44 | Serac | Wa | Islet Cave (requires Teleport) | Damage | |____|_________|____|________________________________|_______________________| Here's a list of the djinni from the first Golden Sun, although as stated before, if all of them aren't transferred over, only two extra ones from that "era" can be found. Without a password, Isaac's team will only carry eighteen (18) djinn by default -- 4E, 4F, 5Wi, 5Wa. Either way, without all of them from the first Golden Sun, it'll be impossible to enter the final optional dungeon, Anemos Inner Sanctum, which requires all djinni to have been collected. NOTE: Minor spoilers for Golden Sun 1 if you read the location column ____ _________ ____ __________________________ _____________________ | ## | DJINNI | EL | LOCATION | EFFECT | |����|���������|����|��������������������������|���������������������| | 01 | Flint | Er | World map outside Vale | Physical damage | | 02 | Forge | Fi | Goma Cave | Raise party's ATK | | 03 | Gust | Wi | Bilibin | Wind-elem damage | | 04 | Granite | Er | Kolima | Lower next turn DMG | | 05 | Breeze | Wi | Tret Tree | Raise party's RES | | 06 | Fever | Fi | Imil Falls Cave | Damage + Delusion | | 07 | Fizz | Wa | Mia (Mercury Lighthouse) | Heal HP | | 08 | Sleet | Wa | Mercury Lighthouse | Lower foe's ATK | | 09 | Zephyr | Wi | Fuchin Falls Cave | Raise party's AGL | | 10 | Quartz | Er | Mogall Forest | Revive fallen ally | | 11 | Mist | Wa | Xian | Puts foe to sleep | | 12 | Corona | Fi | North of Xian (Island) | Raise party's DEF | | 13 | Spritz | Wa | Altin Peak (lowest mine) | Heal HP to party | | 14 | Smog | Wa | Lamakan Desert | Deludes foe | | 15 | Vine | Er | World map (NE of Kalay) | Drops foes' AGL | | 16 | Scorch | Fi | Kalay Tunnel | Damage + %Stunned | | 17 | Sap | Er | Vault Cave | Damage + HP Drain | | 18 | Kite | Wi | Vale Cave | 2 attks next round! | | 19 | Ember | Fi | Tolbi | Restore allies' PP | | 20 | Hail | Wa | NW of Tolbi (by bridge) | Damage + lower DEF | | 21 | Ground | Er | Kalay Docks | Foe loses its turn! | | 22 | Squall | Wi | Altmiller Cave | Damage + %Paralyze | | 23 | Tonic | Wa | Lunpa Fortress | Cure all statuses | | 24 | Flash | Fi | Suhalla Desert | Blocks most damage | | 25 | Dew | Wa | Suhalla Gate | Revive downed ally | | 26 | Torch | Fi | Lalivero | Damage (Ignore DEF) | | 27 | Luff | Wi | Babi Lighthouse | Seals foe psynergy | | 28 | Bane | Er | Crossbone Isle [B6] | Damage + %Venom | |____|_________|____|__________________________|_____________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� PSYNERGY LIST [PYNR] _______________________________________________________________________________ ������������������������������������������������������������������������������� Psynergy is the "magic" of this game, and comes in a few categories: Field, Attack, Status, and Medicinal. Because GS:TLA introduces a special method to force class changes (and the psynergy that goes with it), that gets a new category even if the abilities can be put elsewhere. ______________ �������������� FIELD PSYNERGY ______________ �������������� This category deals with special abilities that can be used on the field, i.e. walking around towns and dungeons. Since the amount of this type has doubled since the first Golden Sun, it should come as no surprise that these are used primarily for puzzle-solving aspects. [Gale and Whirlwind psynergy function the same but are learned by different classes.] _______________ ____ ___ _________________________________ ________________ | PSYNERGY | PP | R | EFFECT | ITEM USED... | |���������������|����|���|���������������������������������|����������������| | Avoid | 05 | - | Enemy encounters will decrease | -------------- | | Blaze | 01 | - | Use fire source to light others | -------------- | | Burst | 02 | - | Destroy/open cracked objects | Burst Brooch | | Carry | 02 | - | Levitate & move special blocks | Carry Stone | | Catch | 01 | - | Retrieve out-of-range items | Catch Beads | | Cloak | 01 | - | Become invisible in the shadows | Cloak Ball | | Cyclone | 02 | - | Clears away underbrush/weeds | Cyclone Chip | | Douse | 05 | - | Use water to fill/douse objects | Douse Drop | | Force | 02 | - | Knock over out-of-range objects | Orb of Force | | Frost | 05 | - | Create ice pillars from puddles | Frost Jewel | | Gale | 03 | - | Removes overgrowth from objects | -------------- | | Growth | 04 | - | Grow vines to scale cliffsides | -------------- | | Halt | 02 | - | Temporarily stop moving objects | Halt Gem | | Hover | 02 | - | Temporarily hover (purple pads) | Hover Jade | | Lash | 01 | - | Uncoil ropes to make new paths | Lash Pebble | | Lift | 02 | - | Levitates certain tiny boulders | Lifting Gem | | Mind Read | 01 | - | Read NPCs' innermost thoughts | -------------- | | Move | 02 | - | Push/pull/move certain objects | -------------- | | Parch | 02 | - | Evaporate small pools of water | -------------- | | Pound | 02 | - | Removes stake (etc) impedements | Pound Cube | | Retreat | 06 | - | Warp back to dungeon's entrance | -------------- | | Reveal | 01 | - | Find things hidden by illusions | -------------- | | Sand | 02 | - | Hide in sand (bypass obstacles) | -------------- | | Scoop | 01 | - | Uncover buried objects or paths | Scoop Gem | | Teleport | 03 | - | Navigate dungeons/revisit towns | Teleport Lapis | | Tremor | 01 | - | Shake objects loose/off obstcls | Tremor Bit | | Whirlwind | 05 | - | Removes overgrowth from objects | -------------- | |_______________|____|___|_________________________________|________________| _______________ ��������������� ATTACK PSYNERGY _______________ ��������������� Attack psynergy specializes in -- you guessed it -- ATTACKING the enemy, dealing tangible damage. Here's a list of the typical mundane stuff; if you want to see the full brunt of the special classes' unique abilities, look in the section right after this one. _______________ ____ ___ ____________ _______________ ____ ___ ____________ | SERIES | PP | R | EFFECT | | SERIES | PP | R | EFFECT | |���������������|����|���|������������| |���������������|����|���|������������| | Quake | 02 | 3 | Earth DMG | | Spire | 05 | 1 | Earth DMG | | Earthquake | 04 | 5 | Earth DMG | | Clay Spire | 13 | 3 | Earth DMG | | Quake Sphere | 14 | 7 | Earth DMG | | Stone Spire | 22 | 3 | Earth DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Gaia | 07 | 3 | Earth DMG | | Rockfall | 05 | 3 | Earth DMG | | Mother Gaia | 17 | 5 | Earth DMG | | Rockslide | 15 | 5 | Earth DMG | | Grand Gaia | 32 | 5 | Earth DMG | | Avalanche | 30 | 5 | Earth DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Growth | 04 | 1 | Earth DMG | | Thorn | 06 | 3 | Earth DMG | | Mad Growth | 10 | 3 | Earth DMG | | Briar | 11 | 3 | Earth DMG | | Wild Growth | 19 | 5 | Earth DMG | | Nettle | 23 | 5 | Earth DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| | Punji | 07 | 3 | Earth DMG | | Punji Pit | 13 | 3 | Earth DMG | | Punji Strike | 24 | 5 | Earth DMG | |_______________|____|___|____________| _______________ ____ ___ ____________ _______________ ____ ___ ____________ | SERIES | PP | R | EFFECT | | SERIES | PP | R | EFFECT | |���������������|����|���|������������| |���������������|����|���|������������| | Flare | 04 | 3 | Fire DMG | | Fire | 06 | 3 | Fire DMG | | Flare Wall | 07 | 3 | Fire DMG | | Fireball | 12 | 5 | Fire DMG | | Flare Storm | 12 | 3 | Fire DMG | | Inferno | 23 | 5 | Fire DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Volcano | 06 | 1 | Fire DMG | | Blast | 07 | 3 | Fire DMG | | Eruption | 14 | 3 | Fire DMG | | Nova | 13 | 5 | Fire DMG | | Pyroclasm | 29 | 5 | Fire DMG | | Supernova | 31 | 7 | Fire DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Blast | 05 | 3 | Fire DMG | | Fire Bomb | 05 | 3 | Fire DMG | | Mad Blast | 09 | 5 | Fire DMG | | Cluster Bomb | 11 | 5 | Fire DMG | | Fiery Blast | 19 | 7 | Fire DMG | | Carpet Bomb | 29 | 7 | Fire DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Lava Shower | 04 | 1 | Fire DMG | | Fume | 06 | 1 | Fire DMG | | Molten Bath | 12 | 3 | Fire DMG | | Serpent Fume | 14 | 1 | Fire DMG | | Magma Storm | 27 | 5 | Fire DMG | | Dragon Fume | 35 | 1 | Fire DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Raging Heat | 09 | 5 | Fire DMG | | Juggle | 07 | 3 | Fire DMG | | Fiery Abyss | 18 | 5 | Fire DMG | | Heat Juggle | 13 | 5 | Fire DMG | | Dire Inferno | 32 | 7 | Fire DMG | | Fiery Juggle | 25 | 5 | Fire DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| | Beam | 07 | 3 | Fire DMG | | Cycle Beam | 14 | 5 | Fire DMG | | Searing Beam | 36 | 9 | Fire DMG | |_______________|____|___|____________| _______________ ____ ___ ____________ _______________ ____ ___ ____________ | SERIES | PP | R | EFFECT | | SERIES | PP | R | EFFECT | |���������������|����|���|������������| |���������������|����|���|������������| | Whirlwind | 05 | 3 | Wind DMG | | Ray | 06 | 3 | Wind DMG | | Tornado | 14 | 5 | Wind DMG | | Storm Ray | 10 | 3 | Wind DMG | | Tempest | 27 | 5 | Wind DMG | | Destruct Ray | 21 | 3 | Wind DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Plasma | 08 | 3 | Wind DMG | | Bolt | 04 | 1 | Wind DMG | | Shine Plasma | 18 | 5 | Wind DMG | | Flash Bolt | 07 | 3 | Wind DMG | | Spark Plasma | 37 | 7 | Wind DMG | | Blue Bolt | 14 | 3 | Wind DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Slash | 04 | 1 | Wind DMG | | Gale | 03 | 3 | Wind DMG | | Wind Slash | 09 | 3 | Wind DMG | | Typhoon | 12 | 5 | Wind DMG | | Sonic Slash | 20 | 5 | Wind DMG | | Hurricane | 25 | 5 | Wind DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| | Thunderclap | 09 | 3 | Wind DMG | | Thunderbolt | 19 | 5 | Wind DMG | | Thunderstorm | 39 | 7 | Wind DMG | |_______________|____|___|____________| _______________ ____ ___ ____________ _______________ ____ ___ ____________ | SERIES | PP | R | EFFECT | | SERIES | PP | R | EFFECT | |���������������|����|���|������������| |���������������|����|���|������������| | Frost | 05 | 3 | Water DMG | | Ice | 05 | 1 | Water DMG | | Tundra | 08 | 3 | Water DMG | | Ice Horn | 11 | 3 | Water DMG | | Glacier | 15 | 3 | Water DMG | | Ice Missile | 23 | 3 | Water DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Douse | 05 | 3 | Water DMG | | Prism | 07 | 3 | Water DMG | | Drench | 10 | 3 | Water DMG | | Hail Prism | 16 | 5 | Water DMG | | Deluge | 20 | 5 | Water DMG | | Freeze Prism | 31 | 5 | Water DMG | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Froth | 05 | 3 | Water DMG | | Cool | 06 | 3 | Water DMG | | Froth Sphere | 12 | 5 | Water DMG | | Supercool | 14 | 5 | Water DMG | | Froth Spiral | 31 | 7 | Water DMG | | Megacool | 33 | 7 | Water DMG | |_______________|____|___|____________| |_______________|____|___|____________| Some attack psynergy is unique to a class, and those are listed below. They don't typically come in a series, so I'll just pair them by elements. An asterisk (*) means the attack upgrades (supersedes) the psynergy listed right above it. Upgrading happens occasionally when a class gets enough djinn, and a lower ability gets revamped to suit the newfound power. ________________ ____ ___ ______ ___________________________ | PSYNERGY | PP | R | ELEM | EFFECT | |����������������|����|���|������|���������������������������| | Ragnarok | 07 | 1 | Erth | Earth damage | *| Odyssey | 18 | 1 | Erth | Earth damage | | Demon Night | 12 | 3 | Erth | Earth damage + %Haunted | | Helm Splitter | 08 | 1 | Erth | Earth damage + %Paralysis | *| Skull Splitter | 08 | 1 | Erth | Earth damage + %Paralysis | | Sabre Dance | 07 | 1 | Erth | Earth damage | | Demon Night | 12 | 3 | Erth | Earth damage + %Haunt | *| Thorny Grave | 24 | 3 | Erth | Earth damage + %Haunt | | Heat Wave | 06 | 1 | Fire | Fire damage | *| Liquifier | 17 | 1 | Fire | Fire damage | | Dragon Cloud | 06 | 1 | Fire | Fire damage | *| Epicenter | 33 | 1 | Fire | Fire damage | | Planet Diver | 07 | 1 | Fire | Fire damage | *| Planetary | 19 | 1 | Fire | Fire damage | | Fire Breath | 13 | 3 | Fire | Fire damage | | Fire Puppet | 07 | 3 | Fire | Fire damage + %Paralysis | | Astral Blast | 05 | 1 | Wind | Wind damage | *| Thunder Mine | 16 | 1 | Wind | Wind damage | | Shuriken | 08 | 3 | Wind | Wind damage | | Poison Flow | 28 | 5 | Wind | Wind damage + %D. Poison | | Quick Strike | 12 | 1 | Wind | Wind damage | | Death Plunge | 14 | 1 | Wind | Wind damage + %Paralysis | *| Death Leap | 22 | 1 | Wind | Wind damage + %Paralysis | | Whiplash | 06 | 1 | Wind | Wind damage | | Backstab | 16 | 1 | Wind | Wind damage | | Cutting Edge | 05 | 1 | Watr | Water damage | *| Plume Edge | 15 | 1 | Watr | Water damage | | Diamond Dust | 06 | 1 | Watr | Water damage | *| Diamond Berg | 17 | 1 | Watr | Water damage | |________________|____|___|______|___________________________| ______________________ ���������������������� SPECIAL-CLASS PSYNERGY ______________________ ���������������������� The game has three special class groups (Pierrot, Tamer, Necro Mage) taught by the Mysterious Card, Trainer's Whip, and Tomegathericon, respectively. As they're points of interest and have their own unique psynergies, I figure it might be wise to group them here (even if there was a little overlap earlier). PIERROT ������� The Pierrot abilities are typical of a court jester and have trickery and pranks involved, although if you've ever heard of someone afraid of clowns, those sinister undertones surface here as well with some downright nasty attacks! _______________ ____ ___ ______________________________ | PSYNERGY | PP | R | EFFECT | |���������������|����|���|������������������������������| | Baffle Card | 04 | 3 | %Delusion | | Juggle | 07 | 3 | Fire-elemental damage | | Avoid | 05 | - | Reduces frequency of attacks | | Sword Card | 06 | 1 | %ATK Down | | Sabre Dance | 07 | 1 | Earth-elemental damage | | Flame Card | 11 | 3 | Fire-elemental damage | | Sleep Card | 05 | 3 | %Sleep | | Heat Juggle | 13 | 5 | Fire-elemental damage | | Fire Breath | 13 | 3 | Fire-elemental damage | | Thunder Card | 17 | 3 | Wind-elemental damage | | Death Card | 08 | 1 | %Instant Death | | Backstab | 16 | 1 | Wind-elemental damage | | Bramble Card | 22 | 3 | Earth-elemental damage | | Fiery Juggle | 25 | 5 | Fire-elemental damage | | Frost Card | 28 | 3 | Water-elemental damage | |_______________|____|___|______________________________| TAMER ����� This class deals with, as its name suggests, training beasts. However, there is no pokemon-style catching and training; the beasts' use is in name only. Unlike some of the other classes, this one has a lot of ability upgrades depending on which of the four evolutions the person's in. [NOTE: You don't need to have encountered the titular beasts in order to use them, or anything along those lines.] _______________ ____ ___ ______________________________ | PSYNERGY | PP | R | EFFECT | |���������������|����|���|������������������������������| | Wild Wolf | 03 | 1 | Physical damage | | Orc | 03 | 1 | Physical damage | | Dinox | 03 | 1 | Earth-elemental damage | | Troll | 03 | 1 | Earth-elemental damage | | Cure Poison | 05 | 1 | Cures Poison/Deadly Poison | | Impact | 07 | 1 | Raises ally's ATK | | Pixie | 05 | 1 | Heals ~115 HP | | Faery | 05 | 1 | Heals ~120 HP | | Weird Nymph | 05 | 1 | Heals ~125 HP | | Whiplash | 06 | 1 | Physical damage | | Salamander | 07 | 3 | Fire-elemental damage | | Cerberus | 07 | 3 | Fire-elemental damage | | Chimera | 07 | 3 | Fire-elemental damage | | Macetail | 07 | 3 | Fire-elemental damage | | Restore | 03 | 1 | Cures Sleep/Paralyz/Delusion | | Elder Wood | 14 | 9 | Heals ~170 HP | | Estre Wood | 14 | 9 | Heals ~180 HP | | Emu | 10 | 1 | Wind-elemental damage | | Harpy | 10 | 1 | Wind-elemental damage | | Gryphon | 10 | 1 | Wind-elemental damage | | Minotaur | 10 | 1 | Earth-elemental damage | | High Impact | 12 | 9 | Raises allies' ATK | | Succubus | 09 | 1 | Heals ~250 HP | | Lich | 10 | 1 | Revives target | | Phoenix | 10 | 1 | Revives target | | Manticore | 18 | 9 | Heals ~300 HP | | Wyvern | 17 | 5 | Fire-elemental damage | | Blue Dragon | 17 | 5 | Fire-elemental damage | | Fire Dragon | 17 | 5 | Fire-elemental damage | | Roc | 22 | 1 | Physical damage | | Grand Golem | 22 | 1 | Earth-elemental damage | | Living Armor | 22 | 1 | Earth-elemental damage | | Ghost Soldier | 22 | 1 | Wind-elemental damage | |_______________|____|___|______________________________| NECRO MAGE ���������� As its name suggests, this class practices the dark arts and finds itself at home among zombies, death, and other macabre things. It gets some very hard-hitting attacks later on (Summon Dullahan in particular) so it's not a mere trifle. _______________ ____ ___ ______________________________ | PSYNERGY | PP | R | EFFECT | |���������������|����|���|������������������������������| | Call Zombie | 05 | 1 | Water-elemental damage | | Raging Heat | 09 | 5 | Fire-elemental damage | | Haunt | 05 | 3 | %Haunt | | Revive | 15 | 1 | Revive from KO at full HP | | Fire Puppet | 07 | 3 | Fire-elemental DMG + %Parlyz | | Fiery Abyss | 18 | 5 | Fire-elemental damage | | Curse | 06 | 1 | %Curse | | Call Demon | 13 | 1 | Earth-elemental damage | | Condemn | 08 | 1 | %Instant Death | | Drain | 03 | 1 | Drains foe's HP to fill own | | Poison Flow | 28 | 5 | Wind-elem DMG + %D. Poison | | Psy Drain | -- | 1 | Drains foe's PP to fill own | | Call Dullahan | 21 | 1 | Wind-elemental damage | | Dire Inferno | 32 | 7 | Fire-elemental damage | |_______________|____|___|______________________________| _______________ ��������������� STATUS PSYNERGY _______________ ��������������� This branch of psynergy deals with augmenting the team's stats with positive augmentations, lowering enemy stats (debuffing), and inflicting abnormalities on the opposition. _______________ ____ ___ ____________ _______________ ____ ___ ____________ | SERIES | PP | R | EFFECT | | SERIES | PP | R | EFFECT | |���������������|����|���|������������| |���������������|����|���|������������| | Guard | 03 | 1 | Raises DEF | | Impact | 07 | 1 | Raises ATK | | Guardian | 03 | 9 | Raises DEF | | High Impact | 12 | 9 | Raises ATK | | Protect | 05 | 1 | Raises DEF | | Demon Spear | 07 | 1 | Raises ATK | | Protector | 05 | 9 | Raises DEF | | Angel Spear | 07 | 9 | Raises ATK | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Ward | 03 | 1 | Raises RES | | Sword Card | 06 | 1 | %ATK Down | | Resist | 05 | 9 | Raises RES | | Sleep Card | 05 | 3 | %Sleep | | Magic Shell | 03 | 1 | Raises RES | | Baffle Card | 04 | 3 | %Delusion | | Magic Shield | 05 | 9 | Raises RES | | Death Card | 08 | 1 | %Death | |_______________|____|___|____________| |_______________|____|___|____________| |���������������|����|���|������������| |���������������|����|���|������������| | Sleep | 05 | 3 | %Sleep | | Dull | 06 | 1 | %ATK Down | | Bind | 04 | 1 | %Seal | | Blunt | 11 | 3 | %ATK Down | | Delude | 04 | 3 | %Delusion | | Impair | 04 | 1 | %DEF Down | | Mist | 04 | 3 | %Delusion | | Debilitate | 06 | 3 | %DEF Down | | Haunt | 05 | 3 | %Haunt | | Weaken | 04 | 1 | %RES Down | | Curse | 06 | 1 | %Curse | | Enfeeble | 06 | 3 | %RES Down | | Condemn | 08 | 1 | %Death | |_______________|____|___|____________| | Annihilation | 18 | 1 | %Death | |_______________|____|___|____________| __________________ ������������������ MEDICINAL PSYNERGY __________________ ������������������ This type of psynergy corresponds to the team's wellbeing, and consists of healing abilities and status-alleviators, primarily. _______________ ____ ___ _________________________________________________ | PSYNERGY | PP | R | EFFECT | |���������������|����|���|�������������������������������������������������| | Aura | 07 | 9 | Heals ~50 HP | | Cool Aura | 16 | 9 | Heals ~200 HP | | Cure | 03 | 1 | Heals ~70 HP | | Cure Poison | 05 | 1 | Cures Poison/Deadly Poison | | Cure Well | 07 | 1 | Heals ~150 HP | | Drain | 03 | 1 | Drains HP from target to cure self | | Elder Wood | 14 | 9 | Heals ~170 HP | | Estre Wood | 14 | 9 | Heals ~180 HP [Elder Wood Upgrade] | | Faery | 05 | 1 | Heals ~120 HP | | Healing Aura | 11 | 9 | Heals ~100 HP | | Lich | 10 | 1 | Revives target | | Manticore | 18 | 9 | Heals ~300 HP | | Phoenix | 10 | 1 | Revives target [Lich Upgrade] | | Pixie | 05 | 1 | Heals ~115 HP | | Ply | 04 | 1 | Heals ~100 HP | | Ply Well | 08 | 1 | Heals ~300 HP | | Potent Cure | 10 | 1 | Heals ~300 HP | | Psy Drain | -- | 1 | Drains PP from target to cure self | | Pure Ply | 12 | 1 | Heals ~1000 HP | | Pure Wish | 20 | 9 | Heals ~400 HP | | Revive | 15 | 1 | Revives target with full health | | Restore | 03 | 1 | Cures Sleep, Paralysis, and Delusion | | Succubus | 09 | 1 | Heals ~250 HP | | Weird Nymph | 05 | 1 | Heals ~120 HP | | Wish | 09 | 9 | Heals ~80 HP | | Wish Well | 13 | 9 | Heals ~160 HP | |_______________|____|___|_________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� CLASS OVERVIEW [CLSS] _______________________________________________________________________________ ������������������������������������������������������������������������������� 1) Earth Classes ...................................................... ERCL 2) Fire Classes ....................................................... FRCL 3) Wind Classes ....................................................... WNCL 4) Water Classes ...................................................... WTCL 5) Equip-Item Classes ................................................. EQCL The classes in GS:TLA are almost identical to the ones in the previous game, except, with a new djinn-carrying limit (9 instead of 7), each series ends up getting a new class or two, while some had their limits tweaked a bit. A few of the unique classes (Ninja, Samurai, etc.) even got their own families, while some equippable items can now forcebally change one's class to a unique one. All in all, lots of fun, fun changes! NOTE: Any class can become a Dragoon/Ninja/Samurai-type class, but none have differing psynergy-learning paths. For this reason, it's listed once (in Earth section) and not anywhere else. I use a special abbreviation table to make the charts, and while they're probably self-explanitory, here's a short overview on how to read them. Level (LV) Element/Type Abbreviation of Earth-Type Learned At Of Psynergy / Classes (First Letter in \____ ______|________ ______/________ Name, Left to Right) | LV | ERTH PSYNERGY | S Q G L S | |����|���������������|���������������| | -- | Cure | X-------> | | 02 | Quake | X | | 04 | Earthquake | X-------> | | 06 | Spire | X---> | |____|_______________|_______________| To read this example, find the Quake Line. It has one "X" all the way at the farthest "S" (denoting the Slayer class, the highest in the family). Since there is no arrow or anything before it, it means Quake is only learned in that class and will be lost in a class change. Earthquake, on the other hand, has an arrow going from the first to last class, signifying that every class will learn it at the given level. Spire is learned at the middle class ("G" for Gallant), and while every class past there will learn it, the two that preface it will not. If you have trouble reading the chart, email me and I'll help y'work it out. ________________________ ������������������������ EARTH CLASSES [ERCL] ________________________ ������������������������ Earth classes relate to Felix and Isaac. _____________ _________________ _______________________________ | EARTH CLASS | ERT FIR WIN WAT | HP PP ATK DEF AGL LCK | |�������������|�����������������|�������������������������������| | Squire | 0 --- --- --- | 110% 80% 110% 100% 110% 100% | | Knight | 2 --- --- --- | 130% 90% 120% 110% 120% 100% | | Gallant | 4 --- --- --- | 150% 100% 130% 120% 130% 100% | | Lord | 6 --- --- --- | 170% 110% 140% 130% 140% 100% | | Slayer | 8 --- --- --- | 190% 120% 150% 140% 150% 100% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Brute | --- 1 --- --- | 100% 70% 120% 90% 110% 70% | | Ruffian | --- 2 --- --- | 120% 80% 130% 100% 120% 70% | | Savage | --- 4 --- --- | 140% 90% 140% 110% 130% 70% | | Barbarian | --- 5 --- --- | 160% 100% 150% 120% 140% 70% | | Berserker | 1 6 --- --- | 180% 110% 160% 130% 150% 70% | | Chaos Lord | 2 7 --- --- | 200% 120% 170% 140% 160% 70% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Apprentice | --- --- 1 --- | 100% 120% 110% 100% 120% 90% | | Illusionist | --- --- 2 --- | 120% 130% 120% 110% 130% 90% | | Enchanter | --- --- 4 --- | 140% 140% 130% 120% 140% 90% | | Conjurer | 3 --- 6 --- | 170% 160% 140% 130% 160% 90% | | War Adept | 2 --- 7 --- | 190% 170% 160% 140% 170% 90% | | Shaman | --- --- 7 --- | 120% 150% 110% 110% 130% 100% | | Druid | 1 --- 8 --- | 150% 170% 130% 130% 140% 100% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Swordsman | --- --- --- 1 | 100% 90% 110% 110% 90% 120% | | Defender | --- --- --- 2 | 120% 100% 120% 120% 100% 120% | | Cavalier | --- --- --- 4 | 140% 110% 130% 130% 100% 120% | | Shaman | --- --- --- 6 | 120% 150% 110% 110% 130% 100% | | Guardian | 1 --- --- 6 | 170% 130% 140% 140% 130% 120% | | Druid | 1 --- --- 8 | 150% 170% 140% 130% 140% 100% | | Protector | 2 --- --- 7 | 190% 140% 160% 150% 130% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Dragoon | --- 3 --- 3 | 160% 130% 140% 140% 110% 120% | | Templar | --- 4 --- 4 | 180% 140% 150% 150% 120% 120% | | Paladin | --- 4 --- 5 | 200% 150% 160% 160% 130% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Ninja | --- 3 3 --- | 160% 140% 150% 120% 170% 90% | | Disciple | --- 4 4 --- | 180% 150% 160% 130% 180% 90% | | Master | --- 4 5 --- | 200% 160% 170% 140% 190% 90% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Samurai | --- 4 3 --- | 190% 130% 150% 140% 140% 95% | | Ronin | --- 5 4 --- | 190% 140% 160% 150% 150% 95% | |_____________|_________________|_______________________________| ____ _______________ _______________ ____ _______________ _______________ | LV | ERTH PSYNERGY | S Q G L S | | LV | FIRE PSYNERGY | B R S B B C | |����|���������������|���������������| |����|���������������|���������������| | -- | Cure | X-------> | | -- | Growth | X---------> | | 02 | Quake | X-------> | | 06 | Blast | X---------> | | 04 | Earthquake | X-------> | | 07 | Spire | X-----> | | 06 | Spire | X-------> | | 09 | Impair | X-----> | | 07 | Gaia | X---> | | 12 | Mad Growth | X---------> | | 10 | Cure Well | X-------> | | 13 | Planet Diver | X---------> | | 13 | Ragnarok | X-------> | | 16 | Nova | X---------> | | 14 | Quake Sphere | X-------> | | 17 | Haunt | X---------> | | 19 | Revive | X---> | | 19 | Revive | X-----> | | 20 | Clay Spire | X-------> | | 20 | Clay Spire | X-----> | | 24 | Mother Gaia | X---> | | 23 | Debilitate | X-----> | | 26 | Potent Cure | X-------> | | 24 | Curse | X---------> | | 42 | Stone Spire | X-------> | | 28 | Wild Growth | X---------> | | 54 | Grand Gaia | X---> | | 29 | Condemn | X---------> | |____|_______________|_______________| | 40 | Supernova | X---------> | ____ _______________ _______________ | 42 | Stone Spire | X-----> | | LV | WIND PSYNERGY | A I E C W S D | |____|_______________|_______________| |����|���������������|���������������| ____ _______________ _______________ | -- | Delude | X-------> | | LV | WATR PSYNERGY | S D C G P S D | | | Cure | X-> | |����|���������������|���������������| | 02 | Bolt | X-> | | -- | Ply | X-----> | | 03 | Growth | X-> | | | Cure | X-> | | 05 | Impact | X---> | | | Growth | X-> | | | Ward | X-> | | 02 | Froth | X-> | | 06 | Ward | X---> | | 04 | Thorn | X-------> | | | Gaia | X-------> | | 05 | Cure Poison | X-----------> | | | Flash Bolt | X-> | | 06 | Avoid | X-----> | | 09 | Weaken | X-------> | | 08 | Wish | X-------> | | 10 | Cure Well | X-> | | 10 | Mad Blast | X-------> | | 11 | Astral Blast | X-------> | | | Cure Well | X-> | | 12 | Mad Growth | X-> | | 11 | Cutting Edge | X---> | | 14 | Sleep | X-------> | | | Plume Edge | X-> | | 17 | Haunt | X-------> | | 12 | Mad Growth | X-> | | 18 | Bind | X-> | | 13 | Restore | X-----------> | | 19 | Revive | X-> | | 14 | Briar | X-------> | | 21 | High Impact | X---> | | 14 | Froth Spiral | X-> | | 22 | Resist | X---> | | 16 | Ply Well | X-------> | | | Blue Bolt | X-> | | 19 | Revive | X-----------> | | 23 | Resist | X-> | | 22 | Wish Well | X-------> | | 24 | Mother Gaia | X-------> | | 26 | Potent Cure | X-> | | 25 | Enfeeble | X-------> | | 28 | Wild Growth | X-> | | 26 | Potent Cure | X-> | | 30 | Break | X-------> | | 29 | Wild Growth | X-> | | 34 | Break | X-> | | 31 | Drain | X-----------> | | | Pure Ply | X-----> | | 39 | Psy Drain | X-----------> | | 36 | Nettle | X ------> | | 54 | Grand Gaia | X-------> | | 40 | Froth Spiral | X-> | |____|_______________|_______________| | 46 | Pure Wish | X ------> | ____ _______________ _______________ |____|_______________|_______________| | LV | DRAGOON PSYN. | D T P | ____ _______________ _______________ |����|���������������|���������������| | LV | NINJA PSYNRGY | N D M | | 02 | Blast | X---> | |����|���������������|���������������| | 04 | Thorn | X---> | | -- | Gale | X---> | | 05 | Cure Poison | X---> | | 04 | Punji | X---> | | 06 | Avoid | X---> | | 06 | Fire Bomb | X---> | | 08 | Wish | X---> | | 07 | Mist | X---> | | 10 | Mad Blast | X---> | | 08 | Thunderclap | X---> | | 11 | Cutting Edge | X-> | | 12 | Death Plunge | X | | | Plume Edge | X | | | Death Leap | X-> | | 13 | Restore | X---> | | 15 | Punji Trap | X---> | | 16 | Ply Well | X---> | | 16 | Cluster Bomb | X---> | | 22 | Wish Well | X---> | | 18 | Typhoon | X---> | | 27 | Fiery Blast | X---> | | 21 | Shuriken | X---> | | 34 | Pure Ply | X---> | | 26 | Thunderbolt | X---> | | 36 | Nettle | X---> | | 31 | Annihilation | X---> | | 46 | Wish | X---> | | 36 | Punji Strike | X---> | |____|_______________|_______________| | 40 | Carpet Bomb | X---> | ____ ________________ _______________ | 44 | Hurricane | X---> | | LV | SAMURAI PSYN. | S R | | 50 | Thunderhead | X---> | |����|����������������|���������������| |____|_______________|_______________| | 03 | Guardian | X-> | | 05 | Demon Spear | X-> | | 06 | Rockfall | X-> | | 08 | Lava Shower | X-> | | 10 | Magic Shell | X-> | | 12 | Dragon Cloud | X | | | Epicenter | X | | 15 | Protector | X-> | | 18 | Demon Night | X | | | Thorny Grave | X | | 21 | Angel Spear | X-> | | 22 | Molten Bath | X-> | | 24 | Rockslide | X-> | | 27 | Magic Shield | X-> | | 33 | Helm Splitter | X | | | Skull Splitter | X | | 40 | Quick Strike | X-> | | 48 | Magma Storm | X-> | | 54 | Avalanche | X-> | |____|________________|_______________| _______________________ ����������������������� FIRE CLASSES [FRCL] _______________________ ����������������������� This section relates to Jenna and Garet, although unlike the earth users, they have two separate base classes (which figures, since she's a mage and he ain't). _____________ _________________ _______________________________ | FIRE CLASS | ERT FIR WIN WAT | HP PP ATK DEF AGL LCK | |�������������|�����������������|�������������������������������| | Flame User | --- 1 --- --- | 100% 120% 100% 100% 100% 90% | | Witch | --- 2 --- --- | 110% 130% 110% 110% 130% 90% | | Hex | --- 4 --- --- | 130% 140% 120% 120% 140% 90% | | Fire Master | --- 6 --- --- | 150% 150% 130% 130% 150% 90% | | Justice | --- 8 --- --- | 170% 160% 140% 140% 160% 90% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Guard | --- 0 --- --- | 110% 80% 100% 110% 70% 100% | | Soldier | --- 2 --- --- | 130% 90% 110% 120% 80% 100% | | Warrior | --- 4 --- --- | 150% 100% 120% 130% 90% 100% | | Champion | --- 6 --- --- | 170% 120% 130% 140% 100% 100% | | Hero | --- 8 --- --- | 190% 120% 150% 150% 110% 100% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Brute | 1 --- --- --- | 100% 70% 120% 90% 110% 70% | | Ruffian | 2 --- --- --- | 120% 80% 130% 100% 120% 70% | | Savage | 4 --- --- --- | 140% 90% 140% 110% 130% 70% | | Barbarian | 5 --- --- --- | 160% 100% 150% 120% 140% 70% | | Berserker | 6 1 --- --- | 180% 160% 110% 130% 150% 70% | | Chaos Lord | 7 2 --- --- | 200% 120% 170% 140$ 160% 70% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Page | --- --- 1 --- | 100% 120% 110% 100% 120% 90% | | Illusionist | --- --- 2 --- | 120% 130% 120% 110% 130% 90% | | Enchanter | --- --- 4 --- | 140% 140% 130% 120% 140% 90% | | Conjurer | --- 1 6 --- | 170% 160% 140% 130% 160% 90% | | War Adept | --- 2 7 --- | 190% 170% 160% 140% 170% 90% | | Ascetic | --- --- 6 --- | 120% 140% 110% 120% 140% 120% | | Fire Monk | --- 1 7 --- | 160% 160% 140% 140% 160% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Swordsman | --- --- --- 1 | 100% 90% 110% 110% 90% 120% | | Defender | --- --- --- 2 | 120% 100% 120% 120% 100% 120% | | Cavalier | --- --- --- 4 | 140% 110% 130% 130% 110% 120% | | Luminier | --- 1 --- 6 | 170% 130% 140% 140% 130% 120% | | Radiant | --- 2 --- 7 | 190% 140% 150% 150% 140% 120% | | Ascetic | --- --- --- 7 | 120% 140% 110% 120% 140% 120% | | Water Monk | --- 1 --- 7 | 150% 160% 130% 140% 160% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Dragoon | --- 3 --- 3 | 160% 130% 140% 140% 110% 120% | | Templar | --- 4 --- 4 | 180% 140% 150% 150% 120% 120% | | Paladin | --- 4 --- 5 | 200% 150% 160% 160% 130% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Ninja | --- 3 3 --- | 160% 140% 150% 120% 170% 90% | | Disciple | --- 4 4 --- | 180% 150% 160% 130% 180% 90% | | Master | --- 4 5 --- | 200% 160% 170% 140% 190% 90% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Samurai | --- 4 3 --- | 190% 130% 150% 140% 140% 95% | | Ronin | --- 5 4 --- | 190% 140% 160% 150% 150% 95% | |_____________|_________________|_______________________________| ____ _______________ _______________ ____ _______________ _______________ | LV | ERTH PSYNERGY | B R S B B C | | LV | FIRE (G) PSY. | G S W C H | |����|���������������|���������������| |����|���������������|���������������| | -- | Growth | X---------> | | -- | Flare | X-------> | | 06 | Blast | X---------> | | 03 | Guard | X---> | | 07 | Spire | X-----> | | 04 | Fire | X-------> | | 09 | Impair | X-----> | | 06 | Flare Wall | X-------> | | 12 | Mad Growth | X---------> | | 08 | Volcano | X-------> | | 13 | Planet Diver | X---------> | | 09 | Impair | X---> | | 16 | Nova | X---------> | | 12 | Heat Wave | X---> | | 17 | Haunt | X---------> | | | Liquifier | X-> | | 19 | Revive | X-----> | | 14 | Fireball | X-------> | | 20 | Clay Spire | X-----> | | 15 | Protect | X---> | | 23 | Debilitate | X-----> | | 18 | Flare Storm | X-------> | | 24 | Curse | X---------> | | 22 | Eruption | X-------> | | 28 | Wild Growth | X---------> | | 26 | Debilitate | X---> | | 29 | Condemn | X---------> | | 36 | Inferno | X-------> | | 40 | Supernova | X---------> | | 48 | Pyroclasm | X-------> | | 42 | Stone Spire | X-----> | |____|_______________|_______________| |____|_______________|_______________| ____ _______________ _______________ ____ _______________ _______________ | LV | FIRE (J) PSY. | F W H F J | | LV | WIND PSYNERGY | P I E C W A F | |����|���������������|���������������| |����|���������������|���������������| | -- | Flare | X-------> | | -- | Delude | X-------> | | 05 | Fume | X-------> | | | Slash | X-> | | 06 | Flare Wall | X-------> | | 03 | Guard | X---> | | 07 | Beam | X-------> | | 05 | Impact | X---> | | 09 | Aura | X---> | | 06 | Ward | X-----------> | | 10 | Impair | X-------> | | 08 | Volcano | X-----------> | | 16 | Healing Aura | X---> | | 09 | Weaken | X-------> | | 18 | Flare Storm | X-------> | | | Plasma | X-> | | 21 | Cycle Beam | X-------> | | 10 | Wind Slash | X-> | | 23 | Debilitate | X-------> | | 11 | Astral Blast | X---> | | 26 | Serpent Fume | X-------> | | | Thunder Mine | X-> | | 33 | Cool Aura | X---> | | 14 | Sleep | X-------> | | 41 | Searing Beam | X-------> | | 15 | Protect | X---> | | 47 | Dragon Fume | X-------> | | 18 | Bind | X-> | |____|_______________|_______________| | 21 | High Impact | X---> | ____ _______________ _______________ | 22 | Eruption | X-> | | LV | WATER PSYNRGY | S D C L R A W | | 23 | Eruption | X-------> | |����|���������������|���������������| | 24 | Resist | X-> | | -- | Ply | X-----> | | 25 | Enfeeble | X-------> | | | Douse | X-> | | 26 | Shine Plasma | X-> | | 02 | Blast | X-------> | | 30 | Sonic Slash | X-> | | 03 | Guard | X-------> | | 31 | Drain | X-------> | | 05 | Cure Poison | X-----------> | | 33 | Drain | X-> | | 06 | Prism | X-> | | 39 | Psy Drain | X-------> | | | Avoid | X-----> | | 41 | Psy Drain | X-> | | 08 | Wish | X---> | | 48 | Pyroclasm | X-----------> | | | Volcano | X-> | | 50 | Spark Plasma | X-> | | 09 | Wish | X-> | |____|_______________|_______________| | 10 | Mad Blast | X-------> | | 11 | Cutting Edge | X-----> | | | Plume Edge | X | | 12 | Drench | X-> | | 13 | Restore | X-----------> | | 15 | Protect | X-------> | | 16 | Ply Well | X-----> | | 20 | Hail Prism | X-> | | 22 | Wish Well | X---> | | | Eruption | X-> | | 24 | Wish Well | X-> | | 28 | Fiery Blast | X-------> | | 30 | Deluge | X-> | | | Break | X-------> | | 34 | Break | X-> | _______________________ | | Pure Ply | X-----> | ����������������������� | 46 | Pure Wish | X-------> | WIND CLASSES [WNCL] | 48 | Pyroclasm | X-> | _______________________ | 52 | Freeze Prism | X-> | ����������������������� |____|_______________|_______________| (Applies to Ivan and Sheba) _____________ _________________ _______________________________ | WIND CLASS | ERT FIR WIN WAT | HP PP ATK DEF AGL LCK | |�������������|�����������������|�������������������������������| | Seer | 1 --- --- --- | 90% 130% 90% 90% 110% 100% | | Diviner | 2 --- --- --- | 110% 140% 100% 100% 120% 100% | | Shaman | 4 --- --- --- | 120% 150% 110% 110% 130% 100% | | Druid | 6 --- 1 --- | 150% 170% 130% 130% 150% 90% | | Oracle | 7 --- 2 --- | 170% 180% 140% 140% 170% 110% | | Enchanter | 7 --- --- --- | 140% 140% 130% 120% 140% 90% | | Conjurer | 7 --- 1 --- | 170% 160% 140% 130% 170% 90% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Wind Seer | --- --- 0 --- | 80% 140% 80% 90% 130% 110% | | Magician | --- --- 2 --- | 90% 150% 90% 100% 140% 110% | | Mage | --- --- 4 --- | 110% 160% 100% 110% 140% 110% | | Magister | --- --- 6 --- | 130% 170% 100% 120% 160% 110% | | Sorceror | --- --- 8 --- | 150% 180% 120% 130% 170% 110% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Pilgrim | --- 1 --- --- | 90% 120% 90% 100% 120% 120% | | Wanderer | --- 2 --- --- | 110% 130% 100% 110% 130% 120% | | Ascetic | --- 4 --- --- | 120% 140% 110% 120% 140% 120% | | Fire Monk | --- 6 1 --- | 150% 160% 130% 140% 160% 120% | | Guru | --- 7 2 --- | 170% 170% 150% 150% 160% 90% | | Enchanter | --- 7 --- --- | 140% 140% 130% 120% 140% 90% | | Conjurer | --- 7 1 --- | 170% 160% 150% 130% 160% 90% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Hermit | --- --- --- 1 | 80% 140% 80% 90% 130% 120% | | Elder | --- --- --- 2 | 90% 150% 90% 100% 140% 120% | | Scholar | --- --- --- 4 | 110% 160% 100% 110% 150% 120% | | Savant | --- --- --- 5 | 130% 170% 110% 120% 160% 120% | | Sage | --- --- 1 6 | 150% 180% 120% 130% 170% 120% | | Wizard | --- --- 2 7 | 180% 190% 130% 140% 180% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Medium | 3 --- --- 3 | 130% 170% 120% 120% 150% 90% | | Conjurer | 4 --- --- 4 | 140% 160% 120% 130% 160% 90% | | Dark Mage | 5 --- --- 4 | 160% 170% 130% 140% 170% 90% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Ranger | --- 3 --- 3 | 130% 160% 120% 120% 160% 120% | | Bard | --- 4 --- 4 | 150% 170% 140% 130% 170% 120% | | Warlock | --- 4 --- 5 | 170% 180% 150% 140% 180% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | White Mage | 3 --- --- 4 | 150% 180% 130% 130% 150% 130% | | Pure Mage | 4 --- --- 5 | 180% 190% 140% 140% 160% 120% | |_____________|_________________|_______________________________| ____ _______________ _______________ ____ _______________ _______________ | LV | ERTH PSYNERGY | S D S D O E C | | LV | FIRE PSYNERGY | P W A F G E C | |����|���������������|���������������| |����|���������������|���������������| | -- | Cure | X-------> | | -- | Slash | X-------> | | | Delude | X-> | | | Delude | X-> | | 02 | Bolt | X-------> | | 03 | Guard | X-> | | 03 | Growth | X-------> | | 05 | Impact | X-> | | 05 | Ward | X---> | | 06 | Ward | X-----------> | | | Imapct | X-> | | 08 | Volcano | X-------> | | 06 | Gaia | X-> | | 09 | Plasma | X-------> | | | Flash Bolt | X-------> | | | Weaken | X-> | | 09 | Weaken | X-> | | 10 | Wind Slash | X-------> | | 10 | Cure Well | X-------> | | 11 | Astral Blast | X | | 11 | Astral Blast | X | | | Thunder Mine | X | | | Thunder Mine | X | | 14 | Sleep | X-> | | 12 | Mad Growth | X-------> | | 15 | Protect | X-> | | 14 | Sleep | X-> | | 18 | Bind | X-------> | | 17 | Haunt | X-> | | 21 | High Impact | X-> | | 18 | Bind | X-------> | | 22 | Eruption | X---> | | 19 | Revive | X---> | | 23 | Eruption | X-> | | 20 | Curse | X-> | | 24 | Resist | X---> | | 21 | High Impact | X-> | | 25 | Enfeeble | X-> | | 22 | Blue Bolt | X-------> | | 26 | Shine Plasma | X-------> | | | Resist | X-> | | 30 | Sonic Slash | X-------> | | 23 | Resist | X---> | | 31 | Drain | X-> | | 24 | Mother Gaia | X-> | | 33 | Drain | X-------> | | 25 | Enfeeble | X-> | | 34 | Break | X-------> | | 26 | Potent Cure | X-------> | | 39 | Psy Drain | X-> | | 29 | Wild Growth | X-------> | | 41 | Psy Drain | X-------> | | 31 | Drain | X-----------> | | 48 | Pyroclasm | X-------> | | 39 | Psy Drain | X-----------> | | 50 | Spark Plasma | X-------> | | 54 | Grand Gaia | X-> | |____|_______________|_______________| |____|_______________|_______________| ____ _______________ _______________ ____ _______________ _______________ | LV | WIND PSYNERGY | H E S S S W | | LV | WIND PSYNERGY | W M M M S | |����|���������������|���������������| |����|���������������|���������������| | 01 | Impact | X---------> | | 01 | Whirlwind | X-------> | | 06 | Prism | X---------> | | 04 | Ray | X-------> | | 08 | Plasma | X---------> | | 05 | Impact | X-----> | | 12 | Wish | X-----> | | 06 | Ward | X---> | | 18 | Bind | X---------> | | 08 | Plasma | X-------> | | 21 | High Impact | X---------> | | 12 | Sleep | X-------> | | 22 | Hail Prism | X---------> | | 14 | Storm Ray | X-------> | | 24 | Wish Well | X-----> | | 17 | Bind | X-------> | | 26 | Shine Plasma | X---------> | | 18 | Tornado | X-------> | | 30 | Break | X---------> | | 21 | High Impact | X-----> | | 31 | Drain | X---------> | | 22 | Resist | X---> | | 39 | Psy Drain | X---------> | | 26 | Shine Plasma | X-------> | | 46 | Pure Wish | X-----> | | 36 | Destruct Ray | X-------> | | 50 | Spark Plasma | X---------> | | 44 | Tempest | X-------> | | 52 | Freeze Prism | X---------> | | 50 | Spark Plasma | X-------> | |____|_______________|_______________| |____|_______________|_______________| ____ _______________ _______________ ____ _______________ _______________ | LV | RANGER PSYNGY | M C D | | LV | MEDIUM PSYNGY | M C D | |����|���������������|���������������| |����|���������������|���������������| | -- | Douse | X---> | | -- | Cure | X---> | | | Slash | X---> | | 02 | Froth | X---> | | 06 | Ward | X---> | | | Bolt | X---> | | 08 | Volcano | X---> | | 06 | Flash Bolt | X---> | | 10 | Wind Slash | X---> | | 10 | Cure Well | X---> | | 12 | Drench | X---> | | 14 | Froth Sphere | X---> | | 18 | Bind | X---> | | 17 | Haunt | X---> | | 22 | Eruption | X---> | | 19 | Revive | X---> | | 24 | Resist | X---> | | 20 | Curse | X---> | | 30 | Sonic Slash | X---> | | 22 | Blue Bolt | X---> | | | Deluge | X---> | | 26 | Potent Cure | X---> | | 33 | Drain | X---> | | 29 | Condemn | X---> | | 34 | Break | X---> | | 31 | Drain | X---> | | 41 | Psy Drain | X---> | | 36 | Psy Drain | X---> | | 48 | Pyroclasm | X---> | | 40 | Froth Spiral | X---> | |____|_______________|_______________| |____|_______________|_______________| ____ _______________ _______________ | LV | WHITE MAGE P. | W P | |����|���������������|���������������| | 02 | Prism | X-> | | 05 | Cure Poison | X-> | | 06 | Ward | X-> | | 08 | Plasma | X-> | | 11 | Dull | X-> | | 12 | Wish | X-> | | 13 | Restore | X-> | | 17 | Revive | X-> | | 20 | Hail Prism | X-> | | 24 | Wish Well | X-> | | 26 | Shine Plasma | X-> | | 31 | Resist | X-> | | 37 | Blunt | X-> | | 46 | Spark Plasma | X-> | ________________________ | | Pure Wish | X-> | ������������������������ | 52 | Freeze Prism | X-> | WATER CLASSES [WTCL] |____|_______________|_______________| ________________________ ������������������������ Like Jenna and Garet, Piers and Mia share all classes except their base ones, being Mariner and Water Seer, respectively. _____________ _________________ _______________________________ | WATER CLASS | ERT FIR WIN WAT | HP PP ATK DEF AGL LCK | |�������������|�����������������|�������������������������������| | Water Seer | --- --- --- 0 | 90% 130% 90% 100% 80% 130% | | Scribe | --- --- --- 2 | 100% 140% 100% 110% 90% 130% | | Cleric | --- --- --- 4 | 120% 150% 110% 120% 100% 130% | | Paragon | --- --- --- 6 | 140% 160% 120% 130% 110% 130% | | Angel | --- --- --- 8 | 160% 170% 130% 140% 120% 130% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Mariner | --- --- --- 0 | 110% 90% 100% 100% 90% 120% | | Privateer | --- --- --- 2 | 130% 100% 110% 110% 100% 120% | | Commander | --- --- --- 4 | 150% 110% 120% 120% 110% 120% | | Captain | --- --- --- 6 | 170% 120% 130% 130% 120% 120% | | Admiral | --- --- --- 8 | 190% 130% 140% 140% 130% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Seer | 1 --- --- --- | 90% 130% 90% 90% 110% 100% | | Diviner | 2 --- --- --- | 110% 140% 100% 100% 120% 100% | | Shaman | 4 --- --- --- | 120% 150% 110% 110% 120% 100% | | Druid | 6 --- --- 1 | 150% 170% 130% 130% 150% 100% | | Oracle | 7 --- --- 2 | 170% 180% 140% 140% 170% 100% | | Cavalier | 7 --- --- --- | 140% 110% 130% 130% 110% 120% | | Guardian | 7 --- --- 1 | 170% 130% 140% 140% 130% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Pilgrim | --- 1 --- --- | 90% 120% 90% 100% 120% 120% | | Wanderer | --- 2 --- --- | 110% 130% 100% 110% 130% 120% | | Ascetic | --- 4 --- --- | 120% 140% 110% 120% 140% 120% | | Water Monk | --- 6 --- 1 | 150% 160% 130% 140% 160% 120% | | Guru | 2 7 --- --- | 170% 170% 150% 150% 170% 120% | | Cavalier | --- 7 --- --- | 140% 110% 130% 130% 110% 120% | | Luminier | 1 7 --- --- | 170% 130% 150% 140% 130% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Hermit | --- --- 1 --- | 80% 140% 80% 90% 130% 120% | | Elder | --- --- 2 --- | 90% 150% 90% 110% 140% 120% | | Scholar | --- --- 4 --- | 110% 160% 100% 110% 150% 120% | | Savant | --- --- 5 --- | 130% 170% 110% 120% 160% 120% | | Sage | --- --- 6 1 | 150% 180% 120% 130% 170% 120% | | Wizard | --- --- 2 7 | 180% 190% 130% 140% 180% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Medium | 3 --- --- 3 | 130% 170% 120% 120% 150% 90% | | Conjurer | 4 --- --- 4 | 140% 160% 120% 130% 160% 90% | | Dark Mage | 5 --- --- 4 | 160% 170% 130% 140% 170% 90% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Ranger | --- 3 --- 3 | 130% 160% 120% 120% 160% 120% | | Bard | --- 4 --- 4 | 150% 170% 140% 130% 170% 120% | | Warlock | --- 4 --- 5 | 170% 180% 150% 140% 180% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | White Mage | 3 --- --- 4 | 150% 180% 130% 130% 150% 130% | | Pure Mage | 4 --- --- 5 | 180% 190% 140% 140% 160% 120% | |_____________|_________________|_______________________________| ____ _______________ _______________ ____ _______________ _______________ | LV | ERTH PSYNERGY | S D S D O C G | | LV | FIRE PSYNERGY | P W A W G C L | |����|���������������|���������������| |����|���������������|���������������| | -- | Cure | X-------> | | -- | Douse | X-------> | | | Ply | X-> | | | Ply | X-> | | 02 | Froth | X-------> | | 02 | Blast | X-> | | 03 | Growth | X-------> | | 03 | Guard | X-> | | 04 | Thorn | X-> | | 05 | Cure Poison | X-----------> | | 05 | Cure Poison | X-----------> | | 06 | Prism | X-------> | | 06 | Avoid | X-> | | | Avoid | X-> | | 08 | Wish | X-------> | | 08 | Volcano | X---> | | 10 | Cure Well | X-------> | | | Wish | X-> | | | Mad Blast | X-> | | 09 | Wish | X---> | | 11 | Cutting Edge | X | | 10 | Mad Blast | X-> | | | Plume Edge | X | | 11 | Cutting Edge | X | | 12 | Mad Growth | X-------> | | | Plume Edge | X | | 13 | Restore | X-----------> | | 12 | Drench | X-------> | | 14 | Froth Sphere | X-------> | | 13 | Restore | X-----------> | | | Briar | X-> | | 15 | Protect | X-> | | 19 | Revive | X-------> | | 16 | Ply Well | X-> | | 22 | Wish Well | X-------> | | 20 | Hail Prism | X-------> | | 26 | Potent Cure | X-------> | | 22 | Eruption | X---> | | 29 | Wild Growth | X-------> | | | Wish Well | X-> | | 30 | Break | X-----------> | | 24 | Wish Well | X---> | | 34 | Pure Ply | X-> | | 28 | Fiery Blast | X-> | | 36 | Nettle | X-> | | 30 | Deluge | X-------> | | | Pure Wish | X---> | | | Break | X-> | | 40 | Froth Spiral | X-------> | | 34 | Break | X-------> | | 46 | Pure Wish | X-> | | | Pure Ply | X-> | |____|_______________|_______________| | 46 | Pure Wish | X-------> | ____ _______________ _______________ | 48 | Pyroclasm | X---> | | LV | WIND PSYNERGY | H E S S S W | | 52 | Freeze Prism | X-------> | |����|���������������|���������������| |____|_______________|_______________| | -- | Impact | X---------> | ____ _______________ _______________ | 06 | Prism | X---------> | | LV | WATER (P) PY. | M P C C A | | 08 | Plasma | X---------> | |����|���������������|���������������| | 12 | Wish | X-----> | | -- | Douse | X-------> | | 18 | Bind | X---------> | | | Frost | X-------> | | 21 | High Impact | X---------> | | 02 | Ply | X-------> | | 22 | Hail Prism | X---------> | | 04 | Cool | X-------> | | 24 | Wish Well | X-----> | | 05 | Cure Poison | X-------> | | 26 | Shine Plasma | X---------> | | 06 | Avoid | X-----> | | 30 | Break | X---------> | | 08 | Tundra | X-------> | | 31 | Drain | X---------> | | 12 | Diamond Dust | X-------> | | 39 | Psy Drain | X---------> | | 13 | Restore | X-------> | | 46 | Pure Wish | X-----> | | 17 | Ply Well | X-------> | | 50 | Spark Plasma | X---------> | | 21 | Supercool | X-------> | | 52 | Freeze Prism | X---------> | | 24 | Glacier | X-------> | |____|_______________|_______________| | 30 | Break | X-------> | ____ _______________ _______________ | 35 | Pure Ply | X-------> | | LV | WATER (M) PY. | W S C P A | | 40 | Megacool | X-------> | |����|���������������|���������������| |____|_______________|_______________| | -- | Ply | X-------> | | 02 | Frost | X-------> | Mercury adepts' additional special | 04 | Ice | X-------> | classes (Ranger, etc.) are the same | 08 | Wish | X---> | as the Jupiter adepts', so check that | 09 | Tundra | X-------> | section to see the psynergy-learning | 13 | Restore | X-------> | charts. | 16 | Ply Well | X-------> | | 17 | Ice Horn | X-------> | | 22 | Wish Well | X---> | | 25 | Glacier | X-------> | | 30 | Break | X-------> | | 34 | Pure Ply | X-------> | _____________________________ | 42 | Ice Missile | X-------> | ����������������������������� | 46 | Pure Wish | X---> | EQUIP-ITEM CLASSES [EQCL] |____|_______________|_______________| _____________________________ ����������������������������� Equip-item classes come about by finding special equipment that forcefully changes and fixes the class at a set family, rather than letting normal djinn amounts change it up (although these still apply). There are three items in the game -- Mysterious Card, Trainer's Whip, Tomegathericon -- that fit into this category, changing the class families to Pierrot, Tamer, and Necro Mage, respectively. However, to "ascend the family tree" and get the higher-tier classes, there is a special catch relative to the equipper: the person must have one of each elemental djinn NOT of his/her base class. That's hard to explain without imagery, though. Pretend that Felix has no djinn and has the Mysterious Card equipped, setting his base class at Pierrot. If he equips 9 Earth djinn, he remains at the base class. However, since he's earth-elemental, if he equips 1 djinn of each other type (fire, water, wind), he becomes a Harlequin. To get to the next, he has to have 2 of each type; to reach the max, 3 of each type. [Each equip-item class follows this same line of thought.] _____________ _________________ _______________________________ | FAMILIES | ERT FIR WIN WAT | HP PP ATK DEF AGL LCK | |�������������|�����������������|�������������������������������| | Pierrot | --- --- --- --- | 100% 80% 100% 110% 130% 120% | | Harlequin | ? ? ? ? | 130% 100% 110% 120% 140% 120% | | Punchinello | ? ? ? ? | 160% 110% 120% 130% 150% 120% | | Acrobat | ? ? ? ? | 190% 120% 130% 140% 160% 120% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Tamer | --- --- --- --- | 100% 70% 110% 120% 90% 80% | | Trainer | ? ? ? ? | 130% 90% 120% 130% 100% 80% | | Beastkeeper | ? ? ? ? | 160% 100% 140% 140% 110% 80% | | Beast Lord | ? ? ? ? | 190% 110% 160% 150% 120% 80% | |_____________|_________________|_______________________________| |�������������|�����������������|�������������������������������| | Dark Mage | --- --- --- --- | 80% 140% 80% 90% 140% 90% | | Crypt Lord | ? ? ? ? | 100% 160% 100% 110% 150% 90% | | Necrolyte | ? ? ? ? | 130% 170% 120% 120% 160% 90% | | Necromage | ? ? ? ? | 160% 190% 140% 130% 170% 90% | |_____________|_________________|_______________________________| ____ _______________ _______________ ____ _______________ _______________ | LV | PIERROT PSYN. | P H P A | | LV | TAMER PSYNRGY | T T B B | |����|���������������|���������������| |����|���������������|���������������| | 03 | Baffle Card | X-----> | | -- | Wild Wolf | X | | 05 | Juggle | X-----> | | | Orc | X | | 06 | Avoid | X-----> | | | Dinox | X | | 08 | Sword Card | X-----> | | | Troll | X | | 10 | Sabre Dance | X-----> | | 05 | Cure Poison | X-----> | | 13 | Flame Card | X-----> | | 06 | Impact | X-----> | | 15 | Sleep Card | X-----> | | 07 | Pixie | X | | 17 | Heat Juggle | X-----> | | | Faery | X | | 22 | Fire Breath | X-----> | | | Weird Nymph | X | | 25 | Thunder Card | X-----> | | 10 | Whiplash | X-----> | | 27 | Death Card | X-----> | | | Salamander | X | | 29 | Backstab | X-> | | | Cerberus | X | | 33 | Bramble Card | X-----> | | | Chimera | X | | 37 | Fiery Juggle | X-----> | | | Macetail | X | | 46 | Frost Card | X-----> | | 13 | Restore | X-----> | |____|_______________|_______________| | 15 | Elder Wood | X | ____ _______________ _______________ | | Estre Wood | X | | LV | DARK MAGE PY. | D C N N | | 20 | Emu | X | |����|���������������|���������������| | | Harpy | X | | -- | Call Zombie | X-----> | | | Gryphon | X | | 09 | Raging Heat | X-----> | | | Minotaur | X | | 17 | Haunt | X-----> | | 22 | High Impact | X-----> | | 19 | Revive | X-----> | | 24 | Succubus | X | | 20 | Fire Puppet | X-----> | | 27 | Lich | X | | 22 | Fiery Abyss | X-----> | | | Phoenix | X | | 24 | Curse | X-----> | | 28 | Manticore | X | | 26 | Call Demon | X-> | | 32 | Wyvern | X | | 29 | Condemn | X-----> | | | Blue Dragon | X | | 31 | Drain | X-----> | | | Fire Dragon | X | | 33 | Poison Flow | X-----> | | 45 | Roc | X | | 39 | Psy Drain | X-----> | | | Grand Golem | X | | 47 | Call Dullahan | X | | | Living Armor | X | | 53 | Dire Inferno | X-----> | | | Ghost Soldier | X | |____|_______________|_______________| |____|_______________|_______________| As always, if you see any errors here, be sure to drop me a line at my addy (shotgunnova -@- gmail d0t c0m) so I can correct that stuff ASAP. Thankee-sai! _______________________________________________________________________________ ������������������������������������������������������������������������������� FORGING [FRGN] _______________________________________________________________________________ ������������������������������������������������������������������������������� A new gameplay aspect (compared to the first game) is finding raw materials and forging them at the blacksmith's in Yallam, accessible after getting the boat. Here's the steps to forge something: [01] - Obtain material in whatever fashion (chests, drops, etc.) [02] - Give material to Sunshine [03] - Exit and re-enter town (or sleep at inn) in order to pass the time [04] - Buy creation from Sunshine's wife The problem with forging is that the player can't decide the outcome, so there's often a lot of resetting involved to get the good stuff (such as the Excalibur which has, I believe, a 5% of being created). _________________ ___________________________________________ ______ ______ | MATERIAL | DROPPED BY (DUNGEON) | WEAK | SELL | |�����������������|�������������������������������������������|������|������| | Dark Matter | Wonder Bird (Islet Cave) | | 2250 | | Dragon Skin | Winged Lizard (Yampi Desert Cave) | | 900 | | Golem Core | Bombander (Anemos Inner Sanctum) | | 1125 | | Mythril Silver | Soul Army (Jupiter Lighthouse/Yampi D.C.) | | 1500 | | Orihalcon | Sky Dragon (Anemos Inner Sanctum) | | 3000 | | Salamander Tail | Pyrodra (Treasure Isle) | | 1050 | | Star Dust | Sand Scorpion (Yampi Desert Cave) | | 300 | | Sylph Feather | Great Seagull (Treasure Isle) | | 525 | | Tear Stone | Gillman Lord (Treasure Isle) | | 225 | |_________________|___________________________________________|______|______| _________________ | TEAR STONE | Some materials can be found freely in chests but most |�����������������| have to be won as drops, the monsters that carry them | Cloud Wand | mostly found in optional dungeons' depths. To even the | Spirit Ring | odds (and you _WILL_ need them), defeat a foe with a | Pure Circlet | djinn unleash -- not summon -- based off its elemental | Clear Bracelet | weakness. If done right, the attack message should end |_________________| in "!!!". _________________ _________________ _________________ _________________ | SYLPH FEATHER || STAR DUST || SALAMANDER TAIL || DRAGON SKIN | |�����������������||�����������������||�����������������||�����������������| | Faery Vest || Comet Mace || Ardagh Robe || Dragon Helm | | Sylph Rapier || Luna Shield || Flame Shield || Dragon Robe | | Floating Hat || Planet Armor || Apollo's Axe || Dragon Armor | | Aerial Gloves || Stardust Ring || Burning Sword || Dragon Boots | |_________________|| Astral Circlet || Salamander Rod || Dragon Shield | |_________________||_________________||_________________| _________________ _________________ _________________ _________________ | MYTHRIL SILVER || GOLEM CORE || DARK MATTER || ORIHALCON | |�����������������||�����������������||�����������������||�����������������| | Levatine || Gaia's Axe || Darksword || Excalibur | | Mythril Helm || Huge Sword || Fear Helm || Nebula Wand | | Mythril Blade || Titan Gloves || Terra Shield || Stellar Axe | | Mythril Armlet || Chronos Mail || Demon Circlet || Xylion Armor | | Mythril Clothes || Tungsten Mace || Stealth Armor || Cosmos Shield | | Psychic Circlet ||_________________||_________________|| Millenium Helm | |_________________| | Big Bang Gloves | |_________________| The final aspect of forging is simply paying Sunshine to fix up rusted items, found in some dungeons or in the ocean's shallows. Rusted items can be used normally but carry low attack values; if refurbished, their inner artifact shines and the item is restored to full power. "Ocean shallows" are light-colored pools that contrast with the deep blueness of the rest of the water, and are actually visible on the main map. Locations of all these items are listed in the walkthrough (some with maps), so use that as a source if you need extra help finding these suckers. They're listed in the order they can first be obtained. _____________ ________________ ____________________________________ _______ | ITEM | BECOMES... | LOCATION | PRICE | |�������������|����������������|������������������������������������|�������| | Rusty Mace | Hagbone Mace | Eastern Sea (NE shallows) | 8300 | | Rusty Axe | Captain's Axe | Eastern Sea (SE of Sea of Time) | 6800 | | Rusty Staff | Glower Staff | Shrine of the Sea God | 10100 | | Rusty Sword | Robber's Blade | Aqua Rock (Parch pool by low exit) | 7600 | | Rusty Mace | Demon Mace | Gaia Rock (plant maze) | 9200 | | Rusty Mace | Dracomace | Islet Cave | 10700 | | Rusty Sword | Corsair's Edge | Lemuria (Scoop flowers by Lunpa's) | 6300 | | Rusty Axe | Viking Axe | Treasure Isle | 11000 | | Rusty Sword | Pirate's Sabre | Western Sea (SE shallows) | 10600 | | Rusty Staff | Goblin's Rod | Western Sea (NW shallows) | 29955 | | Rusty Sword | Soul Brand | Western Sea (Atoll w/ of Atteka) | 11600 | |_____________|________________|____________________________________|_______| _______________________________________________________________________________ ������������������������������������������������������������������������������� MINIGAMES [MNGM] _______________________________________________________________________________ ������������������������������������������������������������������������������� There are a few minigames to play and all are located in that wonderful city of Tolbi! LEMURIAN SPRING ��������������� Found : Lemuria (duh?) Prizes: Hestia Blade, Erebus Armor, Aegis Shield, Floral Dress, Mighty Axe, Minerva Helm, Crown of Glory, Leda's Bracelet, Fireman's Pole, Wild Coat, Brilliant Circlet, Crafted Gloves, Potion, Psy Crystal, Water of Life; Eclipse Summon (one-time-only bullseye prize). Near the Lemurian entrance is a spring with some crabs and turtles walking around inside. Felix can throw regular coins (and only win more coins if he hits the critters) or throw rare Lucky Medals, which will win him various artifacts. Save beforehand to ensure you don't get a bunch of obsolete or duplicate equipment! The best stuff to get is the Hestia Blade, Minerva Helm, and Erebus Armor, plus the Eclipse summon. The Wild Coat's AGL boost can be pretty useful, too. SUPER LUCKY DICE ���������������� Found : Contigo Prizes: $$$ Unlike the version in the first Golden Sun, this one is "SUPER," using two pairs of dice. Each bet costs 370g, and when the dice're rolled, Felix will get a chance to double the current pot by guessing whether the next roll will be higher or lower than his current roll. For instance, say he rolls a 10: he can either bet his pot on the next sum being under 9 or above 11, or he can cash out completely and pocket his winnings. Not a shabby way to make a buck, if you got the luck. /rhyme LUCKY WHEELS ������������ Found : Contigo Prizes: Quick Boots, Hyper Boots, Running Shirt, Mythril Shirt, Silk Shirt, Fur Boots, Adept Ring, Sleep Ring, War Ring, Water of Life, Potion, Psy Crystal This minigame is found in an rickety tent near the inn, and it's basically a slotmachine that runs on Game Tickets (which are dropped by monsters or given to the party by shopkeepers after something's been bought). It's not that hard to understand: match up 4-5 of the icons and hit the jackpot, then obtain an artifact. This game is a carbon copy of the one found in the first Golden Sun, for reference. Shirt -> Shirts Ring --> Rings Heart -> Items Stars -> Items Moon --> Anything! Moons can be used as wild cards to make jackpots with other icons, remember. The shirts and boots are great items (latter in particular), but the rings are pointless and I wouldn't recommend having them wasting space. _______________________________________________________________________________ ������������������������������������������������������������������������������� V. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ������������������������������������������������������������������������������� [Q] - What's Laughing Fungus do? [A] - Nothing. If you try to give it to the man in Madra, he says that isn't the right mushroom and won't accept it (i.e. all that's left to do is sell it). The Healing Fungus, accessible after getting Piers, is the correct item to give to the Madre padre. [Q] - Why isn't Poseidon taking any damage? [A] - Someone must use the Trident on him, and the item must be equipped beforehand. To make the Trident, collect the prong pieces from three dungeons (Shrine of the Sea God, Tundaria Tower, Ankohl Ruins) and do the Briggs/Champa events in order to forge it. [Q] - How do I improve the frequency of weapon unleashes? [A] - Equipment that says it "improves criticals" actually affects this category (not critical normal attacks), so that's what to seek out. [Q] - How do I clear the debris from Alhafra's defunct ship? [A] - After defeating Briggs, it's possible to start the maintenance. There are some gray rocks on the mast that can be pushed off, and a "pillar" crate that can removed, and a log that can be thrown overboard, too. With those three done, that leaves three things accessible from the east shore: (1) a 2nd crate (2) a poundable stake (3) a giant boulder. For the crate, push it west once and go around counterclockwise to its north side (by using ropes on mast), then push it into the water. For the poundable stake, get to the NE section to use Pound. Finally, to clear the boulder, use Burst (from Burst Brooch, found in Tundaria Tower) to destroy it. [Q] - Piers has my Lash Pebble in Lemuria, and now I can't go to Lunpa! [A] - This is a common question -- if the Lash Pebble's with Piers when he temporarily leaves, then how will one get to the 2F balcony? Try any random psynergy on the Lash coil and, instead of going to Lunpa, he'll throw down a ladder! [Q] - What's Hard Mode? [A] - When you beat the game and save/overwrite to make a 'clear save', next time a new game is started, there'll be a prompt to try the titular mode. Enemies here have percentage-based stat boosts but everything else is the same, typically. THIS IS NOT A NEW GAME PLUS FEATURE, so nothing carries over by accepting the challenge. [Q] - How do I get rare drops more often? [A] - If you know which monster drops so-and-so items, the method to raising the chances involves djinn unleashes (not summons!). If killed with a djinn of the element it's weak to, a monster will flash polychromatic for a moment before disappearing -- this is how one knows it was killed in that fashion. This method won't guarantee drops but for some items, like Lachesis's Rule or Orihalcon who have very low drop rates, this'll be very helpful. _______________________________________________________________________________ ������������������������������������������������������������������������������� VI. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ������������������������������������������������������������������������������� 04-25-09 ---------------------------+ Started walkthrough 05-22-09 ---------------------------+ Finished walkthrough THANKS TO... ������������ � Sailor/Ceej, for hosting my FAQstuffs � The GS2 messageboard, for a wealth of information and being awesome � The Golden Sun wiki, for some early-ability levels and class stat %s <3 GAMEFAQS RECOMMENDED READING ���������������������������� � LinkKirby's Random Number Generator FAQ � PuyoDead's World Map � TFergusson's Battle Mechanics Guide If any readers have corrections or awesome things to add, drop me a line! _______________________________________________________________________________ ������������������������������������������������������������������������������� VII. LEGALITY [LGLT] _______________________________________________________________________________ ������������������������������������������������������������������������������� This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: � Gametalk.com � cheatcc.com � GameFAQs.com � MyCheats.com � Neoseeker.com � Gamesradar.com � Supercheats.com � Honestgamers.com � Chaptercheats.com � Cavesofnarshe.com E-mail me for permissions ~ shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ KISS ME OUT OF Document � Shotgunnova, 1997-2009 (and countin'!) DESIRE, BABY, NOT Golden Sun namesake � respective owners CONSOLATION E N D O F D O C U M E N T